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

WebGL does not have cameras


This statement should be shocking! How is it that there are no cameras in a 3D computer graphics technology? Well, let me rephrase this in a more amicable way. WebGL does not have a camera object that you can manipulate. However, we can assume that what we see rendered in the canvas is what our camera captures. In this chapter, we are going to solve the problem of how to represent a camera in WebGL. The short answer is we need 4x4 matrices.

Every time that we move our camera around, we will need to update the objects according to the new camera position. To do this, we need to systematically process each vertex applying a transformation that produces the new viewing position. Similarly, we need to make sure that the object normals and light directions are still consistent after the camera has moved. In summary, we need to analyze two different types of transformations: vertex (points) and normal (vectors).