OpenGL game programming

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Bibliographische Detailangaben
Hauptverfasser: Hawkins, Kevin (VerfasserIn), Astle, Dave (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: Roseville, Calif. Prima Tech 2001
Schriftenreihe:Prima Tech's game development series
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Datensatz im Suchindex

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adam_text O-F-ENGL GFLFYLE *PRAG-RFLLYLIYLLNG KEVIN +H-HUUEKINS AND DAVE FL5TLE PRIMA TECH S X I CONTENTS LETTER FRDIYI THE SERIES -EDITOR XXXI FOREUUORD *********** ****** XXX11 INTRDDUCTIDN ****XXXIV I PFLRT 1 H INTRDDUCTIDN TD OPENGL FIND DLRECTX L CHARTER 1 L THE *XPLDRRTIDN -BEGINSS OPENGL RND I DIRECTX * ****************3 WHY MAKE GAMES? 4 THE WORLD OF 3D GAMES 5 THE ELEMENTS OF A GAME 6 YOUR TOOLS 7 F WHAT IS OPENGL? 9 ~) OPENGL HISTORY 10 OPENGL ARCHITECTURE 10 THE OPENGL UTILITY LIBRARY 12 WHAT IS GLUT? 12 A SNEAK PEEK 13 * - WHAT IS DIRECTX? 13 DIRECTX HISTORY 14 DIRECTX ARCHITECTURE 15 DIRECTX GRAPHICS 16 DIRECTX AUDIO 16 DIRECTLNPUT 16 DIRECTPLAY 17 DIRECTSHOW 17 DIRECTSETUP 17 OPENGL VERSUS DIRECTX 17 SUMMARY 19 U S I N G W I N D O W S UUIT+H G P E N G L ******ZI INTRODUCTION TO WINDOWS PROGRAMMING 22 THE BASIC WINDOWS APPLICATION 24 GETTING STARTED WITH WINMAIN() 25 THE WINDOWS PROCEDURE 26 HANDLING MESSAGES 26 WINDOW CLASSES 28 SETTING THE WINDOWS CLASS ATTRIBUTES 29 LOADING KONS AND MOUSE POINTERS 29 REGISTERING THE CLASS 33 WINDOW CREATION 33 THE MESSAGE LOOP 36 A COMPLETE WINDOWS APPLICATION 38 XI1 INTRODUCTION TO WGL 43 THE RENDERING CONTEXT 43 USINGWGL 44 WGLCREATECONTEXT() 44 WGLDELETECONTEXT() 44 WGLMAKECURRENT() 44 PIXEL FORMATS 46 NSIZE 47 DWFLAGS 47 IPIXELTYPE 47 CCOLORBITS 47 THE OPENGL WINDOW APPLICATION 49 FULL-SCREEN OPENGL 58 SUMMARY 61 *RN OV-ERVIEUI DF 3 D GRFIFHLC5 T H E G K Y I I I B S SEALARS, POINTS, AND VECTORS 64 VECTOR MAGNITUDE 65 VECTOR NORMALIZATION 65 VECTOR ADDITION 66 VECTOR-SCALAR MULTIPLICATION 66 THE DOT PRODUCT 67 THE CROSS PRODUCT 68 MATRICES 68 THE IDENTITY MATRIX 69 THE ZERO MATRIX 69 MATRIX ADDITION AND SUBTRACTION 70 MATRIX MULTIPLICATION 70 PUTTING IT TOGETHER 72 TRANSFORMATIONS 74 TRANSLATION 75 ROTATION 75 SCALING 78 PROJECTIONS 78 PARALLEL PROJECTION 79 PERSPECTIVE PROJECTION 80 3D CLIPPING 82 LIGHTING 82 AMBIENT LIGHT 83 DIFFUSE LIGHT 84 SPECULAR LIGHT 84 TEXTURE MAPPING 85 SUMMARY 86 JP XA 7 T 11 UEING OPENGL ********* ...BB CHFLFTER H- OPENGL