2010年3月24日水曜日

OpenGL ESプログラミング1【PCでの環境設定】

設定

1.とりあえず以下に記述されている手順を行った。
Place the following files from AMD's OpenGL ES 2.0 Emulator in
in this folder (http://developer.amd.com/gpu/opengl/Pages/default.aspx):

* libEGL.lib
* libGLESv2.lib

Alternatively, use the libEGL.lib and libGLESv2.lib from Imagination Technologies
OpenGL ES 2.0 SDK.

For the OpenKODE sample in Chapter 15, place the following file from Acrodea's
OpenKODE Implementation here (http://www.acrodea.co.jp/en/openkode/):

* libKD.lib


2.次に、

AMD\OpenGL ES 2.0 Emulator v1.4\bin\libEGL.dll
AMD\OpenGL ES 2.0 Emulator v1.4\bin\llibGLESv2.dll

をOpenGL_ES_Programming_Guide_v1.0.2\Binにコピーした。






参考
ダウンロード先:http://www.opengles-book.com


Windows - Prerequisites

In order to be able to build and run the code samples, you will need:
  • Microsoft Windows XP or Windows Vista
  • An OpenGL 2.0-capable Graphics Card
  • Microsoft Visual Studio 2005 or Microsoft Visual Studio 2008 (you can also use the free Express Edition available from Microsoft at http://www.microsoft.com/express/download/).
You will need to download and install the following:
  1. In order to build and run the code samples, you will need AMD's OpenGL ES 2.0 Emulator which can be downloaded from http://developer.amd.com/gpu/opengl/Pages/default.aspx.
  2. In order to view the RenderMonkey example workspaces, you will need to download and install RenderMonkey v1.81. This tool can be downloaded from AMD Developer Central at http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx.
  3. In order to build and run the OpenKODE sample in Chapter 15, you will need Acrodea's OpenKODE 1.0 Implementation for Windows.  This can be downloaded from http://www.acrodea.co.jp/en/openkode/ (NOTE: if you do not care to build/run the OpenKODE sample in Chapter 15, you can skip this step).






■AMD’s OpenGL ES 2.0 Emulator
http://developer.amd.com/gpu/opengl/Pages/default.aspx




Overview
AMD’s OpenGL ES 2.0 Emulator is designed to emulate functionality that will be exposed by future mobile AMD hardware. The purpose of this emulator is to aid developers in their design of OpenGL ES 2.0 games and applications. The emulator allows developers to get a head start designing their graphics code before hardware supporting OpenGL ES 2.0 is available, and even after this hardware becomes available developing on a PC is often advantageous due to superior developer and debugging tools.
What's New
Version 1.4
  • Fix for MakeBinaryShader.exe not support lines more than 256 characters.
Version 1.3
  • Fix for local users running the tool without admin privileges.
Version 1.2
The OpenGL ES Emulator Control Panel enables control of many emulator options including:
  • Modifying the screen size
  • Modifying the available GPU memory
  • Performance throttling
  • Sending debugging output to files
  • Viewing debugging output on the screen
Features and Prerequisites
The emulator has three major features:
  • Support for core OpenGL ES 2.0 functionality
  • Support for many important OpenGL ES 2.0 extensions
  • Support for EGL 1.3
Prerequisites
Check the following before running the emulator:
  • Recommended hardware is ATI Radeon X1300 or higher. ATI Radeon 9500 is the minimum required hardware. Equivalent hardware from other vendors may work, but it is not tested.
  • If you are running ATI graphics hardware you should install the latest Catalyst drivers from AMD Support & Drivers.
  • Microsoft Visual Studio 2005
Download
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File NameLaunch DateOSBitnessDescription
ESEmulator.2009-04-28-v1.4.APRIL_2009_RELEASE.msi (15.3MB)04/29/2009Windows® BothAids developers in their design of OpenGL ES 2.0 games and applications.





■RenderMonkey™ Toolsuite
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx
Skip Navigation Links



Overview
RenderMonkey is a rich shader development environment for both programmers and artists which facilitates the collaborative creation of real-time shader effects.

»For Programmers
»For Artists
»Downloads & Resources
For Programmers

RenderMonkey Image
  • RenderMonkey contains a full featured shader editor, allowing for rapid prototyping of shaders. The integrated shader compiler and preview window provide immediate visual feedback for the effect under development - ensuring that errors in programming are identified early in the development process.
  • Incorporates a number of features to aid in shader debugging and optimization.
  • The RenderMonkey SDK supports the creation of custom importers and exporters, allowing tight integration of RenderMonkey into your current workflow
  • Support for Microsoft's DirectX .FX format ensures interoperability with all major DCC packages.

For Artists

RenderMonkey  Image
  • The artist specific workspace view and artist editor allows much of the programming complexity of shaders to be hidden from artists
  • Shader parameters can be adjusted using familiar widgets.
  • The integrated preview window provides immediate visual feedback on any changes.
  • RenderMonkey is tightly coupled with artists existing texture and modelling tools.
RenderMonkey includes full support for the latest DirectX® (9.1), OpenGL® (2.0), and OpenGL ES® (2.0) shading languages. RenderMonkey also includes a large number of sample effects which are freely available to be used and customized for your applications.

Downloads & Resources



Reset My View

File NameLaunch DateOSBitnessDescription
RenderMonkey™ 1.82 (94.6MB)12/18/2008Windows®BothRenderMonkey is a rich shader development environment for both programmers and artists which facilitates the collaborative creation of real-time shader effects.



OpenKODE
http://www.acrodea.co.jp/

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3. LIMITATIONS ON USE. You may not copy, distribute, or make derivative works of the Licensed Software except as follows:
(a) you may install the Licensed Software using the provided installer into the Device;
(b) you may install the documentation of the Licensed Software into the Device;
(c) you must include all the files that were included in the installationpackage with the copies that you make of the Licensed Software;
(d) you may take a backup copy of the Licensed Software.
You may remove the Licensed Software from the Device only by uninstallingor otherwise wholly removing the Licensed Software.
4. OTHER RESTRICTIONS. The Licensed Software and all rights, without limitation including proprietary rights therein, are owned by Acrodea Inc. and are protected by laws of Japan and international treaty provisions. With respect tothe Licensed Software, you may not: (i) copy the Licensed Software except as permitted above. Any other copies you make of the Licensed Software are in violation of this Agreement; (ii) sublicense, rent, lease grant a security interest in, or otherwise transfer rights to the Licensed Software; (iii) modify, translate, reverse engineer, decompile, or disassemble the Licensed Software programsprovided to you in object code format; (iv) remove or alter any trademark, logo, copyright or other proprietary notices, legends, symbols or labels in the Licensed Software, or in the copies you have made of the Licensed Software. Notwithstanding the foregoing, nothing in this Agreement shall be construed as limiting your rights to use OpenKODE.
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[参考書籍]
OpenGL ES 2.0プログラミングガイド

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