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ویرایش: نویسندگان: Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, Aaftab Munshi سری: ISBN (شابک) : 9780321933881 ناشر: Addison-Wesley سال نشر: 2014 تعداد صفحات: 571 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 11 مگابایت
در صورت تبدیل فایل کتاب OpenGL ES 3.0 Programming Guide, 2nd Edition به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب راهنمای برنامه نویسی OpenGL ES 3.0 ، چاپ دوم نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
OpenGL ES رابط نرم افزاری و کتابخانه گرافیکی پیشرو در صنعت برای ارائه گرافیک های سه بعدی پیچیده در دستگاه های دستی و جاسازی شده است. جدیدترین نسخه، OpenGL ES 3.0، ایجاد تصاویری خیره کننده برای بازی ها و برنامه های جدید، بدون به خطر انداختن عملکرد دستگاه یا عمر باتری، امکان پذیر می کند. در راهنمای برنامهنویسی OpenGL ES 3.0، ویرایش دوم، نویسندگان کل API و زبان سایهزنی را پوشش میدهند. آنها با دقت ویژگیهای OpenGL ES 3.0 مانند نقشهبرداری سایه، نمونهسازی، اهداف رندر متعدد، اشیاء بافر یکنواخت، فشردهسازی بافت، باینریهای برنامه و بازخورد تبدیل را معرفی میکنند.
OpenGL ES is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ES 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback.
Contents List of Figures List of Examples List of Tables Foreword Preface Intended Audience Organization of This Book Example Code and Shaders Errata Acknowledgments About the Authors 1. Introduction to OpenGL ES 3.0 OpenGL ES 3.0 Vertex Shader Primitive Assembly Rasterization Fragment Shader Per-Fragment Operations What’s New in OpenGL ES 3.0 Texturing Shaders Geometry Buffer Objects Framebuffer OpenGL ES 3.0 and Backward Compatibility EGL Programming with OpenGL ES 3.0 Libraries and Include Files EGL Command Syntax OpenGL ES Command Syntax Error Handling Basic State Management Further Reading 2. Hello Triangle: An OpenGL ES 3.0 Example Code Framework Where to Download the Examples Hello Triangle Example Using the OpenGL ES 3.0 Framework Creating a Simple Vertex and Fragment Shader Compiling and Loading the Shaders Creating a Program Object and Linking the Shaders Setting the Viewport and Clearing the Color Buffer Loading the Geometry and Drawing a Primitive Displaying the Back Buffer Summary 3. An Introduction to EGL Communicating with the Windowing System Checking for Errors Initializing EGL Determining the Available Surface Configurations Querying EGLConfig Attributes Letting EGL Choose the Configuration Creating an On-Screen Rendering Area: The EGL Window Creating an Off-Screen Rendering Area: EGL Pbuffers Creating a Rendering Context Making an EGLContext Current Putting All Our EGL Knowledge Together Synchronizing Rendering Summary 4. Shaders and Programs Shaders and Programs Creating and Compiling a Shader Creating and Linking a Program Uniforms and Attributes Getting and Setting Uniforms Uniform Buffer Objects Getting and Setting Attributes Shader Compiler Program Binaries Summary 5. OpenGL ES Shading Language OpenGL ES Shading Language Basics Shader Version Specification Variables and Variable Types Variable Constructors Vector and Matrix Components Constants Structures Arrays Operators Functions Built-In Functions Control Flow Statements Uniforms Uniform Blocks Vertex and Fragment Shader Inputs/Outputs Interpolation Qualifiers Preprocessor and Directives Uniform and Interpolator Packing Precision Qualifiers Invariance Summary 6. Vertex Attributes, Vertex Arrays, and Buffer Objects Specifying Vertex Attribute Data Constant Vertex Attribute Vertex Arrays Declaring Vertex Attribute Variables in a Vertex Shader Binding Vertex Attributes to Attribute Variables in a Vertex Shader Vertex Buffer Objects Vertex Array Objects Mapping Buffer Objects Flushing a Mapped Buffer Copying Buffer Objects Summary 7. Primitive Assembly and Rasterization Primitives Triangles Lines Point Sprites Drawing Primitives Primitive Restart Provoking Vertex Geometry Instancing Performance Tips Primitive Assembly Coordinate Systems Perspective Division Viewport Transformation Rasterization Culling Polygon Offset Occlusion Queries Summary 8. Vertex Shaders Vertex Shader Overview Vertex Shader Built-In Variables Precision Qualifiers Number of Uniforms Limitations in a Vertex Shader Vertex Shader Examples Matrix Transformations Lighting in a Vertex Shader Generating Texture Coordinates Vertex Skinning Transform Feedback Vertex Textures OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader Summary 9. Texturing Texturing