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Using glRotate and glTranslate. Creating Your Own Custom Routines. Using Your Own Matrices. Loading Your Matrix. Multiplying Matrices. Chapter 5. Extension Naming. Name Strings. Functions and Tokens. Finding Supported Extensions. WGL Extensions. Introduction to GLee. Setting Up GLee. Using GLee. Chapter 6. Vertex Shaders.

Fragment Shaders. Shader Structure. Shader Inputs. Defining Functions. Built-in Functions. Using Shaders. Querying the Information Logs. Sending Data to Shaders. The Kazmath Library. The Robot Example Revisited. Using the Texture Map. Texture Objects. Creating Texture Objects. Deleting Texture Objects. Specifying Textures. Cube Map Textures. Texture Filtering. Texture Coordinates. Applying Texture Coordinates. Texture Parameters. Texture Wrap Modes. The Targa File Format.

The TargaImage Class. The Lighting Model. Lighting in GLSL. Separate Blend Functions. Constant Blend Color. Fog Example. Chapter 9. The Plane Equation.

Defining Your Frustum. Testing a Point. Testing a Sphere. Frustum Culling Applied Summary. Chapter More on Texture Mapping. Copying from the Color Buffer Environment Mapping. Sphere Mapping. Reflective Cube Mapping. Alpha Testing.

Texture Units. Multitexturing in GLSL. Generating the Texture Coordinates. The Texture-Mapped Fonts Example. The FreeType Library. Initializing FreeType and Loading a Font.

Generating Glyph Textures. A Note on 3D Fonts. Clearing Buffers. The Scissor Test. The Color Buffers. Color Masking. Setting the Clear Color. The Depth Buffer. Controlling Depth Testing. The Stencil Buffer. The MD2 Header. Loading the Model Data. Creating Explosions. Point Sprites. Using Point Sprites.

A Note on Collision Detection Summary. It covered a whole range of topics from curved surfaces to game physics and from simulating shadows to providing sound using the DirectX API. At the time, it was the book to buy if you wanted to learn OpenGL. By , OpenGL 1. Kevin and Dave joined forces once again to not only bring the book up to date, but also to extend it to cover new, more advanced features.

The decision was made to create two volumes. At the time, OpenGL 2. The original changes proposed for OpenGL 3. OpenGL 3. The traditional methods of rendering with OpenGL that you may be familiar with, such as immediate mode, vertex arrays, and display lists are marked for removal deprecated from a future version of OpenGL. This does unfortunately make the learning curve a lot steeper than it used to be, but, it is generally a good idea to learn the best practice from the outset.

This book is intended for programmers who are just getting started in 3D graphics programming or are migrating from another 3D API such as Direct3D.

By the end of the book, you should be able to apply your newfound knowledge of OpenGL to create your own games. The focus of this book is to get you started programming 3D graphics using OpenGL. To keep the book concise, some assumptions of basic knowledge have to be made. The second assumption is that you have some understanding of 3D math. Not so long ago you could use OpenGL for quite a while before needing any solid 3D math skills.

However, with the move to shader-based rendering, at least a basic understanding of matrices is required straight out of the gate. Finally, this book will only cover game development topics directly related to graphics.

Subjects like game architecture, physics, AI, and audio are required in most games, but they are such big topics that they all deserve a book of their own! It would be an unrealistic goal to plan to write code for every platform. For this reason, a decision was made to primarily target the most commonly used operating system, Microsoft Windows.

The Linux versions of the xix xx Introduction source were written, tested, and compiled under Ubuntu 8. OpenGL 2. For this reason, the text assumes both OpenGL 3. So, on the CD there are two versions of the code for each platform; one version is designed for OpenGL 3. The differences between these two versions of the code are minimal: n Chapters —The source code is the same for both versions except for the OpenGL context creation that falls back to an OpenGL 2. There is only one version of the game that falls back to OpenGL 2.

Introduction Of course, this still assumes graphics driver support for OpenGL 2. If you have trouble running any of the samples, upgrading your graphics drivers will likely solve the problem.

Rather than listing all of the required extensions, driver support for at least OpenGL 2. The same as glext. All OpenGL applications must link to at least opengl If the application makes use of the OpenGL Utility library, then glu Using the STL containers and algorithms is good practice. Their usage makes the code more concise, safer, simpler, and normally faster.

