OpenGL basics, shaders based on physical models
In this Project We worked with the modern OpenGL, where we it implements Various OpenGL aspects
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Mesh Rendering with GPU (sphere and Cube)
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Vertex Array Object
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Vertex Buffer Object
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Transformation Matrices (Camera, Projection, Rotation, Translation and Scale)
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Surfaces' normals, colours, and Texture Handling
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Scene Navigation with Mouse & Keyboard
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implementing Shader models with GLSL for diffrent Materials (Gold, Silver, Bronze, …)
- Vertex Shader & Fragement Shader
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G-buffers
- Phong Model
- Blinn Phong Model
- Cook Torrence Model
- Lambert Model
- Toon Model
Note you can find the other material once you execute the Code