Pro OpenGL Es for Android

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In Pro OpenGL ES for Android, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES! OpenGL has set the standard for 3D computer graphics, and is an essential aspect of Android development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building a fascinating 3D solar system simulator! After introducing Open GL ES, Pro OpenGL ES for Android explains the basics of 3D math and then orients you to the native Android 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts. By the time you finish Pro OpenGL ES for Android, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available.

Author(s): Mike Smithwick; Mayank Verma
Publisher: Apress
Year: 2012

Language: English
Pages: 308

Cover
Contents at a Glance
Contents
About the Authors
About the Technical Reviewer
Acknowledgments
Introduction
Computer Graphics: From Then to Now
Your First OpenGL ES Program
A Spotty History of Computer Graphics
3D in Hollywood
The Dawn of Computer Graphics
MIT
University of Utah
Coming of Age in Hollywood
Toolkits
OpenGL
Direct3D
The Other Guys
QuickDraw 3D
OGRE
OpenSceneGraph
Unity3D
And Still Others
OpenGL Architecture
Summary
All That Math Jazz
2D Transformations
Translations
Rotations
Scaling
3D Transformations
Picture This: Projecting the Object onto the Screen
Now Do it Backward and in High Heels
What About Quaternions?
Summary
From 2D to 3D: Adding One Extra Dimension
First, a Little More Theory
OpenGL Coordinates
Eye Coordinates
Viewing Frustum and the Projection Matrix
Back to the Fun Stuff: Going Beyond the Bouncy Square
Adding the Geometry
Stitching It All Together
Taking ’er Out for a Spin
Tweaking the Values
Building a Solar System
Summary
Turning On the Lights
The Story of Light and Color
Let There Be Light
Back to the Fun Stuff (for a While)
Fun with Light and Materials
Specular Lighting
Ambient Lighting
Taking a Step Back
Emissive Materials
Attenuation
Spotlights
Light Parameters in Play
The Math Behind Shading
Specular Reflections
Attenuation
Summing It All Up
So, What’s This All For?
More Fun Stuff
Back to the Solar System
And the Banding Played On
Summary
Textures
The Language of Texturing
All About Textures (Mostly)
Image Textures
OpenGL ES and Textures
Image Formats
Back to the Bouncy Square One
Mipmaps
Filtering
OpenGL Extensions
Finally, More Solar System Goodness
Summary
Will It Blend?
Alpha Blending
Blending Functions
Multicolor Blending
Texture Blending
Multitexturing
Mapping with Bumps
Summary
Well-Rendered Miscellany
Frame Buffer Objects
Hedley Buffer Objects
Sun Buffer Objects
Lens Flare
Reflective Surfaces
Coming of the Shadows
Shadow Mapping
Shadow Volumes
Blob Shadows
Projection Shadows
Summary
Putting It All Together
Revisiting the Solar System
What Are These Quaternion Things Anyway?
Moving Things in 3D
Adding Some Flare
Seeing Stars
Seeing Lines
Seeing Text
Seeing Buttons
Summary
Performance ’n’ Stuff
Vertex Buffer Objects
Batching
Textures
Sprite Sheets
Texture Uploads
Mipmaps
Fewer Colors
Other Tips to Remember
Summary
OpenGL ES 2, Shaders, and…
Shaded Pipelines
Shady Triangles
Shader Structure
Restrictions
Back to the Spinning Triangle
Earth at Night
Bring in the Clouds
But What About Specular Reflections?
Summary
Index
Symbols and Numbers
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