In the source code, the following STL members have been used: n std::vector —A dynamically resizable array. The vector manages its own memory and stores its elements consecutively in memory in the same way as a C-style array. For this reason, vectors can be passed into C functions e. The string class has many useful built-in methods. A map stores an ordered set of key- Introduction n std::list —A container that behaves like a doubly linked list.

Here we will post program updates and errata as needed. Please check this site if you experience any problems. Interactive entertainment has grown by leaps and bounds in the last decade. Computer games, which used to be a niche market, have now grown in to a multibillion-dollar industry. Recent years have shown a trend of accelerating growth, and the end is not in sight.

It is this 3 4 Chapter 1 n The Exploration Begins. Again relentless drive and growth that attracts many people to this industry, but why do people really make games?

There are thousands of people around the world who are learning to write games, and each one of them is being driven by one thing alone: fun. Game development brings together many different skills, which is the reason it is so appealing to so many different people. Artists and musicians can apply their creative talents and programmers can use their problem-solving skills! The World of 3D Games Although many companies have contributed to the growth of 3D gaming, a special nod must be given to id Software, which was a major catalyst in the rise of 3D games.

More than 15 years ago, John Carmack and company unleashed a little game called Wolfenstein 3D upon the world. Wolf3D brought the gaming world to its knees with realtime ray-casting 3D graphics and an immersive world that left gamers sitting at their computers for hours upon hours. The game was a new beginning for the industry, and it never looked back. In , the world of Doom went on a rampage and pushed 3D graphics technology past yet another limit with its 2.

The gaming world reveled in the technical achievement brought by id in their game Doom, but it did not stop there. Several years later, Quake changed 3D gaming for good. The possibilities were now limited only by how many polygons the CPU and eventually, the GPU could process and display on the screen. Quake also brought multiplayer gaming over a network to reality as hordes of Internet users joined in the fun of death matches with 30 other people.

Since the release of Quake, the industry has been blessed by new technological advancements nearly every few months. The 3D gaming sector has brought on 3D accelerator hardware that performs the 3D math right in silicon.

With all these advancements, there could not be a more exciting time than now for 3D game development. Games are developed in much the same way, except programming is not the only area of expertise.

Level designers bring the virtual world to life and use the art provided to them by the artists to create worlds beyond belief. Programmers piece together each element and make sure everything works as a whole. Sound techs and musicians create the audio necessary to provide the gamer with a rich, multimedia, believable, and virtual experience.

With each person working on different areas of expertise, the game must be divided into various elements that will be pieced together in the end. Figure 1. As you can see, each element of a game is divided into its own separate piece and communicates with other elements of the game. The game logic element tends to be the hub of the game, where decisions are made for processing input and sending output.

The architecture shown in Figure 1. As you can see in Figure 1. One thing to keep in mind is that games feature some of the 5 6 Chapter 1 n The Exploration Begins. When you are developing a game, you are developing a work of art, and it needs to be treated as such.

Be ready to try new things on your own and redesign existing technologies to suit your needs. Strive to be innovative and set new standards! OpenGL only deals with graphics. It does not mean that OpenGL is open source. The Khronos group maintains open media standards and is also made up of most of the same members of the original ARB.

This meant the move to the new group went very smoothly. Khronos has continued to develop the 7 8 Chapter 1 n The Exploration Begins. The designers of OpenGL knew that hardware vendors would want to add features that may not be exposed by core OpenGL interfaces. To address this, they included a method for extending OpenGL.

Almost all of the most recent additions to OpenGL started out as extensions—many of them directly pertaining to video games. The programmer would use an OpenGL function to change a particular state and OpenGL would render using this state until it was changed again. For example, if you wanted to draw in red, you would set the color state to red, draw some objects, and then perhaps change it to white.

In OpenGL 3. When using shaders, it is up to the programmer to not only pass in the correct information for example the color of the vertex but also apply this information to the vertex in the shader. A PC would normally have a single processor CPU , which performed all system and graphics processing. These cards contained dedicated graphics processors that would perform rendering separately from the main CPU.

PCs suddenly had the power to render far more complicated scenes in realtime. Over the last few years, the use of these GPU shader programs has taken over as the preferred method of rendering. In the programmable pipeline, shaders take over different parts of the rendering process. At the time of writing, you can provide three kinds of shaders in OpenGL. Vertex shaders, which operate on every vertex sent to the pipeline, Fragment shaders, which operate on every pixel that is rendered to the screen after culling, and most recently, Geometry shaders, which actually allow the programmer to generate vertices on the graphics card.

