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

Architectural review


The following diagram presents the architecture that has been built throughout the book:

Globals.js: Defines the global variables gl (WebGL context), prg (ESSL program), and the canvas width (c_width) and height (c_height).

Utils.js: Contains auxiliary functions such as getGLContext which tries to create a WebGL context for a given HTML5 canvas.

WebGLApp.js: It provides three function hooks, namely: configureGLHook, loadSceneHook, and drawSceneHook that define the life cycle of a WebGL application.

As the previous diagram shows these hooks are mapped to JavaScript functions in our web page:

  • configure: Here we create cameras, lights, and instantiate the Program.object.

  • load: Here we request objects from the web server by calling Scene.loadObject. We can also add locally generated geometry (such as the Floor) by calling Scene.addObject.

  • render (or draw): This is the function that is called every time when the rendering timer goes off. Here we will retrieve the objects...