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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts FREE CHAPTER
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Adding lighting

Finally, let's add some lighting to the objects in the scene, just to make the objects more interesting to look at. We'll do this by allowing the light renderer to be drawn in the scene. Here, the light is originating from the center of this sphere. Using the position of the light source, we will calculate whether a pixel is lit or not, as follows:

The picture on the left shows the scene unlit. In contrast, the scene on the right is lit with the earth sphere and the ground is affected by the light source. The surface that is facing the light is brightest, for example, at the top of the sphere. This creates a Specular at the top of the sphere. Since the surface is farther from/at an angle to the light source, those pixel values slowly diffuse. Then, there are surfaces that are not facing the light source at all, such as the side of the ground facing us...

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