{"id":2073,"date":"2025-03-24T08:48:23","date_gmt":"2025-03-23T23:48:23","guid":{"rendered":"https:\/\/dexall.co.jp\/articles\/?p=2073"},"modified":"2025-03-24T08:48:49","modified_gmt":"2025-03-23T23:48:49","slug":"%e3%80%90%e5%ae%8c%e5%85%a8%e3%82%ac%e3%82%a4%e3%83%89%e3%80%91opengl-es%e5%85%a5%e9%96%80%ef%bc%9ac%e3%81%a7%e5%ae%9f%e8%b7%b5%e3%81%99%e3%82%8b3d%e3%82%b0%e3%83%a9%e3%83%95%e3%82%a3%e3%83%83","status":"publish","type":"post","link":"https:\/\/dexall.co.jp\/articles\/?p=2073","title":{"rendered":"\u3010\u5b8c\u5168\u30ac\u30a4\u30c9\u3011OpenGL ES\u5165\u9580\uff1aC++\u3067\u5b9f\u8df5\u3059\u308b3D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u958b\u767a\u306e\u57fa\u790e\u304b\u3089\u5fdc\u7528\u307e\u3067"},"content":{"rendered":"\n<div class=\"toc\"><br \/>\n<b>Warning<\/b>:  Undefined array key \"is_admin\" in <b>\/home\/xs392991\/dexall.co.jp\/public_html\/articles\/wp-content\/themes\/sango-theme\/library\/gutenberg\/dist\/classes\/Toc.php<\/b> on line <b>116<\/b><br \/>\n<br \/>\n<b>Warning<\/b>:  Undefined array key \"is_category_top\" in <b>\/home\/xs392991\/dexall.co.jp\/public_html\/articles\/wp-content\/themes\/sango-theme\/library\/gutenberg\/dist\/classes\/Toc.php<\/b> on line <b>121<\/b><br \/>\n<br \/>\n<b>Warning<\/b>:  Undefined array key \"is_top\" in <b>\/home\/xs392991\/dexall.co.jp\/public_html\/articles\/wp-content\/themes\/sango-theme\/library\/gutenberg\/dist\/classes\/Toc.php<\/b> on line <b>128<\/b><br \/>\n    <div id=\"toc_container\" class=\"sgb-toc--bullets js-smooth-scroll\" data-dialog-title=\"\u76ee\u6b21\">\n      <p class=\"toc_title\">\u76ee\u6b21 <\/p>\n      <ul class=\"toc_list\">  <li class=\"first\">    <a href=\"#i-0\">OpenGL ES \u3068\u306f\uff1a\u30e2\u30d0\u30a4\u30eb3D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u306e\u6a19\u6e96API<\/a>    <ul class=\"menu_level_1\">      <li class=\"first last\">        <a href=\"#i-1\">\u30c7\u30b9\u30af\u30c8\u30c3\u30d7OpenGL\u3068OpenGL ES\u306e\u9055\u3044\u3092\u7406\u89e3\u3059\u308b<\/a>      <\/li>    <\/ul>  <\/li>  <li>    <a href=\"#i-2\">OpenGL ES\u306e\u57fa\u672c\u6982\u5ff5\u3068\u958b\u767a\u74b0\u5883\u69cb\u7bc9<\/a>    <ul class=\"menu_level_1\">      <li class=\"first\">        <a href=\"#i-3\">OpenGL ES\u306e\u57fa\u672c\u30a2\u30fc\u30ad\u30c6\u30af\u30c1\u30e3\u3092\u7406\u89e3\u3059\u308b<\/a>      <\/li>      <li>        <a href=\"#i-4\">C++\u958b\u767a\u74b0\u5883\u306e\u30bb\u30c3\u30c8\u30a2\u30c3\u30d7\u624b\u9806<\/a>      <\/li>      <li class=\"last\">        <a href=\"#i-5\">\u5fc5\u8981\u306a\u30e9\u30a4\u30d6\u30e9\u30ea\u3068\u30c4\u30fc\u30eb\u306e\u6e96\u5099<\/a>      <\/li>    <\/ul>  <\/li>  <li>    <a href=\"#i-6\">\u306f\u3058\u3081\u3066\u306e3D\u63cf\u753b\uff1a\u4e09\u89d2\u5f62\u3092\u63cf\u753b\u3059\u308b<\/a>    <ul class=\"menu_level_1\">      <li class=\"first\">        <a href=\"#i-7\">\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u57fa\u672c\u3092\u7406\u89e3\u3059\u308b<\/a>      <\/li>      <li>        <a href=\"#i-8\">\u9802\u70b9\u30d0\u30c3\u30d5\u30a1\u3068\u30a4\u30f3\u30c7\u30c3\u30af\u30b9\u30d0\u30c3\u30d5\u30a1\u306e\u5b9f\u88c5<\/a>      <\/li>      <li class=\"last\">        <a href=\"#i-9\">\u5b9f\u969b\u306e\u63cf\u753b\u51e6\u7406\u306e\u5b9f\u88c5<\/a>      <\/li>    <\/ul>  <\/li>  <li>    <a href=\"#i-10\">\u30c6\u30af\u30b9\u30c1\u30e3\u3068\u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u306e\u5b9f\u88c5<\/a>    <ul class=\"menu_level_1\">      <li class=\"first\">        <a href=\"#i-11\">2D\u30c6\u30af\u30b9\u30c1\u30e3\u306e\u30ed\u30fc\u30c9\u3068\u63cf\u753b\u65b9\u6cd5<\/a>      <\/li>      <li>        <a href=\"#i-12\">\u57fa\u672c\u7684\u306a\u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u30e2\u30c7\u30eb\u306e\u5b9f\u88c5<\/a>      <\/li>      <li class=\"last\">        <a href=\"#i-13\">\u30de\u30c6\u30ea\u30a2\u30eb\u3068\u30b7\u30a7\u30fc\u30c7\u30a3\u30f3\u30b0\u306e\u5fdc\u7528<\/a>      <\/li>    <\/ul>  <\/li>  <li>    <a href=\"#i-14\">\u9ad8\u5ea6\u306a\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u6280\u6cd5\u306e\u5b9f\u88c5<\/a>    <ul class=\"menu_level_1\">      <li class=\"first\">        <a href=\"#i-15\">\u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u30b7\u30b9\u30c6\u30e0\u306e\u5b9f\u88c5\u65b9\u6cd5<\/a>      <\/li>      <li>        <a href=\"#i-16\">\u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d4\u30f3\u30b0\u306e\u5c0e\u5165<\/a>      <\/li>      <li class=\"last\">        <a href=\"#i-17\">\u30dd\u30b9\u30c8\u30d7\u30ed\u30bb\u30b9\u30a8\u30d5\u30a7\u30af\u30c8\u306e\u5b9f\u88c5<\/a>      <\/li>    <\/ul>  <\/li>  <li>    <a href=\"#i-18\">\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u6700\u9069\u5316\u3068\u30c7\u30d0\u30c3\u30b0\u624b\u6cd5<\/a>    <ul class=\"menu_level_1\">      <li class=\"first\">        <a href=\"#i-19\">\u30d5\u30ec\u30fc\u30e0\u30ec\u30fc\u30c8\u5411\u4e0a\u306e\u305f\u3081\u306e\u6700\u9069\u5316\u624b\u6cd5<\/a>      <\/li>      <li>        <a href=\"#i-20\">\u30e1\u30e2\u30ea\u4f7f\u7528\u91cf\u306e\u6700\u9069\u5316\u624b\u6cd5<\/a>      <\/li>      <li class=\"last\">        <a href=\"#i-21\">\u4e00\u822c\u7684\u306a\u554f\u984c\u306e\u30c8\u30e9\u30d6\u30eb\u30b7\u30e5\u30fc\u30c6\u30a3\u30f3\u30b0<\/a>      <\/li>    <\/ul>  <\/li>  <li class=\"last\">    <a href=\"#i-22\">\u5b9f\u8df5\u7684\u306a\u30b5\u30f3\u30d7\u30eb\u30d7\u30ed\u30b8\u30a7\u30af\u30c8<\/a>    <ul class=\"menu_level_1\">      <li class=\"first\">        <a href=\"#i-23\">\u30b7\u30f3\u30d7\u30eb\u306a3D\u30b2\u30fc\u30e0\u306e\u5b9f\u88c5\u4f8b<\/a>      <\/li>      <li>        <a href=\"#i-24\">AR\u30a2\u30d7\u30ea\u30b1\u30fc\u30b7\u30e7\u30f3\u306e\u5b9f\u88c5\u4f8b<\/a>      <\/li>      <li class=\"last\">        <a href=\"#i-25\">\u6b21\u306e\u30b9\u30c6\u30c3\u30d7\uff1a\u6bb5\u968e\u7684\u5b66\u7fd2\u30ea\u30bd\u30fc\u30b9<\/a>      <\/li>    <\/ul>  <\/li><\/ul>\n      <a href=\"#\" class=\"sgb-toc-button js-toc-button\" rel=\"nofollow\" data-open-dialog=\"true\"><i class=\"fa fa-list\"><\/i><span class=\"sgb-toc-button__text\">\u76ee\u6b21\u3078<\/span><\/a>\n    <\/div><\/div><h2 class=\"wp-block-heading\" id=\"i-0\">OpenGL ES \u3068\u306f\uff1a\u30e2\u30d0\u30a4\u30eb3D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u306e\u6a19\u6e96API<\/h2>\n\n\n\n<p>OpenGL ES\uff08OpenGL for Embedded Systems\uff09\u306f\u3001\u7d44\u307f\u8fbc\u307f\u30b7\u30b9\u30c6\u30e0\u3084\u30e2\u30d0\u30a4\u30eb\u30c7\u30d0\u30a4\u30b9\u5411\u3051\u306b\u8a2d\u8a08\u3055\u308c\u305f3D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9API\u3067\u3059\u3002\u30b9\u30de\u30fc\u30c8\u30d5\u30a9\u30f3\u3001\u30bf\u30d6\u30ec\u30c3\u30c8\u3001\u7d44\u307f\u8fbc\u307f\u6a5f\u5668\u306a\u3069\u3001\u9650\u3089\u308c\u305f\u30ea\u30bd\u30fc\u30b9\u30673D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u3092\u5b9f\u73fe\u3059\u308b\u305f\u3081\u306b\u6700\u9069\u5316\u3055\u308c\u3066\u3044\u307e\u3059\u3002<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-1\">\u30c7\u30b9\u30af\u30c8\u30c3\u30d7OpenGL\u3068OpenGL ES\u306e\u9055\u3044\u3092\u7406\u89e3\u3059\u308b<\/h3>\n\n\n\n<p>OpenGL ES\u306f\u3001\u30c7\u30b9\u30af\u30c8\u30c3\u30d7\u5411\u3051OpenGL\u304b\u3089\u6d3e\u751f\u3057\u305f\u898f\u683c\u3067\u3059\u304c\u3001\u3044\u304f\u3064\u304b\u306e\u91cd\u8981\u306a\u9055\u3044\u304c\u3042\u308a\u307e\u3059\uff1a<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u6a5f\u80fd\u306e\u6700\u9069\u5316<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>\u56fa\u5b9a\u6a5f\u80fd\u30d1\u30a4\u30d7\u30e9\u30a4\u30f3\u306e\u5ec3\u6b62<\/li>\n\n\n\n<li>\u5197\u9577\u306a\u6a5f\u80fd\u306e\u524a\u9664\uff08\u56db\u89d2\u5f62\u30d7\u30ea\u30df\u30c6\u30a3\u30d6\u306a\u3069\uff09<\/li>\n\n\n\n<li>\u30c7\u30fc\u30bf\u578b\u306e\u5236\u9650\uff08\u4e00\u90e8\u306e\u6d6e\u52d5\u5c0f\u6570\u70b9\u578b\u3092\u30b5\u30dd\u30fc\u30c8\u5916\u306b\uff09<\/li>\n<\/ul>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30e1\u30e2\u30ea\u4f7f\u7528\u306e\u52b9\u7387\u5316<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>\u30c6\u30af\u30b9\u30c1\u30e3\u30b5\u30a4\u30ba\u306e\u5236\u9650<\/li>\n\n\n\n<li>\u30d0\u30c3\u30d5\u30a1\u7ba1\u7406\u306e\u7c21\u7565\u5316<\/li>\n\n\n\n<li>\u30e1\u30e2\u30ea\u30a2\u30e9\u30a4\u30e1\u30f3\u30c8\u306e\u6700\u9069\u5316<\/li>\n<\/ul>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u5b9f\u88c5\u306e\u7c21\u7d20\u5316<br>\u6a5f\u80fd OpenGL OpenGL ES<br>\u30b7\u30a7\u30fc\u30c0\u30fc\u8a00\u8a9e GLSL GLSL ES<br>\u30c6\u30af\u30b9\u30c1\u30e3\u30d5\u30a9\u30fc\u30de\u30c3\u30c8 \u591a\u69d8\u306a\u30d5\u30a9\u30fc\u30de\u30c3\u30c8\u3092\u30b5\u30dd\u30fc\u30c8 \u9650\u5b9a\u7684\u306a\u30d5\u30a9\u30fc\u30de\u30c3\u30c8\u306e\u307f<br>\u30b8\u30aa\u30e1\u30c8\u30ea\u30b7\u30a7\u30fc\u30c0\u30fc \u30b5\u30dd\u30fc\u30c8 \u975e\u30b5\u30dd\u30fc\u30c8\uff08\u4e00\u90e8\u306e\u30d0\u30fc\u30b8\u30e7\u30f3\u3092\u9664\u304f\uff09<br>\u30c7\u30d0\u30c3\u30b0\u6a5f\u80fd \u8c4a\u5bcc \u9650\u5b9a\u7684 \u306a\u305c\u30e2\u30d0\u30a4\u30eb\u958b\u767a\u3067OpenGL