OpenGL

Watch some of them on my YouTube channel or on Vimeo!
Download a Windows archive of some of my last demos.

GLSL_deferred

System: Linux, Windows
Language: C++, GLSL
Libraries: SDL, OpenGL 2
Date: 01 Jun 2010
Download: tar.gz
State: Completed

This is my second attempt with deferred shading, it uses cubes for point light volumes and pyramids for spot ones.
It also features iterative parallax mapping, screen space ambient occlusion and depth of field.
The statue model is the famous Stanford Lucy.

GLSL_water

System: Linux, Windows
Language: C++, GLSL
Libraries: SDL, OpenGL 2
Date: 02 Nov 2009
Download: tar.gz
State: Completed

While studying other techniques I put everything in standby to work to this demo
full-time for some days.
This is based on Riemer’s XNA Water Technique, it’s not optimized in any way and very lazy in scene handling but it works. 🙂

GLSL_hdrload

System: Linux, Windows
Language: C++, GLSL
Libraries: SDL, OpenGL 2
Date: 14 Jan 2009
Release Date: 14 Oct 2009
Download: tar.gz
State: Completed

These two HDR related demo were built during my internship activity and included in my BSc thesis.
The first one is an implementation of the High Dynamic Range Rendering article published on GameDev.net while the second one is based on the High Dynamic Range Rendering in XNA article published on Ziggyware.

GLSL_toon

System: Linux, Windows
Language: C++, GLSL
Libraries: SDL, OpenGL 2
Date: 26 Apr 2009
Download: tar.gz
State: Completed

This was a quick made demo that I wrote because I felt like I was the only one who didn’t write a toon shader yet. 😉
It works by filtering the eye-space normal buffer previously saved in a texture using MRTs then converted in grey shades.

GL3_parallax_DoF

System: Linux, Windows
Language: C++, GLSL
Libraries: SDL, OpenGL 2
Date: 10 Nov 2008
Download: tar.gz
State: Completed

This demo is the first one using a C++ class library, it shows parallax mapping and depth of field together.
The classes are very close to be GL3 (and ES2) compliant, this actually means that I don’t use the fixed pipeline at all: I handle matrices by myself and pass every information to shaders directly, with no use of OpenGL built-in state variables.
Stanford PLY mesh loading comes as a little bonus. 😉

7 thoughts on “OpenGL

  1. Klau

    Don t understand how exactly i got in here but i m really glad i ve found it. Neaah… i m starting to believe google is begining to read my mind 🙂 Great work!

  2. Edmundo

    I tried to test GL3_parallax_DoF on Linux Ubuntu 11.10, but something is broken (maybe hardware incompatibility (?)), I just watch many lines of different color on the scene, from top right to bottom left, so, I’m looking for solution before testing on Windows … but I don’t understand at all, wherever, I’m just notifycating that it doesn’t works on Ubuntu 11.10 @ Dell Vostro 1520. (Sorry for my bad english). 😀 Thanks for reading.

  3. Yuri

    Hi,

    Very good examples. Only, when I compile under arch linux I need change the ‘glBlitFramebufferEXT’ to ‘glBlitFramebuffer’ in the file src/FrameBuffer.cpp. Because I got the error:

    …/GLSL_deferred/src/FrameBuffer.cpp:257: undefined reference to `glBlitFramebufferEXT’

    And all works fine.

  4. Jaze

    Hi,
    Could I have your project source code of win32 under visual stdio, thanks, I have some troubles testing the project. So turn to your help, Appriciate for you early reply. Thanks lol.

  5. encelo Post author

    I don’t have Visual Studio installed here, I do all my development under Linux so there’s no easy way to provide what you are asking for. 🙂

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