OpenGL ES 2 for Android : a quick-start guide /
Printed in full color. Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power...
| Clasificación: | Libro Electrónico |
|---|---|
| Autor principal: | |
| Formato: | Electrónico eBook |
| Idioma: | Inglés |
| Publicado: |
[Frisco. TX] :
The Pragmatic Programmers,
2013.
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| Colección: | Pragmatic programmers.
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| Temas: | |
| Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover; Table of Contents; Foreword; Acknowledgments; Welcome to OpenGL ES for Android!; What Will We Cover?; Who Should Read This book?; How to Read This Book; Conventions; Online Resources; Let's Get Started!; 1. Getting Started; Installing the Tools; Creating Our First Program; Initializing OpenGL; Creating a Renderer Class; Using Static Imports; A Review; Part Iâ#x80;#x94;A Simple Game of Air Hockey; 2. Defining Vertices and Shaders; Why Air Hockey?; Don't Start from Scratch; Defining the Structure of Our Air Hockey Table; Making the Data Accessible to OpenGL; Introducing the OpenGL Pipeline
- The OpenGL Color ModelA Review; 3. Compiling Shaders and Drawing to the Screen; Loading Shaders; Compiling Shaders; Linking Shaders Together into an OpenGL Program; Making the Final Connections; Drawing to the Screen; A Review; Exercises; 4. Adding Color and Shade; Smooth Shading; Introducing Triangle Fans; Adding a New Color Attribute; Rendering with the New Color Attribute; A Review; Exercises; 5. Adjusting to the Screen's Aspect Ratio; We Have an Aspect Ratio Problem; Working with a Virtual Coordinate Space; Linear Algebra 101; Defining an Orthographic Projection
- Adding an Orthographic ProjectionA Review; Exercises; 6. Entering the Third Dimension; The Art of 3D; Transforming a Coordinate from the Shader to the Screen; Adding the W Component to Create Perspective; Moving to a Perspective Projection; Defining a Perspective Projection; Creating a Projection Matrix in Our Code; Switching to a Projection Matrix; Adding Rotation; A Review; Exercises; 7. Adding Detail with Textures; Understanding Textures; Loading Textures into OpenGL; Creating a New Set of Shaders; Creating a New Class Structure for Our Vertex Data; Adding Classes for Our Shader Programs
- Drawing Our TextureA Review; Exercises; 8. Building Simple Objects; Combining Triangle Strips and Triangle Fans; Adding a Geometry Class; Adding an Object Builder; Updating Our Objects; Updating Shaders; Integrating Our Changes; A Review; Exercises; 9. Adding Touch Feedback: Interacting with Our Air Hockey Game; Adding Touch Support to Our Activity; Adding Intersection Tests; Moving Around an Object by Dragging; Adding Collision Detection; A Review and Wrap-Up; Exercises; Part IIâ#x80;#x94;Building a 3D World; 10. Spicing Things Up with Particles
- Creating a Set of Shaders for a Simple Particle SystemAdding the Particle System; Drawing the Particle System; Spreading Out the Particles; Adding Gravity; Mixing the Particles with Additive Blending; Customizing the Appearance of Our Points; Drawing Each Point as a Sprite; A Review; Exercises; 11. Adding a Skybox; Creating a Skybox; Loading a Cube Map into OpenGL; Creating a Cube; Adding a Skybox Shader Program; Adding the Skybox to Our Scene; Panning the Camera Around the Scene; A Review; Exercises; 12. Adding Terrain; Creating a Height Map; Creating Vertex and Index Buffer Objects


