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What is included with this book?
Complete Coverage of OpenGL® 4.5—the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions)
The latest version of today’s leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders.
OpenGL® Programming Guide, Ninth Edition, presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code.
This edition of the best-selling “Red Book” fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders.
New coverage in this edition includes
John Kessenich is senior compiler architect at LunarG, and has been active in OpenGL, GLSL, Vulkan, and SPIR-V development at Khronos since 1999. He created the initial SPIR-V intermediate language and is the SPIR-V specification editor. He is also the GLSL specification editor and is active in creating shader compiler tools and translators for increased portability of these standards.
Graham Sellers is the API lead on the Vulkan spec. He is AMD Software Architect and Engineering Fellow and represents AMD at the OpenGL ARB. He has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents.
Dave Shreiner is a twenty-five year veteran of the computer graphics industry, where he’s worked almost exclusively with programming interfaces like OpenGL. In addition to having written and taught instructional courses on using computer graphics APIs, he was also the lead author for almost ten years on several Addison-Wesley publications relating to computer graphics.
1. Introduction to OpenGL
2. Shader Fundamentals
2.1. Add using SPIR-V subsection here
3. Drawing with OpenGL
4. Color, Pixels, and Framebuffers
5. Viewing Transformations and Clipping
7. Light and Shadow
8. Procedural Texturing
9. Tessellation Shaders
10. Geometry Shaders
12. Compute Shaders
A. Basics of GLUT
B. OpenGL ES and WebGL
C. Built-in GLSL Variables and Functions
D. State Variables
E. Homogeneous Coordinates and Transformation Matrices
F. OpenGL and Window Systems
G. Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
H. Debugging and Profiling OpenGL
I. Buffer Object Layouts