Download e-book for iPad: Professional WebGL Programming: Developing 3D Graphics for by Andreas Anyuru

By Andreas Anyuru

ISBN-10: 1119968860

ISBN-13: 9781119968863

Every thing you must find out about constructing hardware-accelerated 3D pix with WebGL! because the most modern expertise for developing 3D photographs on the net, in either video games, purposes, and on typical web content, WebGL offers internet builders the aptitude to supply eye-popping pics. This publication teaches you the way to exploit WebGL to create lovely cross-platform apps. The publication gains numerous targeted examples that aid you strengthen 3D pictures with WebGL, together with causes of code snippets that assist you comprehend the why at the back of the how. additionally, you will improve a much better realizing of WebGL improvement from insurance that: •Provides a finished review of WebGL and indicates the way it pertains to different graphics-related applied sciences •Addresses vital themes reminiscent of the WebGL pix pipeline, 3D changes, texturing and lights •Teaches you ways to write down vertex shaders and fragment shaders for WebGL •Includes loads of helpful instructions, advice, and tips for WebGL functionality optimizations specialist WebGL Programming is the 1st publication out there to delve into this interesting subject and it places you in your approach to studying the probabilities that exist with WebGL.

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Extra info for Professional WebGL Programming: Developing 3D Graphics for the Web

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The first variable is called aVertexPos and is a vector with three elements. It contains the position for a single vertex. The second variable is named aVertexColor and is a vector with four elements. It contains the color for a single vertex. The next two lines of source code define two uniform variables of the type mat4: uniform mat4 uMVMatrix; uniform mat4 uPMatrix; The type mat4 represents a 4 × 4 matrix. The two uniform variables in this example contain the transformations that should be applied to each vertex.

Right-handed refers to how the third axis (the z-axis) is oriented. If the x- and y-axes are positioned so they are orthogonal and meet in the origin, there are two options for how to orient the z-axis so it is orthogonal against both x and y. Depending on which option you choose, the coordinate system is either called right-handed or left-handed. One way to remember the directions for the axis of a right-handed coordinate system is shown in Figure 1-16. You use your right hand and assign the x-, y-, and z-axes to your thumb, index finger, and middle finger in that order.

For two vectors u and v, the dot product can be defined in the following way: This definition is based on the length of the two vectors and the smallest angle q between them, as illustrated in Figure 1-19. You can see that since cos 90° is zero, the dot product of two vectors where the angle between them is 90° equals zero. , if you have two vectors and the dot product between them is zero, then you know that the two vectors are orthogonal. Chapter 7 explains how the previous definition of the dot product can be used in WebGL to calculate how light is reflected from a surface.

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Professional WebGL Programming: Developing 3D Graphics for the Web by Andreas Anyuru

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