OpenGL ES 3.0 Programming Guide
Foreword by Neil Trevett
(Sprache: Englisch)
OpenGL ES 3.0 is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. In the OpenGL ES 3.0 Programming Guide, leading authorities on the OpenGL ES interface provide...
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Klappentext zu „OpenGL ES 3.0 Programming Guide “
OpenGL ES 3.0 is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. In the OpenGL ES 3.0 Programming Guide, leading authorities on the OpenGL ES interface provide start-to-finish guidance on the new 3.0 release and how to maximize its use in a wide range of high-performance applications. Developers creating 3D handheld games, user interfaces, or applications using OpenGL ES 3.0 will want to read this guide that focuses on the OpenGL ES 3.0 pipeline (the API and the shading language), and shows how to develop applications for OpenGL ES 3.0 via examples, descriptions, and best-practices. The OpenGL ES 3.0 specification contains many new features that are covered in this 2nd edition of the book.
Inhaltsverzeichnis zu „OpenGL ES 3.0 Programming Guide “
List of Figures xvii List of Examples xxi List of Tables xxv Foreword xxix Preface xxxi Intended Audience xxxi Organization of This Book xxxii Example Code and Shaders xxxvi Errata xxxvi Acknowledgments xxxvii About the Authors xxxix Chapter 1: Introduction to OpenGL ES 3.0 1 OpenGL ES 3.0 3 What's New in OpenGL ES 3.0 11 OpenGL ES 3.0 and Backward Compatibility 17 EGL 19 EGL Command Syntax 20 OpenGL ES Command Syntax 21 Error Handling 22 Basic State Management 23 Further Reading 25 Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27 Code Framework 28 Where to Download the Examples 28 Hello Triangle Example 29 Using the OpenGL ES 3.0 Framework 34 Creating a Simple Vertex and Fragment Shader 35 Compiling and Loading the Shaders 36 Creating a Program Object and Linking the Shaders 38 Setting the Viewport and Clearing the Color Buffer 39 Loading the Geometry and Drawing a Primitive 40 Displaying the Back Buffer 41 Summary 42 Chapter 3: An Introduction to EGL 43 Communicating with the Windowing System 44 Checking for Errors 45 Initializing EGL 46 Determining the Available Surface Configurations 46 Querying EGLConfig Attributes 48 Letting EGL Choose the Configuration 51 Creating an On-Screen Rendering Area: The EGL Window 53 Creating an Off-Screen Rendering Area: EGL Pbuffers 56 Creating a Rendering Context 60 Making an EGLContext Current 62 Putting All Our EGL Knowledge Together 63 Synchronizing Rendering 66 Summary 67 Chapter 4: Shaders and Programs 69 Shaders and Programs 69 Uniforms and Attributes 80 Shader Compiler 93 Program Binaries 94 Summary 95 Chapter 5: OpenGL ES Shading Language 97 OpenGL ES Shading Language Basics 98 Shader Version Specification 98 Variables and Variable Types 99 Variable Constructors 100 Vector and Matrix Components 101 Constants 102 Structures 103 Arrays 104 Operators 104 Functions 106 Built-In Functions 107 Control Flow Statements 107 Uniforms 108 Uniform Blocks 109 Vertex and Fragment Shader Inputs/Outputs 111 Interpolation Qualifiers
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114 Preprocessor and Directives 115 Uniform and Interpolator Packing 117 Precision Qualifiers 119 Invariance 121 Summary 123 Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125 Specifying Vertex Attribute Data 126 Declaring Vertex Attribute Variables in a Vertex Shader 135 Vertex Buffer Objects 140 Vertex Array Objects 150 Mapping Buffer Objects 154 Copying Buffer Objects 159 Summary 160 Chapter 7: Primitive Assembly and Rasterization 161 Primitives 161 Drawing Primitives 165 Primitive