Download E-books OpenGL ES 3.0 Programming Guide (2nd Edition) PDF

By Dan Ginsburg, Budirijanto Purnomo

Product Description
OpenGL® ES™ is the industry’s top software program interface and pix library for rendering subtle 3D images on hand-held and embedded units. the most recent model, OpenGL ES 3.0, makes it attainable to create lovely visuals for brand spanking new video games and apps, with out compromising equipment functionality or battery life.

In the OpenGL ® ES ™ 3.0 Programming advisor, moment version, the authors conceal the complete API and Shading Language. They conscientiously introduce OpenGL ES 3.0 beneficial properties equivalent to shadow mapping, instancing, a number of render ambitions, uniform buffer gadgets, texture compression, software binaries, and remodel feedback.

Through particular, downloadable C-based code examples, you’ll tips on how to manage and application each element of the photographs pipeline. step-by-step, you’ll circulate from introductory suggestions all of the strategy to complex per-pixel lights and particle platforms. all through, you’ll locate state of the art information 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 outfitted and validated on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors reveal the best way to construct OpenGL ES code for every platform.

Coverage includes
EGL API: speaking with the local windowing procedure, picking out configurations, and developing rendering contexts and surfaces
Shaders: developing and attaching shader gadgets; compiling shaders; checking for bring together 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 items, immutable textures, pixel unpack buffer gadgets, and mipmapping
Fragment shaders: multitexturing, fog, alpha attempt, and consumer clip planes
Fragment operations: scissor, stencil, and intensity exams; multisampling, mixing, and dithering
Framebuffer gadgets: rendering to offscreen surfaces for complicated effects
Advanced rendering: per-pixel lighting fixtures, atmosphere mapping, particle platforms, picture post-processing, procedural textures, shadow mapping, terrain, and projective texturing
Sync gadgets and fences: synchronizing inside host software and GPU execution

This variation 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 forms, operators, qualifiers, built-ins, and services within the OpenGL ES Shading Language.

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The offset among vectors within the matrix is known as the column or row stride (GL_UNIFORM_MATRIX_STRIDE) and will be queried in a associated application utilizing glGetActiveUniformsiv. Uniforms and Attributes 87 •• Arrays of scalars, vectors, and matrices are saved in reminiscence through point order, with array member 0 put on the lowest offset. The offset among every one pair of components within the array is continuous and known as the array stride (GL_UNIFORM_ARRAY_STRIDE) and will be queried in a associated application utilizing glGetActiveUniformsiv. until you utilize the std140 uniform block structure (the default), it is important to question this system item for the byte offsets and strides to set uniform information within the uniform buffer item. The std140 structure promises a selected packing habit with an particular structure specification outlined via the OpenGL ES three. zero specification. hence utilizing std140 structure permits you to percentage the uniform block among diverse OpenGL ES three. zero implementations. different packing codecs (see desk 5-4) may possibly permit a few OpenGL ES three. zero implementations to pack the knowledge extra tightly jointly than the std140 format. the next is an instance of a named uniform block LightBlock utilizing the std140 format: format (std140) uniform LightBlock { vec3 lightDirection; vec4 lightPosition; }; The std140 format is particular as follows (adapted from the OpenGL ES three. zero specification). while the uniform block includes the next member: 1. A scalar variable—The base alignment is the dimensions of the scalar. for instance, sizeof(GLint). 2. A two-component vector—The base alignment is two times the dimensions of the underlying part kind dimension. three. A three-component or four-component vector—The base alignment is 4 occasions the dimensions of the underlying part variety dimension. four. An array of scalars or vectors—The base alignment and array stride are set to compare the bottom alignment of a unmarried aspect array. the full array is padded to a a number of of the scale of a vec4. five. A column-major matrix with C columns and R rows—Stored as an array of C vectors with R parts in line with rule four. 6. An array of M column-major matrices with C columns and R rows— kept as M × C vectors with R elements in line with rule four. 88 bankruptcy four: Shaders and courses 7. A row-major matrix with C columns and R rows—Stored as an array of R vectors with C parts in keeping with rule four. eight. An array of M row-major matrices with C columns and R rows— saved as M × R vectors with C elements in keeping with rule four. nine. A unmarried structure—The offset and measurement are calculated in line with the previous ideas. The structure’s measurement could be padded to a a number of of the scale of a vec4. 10. An array of S structures—The base alignment is calculated based on the alignment of the section of the array. The component of the array is calculated based on rule nine. just like how a uniform position worth is used to consult a uniform, a uniform block index is used to consult a uniform block. you could retrieve the uniform block index utilizing glGetUniformBlockIndex.

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