
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0
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Inhalt
- Intro
- Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0
- Contents
- Introduction
- Chapter 1: Getting Started
- Software Requirements
- For iOS Developers
- For Android Developers
- Downloading the Book's SDK
- Importing Projects
- For iOS Developers
- For Android Developers
- The Template
- Summary
- Chapter 2: Setting Up Your Graphic Projections
- The Three Basic Types of Projections
- Orthographic 2D Projection
- Program and Project Initialization
- Vertex and Fragment Shader
- Linking a Shader Program
- The Drawing Code
- Orthographic Projection
- Getting Orthographic
- Perspective Projection
- Summary
- Chapter 3: Dealing With Complex Geometry
- The Wavefront File Format
- Cube.obj
- Cube.mtl
- Preparing the OBJ Viewer Code
- Loading an OBJ
- Building the Shaders
- The Vertex Shader
- The Fragment Shader
- Vertex Buffer Object
- Storing the Vertex Data
- Building the Vertex Data Array VBO
- Building the Element Array VBO
- Building the VAO
- Rendering Momo
- Handling Touche
- Per-Vertex Lighting
- Vertex Shader Light Calculation
- Modifying the Fragment Shader
- More Uniforms
- Making Momo Furrier
- Loading the Texture
- Adjusting the Vertex Data
- Adding UV Support to the Vertex Shader
- Adding Texture Support to Your Fragment Shader
- Binding the Texture
- Summary
- Chapter 4: Building a Scene
- Handling Multiple Objects
- The Code Structure
- Loading and Drawing the Scene
- The Shaders Code
- The Different Object Types
- The Drawing Sequence
- Fixing the Scene
- Uber Shader
- Using Your Uber Shader
- Render Loop Objects Categorization
- Double-Sided
- Per-Pixel Lighting
- Making the Vertex Shader Even Fatter
- Getting the Fragment Shader More Uber
- Wrapping up the Implementation
- Summary
- Chapter 5: Optimization
- The Base App
- Triangles to Triangle Strips
- Building Triangle Strips
- Texture Optimization
- Adding 16-Bit Texture Conversion
- PVR Texture Compression
- Faking Details
- Bump Mapping Implementation
- Precision Qualifiers Optimization
- The Normal Map Lighting Calculation
- Adding Specularity
- Geometry and Shaders LOD
- Texture Atlas
- Managing States in Software
- Automatic Shader Optimization
- Summary
- Chapter 6: Real-Time Physics
- Types of Physical Objects
- Physics Shapes
- Using Bullet
- Hello Physics
- Collision Callbacks, Triggers, and Contacts
- Contact-Added Callback
- Near Callback
- Contact Points
- 2D Physics
- More Shapes!
- Building the Physical Objects
- Camera Tracking
- User Interactions
- The Game Logic
- 3D Physics
- The Bullet File Format
- 3D Pinball Game
- Summary
- Chapter 7: Camera
- Touch and Go!
- The Camera Frustum
- How to Build the Frustum
- Frustum Clipping Implementation
- More Clipping Functions
- Camera Fly Mode
- First-Person Camera with Collision Detection
- 3D Camera Tracking
- Third-Person Camera with Collision
- Summary
- Chapter 8: Pathfinding
- Recast and Detour
- Navigation
- Creating the Navigation Mesh
- 3D Physics Picking
- Player's Auto Drive
- Visualizing the Way Points
- Catch Me If You Can!
- Know Your Enemy
- Game State Logic
- Summary
- Chapter 9: Audio and Other Cool Game Programming Stuff
- OpenAL
- OGG Vorbis
- Hello World OpenAL Style
- Initializing OpenAL
- Static in-Memory Sound Playback
- Positional Sound Source
- Piano Game
- Loading a Static and Streamed Sound
- Color Picking
- Piano Game Logic
- Final Adjustments
- Rolling Ball Game
- GFX Shaders
- Linking the Positional Sound Sources
- Accelerometer-Driven Camera
- Cheap FX
- Game Logic and Tweaks
- Summary
- Chapter 10: Advanced Lighting
- Types of Lamps
- Let There Be Light
- Directional Lamp Shader
- Struct as Uniforms
- Point Light
- Point Light Shader Code
- Light Attenuation
- Point Light with Attenuation Code
- The Attenuation Uniforms
- Spherical Point Light
- Tweaking the Point Light Code
- Spot Light
- Spot Light Shader Code
- Multiple Lights
- Making the Shader Program Dynamic
- Summary
- Chapter 11: Advanced Fx
- Render to Texture
- Post-Processing Effects
- First Rendering Pass
- Second Pass
- Fullscreen Pass and Blur Shader
- Projected Texture
- Projector Shader
- Projected Real-Time Shadows
- Casting Shadows Using the Depth Texture
- A Few More Words about the Frame Buffer Object
- Particles
- Summary
- Chapter 12: Skeletal Animation
- Traditional vs. Modern Animation Systems
- The MD5 File Format
- Loading an MD5 Mesh
- Animating the Mesh
- LERP
- SLERP
- Blending Animation
- Additive Blending
- Summary
- Index
- Advertisement
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