1 option
Beginning WebGL for HTML5 / Brian Danchilla.
- Format:
- Book
- Author/Creator:
- Danchilla, Brian.
- Series:
- The expert's voice in Web development Beginning WebGL for HTML5
- Language:
- English
- Subjects (All):
- Video games--Programming.
- Video games.
- HTML (Document markup language).
- WebGL.
- Physical Description:
- 1 online resource (346 p.)
- Edition:
- 1st ed. 2012.
- Other Title:
- Beginning Web Graphics Library for HTML five
- Place of Publication:
- [Berkeley, Calif.] : Apress, 2012.
- Language Note:
- English
- System Details:
- text file
- Summary:
- Beginning WebGL for HTML5 gets you rapidly up to speed with WebGL, a powerful new graphics language within the browser. You'll render realistic scenes with advanced lighting models, shadows, blending and textures. You'll also use mathematics to model fractals and particle systems. Going beyond that, Beginning WebGL for HTML5 presents advanced vertex and fragment shader usage for creating stunning, top-end results. You'll benefit from using modern frameworks to rapidly develop complex scenes, and make use of many tools to help improve rendering performance and debugging. Beginning WebGL for HTML5 builds your critical WebGL development skills while being enjoyable at each step of the way. Quickly get up to speed with WebGL Render realistic scenes Work faster with frameworks Improve rendering performance.
- Contents:
- Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; CHAPTER 1: Setting the Scene; A Blank Canvas; Getting Context; WebGL Components; The Drawing Buffers; Primitive Types; Vertex Data; Vertex Buffer Objects (VBOs); Rendering in Two Dimensions; Attributes and Uniforms; The View: Part I; Clip Coordinates; Why Manipulate Coordinates?; The Viewport; Adding Color; Animation and Model Movement; Using requestAnimationFrame; Creating Movement; Model-View Matrix; The View: Part II; Projection Matrix
- Choosing a Matrix LibraryThree-Dimensional Rendering; 2D Models in a 3D World; An Example with Depth; Using an Index Buffer; Depth Testing; Summary; CHAPTER 2: Shaders 101; Graphics Pipelines; Fixed Functionality or Programmable Shaders; Why Shaders?; The WebGL Graphics Pipeline; GL Shading Language; Background; Shader Roles; Vertex Shader (VS); Fragment Shader (FS); Basic Usage; Setting Up a Shader Program; Clean Up; Loading Shaders with Ajax; XMLHttpRequestObject; Using jQuery; GLSL Specification in More Detail; Primitive Types; Qualifiers; Storage Qualifiers; Parameter Qualifiers
- Precision QualifiersInvariant Qualifier; Qualifier Order; Built-in Variables; Built-in Constants; Vector Components; Vector and Matrix Operations; Built-in Functions; Angle and Trigonometry Functions; Exponential Functions; Common Functions; Geometric Functions; Matrix and Vector Functions; Texture Lookup Functions; 2D Texture Functions; 3D Texture Functions; Noise Functions; Interactive GLSL Environs; Procedural Shaders; Gradient Color; Stripes; Discarding; Summary; CHAPTER 3: Textures and Lighting; Textures; Texture Coordinates; Texture Objects; texImage2D
- Loading Images into a Texture ObjectApplication and Shader Interaction; Using a Texture in Our Shader; Texture Options; Texture Filtering; Texture Wrapping; Data Storage; Mipmaps; Texturing a 3D Object; Texture Coordinate Attribute; Adjusting Our Shaders; Data Changes; Toggling State; Toggling Textures On and Off; Multiple Textures; Shader Program Changes; Lighting; Light Components; Types of Lights; Normal Vectors; Lighting Models; Ambient and Directional Light; A Point Light; Texture and Lighting Together; Summary; CHAPTER 4: Increasing Realism; Setup; A Vector Object; Plane Class; Spheres
- Lighting RevisitedShading Models; Normal Vectors Revisited; Flat Shading; Lambert Reflection; Smooth Shading; Gouraud Shading; Phong shading; Phong Illumination Model; Attenuation; Spotlights; More Advanced Lighting; Fog; Shadows; Ambient Occlusion; Shadow Maps; Depth Buffer; Blending; Reflection and Refraction; Fresnel effect; Fresnel Shader; Putting it All Together; Summary; CHAPTER 5: Physics; Background; Forces Acting Upon Us; Scalars and Vectors; Rates of Change; Code Setup; Storing Information; Interactively Adjusting the Camera; Using the Mouse to Rotate the View
- Using the Mouse Wheel to Control Zoom
- Notes:
- Includes index.
- ISBN:
- 9781430239970
- 1430239972
- OCLC:
- 831116299
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.