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Basic OpenGL constructs and functions to construct a cube out of vertex buffer objects, and different vertex and fragment shaders applied different coloration effects to the surfaces of 3D models.

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OpenGL

Basic OpenGL constructs and functions to construct a cube out of vertex buffer objects, and different vertex and fragment shaders applied different coloration effects to the surfaces of 3D models.

SURFACE SHADER PROGRAMS: CUBE VERTEX BUFFERS: In the Mesh class, which can be found in scene/mesh.h, createCube() fills std::vectors with vertex data for the following attributes of a cube that spans the range [-1, 1] in the X, Y, and Z axes (in world space): Position (glm::vec4) Normal (glm::vec4) UV (glm::vec2)

SURFACE SHADER UNIFORM HANDLE: Integer member variable in SurfaceShader() class acts as a handle to a uniform vec3 in the surface shader that represents the camera's position in world space.

SURFACE SHADER RESULTS:

Lambert

Lambert Shader

BlinnPhong

Blinn-Phong Shader

Matcap

Matcap Red Clay Shader

chrome

Matcap Chrome Shader

HeatMap

Iridescent Heat Map Shader

POST PROCESS SHADER RESULTS:

GaussianBlurPostProcess

Gaussian Blur Post Process Shader

GreyscalePostProcess

Greyscale Post Process Shader

BloomPostProcess

Bloom Post Process Shader

SobelPostProcess

Sobel Post Process Shader

PixellatedWorleyNoisePostProcess

Worley Noise Pixellated Process Shader

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Basic OpenGL constructs and functions to construct a cube out of vertex buffer objects, and different vertex and fragment shaders applied different coloration effects to the surfaces of 3D models.

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