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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing per-fragment spot light


We will now implement per-fragment spot light. Spot light is a special point light that emits light in a directional cone. The size of this cone is determined by the spot cutoff amount, which is given in angles, as shown in the following figure. In addition, the sharpness of the spot is controlled by the parameter spot exponent. A higher value of the exponent gives a sharper falloff and vice versa.

Getting started

The code for this recipe is contained in the Chapter4/SpotLight directory. The vertex shader is the same as in the point light recipe. The fragment shader calculates the diffuse component, as in the Implementing per-vertex and per-fragment point lighting recipe.

How to do it…

Let us start this recipe by following these simple steps:

  1. From the light's object space position and spot light target's position, calculate the spot light direction vector in eye space.

    spotDirectionES  = glm::normalize(glm::vec3(MV*glm::vec4(spotPositionOS-lightPosOS,0)))
  2. In...

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