Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion.

Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion.

by Joey de Vries

Paperback(New Edition)

$59.98
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Overview

Graphics programmers are often coined the 'wizards' of the game industry. As every magician knows, terms like wizardry and magic are often somewhat exaggerated. Yet, there is a certain charm to graphics programming: the ability to conjure up complete living worlds at our fingertips.

Learn OpenGL will teach you the basics, the intermediate, and tons of advanced knowledge, using modern (core-profile) OpenGL. The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples and step-by-step instructions, while also providing a useful reference for later studies.

After years of continuous work and improvements on the accompanying website learnopengl.com, with the help of thousands of readers, its content has been professionally revised for this physical copy you now find in your hands.

Graphics programming isn't as hard as many people make it out to be... you just need to start.

Product Details

ISBN-13: 9789090332567
Publisher: Joey de Vries
Publication date: 06/17/2020
Edition description: New Edition
Pages: 522
Sales rank: 1,108,758
Product dimensions: 7.00(w) x 10.00(h) x 1.42(d)

About the Author

Joey de Vries (MSc.) is a graphics programmer with over 5 years of professional industry experience. With a lifelong passion of teaching, and a strong philosophy on keeping things approachable for everyone, Joey's approach to making difficult subjects easy to understand is welcomed by many.

Table of Contents

  • Introduction

I Getting started

  • OpenGL
  • Creating a window
  • Hello Window
  • Hello Triangle
  • Shaders
  • Textures
  • Transformations
  • Coordinate Systems
  • Camera
  • Review

II Lighting

  • Colors
  • Basic Lighting
  • Materials
  • Lighting Maps
  • Light Casters
  • Multiple lights
  • Review

III Model Loading

  • Assimp
  • Mesh
  • Model

IV Advanced OpenGL

  • Depth Testing
  • Stencil testing
  • Blending
  • Face culling
  • Framebuffers
  • Cubemaps
  • Advanced Data
  • Advanced GLSL
  • Geometry Shader
  • Instancing
  • Anti Aliasing

V Advanced Lighting

  • Advanced Lighting
  • Gamma Correction
  • Shadow Mapping
  • Point Shadows
  • Normal Mapping
  • Parallax Mapping
  • HDR
  • Bloom
  • Deferred Shading
  • SSAO

VI PBR

  • Theory
  • Lighting
  • Diffuse irradiance
  • Specular IBL

VII In Practice

  • Debugging
  • Text Rendering

VIII 2D Game

  • Breakout
  • Setting up
  • Rendering Sprites
  • Levels
  • Ball
  • Collision detection
  • Collision resolution
  • Particles
  • Postprocessing
  • Powerups
  • Audio
  • Render text
  • Final thoughts

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