WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (häftad)
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Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
600
Utgivningsdatum
2013-07-11
Upplaga
1
Förlag
ADDISON-WESLEY
Medarbetare
Lea, Rodger
Illustratör/Fotograf
illustrations
Illustrationer
illustrations
Dimensioner
231 x 178 x 27 mm
Vikt
865 g
Antal komponenter
1
ISBN
9780321902924
WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (häftad)

WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL

Häftad Engelska, 2013-07-11
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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.

 

Youll 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.

 

Youll 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 wont just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects.

 

Coverage includes:

WebGLs 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-Wesleys 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.

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Övrig information

Dr. Kouichi Matsuda is Chief Distinguished Researcher at Sony Corp in Japan. He is a General Manager and HMI, UI, User Experience Engineer/Researcher whose professional affiliations include: ACM, Information Processing Society Japan, Virtual Reality Society Japan. Dr. Matsuda has been involved in the development of the VRML97 standard (via Sony) from the start, and has been active in both VRML and X3D communities (precursors to WebGL). He has a strong background in the technology and comes to it from a web developer perspective. Dr. Rodger Lea is an Adjunct Professor with the Media and Graphics Interdisciplinary Centre at the University of British Columbia, with an interest in systems aspects of multimedia and distributed computing. With more than 20 years experience leading research groups in both academic and industrial settings, he has worked on early versions of shared 3D worlds, helped define VRML, developed multimedia operating systems, prototyped interactive digital TV and led developments on multimedia home networking standards. His current research explores the growing 'Internet of Things' but he retains a passion for all things media and graphics.

Innehållsförteckning

Preface   xvii

 

1. Overview of WebGL   1

Advantages of WebGL   3

   You Can Start Developing 3D Graphics Applications Using Only a Text Editor   3

   Publishing Your 3D Graphics Applications Is Easy   4

   You Can Leverage the Full Functionality of the Browser   5

   Learning and Using WebGL Is Easy   5

Origins of WebGL   5

Structure of WebGL Applications   6

Summary   7

 

2. Your First Step with WebGL   9

What Is a Canvas?   9

   Using the <canvas> Tag   11

   DrawRectangle.js   13

The Worlds Shortest WebGL Program: Clear Drawing Area   16

   The HTML File (HelloCanvas.html)    17

   JavaScript Program (HelloCanvas.js)    18

   Experimenting with the Sample Program    23

Draw a Point (Version 1)   23

   HelloPoint1.html   25

   HelloPoint1.js    25

   What Is a Shader?    27

   The Structure of a WebGL Program that Uses Shaders    28

   Initializing Shaders    30

   Vertex Shader    33

   Fragment Shader    35

   The Draw Operation    36

   The WebGL Coordinate System   38

   Experimenting with the Sample Program    40

Draw a Point (Version 2)    41

   Using Attribute Variables    41

   Sample Program (HelloPoint2.js)    42

   Getting the Storage Location of an Attribute Variable    44

   Assigning a Value to an Attribute Variable    45

   Family Methods of gl.vertexAttrib3f()    47

   Experimenting with the Sample Program    49

Draw a Point with a Mouse Click    50

   Sample Program (ClickedPoints.js)    50

   Register Event Handlers    52

   Handling Mouse Click Events    53

   Experimenting with the Sample Program    57

Change the Point Color    58

   Sample Program (ColoredPoints.js)    59

   Uniform Variables    61

   Retrieving the Storage Location of a Uniform Variable    62

   Assigning a Value to a Uniform Variable    63

   Family Methods of gl.uniform4f()    65

Summary    66

 

3. Drawing and Transfo...