Opengl for beginners смотреть последние обновления за сегодня на .
Learn how to use OpenGL to create 2D and 3D vector graphics in this course. Course by Victor Gordan. Check out his channel: 🤍 💻 Code: 🤍 See top comment for more resources. ⭐️ Contents ⭐️ Introduction 0:00:00 Introduction to Course Install 0:00:00 Downloads 0:02:11 Setting Up VS Project 0:02:50 Generating GLFW 0:03:29 Build Solution GLFW 0:04:03 Importing Libraries 0:04:53 Configuring VS 0:06:02 Finishing up & Testing Window 0:06:36 Initializing GLFW 0:07:03 Configuring GLFW 0:08:26 Creating Window 0:09:53 While Loop 0:11:01 OpenGL Viewport 0:11:36 Buffer Explanation 0:12:55 Adding Color 0:14:03 Comments for Window Triangle 0:14:25 Graphics Pipeline 0:16:56 Shaders Source Code 0:17:24 Vertices 0:18:54 Vertex and Fragment Shaders 0:20:45 Shader Program 0:21:36 Vertex Buffer Object 0:24:35 Vertex Array Object 0:26:57 Cleaning Up 0:27:34 Rendering Loop 0:28:38 Comments for Triangle Index Buffer 0:29:24 Normal Triangle 0:29:47 Duplicate Vertices 0:30:06 Solution 0:30:26 Index Buffer 0:30:51 Implementation 0:32:22 Comments for Index Buffer Organizing 0:32:33 Introduction to Organizing 0:32:43 Shader Text Files 0:33:21 Shader Class 0:35:27 VBO Class 0:36:18 EBO Class 0:36:35 VAO Class 0:37:36 Adding Classes to Main.cpp 0:37:59 Comments for Organizing Shaders 0:38:34 Introduction to Shaders 0:38:44 Shaders Properties 0:38:57 Vertex Shader 0:40:01 Fragment Shader 0:40:17 Adding Colors 0:41:23 Modifying the VAO class 0:41:54 Vertex Attribute Pointer Explanation 0:43:09 linkAttrib Code 0:43:19 Interpolation 0:43:50 Uniforms 0:46:08 Error Checking Shaders 0:46:29 Comments for Shaders Textures 0:46:39 Types of Textures 0:46:54 stb Library 0:47:58 Square 0:48:14 Texture Sizes 0:48:37 Importing in an Image 0:49:19 Creating the Texture 0:49:43 Texture Units 0:50:19 Interpolation Types 0:51:11 Texture Mapping 0:52:27 Assigning the Image to the Texture 0:53:10 Errors 0:53:21 Mipmaps 0:53:50 Texture Coordinates 0:54:15 Vertex and Fragment Shaders 0:54:51 Finishing up 0:55:39 Texture Class 0:55:56 Comments for Textures Going 3D 0:56:01 Introduction to Going 3D 0:56:11 Correction 0:56:23 Matrices 0:56:57 GLM 0:57:26 Coordinate Types 0:58:35 Transformation Matrices 0:59:13 Matrix Initialization 0:59:41 View & Projection Matrices 1:01:16 Importing Matrices 1:01:53 Matrices Final Multiplication 1:02:07 Pyramid 1:02:41 Rotation & Timer 1:03:11 Depth Buffer 1:03:36 Comments for Going 3D Camera 1:04:11 Header File 1:05:04 Basic Camera Class Functions 1:05:54 Main File Changes 1:06:21 Vertex Shader Changes 1:06:43 Key Inputs 1:07:38 Mouse Inputs 1:09:21 Fixing Camera Jumps 1:09:49 Comments for Camera Lighting 1:10:13 Modify Camera 1:10:30 Light Cube 1:10:50 Light Color 1:12:03 Diffuse Lighting & Normals 1:15:36 Ambient Lighting 1:16:18 Specular Lighting 1:17:54 Comments for Lighting Specular Maps 1:18:15 Modify Texture Class 1:18:34 Plane With Texture 1:19:06 Specular Maps Theory 1:19:30 Implementing Specular Maps 1:20:06 Ending for Specular Maps Types of Light 1:20:16 Types of Light 1:20:26 Point Light 1:20:41 Intensity Attenuation 1:20:51 Inverse Square Law 1:21:03 CG