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

The Camera matrix


Let's say, for a moment, that we do have a camera in WebGL. A camera should be able to rotate and translate to explore this 3D world. For example, think of a first person shooter game where you have to walk through levels killing zombies. As we saw in the previous section, a 4x4 matrix can encode rotations and translations. Therefore, our hypothetical camera could also be represented by one such matrix.

Assume that our camera is located at the origin of the world and that it is oriented in a way that it is looking towards the negative z-axis direction. This is a good starting point—we already know what transformation represents such a configuration in WebGL (identity matrix of rank 4).

For the sake of analysis, let's break the problem down into two sub-problems: camera translation and camera rotation. We will have a practical demo on each one.

Camera translation

Let's move the camera to [0, 0, 4] in world coordinates. This means 4 units from the origin on the positive z-axis...