Lavoisier S.A.S.
14 rue de Provigny
94236 Cachan cedex
FRANCE

Heures d'ouverture 08h30-12h30/13h30-17h30
Tél.: +33 (0)1 47 40 67 00
Fax: +33 (0)1 47 40 67 02


Url canonique : www.lavoisier.fr/livre/autre/webgl-programming-guide-interactive-3d-graphics-programming-with-webgl-opengl/kouichi/descriptif_3053554
Url courte ou permalien : www.lavoisier.fr/livre/notice.asp?ouvrage=3053554

WebGL programming guide: interactive 3D graphics programming with WebGL (OpenGL) Interactive 3D Graphics Programming with WebGL OpenGL Series

Langue : Anglais

Auteurs :

Couverture de l’ouvrage  WebGL programming guide: interactive 3D graphics programming with WebGL (OpenGL)

Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL.

 

You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic.

 

You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects.

 

Coverage includes:

• WebGL’s origin, core concepts, features, advantages, and integration with other web standards
• How <canvas> and basic WebGL functions work together to deliver 3D graphics
• Shader development with OpenGL ES Shading Language (GLSL ES)
• 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective
• Achieving greater realism through lighting and hierarchical objects
• Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more
• Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings

 

This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.

Preface   xvii

 

1. Overview of WebGL   1

Advantages of WebGL   3

   You Can Start Developing 3D Graphics Applications Using Only a Text Editor   3

   Publishing Your 3D Graphics Applications Is Easy   4

   You Can Leverage the Full Functionality of the Browser   5

   Learning and Using WebGL Is Easy   5

Origins of WebGL   5

Structure of WebGL Applications   6

Summary   7

 

2. Your First Step with WebGL   9

What Is a Canvas?   9

   Using the <canvas> Tag   11

   DrawRectangle.js   13

The World’s Shortest WebGL Program: Clear Drawing Area   16

   The HTML File (HelloCanvas.html)    17

   JavaScript Program (HelloCanvas.js)    18

   Experimenting with the Sample Program    23

Draw a Point (Version 1)   23

   HelloPoint1.html   25

   HelloPoint1.js    25

   What Is a Shader?    27

   The Structure of a WebGL Program that Uses Shaders    28

   Initializing Shaders    30

   Vertex Shader    33

   Fragment Shader    35

   The Draw Operation    36

   The WebGL Coordinate System   38

   Experimenting with the Sample Program    40

Draw a Point (Version 2)    41

   Using Attribute Variables    41

   Sample Program (HelloPoint2.js)    42

   Getting the Storage Location of an Attribute Variable    44

   Assigning a Value to an Attribute Variable    45

   Family Methods of gl.vertexAttrib3f()    47

   Experimenting with the Sample Program    49

Draw a Point with a Mouse Click    50

   Sample Program (ClickedPoints.js)    50

   Register Event Handlers    52

   Handling Mouse Click Events    53

   Experimenting with the Sample Program    57

Change the Point Color    58

   Sample Program (ColoredPoints.js)    59

   Uniform Variables    61

   Retrieving the Storage Location of a Uniform Variable    62

   Assigning a Value to a Uniform Variable    63

   Family Methods of gl.uniform4f()    65

Summary    66

 

3. Drawing and Transforming Triangles   67

Drawing Multiple Points   68

   Sample Program (MultiPoint.js)    70

   Using Buffer Objects    72

   Create a Buffer Object (gl.createBuffer())    74

   Bind a Buffer Object to a Target (gl.bindBuffer())    75

   Write Data into a Buffer Object (gl.bufferData())   76

   Typed Arrays    78

   Assign the Buffer Object to an Attribute Variable (gl.vertexAttribPointer())   79

   Enable the Assignment to an Attribute Variable (gl.enableVertexAttribArray())    81

