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← All six courses

Volume 02 · 16 flexible weeks

The Shader Workshop

Make the GPU your canvas.

Learn OpenGL directly in Parallax: context and resource lifetime, vertex input, shader interfaces, cameras, textures, lighting, render targets, and a scene of your own.

Open my weekly workbench ↗
THE PROJECT / Chromatic Observatory
Where you’ll work

OpenGL 3.3 · AMD Linux primary

Hardware & toolchain notes ↗
Bring with you

First Light

Your finish line

Build an interactive OpenGL scene, inspect a frame, and explain its CPU/GPU interfaces and ownership.

Your sketchbook / 8 chapters

Two weeks per chapter: understand and build, then investigate and finish. Repeat any week.

01
Own the context ↗

Create an explicit OpenGL context and connect C++ resource ownership to its lifetime.

This chapter’s project

Your own clear-color variation, driver report, and destruction diagram.

Weeks 1–2
02
From bytes to a draw ↗

Build a vertex layout and indexed observation panel whose buffer bounds and VAO state you can explain.

This chapter’s project

An original four-vertex panel, index-range test, and byte-layout sketch.

Weeks 3–4
03
A shader is a contract ↗

Build reliable shader diagnostics and a transactional program update with explicit interface requirements.

This chapter’s project

Your pulse control and last-good-program reload with two explained diagnostics.

Weeks 5–6
04
A room around the panel ↗

Implement a tested transform convention and a bounded interactive camera for the observatory room.

This chapter’s project

Your orbitable three-object observatory, transform tests, and camera-reset behavior.

Weeks 7–8
05
Give surfaces a language ↗

Create a bounded texture upload and an explicit linear-light/sRGB workflow for original exhibit labels.

This chapter’s project

A generated label and floor texture, an upload-layout test, and a color-pipeline diagram.

Weeks 9–10
06
Light the exhibits ↗

Implement a small, documented lighting model with correct normal handling and controllable materials.

This chapter’s project

Your diffuse/highlight shader, normal-debug mode, and controlled contact sheet.

Weeks 11–12
07
A frame in passes ↗

Add an owned offscreen target, deliberate depth/blend state, and one postprocessing effect.

This chapter’s project

Your resize-safe color/depth target, one transparent object, and one original post effect.

Weeks 13–14
08
Finish the observatory ↗

Complete a bounded shadow/instancing study and package the project with debugging and performance evidence.

This chapter’s project

Your original observatory, shadow debug capture, repeated-marker comparison, and concise case study.

Weeks 15–16

Keep your hands on the work

Read the source.
Change one decision.

The companion explains its build steps, tested behavior, and remaining learner work. Keep your own contribution clear as the project grows.