Assembly 174 Rasterization 179 Occlusion Queries 183 Summary 185 Chapter 8: Vertex Shaders 187 Vertex Shader Overview 188 Vertex Shader Examples 196 Generating Texture Coordinates 205 Vertex Skinning 207 Transform Feedback 211 Vertex Textures 214 OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215 Summary 223 Chapter 9: Texturing 225 Texturing Basics 226 Compressed Textures 262 Texture Subimage Specification 266 Copying Texture Data from the Color Buffer 269 Sampler Objects 273 Immutable Textures 276 Pixel Unpack Buffer Objects 277 Summary 278 Chapter 10: Fragment Shaders 279 Fixed-Function Fragment Shaders 280 Fragment Shader Overview 282 Implementing Fixed-Function Techniques Using Shaders 286 Summary 295 Chapter 11: Fragment Operations 297 Buffers 298 Fragment Tests and Operations 303 Blending 311 Dithering 314 Multisampled Anti-Aliasing 314 Reading and Writing Pixels to the Framebuffer 316 Multiple Render Targets 320 Summary 324 Chapter12: Framebuffer Objects 325 Why Framebuffer Objects? 325 Framebuffer and Renderbuffer Objects 327 Creating Framebuffer and Renderbuffer Objects 329 Using Renderbuffer Objects 330 Using Framebuffer Objects 335 Framebuffer Blits 342 Framebuffer Invalidation 344 Deleting Framebuffer and Renderbuffer Objects 346 Examples 348 Performance Tips and Tricks 354 Summary 355 Chapter 13: Sync Objects and Fences 357 Flush and Finish 357 Why Use a Sync Object? 358 Creating and Deleting a Sync Object 358 Waiting for and Signaling a Sync Object 359 Example 360 Summary 361 Chapter 14: Advanced Programming with OpenGL ES 3.0 363 Per-Fragment Lighting 363 Environment Mapping 370 Particle System Using Transform Feedback 380 Image Postprocessing 387 Projective Texturing 390 Noise Using a 3D Texture 397 Procedural Texturing 404 Rendering Terrain with Vertex Texture Fetch 410 Shadows Using a Depth Texture 414 Summary 420 Chapter 15: State Queries 421 OpenGL ES 3.0 Implementation String Queries 421 Querying Implementation-Dependent Limits 423 Querying OpenGL ES State 429 Hints 435 Entity Name Queries 436 Nonprogrammable Operations Control and Queries 436 Shader and Program State Queries 438 Vertex Attribute Queries 440 Texture State Queries 441 Sampler Queries 442 Asynchronous Object Queries 442 Sync Object Queries 443 Vertex Buffer Queries 444 Renderbuffer and Framebuffer State Queries 445 Summary 446 Chapter 16: OpenGL ES Platforms 447 Building for Microsoft Windows with Visual Studio 447 Building for Ubuntu Linux 449 Building for Android 4.3+ NDK (C++) 450 Building for Android 4.3+ SDK (Java) 452 Building for iOS 7 453 Summary 455 Appendix A: GL_HALF_FLOAT 457 16-Bit Floating-Point Number 458 Converting a Float to a Half-Float 459 Appendix B: Built-In Functions 463 Angle and Trigonometry Functions 465 Exponential Functions 466 Common Functions 467 Floating-Point Pack and Unpack Functions 471 Geometric Functions 472 Matrix Functions 474 Vector Relational Functions 475 Texture Lookup Functions 476 Fragment Processing Functions 483 Appendix C: ES Framework API 485 Framework Core Functions 485 Transformation Functions 490 Index 495
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Autoren-Porträt von Budirijanto Purnomo, Daniel Ginsburg
Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.
Bibliographische Angaben
- Autoren: Budirijanto Purnomo , Daniel Ginsburg
- 2014, 2nd, rev. ed., 560 Seiten, mit Abbildungen, Maße: 17,9 x 23,1 cm, Kartoniert (TB), Englisch
- Mitarbeit:Munshi, Aaftab; Shreiner, Dave
- Verlag: Addison-Wesley Longman
- ISBN-10: 0321933885
- ISBN-13: 9780321933881
- Erscheinungsdatum: 10.03.2014
Sprache:
Englisch
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