   The Second and Third Parameters of gl.drawArrays()    82

   Experimenting with the Sample Program    84

Hello Triangle    85

   Sample Program (HelloTriangle.js)    85

   Basic Shapes    87

   Experimenting with the Sample Program    89

   Hello Rectangle (HelloQuad)    89

   Experimenting with the Sample Program    91

Moving, Rotating, and Scaling    91

   Translation    92

   Sample Program (TranslatedTriangle.js)    93

   Rotation    96

   Sample Program (RotatedTriangle.js)    99

   Transformation Matrix: Rotation    102

   Transformation Matrix: Translation    105

   Rotation Matrix, Again    106

   Sample Program (RotatedTriangle_Matrix.js)    107

   Reusing the Same Approach for Translation    111

   Transformation Matrix: Scaling    111

Summary    113

 

4. More Transformations and Basic Animation   115

Translate and Then Rotate    115

   Transformation Matrix Library: cuon-matrix.js    116

   Sample Program (RotatedTriangle_Matrix4.js)    117

   Combining Multiple Transformation    119

   Sample Program (RotatedTranslatedTriangle.js)    121

   Experimenting with the Sample Program    123

Animation    124

   The Basics of Animation    125

   Sample Program (RotatingTriangle.js)    126

   Repeatedly Call the Drawing Function (tick())   129

   Draw a Triangle with the Specified Rotation Angle (draw())    130

   Request to Be Called Again (requestAnimationFrame())    131

   Update the Rotation Angle (animate())    133

   Experimenting with the Sample Program    135

Summary   136

 

5. Using Colors and Texture Images   137

Passing Other Types of Information to Vertex Shaders    137

   Sample Program (MultiAttributeSize.js)    139

   Create Multiple Buffer Objects    140

   The gl.vertexAttribPointer() Stride and Offset Parameters    141

   Sample Program (MultiAttributeSize_Interleaved.js)    142

   Modifying the Color (Varying Variable)   146

   Sample Program (MultiAttributeColor.js)    147

   Experimenting with the Sample Program    150

Color Triangle (ColoredTriangle.js)    151

   Geometric Shape Assembly and Rasterization    151

   Fragment Shader Invocations    155

   Experimenting with the Sample Program    156

   Functionality of Varying Variables and the Interpolation Process    157

Pasting an Image onto a Rectangle    160

   Texture Coordinates    162

   Pasting Texture Images onto the Geometric Shape    162

   Sample Program (TexturedQuad.js)    163

   Using Texture Coordinates (initVertexBuffers())    166

   Setting Up and Loading Images (initTextures())    166

   Make the Texture Ready to Use in the WebGL System (loadTexture())    170

   Flip an Image’s Y-Axis    170

   Making a Texture Unit Active (gl.activeTexture())    171

   Binding a Texture Object to a Target (gl.bindTexture())    173

   Set the Texture Parameters of a Texture Object (gl.texParameteri())    174

   Assigning a Texture Image to a Texture Object (gl.texImage2D())    177

   Pass the Texture Unit to the Fragment Shader (gl.uniform1i())   179

   Passing Texture Coordinates from the Vertex Shader to the Fragment Shader    180

   Retrieve the Texel Color in a Fragment Shader (texture2D())    181

   Experimenting with the Sample Program    182

Pasting Multiple Textures to a Shape    183

   Sample Program (MultiTexture.js)    184

Summary    189

 

6. The OpenGL ES Shading Language (GLSL ES)   191

Recap of Basic Shader Programs    191

Overview of GLSL ES    192

Hello Shader!    193

   Basics    193

   Order of Execution    193

   Comments    193

Data (Numerical and Boolean Values)    194

Variables    194

GLSL ES Is a Type Sensitive Language    195

Basic Types    195

   Assignment and Type Conversion    196

   Operations    197

Vector Types and Matrix Types   198

   Assignments and Constructors    199

   Access to Components    201

   Operations    204

Structures    207

   Assignments and Constructors    207

   Access to Members    207

   Operations    208

Arrays    208

Samplers    209

Precedence of Operators    210

Conditional Control Flow and Iteration    211

   if Statement and if-else Statement    211

   for Statement    211

   continue, break, discard Statements    212

Functions   213

   Prototype Declarations   214

   Parameter Qualifiers   214

Built-In Functions   215

Global Variables and Local Variables   216

Storage Qualifiers   217

   const Variables   217

   Attribute Variables   218

   Uniform Variables   218

   Varying Variables   219

Precision Qualifiers   219

Preprocessor Directives   221

Summary   223

 

