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Steps

  • Theoretical introduction
  • Technical introduction
  • General setup (glm, glew, glfw)
  • Main loop
  • Interactions
  • Programs and shaders compilation
  • Errors and tips, debugging
  • Rendering basic geometry
  • Simple shaders
  • Uniforms

[Explanations stop here]

  • Textures
  • Attributes
  • Moving to 3D using matrix
  • Camera
  • Element arrays
  • Meshes loading
  • Lighting
  • Complex uniforms
  • Texture and Normal maps
  • Effect maps (specular, AO)
  • Cubemap : skybox
  • Environment mapping: specular, irradiance map
  • Gamma correction
  • Simple framebuffer
  • Shadow maps
  • Antialiasing
  • Distinct render and display resolutions
  • Parallax mapping
  • Variance shadow maps
  • Deferred shading
  • SSAO
  • Resources managers
  • Joystick support
  • HDR, bloom
  • Physically based rendering

[Code stops here]

  • Raymarching techniques (SSR ?)
  • Water/terrain/noise ?
  • Temporal AA ?
  • UI elements, text rendering (df)
  • Particles, instanced drawing
  • Geometry shaders ? TFb ?
  • Tessellation ?

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A simple OpenGL template, explained.

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  • C++ 69.1%
  • C 29.0%
  • GLSL 1.4%
  • Other 0.5%