OpenGL(R) Shading Language
Until recently, application developers have had no choice but to use the graphics hardware as built by hardware developers. The programming interfaces (APIs) simply exposed the underlying capabilities of the hardware. If the hardware didn't do something quite the way an application wanted it done, there was no alternative but to accept what the hardware could do. More recently, graphics hardware has become more flexible. Developers have been eager to exploit this flexibility. Within the last year or so, it's become clear that the right answer for OpenGL is to expose the new functionality in the form of a high-level programming language - the new OpenGL Shading Language, developed by 3Dlavis, Inc., is the answer. This book is the official guide to this new language. It is both a tutorial and a reference, and is filled with many practical examples that will help developers learn the language as well as create shaders to suit their own needs. The author is at the very center of this technology, serving on the OpenGL ARB and leading the team at 3Dlabs responsible for defining and implementing the next iteration of OpenGL. This is the one book all graphics developers will need in order to learn about this important new advance in graphics programming.
Author......: Randi J. Rost
Publisher...: Addison-Wesley Professional
Date........: 2004-02-12
ISBN/ASIN...: 0321197895
Pages.......: 608
Language....: English
Size........: 2.80 MB
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OpenGL(R) Shading Language (2nd Edition) (OpenGL)
"As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." --David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" --Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the 'old hands.' "--Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSL--well written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." --John Carey, Chief Technology Officer, C.O.R.E. Feature Animation OpenGL(R) Shading Language, Second Edition, extensively updated for OpenGL 2.0, is the experienced application programmer's guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL(R) Shading Language, Second Edition, includes updated descriptions for the language and all the GLSL entry points added to OpenGL 2.0; new chapters that discuss lighting, shadows, and surface characteristics; and an under-the-hood look at the implementation of RealWorldz, the most ambitious GLSL application to date. The second edition also features 18 extensive new examples of shaders and their underlying algorithms, including
- Image-based lighting
- Lighting with spherical harmonics
- Ambient occlusion
- Shadow mapping
- Volume shadows using deferred lighting
- Ward's BRDF model
The color plate section illustrates the power and sophistication of the OpenGL Shading Language.
The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.Also included is a convenient Quick Reference Card to GLSL.
Author......: Randi J. Rost
Publisher...: Addison-Wesley Professional
Date........: 2006-02-04
ISBN/ASIN...: 0321334892
Pages.......: 800
Language....: English
Size........: 2.92 MB
Amazon:
OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition) (OpenGL)
OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. *
Coverage includes
- An entirely new chapter on OpenGL ES programming for handhelds
- Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux
- Up-to-the-minute coverage of OpenGL on Windows Vista
- New material on floating-point color buffers and off-screen rendering
- In-depth introductions to 3D modeling and object composition
- Expert techniques for utilizing OpenGL’s programmable shading language
- Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more
- A fully updated API reference, and an all-new section of full-color images *
You’ll rely on this book constantly–whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. *
Now 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. *
Contents
Preface xxvii
About the Authors xxxv
Introduction 1
Part I: The Old Testament
Chapter 1 Introduction to 3D Graphics and OpenGL 9
Chapter 2 Using OpenGL 33
Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73
Chapter 4 Geometric Transformations: The Pipeline 127
Chapter 5 Color, Materials, and Lighting: The Basics 173
Chapter 6 More on Colors and Materials 229
Chapter 7 Imaging with OpenGL 251
Chapter 8 Texture Mapping: The Basics 303
Chapter 9 Texture Mapping: Beyond the Basics 341
Chapter 10 Curves and Surfaces 377
Chapter 11 It’s All About the Pipeline: Faster Geometry Throughput 421
Chapter 12 Interactive Graphics 457
Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481
Chapter 14 Depth Textures and Shadows 495
Part II: The New Testament
Chapter 15 Programmable Pipeline: This Isn’t Your Father’s OpenGL 515
Chapter 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547
Chapter 17 Fragment Shading: Empower Your Pixel Processing 567
Chapter 18 Advanced Buffers 601
Part III: The Apocrypha
Chapter 19 Wiggle: OpenGL on Windows 641
Chapter 20 OpenGL on Mac OS X 685
Chapter 21 OpenGL on Linux 713
Chapter 22 OpenGL ES — OpenGL on the Small 735
Appendix A Further Reading/References 773
Appendix B Glossary 777
Appendix C API Reference 783
Index 1141
About the Author
Richard S. Wright, Jr.has been using OpenGL for more than 12 years, since it first became available on the Windows platform, and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. Currently, Richard is the president of Starstone Software Systems, Inc., where he develops third-party multimedia simulation software for the PC and Macintosh platforms using OpenGL.
Previously with Real 3D/Lockheed Martin, Richard was a regular OpenGL ARB attendee and contributed to the OpenGL 1.2 specification and conformance tests. Since then, Richard has worked in multidimensional database visualization, game development, medical diagnostic visualization, and astronomical space simulation.
Richard first learned to program in the eighth grade in 1978 on a paper terminal. At age 16, his parents let him buy a computer with his grass-cutting money instead of a car, and he sold his first computer program less than a year later (and it was a graphics program!). When he graduated from high school, his first job was teaching programming and computer literacy for a local consumer education company. He studied electrical engineering and computer science at the University of Louisville’s Speed Scientific School and made it half way through his senior year before his career got the best of him and took him to Florida. A native of Louisville, Kentucky, he now lives with his wife and three children in Lake Mary, Florida. When not programming or dodging hurricanes, Richard is an avid amateur astronomer and an Adult Sunday School teacher.
Benjamin Lipchak graduated from Worcester Polytechnic Institute with a double major in technical writing and computer science. “Why would anyone with a CS degree want to become a writer?” That was the question asked of him one fateful morning when Benj was interviewing for a tech writing job at Digital Equipment Corporation. Benj’s interview took longer than scheduled, and he left that day with job offer in hand to work on the software team responsible for DEC’s AlphaStation OpenGL drivers.
Benj’s participation in the OpenGL Architecture Review Board began when he chaired the working group that generated the GL_ARB_fragment_program extension spec. While chairing the Khronos OpenGL Ecosystem Technical SubGroup, he established the OpenGL SDK and created the OpenGL Pipeline newsletter, of which he remains editor.
Benj will now participate in the Khronos OpenGL ES Working Group. After 12 years of OpenGL driver development and driver team management at DEC, Compaq, and ATI, he is headed for smaller pastures. Benj recently became manager of AMD’s handheld software team. Although the API is familiar, the new challenges of size and power consumption make for a great change of scenery. In his fleeting spare time, Benj tries to get outdoors for some hiking or kayaking. He also operates an independent record label, Wachusett Records, specializing in solo piano music.
Nicholas Haemel, developer at AMD in the Graphics Products Group, was technical reviewer for OpenGL SuperBible, Third Edition, and contributed the chapters on GLX and OpenGL ES.
Author......: Richard S. Wright
Publisher...: Addison-Wesley Professional
Date........: 2007-06-28
ISBN/ASIN...: 0321498828
Pages.......: 1248
Language....: English
Size........: 11.36 MB
Amazon:
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