Detailed explanation of openGL &GLSL texture() function
preface
Generally, when adding textures to 3D projects, you often see functions with texture operations. First, look at a piece of chip shader program: in the chip shader
#version 450 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D depthMap;
uniform float near_plane;
uniform float far_plane;
// required when using a perspe ...
Posted by gullit on Thu, 20 Jan 2022 19:26:28 +0100
Learn OpenGL Note 7.3 PBR-IBL-Diffuse irradiance (Image based lighting-diffuse reflectance)
IBL, or image-based lighting, is a set of technologies for illuminating objects, not by directly analyzing light as in the previous chapter, but by treating the surrounding environment as a large light source. This is usually done by manipulating a cube map environment map (taken from the real world or generated from a 3D scene) so that we can ...
Posted by B-truE on Wed, 12 Jan 2022 18:39:15 +0100
Learn OpenGL notes 6.8 Bloom (high dynamic range)
Due to the limited intensity range of monitor, bright light sources and bright areas are usually difficult to convey to the viewer. One way to distinguish bright light sources on a display is to make them glow; Then the light flows around the light source. This effectively provides the viewer with the illusion that these light sources or bright ...
Posted by gid__ on Fri, 07 Jan 2022 17:45:48 +0100
Learn OpenGL notes 6.5 Normal Mapping
We enhance realism by wrapping 2D textures on these planar triangles, hiding the fact that polygons are only small planar triangles.
From the perspective of lighting technology, the only way to determine the shape of an object is through its vertical normal vector.
This technique that uses per segment normals compared to per surface normals ...
Posted by daniel_lee_hill on Wed, 05 Jan 2022 17:19:52 +0100