Intensity Equation 1:21:36 Implementation of Attenuation 1:22:09 Directional Light 1:22:52 Spotlight 1:23:08 Light Cones 1:23:18 Cones Comparison 1:23:31 Cos vs Angle 1:23:45 Finishing the Spotlight 1:24:19 Comments for Types of Light Mesh Class 1:24:33 Introduction for Mesh Class 1:24:46 Mesh Definition 1:25:01 Mesh Class Header 1:25:58 Modify the VBO Class 1:27:06 Modify the EBO Class 1:27:16 Mesh Constructor 1:27:41 Rearrange Shader Layouts 1:28:10 Mesh Draw Function I 1:28:51 Modify the Texture Class 1:29:22 Mesh Draw Function II 1:29:54 Modify the Uniforms 1:30:20 Main.cpp Changes 1:31:06 Comments for Mesh Class Model Loading 1:31:28 Introduction for Model Loading 1:31:47 Small Note on 3D Models 1:32:27 JSON Library 1:32:41 Model Header 1:33:03 Model.cpp File 1:33:13 JSON File Structure 1:33:30 Getting the Binary Data 1:34:07 glTF File Structure 1:36:28 getFloats() and getIndices() 1:39:09 Grouping Functions 1:39:19 assembleVertices() 1:39:50 Modifying the Texture Class 1:40:22 getTextures() 1:41:50 loadMesh() 1:42:23 Matrix Transformations Explanation 1:42:54 traverseNode() Declaration 1:43:28 Modifying the Mesh Class 1:43:41 Modifying the Vertex Shader 1:44:15 traverseNode() Writing 1:45:18 Modifying the Main.cpp File 1:45:28 Examples of Models 1:46:01 Comments for Model Loading
Learning OpenGL can be difficult, in this video, I'll give you all the resources that you need. Check out my discord server: 🤍 Check out my steam game: 🤍 #cpp #opengl #learnprogramming #gamedev Some good resources: The Cherno: 🤍 Jamie King: 🤍 🤍 🤍 The Cherno's Discord server: 🤍 Other good YouTubers: 🤍 🤍 Linear algebra: 🤍 Doom2016 graphics-study: 🤍 Would you like to learn the Windows api? 🤍 Check out another video from my channel: 🤍 Check out my CMake tutorial: 🤍 Music: less.people - Twilit 🤍
This lecture series for Computer Graphics Programming with OpenGl in Visual C. Base Code and setting environment for OpenGl in Visual C follow the link:- 🤍 Base Code download link:- 🤍 -~-~~-~~~-~~-~- Please watch: "Artificial Intelligence | Learning Agent " 🤍 -~-~~-~~~-~~-~-
Graphics programming is so cool! I managed to make a water shader, load 3d models, create a beautiful transition shader in just 7 days using OpenGL and the Rust programming language. I used this OpenGL wrapper called glium: 🤍 I also utilized a game framework called macroquad: 🤍 Water & Transition shader is open source on by github page! (wip) 🤍 The pixel art I used in the video for water shader: 🤍 ♫ Music credits ♫ Noah James: 🤍 I use a lot of his music, check him out! Want to support me? Patreon: 🤍 Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur
WebGL makes it possible to render GPU-accelerated 3D graphics on the web. Learn the basics of 3D theory and rendering pipelines for complex graphics and animations 🤍 #webdev #3d #100SecondsOfCode 🔗 Resources WebGL 🤍 Rendering Pipeline 🤍 Three.js 🤍 Spline 🤍 🤓 Install the quiz app iOS 🤍 Android 🤍 🔥 Watch more with Fireship PRO Upgrade to Fireship PRO at 🤍 Use code lORhwXd2 for 25% off your first payment. 🎨 My Editor Settings - Atom One Dark - vscode-icons - Fira Code Font
First in a series of videos on using OpenGL from C.
