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Mike Smithwick - Pro OpenGL ES for IOS

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Mike Smithwick Pro OpenGL ES for IOS

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In Pro OpenGL ES for iOS, youll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES! OpenGL has set the standard for 3D computer graphics, and is an essential aspect of iPhone, iPad, and iOS development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. Youll learn by building this fascinating 3D solar system simulator! After introducing OpenGL ES, Pro OpenGL ES for iOS explains the basics of 3D math and then orients you to the iOS-native 3D libraries youll be using in your own 3D games and the solar system project youll build using this book. Through the solar system example project, youll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts. By the time you finish Pro OpenGL ES for iOS, youll have learned all the skills youll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available. What youll learn The basics of 3D mathematics, and how they are applied in the OpenGL library How to design and build your 3D worlds To create 2D interfaces within the 3D world To develop animation and 3D movement How to implement 3D shading, coloring, and texturing The differences between OpenGL and other 3D toolkits To build a fully-functional 3D solar system simulator using OpenGL ES Who this book is for Experienced iOS programmers who want to enter the 3D world of OpenGL ES programming. Table of Contents Introduction to OpenGL ES and Our 3D Solar System Project Generating a Basic OpenGL Program Getting Past the 3D Math Shading, Lighting and Colors Materials and Textures Animation Creating a User Interface Blending Modes, Buffer Objects, and Other Cool Stuff Latest Features of OpenGL ES Ray Tracing, Hidden Surfaces, and Other Advanced Topics Appendix A: APIs

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Pro OpenGL ES for iOS Copyright 2011 by Mike Smithwick This work is subject to - photo 1

Pro OpenGL ES for iOS

Copyright 2011 by Mike Smithwick

This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher's location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law.

ISBN-13 (pbk): 978-1-4302-3840-9

ISBN-13 (electronic): 978-1-4302-3841-6

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.

President and Publisher: Paul Manning
Lead Editor: Richard Carey
Technical Reviewer: Leila Muhtasib
Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Morgan Ertel, Jonathan
Gennick, Jonathan Hassell, Robert Hutchinson, Michelle Lowman, James Markham, Matthew Moodie,
Jeff Olson, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing,
Matt Wade, Tom Welsh
Coordinating Editor: Corbin Collins
Copy Editor: Kim Wimpsett
Production Support: Patrick Cunningham
Indexer: BIM Indexing & Proofreading Services
Artist: SPI Global
Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com.

For information on translations, please e-mail rights@apress.com, or visit www.apress.com.

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales.

Any source code or other supplementary materials referenced by the author in this text is available to readers at www.apress.com. For detailed information about how to locate your book's source code, go to www.apress.com/source-code.

To a couple of the greatest parents in the world, who always supported me, never flinching at my
wacky requests such as sending me back to see an Apollo launch or buying a telescope.

Contents at a Glance

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About the Author Mike Smithwicks slow descent into pro - photo 29

About the Author Mike Smithwicks slow descent into programming computers - photo 30

About the Author Mike Smithwicks slow descent into programming computers - photo 31

About the Author

Mike Smithwicks slow descent into programming computers began when he first - photo 32Mike Smithwick's slow descent into programming computers began when he first got a little 3-bit plastic DigiComp 1 computer in 1963 (http://en.wikipedia.org/wiki/Digi-Comp_I). Not too long before that, he got interested in planetariums. Eventually he graduated to programming NASA flight simulator graphics through the 1980s. But what he really wanted to do was become a syndicated cartoonist (really!). Failing to get any syndication deals, he wrote and sold the popular Distant Suns planetarium program for the Commodore Amiga, old-school Mac, and Microsoft Windows while selling himself as a contract programmer on the side, working for Apple, 3DO, Sense-8, and Epyx. Eventually he landed a real job at Live365, working on client software Windows and Windows Mobile 6, TiVo, Symbian (ahhhSymbian), and iPhone. After 13 short years he decided to go back to the dark side of contracting, writing, and working on Distant Suns for the iPhone after it became modest success in the App Store. Sometimes late at night, he thinks he can hear his Woz-autographed Apple II sobbing for attention from the garage. He may be contacted via

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