OpenGL ES 2.0 Programming Guide (Paperback)

Aaftab Munshi, Dan Ginsburg, Dave Shreiner

  • 出版商: Addison Wesley
  • 出版日期: 2008-07-01
  • 定價: $1,980
  • 售價: 8.0$1,584
  • 語言: 英文
  • 頁數: 480
  • 裝訂: Paperback
  • ISBN: 0321502795
  • ISBN-13: 9780321502797
  • 相關分類: OpenGL
  • 立即出貨(限量) (庫存=2)

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商品描述

Description

OpenGL ES 2.0 is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices?including cell phones, PDAs, consoles, appliances, vehicles, and avionics systems. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it?until now.

In the OpenGL ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface?including the specification’s editor?provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including all Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization.

Coverage includes

  • Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
  • The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
  • Inputting geometry into the graphics pipeline, and assembling geometry into primitives
  • Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
  • Using fragment shaders?including examples of multi-texturing, fog, alpha test, and user clip planes
  • Fragment operations: scissor test, stencil test, depth test, multi-sampling, blending, and dithering
  • Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
  • Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries

商品描述(中文翻譯)

OpenGL ES 2.0是行業領先的軟體介面和圖形庫,用於在手持和嵌入式設備上渲染複雜的3D圖形。OpenGL ES 2.0在小型和便攜設備上提供了完全可編程的著色器功能,包括手機、PDA、遊戲機、家電、車輛和航空電子系統。然而,OpenGL ES與OpenGL有很大的不同。直到現在,圖形程序員和移動開發人員對此了解甚少。在《OpenGL ES 2.0編程指南》中,三位OpenGL ES 2.0介面的領先專家,包括規範的編輯者,提供了從頭到尾的指導,以最大程度地發揮介面在各種高性能應用中的價值。作者們涵蓋了整個API,包括所有Khronos認證的擴展。通過詳細的基於C的代碼示例,他們演示了如何設置和編程圖形管道的每個方面。您將從入門技術一直到高級像素照明、粒子系統和性能優化。內容包括:深入研究著色器:創建著色器對象、編譯著色器、檢查編譯錯誤、將著色器對象附加到程序對象並鏈接最終程序對象;OpenGL ES著色語言:變量、類型、構造、數組、屬性、統一變量、可變變量、精度限定符和不變性;將幾何圖形輸入到圖形管道中,並將幾何圖形組合成基本圖元;頂點著色器、它們的特殊變量以及它們在每個頂點照明、蒙皮和其他應用中的使用;使用片段著色器,包括多重紋理、霧、alpha測試和用戶剪裁平面的示例;片段操作:剪裁測試、模板測試、深度測試、多重採樣、混合和抖動;高級渲染:使用法線貼圖的像素照明、環境映射、粒子系統、圖像後處理和投影紋理;現實世界的編程挑戰:平台多樣性、C++可移植性、OpenKODE和特定平台的著色器二進制文件。