ES\u304c\u9078\u3070\u308c\u308b\u306e\u304b<ol><li>\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u306e\u6700\u9069\u5316<\/li><\/ol><code>\/\/ OpenGL ES\u3067\u306e\u52b9\u7387\u7684\u306a\u30e1\u30e2\u30ea\u7ba1\u7406\u4f8b GLfloat vertices[] = { -0.5f, -0.5f, 0.0f, \/\/ \u4f4d\u7f6e\u30c7\u30fc\u30bf\u3092\u76f4\u63a5\u914d\u5217\u3067\u5b9a\u7fa9 0.5f, -0.5f, 0.0f, \/\/ \u30e1\u30e2\u30ea\u52b9\u7387\u3092\u8003\u616e\u3057\u305f\u914d\u7f6e 0.0f, 0.5f, 0.0f };<\/code><ol start=\"2\"><li>\u30af\u30ed\u30b9\u30d7\u30e9\u30c3\u30c8\u30d5\u30a9\u30fc\u30e0\u5bfe\u5fdc<\/li><\/ol><ul><li>Android\u3001iOS\u53cc\u65b9\u3067\u306e\u52d5\u4f5c\u4fdd\u8a3c<\/li><li>\u69d8\u3005\u306aGPU\u30a2\u30fc\u30ad\u30c6\u30af\u30c1\u30e3\u306b\u5bfe\u5fdc<\/li><li>\u7d71\u4e00\u3055\u308c\u305f\u958b\u767a\u30a4\u30f3\u30bf\u30fc\u30d5\u30a7\u30fc\u30b9<\/li><\/ul><ol start=\"2\"><li>\u8c4a\u5bcc\u306a\u30a8\u30b3\u30b7\u30b9\u30c6\u30e0<\/li><\/ol><ul><li>\u591a\u6570\u306e\u30d5\u30ec\u30fc\u30e0\u30ef\u30fc\u30af\u3068\u306e\u9023\u643a<\/li><li>\u30b3\u30df\u30e5\u30cb\u30c6\u30a3\u30b5\u30dd\u30fc\u30c8<\/li><li>\u5145\u5b9f\u3057\u305f\u958b\u767a\u30c4\u30fc\u30eb<\/li><\/ul><ol start=\"2\"><li>\u30d0\u30c3\u30c6\u30ea\u30fc\u6d88\u8cbb\u306e\u6700\u9069\u5316<\/li><\/ol><code>\/\/ \u52b9\u7387\u7684\u306a\u30ec\u30f3\u30c0\u30ea\u30f3\u30b0\u30eb\u30fc\u30d7\u306e\u4f8b void render() { \/\/ \u30d0\u30c3\u30c6\u30ea\u30fc\u6d88\u8cbb\u3092\u8003\u616e\u3057\u305f\u63cf\u753b\u51e6\u7406 glClear(GL_COLOR_BUFFER_BIT); \/\/ \u5fc5\u8981\u306a\u63cf\u753b\u51e6\u7406\u306e\u307f\u3092\u5b9f\u884c glDrawArrays(GL_TRIANGLES, 0, 3); \/\/ \u5373\u5ea7\u306b\u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u3092\u30b9\u30ef\u30c3\u30d7 eglSwapBuffers(display, surface); }<\/code> OpenGL ES\u306f\u3001\u30e2\u30d0\u30a4\u30eb\u3084\u7d44\u307f\u8fbc\u307f\u6a5f\u5668\u3067\u306e3D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u958b\u767a\u306b\u304a\u3044\u3066\u3001\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u3068\u6d88\u8cbb\u96fb\u529b\u306e\u30d0\u30e9\u30f3\u30b9\u3092\u53d6\u308a\u306a\u304c\u3089\u3001\u9ad8\u54c1\u8cea\u306a\u63cf\u753b\u3092\u5b9f\u73fe\u3067\u304d\u308b\u6700\u9069\u306a\u9078\u629e\u80a2\u3068\u306a\u3063\u3066\u3044\u307e\u3059\u3002\u6b21\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u5b9f\u969b\u306e\u958b\u767a\u74b0\u5883\u69cb\u7bc9\u3068\u57fa\u672c\u6982\u5ff5\u306b\u3064\u3044\u3066\u8a73\u3057\u304f\u8aac\u660e\u3057\u3066\u3044\u304d\u307e\u3059\u3002<\/li>\n<\/ol>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"i-2\">OpenGL ES\u306e\u57fa\u672c\u6982\u5ff5\u3068\u958b\u767a\u74b0\u5883\u69cb\u7bc9<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-3\">OpenGL ES\u306e\u57fa\u672c\u30a2\u30fc\u30ad\u30c6\u30af\u30c1\u30e3\u3092\u7406\u89e3\u3059\u308b<\/h3>\n\n\n\n<p>OpenGL ES\u306e\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u30d1\u30a4\u30d7\u30e9\u30a4\u30f3\u306f\u30013D\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u30922D\u753b\u9762\u306b\u8868\u793a\u3059\u308b\u307e\u3067\u306e\u4e00\u9023\u306e\u51e6\u7406\u3092\u62c5\u3044\u307e\u3059\u3002\u4e3b\u8981\u306a\u30b3\u30f3\u30dd\u30fc\u30cd\u30f3\u30c8\u306f\u4ee5\u4e0b\u306e\u901a\u308a\u3067\u3059\uff1a<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\uff08Vertex Shader\uff09<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u57fa\u672c\u7684\u306a\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u4f8b\nconst char* vertexShaderSource = R\"(\n    #version 300 es\n    layout(location = 0) in vec3 aPosition;  \/\/ \u9802\u70b9\u4f4d\u7f6e\n    uniform mat4 uMVPMatrix;                 \/\/ \u30e2\u30c7\u30eb\u30d3\u30e5\u30fc\u30d7\u30ed\u30b8\u30a7\u30af\u30b7\u30e7\u30f3\u884c\u5217\n\n    void main() {\n        gl_Position = uMVPMatrix * vec4(aPosition, 1.0);\n    }\n)\";<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\uff08Fragment Shader\uff09<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u57fa\u672c\u7684\u306a\u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u4f8b\nconst char* fragmentShaderSource = R\"(\n    #version 300 es\n    precision mediump float;\n    out vec4 fragColor;\n\n    void main() {\n        fragColor = vec4(1.0, 0.0, 0.0, 1.0);  \/\/ \u8d64\u8272\u3092\u51fa\u529b\n    }\n)\";<\/pre>\n\n\n\n<ol start=\"3\" class=\"wp-block-list\">\n<li>\u30ec\u30f3\u30c0\u30ea\u30f3\u30b0\u30d1\u30a4\u30d7\u30e9\u30a4\u30f3<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>\u30b8\u30aa\u30e1\u30c8\u30ea\u51e6\u7406<\/li>\n\n\n\n<li>\u30e9\u30b9\u30bf\u30e9\u30a4\u30bc\u30fc\u30b7\u30e7\u30f3<\/li>\n\n\n\n<li>\u30d4\u30af\u30bb\u30eb\u51e6\u7406<\/li>\n\n\n\n<li>\u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u64cd\u4f5c<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-4\">C++\u958b\u767a\u74b0\u5883\u306e\u30bb\u30c3\u30c8\u30a2\u30c3\u30d7\u624b\u9806<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u5fc5\u8981\u306a\u30c4\u30fc\u30eb\u306e\u30a4\u30f3\u30b9\u30c8\u30fc\u30eb<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>CMake (3.10\u4ee5\u4e0a)<\/li>\n\n\n\n<li>C++\u30b3\u30f3\u30d1\u30a4\u30e9\uff08Visual Studio\u3001GCC\u3001Clang\u7b49\uff09<\/li>\n\n\n\n<li>OpenGL ES\u30c7\u30d0\u30a4\u30b9\u30c9\u30e9\u30a4\u30d0\u30fc<\/li>\n<\/ul>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\u306e\u521d\u671f\u8a2d\u5b9a<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\"># CMakeLists.txt \u306e\u4f8b\ncmake_minimum_required(VERSION 3.10)\nproject(OpenGLESApp)\n\n# OpenGL ES\u95a2\u9023\u306e\u30e9\u30a4\u30d6\u30e9\u30ea\u3092\u691c\u7d22\nfind_package(OpenGLES REQUIRED)\nfind_package(EGL REQUIRED)\n\n# \u5b9f\u884c\u30d5\u30a1\u30a4\u30eb\u306e\u8a2d\u5b9a\nadd_executable(${PROJECT_NAME} main.cpp)\ntarget_link_libraries(${PROJECT_NAME} \n    PRIVATE \n    OpenGLES::OpenGLES3\n    EGL::EGL\n)<\/pre>\n\n\n\n<ol start=\"3\" class=\"wp-block-list\">\n<li>\u57fa\u672c\u7684\u306a\u521d\u671f\u5316\u30b3\u30fc\u30c9<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">#include &lt;GLES3\/gl3.h&gt;\n#include &lt;EGL\/egl.h&gt;\n\nclass OpenGLESApp {\npublic:\n    bool initialize() {\n        \/\/ EGL\u30c7\u30a3\u30b9\u30d7\u30ec\u30a4\u306e\u521d\u671f\u5316\n        display = eglGetDisplay(EGL_DEFAULT_DISPLAY);\n        if (display == EGL_NO_DISPLAY) {\n            return false;\n        }\n\n        \/\/ EGL\u306e\u521d\u671f\u5316\n        EGLint majorVersion, minorVersion;\n        if (!eglInitialize(display, &amp;majorVersion, &amp;minorVersion)) {\n            return false;\n        }\n\n        \/\/ OpenGL ES\u30b3\u30f3\u30c6\u30ad\u30b9\u30c8\u306e\u8a2d\u5b9a\n        EGLint configAttributes[] = {\n            EGL_SURFACE_TYPE, EGL_WINDOW_BIT,\n            EGL_RED_SIZE, 8,\n            EGL_GREEN_SIZE, 8,\n            EGL_BLUE_SIZE, 8,\n            EGL_ALPHA_SIZE, 8,\n            EGL_DEPTH_SIZE, 24,\n            EGL_NONE\n        };\n\n        return true;\n    }\n\nprivate:\n    EGLDisplay display;\n};<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-5\">\u5fc5\u8981\u306a\u30e9\u30a4\u30d6\u30e9\u30ea\u3068\u30c4\u30fc\u30eb\u306e\u6e96\u5099<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u4e3b\u8981\u306a\u30e9\u30a4\u30d6\u30e9\u30ea<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>EGL: \u30cd\u30a4\u30c6\u30a3\u30d6\u30a6\u30a3\u30f3\u30c9\u30a6\u30b7\u30b9\u30c6\u30e0\u3068\u306e\u6a4b\u6e21\u3057<\/li>\n\n\n\n<li>GLM: \u6570\u5b66\u30e9\u30a4\u30d6\u30e9\u30ea\uff08\u884c\u5217\u3001\u30d9\u30af\u30c8\u30eb\u6f14\u7b97\uff09<\/li>\n\n\n\n<li>SOIL2: \u30c6\u30af\u30b9\u30c1\u30e3\u30ed\u30fc\u30c7\u30a3\u30f3\u30b0<\/li>\n\n\n\n<li>SDL2: \u30a6\u30a3\u30f3\u30c9\u30a6\u7ba1\u7406\u3001\u5165\u529b\u51e6\u7406<\/li>\n<\/ul>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u958b\u767a\u30c4\u30fc\u30eb<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>RenderDoc: \u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u30c7\u30d0\u30c3\u30ac\u30fc<\/li>\n\n\n\n<li>GPUPerfStudio: \u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u5206\u6790<\/li>\n\n\n\n<li>Android Studio: \u30e2\u30d0\u30a4\u30eb\u958b\u767a\u7528IDE<\/li>\n<\/ul>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\u306e\u4f9d\u5b58\u95a2\u4fc2\u7ba1\u7406<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u5fc5\u8981\u306a\u30d8\u30c3\u30c0\u30fc\u30d5\u30a1\u30a4\u30eb\u306e\u30a4\u30f3\u30af\u30eb\u30fc\u30c9\n#include &lt;glm\/glm.hpp&gt;\n#include &lt;glm\/gtc\/matrix_transform.hpp&gt;\n#include &lt;SDL2\/SDL.h&gt;\n#include &lt;SOIL2\/SOIL2.h&gt;\n\n\/\/ \u57fa\u672c\u7684\u306a\u884c\u5217\u8a08\u7b97\u306e\u4f8b\nglm::mat4 projection = glm::perspective(glm::radians(45.0f), \n                                      aspectRatio,\n                                      0.1f, 100.0f);\nglm::mat4 view = glm::lookAt(\n    glm::vec3(0.0f, 0.0f, 3.0f),  \/\/ \u30ab\u30e1\u30e9\u4f4d\u7f6e\n    glm::vec3(0.0f, 0.0f, 0.0f),  \/\/ \u6ce8\u8996\u70b9\n    glm::vec3(0.0f, 1.0f, 0.0f)   \/\/ \u4e0a\u65b9\u5411\u30d9\u30af\u30c8\u30eb\n);<\/pre>\n\n\n\n<p>\u3053\u306e\u30bb\u30c3\u30c8\u30a2\u30c3\u30d7\u304c\u5b8c\u4e86\u3059\u308c\u3070\u3001OpenGL ES\u3092\u4f7f\u7528\u3057\u305f3D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u958b\u767a\u3092\u59cb\u3081\u308b\u6e96\u5099\u304c\u6574\u3044\u307e\u3059\u3002\u6b21\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u5b9f\u969b\u306b\u4e09\u89d2\u5f62\u3092\u63cf\u753b\u3059\u308b\u57fa\u672c\u7684\u306a\u5b9f\u88c5\u306b\u3064\u3044\u3066\u8aac\u660e\u3057\u3066\u3044\u304d\u307e\u3059\u3002<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"i-6\">\u306f\u3058\u3081\u3066\u306e3D\u63cf\u753b\uff1a\u4e09\u89d2\u5f62\u3092\u63cf\u753b\u3059\u308b<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-7\">\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u57fa\u672c\u3092\u7406\u89e3\u3059\u308b<\/h3>\n\n\n\n<p>\u30b7\u30a7\u30fc\u30c0\u30fc\u306fGPU\u4e0a\u3067\u5b9f\u884c\u3055\u308c\u308b\u5c0f\u3055\u306a\u30d7\u30ed\u30b0\u30e9\u30e0\u3067\u30013D\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u306e\u30ec\u30f3\u30c0\u30ea\u30f3\u30b0\u30d1\u30a4\u30d7\u30e9\u30a4\u30f3\u306e\u4e2d\u6838\u3092\u62c5\u3044\u307e\u3059\u3002<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30b7\u30a7\u30fc\u30c0\u30fc\u30d7\u30ed\u30b0\u30e9\u30e0\u306e\u4f5c\u6210<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class Shader {\npublic:\n    \/\/ \u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u30b3\u30f3\u30d1\u30a4\u30eb\u3068\u691c\u8a3c\n    GLuint compileShader(const char* source, GLenum type) {\n        GLuint shader = glCreateShader(type);\n        glShaderSource(shader, 1, &amp;source, nullptr);\n        glCompileShader(shader);\n\n        \/\/ \u30b3\u30f3\u30d1\u30a4\u30eb\u7d50\u679c\u306e\u78ba\u8a8d\n        GLint success;\n        glGetShaderiv(shader, GL_COMPILE_STATUS, &amp;success);\n        if (!success) {\n            GLchar infoLog[512];\n            glGetShaderInfoLog(shader, sizeof(infoLog), nullptr, infoLog);\n            std::cerr &lt;&lt; \"\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u30b3\u30f3\u30d1\u30a4\u30eb\u306b\u5931\u6557: \" &lt;&lt; infoLog &lt;&lt; std::endl;\n            return 0;\n        }\n        return shader;\n    }\n\n    \/\/ \u30b7\u30a7\u30fc\u30c0\u30fc\u30d7\u30ed\u30b0\u30e9\u30e0\u306e\u30ea\u30f3\u30af\n    bool linkProgram(GLuint vertexShader, GLuint fragmentShader) {\n        programId = glCreateProgram();\n        glAttachShader(programId, vertexShader);\n        glAttachShader(programId, fragmentShader);\n        glLinkProgram(programId);\n\n        \/\/ \u30ea\u30f3\u30af\u7d50\u679c\u306e\u78ba\u8a8d\n        GLint success;\n        glGetProgramiv(programId, GL_LINK_STATUS, &amp;success);\n        if (!success) {\n            GLchar infoLog[512];\n            glGetProgramInfoLog(programId, sizeof(infoLog), nullptr, infoLog);\n            std::cerr &lt;&lt; \"\u30b7\u30a7\u30fc\u30c0\u30fc\u30d7\u30ed\u30b0\u30e9\u30e0\u306e\u30ea\u30f3\u30af\u306b\u5931\u6557: \" &lt;&lt; infoLog &lt;&lt; std::endl;\n            return false;\n        }\n        return true;\n    }\n\nprivate:\n    GLuint programId;\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u57fa\u672c\u7684\u306a\u30b7\u30a7\u30fc\u30c0\u30fc\u30b3\u30fc\u30c9<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nlayout(location = 0) in vec3 aPosition;  \/\/ \u9802\u70b9\u5ea7\u6a19\nlayout(location = 1) in vec3 aColor;     \/\/ \u9802\u70b9\u30ab\u30e9\u30fc\nout vec3 vColor;                         \/\/ \u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\u3078\u306e\u51fa\u529b\n\nvoid main() {\n    gl_Position = vec4(aPosition, 1.0);\n    vColor = aColor;\n}\n\n\/\/ \u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision mediump float;\nin vec3 vColor;           \/\/ \u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\u304b\u3089\u306e\u5165\u529b\nout vec4 fragColor;       \/\/ \u6700\u7d42\u7684\u306a\u8272\u51fa\u529b\n\nvoid main() {\n    fragColor = vec4(vColor, 1.0);\n}<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-8\">\u9802\u70b9\u30d0\u30c3\u30d5\u30a1\u3068\u30a4\u30f3\u30c7\u30c3\u30af\u30b9\u30d0\u30c3\u30d5\u30a1\u306e\u5b9f\u88c5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u9802\u70b9\u30c7\u30fc\u30bf\u306e\u5b9a\u7fa9\u3068\u8a2d\u5b9a<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class TriangleRenderer {\npublic:\n    void initialize() {\n        \/\/ \u9802\u70b9\u30c7\u30fc\u30bf\u306e\u5b9a\u7fa9\n        float vertices[] = {\n            \/\/ \u5ea7\u6a19(x, y, z)          \u8272(R, G, B)\n            -0.5f, -0.5f, 0.0f,    1.0f, 0.0f, 0.0f,  \/\/ \u5de6\u4e0b\n             0.5f, -0.5f, 0.0f,    0.0f, 1.0f, 0.0f,  \/\/ \u53f3\u4e0b\n             0.0f,  0.5f, 0.0f,    0.0f, 0.0f, 1.0f   \/\/ \u4e0a\n        };\n\n        \/\/ VAO\u306e\u751f\u6210\u3068\u30d0\u30a4\u30f3\u30c9\n        glGenVertexArrays(1, &amp;vao);\n        glBindVertexArray(vao);\n\n        \/\/ VBO\u306e\u751f\u6210\u3068\u30c7\u30fc\u30bf\u8ee2\u9001\n        glGenBuffers(1, &amp;vbo);\n        glBindBuffer(GL_ARRAY_BUFFER, vbo);\n        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);\n\n        \/\/ \u9802\u70b9\u5c5e\u6027\u306e\u8a2d\u5b9a\n        \/\/ \u4f4d\u7f6e\u5c5e\u6027\n        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);\n        glEnableVertexAttribArray(0);\n        \/\/ \u8272\u5c5e\u6027\n        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));\n        glEnableVertexAttribArray(1);\n    }\n\nprivate:\n    GLuint vao, vbo;\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30a4\u30f3\u30c7\u30c3\u30af\u30b9\u30d0\u30c3\u30d5\u30a1\u306e\u6d3b\u7528<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class IndexedTriangleRenderer {\npublic:\n    void initialize() {\n        \/\/ \u30a4\u30f3\u30c7\u30c3\u30af\u30b9\u30c7\u30fc\u30bf\u306e\u5b9a\u7fa9\n        unsigned int indices[] = {\n            0, 1, 2  \/\/ \u4e09\u89d2\u5f62\u3092\u69cb\u6210\u3059\u308b\u9802\u70b9\u306e\u30a4\u30f3\u30c7\u30c3\u30af\u30b9\n        };\n\n        \/\/ EBO\u306e\u751f\u6210\u3068\u30c7\u30fc\u30bf\u8ee2\u9001\n        glGenBuffers(1, &amp;ebo);\n        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);\n        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);\n    }\n\nprivate:\n    GLuint ebo;\n};<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-9\">\u5b9f\u969b\u306e\u63cf\u753b\u51e6\u7406\u306e\u5b9f\u88c5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30ec\u30f3\u30c0\u30ea\u30f3\u30b0\u30eb\u30fc\u30d7\u306e\u57fa\u672c\u69cb\u9020<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class Renderer {\npublic:\n    void render() {\n        \/\/ \u30d0\u30c3\u30af\u30d0\u30c3\u30d5\u30a1\u306e\u30af\u30ea\u30a2\n        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\n        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);\n\n        \/\/ \u30b7\u30a7\u30fc\u30c0\u30fc\u30d7\u30ed\u30b0\u30e9\u30e0\u306e\u4f7f\u7528\n        glUseProgram(shaderProgram);\n\n        \/\/ VAO\u306e\u30d0\u30a4\u30f3\u30c9\n        glBindVertexArray(vao);\n\n        \/\/ \u63cf\u753b\u30b3\u30de\u30f3\u30c9\u306e\u767a\u884c\n        glDrawArrays(GL_TRIANGLES, 0, 3);\n        \/\/ \u307e\u305f\u306f\u3001\u30a4\u30f3\u30c7\u30c3\u30af\u30b9\u63cf\u753b\u306e\u5834\u5408\n        \/\/ glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);\n\n        \/\/ \u30d0\u30c3\u30d5\u30a1\u306e\u30b9\u30ef\u30c3\u30d7\n        eglSwapBuffers(display, surface);\n    }\n\n    void cleanup() {\n        \/\/ \u30ea\u30bd\u30fc\u30b9\u306e\u89e3\u653e\n        glDeleteVertexArrays(1, &amp;vao);\n        glDeleteBuffers(1, &amp;vbo);\n        glDeleteBuffers(1, &amp;ebo);\n        glDeleteProgram(shaderProgram);\n    }\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30a8\u30e9\u30fc\u30cf\u30f3\u30c9\u30ea\u30f3\u30b0\u3068\u30c7\u30d0\u30c3\u30b0<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">void checkGLError(const char* operation) {\n    GLenum error;\n    while ((error = glGetError()) != GL_NO_ERROR) {\n        std::string errorMsg;\n        switch (error) {\n            case GL_INVALID_ENUM:       errorMsg = \"GL_INVALID_ENUM\"; break;\n            case GL_INVALID_VALUE:      errorMsg = \"GL_INVALID_VALUE\"; break;\n            case GL_INVALID_OPERATION:  errorMsg = \"GL_INVALID_OPERATION\"; break;\n            case GL_OUT_OF_MEMORY:      errorMsg = \"GL_OUT_OF_MEMORY\"; break;\n            default:                    errorMsg = \"Unknown Error\"; break;\n        }\n        std::cerr &lt;&lt; \"OpenGL Error after \" &lt;&lt; operation &lt;&lt; \": \" &lt;&lt; errorMsg &lt;&lt; std::endl;\n    }\n}<\/pre>\n\n\n\n<p>\u3053\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001OpenGL