Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

Arrow left icon
Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Simulating reflection with cube maps


Textures can be used to simulate a surface that has a component that is purely reflective (a mirror-like surface such as chrome). In order to do so, we need a texture that is representative of the environment surrounding the reflective object. This texture could then be mapped onto the surface of the object in a way that represents how it would look when reflected off the surface. This general technique is known as environment mapping.

In general, environment mapping involves creating a texture that is representative of the environment and mapping it onto the surface of an object. It is typically used to simulate the effects of reflection or refraction.

A cube map is one of the more common varieties of textures used in environment mapping. A cube map is a set of six separate images that represent the environment projected onto each of the six faces of a cube. The six images represent a view of the environment from the point of view of a viewer located at...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image