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So Cal Code Camp Summer ’12

  Getting Started With OpenGL ES 2.0
            By 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 Shaders
 Vertex




 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/pow
  ervr-insider.asp
The End
• Questions/Comments
• Contact me @ matthew.galaviz@gmail.com

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Getting started with open gl es 2

  • 1. So Cal Code Camp Summer ’12 Getting Started With OpenGL ES 2.0 By Matt Galaviz
  • 2. 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
  • 3. 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.
  • 4. 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
  • 5.
  • 6.
  • 7. 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!
  • 8. 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
  • 9. 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
  • 10. 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)
  • 12. Shader Creation • Create Program • Create Vertex and Fragment shaders • Attach Vertex and Fragment shaders • Compile • Hope for the best!
  • 13. Shader Creation Example Taken from iOS
  • 14. Shader Usage • Use Program • Enable VBO’s – Pass Data • Attributes • Uniforms – Draw Objects – Repeat data/drawing as needed • Disable VBO’s
  • 15. Shader Usage Example Taken from android
  • 16. OpenGL ES 2.0 Availability • Android: 2.2 • iOS: 3.0 • WebGL: 1.0 • Others
  • 17. 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
  • 18. 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
  • 19. Poll • Do you currently use OpenGL ES? • Another graphics API? • What platform do you use? • Are you planning to support multiple platforms? • Preferred platform?
  • 20. My Resources/References • Delicious: http://www.delicious.com/mattgalaviz • Github: • http://www.github.com/geminileft
  • 21. 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/pow ervr-insider.asp
  • 22. The End • Questions/Comments • Contact me @ matthew.galaviz@gmail.com

Editor's Notes

  1. http://www.khronos.org/registry/gles/specs/2.0/es_cm_spec_2.0.24.pdf