ES\u3092\u4f7f\u7528\u3057\u305f\u57fa\u672c\u7684\u306a\u4e09\u89d2\u5f62\u306e\u63cf\u753b\u65b9\u6cd5\u3092\u89e3\u8aac\u3057\u307e\u3057\u305f\u3002\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u4f5c\u6210\u304b\u3089\u5b9f\u969b\u306e\u63cf\u753b\u51e6\u7406\u307e\u3067\u3001\u5b9f\u8df5\u7684\u306a\u30b3\u30fc\u30c9\u4f8b\u3092\u4ea4\u3048\u3066\u8aac\u660e\u3057\u3066\u3044\u307e\u3059\u3002\u6b21\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u30c6\u30af\u30b9\u30c1\u30e3\u3068\u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u306e\u5b9f\u88c5\u306b\u3064\u3044\u3066\u8aac\u660e\u3057\u3066\u3044\u304d\u307e\u3059\u3002<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"i-10\">\u30c6\u30af\u30b9\u30c1\u30e3\u3068\u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u306e\u5b9f\u88c5<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-11\">2D\u30c6\u30af\u30b9\u30c1\u30e3\u306e\u30ed\u30fc\u30c9\u3068\u63cf\u753b\u65b9\u6cd5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30c6\u30af\u30b9\u30c1\u30e3\u30ed\u30fc\u30c0\u30fc\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class TextureLoader {\npublic:\n    GLuint loadTexture(const char* path) {\n        GLuint textureId;\n        glGenTextures(1, &amp;textureId);\n        glBindTexture(GL_TEXTURE_2D, textureId);\n\n        \/\/ \u30c6\u30af\u30b9\u30c1\u30e3\u30d1\u30e9\u30e1\u30fc\u30bf\u306e\u8a2d\u5b9a\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n\n        \/\/ SOIL2\u3092\u4f7f\u7528\u3057\u3066\u30c6\u30af\u30b9\u30c1\u30e3\u3092\u30ed\u30fc\u30c9\n        int width, height, channels;\n        unsigned char* data = SOIL_load_image(path, &amp;width, &amp;height, &amp;channels, SOIL_LOAD_RGBA);\n\n        if (data) {\n            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);\n            glGenerateMipmap(GL_TEXTURE_2D);\n            SOIL_free_image_data(data);\n        } else {\n            std::cerr &lt;&lt; \"\u30c6\u30af\u30b9\u30c1\u30e3\u306e\u30ed\u30fc\u30c9\u306b\u5931\u6557: \" &lt;&lt; path &lt;&lt; std::endl;\n        }\n\n        return textureId;\n    }\n\n    \/\/ \u30c6\u30af\u30b9\u30c1\u30e3\u5727\u7e2e\u306e\u5b9f\u88c5\uff08\u30e2\u30d0\u30a4\u30eb\u30c7\u30d0\u30a4\u30b9\u5411\u3051\u6700\u9069\u5316\uff09\n    GLuint loadCompressedTexture(const char* path) {\n        GLuint textureId;\n        glGenTextures(1, &amp;textureId);\n        glBindTexture(GL_TEXTURE_2D, textureId);\n\n        \/\/ ETC2\/EAC\u5f62\u5f0f\uff08OpenGL ES 3.0\u3067\u6a19\u6e96\u30b5\u30dd\u30fc\u30c8\uff09\u3092\u4f7f\u7528\n        gli::texture2d tex(gli::load(path));\n        glCompressedTexImage2D(\n            GL_TEXTURE_2D, 0,\n            GL_COMPRESSED_RGBA8_ETC2_EAC,\n            tex.extent().x, tex.extent().y, 0,\n            tex.size(),\n            tex.data()\n        );\n\n        return textureId;\n    }\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30c6\u30af\u30b9\u30c1\u30e3\u5ea7\u6a19\u3092\u542b\u3080\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nlayout(location = 0) in vec3 aPosition;\nlayout(location = 1) in vec2 aTexCoord;\n\nout vec2 vTexCoord;\n\nuniform mat4 uModelMatrix;\nuniform mat4 uViewMatrix;\nuniform mat4 uProjectionMatrix;\n\nvoid main() {\n    gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aPosition, 1.0);\n    vTexCoord = aTexCoord;\n}\n\n\/\/ \u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision mediump float;\n\nin vec2 vTexCoord;\nout vec4 fragColor;\n\nuniform sampler2D uTexture;\n\nvoid main() {\n    fragColor = texture(uTexture, vTexCoord);\n}<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-12\">\u57fa\u672c\u7684\u306a\u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u30e2\u30c7\u30eb\u306e\u5b9f\u88c5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30d5\u30a9\u30f3\u30b7\u30a7\u30fc\u30c7\u30a3\u30f3\u30b0\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u5149\u6e90\u30c7\u30fc\u30bf\u69cb\u9020\nstruct Light {\n    glm::vec3 position;\n    glm::vec3 ambient;\n    glm::vec3 diffuse;\n    glm::vec3 specular;\n};\n\n\/\/ \u30de\u30c6\u30ea\u30a2\u30eb\u30c7\u30fc\u30bf\u69cb\u9020\nstruct Material {\n    glm::vec3 ambient;\n    glm::vec3 diffuse;\n    glm::vec3 specular;\n    float shininess;\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u8a08\u7b97\u7528\u30b7\u30a7\u30fc\u30c0\u30fc<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nlayout(location = 0) in vec3 aPosition;\nlayout(location = 1) in vec3 aNormal;\n\nout vec3 vFragPos;\nout vec3 vNormal;\n\nuniform mat4 uModel;\nuniform mat4 uView;\nuniform mat4 uProjection;\nuniform mat3 uNormalMatrix;\n\nvoid main() {\n    vFragPos = vec3(uModel * vec4(aPosition, 1.0));\n    vNormal = uNormalMatrix * aNormal;\n    gl_Position = uProjection * uView * vec4(vFragPos, 1.0);\n}\n\n\/\/ \u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision mediump float;\n\nin vec3 vFragPos;\nin vec3 vNormal;\n\nout vec4 fragColor;\n\nuniform vec3 uLightPos;\nuniform vec3 uViewPos;\nuniform vec3 uLightColor;\nuniform vec3 uObjectColor;\n\nvoid main() {\n    \/\/ \u30a2\u30f3\u30d3\u30a8\u30f3\u30c8\n    float ambientStrength = 0.1;\n    vec3 ambient = ambientStrength * uLightColor;\n\n    \/\/ \u30c7\u30a3\u30d5\u30e5\u30fc\u30ba\n    vec3 norm = normalize(vNormal);\n    vec3 lightDir = normalize(uLightPos - vFragPos);\n    float diff = max(dot(norm, lightDir), 0.0);\n    vec3 diffuse = diff * uLightColor;\n\n    \/\/ \u30b9\u30da\u30ad\u30e5\u30e9\u30fc\n    float specularStrength = 0.5;\n    vec3 viewDir = normalize(uViewPos - vFragPos);\n    vec3 reflectDir = reflect(-lightDir, norm);\n    float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);\n    vec3 specular = specularStrength * spec * uLightColor;\n\n    \/\/ \u6700\u7d42\u30ab\u30e9\u30fc\n    vec3 result = (ambient + diffuse + specular) * uObjectColor;\n    fragColor = vec4(result, 1.0);\n}<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-13\">\u30de\u30c6\u30ea\u30a2\u30eb\u3068\u30b7\u30a7\u30fc\u30c7\u30a3\u30f3\u30b0\u306e\u5fdc\u7528<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>PBR\uff08Physically Based Rendering\uff09\u306e\u57fa\u672c\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ PBR\u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision highp float;\n\n\/\/ \u30de\u30c6\u30ea\u30a2\u30eb\u30d7\u30ed\u30d1\u30c6\u30a3\nuniform vec3 uAlbedo;\nuniform float uMetallic;\nuniform float uRoughness;\nuniform float uAO;\n\n\/\/ \u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u95a2\u6570\nvec3 fresnelSchlick(float cosTheta, vec3 F0) {\n    return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);\n}\n\nfloat DistributionGGX(vec3 N, vec3 H, float roughness) {\n    float a = roughness * roughness;\n    float a2 = a * a;\n    float NdotH = max(dot(N, H), 0.0);\n    float NdotH2 = NdotH * NdotH;\n\n    float num = a2;\n    float denom = (NdotH2 * (a2 - 1.0) + 1.0);\n    denom = PI * denom * denom;\n\n    return num \/ denom;\n}\n\nvoid main() {\n    vec3 N = normalize(vNormal);\n    vec3 V = normalize(uViewPos - vFragPos);\n\n    vec3 F0 = vec3(0.04); \n    F0 = mix(F0, uAlbedo, uMetallic);\n\n    \/\/ \u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u8a08\u7b97\n    vec3 Lo = vec3(0.0);\n    for(int i = 0; i &lt; 4; ++i) {\n        vec3 L = normalize(uLightPositions[i] - vFragPos);\n        vec3 H = normalize(V + L);\n\n        float distance = length(uLightPositions[i] - vFragPos);\n        float attenuation = 1.0 \/ (distance * distance);\n        vec3 radiance = uLightColors[i] * attenuation;\n\n        \/\/ Cook-Torrance BRDF\n        float NDF = DistributionGGX(N, H, uRoughness);\n        float G   = GeometrySmith(N, V, L, uRoughness);\n        vec3 F    = fresnelSchlick(max(dot(H, V), 0.0), F0);\n\n        vec3 numerator = NDF * G * F;\n        float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);\n        vec3 specular = numerator \/ max(denominator, 0.001);\n\n        vec3 kS = F;\n        vec3 kD = vec3(1.0) - kS;\n        kD *= 1.0 - uMetallic;\n\n        float NdotL = max(dot(N, L), 0.0);\n        Lo += (kD * uAlbedo \/ PI + specular) * radiance * NdotL;\n    }\n\n    vec3 ambient = vec3(0.03) * uAlbedo * uAO;\n    vec3 color = ambient + Lo;\n\n    \/\/ HDR\u30c8\u30fc\u30f3\u30de\u30c3\u30d4\u30f3\u30b0\u3068\u30ac\u30f3\u30de\u88dc\u6b63\n    color = color \/ (color + vec3(1.0));\n    color = pow(color, vec3(1.0\/2.2)); \n\n    fragColor = vec4(color, 1.0);\n}<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u6700\u9069\u5316\u30c6\u30af\u30cb\u30c3\u30af<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class RenderOptimizer {\npublic:\n    \/\/ \u30d0\u30c3\u30c1\u51e6\u7406\u306e\u5b9f\u88c5\n    void batchRender(const std::vector&lt;RenderObject&gt;&amp; objects) {\n        \/\/ \u540c\u3058\u30de\u30c6\u30ea\u30a2\u30eb\u3084\u30c6\u30af\u30b9\u30c1\u30e3\u3092\u4f7f\u7528\u3059\u308b\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u3092\u30b0\u30eb\u30fc\u30d7\u5316\n        std::map&lt;Material*, std::vector&lt;RenderObject&gt;&gt; materialGroups;\n        for (const auto&amp; obj : objects) {\n            materialGroups[obj.material].push_back(obj);\n        }\n\n        \/\/ \u30de\u30c6\u30ea\u30a2\u30eb\u3054\u3068\u306b\u30d0\u30c3\u30c1\u51e6\u7406\n        for (const auto&amp; group : materialGroups) {\n            bindMaterial(group.first);\n            