Basics 2D Textures Cubemap Textures 3D Textures 2D Texture Arrays Texture Objects and Loading Textures Texture Filtering and Mipmapping Automatic Mipmap Generation Texture Coordinate Wrapping Texture Swizzles Texture Level of Detail Depth Texture Compare (Percentage Closest Filtering) Texture Formats Using Textures in a Shader Example of Using a Cubemap Texture Loading 3D Textures and 2D Texture Arrays Compressed Textures Texture Subimage Specification Copying Texture Data from the Color Buffer Sampler Objects Immutable Textures Pixel Unpack Buffer Objects Summary 10. Fragment Shaders Fixed-Function Fragment Shaders Fragment Shader Overview Built-In Special Variables Built-In Constants Precision Qualifiers Implementing Fixed-Function Techniques Using Shaders Multitexturing Fog Alpha Test (Using Discard) User Clip Planes Summary 11. Fragment Operations Buffers Requesting Additional Buffers Clearing Buffers Using Masks to Control Writing to Framebuffers Fragment Tests and Operations Using the Scissor Test Stencil Buffer Testing Blending Dithering Multisampled Anti-Aliasing Centroid Sampling Reading and Writing Pixels to the Framebuffer Pixel Pack Buffer Objects Multiple Render Targets Summary 12. Framebuffer Objects Why Framebuffer Objects? Framebuffer and Renderbuffer Objects Choosing a Renderbuffer Versus a Texture as a Framebuffer Attachment Framebuffer Objects Versus EGL Surfaces Creating Framebuffer and Renderbuffer Objects Using Renderbuffer Objects Multisample Renderbuffers Renderbuffer Formats Using Framebuffer Objects Attaching a Renderbuffer as a Framebuffer Attachment Attaching a 2D Texture as a Framebuffer Attachment Attaching an Image of a 3D Texture as a Framebuffer Attachment Checking for Framebuffer Completeness Framebuffer Blits Framebuffer Invalidation Deleting Framebuffer and Renderbuffer Objects Deleting Renderbuffer Objects That Are Used as Framebuffer Attachments Reading Pixels and Framebuffer Objects Examples Performance Tips and Tricks Summary 13. Sync Objects and Fences Flush and Finish Why Use a Sync Object? Creating and Deleting a Sync Object Waiting for and Signaling a Sync Object Example Summary 14. Advanced Programming with OpenGL ES 3.0 Per-Fragment Lighting Lighting with a Normal Map Lighting Shaders Lighting Equations Environment Mapping Particle System with Point Sprites Particle System Setup Particle System Vertex Shader Particle System Fragment Shader Particle System Using Transform Feedback Particle System Rendering Algorithm Particle Emission with Transform Feedback Rendering the Particles Image Postprocessing Render-to-Texture Setup Blur Fragment Shader Projective Texturing Projective Texturing Basics Matrices for Projective Texturing Projective Spotlight Shaders Noise Using a 3D Texture Generating Noise Using Noise Procedural Texturing A Procedural Texture Example Anti-Aliasing of Procedural Textures Further Reading on Procedural Textures Rendering Terrain with Vertex Texture Fetch Generating a Square Terrain Grid Computing Vertex Normal and Fetching Height Value in Vertex Shader Further Reading on Large Terrain Rendering Shadows Using a Depth Texture Rendering from the Light Position Into a Depth Texture Rendering from the Eye Position with the Depth Texture Summary 15. State Queries OpenGL ES 3.0 Implementation String Queries Querying Implementation-Dependent Limits Querying OpenGL ES State Hints Entity Name Queries Nonprogrammable Operations Control and Queries Shader and Program State Queries Vertex Attribute Queries Texture State Queries Sampler Queries Asynchronous Object Queries Sync Object Queries Vertex Buffer Queries Renderbuffer and Framebuffer State Queries Summary 16. OpenGL ES Platforms Building for Microsoft Windows with Visual Studio Building for Ubuntu Linux Building for Android 4.3+ NDK (C++) Prerequisites Building the Example Code with Android NDK Building for Android 4.3+ SDK (Java) Building for iOS 7 Prerequisites Building the Example Code with Xcode 5 Summary A. GL_HALF_FLOAT 16-Bit Floating-Point Number Converting a Float to a Half-Float B. Built-In Functions Angle and Trigonometry Functions Exponential Functions Common Functions Floating-Point Pack and Unpack Functions Geometric Functions Matrix Functions Vector Relational Functions Texture Lookup Functions Fragment Processing Functions C. ES Framework API Framework Core Functions Transformation Functions Index A B C D E F G H I J K L M N O P Q R S T U V W Z