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

Post-processing


Post-processing effects are the effects that are created by re-rendering the image of the scene with a shader that alters the final image somehow. Think of it as if you took a screenshot of your scene, opened it up in your favorite image editor, and applied some filters. The difference is that we can do it in real time!

Examples of some simple post-processing effects are:

  • Grayscale

  • Sepia tone

  • Inverted color

  • Film grain

  • Blur

  • Wavy/dizzy effect

The basic technique for creating these effects is relatively simple: A framebuffer is created that is of the same dimensions as the canvas. At the beginning of the draw cycle, the framebuffer is set as the render target, and the entire scene is rendered normally to it. Next, a full-screen quad is rendered to the default framebuffer using the texture that makes up the framebuffer's color attachment. The shader used during the rendering of the quad is what contains the post-process effect. It can transform the color values of the rendered scene...