BTPTES AND -PRIMITIVES 31 STATE FUNCTIONS 92 HANDING PRIMITIVES 99 DRAWING POINTS IN 3D 100 MODIFYING POINT SIZE 101 ANTIALIASING POINTS 102 XIV DRAWING LINES IN 3D 102 MODIFYING LINEWIDTH 103 ANTIALIASING LINES WIDTH 103 SPECIFYING A STIPPLE PATTERN 104 DRAWING POLYGONS IN 3D 105 POLYGON FACE CULLING 106 HIDING POLYGON EDGES 106 ANTIALIASING POLYGONS 107 SPECIFYING A STIPPLE PATTERN 107 TRIANGLES 108 QUADRILATERALS 109 POLYGONS 110 USING PRIMITIVES 1 1 0 SUMMARY IM CHFLFTER 5 COORDLNF1T* T-RFLNSFDRRYIFLTLDNS FIND O P E N G L FYIFITRTCEE ** .-113 UNDERSTANDING COORDINATE TRANSFORMATIONS 114 THE CAMERA AND EYE COORDINATES 115 VIEWING TRANSFORMATIONS 117 USING THE GLULOOKAT() FUNCTION 118 USING THE GLROTATE*() AND GLTRANSLATE*() FUNCTIONS 119 CREATINGYOUR OWN CUSTOM ROUTINES 120 MODELING TRANSFORMATIONS 121 PROJECTION TRANSFORMATIONS 123 THE VIEWPORT TRANSFORMATION 123 XV OPENGL AND MATRICES 123 THE MODELVIEW MATRIX 123 TRANSLATION 124 ROTATION 125 SCALING 127 MATRIX STACKS 128 THE ROBOT EXAMPLE 130 PROJECTIONS 142 ORTHOGRAPHIE 143 PERSPECTIVE 144 SETTING THE VIEWPORT 145 PROJECTION EXAMPLE 146 * USINGYOUR OWN MATRICES 148 LOADINGYOUR MATRIX 148 MULTIPLYING MATRICES 149 CUSTOM MATRIX EXAMPLE 150 SUMMARY 150 CHFIFTER E -RDDING COLORS, BLENDING, AND LLG+HTLNG - 151 HOW DOES COLOR WORK? 152 USING COLORS IN OPENGL 154 COLOR DEPTH 154 THE COLOR CUBE 155 RGBA MODE IN OPENGL 155 COLOR-INDEX MODE IN OPENGL 156 SHADING 157 [ R 1 LIGHTING IN OPENGL 160 1 OPENGL LIGHTING AND THE REAL WORLD 160 N MATERIALS 161 NORMALS 161 CALCULATING NORMALS 162 ^ USING NORMALS 164 J THE UNIT NORMAL 166 L USING OPENGL LIGHTING 168 J CREATING LIGHT SOURCES 173 POSITIONING LIGHT SOURCES 175 1 ATTENUATION 176 L SPOTLIGHTS 177 J DEFMING MATERIALS 181 I LIGHTING MODELS 182 N SPECULAR LIGHTING EFFECTS 184 B J MOVING AND ROTATING LIGHTS 185 F BLENDING 193 TRANSPARENCY 195 SUMMARY 202 1 1 CHFLPTER 7 | H -BITINFLFS A N D I M A G E S UUITH D P * N G L . . I . 2 D 5 L| EL THE OPENGL BITMAP 206 POSITIONING THE BITMAP 206 N DRAWING THE BITMAP 208 AN OPENGL BITMAP EXAMPLE 208 USING IMAGES 211 *F DRAWING IMAGE DATA 211 P] READING FROM THE SCREEN 213 XVN COPYING SCREEN DATA 214 MAGNIFICATION, REDUCTION, AND FLIPPING 214 MANAGING PIXEL STORAGE 215 THE WINDOWS BITMAP 215 THE BMP FILE FORMAT 215 LOADING BMP FILES 217 WRITING BMP FILES 219 TARGA IMAGE FILES 221 THETARGA FILE FORMAT 221 LOADING TARGA FILES 222 WRITING TARGA FILES 225 SUMMARY 227 * * C+HFLPT*R B T*XTURE MFLFFLNG E 2 9 AN