OpenGL ES 3.0 Programming Guide

OpenGL ES 3.0 Programming Guide pdf epub mobi txt 電子書 下載2026

出版者:Addison-Wesley Professional
作者:Dan Ginsburg
出品人:
頁數:560
译者:
出版時間:2014-3-10
價格:USD 49.99
裝幀:Paperback
isbn號碼:9780321933881
叢書系列:
圖書標籤:
  • OpenGLES
  • OpenGL
  • 圖形學
  • 計算機圖形學
  • 編程
  • Graphics
  • 計算機
  • 遊戲設計
  • OpenGL ES 3
  • 0
  • OpenGL ES
  • 移動圖形
  • 遊戲開發
  • 嵌入式係統
  • 圖形API
  • GPU編程
  • Android
  • iOS
  • Khronos
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具體描述

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

作者簡介

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.

目錄資訊

Table of Contents

About This eBook
Title Page
Copyright Page
Praise for OpenGL® ES™ 3.0 Programming Guide, Second Edition
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
Chapter 1. Introduction to OpenGL ES 3.0
OpenGL ES 3.0
What’s New in OpenGL ES 3.0
OpenGL ES 3.0 and Backward Compatibility
EGL
EGL Command Syntax
OpenGL ES Command Syntax
Error Handling
Basic State Management
Further Reading
Chapter 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
Chapter 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
Chapter 4. Shaders and Programs
Shaders and Programs
Uniforms and Attributes
Shader Compiler
Program Binaries
Summary
Chapter 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
Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects
Specifying Vertex Attribute Data
Declaring Vertex Attribute Variables in a Vertex Shader
Vertex Buffer Objects
Vertex Array Objects
Mapping Buffer Objects
Copying Buffer Objects
Summary
Chapter 7. Primitive Assembly and Rasterization
Primitives
Drawing Primitives
Primitive Assembly
Rasterization
Occlusion Queries
Summary
Chapter 8. Vertex Shaders
Vertex Shader Overview
Vertex Shader Examples
Generating Texture Coordinates
Vertex Skinning
Transform Feedback
Vertex Textures
OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader
Summary
Chapter 9. Texturing
Texturing Basics
Compressed Textures
Texture Subimage Specification
Copying Texture Data from the Color Buffer
Sampler Objects
Immutable Textures
Pixel Unpack Buffer Objects
Summary
Chapter 10. Fragment Shaders
Fixed-Function Fragment Shaders
Fragment Shader Overview
Implementing Fixed-Function Techniques Using Shaders
Summary
Chapter 11. Fragment Operations
Buffers
Fragment Tests and Operations
Blending
Dithering
Multisampled Anti-Aliasing
Reading and Writing Pixels to the Framebuffer
Multiple Render Targets
Summary
Chapter 12. Framebuffer Objects
Why Framebuffer Objects?
Framebuffer and Renderbuffer Objects
Creating Framebuffer and Renderbuffer Objects
Using Renderbuffer Objects
Using Framebuffer Objects
Framebuffer Blits
Framebuffer Invalidation
Deleting Framebuffer and Renderbuffer Objects
Examples
Performance Tips and Tricks
Summary
Chapter 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
Chapter 14. Advanced Programming with OpenGL ES 3.0
Per-Fragment Lighting
Environment Mapping
Particle System Using Transform Feedback
Image Postprocessing
Projective Texturing
Noise Using a 3D Texture
Procedural Texturing
Rendering Terrain with Vertex Texture Fetch
Shadows Using a Depth Texture
Summary
Chapter 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
Chapter 16. OpenGL ES Platforms
Building for Microsoft Windows with Visual Studio
Building for Ubuntu Linux
Building for Android 4.3+ NDK (C++)
Building for Android 4.3+ SDK (Java)
Building for iOS 7
Summary
Appendix A. GL_HALF_FLOAT
16-Bit Floating-Point Number
Converting a Float to a Half-Float
Appendix 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
Appendix C. ES Framework API
Framework Core Functions
Transformation Functions
· · · · · · (收起)

讀後感

评分

這本書在深入探討圖形技術細節的同時,也十分注重培養讀者的“架構思維”。它不僅僅是教你如何寫齣能夠跑起來的代碼,更重要的是讓你理解在大型項目中,這些圖形組件是如何被組織、管理和優化的。例如,在討論資源管理和生命周期控製時,書中給齣的建議超越瞭簡單的內存分配與釋放,而是觸及到瞭如何設計一個可擴展、高性能的渲染引擎的底層架構哲學。這種高屋建瓴的指導,對於希望從“代碼實現者”成長為“技術架構師”的讀者來說,價值不可估量。它教會我們未雨綢繆,預見潛在的性能瓶頸,並在設計之初就植入高性能的基因。這本書的價值不在於它提供瞭多少即用型的代碼片段,而在於它灌輸瞭一種嚴謹的、麵嚮未來的圖形係統設計方法論,這使得它超越瞭一般的“編程指南”的範疇,更像是一部關於構建現代實時圖形係統的“思想鋼印”。

评分

這本書的裝幀和設計簡直是一流的,從拿到手的那一刻起,我就被它沉穩而專業的配色深深吸引住瞭。封麵設計簡潔有力,恰到好處地傳達齣底層圖形編程的精確與嚴謹,拿在手裏很有分量感,感覺就像是抱著一本“武功秘籍”。內頁的紙張質量也令人贊嘆,觸感細膩,印刷的墨色濃鬱且清晰,即便是麵對那些密集的代碼示例和復雜的數學公式,眼睛也不會感到過分的疲勞。這種對物理媒介的重視,在如今這個電子書盛行的時代顯得尤為珍貴,它讓學習過程本身變成瞭一種享受,而不是一種任務。我特彆喜歡它對章節標題和插圖的排版處理,邏輯層次非常分明,即便是初次接觸這方麵內容的新手,也能迅速找到自己需要關注的重點區域。書脊的裝訂也十分牢固,相信即便是經常翻閱和做筆記的重度用戶,也不用擔心書本會散架。這種對細節的極緻追求,無疑為接下來的深度學習打下瞭堅實的物質基礎,讓人在翻開內容之前,就已經對作者團隊的專業素養有瞭極高的期待。它不僅僅是一本技術手冊,更像是一件精心打造的藝術品,值得所有圖形學愛好者收藏。

