OpenGL ES 3.0 cookbook : over 90 ready-to-serve, real-time rendering recipes on Android and iOS platforms using OpenGL ES 3.0 and GL shading language 3.0 to solve day-to-day modern 3D graphics challenges /
If you are new to OpenGL ES or have some experience in 3D graphics, then this book will be extremely helpful in raising your expertise level from a novice to professional. The book implements more than 90 recipes to solve everyday challenges, helping you transition from a beginner to a professional.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing,
2015.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: OpenGL ES 3.0 in Android/iOS; Introduction; Programming shaders in Open GL ES shading language 3.0; Loading and compiling a shader program; Linking a shader program; Checking errors in OpenGL ES 3.0; Using the per-vertex attribute to send data to a shader; Using uniform variables to send data to a shader; Programming OpenGL ES 3.0 Hello World Triangle; Using JNI in Android to communicate with C/C++; Developing an Android OpenGL ES 3.0 application
- Developing an iOS OpenGL ES 3.0 applicationChapter 2: OpenGL ES 3.0 Essentials; Introduction; Building prototypes using the GLPI framework; Implementing touch events; Rendering primitives with vertex arrays; Drawing APIs in OpenGL ES 3.0; Efficient rendering with Vertex Buffer Object; Transformations with the model, view, and projection analogies; Understanding the projection system in GLPI; Culling in OpenGL ES 3.0; Depth testing in OpenGL ES 3.0; Chapter 3: New Features of OpenGL ES 3.0; Introduction; Managing variable attributes with qualifiers
- Grouping uniforms and creating buffer objectsManaging VBO with Vertex Array Objects; Reading and writing buffer objects with mapping; Render multiple objects with geometry instancing; Rendering multiple primitives with primitive restart; Chapter 4: Working with Meshes; Introduction; Creating polygon meshes with Blender; Rendering the wavefront OBJ mesh model; Rendering the 3Ds mesh model; Chapter 5: Light and Materials; Introduction; Implementing the per-vertex ambient light component; Implementing the per-vertex diffuse light component; Implementing the per-vertex specular light component
- Optimizing the specular light with the halfway vectorGouraud shading
- the per-vertex shading technique; Phong shading
- the per-fragment shading technique; Implementing directional and point light; Implementing multiple lights in a scene; Implementing two-side shading; Chapter 6: Working with Shaders; Introduction; Implementing the wobble and ripple effect; Procedural texture shading with object coordinates; Creating a circular pattern and making them revolve; Generating a brick pattern; Generating the polka dot pattern; Discarding fragments
- Procedural texture shading with texture coordinatesChapter 7: Textures and Mapping Techniques; Introduction; Applying texture with UV mapping; Efficient rendering with the ETC2 compressed texture; Applying multiple textures; Implementing Skybox with seamless cube mapping; Implementing reflection and refraction with environment mapping; Implementing render to texture with Frame Buffer Objects; Implementing terrain with displacement mapping; Implementing bump mapping; Chapter 8: Font Rendering; Introduction; Font rendering with the FreeType project; Rendering different languages with Harfbuzz