Learn OpenGL Graphics Programming
Therefore a decent knowledge of the C++ programming language is required for these learnopengl.com/demo/autotools_tutorial.txt: an autotools tutorial by.
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offline learnopengl.pdf
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Computer Graphics Programming in OpenGL with C++ Second
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28 oct. 2020 2 Introduction rapide au C/C++ & Visual Studio. 5. 2.1 Le saviez-vous? ... Introduction à l'architecture OpenGL [KSS16] : les données et les.
[PDF] [PDF] Learn OpenGL Graphics Programming
Since OpenGL is a graphics API and not a platform of its own it requires a language to operate create an additional C++ file with the following code:
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Since OpenGL is a graphics API and not a platform of its own, it requires a language to operate in and the language of choice is C++ .How much C++ is required for OpenGL?
You don't need to be a master in C++ to start learning OpenGL. As a matter of fact, you don't even need to know C++. If you know a decent amount of C, you should be fine to start working with OpenGL. OpenGL is not a programming language, it is an API.Is OpenGL for C or C++?
The OpenGL libraries are written in C and allows for many derivations in other languages, but in its core it remains a C-library.So let's get started
1Install and Setup MSYS. Head over to this link https://www.msys2.org/ and download the mysy2 installer. 2Open MSYS2. 3Install Pacman in the MSYS2. 4Install MinGW package via CLI. 5Install Freeglut. 6Install Glew. 7Download Code Blocks. 8Set up the compiler in Code Blocks.
Learn OpenGL
An offline transcript of learnopengl.com
Joey de Vries
Copyright
c2015 Joey de Vries
PUBLISHED BY ME:)
LEARNOPENGL.COMLicensed under the Creative Commons Attribution-NonCommercial 3.0 Unported License (the
"License"). You may not use this file except in compliance with the License. You may obtain a copy of the License athttp://creativecommons.org/licenses/by-nc/3.0. Un- less required by applicable law or agreed to in writing, software distributed under the License is distributed on an"AS IS"BASIS,WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.Second printing, July 2015
Contents
1Introduction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.1 Prerequisites
141.2 Structure
151.2.1 Boxes
151.2.2 Code
151.2.3 Color hints
151.2.4 OpenGL Function references
15 IGetting started
2OpenGL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.1 Core-profile vs Immediate mode
182.2 Extensions
192.3 State machine
192.4 Objects
202.5 Let"s get started
212.6 Additional resources
213Creating a window.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.1 GLFW
223.2 Building GLFW
233.2.1 CMake
233.2.2 Compilation
243.3 Our first project24
3.4 Linking
243.4.1 OpenGL library on Windows
253.4.2 OpenGL library on Linux
263.5 GLEW
263.5.1 Building and linking GLEW
263.6 Additional resources
274Hello Window.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.1 GLEW
294.2 Viewport
304.3 Ready your engines
304.4 One last thing
314.5 Input
324.6 Rendering
335Hello Triangle.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
5.1 Vertex input
375.2 Vertex shader
395.3 Compiling a shader
405.4 Fragment shader
415.4.1 Shader program
425.5 Linking Vertex Attributes
435.5.1 Vertex Array Object
455.5.2 The triangle we"ve all been waiting for
475.6 Element Buffer Objects
485.7 Additional resources
515.8 Exercises
516Shaders.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
6.1 GLSL
526.2 Types
536.2.1 Vectors
536.3 Ins and outs
546.4 Uniforms
566.5 Our own shader class
596.6 Reading from file
606.7 Exercises
627Textures.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
7.1 Texture Wrapping
657.2 Texture Filtering
667.2.1 Mipmaps
677.3 Loading and creating textures68
7.4 SOIL
697.5 Generating a texture
697.6 Applying textures
707.7 Texture Units
737.8 Exercises
768Transformations.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
8.1 Vectors
778.2 Scalar vector operations
788.3 Vector negation
798.4 Addition and subtraction
798.5 Length
808.6 Vector-vector multiplication
818.6.1 Dot product
818.6.2 Cross product
828.7 Matrices
828.8 Addition and subtraction
838.9 Matrix-scalar products
848.10 Matrix-matrix multiplication
848.11 Matrix-Vector multiplication
858.12 Identity matrix
868.13 Scaling
868.14 Translation
878.15 Rotation
888.16 Combining matrices
898.17 In practice
908.18 GLM
908.19 Exercises
949Coordinate Systems.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
9.1 The global picture
969.2 Local space
979.3 World space
979.4 View space
979.5 Clip space
979.5.1 Orthographic projection
989.5.2 Perspective projection
999.6 Putting it all together
1029.7 Going 3D
1029.8 More 3D
1069.8.1 Z-buffer
1079.8.2 More cubes!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
9.9 Exercises
10910Camera.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
10.1 Camera/View space
11010.1.1 1. Camera position
11110.1.2 2. Camera direction
11110.1.3 3. Right axis
11110.1.4 4. Up axis
11110.2 Look At
11210.3 Walk around
11310.4 Movement speed
11510.5 Look around
11610.6 Euler angles
11710.7 Mouse input
11910.8 Zoom
12110.9 Camera class
12210.10 Exercises
12311Review.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
11.1 Glossary
124 IILighting
12Colors.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
12.1 A lighting scene
12913Basic Lighting.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
13.1 Ambient lighting
13413.2 Diffuse lighting
13513.3 Normal vectors
13613.4 Calculating the diffuse color
13713.5 One last thing
13913.6 Specular Lighting
14113.7 Exercises
14514Materials.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
14.1 Setting materials
14714.2 Light properties
14914.3 Different light colors
15114.4 Exercises
15215Lighting maps.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
15.1 Diffuse maps
15415.2 Specular maps
15715.3 Sampling specular maps
15815.4 Exercises
16016Light casters.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
16.1 Directional Light
16116.2 Point lights
16416.3 Attenuation
16516.3.1 Choosing the right values
16616.3.2 Implementing attenuation
16716.4 Spotlight
16916.5 Flashlight
16916.6 Smooth/Soft edges
17216.7 Exercises
17417Multiple lights.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
17.1 Directional light
17617.2 Point light
17717.3 Putting it all together
17817.4 Exercises
18118Review.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
18.1 Glossary
182 IIIModel Loading
19Assimp.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
19.1 A model loading library
18619.2 Building Assimp
18720Mesh.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
20.1 Initialization
19020.2 Rendering
19221Model.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
21.1 Importing a 3D model into OpenGL
19521.1.1 Assimp to Mesh
19721.1.2 Indices
19921.1.3 Material
19921.2 A large optimization200
21.3 No more containers!
20221.4 Exercises
203 IVAdvanced OpenGL
22Depth testing.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
22.1 Depth test function
20622.2 Depth value precision
20922.3 Visualizing the depth buffer
21022.4 Z-fighting
21322.4.1 Prevent z-fighting
21423Stencil testing.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
23.1 Stencil functions
21823.2 Object outlining
21924Blending.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
24.1 Discarding fragments
22424.2 Blending
22824.3 Rendering semi-transparent textures
23124.4 Don"t break the order
23325Face culling.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
25.1 Winding order
23525.2 Face culling
23725.3 Exercises
23926Framebuffers.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
26.1 Creating a framebuffer
24026.1.1 Texture attachments
24226.1.2 Renderbuffer object attachments
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