In this video I'm going to explain and implement perspective projection in OpenGL. This transformation is core in making your 3D game actually look like it has a third dimension. It makes objects that are further away from the camera appear smaller while closer objects appear larger. This video is part one and deals mainly with the projection of the XY coordinates. In the next video we will handle the Z component and the aspect ratio. Back face culling is explained in 🤍 Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_11_PERS_PROJ_1. OpenGL 4.6 specification: 🤍 Timecodes: 0:00 Intro 2:14 The View Frustum 5:47 View onto the YZ plane 6:14 Projecting on the near clip plane 6:42 The field of view 8:27 Calculating the projected point (Y component) 10:37 Calculating the projected point (X component) 11:33 How to implement? 12:07 The projection Matrix 13:09 Perspective Division 14:43 Copying the Z into W 15:38 Start of code review 15:55 How I got the cube mesh 17:10 Handling face culling 18:32 Transformation matrices 20:02 Run without projection 20:20 Implement the perspective projection matrix 21:45 Run with projection 23:40 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Music: "Cute" from 🤍 View Frustum image: 🤍 (MithrandirMage, CC BY-SA 3.0 🤍 via Wikimedia Commons) Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
OpenGL for beginners, 3 Things You Need to Know About OpenGL for beginners What Happened to Run OpenGL program in c?, The Definitive Guide to Run OpenGL program in c, What Most People Don't Know About Run OpenGL program in c, Why Everyone is Talking About Run OpenGL program in c ➸ Here’s what I’m going to cover in this video: Setup a computer graphics programming environment - OpenGL C tutorial Using OpenGL and GLUT in codeblocks Setting up OpenGL in codeblocks - cg tutorials How to setup opengl for cg programming ? How do I setup OpenGL in codeblocks ? How do I run OpenGL in C ? How to run OpenGL programs in codeblocks ? ⬇️ Download here: 🤍 ➝ Share this video – 🤍 👉 SUBSCRIBE - 🤍 Ⓒ Published by - #AzzonikaTutorials Thank you for watching! 🙂
Patreon ► 🤍 Twitter ► 🤍 Instagram ► 🤍 Discord ► 🤍 Series Playlist ► 🤍 GLFW ► 🤍 Thank you to the following Patreon supporters: - Samuel Egger - Dominic Pace Gear I use: - BEST laptop for programming! ► 🤍 My FAVOURITE keyboard for programming! ► 🤍 FAVOURITE monitors for programming! ► 🤍 MAIN Camera ► 🤍 MAIN Lens ► 🤍 Second Camera ► 🤍 Microphone ► 🤍
In this video I show how to get started with OpenGL and GLFW for Windows and Visual Studio 2017. I show how to include and link the GLFW lib and then use the sample code from their webpage to create an empty Window with an OpenGL context. The GLFW lib can be downloaded here: 🤍 See my social profiles here G+: 🤍 Twitter: 🤍 Facebook: 🤍 Patreon: 🤍 Production Music courtesy of Epidemic Sound: 🤍 #OpenGL #C #Modern_OpenGL #Gamedev
People over complicate EASY things. Assembly language is one of those things. In this video, I'm going to show you how to do a 64-bit assembly Hello World. And it's only going to take you 10 minutes to do. LETSGO. 🛒 GREAT BOOKS FOR ASSEMBLY PROGRAMMING 🛒 Blue Fox: Arm Assembly Internals and Reverse Engineering: 🤍 Practical Reverse Engineering: x86, x64, ARM, Windows Kernel, Reversing Tools, and Obfuscation : 🤍 Practical Malware Analysis: The Hands-On Guide to Dissecting Malicious Software : 🤍 The Ghidra Book: The Definitive Guide: 🤍 🏫 COURSES 🏫 C Programming 101 for Aspiring Embedded Developers: 🤍 🔥🔥🔥 SOCIALS 🔥🔥🔥 Low Level Merch!: 🤍 Follow me on Twitter: 🤍 Follow me on Twitch: 🤍 Join me on Discord!: 🤍
This is a short video about my journey from not understanding C in the least to being able to make a relatively large codebase. Discord: 🤍 Links to Projects/Resources mentioned in the video: Crafting Interpreters 🤍 My Custom Programming Language Transpiler (Rift) - V1 branch: 🤍 Tool Installer: 🤍 Solid State visualizer: [ Not Open Source ] (Check the Wheel Reinvention Jam Project since that has the same features) SoME2 Game: 🤍 Base Layer Series and more! 🤍 Wheel Reinvention Jam Project: 🤍k/p/292/multieditor/ (Current Project) My C-Codebase: 🤍 Music: - Kevin MacLeod is a Legend It Came Upon a Midnight Clear by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. 🤍 Source: 🤍 Artist: 🤍
