OpenGL-ES
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[[Category:Development]] | [[Category:Development]] | ||
- | == OpenGL | + | == OpenGL ES == |
- | Maemo OpenGL | + | Maemo OpenGL ES |
+ | === Books about OpenGL ES === | ||
- | + | * [http://www.amazon.com/Mobile-3D-Graphics-Kaufmann-Computer/dp/0123737273/ref=sr_1_1?ie=UTF8&s=books&qid=1235944663&sr=8-1 Mobile 3D graphics with OpenGL ES and M3G"] | |
- | + | * [http://www.amazon.com/OpenGL ES-2-0-Programming-Guide/dp/0321502795/ref=sr_1_1?ie=UTF8&s=books&qid=1235944783&sr=1-1 OpenGL ES 2.0 programming guide] | |
- | * [http://www.amazon.com/Mobile-3D-Graphics-Kaufmann-Computer/dp/0123737273/ref=sr_1_1?ie=UTF8&s=books&qid=1235944663&sr=8-1 Mobile 3D graphics with OpenGL | + | |
- | * [http://www.amazon.com/OpenGL | + | |
=== Other documentation === | === Other documentation === | ||
- | * [http://www.khronos.org/opengles/2_X/ Khronos OpenGL | + | * [http://www.khronos.org/opengles/2_X/ Khronos OpenGL ES documentation and specifications] |
=== Imagination Technologies SDK === | === Imagination Technologies SDK === | ||
- | * [http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp OpenGL | + | * [http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp OpenGL ES SDK] |
=== Other related documentation === | === Other related documentation === | ||
- | * [http://blogs.forum.nokia.com//data/blogs/resources/300003/fremantle_bossa_2009.pdf Kate's presentaion in Bossa 2009 conference] about Fremantle and section about OpenGL | + | * [http://blogs.forum.nokia.com//data/blogs/resources/300003/fremantle_bossa_2009.pdf Kate's presentaion in Bossa 2009 conference] about Fremantle and section about OpenGL ES2.0 |
- | + | ||
=== OpenGL variants === | === OpenGL variants === | ||
[[image:Opengl.svg]] | [[image:Opengl.svg]] | ||
- | * OpenGL | + | * OpenGL 1.0 has fixed shaders and fixed API to using them |
- | * OpenGL | + | * OpenGL 2.0 adds programable shaders but fixed pipeline api is still there for backward compatibility |
- | * OpenGL | + | * OpenGL ES 1.0 is based on OpenGL 1.0 with extra redundant API's removed and fixed point (fractional integer) API added |
- | * OpenGL | + | * OpenGL ES 2.0 is based on OpenGL 2.0, so using programmable shaders is mandatory, since all old fixed function API's have been removed |
- | === Porting between | + | === Porting between OpenGL variants === |
- | * OpenGL | + | * OpenGL 1.0 application works with OpenGL 2.0 but not vice versa |
- | * OpenGL | + | * OpenGL 1.0 application is possible to port to OpenGL ES 1.0, but needs work if it is using some of the removed API's |
- | * OpenGL | + | * OpenGL 2.0 application that only uses programmable shaders is possible to port OpenGL ES 2.0, but may still need some work |
- | * Porting | + | * Porting OpenGL 1.0 or OpenGL ES 1.0 applications to OpenGL ES 2.0 needs a rewrite to replace fixed function API usage with programmable shaders |
=== Compiling under scratchbox === | === Compiling under scratchbox === | ||
- | To compile OpenGL | + | To compile OpenGL ES 2.0 applivations you need to have package "libgles2-dev" installed. |
It is as standard, part of Fremantle aplha ARMEL but at the moment it is missing from x86 version. | It is as standard, part of Fremantle aplha ARMEL but at the moment it is missing from x86 version. | ||
- | We try to get x86 equivalent | + | We try to get x86 equivalent OpenGL ES2 emulation library available soon. |
- | There is excellent way to familiarize yourself to OpenGL | + | There is excellent way to familiarize yourself to OpenGL ES 2.0 by trying the |
- | PoverVR tutorials that can be found form SDK under TrainingCouse | + | PoverVR tutorials that can be found form SDK under TrainingCouse directory. |
The examples have their own Makefiles for Linux host but you can copy the files | The examples have their own Makefiles for Linux host but you can copy the files | ||
to your own directory and try makefile below. Reason to use this own Makefile is | to your own directory and try makefile below. Reason to use this own Makefile is | ||
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for desktop opengl and opengl_es2 . | for desktop opengl and opengl_es2 . | ||