for (const auto&amp; obj : group.second) {\n                renderObject(obj);\n            }\n        }\n    }\n\n    \/\/ \u30e2\u30d0\u30a4\u30eb\u5411\u3051\u306e\u6700\u9069\u5316\n    void optimizeForMobile() {\n        \/\/ \u30df\u30c3\u30d7\u30de\u30c3\u30d7\u306e\u751f\u6210\n        glGenerateMipmap(GL_TEXTURE_2D);\n\n        \/\/ \u63cf\u753b\u7bc4\u56f2\u306e\u6700\u9069\u5316\n        glEnable(GL_CULL_FACE);\n        glCullFace(GL_BACK);\n\n        \/\/ \u30d0\u30c3\u30c6\u30ea\u30fc\u6d88\u8cbb\u306e\u6700\u9069\u5316\n        glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);\n    }\n};<\/pre>\n\n\n\n<p>\u3053\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u30c6\u30af\u30b9\u30c1\u30e3\u30de\u30c3\u30d4\u30f3\u30b0\u3068\u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\u306e\u5b9f\u88c5\u65b9\u6cd5\u306b\u3064\u3044\u3066\u8a73\u3057\u304f\u89e3\u8aac\u3057\u307e\u3057\u305f\u3002\u7279\u306b\u30e2\u30d0\u30a4\u30eb\u30c7\u30d0\u30a4\u30b9\u3067\u306e\u6700\u9069\u5316\u3092\u8003\u616e\u3057\u305f\u5b9f\u88c5\u65b9\u6cd5\u306b\u7126\u70b9\u3092\u5f53\u3066\u3066\u3044\u307e\u3059\u3002\u6b21\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u3088\u308a\u9ad8\u5ea6\u306a\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u6280\u6cd5\u306b\u3064\u3044\u3066\u8aac\u660e\u3057\u3066\u3044\u304d\u307e\u3059\u3002<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"i-14\">\u9ad8\u5ea6\u306a\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u6280\u6cd5\u306e\u5b9f\u88c5<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-15\">\u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u30b7\u30b9\u30c6\u30e0\u306e\u5b9f\u88c5\u65b9\u6cd5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u30b7\u30b9\u30c6\u30e0\u306e\u57fa\u672c\u69cb\u9020<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">struct Particle {\n    glm::vec3 position;\n    glm::vec3 velocity;\n    glm::vec4 color;\n    float life;\n    float size;\n};\n\nclass ParticleSystem {\npublic:\n    void initialize(int maxParticles) {\n        particles.resize(maxParticles);\n\n        \/\/ \u30a4\u30f3\u30b9\u30bf\u30f3\u30b9\u63cf\u753b\u7528\u306e\u30d0\u30c3\u30d5\u30a1\u3092\u8a2d\u5b9a\n        glGenBuffers(1, &amp;instanceVBO);\n        glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);\n        glBufferData(GL_ARRAY_BUFFER, \n                    maxParticles * sizeof(ParticleInstance), \n                    nullptr, \n                    GL_DYNAMIC_DRAW);\n\n        \/\/ \u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u7528\u306e\u30b7\u30a7\u30fc\u30c0\u30fc\u3092\u8a2d\u5b9a\n        setupShaders();\n    }\n\n    void update(float deltaTime) {\n        std::vector&lt;ParticleInstance&gt; instances;\n        instances.reserve(particles.size());\n\n        for (auto&amp; particle : particles) {\n            if (particle.life &gt; 0.0f) {\n                \/\/ \u7269\u7406\u6f14\u7b97\u306e\u66f4\u65b0\n                particle.velocity += gravity * deltaTime;\n                particle.position += particle.velocity * deltaTime;\n                particle.life -= deltaTime;\n\n                \/\/ \u30a4\u30f3\u30b9\u30bf\u30f3\u30b9\u30c7\u30fc\u30bf\u306e\u4f5c\u6210\n                ParticleInstance instance;\n                instance.transform = calculateTransform(particle);\n                instance.color = calculateColor(particle);\n                instances.push_back(instance);\n            }\n        }\n\n        \/\/ \u30a4\u30f3\u30b9\u30bf\u30f3\u30b9\u30d0\u30c3\u30d5\u30a1\u306e\u66f4\u65b0\n        glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);\n        glBufferSubData(GL_ARRAY_BUFFER, 0, \n                       instances.size() * sizeof(ParticleInstance), \n                       instances.data());\n    }\n\nprivate:\n    std::vector&lt;Particle&gt; particles;\n    GLuint instanceVBO;\n    glm::vec3 gravity{0.0f, -9.81f, 0.0f};\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u7528\u306e\u30b7\u30a7\u30fc\u30c0\u30fc\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nlayout(location = 0) in vec3 aPos;\nlayout(location = 1) in mat4 aInstanceMatrix;\nlayout(location = 5) in vec4 aColor;\n\nuniform mat4 uProjection;\nuniform mat4 uView;\n\nout vec4 vColor;\n\nvoid main() {\n    vColor = aColor;\n    gl_Position = uProjection * uView * aInstanceMatrix * vec4(aPos, 1.0);\n}\n\n\/\/ \u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision mediump float;\n\nin vec4 vColor;\nout vec4 fragColor;\n\nvoid main() {\n    \/\/ \u30a2\u30eb\u30d5\u30a1\u30d6\u30ec\u30f3\u30c7\u30a3\u30f3\u30b0\u306e\u305f\u3081\u306e\u51fa\u529b\n    fragColor = vColor;\n}<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-16\">\u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d4\u30f3\u30b0\u306e\u5c0e\u5165<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d7\u306e\u751f\u6210<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class ShadowMapper {\npublic:\n    void initialize(int width, int height) {\n        \/\/ \u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d7\u7528\u306e\u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u3092\u4f5c\u6210\n        glGenFramebuffers(1, &amp;shadowFBO);\n\n        \/\/ \u30c7\u30d7\u30b9\u30c6\u30af\u30b9\u30c1\u30e3\u306e\u4f5c\u6210\n        glGenTextures(1, &amp;shadowMap);\n        glBindTexture(GL_TEXTURE_2D, shadowMap);\n        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,\n                    width, height, 0, GL_DEPTH_COMPONENT, \n                    GL_UNSIGNED_INT, nullptr);\n\n        \/\/ \u30c6\u30af\u30b9\u30c1\u30e3\u30d1\u30e9\u30e1\u30fc\u30bf\u306e\u8a2d\u5b9a\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);\n\n        \/\/ \u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u306e\u8a2d\u5b9a\n        glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO);\n        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, \n                              GL_TEXTURE_2D, shadowMap, 0);\n        glDrawBuffer(GL_NONE);\n        glReadBuffer(GL_NONE);\n    }\n\n    void renderShadowMap(const Scene&amp; scene, const Light&amp; light) {\n        glViewport(0, 0, shadowMapWidth, shadowMapHeight);\n        glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO);\n        glClear(GL_DEPTH_BUFFER_BIT);\n\n        \/\/ \u5149\u6e90\u8996\u70b9\u304b\u3089\u306e\u30d3\u30e5\u30fc\u884c\u5217\u3092\u8a08\u7b97\n        glm::mat4 lightSpaceMatrix = calculateLightSpaceMatrix(light);\n\n        \/\/ \u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d7\u306e\u63cf\u753b\n        shadowShader.use();\n        shadowShader.setMat4(\"uLightSpaceMatrix\", lightSpaceMatrix);\n        scene.renderDepthOnly();\n    }\n\nprivate:\n    GLuint shadowFBO, shadowMap;\n    int shadowMapWidth, shadowMapHeight;\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d4\u30f3\u30b0\u30b7\u30a7\u30fc\u30c0\u30fc<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d7\u751f\u6210\u7528\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nlayout(location = 0) in vec3 aPos;\n\nuniform mat4 uLightSpaceMatrix;\nuniform mat4 uModel;\n\nvoid main() {\n    gl_Position = uLightSpaceMatrix * uModel * vec4(aPos, 1.0);\n}\n\n\/\/ \u30b7\u30e3\u30c9\u30a6\u9069\u7528\u7528\u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision highp float;\n\nin vec3 vFragPos;\nin vec3 vNormal;\nin vec4 vFragPosLightSpace;\n\nuniform sampler2D uShadowMap;\nuniform vec3 uLightPos;\nuniform vec3 uViewPos;\n\nout vec4 fragColor;\n\nfloat calculateShadow(vec4 fragPosLightSpace) {\n    \/\/ \u30d1\u30fc\u30b9\u30da\u30af\u30c6\u30a3\u30d6\u9664\u7b97\n    vec3 projCoords = fragPosLightSpace.xyz \/ fragPosLightSpace.w;\n    projCoords = projCoords * 0.5 + 0.5;\n\n    \/\/ \u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d7\u304b\u3089\u306e\u6df1\u5ea6\u5024\u53d6\u5f97\n    float closestDepth = texture(uShadowMap, projCoords.xy).r;\n    float currentDepth = projCoords.z;\n\n    \/\/ \u30d0\u30a4\u30a2\u30b9\u306e\u9069\u7528\n    float bias = max(0.05 * (1.0 - dot(vNormal, normalize(uLightPos))), 0.005);\n\n    \/\/ PCF\u30d5\u30a3\u30eb\u30bf\u30ea\u30f3\u30b0\n    float shadow = 0.0;\n    vec2 texelSize = 1.0 \/ vec2(textureSize(uShadowMap, 0));\n    for(int x = -1; x &lt;= 1; ++x) {\n        for(int y = -1; y &lt;= 1; ++y) {\n            float pcfDepth = texture(uShadowMap, \n                                   projCoords.xy + vec2(x, y) * texelSize).r;\n            shadow += currentDepth - bias &gt; pcfDepth ? 