OVERVIEW OF TEXTURE MAPPING 230 THE CHECKERED-CUBE EXAMPLE 231 APPLYING THE TEXTURE MAP 237 2D TEXTURES 238 ID TEXTURES 239 3D TEXTURES 239 TEXTURE OBJECTS 240 GENERATING THE TEXTURE NAME 240 CREATING AND USINGTEXTURE OBJECTS 240 TEXTURE FILTERING 241 TEXTURE FUNCTIONS 242 - N CONT-ENT5 H TEXTURE COORDINATES 243 REPEATING AND CLAMPING 244 MIPMAPS AND LEVEL OF DETAIL 246 AUTOMATICALLY GENERATING MIPMAPS 247 THE WAVING-FLAG EXAMPLE 248 THE EXPLANATION 248 THE IMPLEMENTATION 250 THE TEXTURED HEIGHTFIELD TERRAIN EXAMPLE 263 THE EXPLANATION 264 THE IMPLEMENTATION 269 SUMMARY 280 CHFLFTER 3 ADVANCED TEXTURE IYIRFFING ****** EB1 MULTITEXTURING 282 VERIFYING MULTITEXTURE SUPPORT 283 ACCESSING EXTENSION FUNCTIONS 285 ESTABLISHING THE TEXTURE UNITS 285 SPECIFYING THE TEXTURE COORDINATES 287 PUTTING ITTOGETHER 288 ENVIRONMENT MAPPING 299 THE TOMS IN THE SKY 299 THE TEXTURE MATRIX 303 LIGHTMAPPING 305 USING THE LIGHTMAP 306 MULTIPASS MULTITEXTURING 314 SUMMARY 318 XIX CHFL-FT-E-R IG DISPLAY LISTS AND V E R T E X A R R A Y S ****315 DISPLAY LISTS 320 CREATING A DISPLAY LIST 321 FILLING A DISPLAY LIST WITH COMMANDS 321 EXECUTING DISPLAY LISTS 323 DISPLAY-LIST ISSUES 323 DESTROYING DISPLAY LISTS 325 DISPLAY LISTS AND TEXTURES 326 EXAMPLE: ROBOT DEMO WITH DISPLAY LISTS 326 VERTEX ARRAYS 328 ENABLING VERTEX ARRAYS 329 WORKING WITH ARRAYS 330 GLDRAWARRAYS() 332 GLDRAWELEMENTS() 332 GLDRAWRANGEELEMENTS() 332 GLARRAYELEMENT() 333 VERTEX ARRAYS AND MULTITEXTURING 333 LOCKING ARRAYS 334 EXAMPLE:TERRAIN DEMO REVISITED 335 SUMMARY 339 . LNFLP T ER 11 DISPLAYING TEXT 341 BITMAP FONTS 342 OUTLINE FONTS 347 1 (L R XX TEXTURE-MAPPED FONTS 352 SUMMARY 360 CHFLPTER IE O P E N G L -BUFFERS SEI WHAT IS AN OPENGL BUFFER? 362 SETTING UP THE PIXEL FORMAT 362 CLEARING THE BUFFERS 366 THE COLOR BUFFER 367 DOUBLE-BUFFERED SYSTEMS 367 STEREO BUFFERING 368 THE DEPTH BUFFER 369 DEPTH-COMPARISON FUNCTIONS 369 USING THE DEPTH BUFFER 370 THE STENCIL BUFFER 383 A STENCIL-BUFFER EXAMPLE 385 THE ACCUMULATION BUFFER 393 SUMMARY 395 CHFLPT*R 13 OFEN GL PUADKICE *** ***337 THE BASICS OF OPENGL QUADRICS 398 DRAW STYLE 399 NORMAL 399 ORIENTATION 399 XXI TEXTURE COORDINATES 400 [ CLEANING UP 400 | DISKS 400 N CYLINDERS 402 SPHERES 404 C EXAMPLE:A QUADRIC FLY-THROUGH WORLD 404 SUMMARY 408 CHFLFTER 14- I CURVEB FIND BURFACE5 4 D 3 CURVE AND SURFACE REPRESENTATION 410 PARAMETRIC EQUATIONS 41 I ^ CONTROL POINTS AND CONTINUITY 412 C= EVALUATORS 413 F EVENLY SPACED GRIDS 417 SURFACES 418 U