OpenGL ES 3.0 Programming Guide (2nd Edition) by Dan Ginsburg, Budirijanto Purnomo

By Dan Ginsburg, Budirijanto Purnomo

Product Description
OpenGL® ES™ is the industry’s major software program interface and pictures library for rendering subtle 3D portraits on hand-held and embedded units. the latest model, OpenGL ES 3.0, makes it attainable to create attractive visuals for brand new video games and apps, with no compromising equipment functionality or battery life.

In the OpenGL ® ES ™ 3.0 Programming advisor, moment version, the authors hide the whole API and Shading Language. They rigorously introduce OpenGL ES 3.0 good points resembling shadow mapping, instancing, a number of render ambitions, uniform buffer items, texture compression, software binaries, and rework feedback.

Through designated, downloadable C-based code examples, you’ll find out how to manage and application each element of the pictures pipeline. step-by-step, you’ll movement from introductory options the entire solution to complex per-pixel lights and particle platforms. all through, you’ll locate state-of-the-art advice for optimizing functionality, maximizing potency with either the API and undefined, and completely leveraging OpenGL ES 3.0 in a large spectrum of applications.

All code has been equipped and proven on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors show find out how to construct OpenGL ES code for every platform.

Coverage includes
EGL API: speaking with the local windowing procedure, picking out configurations, and growing rendering contexts and surfaces
Shaders: developing and attaching shader gadgets; compiling shaders; checking for collect mistakes; growing, linking, and querying application items; and utilizing resource shaders and application binaries
OpenGL ES Shading Language: variables, kinds, constructors, constructions, 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: construction, loading, and rendering; texture wrap modes, filtering, and codecs; compressed textures, sampler gadgets, immutable textures, pixel unpack buffer gadgets, and mipmapping
Fragment shaders: multitexturing, fog, alpha try, and consumer clip planes
Fragment operations: scissor, stencil, and intensity assessments; multisampling, mixing, and dithering
Framebuffer gadgets: rendering to offscreen surfaces for complex effects
Advanced rendering: per-pixel lighting fixtures, atmosphere mapping, particle structures, photo post-processing, procedural textures, shadow mapping, terrain, and projective texturing
Sync items and fences: synchronizing inside host software and GPU execution

This version of the publication encompasses a colour insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference playing cards created by way of Khronos. The reference playing cards comprise a whole checklist of the entire services in OpenGL ES 3.0 in addition to all the varieties, operators, qualifiers, built-ins, and features within the OpenGL ES Shading Language.

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Extra resources for OpenGL ES 3.0 Programming Guide (2nd Edition)

Sample text

0 Chapter 14 is the capstone chapter, tying together many of the topics presented throughout the book. We have selected a sampling of advanced rendering techniques and show examples that demonstrate how to implement these features. This chapter includes rendering techniques such as per-pixel lighting using normal maps, environment mapping, particle systems, image postprocessing, procedural textures, shadow mapping, terrain rendering and projective texturing. 0. For just about everything you set, there is a corresponding way to get the current value.

This is useful for a wide range of techniques that perform animation on the GPU without any CPU intervention—for example, particle animation or physics simulation using render-to-vertex-buffer. •• Boolean occlusion queries—Enable the application to query whether any pixels of a draw call (or a set of draw calls) passes the depth test. This feature can be used within a variety of techniques, such as visibility determination for a lens flare effect as well as optimization to avoid performing geometry processing on objects whose bounding volume is obscured.

Similarly, EGL data types also begin with the prefix Egl and use an initial capital letter for each word making up the type name, except for EGLint and EGLenum. Table 1-1 briefly describes the EGL data types used. , glBlendEquation). Similarly, OpenGL ES data types also begin with the prefix GL. In addition, some commands might take arguments in different flavors. The flavors or types vary in terms of the number of arguments taken (one to four arguments), the data type of the arguments used (byte [b], unsigned byte [ub], short [s], unsigned short [us], int [i], and float [f]), and whether the arguments are passed as a vector (v).

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