In this video I will introduce you to a basic lighting model in OpenGL called the 'Phong Reflection Model'. We will review the components of this model and implement ambient lighting. We will also start adding material support to our basic mesh and a base light class that we will expand over the course of the next few episodes. The model of the demo in this tutorial is 🤍 by James Ray Cock. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_19_MATERIALS. OpenGL 4.6 specification: 🤍 Timecodes: 0:00 Intro 0:57 Phong Reflection Model 1:38 Diffuse lighting 2:59 Specular lighting 3:43 Ambient lighting 4:55 Materials 6:40 Todo list 7:33 The lighting equation 9:52 Code review 10:08 The Technique class 11:18 The LightingTechnique class 13:56 Changes to the main application code 14:51 The light source 15:26 The material 18:15 The fragment shader 19:01 Handling uniforms of structures 19:56 The demo model 20:45 The format of OBJ material files 21:35 Test the code 22:12 Fix the Assimp import problem 22:33 A couple of experiments 23:00 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Image: 🤍 Music: "Photo Album" from 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video I will show you how to use Vertex Array Objects (VAO) in OpenGL in order to make it simpler to switch between groups of vertices that are characterized by different source buffers and different vertex layouts. I will also describe the compatibility and core profiles, show how to enable the core profile using FreeGLUT and describe how they affect the VAO. Finally, I'll review some changes that I've made in order to move most of the application code into a class. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_17_VAO. OpenGL 4.6 specification: 🤍 Timecodes: 0:00 Intro 0:14 Background 0:57 Multiple meshes 1:23 Vertex Array Objects 2:10 Compatibility and core profiles 2:58 VAOs and the profiles 3:19 How the enable the core profile in FreeGLUT 4:06 Start of code review 4:30 The Tutorial17 class 5:02 FreeGLUT callbacks 6:03 Using the VAO 8:10 Rest of the Init method 8:41 The render loop 9:03 Getting the current VAO from the OpenGL runtime 9:22 The keyboard callback function 9:43 Object cleanup 10:41 Changes to the main function 10:56 Run the demo 11:14 Conclusion Feel free to comment below. Contact: Email: etay.meiri🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video we will go over the details of getting basic texture mapping working in OpenGL using C. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_16_TEX_MAP. OpenGL 4.6 specification: 🤍 Get the STB image header: 🤍 Timecodes: 0:00 Intro 0:40 Challenges 1:02 Texture coordinates 2:00 Number of texture axes 2:32 Naming the texture axes 2:58 Minification and magnification 4:53 Filter types 6:08 Texture mapping arch in OpenGL 8:28 Texture mapping TODO list 10:34 Star of code review 10:37 Getting STB image 12:18 The Texture class 13:44 Loading the texture 17:22 Setting texture state 18:11 The bind function of the texture class 18:36 Shader changes 19:42 Handling texture coordinates 20:17 Misc changes to app code 20:55 Changes to the render loop 21:28 Build and run 21:34 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Music: "Smile" from 🤍 Images: 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
How to create first C/C application using OpenGL and Visual Studio 2022. To build and link the application statically, we need to add the follwing lib files to the project: glfw3.lib; opengl32.lib; user32.lib; gdi32.lib; shell32.lib
👍 814 👎 15 🟦🟦🟦🟦🟦🟦🟦🟦🟦🟥 Last updated on 27/Jan/2023 at 13:41 UTC I'm gonna show you how to install OpenGL in Visual Studio with C. I assume you know your way around the basics of C, and that you have the C/C workload installed in Visual Studio. - Source Code- 🤍 -Download links- Visual Studio: 🤍 CMake: 🤍 GLFW: 🤍 Glad: 🤍 - Discord Server - 🤍 - Patreon - 🤍 -Timestamps- 0:00 Downloads 0:46 Setting Up VS Project 1:25 Generating GLFW 2:04 Build Solution GLFW 2:38 Importing Libraries 3:28 Configuring VS 4:37 Finishing up & Testing -References- 🤍 #opengl #opengltutorial #computergraphics #cpp #visualstudio
Open GL Tutorial for Beginners- Animation Part-3(Moving of Teapot). Background Music Courtesy By-Open Road by Audionautix is licensed under a Creative Commons Attribution license (🤍 Artist: 🤍 TechTraLab (Technological Trading Lab) opengl animation opengl animation tutorial opengl animation source code opengl animation of ball opengl animation projects with source code opengl animation example opengl animation c opengl animation android opengl animation shader opengl animation library opengl animation programs opengl animation projects opengl animation code opengl animation blender opengl animation 2d opengl animation 3d opengl animation timer opengl animation android example opengl animation pdf opengl animation java opengl animation loop opengl animation rotation opengl animations opengl skeletal animation opengl skeletal animation tutorial opengl 2d animation opengl 3d animation opengl 3d animation tutorial opengl animation opengl animation tutorial opengl animation example opengl animation source code opengl animation android opengl animation shader opengl animation projects with source code opengl animation library opengl animation code example opengl animation c opengl animation programs opengl animation maya opengl animation file opengl simple animation opengl folding animation skeleton animation opengl opengl test animation hand animation opengl opengl animated movie 3d animation in opengl -~-~~-~~~-~~-~- Please watch: "Artificial Intelligence | Learning Agent " 🤍 -~-~~-~~~-~~-~-