APPLYING TEXTURES TO SURFACES 421 NURBS 426 SUMMARY 432 C+HFLFTE-R 15 EFECIFIL -EFFECTS** *****************423 BILLBOARDING 434 EXAMPLE: CACTI IN THE DESERT 436 XXII USING PARTICIE SYSTEMS 439 PARTICLES 439 POSITION 440 VELOCITY 440 LIFE SPAN 440 SIZE 440 WEIGHT 441 REPRESENTATION 441 COLOR 441 OWNER 441 METHODS 442 PARTICIE SYSTEMS 442 PARTICIE LIST 442 POSITION 442 EMISSION RATE 443 FORCES 443 DEFAULT PARTICIE ATTRIBUTES AND RANGES 443 CURRENT STATE 444 BLENDING 445 REPRESENTATION 445 METHODS 445 PARTICLE-SYSTEM MANAGERS 446 IMPLEMENTATION 446 PARTICLE-SYSTEM EFFECTS 450 EXAMPLE: SNOWSTORM 451 FOG 457 OPENGL FOG 457 VOLUMETRIE FOG 459 REFLECTIONS 459 REFLECTING LIGHTS 460 HANDLING THE DEPTH BUFFER 460 XX111 HANDLING FINITE PLANES USING STENCIL BUFFERS 461 ADDRESSING IRREGULAER REFLECTIVE SURFACES 462 HANDLING ARBITRARILY ORIENTED PLANES 462 SHADOWS 463 STATIC SHADOWS 464 PROJECTIVE SHADOWS 464 THE SHADOW-PROJECTION MATRIX 464 HANDLING PROBLEMS WITH THE DEPTH BUFFER 466 RESTRICTING THE SHADOW WITH THE STENCIL BUFFER 466 HANDLING MULTIPLE LIGHT SOURCES AND MULTIPLE PLANAR SURFACES 467 PROBLEMS WITH PROJECTIVE SHADOWS 467 STENCILED SHADOWVOLUMES 467 OTHER METHODS 469 EXAMPLE: REFLECTIONS AND SHADOWS 469 SUMMARY 473 FFIRT M BUILDING 4= 1 GFLME 475 CHFLFTER IE USING DIRECTX: DIRECTINPUT ** H-77 WHY USE DIRECTLNPUT? 478 WINDOWS MESSAGES 478 WIN32 482 WIN32 KEYBOARD INPUT 482 WIN32 JOYSTICK INPUT 483 DIRECTLNPUT 483 N C R XXIV I 1 1 INITIALIZING DIRECTLNPUT 486 DIRECTLNPUT RETURN VALUES 487 USING DIRECTLNPUT 488 ADDING DEVICES 488 CREATING DEVICES 489 ENUMERATING DEVICES 489 VERIFYING DEVICE CAPABILITIES 494 ENUMERATING OBJECTS 496 SETTING THE DEVICE DATA FORMAT 497 SETTING THE COOPERATIVE LEVEL 498 MODIFYING DEVICE PROPERTIES 498 ACQUIRING THE DEVICE 499 GETTING INPUT 500 IMMEDIATE DATA 500 BUFFERED DATA 500 POLLING DEVICES 501 SHUTTING DOWN 501 ACTION MAPPING 502 BUILDING THE INPUT SUB-SYSTEM 502 INPUT SAMPLE PROGRAM 513 SUMMARY 516 CHFLFTER 17 UEING D I R E C T X FLUOIO * * 517 THE BASICS OF SOUND 518 SOUND ON THE COMPUTER 520 DIGITIZED SOUND 520 SYNTHESIZED SOUND 521 XXV WHAT IS DIRECTX AUDIO? 522 DIRECTX AUDIO FEATURES 523 LOADER 523 SEGMENTS AND SEGMENT STATES 524 PERFORMANCE 524 MESSAGES 524 PERFORMANCE CHANNELS 524 DLS SYNTHESIZER 525 INSTRUMENTS AND DOWNLOADING 525 AUDIOPATHS AND BUFFERS 525 AUDIO DATA FLOW 525 LOADING AND PLAYING AUDIO WITH DIRECTMUSIC 526 INITIALIZE COM 528 CREATE AND INITIALIZE THE PERFORMANCE 528 CREATE THE LOADER 529 LOAD A SEGMENT 529 DOWNLOAD THE BAND 530 PLAY THE SEGMENT 531 STOPPING A SEGMENT 532 IS THE SEGMENT PLAYING? 