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Frahaan Hussain - Learn OpenGL: Beginners guide to 3D rendering and game development with OpenGL and C++

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    Learn OpenGL: Beginners guide to 3D rendering and game development with OpenGL and C++
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Learn OpenGL: Beginners guide to 3D rendering and game development with OpenGL and C++: summary, description and annotation

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A step-by-step instructional guide to understanding the fundamentals of game development with OpenGL. Right from the setup to the important features, well get a better understanding of games and the engines behind them.

Key Features
  • Learn the basics of drawing along with fundamentals of shading to create amazing objects.
  • Get in-depth knowledge of lighting and materials to make realistic objects.
  • Understand the fundamentals of model loading and cube mapping.
  • Book Description

    Learn OpenGL is your one-stop reference guide to get started with OpenGL and C++ for game development. From setting up the development environment to getting started with basics of drawing and shaders, along with concepts such as lighting, model loading, and cube mapping, this book will get you up to speed with the fundamentals.

    You begin by setting up your development environment to use OpenGL on Windows and macOS. With GLFW and GLEW set up using absolute and relative linking done, you are ready to setup SDL and SFML for both the operating systems.

    Now that your development environment is set up, youll learn to draw using simple shaders as well as make the shader more adaptable and reusable. Then we move on to more advanced topics like texturing your objects with images and transforming your objects using translate, rotate and scale.

    With these concepts covered, well move on to topics like lighting to enable you to incorporate amazing dynamic lights in your game world.

    By the end of the book, youll learn about model loading, right from setting up ASSIMP to learning about the model class and loading a model in your game environment. We will conclude by understanding cube mapping to bring advance worlds to your game.

    What you will learn
  • Set up GLFW and GLEW on Windows and macOS with absolute, relative Linking
  • Set up SDL and SFML on your system using absolute and relative Linking
  • Draw using the simple shaders
  • Create a camera and learn to populate your game world with objects
  • Learn about color and lighting concepts to create an amazing game world
  • Understand model loading and cube mapping to advance your game
  • Who this book is for

    This book is targeted towards anyone and everyone who is interested in creating games, learning how game engines work and most importantly for anyone who is interested in learning OpenGL. The ideal reader for this book would be anyone with a passion for learning game development or looking out for an OpenGL reference guide. The skills that youll learn in this book will be applicable to all your game development needs. Youll require a strong foundation in C++ to understand and apply the concepts of this book.

    Frahaan Hussain: author's other books


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    Learn OpenGL Beginners guide to 3D rendering and game development with - photo 1
    Learn OpenGL
    Beginner's guide to 3D rendering and game development with OpenGL and C++
    Frahaan Hussain
    BIRMINGHAM - MUMBAI Learn OpenGL Copyright 2018 Packt Publishing All rights - photo 2
    BIRMINGHAM - MUMBAI
    Learn OpenGL

    Copyright 2018 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    Commissioning Editor: Kunal Chaudhari
    Acquisition Editor: Shweta Pant
    Content Development Editor: Onkar Wani
    Technical Editor: Sachin Sunilkumar
    Copy Editor: Safis Editing
    Proofreader: Safis Editing
    Indexer: Pratik Shirodkar
    Graphics: Jason Monteiro
    Production Coordinator: Arvindkumar Gupta

    First published: August 2018

    Production reference: 1310818

    Published by Packt Publishing Ltd.
    Livery Place
    35 Livery Street
    Birmingham
    B3 2PB, UK.

    ISBN 978-1-78934-036-5

    www.packtpub.com

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    Contributors
    About the author

    Frahaan Hussain is the CEO of Sonar Systems which is the world leader in educational material for the game engine Cocos2d-x, one of the best and the most popular game engines in the world. With years of experience in programming and running an online education platform (Sonar Learning), he enjoys to help and support new programmers like you.
    He is also a University Lecturer teaching a variety of topics in Games Programming from Games Design to OpenGL Shader Programming.

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    Preface

    OpenGL is the most popular graphics library in the world; most mobile games use OpenGL and many other applications. In this book, you'll get to learn about the fundamentals that make the awesome games we play and the game engines behind them. A step-by-step process is used to show everything, from setting up OpenGL to its essential modern features. You'll gain a good understanding of the following concepts: setting up on Windows and Mac using GLFW, SDL, and SFML, 2D drawing, 3D drawing, texturing, lighting, 3D rendering, Shaders/GLSL, model loading, and cube mapping.

    Who this book is for

    Learn OpenGL is for anyone and everyone who is interested in creating games, learning how game engines work, and most importantly for anyone who is interested in learning OpenGL. The ideal reader for this book would be anyone with a passion for learning game development or looking out for an OpenGL reference guide. The skills that you'll learn in this book will be applicable to all your game development needs. You'll require a strong foundation in C++ to understand and apply the concepts of this book.

    What this book covers

    , Setting Up OpenGL , In this chapter, you'll get to learn how to set up OpenGL using various libraries: GLFW, GLEW, SDL, and SFML. We'll learn how to set up our OpenGL projects on Windows and Mac. We also discuss how to link the libraries to your projects using absolute or relative linking, and eventually create the rendering windows to display OpenGL graphics.

    , Drawing Shapes and Applying Textures , takes you through drawing various shapes using shaders. We'll begin by drawing a triangle and learn to add color to it. Then, we'll use the triangle concept to draw our quadrilateral and also learn how to add texture to it.

    , Transformations, Projections, and Camera , This chapter further builds on the previous chapter. You'll get to grips with applying transformations such as rotation and translation to our shapes, and learn to draw a cube and apply a texture to it. Then, we explore the concepts of projections (perspective and orthographic) and implement those concepts in our game world.

    , Effects of lighting, Materials, and Lightmaps , In this chapter we'll learn to apply colors to our objects and how to create a light source such as a lamp in our game world. We'll then look at the effects of light on the objects. You'll understand different types of lighting techniques: ambient, diffused, specular lighting. We'll also explore the various real worl materials and observe the effects of light on the materials. You'll also get to learn about lightmaps in this chapter.

    , Types of light sources and combining of lights, This chapter will discuss the different types of light sources such as directional lights, point lights, and spotlights. We'll also learn to combine the lighting effects and the light sources for our game world.

    , Implementing a Skybox Using a Cubemap, In this chapter, you'll generate a skybox using a cubemap. You'll learn how to apply textures to the skybox and then create a separate texture file to make loading of textures in the code easier. You'll also learn to draw the skybox and create our game world using it.

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