Description

Book Synopsis

Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012).

Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications.

Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series.

Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.



Trade Review
“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.”

–Rick Tewell, Graphics Technology Architect, Freescale

“This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.”

–Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net

“The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.”

–Kristof Beets, Business Development, Imagination Technologies

“This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.”

–Jed Fisher, Managing Partner, 4D Pipeline

“This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.”

–Todd Furlong, President & Principal Engineer, Inv3rsion LLC



Table of Contents

List of Figures xvii

List of Examples xxi

List of Tables xxv

Foreword xxix

Preface xxxi

Intended Audience xxxi

Organization of This Book xxxii

Example Code and Shaders xxxvi

Errata xxxvi

Acknowledgments xxxvii

About the Authors xxxix

Chapter 1: Introduction to OpenGL ES 3.0 1

OpenGL ES 3.0 3

What’s New in OpenGL ES 3.0 11

OpenGL ES 3.0 and Backward Compatibility 17

EGL 19

EGL Command Syntax 20

OpenGL ES Command Syntax 21

Error Handling 22

Basic State Management 23

Further Reading 25

Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27

Code Framework 28

Where to Download the Examples 28

Hello Triangle Example 29

Using the OpenGL ES 3.0 Framework 34

Creating a Simple Vertex and Fragment Shader 35

Compiling and Loading the Shaders 36

Creating a Program Object and Linking the Shaders 38

Setting the Viewport and Clearing the Color Buffer 39

Loading the Geometry and Drawing a Primitive 40

Displaying the Back Buffer 41

Summary 42

Chapter 3: An Introduction to EGL 43

Communicating with the Windowing System 44

Checking for Errors 45

Initializing EGL 46

Determining the Available Surface Configurations 46

Querying EGLConfig Attributes 48

Letting EGL Choose the Configuration 51

Creating an On-Screen Rendering Area: The EGL Window 53

Creating an Off-Screen Rendering Area: EGL Pbuffers 56

Creating a Rendering Context 60

Making an EGLContext Current 62

Putting All Our EGL Knowledge Together 63

Synchronizing Rendering 66

Summary 67

Chapter 4: Shaders and Programs 69

Shaders and Programs 69

Uniforms and Attributes 80

Shader Compiler 93

Program Binaries 94

Summary 95

Chapter 5: OpenGL ES Shading Language 97

OpenGL ES Shading Language Basics 98

Shader Version Specification 98

Variables and Variable Types 99

Variable Constructors 100

Vector and Matrix Components 101

Constants 102

Structures 103

Arrays 104

Operators 104

Functions 106

Built-In Functions 107

Control Flow Statements 107

Uniforms 108

Uniform Blocks 109

Vertex and Fragment Shader Inputs/Outputs 111

Interpolation Qualifiers 114

Preprocessor and Directives 115

Uniform and Interpolator Packing 117

Precision Qualifiers 119

Invariance 121

Summary 123

Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125

Specifying Vertex Attribute Data 126

Declaring Vertex Attribute Variables in a Vertex Shader 135

Vertex Buffer Objects 140

Vertex Array Objects 150

Mapping Buffer Objects 154

Copying Buffer Objects 159

Summary 160

Chapter 7: Primitive Assembly and Rasterization 161

Primitives 161

Drawing Primitives 165

Primitive Assembly 174

Rasterization 179

Occlusion Queries 183

Summary 185

Chapter 8: Vertex Shaders 187

Vertex Shader Overview 188

Vertex Shader Examples 196

Generating Texture Coordinates 205

Vertex Skinning 207

Transform Feedback 211

Vertex Textures 214

OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215

Summary 223

Chapter 9: Texturing 225

Texturing Basics 226

Compressed Textures 262

Texture Subimage Specification 266

Copying Texture Data from the Color Buffer 269

Sampler Objects 273

Immutable Textures 276

