Learn OpenGL
Free

Learn OpenGL

By Joey de Vries
Free
Book Description

This book is for you if you want to learn the inner workings of computer graphics and do all the stuff the cool kids do by yourself. Doing things by yourself is extremely fun and resourceful and gives you a great understanding of graphics programming.



OpenGL is mainly considered an API (an Application Programming Interface) that provides us with a large set of functions that we can use to manipulate graphics and images. However, OpenGL by itself is not an API, but merely a specification, developed and maintained by the Khronos Group.



Learn OpenGL is broken down into a number of general subjects. Each subject contains several sections that each explain different concepts in large detail. Each of the subjects can be found at the menu to your left. The subjects are taught in a linear fashion (so it is advised to start from the top to the bottom, unless otherwise instructed) where each page explains the background theory and the practical aspects.



Read online at LearnOpenGL.com

Table of Contents
  • 1 Introduction
    • 1.1 Prerequisites
    • 1.2 Structure
      • 1.2.1 Boxes
      • 1.2.2 Code
      • 1.2.3 Color hints
      • 1.2.4 OpenGL Function references
  • Part I — Getting started
    • 2 OpenGL
    • 3 Creating a window
    • 4 Hello Window
    • 5 Hello Triangle
    • 6 Shaders
    • 7 Textures
    • 8 Transformations
    • 9 Coordinate Systems
    • 10 Camera
    • 11 Review
  • Part II — Lighting
    • 12 Colors
    • 13 Basic Lighting
    • 14 Materials
    • 15 Lighting maps
    • 16 Light casters
    • 17 Multiple lights
    • 18 Review
  • Part III — Model Loading
    • 19 Assimp
    • 20 Mesh
    • 21 Model
  • Part IV — Advanced OpenGL
    • 22 Depth testing
    • 23 Stencil testing
    • 24 Blending
    • 25 Face culling
    • 26 Framebuffers
    • 27 Cubemaps
    • 28 Advanced Data
    • 29 Advanced GLSL
    • 30 Geometry Shader
    • 31 Instancing
    • 32 Anti Aliasing
  • Part V — Advanced Lighting
    • 33 Advanced Lighting
    • 34 Gamma Correction
    • 35 Shadow Mapping
    • 36 Point Shadows
    • 37 Normal Mapping
    • 38 Parallax Mapping
    • 39 HDR
    • 40 Bloom
    • 41 Deferred Shading
    • 42 SSAO
  • Part VI — In Practice
    • 43 Text Rendering
    • 44 2D Game
    • 45 Breakout
    • 46 Setting up
    • 47 Rendering Sprites
    • 48 Levels
    • 49 Ball
    • 50 Collision detection
    • 51 Collision resolution
    • 52 Particles
    • 53 Postprocessing
    • 54 Powerups
    • 55 Audio
    • 56 Render text
    • 57 Final thoughts
    • Index
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