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OpenGL Programming Guide - Dave Shreiner, Graham Sellers, John Kessenich, Bill Licea-Kane

OpenGL Programming Guide

The Official Guide to Learning OpenGL, Version 4.3
Buch | Softcover
984 Seiten
2013 | 8th edition
Addison-Wesley Educational Publishers Inc (Verlag)
978-0-321-77303-6 (ISBN)
CHF 83,75 inkl. MwSt
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Includes Complete Coverage of the OpenGL® Shading Language!



 

Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders.

 

OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”).

 

For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques.

 

OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders.

 

New OpenGL features covered in this edition include



Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders)
Integration of general computation into the rendering pipeline via compute shaders
Techniques for binding multiple shader programs at once during application execution
Latest GLSL features for doing advanced shading techniques
Additional new techniques for optimizing graphics program performance

Dave Shreiner, Director of Graphics and GPU Computing at ARM, Inc., has been active in OpenGL development nearly since its inception. He created the first commercial OpenGL training course and has taught OpenGL programming for twenty years.   Graham Sellers, coauthor of OpenGL® SuperBible, manages OpenGL Software Development at AMD. He authored many OpenGL feature specifications and helped bring OpenGL ES to desktop computers.   John Kessenich, OpenGL Shading Language Specification Editor, consults at LunarG, Inc., building compiler technology for GLSL. He helped develop OpenGL 2.0 and OpenGL ES 2.0 at 3Dlabs and Intel.   Bill Licea-Kane is Principal Member of Technical Staff at AMD, coauthor of OpenGL® Shading Language Guide, and chairs the OpenGL Shading Language technical subgroup.

Figures xxiii

Tables xxix

Examples xxxiii

About This Guide xli



 

Chapter 1: Introduction to OpenGL 1



What Is OpenGL? 2 Your First Look at an OpenGL Program 3

OpenGL Syntax 8

OpenGL’s Rendering Pipeline 10

Our First Program: A Detailed Discussion 14

 

Chapter 2: Shader Fundamentals 33



Shaders and OpenGL 34

OpenGL’s Programmable Pipeline 35

An Overview of the OpenGL Shading Language 37

Interface Blocks 60

Compiling Shaders 70

Shader Subroutines 76

Separate Shader Objects 81

 

Chapter 3: Drawing with OpenGL 85



OpenGL Graphics Primitives 86 Data in OpenGL Buffers 92

Vertex Specification 108

OpenGL Drawing Commands 115

Instanced Rendering 128

 

Chapter 4: Color, Pixels, and Framebuffers 141



Basic Color Theory 142

Buffers and Their Uses 144

Color and OpenGL 148

Multisampling 153

Testing and Operating on Fragments 156

Per-Primitive Antialiasing 178

Framebuffer Objects 180

Writing to Multiple Renderbuffers Simultaneously 193

Reading and Copying Pixel Data 200

Copying Pixel Rectangles 203

 

Chapter 5: Viewing Transformations, Clipping, and Feedback 205



Viewing 206 User Transformations 212

OpenGL Transformations 236

Transform Feedback 239

 

Chapter 6: Textures 259



Texture Mapping 261

Basic Texture Types 262

Creating and Initializing Textures 263

Proxy Textures 276

Specifying Texture Data 277

Sampler Objects 292

Using Textures 295

Complex Texture Types 306

Texture Views 321

Compressed Textures 326

Filtering 329

Advanced Texture Lookup Functions 340

Point Sprites 346

Rendering to Texture Maps 351

Chapter Summary 356

 

Chapter 7: Light and Shadow 359



Lighting Introduction 360 Classic Lighting Model 361

Advanced Lighting Models 384

Shadow Mapping 400

 

Chapter 8: Procedural Texturing 411



Procedural Texturing 412

Bump Mapping 433

Antialiasing Procedural Textures 442

Noise 460

Further Information 483

 

Chapter 9: Tessellation Shaders 485



Tessellation Shaders 486 Tessellation Patches 487

Tessellation Control Shaders 488

Tessellation Evaluation Shaders 496

A Tessellation Example: The Teapot 500

Additional Tessellation Techniques 504

 

Chapter 10: Geometry Shaders 509



Creating a Geometry Shader 510

Geometry Shader Inputs and Outputs 514

Producing Primitives 525

Advanced Transform Feedback 532

Geometry Shader Instancing 549

Multiple Viewports and Layered Rendering 550

Chapter Summary 559

 

Chapter 11: Memory 563



Using Textures for Generic Data Storage 564 Shader Storage Buffer Objects 576

Atomic Operations and Synchronization 578

Example 609

 

Chapter 12: Compute Shaders 623



Overview 624

Workgroups and Dispatch 625

Communication and Synchronization 632

Examples 636

Chapter Summary 647

 

Appendix A: Basics of GLUT: The OpenGL Utility Toolkit 651



Initializing and Creating a Window 652 Accessing Functions 654

Handling Window and Input Events 655

Managing a Background Process 658

Running the Program 658

 

Appendix B: OpenGL ES and WebGL 659



OpenGL ES 660

WebGL 662

 

Appendix C: Built-in GLSL Variables and Functions 673



Built-in Variables 674 Built-in Constants 684

Built-in Functions 686

 

Appendix D: State Variables 737



The Query Commands 738

OpenGL State Variables 745

 

Appendix E: Homogeneous Coordinates and Transformation Matrices 829



Homogeneous Coordinates 830 Transformation Matrices 831

 

Appendix F: OpenGL and Window Systems 835



Accessing New OpenGL Functions 836

GLX: OpenGL Extension for the X Window System 838

WGL: OpenGL Extensions for Microsoft Windows 845

OpenGL in MacOSX: The Core OpenGL (CGL) API and the NSOpenGL Mac OS X’s Core OpenGL Library . 851

The NSOpenGL Classes 854

 

Appendix G: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers 857



Reduced-Precision Floating-Point Values 858 16-bit Floating-Point Values 858

10- and 11-bit Unsigned Floating-Point Values 860

 

Appendix H: Debugging and Profiling OpenGL 865



Creating a Debug Context 866

Debug Output 868

Debug Groups 875

Profiling 879

 

Appendix I: Buffer Object Layouts 885



Using Standard Layout Qualifiers 886 The std140 Layout Rules. 886

The std430 Layout Rules 887

 

Glossary 889

Index 919

Erscheint lt. Verlag 4.4.2013
Verlagsort New Jersey
Sprache englisch
Maße 179 x 231 mm
Gewicht 1492 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 0-321-77303-9 / 0321773039
ISBN-13 978-0-321-77303-6 / 9780321773036
Zustand Neuware
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