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WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL
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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.
WebGLs origin, core concepts, features, advantages, and integration with other web standards
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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.
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
2. Your First Step with WebGL 9
What Is a Canvas? 9
Using the <canvas> Tag 11
The Worlds Shortest WebGL Program: Clear Drawing Area 16
The HTML File (HelloCanvas.html) 17
Experimenting with the Sample Program 23
Draw a Point (Version 1) 23
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
3. Drawing and Transfo...