1.0 : 0.0;\n        }\n    }\n    shadow \/= 9.0;\n\n    return shadow;\n}<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-17\">\u30dd\u30b9\u30c8\u30d7\u30ed\u30bb\u30b9\u30a8\u30d5\u30a7\u30af\u30c8\u306e\u5b9f\u88c5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u306e\u8a2d\u5b9a<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class PostProcessor {\npublic:\n    void initialize(int width, int height) {\n        \/\/ \u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u306e\u4f5c\u6210\n        glGenFramebuffers(1, &amp;fbo);\n        glBindFramebuffer(GL_FRAMEBUFFER, fbo);\n\n        \/\/ \u30ab\u30e9\u30fc\u30d0\u30c3\u30d5\u30a1\u306e\u4f5c\u6210\n        glGenTextures(1, &amp;colorBuffer);\n        glBindTexture(GL_TEXTURE_2D, colorBuffer);\n        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, \n                    GL_RGBA, GL_FLOAT, nullptr);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n\n        \/\/ \u30d5\u30ec\u30fc\u30e0\u30d0\u30c3\u30d5\u30a1\u306b\u30a2\u30bf\u30c3\u30c1\n        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, \n                              GL_TEXTURE_2D, colorBuffer, 0);\n    }\n\n    void applyEffect(const PostProcessEffect&amp; effect) {\n        effect.shader.use();\n        glBindFramebuffer(GL_FRAMEBUFFER, 0);\n        glClear(GL_COLOR_BUFFER_BIT);\n\n        \/\/ \u30a8\u30d5\u30a7\u30af\u30c8\u306e\u30d1\u30e9\u30e1\u30fc\u30bf\u3092\u8a2d\u5b9a\n        effect.setUniforms();\n\n        \/\/ \u30b9\u30af\u30ea\u30fc\u30f3\u5168\u4f53\u306b\u63cf\u753b\n        renderQuad();\n    }\n\nprivate:\n    GLuint fbo, colorBuffer;\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30dd\u30b9\u30c8\u30d7\u30ed\u30bb\u30b9\u30a8\u30d5\u30a7\u30af\u30c8\u306e\u30b7\u30a7\u30fc\u30c0\u30fc\u4f8b<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">\/\/ \u30d6\u30eb\u30fc\u30e0\u30a8\u30d5\u30a7\u30af\u30c8\u7528\u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision mediump float;\n\nin vec2 vTexCoords;\nuniform sampler2D uScene;\nuniform sampler2D uBloomBlur;\nuniform float uExposure;\n\nout vec4 fragColor;\n\nvoid main() {\n    const float gamma = 2.2;\n    vec3 hdrColor = texture(uScene, vTexCoords).rgb;\n    vec3 bloomColor = texture(uBloomBlur, vTexCoords).rgb;\n\n    \/\/ HDR\u30c8\u30fc\u30f3\u30de\u30c3\u30d4\u30f3\u30b0\u3068\u30d6\u30eb\u30fc\u30e0\u306e\u5408\u6210\n    vec3 result = vec3(1.0) - exp(-hdrColor * uExposure);\n    result += bloomColor;\n\n    \/\/ \u30ac\u30f3\u30de\u88dc\u6b63\n    result = pow(result, vec3(1.0 \/ gamma));\n\n    fragColor = vec4(result, 1.0);\n}\n\n\/\/ \u30e2\u30fc\u30b7\u30e7\u30f3\u30d6\u30e9\u30fc\u7528\u30d5\u30e9\u30b0\u30e1\u30f3\u30c8\u30b7\u30a7\u30fc\u30c0\u30fc\n#version 300 es\nprecision mediump float;\n\nin vec2 vTexCoords;\nuniform sampler2D uScene;\nuniform sampler2D uVelocityMap;\nuniform float uBlurStrength;\n\nout vec4 fragColor;\n\nvoid main() {\n    vec2 velocity = texture(uVelocityMap, vTexCoords).rg * uBlurStrength;\n    vec3 color = vec3(0.0);\n\n    \/\/ \u30b5\u30f3\u30d7\u30eb\u6570\u306b\u57fa\u3065\u304f\u30d6\u30e9\u30fc\u52b9\u679c\u306e\u9069\u7528\n    const int SAMPLES = 8;\n    for(int i = 0; i &lt; SAMPLES; i++) {\n        vec2 offset = velocity * (float(i) \/ float(SAMPLES - 1) - 0.5);\n        color += texture(uScene, vTexCoords + offset).rgb;\n    }\n    color \/= float(SAMPLES);\n\n    fragColor = vec4(color, 1.0);\n}<\/pre>\n\n\n\n<p>\u3053\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u30b7\u30b9\u30c6\u30e0\u3001\u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d4\u30f3\u30b0\u3001\u30dd\u30b9\u30c8\u30d7\u30ed\u30bb\u30b9\u30a8\u30d5\u30a7\u30af\u30c8\u306a\u3069\u3001\u9ad8\u5ea6\u306a\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u6280\u6cd5\u306e\u5b9f\u88c5\u65b9\u6cd5\u3092\u89e3\u8aac\u3057\u307e\u3057\u305f\u3002\u7279\u306b\u30e2\u30d0\u30a4\u30eb\u30c7\u30d0\u30a4\u30b9\u3067\u306e\u6700\u9069\u5316\u3092\u8003\u616e\u3057\u305f\u5b9f\u88c5\u4f8b\u3092\u63d0\u4f9b\u3057\u3066\u3044\u307e\u3059\u3002\u6b21\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u6700\u9069\u5316\u3068\u30c7\u30d0\u30c3\u30b0\u624b\u6cd5\u306b\u3064\u3044\u3066\u8aac\u660e\u3057\u3066\u3044\u304d\u307e\u3059\u3002<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"i-18\">\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u6700\u9069\u5316\u3068\u30c7\u30d0\u30c3\u30b0\u624b\u6cd5<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-19\">\u30d5\u30ec\u30fc\u30e0\u30ec\u30fc\u30c8\u5411\u4e0a\u306e\u305f\u3081\u306e\u6700\u9069\u5316\u624b\u6cd5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30c9\u30ed\u30fc\u30b3\u30fc\u30eb\u6700\u9069\u5316<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class RenderBatcher {\npublic:\n    void initialize() {\n        \/\/ \u30a4\u30f3\u30b9\u30bf\u30f3\u30b9\u63cf\u753b\u7528\u306e\u30d0\u30c3\u30d5\u30a1\u3092\u8a2d\u5b9a\n        glGenBuffers(1, &amp;instanceVBO);\n        glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);\n    }\n\n    void batchObjects(const std::vector&lt;RenderObject&gt;&amp; objects) {\n        \/\/ \u30de\u30c6\u30ea\u30a2\u30eb\u3054\u3068\u306b\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u3092\u30b0\u30eb\u30fc\u30d7\u5316\n        std::unordered_map&lt;Material*, std::vector&lt;RenderObject&gt;&gt; materialGroups;\n        for (const auto&amp; obj : objects) {\n            materialGroups[obj.material].push_back(obj);\n        }\n\n        \/\/ \u30d0\u30c3\u30c1\u60c5\u5831\u306e\u69cb\u7bc9\n        for (auto&amp; [material, group] : materialGroups) {\n            BatchInfo batch;\n            batch.material = material;\n            batch.instanceCount = group.size();\n\n            \/\/ \u30a4\u30f3\u30b9\u30bf\u30f3\u30b9\u30c7\u30fc\u30bf\u306e\u69cb\u7bc9\n            std::vector&lt;InstanceData&gt; instanceData;\n            for (const auto&amp; obj : group) {\n                InstanceData data;\n                data.model = obj.transform.getMatrix();\n                data.normalMatrix = glm::mat3(glm::transpose(\n                    glm::inverse(obj.transform.getMatrix())));\n                instanceData.push_back(data);\n            }\n\n            \/\/ \u30d0\u30c3\u30d5\u30a1\u306e\u66f4\u65b0\n            glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);\n            glBufferData(GL_ARRAY_BUFFER, \n                        instanceData.size() * sizeof(InstanceData),\n                        instanceData.data(), GL_DYNAMIC_DRAW);\n\n            batches.push_back(batch);\n        }\n    }\n\nprivate:\n    GLuint instanceVBO;\n    std::vector&lt;BatchInfo&gt; batches;\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30d5\u30e9\u30b9\u30bf\u30e0\u30ab\u30ea\u30f3\u30b0\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class FrustumCuller {\npublic:\n    bool isInFrustum(const BoundingBox&amp; bbox, const glm::mat4&amp; viewProj) {\n        \/\/ 8\u3064\u306e\u9802\u70b9\u3092\u30d3\u30e5\u30fc\u30d7\u30ed\u30b8\u30a7\u30af\u30b7\u30e7\u30f3\u7a7a\u9593\u306b\u5909\u63db\n        std::array&lt;glm::vec4, 8&gt; corners;\n        for (int i = 0; i &lt; 8; ++i) {\n            corners[i] = viewProj * glm::vec4(\n                bbox.min.x + (i &amp; 1) * bbox.size.x,\n                bbox.min.y + ((i &gt;&gt; 1) &amp; 1) * bbox.size.y,\n                bbox.min.z + ((i &gt;&gt; 2) &amp; 1) * bbox.size.z,\n                1.0f\n            );\n        }\n\n        \/\/ 6\u3064\u306e\u5e73\u9762\u306b\u5bfe\u3057\u3066\u30c6\u30b9\u30c8\n        for (int p = 0; p &lt; 6; ++p) {\n            bool allOut = true;\n            for (const auto&amp; corner : corners) {\n                if (dot(frustumPlanes[p], corner) &gt; 0.0f) {\n                    allOut = false;\n                    break;\n                }\n            }\n            if (allOut) return false;\n        }\n        return true;\n    }\n\nprivate:\n    std::array&lt;glm::vec4, 6&gt; frustumPlanes;\n};<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-20\">\u30e1\u30e2\u30ea\u4f7f\u7528\u91cf\u306e\u6700\u9069\u5316\u624b\u6cd5<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30c6\u30af\u30b9\u30c1\u30e3\u30e1\u30e2\u30ea\u306e\u6700\u9069\u5316<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class TextureOptimizer {\npublic:\n    void optimizeTexture(GLuint texture, int maxSize) {\n        glBindTexture(GL_TEXTURE_2D, texture);\n\n        \/\/ \u73fe\u5728\u306e\u30c6\u30af\u30b9\u30c1\u30e3\u30b5\u30a4\u30ba\u3092\u53d6\u5f97\n        GLint width, height;\n        glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &amp;width);\n        glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &amp;height);\n\n        \/\/ \u30b5\u30a4\u30ba\u306e\u8abf\u6574\u304c\u5fc5\u8981\u304b\u78ba\u8a8d\n        if (width &gt; maxSize || height &gt; maxSize) {\n            \/\/ \u30ea\u30b5\u30a4\u30ba\u3057\u305f\u30c6\u30af\u30b9\u30c1\u30e3\u30c7\u30fc\u30bf\u3092\u751f\u6210\n            std::vector&lt;unsigned char&gt; resizedData;\n            resizeTexture(originalData, width, height, maxSize, resizedData);\n\n            \/\/ \u30c6\u30af\u30b9\u30c1\u30e3\u3092\u66f4\u65b0\n            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, \n                        maxSize, maxSize, 0, GL_RGBA, \n                        GL_UNSIGNED_BYTE, resizedData.data());\n        }\n\n        \/\/ \u30df\u30c3\u30d7\u30de\u30c3\u30d7\u306e\u751f\u6210\n        glGenerateMipmap(GL_TEXTURE_2D);\n    }\n\n    void compressTexture(GLuint texture) {\n        \/\/ ETC2\/EAC\u5727\u7e2e\u306e\u4f7f\u7528\uff08OpenGL ES 3.0\u4ee5\u964d\uff09\n        