Vertex and Fragment shaders are already part of the core of OpenGL. This was originally to be done in two stages. A little later, Longs Peak was to be followed by Mt. This would introduce advanced, modern functionality including Geometry shaders into the core of OpenGL.

After a year of delays, Khronos announced OpenGL 3. The deprecation model was introduced to provide a process for removing parts of the API.

The removal of a feature from OpenGL can follow several stages. First, a function or token is marked as deprecated. A deprecated feature should not be used in any new code. Then, in some future version, the deprecated feature will be removed from the core. The removed feature may then be implemented as an extension so that legacy code can continue using the feature with only minor changes. Eventually the feature will no longer be supported.

Each implementation can provide a method for creating a forward-compatible context during initialization. Deprecated Features in This Book We will not be covering any of the deprecated functionality in this book except where it aids learning.

Any deprecated functionality mentioned will be labeled as such. At the time of writing not all OpenGL 3. Related Libraries There are many libraries available that build upon and around OpenGL to add support and functionality beyond the low-level rendering support that it excels at. OpenGL does not directly support any form of windowing, menus, or input.

GLUT is easy to use and learn, and although it does not provide you with all the functionality the operating system offers, it works quite well for demos and simple applications.

For this reason, it is not used in the code in the book. More information on SDL can be found at www. This example program displays two overlapping polygons. In Chapter 6, you will learn how to handle your own matrices instead.

This keeps the code simple so that you can focus on the OpenGL calls. This example uses the original, old-style way of rendering called immediate mode. In immediate mode, primitives are formed by sending OpenGL a series of vertices one at a time.

This method sets up what is known as the projection matrix. This is required to make the primitives display correctly and show objects further from the camera appear smaller. The resize method is automatically called each time the window is resized. The next time a message comes in e. This will retrieve the stored pointer, and then call the non-static WndProc for the window. In the WndProc method, we are free to access member variables. The code is entirely wrapped in the GLWindow class so there is no need for any global functions, and it makes replacing the Win32 window with say, an SDL one very easy.

If it is, we quit the application by calling the DestroyWindow function. The number of bits per pixel. Width of the screen. Height of the screen. Set of bit flags that indicate which fields are valid. The structure is actually fairly big, but fortunately, there are only a few members that you need to worry about.

These are listed in Table 2. There are a few things you need to keep in mind when switching to full-screen mode.

The simplest way to ensure this is to use the same width and height variables for both operations. Also, you need to be sure to change the display settings before creating the window. The style settings for full-screen mode differ from those of regular windows, so you need to be able to handle both cases.

If you are not in full-screen mode, you will use the same style settings as described in the sample program for the regular window. The prepare method increments the rotation angle based on the frame time render to be used by glRotatef in the render method. Next, the triangle is rendered with the glBegin , glVertex3f , and glEnd functions.

Before each vertex we change to a different color using glColor3f , which takes a value between 0. Note The method we have used for sending colors and vertices to OpenGL is called immediate mode. It is however, the most easily understandable way of drawing, which is why I have chosen to use it in this chapter.

This value is used to keep any movement updates independent of frame rate. To prevent this, you need to multiply the constant speed by the elapsed seconds per frame. That keeps everything running at the same speed no matter how fast or slow the PC. Everything you need to know about creating an OpenGL window on the Windows platform. Summary In this chapter, you learned how to create a simple OpenGL application on the Windows platform.

Finally, we provided the full source code for a basic OpenGL application and discussed how to set up the window for fullscreen mode in OpenGL. Several of the main functions involve the rendering context, which is used to remember OpenGL settings and commands. You can use several rendering contexts at once. You looked at how you can implement full-screen mode into your OpenGL applications and learned how to achieve frame-rate independent updates.

Review Questions 1. What is the rendering context? How do you retrieve the current rendering context? What struct is required to set up an application for full-screen? On Your Own 1. Alter the application to show another triangle, this time in red, and clear the background color to white. To unlock the power of OpenGL, you need to start with the basics, and that means understanding primitives.

Before we start, I need to discuss something that is going to come up during our discussion of primitives and pretty much everything else from this point on: the OpenGL state machine.

