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《OpenGL Shading Language》第二版精读与实践

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根据给定的文件信息,以下是对相关知识点的详细解释: ### 标题知识点:OpenGL.Shading.Language.2nd.Edition.Jan.2006 OpenGL着色语言(OpenGL Shading Language, GLSL)是用于OpenGL图形API的高级着色器语言,它允许开发者在GPU上执行自定义的图形和计算任务。GLSL的2nd Edition是这一语言的第二版教材,覆盖了GLSL在2006年时的最新规范。 #### GLSL核心概念: - **着色器类型**:GLSL中包括多种类型的着色器,如顶点着色器(Vertex Shader)、片段着色器(Fragment Shader)、几何着色器(Geometry Shader)、曲面细分着色器(Tessellation Shader)以及计算着色器(Compute Shader)。这些着色器允许在图形管线的各个阶段实现高度定制化的操作。 - **数据类型和变量**:GLSL支持浮点数、整数、向量和矩阵等多种数据类型。变量可以被声明为uniform(不变的),attribute(每个顶点特有的),varying(在顶点着色器和片段着色器之间插值传递的)等,以适应图形管线中的不同阶段。 - **函数和控制流**:GLSL提供了常用的数学函数和控制流结构,如if-else条件语句、for循环和while循环等,这允许开发者编写复杂的算法。 - **着色器编译和链接**:在GLSL中,每个着色器需要单独编译成对象,然后将这些对象链接成一个程序对象,这个程序对象在GPU上执行。编译和链接过程可能包含错误检查,以便调试和优化。 #### OpenGL着色语言(GLSL)第二版内容: - GLSL第二版内容可能包括对早期版本的更新和改进,包括更复杂的图形处理技术、更高的着色器性能、更广泛的硬件支持等。 ### 描述知识点:精典的glsl教程,chm格式,附shader源码 #### CHM格式: - CHM是微软的 Compiled HTML Help 文件格式,它可以包含格式化的HTML文件、图片、索引以及其他资源,通常用于编写电子文档和教程。CHM格式的文件在阅读和检索信息时非常方便,因为它支持快速搜索和完整的目录结构。 #### Shader源码: - 在GLSL教程中,附带的shader源码是指实现特定图形效果或计算的着色器程序的源代码。开发者可以通过查看和修改这些源码来学习如何使用GLSL来控制GPU。这包括但不限于纹理映射、光照模型、颜色混合、几何变换等高级图形技术。 ### 标签知识点:OpenGL shading language OpenGL着色语言(OpenGL Shading Language, GLSL)作为OpenGL标准的一部分,是学习现代图形编程不可或缺的技术之一。它为开发者提供了一种在图形硬件上编程的能力,使他们能够实现以往只能通过固定管线实现的功能。 - 标签“OpenGL shading language”意味着该资源与OpenGL的可编程着色管线紧密相关,包括了所有相关的概念、语法和最佳实践。 ### 压缩包子文件的文件名称列表知识点: #### Addison Wesley - OpenGL.Shading.Language.2nd.Edition.Jan.2006.chm - 文件名中的“Addison Wesley”是出版社的名称,它暗示了这本教程是由著名的教育和技术出版公司出版的,质量得到了保证。 #### OrangeBook2ndEdShaders.zip - 文件名中的“OrangeBook”可能是指此教程类似于早期被称为“OpenGL红宝书”(OpenGL Programming Guide)的风格和内容深度,是一本权威指南。"2ndEd"表示这是第二版。而"Shaders.zip"表明除了CHM格式的教程文件外,可能还包含了一些GLSL着色器的源代码示例。 综合上述信息,这份资源提供了全面的GLSL知识体系,适合希望深入学习OpenGL图形编程的开发者。通过教程和示例代码,他们能够掌握如何利用GLSL编写各种类型的着色器,以及如何将它们集成到OpenGL应用程序中。

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PDF 格式,绝对可以打开,=) Chapter 1. Review of OpenGL Basics Section 1.1. OpenGL History Section 1.2. OpenGL Evolution Section 1.3. Execution Model Section 1.4. The Frame Buffer Section 1.5. State Section 1.6. Processing Pipeline Section 1.7. Drawing Geometry Section 1.8. Drawing Images Section 1.9. Coordinate Transforms Section 1.10. Texturing Section 1.11. Summary Section 1.12. Further Information Chapter 2. Basics Section 2.1. Introduction to the OpenGL Shading Language Section 2.2. Why Write Shaders? Section 2.3. OpenGL Programmable Processors Section 2.4. Language Overview Section 2.5. System Overview Section 2.6. Key Benefits Section 2.7. Summary Section 2.8. Further Information Chapter 3. Language Definition Section 3.1. Example Shader Pair Section 3.2. Data Types Section 3.3. Initializers and Constructors Section 3.4. Type Conversions Section 3.5. Qualifiers and Interface to a Shader Section 3.6. Flow Control Section 3.7. Operations Section 3.8. Preprocessor Section 3.9. Preprocessor Expressions Section 3.10. Error Handling Section 3.11. Summary Section 3.12. Further Information Chapter 4. The OpenGL Programmable Pipeline Section 4.1. The Vertex Processor Section 4.2. The Fragment Processor Section 4.3. Built-in Uniform Variables Section 4.4. Built-in Constants Section 4.5. Interaction with OpenGL Fixed Functionality Section 4.6. Summary Section 4.7. Further Information Chapter 5. Built-in Functions Section 5.1. Angle and Trigonometry Functions Section 5.2. Exponential Functions Section 5.3. Common Functions Section 5.4. Geometric Functions Section 5.5. Matrix Functions Section 5.6. Vector Relational Functions Section 5.7. Texture Access Functions Section 5.8. Fragment Processing Functions Section 5.9. Noise Functions Section 5.10. Summary Section 5.11. Further Information Chapter 6. Simple Shading Example Section 6.1. Brick Shader Overview Section 6.2. Vertex Shader Section 6.3. Fragment Shader Section 6.4. Observations Section 6.5. Summary Section 6.6. Further Information Chapter 7. OpenGL Shading Language API Section 7.1. Obtaining Version Information Section 7.2. Creating Shader Objects Section 7.3. Compiling Shader Objects Section 7.4. Linking and Using Shaders Section 7.5. Cleaning Up Section 7.6. Query Functions Section 7.7. Specifying Vertex Attributes Section 