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

Chapter 5. Action

So far, we have seen static scenes where all interactions are done by moving the camera. The camera transformation is applied to all objects in the 3D scene, therefore we call it a global transform. However, objects in 3D scenes can have actions on their own. For instance, in a racing car game, each car has its own speed and trajectory. In a first-person shooting game your enemies can hide behind barricades then come and fight you or run away. In general, each one of these actions is modeled as a matrix transformation that is attached to the corresponding actor in the scene. These are called local transforms. In this chapter we will study different techniques to make use of local transforms.

In this chapter, we will discuss the following topics:

  • Global versus local transformations

  • Matrix stacks and using them to perform animation

  • Using JavaScript timers to do time-based animation

  • Parametric curves

  • Interpolation

In the previous chapter, we saw that when we apply the same transformation...