In this video I describe the Camera/View space and provide a full overview of all the coordinate system transitions that are involved in 3D rendering. For the camera I use a well known model called the UVN camera and I describe the steps for creating the camera/view transformation matrix based on that model. Watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_13_CAMERA_SPACE. OpenGL 4.6 specification: 🤍 Timecodes 0:00 Intro 0:30 Background 1:18 Local Coordinate System 1:42 World Coordinate System 3:15 Camera / View Coordinate System 4:43 Camera / View Transformation 5:40 Coordinate Systems Summary 6:48 The WVP matrix 7:38 Building the view transformation 8:45 The UVN camera model 11:45 Coordinate system change of basis 15:02 Chage of basis in matrix form 17:03 Code review 20:42 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Music - "Summer" from 🤍 View Frustum image: 🤍 (MithrandirMage, CC BY-SA 3.0 🤍 via Wikimedia Commons) Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video I'm going to show you how to implement the spot light effect in OpenGL. This effect is useful for flashlights and even certain types of street lights. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 To get the version of the sources that was used in the video checkout the tag TUT_23_SPOT_LIGHT. OpenGL 4.6 specification: 🤍 Special thanks - Modeling artists: James Ray Cock - 🤍 🤍 Gugurun - 🤍 Audio: Title : Jumpscare & Horror Scream Loud 🤍Horrorin Editing and mixing : 🤍 Original content video link : 🤍 An Jone - "Time to Spare" - youtube audio library. Timecodes 0:00 Intro 0:57 Common characteristics of point and spot lights 1:17 Unique characteristics of the spot light 2:06 Example of different cut-off angles 2:42 Transforming the spot light direction 3:56 The cut-off angle 5:46 Graceful decrease of light intensity 7:18 Start of code review 7:27 The fragment shader 9:44 The LightingTechnique class 11:06 Transforming the direction from world to local 11:42 Changes to the application code Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: 🤍 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video we will study the differences between the fixed function pipeline and the programmable pipeline. We will get introduced to shaders and how to use them in our applications and games. Please visit 🤍 to see my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_04_SHADERS. OpenGL 4.6 specification: 🤍 Time codes: 0:00 Intro 0:47 Two types of pipelines 1:03 Factory example 1:24 Fixed function pipeline 3:54 Programmable pipeline 5:03 GLSL 8:22 Shader creation stages 10:50 Start of code review 11:00 Create a program handle 11:15 Load the shader source from files 13:35 Create a shader handle 13:39 Load the shader source into the shader handle 14:38 Compile the shader 15:36 Attach the shader to the program 16:02 Link the program 16:24 Program validation 17:02 Enable the program 17:30 Review of vertex shader code 22:40 Review of fragment shader code 23:45 Build and run! 24:03 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Credits: Factory pic: 🤍 Sound: "Dreams" from 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
This video gives introduction of OpenGL and primitives.
In this video we are going from rendering a single dot to rendering a full triangle. In addition, we will discuss the issue of face culling. Please visit 🤍 to see my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_03_FIRST_TRIANGLE. OpenGL 4.6 specification: 🤍 Time codes: 0:00 - Intro 0:45 - Triangle diagram 1:28 - Code changes 1:42 - New vertices 2:10 - glDrawArrays 3:12 - Build 3:26 - Run! 3:28 - Face culling 4:22 - Blender example 5:20 - Why is face culling important? 6:11 - Winding order 8:33 - Formula in OpenGL spec 9:20 - Enabling face culling 10:54 - Make clockwise order visible 11:19 - Decide whether to cull front or back 12:20 - Conclusion Feel free to comment below. Email: etay.meiri🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video I will show you how to create a window to be used with OpenGL using FreeGLUT (I'm referring to 'FreeGLUT' as 'GLUT' in the video). Please visit 🤍 to see my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_01_CREATE_WINDOW. Make sure you watch my previous video on getting up and running with OGLDEV: 🤍 Time codes: 0:00 - Intro 2:09 - glutInit 3:20 - glutInitDisplayMode 4:44 - Init window params 5:07 - Create a Window 5:32 - glClearColor 7:03 - glutDisplayMode 7:35 - glutMainLoop 8:07 - glClear 8:21 - glutSwapBuffers 10:22 - glutPostRedisplay 10:55 - How to build the code 13:39 - Conclusion Feel free to comment below. email: ogldev1🤍gmail.com Facebook: 🤍 GITHUB: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video I