532 CONTROLLING SEGMENT LOOPS 533 CLEANING UP 534 A SIMPLE EXAMPLE 534 USING AUDIOPATHS 548 THE DEFAULT AUDIOPATH 549 STANDARD AUDIOPATHS 549 PLAYING SOUND ON AUDIOPATHS 551 RETRIEVING OBJECTS FROM AUDIOPATHS 553 1 1 DL I XXVI 1 3D SOUND 554 U 3D SOUND COORDINATES 554 N PERCEPTION 555 THE DIRECTSOUND 3D BUFFER 556 SETTING 3D PARAMETERS 556 J2 THE MINIMUM AND MAXIMUM DISTANCES 558 PROCESSING MODE 558 L POSITION AND VELOCITY 559 J SOUND CONES 559 THE DIRECTSOUND 3D LISTENER 560 | 3D CLICKINGTEXT EXAMPLE 562 H SUMMARY 578 - I C4HFLF*TE-R 1B J LUDRHING UIITH 3D MODELS .I5BL ] 3D MODEL FILE FORMATS 582 THE MD2 FILE FORMAT 583 OUR MD2 IMPLEMENTATION 586 LOADING THE MD2 591 DISPLAYING THE MD2 596 L-I ADDING THE TEXTURE 599 = 1 ANIMATING THE MODEL 601 CL DEVELOPING A CMD2MODEL CLASS 608 CONTROLLING THE MODEL ANIMATION 621 0 ONE LASTTIDBIT 625 SUMMARY 630 1 XXVN C+HFLF TER 13 L PHYSICH MODELING UIITH OPENGL.. E31 [1 A PHYSICS REVIEW 632 TIME 632 DISTANCE, DISPLACEMENT, AND POSITION 633 VELOCITY 636 ACCELERATION 637 FORCE 639 NEWTON S FIRST LAW OF MOTION 639 NEWTON S SECOND LAW OF MOTION 640 NEWTON S THIRD LAW OF MOTION 640 MOMENTUM 641 CONSERVATION OF MOMENTUM 641 FRICTION 642 H FRICTION ON A FIAT SURFACE 643 = FRICTION ON AN INCLINED PLANE 644 2 MODELING THE REAL WORLD 646 [ BREAKING THINGS UP 646 TIMING 647 THEVECTOR 653 R THE PLANE 660 THE OBJECT 664 F HANDLING OBJECT COLLISIONS 667 [ BOUNDING SPHERES 667 F~ BOUNDING BOXES 669 PLANE COLLISIONS 672 COLLISION RESPONSE 676 AN EXAMPLE:AIR HOCKEY 677 THE AIR-HOCKEY WORLD 677 CONTENTS II 1 1 THE HOCKEY TABLE 678 THE PUCK AND TIME-BASED COLLISION 684 THE PLAYER 692 PUTTING IT TOGETHER 697 SUMMARY 706 CWFLPTER ED *BUILDING N GAIYIE ENGINE **** 7D7 DESIGNINGTHE SIMPENGINE 708 MANAGING DATA WITH CNODE 710 WORKING WITH OBJECTS: COBJECT 714 THE ENGINE CORE 721 THE INPUT SYSTEM 723 THE CENGINE CLASS 724 THE GAME CYCLE 726 HANDLING INPUT 727 THE SIMPENGINE 728 THE CAMERA 730 THE WORLD 733 ADDING MODELS 734 THE AUDIO SYSTEM 735 THE PARTICLE SYSTEM 737 SUMMARY 737 CONTENTS CHARTER 21 MFLKING -R GNMES -R T I M E TD K I L L * * INITIAL DESIGN 740 THE GAME WORLD 741 THE ENEMIES 744 ENEMY AI 745 THE OGRO 746 THE SOD 749 ROCKETS AND EXPLOSIONS 749 THE USER INTERFACE 751 PLAYING THE GAME 752 BUILDING THE EXE 752 SUMMARY 754 FFLRT IV APPENDIXES *** *************755 APPENDIX -R ONLINE RESOURCES 757 GAME