Pixel Unpack Buffer Objects 277

Summary 278

Chapter 10: Fragment Shaders 279

Fixed-Function Fragment Shaders 280

Fragment Shader Overview 282

Implementing Fixed-Function Techniques Using Shaders 286

Summary 295

Chapter 11: Fragment Operations 297

Buffers 298

Fragment Tests and Operations 303

Blending 311

Dithering 314

Multisampled Anti-Aliasing 314

Reading and Writing Pixels to the Framebuffer 316

Multiple Render Targets 320

Summary 324

Chapter12: Framebuffer Objects 325

Why Framebuffer Objects? 325

Framebuffer and Renderbuffer Objects 327

Creating Framebuffer and Renderbuffer Objects 329

Using Renderbuffer Objects 330

Using Framebuffer Objects 335

Framebuffer Blits 342

Framebuffer Invalidation 344

Deleting Framebuffer and Renderbuffer Objects 346

Examples 348

Performance Tips and Tricks 354

Summary 355

Chapter 13: Sync Objects and Fences 357

Flush and Finish 357

Why Use a Sync Object? 358

Creating and Deleting a Sync Object 358

Waiting for and Signaling a Sync Object 359

Example 360

Summary 361

Chapter 14: Advanced Programming with OpenGL ES 3.0 363

Per-Fragment Lighting 363

Environment Mapping 370

Particle System Using Transform Feedback 380

Image Postprocessing 387

Projective Texturing 390

Noise Using a 3D Texture 397

Procedural Texturing 404

Rendering Terrain with Vertex Texture Fetch 410

Shadows Using a Depth Texture 414

Summary 420

Chapter 15: State Queries 421

OpenGL ES 3.0 Implementation String Queries 421

Querying Implementation-Dependent Limits 423

Querying OpenGL ES State 429

Hints 435

Entity Name Queries 436

Nonprogrammable Operations Control and Queries 436

Shader and Program State Queries 438

Vertex Attribute Queries 440

Texture State Queries 441

Sampler Queries 442

Asynchronous Object Queries 442

Sync Object Queries 443

Vertex Buffer Queries 444

Renderbuffer and Framebuffer State Queries 445

Summary 446

Chapter 16: OpenGL ES Platforms 447

Building for Microsoft Windows with Visual Studio 447

Building for Ubuntu Linux 449

Building for Android 4.3+ NDK (C++) 450

Building for Android 4.3+ SDK (Java) 452

Building for iOS 7 453

Summary 455

Appendix A: GL_HALF_FLOAT 457

16-Bit Floating-Point Number 458

Converting a Float to a Half-Float 459

Appendix B: Built-In Functions 463

Angle and Trigonometry Functions 465

Exponential Functions 466

Common Functions 467

Floating-Point Pack and Unpack Functions 471

Geometric Functions 472

Matrix Functions 474

Vector Relational Functions 475

Texture Lookup Functions 476

Fragment Processing Functions 483

Appendix C: ES Framework API 485

Framework Core Functions 485

Transformation Functions 490

Index 495

OpenGL ES 3.0 Programming Guide

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A Paperback / softback by Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner

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    View other formats and editions of OpenGL ES 3.0 Programming Guide by Dan Ginsburg

    Publisher: Pearson Education (US)
    Publication Date: 13/03/2014
    ISBN13: 9780321933881, 978-0321933881
    ISBN10: 321933885

    Description

    Book Synopsis

    Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012).

    Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications.

    Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series.

    Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.



    Trade Review
    “As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.”

    –Rick Tewell, Graphics Technology Architect, Freescale

    “This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.”

    –Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net

    “The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.”

    –Kristof Beets, Business Development, Imagination Technologies

    “This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.”

    –Jed Fisher, Managing Partner, 4D Pipeline

    “This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.”

