By Dan Ginsburg, Budirijanto Purnomo
OpenGL® ES™ is the industry’s top software program interface and images library for rendering refined 3D snap shots on hand-held and embedded units. the latest model, OpenGL ES 3.0, makes it attainable to create wonderful visuals for brand new video games and apps, with no compromising equipment functionality or battery life.
In the OpenGL ® ES ™ 3.0 Programming consultant, moment version, the authors disguise the complete API and Shading Language. They rigorously introduce OpenGL ES 3.0 positive factors reminiscent of shadow mapping, instancing, a number of render goals, uniform buffer items, texture compression, software binaries, and remodel feedback.
Through specific, downloadable C-based code examples, you’ll how you can manage and software each point of the photographs pipeline. step-by-step, you’ll stream from introductory options the entire approach to complex per-pixel lighting fixtures and particle structures. 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 equipped and validated on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors show tips on how to construct OpenGL ES code for every platform.
EGL API: speaking with the local windowing procedure, picking configurations, and developing rendering contexts and surfaces
Shaders: growing and attaching shader gadgets; compiling shaders; checking for bring together mistakes; growing, linking, and querying software items; and utilizing resource shaders and application binaries
OpenGL ES Shading Language: variables, forms, constructors, buildings, 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: production, loading, and rendering; texture wrap modes, filtering, and codecs; compressed textures, sampler gadgets, immutable textures, pixel unpack buffer gadgets, and mipmapping
Fragment shaders: multitexturing, fog, alpha try, and person clip planes
Fragment operations: scissor, stencil, and intensity checks; multisampling, mixing, and dithering
Framebuffer gadgets: rendering to offscreen surfaces for complex effects
Advanced rendering: per-pixel lighting fixtures, surroundings mapping, particle structures, picture post-processing, procedural textures, shadow mapping, terrain, and projective texturing
Sync items and fences: synchronizing inside host software and GPU execution
This variation of the booklet contains a colour insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference playing cards created by means of Khronos. The reference playing cards comprise a whole checklist of the entire services in OpenGL ES 3.0 in addition to the entire kinds, operators, qualifiers, built-ins, and capabilities within the OpenGL ES Shading Language.