will show you how display a dot in the window that we created in the previous video. Please visit 🤍 to see my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_02_FIRST_DOT. OpenGL 4.6 specification: 🤍 Make sure you watch my previous video on opening a window using FreeGLUT: 🤍 Time codes 0:00 Intro 3:48 OpenGL pipeline 5:50 Rasterizer input 7:15 Initialize GLEW 7:56 Create a vertex buffer 8:13 Create an array of vertices 9:04 Allocate a buffer handle 11:11 Bind the vertex buffer 11:30 Load the vertices into the buffer 12:53 Changes in the render callback 13:16 Enabling the vertex attribute 13:49 Set the layout in the buffer 16:19 Execute the draw call 18:50 Build and run! 19:00 Changes to the build script 19:23 Conclusion Feel free to comment below. Email: etay.meiri🤍gmail.com Facebook: 🤍 GITHUB: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video we start our journey into the wonderful world of 3D transformations. We will start with the translation transformation which moves objects around the 3D scene. Please visit 🤍 for more tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_06_TRANSLATION. OpenGL 4.6 specification: 🤍 Time codes: 0:00 Intro 1:26 2d 2:24 3D 2:59 blender 3:27 movements 4:00 translation 4:42 rotation 5:04 scaling 5:43 Translation using a vector 6:50 Dot product 7:45 matrix-vector multiplication 8:47 Translation matrix 10:00 Code review 10:20 Matrix4f class 11:17 Load the matrix into the shader 11:55 Row/Column major matrix order 12:46 Vertex shader code 14:18 Build and run 14:48 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Credits: Music - "Creative Minds" from 🤍 Images - "Barney Stinson", "Thumbs up" and "Rubik's Cube" from 🤍 Wikipedia images: 🤍 🤍 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
Graphics programming is freaking hard! Voxel engine, water/wind shaders, landscape height map generation, scene transitions, are just a few of the things I've made with it so far. If you want to build a car, it might help to reinvent the wheel sometimes to fully understand it on a deeper level. All projects I've highlighted in this video was written with Rust + various libraries! The water + landscape + wind project I made specifically for this video using Rust and wgpu. It's hard to quantify but rest assured, I've spent more than 100 hours trying to learn this skill. Want to support me? Patreon: 🤍 Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur Credits: Music Moon And Star by Wintergatan Build Tracks Music Valentine by Wintergatan Music The Rocket by Wintergatan Music Sommarfågel by Wintergatan Music Non-Euclidian Geometry by Punch deck Music Brazilian Street Fight by Punch deck Wintergatan link: 🤍 License can be found on website Punch deck link: 🤍 Punch deck license: 🤍
In this video we will learn how to load models from various file formats using the Assimp library and how to render them in OpenGL. We will store the models in OpenGL buffers using a method called 'Structure of Arrays' (SOA) and we will study the difference between this method and what we've been using so far ('Array of Structures' - AOS). Finally, we will enable the depth test in order to solve a visual problem with the rendered model. Assimp homepage: 🤍 Assimp binary installation: Ubuntu: sudo apt install assimp-utils libassimp-dev libassimp5 From sources: git clone 🤍 cd assimp Linux: cmake . Windows: cmake CMakeLists.txt Build/Install (Linux): make sudo make install Timecodes: 0:00 Intro 0:59 Model file formats 1:23 Introducing Assimp 2:04 Installing Assimp on Linux 3:34 Installing Assimp on Windows 7:47 Integrating Assimp into your project 7:52 The BasicMesh class 8:20 The BasicMesh::LoadMesh function 9:05 AOS vs SOA 12:38 The aiScene struct 13:13 The aiMesh struct 13:49 The aiMaterial struct 14:09 Planning the import 14:55 Counting the number of vertices and indices 16:20 Reserving space in our vectors 16:52 Initializing a single mesh 17:45 Initializing the texture 19:10 Populating the OpenGL buffers 20:58 The BasicMesh::Render function 21:36 Using glDrawElementsBaseVertex 24:00 Using BaseMesh in the main application code 24:49 Test the code 25:29 Enabling the depth test 25:49 Conclusion Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_18_ASSIMP. OpenGL 4.6 specification: 🤍 Feel free to comment below. Email: etay.meiri🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Credits: Music: "Perception" from 🤍 Image: 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
INSTALLING GLFW: 🤍 INSTALLING GLEW: 🤍 In this tutorial, you will learn to create a Window and an OpenGL context using GLFW and also use GLEW alongside your project. You will learn a little info about how the OpenGL library calls functions and how procedural it appears to be. I hope you enjoy the tutorial and you gain some knowledge from it. If you have any suggestions then please let me know below. Thanks!
