OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and esse
OpenGL SuperBible: Comprehensive Tutorial and Reference
✍ Scribed by Richard S. Wright, Nicholas Haemel, Graham Sellers, Benjamin Lipchak
- Publisher
- Addison-Wesley Professional
- Year
- 2010
- Tongue
- English
- Leaves
- 986
- Edition
- 5
- Category
- Library
No coin nor oath required. For personal study only.
✦ Synopsis
OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad.
Coverage includes
• A practical introduction to the essentials of real-time 3D graphics
• Core OpenGL 3.3 techniques for rendering, transformations, and texturing
• Writing your own shaders, with examples to get you started
• Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems
• OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs
• Advanced buffer techniques, including full-definition rendering with floating point buffers and textures
• Fragment operations: controlling the end of the graphics pipeline
• Advanced shader usage and geometry management
• A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages
• New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL
Part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers
The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
✦ Table of Contents
Table of Contents......Page 8
Preface to the Fifth Edition......Page 19
Preface to the Fourth Edition......Page 21
Preface to the Third Edition......Page 24
What’s New in This Edition......Page 31
Part I: Basic Concepts......Page 32
Part II: Intermediate to Advanced Ideas......Page 33
Conventions Used in This Book......Page 34
About the Companion Web Site......Page 35
PART I: Basic Concepts......Page 36
A Brief History of Computer Graphics......Page 37
3D Graphics Techniques and Terminology......Page 42
Common Uses for 3D Graphics......Page 46
Basic 3D Programming Principles......Page 51
Summary......Page 58
What Is OpenGL?......Page 60
Using OpenGL......Page 69
Setting Up Windows Projects......Page 76
Setting Up Mac OS X Projects......Page 82
Your First Triangle......Page 88
Putting a Little Life into It!......Page 100
Summary......Page 104
3 Basic Rendering......Page 105
The Basic Graphics Pipeline......Page 106
Setting Up Your Coordinate System......Page 110
Using the Stock Shaders......Page 112
Connecting The Dots......Page 115
Blending......Page 139
Summary......Page 149
4 Basic Transformations: A Vector/Matrix Primer......Page 150
A Crash Course in 3D Graphics Math......Page 151
Understanding Transformations......Page 157
The Modelview Matrix......Page 163
More Objects......Page 170
Projection Matrix......Page 175
The Transformation Pipeline......Page 184
Moving Around Using Cameras and Actors......Page 192
Summary......Page 202
5 Basic Texturing......Page 203
Raw Image Data......Page 204
Loading Textures......Page 216
Texture Application......Page 220
Mipmapping......Page 231
Anisotropic Filtering......Page 245
Texture Compression......Page 247
Summary......Page 251
6 Thinking Outside the Box, Nonstock Shaders......Page 253
GLSL 101......Page 254
Shader Uniforms......Page 273
Built-In Functions......Page 279
Simulating Light......Page 286
Accessing Textures......Page 301
Summary......Page 311
Rectangle Textures......Page 313
Cube Maps......Page 318
Multitexture......Page 325
Point Sprites......Page 328
Texture Arrays......Page 338
Texture Proxies......Page 342
Summary......Page 344
PART II: Intermediate to Advanced Ideas......Page 345
8 Buffer Objects: Storage Is Now in Your Hands......Page 346
Buffers......Page 347
Framebuffer Objects, Going Beyond the Window......Page 359
Rendering to Textures......Page 374
Summary......Page 381
Getting at Your Data......Page 382
Controlling the Destiny of Your Pixel Shaders; Mapping Fragment Outputs......Page 384
New Formats for a New Hardware Generation......Page 387
Summary......Page 412
10 Fragment Operations: The End of the Pipeline......Page 413
Multisampling......Page 414
Stencil Operations......Page 421
Blending Everything Together......Page 424
Dithering......Page 428
Logic Ops......Page 429
Masking Output......Page 430
Summary......Page 431
11 Advanced Shader Usage......Page 432
Advanced Vertex Shaders......Page 433
Geometry Shaders......Page 440
Advanced Fragment Shaders......Page 462
More Advanced Shader Functions......Page 475
Uniform Buffer Objects......Page 481
Summary......Page 491
12 Advanced Geometry Management......Page 492
Gathering Information about the OpenGL Pipeline—Queries......Page 493
Storing Data in GPU Memory......Page 504
Using Vertex Array Objects to Organize Your Buffers......Page 511
Drawing a lot of Geometry Efficiently......Page 513
Storing Transformed Vertices—Transform Feedback......Page 529
Clipping and Determining What Should Be Drawn......Page 549
Synchronizing When OpenGL Begins to Draw......Page 553
Summary......Page 558
PART III: Platform-Specific Notes......Page 559
13 OpenGL on Windows......Page 560
OpenGL Implementations on Windows......Page 561
Basic Windows Rendering......Page 566
Putting It All Together......Page 578
Full-Screen Rendering......Page 584
Double Buffering......Page 586
Summary......Page 587
The Four Faces of OpenGL on the Mac......Page 588
OpenGL with Cocoa......Page 589
Full-Screen Rendering......Page 604
CGL......Page 612
Summary......Page 614
The Basics......Page 616
Getting Started......Page 617
GLX—Interfacing with X Windows......Page 621
Summary......Page 636
OpenGL on a Diet......Page 637
Which Version Is Right for You?......Page 640
The ES Environment......Page 645
EGL: A New Windowing Environment......Page 648
Negotiating Embedded Environments......Page 656
Apple Handheld Platforms......Page 657
Summary......Page 670
3D Graphics Books......Page 671
Web Sites......Page 672
C......Page 673
G......Page 674
Q......Page 675
T......Page 676
W......Page 677
Appendix C: OpenGL Man Pages for (Core) OpenGL 3.3......Page 678
A......Page 956
B......Page 957
C......Page 958
D......Page 963
E......Page 964
F......Page 965
G......Page 967
I-J......Page 969
K-L......Page 970
M......Page 971
N......Page 972
O......Page 973
P......Page 974
Q-R......Page 977
S......Page 978
T......Page 981
V......Page 984
W-Z......Page 985
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