gli::texture2d tex = captureTexture(texture);\n        gli::texture2d compressed = gli::convert(tex, \n            gli::format::FORMAT_ETC2_RGBA8_UNORM_BLOCK16);\n\n        glCompressedTexImage2D(GL_TEXTURE_2D, 0,\n            GL_COMPRESSED_RGBA8_ETC2_EAC,\n            compressed.extent().x, compressed.extent().y,\n            0, compressed.size(), compressed.data());\n    }\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30e1\u30c3\u30b7\u30e5\u306e\u6700\u9069\u5316<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class MeshOptimizer {\npublic:\n    void optimizeMesh(Mesh&amp; mesh) {\n        \/\/ \u9802\u70b9\u30ad\u30e3\u30c3\u30b7\u30e5\u306e\u6700\u9069\u5316\n        std::vector&lt;uint32_t&gt; optimizedIndices(mesh.indices.size());\n        meshopt_optimizeVertexCache(optimizedIndices.data(),\n                                  mesh.indices.data(),\n                                  mesh.indices.size(),\n                                  mesh.vertices.size());\n\n        \/\/ \u9802\u70b9\u30d5\u30a7\u30c3\u30c1\u306e\u6700\u9069\u5316\n        std::vector&lt;uint32_t&gt; vertexRemap(mesh.vertices.size());\n        size_t vertexCount = meshopt_optimizeVertexFetch(mesh.vertices.data(),\n                                                       optimizedIndices.data(),\n                                                       mesh.indices.size(),\n                                                       mesh.vertices.data(),\n                                                       mesh.vertices.size(),\n                                                       sizeof(Vertex));\n\n        \/\/ \u30e1\u30c3\u30b7\u30e5\u30c7\u30fc\u30bf\u306e\u66f4\u65b0\n        mesh.indices = optimizedIndices;\n        mesh.vertices.resize(vertexCount);\n    }\n};<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-21\">\u4e00\u822c\u7684\u306a\u554f\u984c\u306e\u30c8\u30e9\u30d6\u30eb\u30b7\u30e5\u30fc\u30c6\u30a3\u30f3\u30b0<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30c7\u30d0\u30c3\u30b0\u30c4\u30fc\u30eb\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class GLDebugger {\npublic:\n    void initialize() {\n        glEnable(GL_DEBUG_OUTPUT);\n        glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);\n        glDebugMessageCallback(debugCallback, nullptr);\n    }\n\n    static void GLAPIENTRY debugCallback(GLenum source,\n                                       GLenum type,\n                                       GLuint id,\n                                       GLenum severity,\n                                       GLsizei length,\n                                       const GLchar* message,\n                                       const void* userParam) {\n        \/\/ \u30a8\u30e9\u30fc\u30e1\u30c3\u30bb\u30fc\u30b8\u306e\u30d5\u30a9\u30fc\u30de\u30c3\u30c8\n        std::string sourceStr = getSourceString(source);\n        std::string typeStr = getTypeString(type);\n        std::string severityStr = getSeverityString(severity);\n\n        \/\/ \u30ed\u30b0\u51fa\u529b\n        std::cerr &lt;&lt; \"GL CALLBACK: \" \n                  &lt;&lt; severityStr &lt;&lt; \" type = \" &lt;&lt; typeStr \n                  &lt;&lt; \", source = \" &lt;&lt; sourceStr \n                  &lt;&lt; \", message = \" &lt;&lt; message &lt;&lt; std::endl;\n\n        \/\/ \u91cd\u5927\u306a\u30a8\u30e9\u30fc\u306e\u5834\u5408\u306f\u30a2\u30d7\u30ea\u30b1\u30fc\u30b7\u30e7\u30f3\u3092\u505c\u6b62\n        if (severity == GL_DEBUG_SEVERITY_HIGH) {\n            throw std::runtime_error(\"Critical GL error occurred!\");\n        }\n    }\n\nprivate:\n    static std::string getSourceString(GLenum source) {\n        switch (source) {\n            case GL_DEBUG_SOURCE_API: return \"API\";\n            case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return \"Window System\";\n            case GL_DEBUG_SOURCE_SHADER_COMPILER: return \"Shader Compiler\";\n            case GL_DEBUG_SOURCE_THIRD_PARTY: return \"Third Party\";\n            case GL_DEBUG_SOURCE_APPLICATION: return \"Application\";\n            case GL_DEBUG_SOURCE_OTHER: return \"Other\";\n            default: return \"Unknown\";\n        }\n    }\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u30e2\u30cb\u30bf\u30ea\u30f3\u30b0<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class PerformanceMonitor {\npublic:\n    void beginFrame() {\n        frameStartTime = std::chrono::high_resolution_clock::now();\n    }\n\n    void endFrame() {\n        auto frameEndTime = std::chrono::high_resolution_clock::now();\n        float frameTime = std::chrono::duration&lt;float&gt;(\n            frameEndTime - frameStartTime).count();\n\n        \/\/ \u30d5\u30ec\u30fc\u30e0\u6642\u9593\u306e\u8a18\u9332\n        frameTimes.push_back(frameTime);\n        if (frameTimes.size() &gt; maxFrameCount) {\n            frameTimes.pop_front();\n        }\n\n        \/\/ \u7d71\u8a08\u306e\u8a08\u7b97\n        calculateStatistics();\n    }\n\n    void drawStats() {\n        ImGui::Begin(\"Performance Stats\");\n\n        ImGui::Text(\"FPS: %.1f\", 1.0f \/ averageFrameTime);\n        ImGui::Text(\"Frame Time: %.2f ms\", averageFrameTime * 1000.0f);\n\n        \/\/ \u30d5\u30ec\u30fc\u30e0\u6642\u9593\u306e\u30b0\u30e9\u30d5\n        ImGui::PlotLines(\"Frame Times\", \n                        frameTimes.data(), \n                        frameTimes.size(),\n                        0, nullptr, 0.0f, 33.3f, \n                        ImVec2(300, 80));\n\n        ImGui::End();\n    }\n\nprivate:\n    std::chrono::time_point&lt;std::chrono::high_resolution_clock&gt; frameStartTime;\n    std::deque&lt;float&gt; frameTimes;\n    float averageFrameTime = 0.0f;\n    const size_t maxFrameCount = 100;\n};<\/pre>\n\n\n\n<p>\u3053\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001OpenGL ES\u30a2\u30d7\u30ea\u30b1\u30fc\u30b7\u30e7\u30f3\u306e\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u6700\u9069\u5316\u3068\u30c7\u30d0\u30c3\u30b0\u306b\u95a2\u3059\u308b\u5b9f\u8df5\u7684\u306a\u624b\u6cd5\u3092\u89e3\u8aac\u3057\u307e\u3057\u305f\u3002\u7279\u306b\u30e2\u30d0\u30a4\u30eb\u30c7\u30d0\u30a4\u30b9\u3067\u306e\u5236\u7d04\u3092\u8003\u616e\u3057\u305f\u6700\u9069\u5316\u30c6\u30af\u30cb\u30c3\u30af\u3068\u3001\u52b9\u679c\u7684\u306a\u30c7\u30d0\u30c3\u30b0\u624b\u6cd5\u3092\u63d0\u4f9b\u3057\u3066\u3044\u307e\u3059\u3002\u6b21\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u5b9f\u8df5\u7684\u306a\u30b5\u30f3\u30d7\u30eb\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\u306b\u3064\u3044\u3066\u8aac\u660e\u3057\u3066\u3044\u304d\u307e\u3059\u3002<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"i-22\">\u5b9f\u8df5\u7684\u306a\u30b5\u30f3\u30d7\u30eb\u30d7\u30ed\u30b8\u30a7\u30af\u30c8<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-23\">\u30b7\u30f3\u30d7\u30eb\u306a3D\u30b2\u30fc\u30e0\u306e\u5b9f\u88c5\u4f8b<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u30b2\u30fc\u30e0\u30a8\u30f3\u30b8\u30f3\u306e\u57fa\u672c\u69cb\u9020<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class SimpleGameEngine {\npublic:\n    void initialize() {\n        \/\/ OpenGL ES\u306e\u521d\u671f\u5316\n        setupOpenGL();\n\n        \/\/ \u30ea\u30bd\u30fc\u30b9\u30de\u30cd\u30fc\u30b8\u30e3\u30fc\u306e\u521d\u671f\u5316\n        resourceManager.initialize();\n\n        \/\/ \u30b7\u30fc\u30f3\u306e\u8a2d\u5b9a\n        scene = std::make_unique&lt;GameScene&gt;();\n\n        \/\/ \u7269\u7406\u30a8\u30f3\u30b8\u30f3\u306e\u521d\u671f\u5316\n        physics.initialize();\n    }\n\n    void run() {\n        while (!shouldClose) {\n            float deltaTime = calculateDeltaTime();\n\n            \/\/ \u5165\u529b\u306e\u51e6\u7406\n            processInput();\n\n            \/\/ \u7269\u7406\u6f14\u7b97\u306e\u66f4\u65b0\n            physics.update(deltaTime);\n\n            \/\/ \u30b2\u30fc\u30e0\u30ed\u30b8\u30c3\u30af\u306e\u66f4\u65b0\n            scene-&gt;update(deltaTime);\n\n            \/\/ \u30b7\u30fc\u30f3\u306e\u63cf\u753b\n            renderer.render(*scene);\n\n            \/\/ \u30d5\u30ec\u30fc\u30e0\u306e\u7d42\u4e86\u51e6\u7406\n            swapBuffers();\n        }\n    }\n\nprivate:\n    struct GameScene {\n        std::vector&lt;GameObject&gt; objects;\n        Camera camera;\n        std::vector&lt;Light&gt; lights;\n\n        void update(float deltaTime) {\n            for (auto&amp; obj : objects) {\n                obj.update(deltaTime);\n            }\n            camera.update(deltaTime);\n        }\n    };\n\n    class PhysicsSystem {\n    public:\n        void initialize() {\n            \/\/ \u885d\u7a81\u691c\u51fa\u306e\u8a2d\u5b9a\n            collisionConfig = new btDefaultCollisionConfiguration();\n            dispatcher = new btCollisionDispatcher(collisionConfig);\n\n            \/\/ \u30d6\u30ed\u30fc\u30c9\u30d5\u30a7\u30fc\u30ba\u306e\u8a2d\u5b9a\n            broadphase = new btDbvtBroadphase();\n\n            \/\/ \u7269\u7406\u30bd\u30eb\u30d0\u30fc\u306e\u8a2d\u5b9a\n            solver = new btSequentialImpulseConstraintSolver();\n\n            \/\/ \u30c0\u30a4\u30ca\u30df\u30c3\u30af\u30ef\u30fc\u30eb\u30c9\u306e\u4f5c\u6210\n            dynamicsWorld = new btDiscreteDynamicsWorld(\n                dispatcher, broadphase, solver, collisionConfig);\n\n            dynamicsWorld-&gt;setGravity(btVector3(0, -9.81f, 0));\n        }\n\n        void update(float deltaTime) {\n            dynamicsWorld-&gt;stepSimulation(deltaTime, 10);\n        }\n    };\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>\u30b2\u30fc\u30e0\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class GameObject {\npublic:\n    void initialize(const std::string&amp; modelPath, \n                   const std::string&amp; texturePath) {\n        \/\/ \u30e1\u30c3\u30b7\u30e5\u306e\u8aad\u307f\u8fbc\u307f\n        mesh = resourceManager.loadMesh(modelPath);\n\n        \/\/ \u30c6\u30af\u30b9\u30c1\u30e3\u306e\u8aad\u307f\u8fbc\u307f\n        texture = resourceManager.loadTexture(texturePath);\n\n        \/\/ \u7269\u7406\u30dc\u30c7\u30a3\u306e\u4f5c\u6210\n        createPhysicsBody();\n    }\n\n    void update(float deltaTime) {\n        \/\/ \u7269\u7406\u6f14\u7b97\u306e\u7d50\u679c\u3092\u53cd\u6620\n        btTransform transform;\n        rigidBody-&gt;getMotionState()-&gt;getWorldTransform(transform);\n\n        \/\/ \u30e2\u30c7\u30eb\u884c\u5217\u306e\u66f4\u65b0\n        glm::mat4 modelMatrix;\n        transform.getOpenGLMatrix(glm::value_ptr(modelMatrix));\n\n        \/\/ \u30a2\u30cb\u30e1\u30fc\u30b7\u30e7\u30f3\u306e\u66f4\u65b0\n        if (animator) {\n            animator-&gt;update(deltaTime);\n        }\n    }\n\nprivate:\n    void createPhysicsBody() {\n        btCollisionShape* shape = new btBoxShape(\n            btVector3(scale.x * 0.5f, scale.y * 0.5f, scale.z * 0.5f));\n\n        btRigidBody::btRigidBodyConstructionInfo rbInfo(\n            mass, new btDefaultMotionState(), shape, localInertia);\n\n        rigidBody = new btRigidBody(rbInfo);\n    }\n};<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-24\">AR\u30a2\u30d7\u30ea\u30b1\u30fc\u30b7\u30e7\u30f3\u306e\u5b9f\u88c5\u4f8b<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>AR\u30ab\u30e1\u30e9\u51e6\u7406\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class ARCamera {\npublic:\n    void initialize() {\n        \/\/ \u30ab\u30e1\u30e9\u30ad\u30e3\u30ea\u30d6\u30ec\u30fc\u30b7\u30e7\u30f3\u306e\u8aad\u307f\u8fbc\u307f\n        loadCalibrationData();\n\n        \/\/ AR\u30c8\u30e9\u30c3\u30ad\u30f3\u30b0\u306e\u521d\u671f\u5316\n        setupTracker();\n    }\n\n    void update(const cv::Mat&amp; cameraFrame) {\n        \/\/ \u30de\u30fc\u30ab\u30fc\u691c\u51fa\n        std::vector&lt;cv::Point2f&gt; markerCorners;\n        bool found = detectMarkers(cameraFrame, markerCorners);\n\n        if (found) {\n            \/\/ \u30ab\u30e1\u30e9\u30dd\u30fc\u30ba\u306e\u63a8\u5b9a\n            cv::Mat rvec, tvec;\n            cv::solvePnP(objectPoints, markerCorners, \n                        cameraMatrix, distCoeffs, rvec, tvec);\n\n            \/\/ \u30d3\u30e5\u30fc\u884c\u5217\u306e\u66f4\u65b0\n            updateViewMatrix(rvec, tvec);\n        }\n    }\n\nprivate:\n    void setupTracker() {\n        \/\/ AR\u30de\u30fc\u30ab\u30fc\u30c8\u30e9\u30c3\u30ab\u30fc\u306e\u8a2d\u5b9a\n        aruco::DetectorParameters detectorParams;\n        detectorParams.adaptiveThreshConstant = 7;\n        detectorParams.adaptiveThreshWinSizeMin = 3;\n        detectorParams.adaptiveThreshWinSizeMax = 23;\n\n        tracker = cv::makePtr&lt;aruco::ArucoDetector&gt;(\n            dictionary, detectorParams);\n    }\n};<\/pre>\n\n\n\n<ol start=\"2\" class=\"wp-block-list\">\n<li>AR\u63cf\u753b\u30b7\u30b9\u30c6\u30e0\u306e\u5b9f\u88c5<\/li>\n<\/ol>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">class ARRenderer {\npublic:\n    void initialize(int width, int height) {\n        \/\/ \u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u521d\u671f\u5316\n        shader = std::make_unique&lt;Shader&gt;(\"ar_vertex.glsl\", \"ar_fragment.glsl\");\n\n        \/\/ \u30ab\u30e1\u30e9\u30c6\u30af\u30b9\u30c1\u30e3\u306e\u8a2d\u5b9a\n        setupCameraTexture();\n\n        \/\/ \u4eee\u60f3\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u306e\u521d\u671f\u5316\n        setupVirtualObjects();\n    }\n\n    void render(const cv::Mat&amp; cameraFrame, const glm::mat4&amp; viewMatrix) {\n        \/\/ \u30ab\u30e1\u30e9\u30d5\u30ec\u30fc\u30e0\u306e\u63cf\u753b\n        updateCameraTexture(cameraFrame);\n        renderCameraBackground();\n\n        \/\/ \u4eee\u60f3\u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u306e\u63cf\u753b\n        shader-&gt;use();\n        shader-&gt;setMat4(\"uView\", viewMatrix);\n        shader-&gt;setMat4(\"uProjection\", projectionMatrix);\n\n        for (const auto&amp; object : virtualObjects) {\n            renderVirtualObject(object);\n        }\n    }\n\nprivate:\n    void renderVirtualObject(const VirtualObject&amp; obj) {\n        \/\/ \u30aa\u30af\u30eb\u30fc\u30b8\u30e7\u30f3\u30c6\u30b9\u30c8\u306e\u8a2d\u5b9a\n        glEnable(GL_DEPTH_TEST);\n        glDepthMask(GL_TRUE);\n\n        \/\/ \u30aa\u30d6\u30b8\u30a7\u30af\u30c8\u306e\u63cf\u753b\n        shader-&gt;setMat4(\"uModel\", obj.getModelMatrix());\n        obj.mesh-&gt;draw();\n    }\n};<\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"i-25\">\u6b21\u306e\u30b9\u30c6\u30c3\u30d7\uff1a\u6bb5\u968e\u7684\u5b66\u7fd2\u30ea\u30bd\u30fc\u30b9<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u63a8\u5968\u5b66\u7fd2\u30d1\u30b9<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>\u57fa\u790e\u7684\u306a\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u7406\u8ad6\u306e\u5b66\u7fd2<\/li>\n\n\n\n<li>\u7dda\u5f62\u4ee3\u6570\u306e\u57fa\u790e<\/li>\n\n\n\n<li>\u30b3\u30f3\u30d4\u30e5\u30fc\u30bf\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u30b9\u306e\u57fa\u672c\u539f\u7406<\/li>\n\n\n\n<li>\u30b7\u30a7\u30fc\u30c0\u30fc\u30d7\u30ed\u30b0\u30e9\u30df\u30f3\u30b0\u5165\u9580<\/li>\n\n\n\n<li>\u5b9f\u8df5\u7684\u306a\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\u958b\u767a<\/li>\n\n\n\n<li>\u30b7\u30f3\u30d7\u30eb\u306a3D\u30d3\u30e5\u30fc\u30a2\u306e\u4f5c\u6210<\/li>\n\n\n\n<li>\u57fa\u672c\u7684\u306a\u7269\u7406\u6f14\u7b97\u306e\u5b9f\u88c5<\/li>\n\n\n\n<li>\u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u30b7\u30b9\u30c6\u30e0\u306e\u5b9f\u88c5<\/li>\n\n\n\n<li>\u9ad8\u5ea6\u306a\u30c8\u30d4\u30c3\u30af<\/li>\n\n\n\n<li>\u30b7\u30e3\u30c9\u30a6\u30de\u30c3\u30d4\u30f3\u30b0<\/li>\n\n\n\n<li>\u30dd\u30b9\u30c8\u30d7\u30ed\u30bb\u30b9\u52b9\u679c<\/li>\n\n\n\n<li>PBR\u30b7\u30a7\u30fc\u30c7\u30a3\u30f3\u30b0<\/li>\n<\/ul>\n\n\n\n<ol class=\"wp-block-list\">\n<li>\u53c2\u8003\u30ea\u30bd\u30fc\u30b9 \u30ab\u30c6\u30b4\u30ea \u30ea\u30bd\u30fc\u30b9 \u6982\u8981 \u516c\u5f0f\u30c9\u30ad\u30e5\u30e1\u30f3\u30c8 OpenGL ES\u4ed5\u69d8\u66f8 API\u306e\u8a73\u7d30\u306a\u4ed5\u69d8\u3068\u4f7f\u7528\u65b9\u6cd5 \u30aa\u30f3\u30e9\u30a4\u30f3\u30c1\u30e5\u30fc\u30c8\u30ea\u30a2\u30eb LearnOpenGL ES \u6bb5\u968e\u7684\u306a\u5b9f\u8df5\u30c1\u30e5\u30fc\u30c8\u30ea\u30a2\u30eb \u66f8\u7c4d OpenGL ES 3.0 Programming Guide \u5305\u62ec\u7684\u306a\u89e3\u8aac\u3068\u5b9f\u88c5\u4f8b \u30b3\u30df\u30e5\u30cb\u30c6\u30a3 Stack Overflow \u554f\u984c\u89e3\u6c7a\u3068\u30c7\u30a3\u30b9\u30ab\u30c3\u30b7\u30e7\u30f3<\/li>\n\n\n\n<li>\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\u306e\u767a\u5c55\u65b9\u5411<\/li>\n<\/ol>\n\n\n\n<ul class=\"wp-block-list\">\n<li>\u30d1\u30d5\u30a9\u30fc\u30de\u30f3\u30b9\u6700\u9069\u5316<\/li>\n\n\n\n<li>\u30e1\u30e2\u30ea\u4f7f\u7528\u91cf\u306e\u6700\u9069\u5316<\/li>\n\n\n\n<li>\u30d0\u30c3\u30c6\u30ea\u30fc\u6d88\u8cbb\u306e\u6700\u9069\u5316<\/li>\n\n\n\n<li>\u63cf\u753b\u30d1\u30a4\u30d7\u30e9\u30a4\u30f3\u306e\u6700\u9069\u5316<\/li>\n\n\n\n<li>\u6a5f\u80fd\u306e\u62e1\u5f35<\/li>\n\n\n\n<li>\u30de\u30eb\u30c1\u30d7\u30ec\u30a4\u30e4\u30fc\u5bfe\u5fdc<\/li>\n\n\n\n<li>\u9ad8\u5ea6\u306a\u7269\u7406\u30b7\u30df\u30e5\u30ec\u30fc\u30b7\u30e7\u30f3<\/li>\n\n\n\n<li>\u30ab\u30b9\u30bf\u30e0\u30b7\u30a7\u30fc\u30c0\u30fc\u30a8\u30d5\u30a7\u30af\u30c8<\/li>\n<\/ul>\n\n\n\n<p>\u3053\u306e\u30bb\u30af\u30b7\u30e7\u30f3\u3067\u306f\u3001\u5b9f\u8df5\u7684\u306a\u30b5\u30f3\u30d7\u30eb\u30d7\u30ed\u30b8\u30a7\u30af\u30c8\u3092\u901a\u3058\u3066\u3001OpenGL ES\u306e\u5b9f\u88c5\u4f8b\u3092\u793a\u3057\u307e\u3057\u305f\u30023D\u30b2\u30fc\u30e0\u306e\u57fa\u672c\u69cb\u9020\u304b\u3089AR\u30a2\u30d7\u30ea\u30b1\u30fc\u30b7\u30e7\u30f3\u307e\u3067\u3001\u5b9f\u7528\u7684\u306a\u30b3\u30fc\u30c9\u4f8b\u3092\u63d0\u4f9b\u3057\u3066\u3044\u307e\u3059\u3002\u307e\u305f\u3001\u7d99\u7d9a\u7684\u306a\u5b66\u7fd2\u306e\u305f\u3081\u306e\u30ea\u30bd\u30fc\u30b9\u3068\u767a\u5c55\u306e\u65b9\u5411\u6027\u3082\u793a\u3057\u3066\u3044\u307e\u3059\u3002<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Warning: Undefined array key &#8220;is_admin&#8221; in \/home\/xs392991\/dexall.co.jp\/public_html\/articles\/wp-content\/themes\/ &#8230; 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