• Stars
    star
    239
  • Rank 168,389 (Top 4 %)
  • Language
    C
  • License
    ISC License
  • Created almost 9 years ago
  • Updated over 8 years ago

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Repository Details

A very simple example of how shaders in OpenGL can be used, to color Objects or map a texture on some triangles.

OpenGL Shader Project

This project was part of a lecturing/tutorial for a computer graphics class at university.

It consists of most of the OpenGL shader basics needed for further and more complex projects like Pathtracing and SSAO.

With this kind of example-project I would have saved myself lots of hours some years ago.

Knowledge Requirement

If you are completely new to OpenGL or new to programming this is not the tutorial for you! What you need is a basic understanding of OpenGL and the rendering pipeline. Also you know how to initialize buffers, allocate memory and generally handle and write C-code.

So if you already build some smaller stuff with OpenGL and want to step your game up with some shaders - this is for you!

This is what you get

You can toggle between five different modes. Each mode is very shortly explained on the screen itself, so you know what you are looking at.

  • Simple coloring of areas. The fragment shader is used to color your object in just one color. This is the simplest shader you can get.

    One color

  • Take the coordinates as color. The fragment shader interprets the interpolated coordinates as RGB-color and colors your object with that color.

    Coord color

  • Texture. A texture is loaded and mapped onto the object.

    Texture

  • Framebuffer-Texture. The scene is rendered into a framebuffer object which is bound to a texture-object. The resulting texture is then mapped onto the object.

    fbo-texture

  • Framebuffer-Depth-Texture. The scene is rendered into a framebuffer object which is bound to a depth-buffer-texture. The texture-values are then linearized and mapped onto the object. Showing grey values corresponding to the depth of the scene.

    fbo-depth-texture

Install && Run

I tested this simulation on a debian-based Linux OS (Ubuntu, Mint, ...). It should run on other machines as well but is not tested.

Requirements

The following system-attributes are required for running this simulation:

  • A graphics card supporting OpenGL version 3.3 (For the shaders).

  • Unix-Libraries: xorg-dev, freeglut3-dev and mesa-common-dev

Running

Compiling and running is pretty straight forward.

  • ./compile.sh

  • ./shaderDemo

While the simulation runs, you can move around (always looking to the center!) with your mouse (left-klick and move).

To toggle the different modes, press 's'.

Pressing 'h' at any point will give you help and all possible mouse/key assignments.

Good luck and have fun!

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