- | The example is also good showing what is | + | The example is also good showing what is different between OpenGL versions. |
- | The hellogl uses plain desktop "glBegin / glEnd" | + | The hellogl uses plain desktop "glBegin / glEnd" functions with display lists. Hellogl_es2 uses vertex attribute pointers and shaders instead of glBegin/glEnd. |
- | + | ||
The helloes_gl2 is even more complicated because it uses programmable shaders | The helloes_gl2 is even more complicated because it uses programmable shaders | ||
instead fixed pipeline in both of the previous exaples. | instead fixed pipeline in both of the previous exaples. |
Revision as of 13:11, 26 March 2009
Contents[hide] |
OpenGL ES
Maemo OpenGL ES
Books about OpenGL ES
- Mobile 3D graphics with OpenGL ES and M3G"
- ES-2-0-Programming-Guide/dp/0321502795/ref=sr_1_1?ie=UTF8&s=books&qid=1235944783&sr=1-1 OpenGL ES 2.0 programming guide
Other documentation
Imagination Technologies SDK
Other related documentation
- Kate's presentaion in Bossa 2009 conference about Fremantle and section about OpenGL ES2.0
OpenGL variants
- OpenGL 1.0 has fixed shaders and fixed API to using them
- OpenGL 2.0 adds programable shaders but fixed pipeline api is still there for backward compatibility
- OpenGL ES 1.0 is based on OpenGL 1.0 with extra redundant API's removed and fixed point (fractional integer) API added
- OpenGL ES 2.0 is based on OpenGL 2.0, so using programmable shaders is mandatory, since all old fixed function API's have been removed
Porting between OpenGL variants
- OpenGL 1.0 application works with OpenGL 2.0 but not vice versa
- OpenGL 1.0 application is possible to port to OpenGL ES 1.0, but needs work if it is using some of the removed API's
- OpenGL 2.0 application that only uses programmable shaders is possible to port OpenGL ES 2.0, but may still need some work
- Porting OpenGL 1.0 or OpenGL ES 1.0 applications to OpenGL ES 2.0 needs a rewrite to replace fixed function API usage with programmable shaders
Compiling under scratchbox
To compile OpenGL ES 2.0 applivations you need to have package "libgles2-dev" installed. It is as standard, part of Fremantle aplha ARMEL but at the moment it is missing from x86 version. We try to get x86 equivalent OpenGL ES2 emulation library available soon.
There is excellent way to familiarize yourself to OpenGL ES 2.0 by trying the PoverVR tutorials that can be found form SDK under TrainingCouse directory. The examples have their own Makefiles for Linux host but you can copy the files to your own directory and try makefile below. Reason to use this own Makefile is thet the makefiles coming with SDK compiles examples with x86 libraries part of the SDK and not armel/x86 maemo libraries in scratchbox.
This Makefile at the moment supports the basic and PvrShell examples (01..05) but not yet support PvrTools exaples ( 06 and above ).
To compile some of PoverVR tutorial examples, you can use following Makefile
CC=g++ CPPFLAGS = -DBUILD_OGLES2 LDFLAGS=-lEGL -lX11 -lGLESv2 all:OGLES2Texturing OGLES2BasicTnL OGLES2IntroducingPVRTools OGLES2HelloTriangle_LinuxX11 OGLES2HelloTriangle_LinuxX11:OGLES2HelloTriangle_LinuxX11.o OGLES2Texturing: PVRShellOS.o OGLES2Texturing.o PVRShell.o PVRShellAPI.o OGLES2BasicTnL: PVRShellOS.o OGLES2BasicTnL.o PVRShell.o PVRShellAPI.o OGLES2IntroducingPVRTools: PVRShellOS.o OGLES2IntroducingPVRTools.o PVRShell.o PVRShellAPI.o
Using with QGLWidget
There is in Qt 4.5 ready made example hellogl_es2 that can be found from examples/opengl/hellogl_es2 directory. There is also equivalent examples for desktop opengl and opengl_es2 .
The example is also good showing what is different between OpenGL versions. The hellogl uses plain desktop "glBegin / glEnd" functions with display lists. Hellogl_es2 uses vertex attribute pointers and shaders instead of glBegin/glEnd. The helloes_gl2 is even more complicated because it uses programmable shaders instead fixed pipeline in both of the previous exaples.
If you try compile yourself unmodified version of hellogl_es2 for maemo, you need to add in void GLWidget::initializeGL ()
Line in beginningsetlocale(LC_NUMERIC, "C"); // Reset locale for compilationand after shaders has been compiled line
setlocale(LC_ALL, ""); // restore locale
because locale affects in shader compilation even it should not do