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Presentation for So Cal Code Camp 2012 session.
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So Cal Code Camp Summer ’12
Getting Started With OpenGL ES 2.0By Matt Galaviz
About Me…• Currently part-time DBA (SQL Server)• Deep interest in game development• Started with Core Animation• Moved to OpenGL ES 1.1• Meetup conversation inspired/challenged to
learn OpenGL ES 2.0• Never wanted to be a Graphics Programmer ;)• Currently on 2nd or 3rd version of
graphics/game engine, iOS and android
History
• OpenGL Website: http://www.opengl.org• Introduced in 1992• 2D/3D graphics API• Available on many different platforms• Windows, Unix, Linux, OS X, etc.
History Continued
• OpenGL ES Website: http://www.khronos.org/opengles/
• OpenGL ES 1.1 similar to OpenGL 1.5• 1.1 = Fixed Function Pipeline• OpenGL ES 2.0 released circa 2008• 2.0 = Programmable Pipeline
Programmable means more…
• Control – do what you want with shaders• Responsibility – shaders need data and
programming• Complexity – shader source, compilation,
VBO’s, MVP matrices, etc.• Discipline – maintaining shader data,
switching shaders and other things can cause code to run SLOWER. Best practice adherence is a must!
Differences between 1.1 and 2.0
• Model/View/Projection (MVP)– 1.1: Can call built in functions (glMatrixMode,
glIdentity, glPushMatrix, glPopMatrix, etc.)
Taken from android
MVP Differences Continued
– 2.0: Pass MVP matrices to shaders• Side note: Matrix libraries may not be available on all
platforms and may vary in use
Taken from android
Shaders
• The programmable piece• Write in GLSL ES, similar functionality of C• Vertex Shader: handles vertex data• Fragment Shader: handles pixel data• Comprised of attributes, uniforms and varying
with types and variable precision• See specification for more details (approx. 200
pages)
Sample ShadersVertex
Fragment
Shader Creation
• Create Program• Create Vertex and Fragment shaders• Attach Vertex and Fragment shaders• Compile• Hope for the best!
Shader Creation Example
Taken from iOS
Shader Usage
• Use Program• Enable VBO’s– Pass Data• Attributes• Uniforms
– Draw Objects– Repeat data/drawing as needed
• Disable VBO’s
Shader Usage Example
Taken from android
OpenGL ES 2.0 Availability
• Android: 2.2• iOS: 3.0• WebGL: 1.0• Others
Getting Started
• Identify goals– Support ES 1.1 and 2.0• Rewrite code to support provider/consumer model• Provider submits only primatives to consumer• Consumer determines how to handle primatives• Consumer = ES 1.1 or 2.0
Getting Started Continued
– Multi Platform• Many differences between android/iOS• Java more similar to C++ in style and look than
Objective-C• NDK on android possibly even more similar
– Adds another layer of complexity
• Even same platform can vary– iOS 5 GLKit
• Keep shader source as separate files• Structure classes as similar as possible
Poll
• Do you currently use OpenGL ES?• Another graphics API?• What platform do you use?• Are you planning to support multiple
platforms?• Preferred platform?
My Resources/References
• Delicious: http://www.delicious.com/mattgalaviz
• Github:• http://www.github.com/geminileft
Other Resources/References
• OpenGL ES 2.0 Specification http://www.khronos.org/registry/gles/specs/2.0/es_cm_spec_2.0.24.pdf
• GLSL ES Specification http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
• PowerVR developers http://www.imgtec.com/powervr/insider/powervr-insider.asp
The End
• Questions/Comments• Contact me @ [email protected]