These settings are things like the current rendering color, or whether texturing is enabled. OpenGL provides a number of functions that allow you to query the state machine for a particular setting, and most of these functions begin with glGet.

Note All the functions in this section require that you have a valid rendering context. Otherwise, the values they return are undefined. Of course, determining the current state machine settings is interesting, but not nearly as interesting as being able to change the settings. Contrary to what you might expect, there is no glSet or similar generic function for setting state machine values. OpenGL includes over 40 capabilities that you can enable and disable.

As you progress throughout this book, you will learn more capabilities that you can turn on and off with these functions.

Table 3. This value will typically always be the same for any given company. The string contains information that usually reflects the hardware being used. Again, this value will not change from version to version. Some new programmers use it to make decisions about which rendering options to use. This is a bad idea. The best way to determine which features are fast enough to use is to do some profiling the first time your game is run and profile again whenever you detect a change in hardware.

In OpenGL and computer graphics generally , a color is formed from a combination of the three primary colors of light; red, green, and blue.

Different colors can be created by varying the intensity of each color component. This is what you want it to be all the time. This error is generated when you use a numeric value that is outside of the accepted range. This error can be harder to track down than the previous two. Framebuffer object is not complete in some way i. OpenGL contains several stacks that you can directly manipulate, the most common being the matrix stack. This error happens when the function call would have caused the stack to overflow.

This is like the previous error, except that it happens when the function would have caused an underflow. This usually only happens when you have more pops than pushes. This error is generated when the operation causes the system to run out of memory. Unlike the other error conditions, when this error occurs, the current OpenGL state may be modified.

In fact, the entire OpenGL state, other than the error flag itself, becomes undefined. If you encounter this error, your application should try to exit as gracefully as possible. It happens as a result of using a table that is too large for the implementation to handle. The alpha channel is used as a contribution factor in transparency and other effects. For example, black would be represented by setting the red, green, and blue channels to 0.

The byte, short, and integer versions of the functions map the values to between 0. You will learn more about this in the next section. Handling Primitives So, what are primitives? You will be using thousands of these primitives to make your games, so it is important to know how they work. Over the years, OpenGL has gained several methods of rendering primitives.

Each new method has been designed to improve rendering performance. OpenGL 1. Soon after in OpenGL 1. Immediate mode and vertex arrays have been marked for removal in a future version of OpenGL; however, they are still available in version 3. To notify OpenGL that you are about to start rendering primitives, you need to use the following function: void glBegin GLenum mode ; Handling Primitives glBegin tells OpenGL two things: 1 that you are ready to start drawing and, 2 the primitive type you want to draw.

You specify the primitive type with the mode parameter, which can take on any of the values in Table 3.

Figure 3. Each call to glBegin needs to be accompanied by a call to glEnd , which has the following form: void glEnd ; Table 3.

Individual line segments composed of pairs of vertices. Series of connected lines. Closed loop of connected lines, with the last segment automatically created. Single triangles as vertex triplets.

Series of connected triangles. Set of triangles containing a common central vertex the central vertex is the first one specified in the set. Quadrilaterals polygons with 4 vertices.

Series of connected quadrilaterals. Convex polygon with an arbitrary number of vertices. In fact, only variations of the functions listed in Table 3. In between the calls to glBegin and glEnd you must specify the points that make up your primitive. Points the sprite toward another sprite or the mouse pointer.

Scale Invariance e. Download it once and read it on your Kindle device, PC, phones or tablets. I really enjoyed learning the latest OpenGL shader programming, but it's actually not easy to get into. I've had quite a lot of teaching experience in different places and enjoy breaking down the difficult concepts and helping people with the various common problems that trip you up with the API. I host some my tutorials here, which I add to now and again. Here you'll find the basic concepts to get you started, and you can see if you like my teaching style or not.

This tutorial will teach you the basics of using the Vulkan graphics and compute API. This new interface allows you to better describe what your application intends to do, which can lead to better performance and less surprising driver behavior compared to existing APIs like OpenGL and Direct3D. The ideas behind Vulkan are similar to those of Direct3D 12 and Metal , but Vulkan has the advantage of being fully cross-platform and allows you to develop for Windows, Linux and Android at the same time.

However, the price you pay for these benefits is that you have to work with a significantly more verbose API. It is appropriat. The first definitive guide on WebAssembly to help you break through the barriers of web development and build an entirel.



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