OpenGL ES 3.0 Programming Guide: (OpenGL)

OpenGL ES 3.0 Programming Guide: (OpenGL)

          
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About the Book

OpenGL ®  ES ™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life.   In the OpenGL® ES™ 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback.   Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications.   All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform.   Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution   This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.  

Table of Contents:
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   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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Product Details
  • ISBN-13: 9780133440140
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison Wesley
  • Language: English
  • Series Title: OpenGL
  • ISBN-10: 0133440141
  • Publisher Date: 14 Dec 2018
  • Binding: Digital download
  • No of Pages: 560
  • Weight: 1 gr


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