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

Matrix stacks


A matrix stack provides a way to apply local transforms to individual objects in our scene while at the same time we keep the global transform (camera transform) coherent for all of them. Let's see how it works.

Each rendering cycle (each call to our draw function) requires calculating the scene matrices to react to camera movements. We are going to update the Model-View matrix for each object in our scene before passing the matrices to the shading program (as attributes). We do this in three steps as follows:

  • Step 1: Once the global Model-View matrix (camera transform) has been calculated, we proceed to save it in a stack. This step will allow us to recover the original matrix once we had applied to any local transforms.

  • Step 2: Calculate an updated Model-View matrix for each object in the scene. This update consists of multiplying the original Model-View matrix by a matrix that represents the rotation, translation, and/or scaling of each object in the scene. The updated Model...