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WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL
- Format:
- Book
- Author/Creator:
- Matsuda, Kouchi, Author.
- Series:
- OpenGL
- Always Learning WebGL programming guide
- Language:
- English
- Subjects (All):
- WebGL (Computer program language).
- Computer graphics.
- Physical Description:
- 1 online resource (1 v.) : ill.
- Edition:
- 1st edition
- Other Title:
- OpenGL series
- WebGL Programming Guide
- Place of Publication:
- [Place of publication not identified] Addison Wesley Professional 2013
- Language Note:
- English
- System Details:
- text file
- Summary:
- 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 and basic WebGL functions work together to deliver 3D graphics 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-standa...
- Contents:
- About This eBook
- Title Page
- Copyright Page
- Dedication Page
- Contents
- Preface
- Who the Book Is For
- What the Book Covers
- How the Book Is Structured
- WebGL-Enabled Browsers
- Sample Programs and Related Links
- Style Conventions
- Acknowledgments
- About the Authors
- Chapter 1. Overview of WebGL
- Advantages of WebGL
- Origins of WebGL
- Structure of WebGL Applications
- Summary
- Chapter 2. Your First Step with WebGL
- What Is a Canvas?
- The World's Shortest WebGL Program: Clear Drawing Area
- Draw a Point (Version 1)
- Draw a Point (Version 2)
- Draw a Point with a Mouse Click
- Change the Point Color
- Chapter 3. Drawing and Transforming Triangles
- Drawing Multiple Points
- Hello Triangle
- Moving, Rotating, and Scaling
- Chapter 4. More Transformations and Basic Animation
- Translate and Then Rotate
- Animation
- Chapter 5. Using Colors and Texture Images
- Passing Other Types of Information to Vertex Shaders
- Experimenting with the Sample Program
- Color Triangle (ColoredTriangle.js)
- Pasting an Image onto a Rectangle
- Pasting Multiple Textures to a Shape
- 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
- 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
- Chapter 8. Lighting Objects
- Lighting 3D Objects
- Lighting the Translated-Rotated Object
- Using a Point Light Object
- Chapter 9. Hierarchical Objects
- Drawing and Manipulating Objects Composed of Other Objects
- Shader and Program Objects: The Role of initShaders()
- Chapter 10. Advanced Techniques
- Rotate an Object with the Mouse
- Select an Object
- HUD (Head Up Display)
- Fog (Atmospheric Effect)
- Make a Rounded Point
- Alpha Blending
- Switching Shaders
- Use What You've Drawn as a Texture Image
- Display Shadows
- Load and Display 3D Models
- Handling Lost Context
- Appendix A. No Need to Swap Buffers in WebGL
- Appendix B. Built-In Functions of GLSL ES 1.0
- Angle and Trigonometry Functions
- Exponential Functions
- Common Functions
- Geometric Functions
- Matrix Functions
- Vector Functions
- Texture Lookup Functions
- Appendix C. Projection Matrices
- Orthogonal Projection Matrix
- Perspective Projection Matrix
- Appendix D. WebGL/OpenGL: Left or Right Handed?
- Sample Program CoordinateSystem.js
- Hidden Surface Removal and the Clip Coordinate System
- The Clip Coordinate System and the Viewing Volume
- What Is Correct?
- Appendix E. The Inverse Transpose Matrix
- Appendix F. Load Shader Programs from Files
- Appendix G. World Coordinate System Versus Local Coordinate System
- The Local Coordinate System
- The World Coordinate System
- Transformations and the Coordinate Systems
- Appendix H. Web Browser Settings for WebGL
- Glossary
- References
- Index.
- Notes:
- Bibliographic Level Mode of Issuance: Monograph
- Includes bibliographical references and index.
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9780133364941
- 0133364941
- 9780133364927
- 0133364925
- 9780321902924
- 0321902920
- OCLC:
- 858681782
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