In this video I'll present the second core 3D transformation - the rotation. Make sure you watch the previous video on the translation transformation - 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. 3D Math Primer For Graphics & Game Development book: * Amazon affiliate link: 🤍 * Free online version: 🤍 Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_07_ROTATION. OpenGL 4.6 specification: 🤍 Time codes: 0:00 Intro 1:55 Geometry background 2:35 Rotation example in Blender 3:01 Rotation planes 3:48 Rotation in 2D 5:03 Developing the rotation equation 7:11 Rotation using a matrix 8:22 Code review 9:53 Build and run! 10:21 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Credits: Music - "Creative Minds" from 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
This video is part #1 of a new series where I construct a 3D graphics engine from scratch. I start at the beginning, setting up the project, then discuss vertices and triangles. Next a description of how 3D coordinates are converted into on-screen 2D coordinates using a projection matrix. This results in seeing a cube being rotated in 2-axis and translated. Source: 🤍 🤍 🤍 Blog: 🤍 Twitter: 🤍javidx9 Twitch: javidx9
Should you learn Vulkan(used with the C programming language), and can beginners learn it? In the video, we discuss the advantages of Vulkan VS DirectX VS OpenGL, for beginners, and where you would want to use it. A 2D platformer done with Vulkan would be some series overkill. Vulkan isn't for everyone, and it isn't for everything, but in it's place, its a powerful API that specializes in performance and cross platform compatibility. Should a beginner learn Vulkan? . This is codergopher, and I'm Marty. Benchmarking: OpenGL VS Vulkan - 🤍 Vulkan VS DirectX12 - 🤍
Watch the next part: 🤍 This is a free online video course in which you will learn the basics of modern OpenGL. I will try to make this series as platform and library agnostic as possible. Please tell me what you think about this new series in the comments section below. All feedback will be taken into sincere consideration. Here are some useful links: Official OpenGL Website: 🤍 Official OpenGL Forum: 🤍 Website: 🤍 Twitter: 🤍 Mail: support🤍thecodinguniverse.com
In this video we complete the development of the camera by adding mouse support and calculating the camera rotations using Quaternions. This allows us to rotate the camera 360 degrees like in a first person shooter. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_15_FPS_CAMERA. OpenGL 4.6 specification: 🤍 3D Math Primer For Graphics & Game Development book: * Amazon affiliate link: 🤍 * Free online version: 🤍 Recommended videos for more background on Quaternions: Quaternion sub-series by Jorge Rodriguez: 🤍 (also check out his entire "Math For Game Developers" playlist!). A video by Sociamix: 🤍 Timecodes 0:00 - Intro 0:13 - Fixing the camera transformation matrix 1:41 - Handling the mouse 3:30 - The Horizontal Angle Of Rotation 4:08 - The Vertical Angle Of Rotation 4:42 - Quaternions introduction 5:47 - Quaternion notation 6:10 - Initializing the Quaternion 7:08 - Quaternion magnitude 7:37 - Quaternion conjugate 8:03 - Rotation using quaternions 10:08 - Starting the code review 10:45 - Switching to full screen mode 12:05 - Register a mouse callback 13:01 - Changes to the camera class 14:25 - Initialize the horizontal and vertical angles 17:27 - Handling mouse movements 18:44 - Update the UVN vectors 19:35 - Implement Quaternion rotation 21:28 - Handle the case where the mouse is on the edge of the screen 22:13 - Test the new camera 22:58 - Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: William Rowan Hamilton image: 🤍 Sponza Palace image: 🤍 Music: "Sweet" from 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video I cover some of the action that takes place at the end of the vertex level processing of the graphics pipeline. The focus is on clipping and viewport mapping and how they get us from NDC space to screen space pixels. Timecodes: 0:00 Intro 0:17 Pipeline recap 1:01 The end of vertex processing 2:13 Clipping 5:02 glClipControl 5:33 Z-fighting 6:12 Perspective Division 7:09 Viewport mapping 8:22 glViewport 8:53 Demo 10:37 Conclusion I highly recommend watching the two perspective projection tutorials: Part 1: 🤍 Part 2: 🤍 Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 OpenGL 4.6 specification: 🤍 Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Credits: Image: 🤍 Photo by Alexander Kovalev from Pexels Images by rwindr and Mohamed Hassan from Pixabay Video by cottonbro from Pexels youtube videos: 🤍 🤍 Music: "Creative Minds" from 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
