Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
Arrow right icon
View More author details
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 directional light

In this recipe, we will now implement directional light. The only difference between a point light and a directional light is that in the case of the directional light source, there is no position, however, there is direction, as shown in the following figure.

Implementing per-fragment directional light

The figure compares directional and point light sources. For a point light source (left-hand side image), the light vector at each vertex is variable, depending on the relative positioning of the vertex with respect to the point light source. For directional light source (right-hand side image), all of the light vectors at vertices are the same and they all point in the direction of the directional light source.

Getting started

We will build on the geometry handling code from the per-fragment lighting recipe, but, instead of the pulsating cubes, we will now render a single cube with a sphere. The code for this recipe is contained in the Chapter4/DirectionalLight folder. The same code also works...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image