DEVELOPMENT 758 GAMEDEV.NET 758 GAME DEVELOPMENT SEARCH ENGINE 758 FLIPCODE 759 GAMASUTRA 759 1 I L XXX OPENGL 759 NEHE PRODUCTIONS 759 OPENGL.ORG 759 ADDITIONAL OPENGL LINKS 760 DIRECTX 760 DIRECTX DEVELOPER CENTER 760 THE DIRECTX MAILING LIST 760 MISCELLANEOUS RESOURCES 760 PARTICLESYSTEMS.COM 761 REAL-TIME RENDERING 761 DEVELOPER PAGES 761 FOG ARTICLES 761 * APPENDIX B UEING THE CD *-** 7 B 3 THE CD USER INTERFACE 764 CD-ROM FILE STRUCTURE 764 SYSTEM REQUIREMENTS 764 INSTALLATION 765 MISCELLANEOUS PROBLEMS ANDTROUBLESHOOTING INFORMATION . . 765 STILL NEED HELP? 766 INDEX * 7E
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spelling Hawkins, Kevin Verfasser aut
OpenGL game programming Kevin Hawkins and Dave Astle
Roseville, Calif. Prima Tech 2001
XXXIV, 777 S. Ill., graph. Darst. 1 CD-ROM (12 cm)
txt rdacontent
n rdamedia
nc rdacarrier
Prima Tech's game development series
OpenGL
Computer games Programming
Computer graphics
Programmierung (DE-588)4076370-5 gnd rswk-swf
Computerspiel (DE-588)4010457-6 gnd rswk-swf
OpenGL (DE-588)4391716-1 gnd rswk-swf
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Programmierung (DE-588)4076370-5 s
OpenGL (DE-588)4391716-1 s
DE-604
Astle, Dave Verfasser aut
GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009633725&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis
spellingShingle Hawkins, Kevin
Astle, Dave
OpenGL game programming
OpenGL
Computer games Programming
Computer graphics
Programmierung (DE-588)4076370-5 gnd
Computerspiel (DE-588)4010457-6 gnd
OpenGL (DE-588)4391716-1 gnd
subject_GND (DE-588)4076370-5
(DE-588)4010457-6
(DE-588)4391716-1
title OpenGL game programming
title_auth OpenGL game programming
title_exact_search OpenGL game programming
title_full OpenGL game programming Kevin Hawkins and Dave Astle
title_fullStr OpenGL game programming Kevin Hawkins and Dave Astle
title_full_unstemmed OpenGL game programming Kevin Hawkins and Dave Astle
title_short OpenGL game programming
title_sort opengl game programming
topic OpenGL
Computer games Programming
Computer graphics
Programmierung (DE-588)4076370-5 gnd
Computerspiel (DE-588)4010457-6 gnd
OpenGL (DE-588)4391716-1 gnd
topic_facet OpenGL
Computer games Programming
Computer graphics
Programmierung
Computerspiel
url http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009633725&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA
work_keys_str_mv AT hawkinskevin openglgameprogramming
AT astledave openglgameprogramming