Codeblocks + freeglut setup. drawing glBegin + glEnd + rotation + translation in opengl . [[ I may have cut out my mistakes and stupid errors, but i did not, they are a good lesson]] First Workshop of the OpenGL2Go Workshop series. Kai Niklas from ( deCode GmbH ) introduces you to the basics of OpenGL using CodeBlocks and FreeGlut. Links used in the Video: OpenGL2Go Blog / Podcast: 🤍 Live Stream: 🤍 Skype Group: 🤍 Free IDE: 🤍 FreGLUT OpenGL Framework: 🤍 Webpages: 🤍 🤍 Watch out for upcoming Workshops on: 🤍opwngl2go.net
In this video we study how to use index buffers in OpenGL in order to save vertex buffer space. We will also expand the current sample code by adding the color attribute to the vertex buffer. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_10_INDEXED_DRAWS. OpenGL 4.6 specification: 🤍 Time codes: 0:00 Intro 0:30 Vertex sharing example in Blender 3:22 How the index buffer works 4:32 Calculating the vertex buffer space that we saved 6:41 Start of code review 9:49 Initializing the vertices 11:10 Creating the vertex buffer 11:54 Initializing the indices 13:40 Creating the index buffer 14:58 Chages to the render callback 17:43 Using glDrawElements 19:17 The vertex shader 20:27 Build and run 21:28 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Special guest appearance: Duke Nukem Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
In this video I demonstrate how to implement multiple point lights in OpenGL. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Special thanks to James Ray Cock for the two models used in this tutorial: 🤍 🤍 Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_22_POINT_LIGHT. OpenGL 4.6 specification: 🤍 Timecodes 0:00 Intro 0:59 Point light characteristics 1:25 Light attenuation 1:36 The Inverse Square Law 4:05 The attenuation factor 5:15 Example of two point lights 6:23 Attenuation function alternative 7:27 Point light direction 8:36 Start Of Code review 8:43 The fragment shader 10:53 Point light calculation 12:44 Changes to the LightingTechnique class 14:01 Transform light position from world to local 14:52 Example of handling an array of uniforms 15:41 Changes to the application code 16:27 Demo time! Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Music - "Adventure" from 🤍 Images - 1. 🤍 2. 🤍 3. 🤍 4. 🤍 5. 🤍 6. 🤍 7. 🤍 Video by Anastasia Shuraeva from Pexels Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
Graphics Engine. Since you guys loved the video about me making a physics engine I made this. I try out a bunch of awesome stuff like rendering 2D, & 3D shapes, object loading, textures, materials, shaders, terrain generation and much more! Me Making a Physics Engine: 🤍 ➤My Links: Discord: 🤍 Instagram: 🤍 Twitch: 🤍 Twitter: 🤍 Patreon: 🤍 ➤Similar Videos: jdh - Making my web game engine - 🤍 Guilherme Teres - I Made a GAME ENGINE in 30 HOURS! (from Scratch) - 🤍 n8dev - I Made My Own Game Engine - 🤍 ➤Ignore: I created my own graphics engine engine. I tried implementing as many features as I could. I began by rendering 2D shapes onto the screen and realized how much work it is to calculate all eh vertices and indices hand. I then moved onto 3D shapes which was even harder. I created materials and textures which I would apply onto the objects. Then I moved onto implementing shaders such as transparency, fog, water, displacement, sin waves and more. I also took a quick break to add a skybox. As a final feature I added terrain generation based on a height and noise map. This was really difficult and it took a while to get it working but wow is it beautiful. Finally I added some camera controls, optimizations and the engine was finished. #gamedev #zyger #gameengine
In this video we complete the Phong lighting model by implementing specular lighting. For the demo I'm using the 'Antique Ceramic Vase' model by James Ray Cock: 🤍 Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_21_SPECULAR_LIGHTING. OpenGL 4.6 specification: 🤍 Timecodes: 0:00 Intro 1:08 The specular effect 2:10 Calculating the specular factor 4:40 The specular exponent 5:56 Setting the specular exponent 6:56 The final light equation 8:37 Reflecting the light vector 10:59 Coordinate space considerations 11:30 World to local space transform 13:19 Code review 13:27 The Material class 13:54 Changes to the BasicMesh 15:36 Changes to the LightingTechnique 16:44 Output local pos from the VS 17:19 Add the specular factor to the FS 20:15 Changes to the main application code 20:23 Set the specular exponent texture unit 21:09 Transform the light position from world to local space 22:23 The final result Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Music - "Dreams" by 🤍 Images from 🤍 by pen_ash, fancycrave1, Free-Photos, Rudy and Peter Skitterians, TravelCoffeeBook, No-longer-here, Artturi Mäntysaari, Jill Wellington and Couleur. Enjoy, Etay Meiri #opengl #ogldev #opengtutorials