Book description
Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL.
You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic.
You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects.
Coverage includes:
WebGL’s origin, core concepts, features, advantages, and integration with other web standards
How
Shader development with OpenGL ES Shading Language (GLSL ES)
3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective
Achieving greater realism through lighting and hierarchical objects
Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more
Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings
This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.
Table of contents
- About This eBook
- Title Page
- Copyright Page
- Dedication Page
- Contents
- Preface
- Acknowledgments
- About the Authors
- Chapter 1. Overview of WebGL
- Chapter 2. Your First Step with WebGL
- Chapter 3. Drawing and Transforming Triangles
- Chapter 4. More Transformations and Basic Animation
- Chapter 5. Using Colors and Texture Images
-
Chapter 6. The OpenGL ES Shading Language (GLSL ES)
- Recap of Basic Shader Programs
- Overview of GLSL ES
- Hello Shader!
- Data (Numerical and Boolean Values)
- Variables
- GLSL ES Is a Type Sensitive Language
- Basic Types
- Vector Types and Matrix Types
- Structures
- Arrays
- Samplers
- Precedence of Operators
- Conditional Control Flow and Iteration
- Functions
- Built-In Functions
- Global Variables and Local Variables
- Storage Qualifiers
- Preprocessor Directives
- Summary
-
Chapter 7. Toward the 3D World
- What’s Good for Triangles Is Good for Cubes
- Specifying the Viewing Direction
- Sample Program (LookAtRotatedTriangles.js)
- Experimenting with the Sample Program
- Specifying the Visible Range (Box Type)
- Specifying the Visible Range Using a Quadrangular Pyramid
- Sample Program (PerspectiveView_mvp.js)
- Correctly Handling Foreground and Background Objects
- Hello Cube
- Summary
- Chapter 8. Lighting Objects
- Chapter 9. Hierarchical Objects
- Chapter 10. Advanced Techniques
- Appendix A. No Need to Swap Buffers in WebGL
- Appendix B. Built-In Functions of GLSL ES 1.0
- Appendix C. Projection Matrices
- Appendix D. WebGL/OpenGL: Left or Right Handed?
- Appendix E. The Inverse Transpose Matrix
- Appendix F. Load Shader Programs from Files
- Appendix G. World Coordinate System Versus Local Coordinate System
- Appendix H. Web Browser Settings for WebGL
- Glossary
- References
- Index
Product information
- Title: WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL
- Author(s):
- Release date: July 2013
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780133364903
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