Buch, Englisch, 320 Seiten, Format (B × H): 191 mm x 235 mm, Gewicht: 590 g
ISBN: 978-1-119-97591-5
Verlag: Wiley
Develop graphically sophisticated apps and games today!
The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer.
- Provides a project template for iOS and Android platforms
- Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more
- Offers explanation of full-function 2D and 3D graphics on embedded systems
- Addresses the principal technology for hardware-accelerated graphical rendering
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps.
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Grafikprogrammierung
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Macintosh Programmierung
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Handheld Programmierung
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
Weitere Infos & Material
INTRODUCTION xvii
CHAPTER 1: GETTING STARTED 1
Software Requirements 2
For iOS Developers 2
For Android Developers 2
Downloading the Book’s SDK 4
Importing Projects 5
For iOS Developers 5
For Android Developers 5
The Template 7
Summary 8
CHAPTER 2: SETTING UP YOUR GRAPHIC PROJECTIONS 9
The Three Basic Types of Projections 10
Orthographic 2D Projection 11
Program and Project Initialization 12
Vertex and Fragment Shader 14
Linking a Shader Program 17
The Drawing Code 19
Orthographic Projection 23
Getting Orthographic 23
Perspective Projection 26
Summary 27
CHAPTER 3: DEALING WITH COMPLEX GEOMETRY 29
The Wavefront File Format 29
Cube.obj 30
Cube.mtl 31
Preparing the OBJ Viewer Code 31
Loading an OBJ 32
Building the Shaders 35
The Vertex Shader 35
The Fragment Shader 36
Vertex Buffer Object 36
Storing the Vertex Data 37
Building the Vertex Data Array VBO 38
Building the Element Array VBO 39
Building the VAO 40
Rendering Momo 42
Handling Touche 44
Per-Vertex Lighting 46
Vertex Shader Light Calculation 46
Modifying the Fragment Shader 47
More Uniforms 48
Making Momo Furrier 50
Loading the Texture 50
Adjusting the Vertex Data 51
Adding UV Support to the Vertex Shader 52
Adding Texture Support to Your Fragment Shader 53
Binding the Texture 53
Summary 54
CHAPTER 4: BUILDING A SCENE 57
Handling Multiple Objects 58
The Code Structure 58
Loading and Drawing the Scene 59
The Shaders Code 63
The Different Object Types 64
The Drawing Sequence 64
Fixing the Scene 65
Uber Shader 65
Using Your Uber Shader 66
Render Loop Objects Categorization 69
Double-Sided 71
Per-PixelLighting 7