Putting it all together into an OpenGL demo
To conclude our OpenGL rendering engine, let's combine the techniques from Chapter 8, Image-Based Techniques, Chapter 9, Working with Scene Graphs, and Chapter 10, Advanced Rendering Techniques and Optimizations, into a single application.
Our final OpenGL demo application renders the Lumberyard Bistro scene with the following techniques and effects:
- Screen-space ambient occlusion
- HDR rendering with light adaptation
- Directional shadow mapping with percentage closer filtering
- GPU frustum culling using compute shaders
- Order-independent transparency
- Asynchronously loading textures
- OpenGL bindless textures
Getting ready
Make sure you have a good grasp of all the recipes from this and the previous chapters.
The demo application for this recipe can be found in the Chapter10/GL05_Final
folder.
How to do it...
We are already familiar with all the rendering techniques that will be used in...