Book Image

WebGL Beginner's Guide

Book Image

WebGL Beginner's Guide

Overview of this book

WebGL is a new web technology that brings hardware-accelerated 3D graphics to the browser without installing additional software. As WebGL is based on OpenGL and brings in a new concept of 3D graphics programming to web development, it may seem unfamiliar to even experienced Web developers.Packed with many examples, this book shows how WebGL can be easy to learn despite its unfriendly appearance. Each chapter addresses one of the important aspects of 3D graphics programming and presents different alternatives for its implementation. The topics are always associated with exercises that will allow the reader to put the concepts to the test in an immediate manner.WebGL Beginner's Guide presents a clear road map to learning WebGL. Each chapter starts with a summary of the learning goals for the chapter, followed by a detailed description of each topic. The book offers example-rich, up-to-date introductions to a wide range of essential WebGL topics, including drawing, color, texture, transformations, framebuffers, light, surfaces, geometry, and more. With each chapter, you will "level up"ù your 3D graphics programming skills. This book will become your trustworthy companion filled with the information required to develop cool-looking 3D web applications with WebGL and JavaScript.
Table of Contents (18 chapters)
WebGL Beginner's Guide
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – using point sprites to create a fountain of sparks


  1. Open the file ch10_PointSprites.html in an HTML5 browser.

  2. This sample creates a simple fountain of sparks effect with point sprites. You can adjust the size and lifetime of the particles using the sliders at the bottom. Play with them to see the effect it has on the particles.

  3. The particle simulation is performed by maintaining a list of particles that comprises of a position, velocity, and lifespan. This list is iterated over every frame and updated, moving the particle position according to the velocity and applying gravity while reducing the remaining lifespan. Once a particle's lifespan has reached zero, it gets reset to the origin with a new randomized velocity and a replenished lifespan.

  4. With every iteration of the particle simulation, the particle positions and lifespans are copied to an array which is then used to update a vertex buffer. That vertex buffer is what is rendered to produce the onscreen sprites.

  5. Let's play...