    –Todd Furlong, President & Principal Engineer, Inv3rsion LLC



    Table of Contents

    List of Figures xvii

    List of Examples xxi

    List of Tables xxv

    Foreword xxix

    Preface xxxi

    Intended Audience xxxi

    Organization of This Book xxxii

    Example Code and Shaders xxxvi

    Errata xxxvi

    Acknowledgments xxxvii

    About the Authors xxxix

    Chapter 1: Introduction to OpenGL ES 3.0 1

    OpenGL ES 3.0 3

    What’s New in OpenGL ES 3.0 11

    OpenGL ES 3.0 and Backward Compatibility 17

    EGL 19

    EGL Command Syntax 20

    OpenGL ES Command Syntax 21

    Error Handling 22

    Basic State Management 23

    Further Reading 25

    Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27

    Code Framework 28

    Where to Download the Examples 28

    Hello Triangle Example 29

    Using the OpenGL ES 3.0 Framework 34

    Creating a Simple Vertex and Fragment Shader 35

    Compiling and Loading the Shaders 36

    Creating a Program Object and Linking the Shaders 38

    Setting the Viewport and Clearing the Color Buffer 39

    Loading the Geometry and Drawing a Primitive 40

    Displaying the Back Buffer 41

    Summary 42

    Chapter 3: An Introduction to EGL 43

    Communicating with the Windowing System 44

    Checking for Errors 45

    Initializing EGL 46

    Determining the Available Surface Configurations 46

    Querying EGLConfig Attributes 48

    Letting EGL Choose the Configuration 51

    Creating an On-Screen Rendering Area: The EGL Window 53

    Creating an Off-Screen Rendering Area: EGL Pbuffers 56

    Creating a Rendering Context 60

    Making an EGLContext Current 62

    Putting All Our EGL Knowledge Together 63

    Synchronizing Rendering 66

    Summary 67

    Chapter 4: Shaders and Programs 69

    Shaders and Programs 69

    Uniforms and Attributes 80

    Shader Compiler 93

    Program Binaries 94

    Summary 95

    Chapter 5: OpenGL ES Shading Language 97

    OpenGL ES Shading Language Basics 98

    Shader Version Specification 98

    Variables and Variable Types 99

    Variable Constructors 100

    Vector and Matrix Components 101

    Constants 102

    Structures 103

    Arrays 104

    Operators 104

    Functions 106

    Built-In Functions 107

    Control Flow Statements 107

    Uniforms 108

    Uniform Blocks 109

    Vertex and Fragment Shader Inputs/Outputs 111

    Interpolation Qualifiers 114

    Preprocessor and Directives 115

    Uniform and Interpolator Packing 117

    Precision Qualifiers 119

    Invariance 121

    Summary 123

    Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125

    Specifying Vertex Attribute Data 126

    Declaring Vertex Attribute Variables in a Vertex Shader 135

    Vertex Buffer Objects 140

    Vertex Array Objects 150

    Mapping Buffer Objects 154

    Copying Buffer Objects 159

    Summary 160

    Chapter 7: Primitive Assembly and Rasterization 161

    Primitives 161

    Drawing Primitives 165

    Primitive Assembly 174

    Rasterization 179

    Occlusion Queries 183

    Summary 185

    Chapter 8: Vertex Shaders 187

    Vertex Shader Overview 188

    Vertex Shader Examples 196

    Generating Texture Coordinates 205

    Vertex Skinning 207

    Transform Feedback 211

    Vertex Textures 214

    OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215

    Summary 223

    Chapter 9: Texturing 225

    Texturing Basics 226

    Compressed Textures 262

    Texture Subimage Specification 266

    Copying Texture Data from the Color Buffer 269

    Sampler Objects 273

    Immutable Textures 276

    Pixel Unpack Buffer Objects 277

    Summary 278

    Chapter 10: Fragment Shaders 279

    Fixed-Function Fragment Shaders 280

    Fragment Shader Overview 282

    Implementing Fixed-Function Techniques Using Shaders 286

    Summary 295

    Chapter 11: Fragment Operations 297

    Buffers 298

    Fragment Tests and Operations 303

    Blending 311

    Dithering 314

    Multisampled Anti-Aliasing 314

    Reading and Writing Pixels to the Framebuffer 316

    Multiple Render Targets 320

    Summary 324

    Chapter12: Framebuffer Objects 325

    Why Framebuffer Objects? 325

    Framebuffer and Renderbuffer Objects 327

    Creating Framebuffer and Renderbuffer Objects 329

    Using Renderbuffer Objects 330

    Using Framebuffer Objects 335

    Framebuffer Blits 342

    Framebuffer Invalidation 344

    Deleting Framebuffer and Renderbuffer Objects 346

    Examples 348

    Performance Tips and Tricks 354

    Summary 355

    Chapter 13: Sync Objects and Fences 357

    Flush and Finish 357

    Why Use a Sync Object? 358

    Creating and Deleting a Sync Object 358

    Waiting for and Signaling a Sync Object 359

    Example 360

    Summary 361

    Chapter 14: Advanced Programming with OpenGL ES 3.0 363

    Per-Fragment Lighting 363

    Environment Mapping 370

    Particle System Using Transform Feedback 380

    Image Postprocessing 387

    Projective Texturing 390

    Noise Using a 3D Texture 397

    Procedural Texturing 404

    Rendering Terrain with Vertex Texture Fetch 410

    Shadows Using a Depth Texture 414

    Summary 420

    Chapter 15: State Queries 421

    OpenGL ES 3.0 Implementation String Queries 421

    Querying Implementation-Dependent Limits 423

    Querying OpenGL ES State 429

    Hints 435

    Entity Name Queries 436

    Nonprogrammable Operations Control and Queries 436

    Shader and Program State Queries 438

    Vertex Attribute Queries 440

    Texture State Queries 441

    Sampler Queries 442

    Asynchronous Object Queries 442

    Sync Object Queries 443

    Vertex Buffer Queries 444

    Renderbuffer and Framebuffer State Queries 445

    Summary 446

    Chapter 16: OpenGL ES Platforms 447

    Building for Microsoft Windows with Visual Studio 447

    Building for Ubuntu Linux 449

    Building for Android 4.3+ NDK (C++) 450

    Building for Android 4.3+ SDK (Java) 452

    Building for iOS 7 453

    Summary 455

    Appendix A: GL_HALF_FLOAT 457

    16-Bit Floating-Point Number 458

    Converting a Float to a Half-Float 459

    Appendix B: Built-In Functions 463

    Angle and Trigonometry Functions 465

    Exponential Functions 466

    Common Functions 467

    Floating-Point Pack and Unpack Functions 471

    Geometric Functions 472

    Matrix Functions 474

    Vector Relational Functions 475

    Texture Lookup Functions 476

    Fragment Processing Functions 483

    Appendix C: ES Framework API 485

    Framework Core Functions 485

    Transformation Functions 490

    Index 495

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