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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Determining the GLSL and OpenGL version

In order to support a wide range of systems, it is essential to be able to query for the supported OpenGL and GLSL version of the current driver. It is quite simple to do so, and there are two main functions involved: glGetString and glGetIntegerv.

Note that these functions must be called after the OpenGL context has been created.

How to do it...

The following code will print the version information to stdout:

const GLubyte *renderer = glGetString( GL_RENDERER ); 
const GLubyte *vendor = glGetString( GL_VENDOR ); 
const GLubyte *version = glGetString( GL_VERSION ); 
const GLubyte *glslVersion = 
glGetString( GL_SHADING_LANGUAGE_VERSION ); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); printf("GL Vendor : %s\n", vendor); printf("GL Renderer : %s\n", renderer); printf("GL Version (string) : %s\n", version); printf("GL Version (integer) : %d.%d\n", major, minor); printf("GLSL Version : %s\n", glslVersion);

How it works...

Note that there are two different ways to retrieve the OpenGL version: using glGetString and glGetIntegerv. The former can be useful for providing readable output, but may not be as convenient for programmatically checking the version because of the need to parse the string. The string provided by glGetString(GL_VERSION) should always begin with the major and minor versions separated by a dot, however, the minor version could be followed with a vendor-specific build number. Additionally, the rest of the string can contain additional vendor-specific information and may also include information about the selected profile (see the Introduction section of this chapter). It is important to note that the use of glGetIntegerv to query for version information requires OpenGL 3.0 or greater.

The queries for GL_VENDOR and GL_RENDERER provide additional information about the OpenGL driver. The glGetString(GL_VENDOR) call returns the company responsible for the OpenGL implementation. The call to glGetString(GL_RENDERER) provides the name of the renderer, which is specific to a particular hardware platform (such as the ATI Radeon HD 5600 Series). Note that both of these do not vary from release to release, so they can be used to determine the current platform.

Of more importance to us in the context of this book is the call to glGetString(GL_SHADING_LANGUAGE_VERSION), which provides the supported GLSL version number. This string should begin with the major and minor version numbers separated by a period, but similar to the GL_VERSION query, may include other vendor-specific information.

There's more...

It is often useful to query for the supported extensions of the current OpenGL implementation.  Extension names are indexed and can be individually queried by index. We use the glGetStringi variant for this. For example, to get the name of the extension stored at index i, we use glGetStringi(GL_EXTENSIONS, i). To print a list of all extensions, we could use the following code:

GLint nExtensions; 
glGetIntegerv(GL_NUM_EXTENSIONS, &nExtensions); 
 
for( int i = 0; i < nExtensions; i++ ) 
      printf("%s\n", glGetStringi( GL_EXTENSIONS, i ) );

You have been reading a chapter from
OpenGL 4 Shading Language Cookbook - Third Edition
Published in: Sep 2018
Publisher: Packt
ISBN-13: 9781789342253
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