OpenGL ES 2.0 Programming Guide (Paperback)
暫譯: OpenGL ES 2.0 程式設計指南 (平裝本)

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)

描述

OpenGL ES 2.0 是業界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。透過 OpenGL ES 2.0,小型和可攜式設備(包括手機、PDA、遊戲主機、家電、車輛和航空電子系統)現在可以完全可編程的著色器。然而,OpenGL ES 與 OpenGL 有顯著的不同。圖形程式設計師和行動開發者對此知之甚少,直到現在。

在《OpenGL ES 2.0 程式設計指南》中,三位 OpenGL ES 2.0 介面的權威專家(包括規範的編輯)提供了從頭到尾的指導,以最大化該介面在各種高效能應用中的價值。作者涵蓋了整個 API,包括所有 Khronos 認可的擴展。透過詳細的 C 語言範例,他們展示了如何設置和編程圖形管線的每個方面。您將從入門技術學習到高級的每像素光照、粒子系統和性能優化。

內容包括:
- 深入了解著色器:創建著色器物件、編譯著色器、檢查編譯錯誤、將著色器物件附加到程式物件,以及鏈接最終的程式物件
- OpenGL ES 著色語言:變數、類型、構造函數、結構、數組、屬性、統一變數、變化量、精度限定符和不變性
- 將幾何輸入到圖形管線,並將幾何組裝成基元
- 頂點著色器、其特殊變數及其在每頂點光照、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、透明度測試和用戶剪裁平面的範例
- 片段操作:剪裁測試、模板測試、深度測試、多重取樣、混合和抖動
- 高級渲染:使用法線貼圖的每像素光照、環境映射、粒子系統、影像後處理和投影紋理
- 實際編程挑戰:平台多樣性、C++ 可攜性、OpenKODE 和平台特定的著色器二進位檔