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 |
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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