Adreno SDK for OpenGL ES
The Adreno SDK for OpenGL ES contains several working samples, tutorials and demos covering OpenGL ES features, ranging from OpenGL ES 2.0, 3.0 + AEP, and 3.1. The following lists describe the samples included in this SDK which are all built on top of a common OpenGL ES Framework that can be leveraged to create new samples and prototypes.
OpenGL ES 2.0
Tutorials
01_CreateWindow: Create an empty rendering window with EGL.
02_ConfigureFrameBuffer: Configure the framebuffer for 16 and 32-bit displays. Detects the current resolution and configures the framebuffer accordingly.
03_DrawTriangle: Render a triangle with a simple vertex and fragment shader.
04_PortraitAndLandscape: Render geometry in landscape and portrait mode. Press the * key to change orientation.
05_NonInterleavedVBO: Use vertex buffer objects where each vertex attribute is stored in a separate buffer.
06_InterleavedVBO: Use interleaved vertex buffer objects.
07_Transforms: Transform a 3D object with model, view, and projection matrix transforms. This program shows how to pass transforms into a shader program and to use them in a vertex shader.
08_SimpleTexture: Simple texture mapping.
09_CompressedTexture: Texture mapping with ATC compressed texture format.
10_TextureProperties: Use various texture properties.
11_MultiTexture: Multi-texturing. This program shows how to apply two textures to an object.
12_CubemapTexture: Use cubemap textures.
13_CompressedVertices: Compress vertex data with 16-bit floats and the GL_INT_10_10_10_2 extension.
14_StencilBuffer: Use the stencil buffer to limit render regions.
15_RenderToTexture: Render to an offscreen texture using a frame buffer object. The scene is rendered to the color buffer and to an offscreen texture. The texture is then displayed in the upper right corner.
Samples
Bloom
DepthOfField
ImageEffects
Lighting
MotionBlur
NormalMapping
NPR
ParallaxMapping
PointSprites
ProceduralTexture
ProjectiveShadows
Reflections
ShadowMap
ShadowVolume
ShallowWater
SkinnedMesh
SkinnedMesh2
OpenGL ES 3.0
Tutorials
16_RenderToTexture30: Use frame buffer objects (FBOs) to render to a texture using OpenGL ES 3.0.
17_FBOTextureFormats30: Show different texture formats when rendering to a simple texture using an FBO.
18_InterleavedVBO-DrawArraysInstanced30: Render a simple quad using a vertex buffer object (VBO). This version uses glDrawArraysInstanced.
19_InterleavedVBO-DrawRangeElements30: Render a simple quad using a VBO. This version uses glDrawRangeElements.
20_Texture2DArray30: Render a simple quad using a VBO. This version uses glDrawArraysInstanced.
21_PixelBufferObject30: Use pixel buffer objects.
22_TransformFeedback30: Use transform feedback to return the number of rendered primitives.
23_BlitFramebuffer30: Blit from one framebuffer to another.
24_MultisampleFramebuffer30: Use multiple framebuffers.
25_FramebufferTextureLayer: Specify a single texture layer as the GL_COLOR_ATTACHMENT0 for a framebuffer object.
Samples
CascadedShadowMaps
CompressedGeometry
DepthOfField
HDRTexture
NonPhotorealisticRendering
PointSprites
PhysicallyBasedLighting
ShadowMap
SkyDome
TextureSynthesis
ToneMapping
The Adreno GPU SDK for OpenGL ES also contains several other demos and tools. You can download the Adreno SDK for Vulkan from the Qualcomm Developer Network at https://developer.qualcomm.com/software/adreno-gpu-sdk.