7.8. Specifying Uniform Variables Section 7.9. Samplers Section 7.10. Multiple Render Targets Section 7.11. Development Aids Section 7.12. Implementation-Dependent API Values Section 7.13. Application Code for Brick Shaders Section 7.14. Summary Section 7.15. Further Information Chapter 8. Shader Development Section 8.1. General Principles Section 8.2. Performance Considerations Section 8.3. Shader Debugging Section 8.4. Shader Development Tools Section 8.5. Scene Graphs Section 8.6. Summary Section 8.7. Further Information Chapter 9. Emulating OpenGL Fixed Functionality Section 9.1. Transformation Section 9.2. Light Sources Section 9.3. Material Properties and Lighting Section 9.4. Two-Sided Lighting Section 9.5. No Lighting Section 9.6. Fog Section 9.7. Texture Coordinate Generation Section 9.8. User Clipping Section 9.9. Texture Application Section 9.10. Summary Section 9.11. Further Information Chapter 10. Stored Texture Shaders Section 10.1. Access to Texture Maps from a Shader Section 10.2. Simple Texturing Example Section 10.3. Multitexturing Example Section 10.4. Cube Mapping Example Section 10.5. Another Environment Mapping Example Section 10.6. Glyph Bombing Section 10.7. Summary Section 10.8. Further Information Chapter 11. Procedural Texture Shaders Section 11.1. Regular Patterns Section 11.2. Toy Ball Section 11.3. Lattice Section 11.4. Bump Mapping Section 11.5. Summary Section 11.6. Further Information Chapter 12. Lighting Section 12.1. Hemisphere Lighting Section 12.2. Image-Based Lighting Section 12.3. Lighting with Spherical Harmonics Section 12.4. The ÜberLight Shader Section 12.5. Summary Section 12.6. Further Information Chapter 13. Shadows Section 13.1. Ambient Occlusion Section 13.2. Shadow Maps Section 13.3. Deferred Shading for Volume Shadows Section 13.4. Summary Section 13.5. Further Information Chapter 14. Surface Characteristics Section 14.1. Refraction Section 14.2. Diffraction Section 14.3. BRDF Models Section 14.4. Polynomial Texture Mapping with BRDF Data Section 14.5. Summary Section 14.6. Further Information Chapter 15. Noise Section 15.1. Noise Defined Section 15.2. Noise Textures Section 15.3. Trade-offs Section 15.4. A Simple Noise Shader Section 15.5. Turbulence Section 15.6. Granite Section 15.7. Wood Section 15.8. Summary Section 15.9. Further Information Chapter 16. Animation Section 16.1. On/Off Section 16.2. Threshold Section 16.3. Translation Section 16.4. Morphing Section 16.5. Other Blending Effects Section 16.6. Vertex Noise Section 16.7. Particle Systems Section 16.8. Wobble Section 16.9. Summary Section 16.10. Further Information Chapter 17. Antialiasing Procedural Textures Section 17.1. Sources of Aliasing Section 17.2. Avoiding Aliasing Section 17.3. Increasing Resolution Section 17.4. Antialiased Stripe Example Section 17.5. Frequency Clamping Section 17.6. Summary Section 17.7. Further Information Chapter 18. Non-Photorealistic Shaders Section 18.1. Hatching Example Section 18.2. Technical Illustration Example Section 18.3. Mandelbrot Example Section 18.4. Summary Section 18.5. Further Information Chapter 19. Shaders for Imaging Section 19.1. Geometric Image Transforms Section 19.2. Mathematical Mappings Section 19.3. Lookup Table Operations Section 19.4. Color Space Conversions Section 19.5. Image Interpolation and Extrapolation Section 19.6. Blend Modes Section 19.7. Convolution Section 19.8. Summary Section 19.9. Further Information Chapter 20. RealWorldz Section 20.1. Features Section 20.2. RealWorldz Internals Section 20.3. Implementation Section 20.4. Atmospheric Effects Section 20.5. Ocean Section 20.6. Clouds Section 20.7. Summary Section 20.8. Further Information Chapter 21. Language Comparison Section 21.1. Chronology of Shading Languages Section 21.2. RenderMan Section 21.3. OpenGL Shader (ISL) Section 21.4. HLSL Section 21.5. Cg Section 21.6. Summary Section 21.7. Further Information Appendix A. Language Grammar Appendix B. API Function Reference
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《OpenGL Shading Language》第二版精读与实践
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Addison Wesley - OpenGL.Shading.Language.2nd.Edition.Jan.2006.chm 2.83MB
OrangeBook2ndEdShaders.zip 54KB
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