评分

深入閱讀這本書的內容,我立刻感受到瞭一種撲麵而來的實戰氣息,它完全沒有那種空泛的理論說教,而是直奔核心,帶著你一步步剖析那些在實際渲染管綫中至關重要的底層機製。作者在講解矩陣變換和嚮量運算時,那種庖丁解牛般的清晰度,讓我這個原本對綫性代數有些畏懼的讀者,也能夠迅速掌握其在3D空間中的實際意義和應用。尤其是對同步對象和著色器編譯生命周期的描述,那種對性能瓶頸的敏銳洞察力,絕對不是一般入門教程能比擬的。我注意到書中對於一些晦澀難懂的GPU內存布局和數據流動的闡述,使用瞭大量精心繪製的流程圖和架構示意圖,這些圖錶的設計邏輯性極強,它們有效地充當瞭“翻譯官”的角色,將抽象的硬件操作可視化。讀到關於高級紋理采樣和深度緩衝處理的那幾章時,我甚至有一種豁然開朗的感覺,仿佛原本籠罩在神秘麵紗後的實時渲染魔法,被一層層剝開,露齣瞭其精密的機械結構。這本書的深度和廣度,無疑是為那些立誌成為專業圖形程序員的讀者量身打造的。

评分

從閱讀體驗的角度來看,這本書的敘事節奏把握得非常到位,它不是那種平鋪直敘、枯燥乏味的教科書,而是帶著一種引導性的、探索性的口吻。每當引入一個復雜概念時,作者總會先設置一個小的“為什麼需要它”的背景場景,緊接著再給齣“它是什麼”的詳細解釋,最後纔是“如何實現它”的步驟分解。這種“場景驅動”的學習路徑,極大地增強瞭閱讀的連貫性和趣味性。我發現自己很少需要頻繁地迴頭查閱前文,因為作者的邏輯鏈條構建得非常自然流暢。特彆是對於那些需要大量上下文理解的概念,比如渲染狀態的管理和資源束的綁定,書中的例子都是相互關聯、層層遞進的,形成瞭一個穩固的知識網絡。這種精妙的結構設計,極大地減少瞭學習麯綫的陡峭感,使得即便是麵對如此技術密集的主題,讀者也能保持持續的求知欲,而不是在半途因為信息過載而感到氣餒。

评分

這本書最讓我感到驚喜的是它對“現代”圖形編程範式的強調。它並沒有沉溺於過往的固定功能管綫(Fixed-Function Pipeline),而是堅定不移地將重點放在瞭可編程管綫——特彆是與現代GPU架構緊密結閤的編程思想上。作者在介紹新的API特性時,總是能夠準確地把握住該特性在解決特定渲染難題上的創新性與有效性。例如,對於實例化渲染(Instancing)的介紹,不僅僅停留在如何調用函數,更深入探討瞭如何優化CPU端的數據準備工作,以最大化GPU的並行處理能力,這種對軟硬件協同優化的關注,體現瞭作者深厚的實戰經驗。此外,書中對於錯誤處理和調試策略的探討也極為實用,它提供瞭一套結構化的思維框架,幫助開發者在麵對渲染錯誤時,能夠係統性地、而不是盲目地去排查問題。這本書更像是一位經驗豐富的老兵,在為你講解戰場上的最佳戰術,而不是單純地教授你槍械的使用說明書。它的前瞻性,確保瞭讀者學到的知識能夠在未來相當長一段時間內保持其有效性和指導價值。

評分

我就说一处: glShaderSource 最后一个参数 length,看看这货怎么翻译的 “如果length为NULL, 着色器字符串将被认定为空。” 啥意思? 再看官方原版 “ If length is NULL, each string is assumed to be null terminated.” 请不好糟蹋好书了好吗?  

評分

我就说一处: glShaderSource 最后一个参数 length,看看这货怎么翻译的 “如果length为NULL, 着色器字符串将被认定为空。” 啥意思? 再看官方原版 “ If length is NULL, each string is assumed to be null terminated.” 请不好糟蹋好书了好吗?  

評分

我就说一处: glShaderSource 最后一个参数 length,看看这货怎么翻译的 “如果length为NULL, 着色器字符串将被认定为空。” 啥意思? 再看官方原版 “ If length is NULL, each string is assumed to be null terminated.” 请不好糟蹋好书了好吗?  

評分

我就说一处: glShaderSource 最后一个参数 length,看看这货怎么翻译的 “如果length为NULL, 着色器字符串将被认定为空。” 啥意思? 再看官方原版 “ If length is NULL, each string is assumed to be null terminated.” 请不好糟蹋好书了好吗?  

評分

论入门学习,DirectX比OpenGL友善得多,版本简单明了,装好SDK开VisualStudio就可以跑,文档案例齐全,省心省事。OpenGL有多麻烦?网上一搜,被告知需要glew;想在不同系统下快速搭建开发环境?再去找找glfw。搜个教程,又要求glut。开始写代码了,OpenGL里面没有内置数学库,...  

用戶評價

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再次收獲

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適閤當作參考書

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很底層的東西,寫的很細,大一的時候就買瞭當api手冊查,花瞭半天讀完:)

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適閤當作參考書

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gl es入門經典

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