7. Toward the 3D World  225

What’s Good for Triangles Is Good for Cubes   225

Specifying the Viewing Direction 226

   Eye Point, Look-At Point, and Up Direction   227

   Sample Program (LookAtTriangles.js)   229

   Comparing LookAtTriangles.js with RotatedTriangle_Matrix4.js   232

   Looking at Rotated Triangles from a Specified Position   234

   Sample Program (LookAtRotatedTriangles.js)   235

   Experimenting with the Sample Program   236

   Changing the Eye Point Using the Keyboard   238

   Sample Program (LookAtTrianglesWithKeys.js)   238

   Missing Parts   241

Specifying the Visible Range (Box Type)   241

   Specify the Viewing Volume   242

   Defining a Box-Shaped Viewing Volume   243

   Sample Program (OrthoView.html)   245

   Sample Program (OrthoView.js)   246

   Modifying an HTML Element Using JavaScript   247

   The Processing Flow of the Vertex Shader   248

   Changing Near or Far   250

   Restoring the Clipped Parts of the Triangles (LookAtTrianglesWithKeys_ViewVolume.js)   251

   Experimenting with the Sample Program   253

Specifying the Visible Range Using a Quadrangular Pyramid   254

   Setting the Quadrangular Pyramid Viewing Volume   256

   Sample Program (PerspectiveView.js)   258

   The Role of the Projection Matrix   260

   Using All the Matrices (Model Matrix, View Matrix, and Projection Matrix) ......262

   Sample Program (PerspectiveView_mvp.js)   263

   Experimenting with the Sample Program   266

Correctly Handling Foreground and Background Objects   267

   Hidden Surface Removal   270

   Sample Program (DepthBuffer.js)   272

   Z Fighting   273

Hello Cube   275

   Drawing the Object with Indices and Vertices Coordinates   277

   Sample Program (HelloCube.js)   278

   Writing Vertex Coordinates, Colors, and Indices to the Buffer Object   281

   Adding Color to Each Face of a Cube   284

   Sample Program (ColoredCube.js)   285

   Experimenting with the Sample Program   287

Summary   289

 

8. Lighting Objects  291

Lighting 3D Objects   291

   Types of Light Source   293

   Types of Reflected Light   294

   Shading Due to Directional Light and Its Diffuse Reflection   296

   Calculating Diffuse Reflection Using the Light Direction and the Orientation of a Surface   297

   The Orientation of a Surface: What Is the Normal?   299

   Sample Program (LightedCube.js)   302

   Add Shading Due to Ambient Light   307

   Sample Program (LightedCube_ambient.js)   308

Lighting the Translated-Rotated Object   310

   The Magic Matrix: Inverse Transpose Matrix   311

   Sample Program (LightedTranslatedRotatedCube.js)   312

Using a Point Light Object   314

   Sample Program (PointLightedCube.js)   315

   More Realistic Shading: Calculating the Color per Fragment   319

   Sample Program (PointLightedCube_perFragment.js)   319

Summary   321

 

9. Hierarchical Objects  323

Drawing and Manipulating Objects Composed of Other Objects   324

   Hierarchical Structure   325

   Single Joint Model   326

   Sample Program (JointModel.js)   328

   Draw the Hierarchical Structure (draw())   332

   A Multijoint Model   334

   Sample Program (MultiJointModel.js)   335

   Draw Segments (drawBox())   339

   Draw Segments (drawSegment())   340

Shader and Program Objects: The Role of initShaders()   344

   Create Shader Objects (gl.createShader())   345

   Store the Shader Source Code in the Shader Objects (g.shaderSource())   346

   Compile Shader Objects (gl.compileShader())   347

   Create a Program Object (gl.createProgram())   349

   Attach the Shader Objects to the Program Object (gl.attachShader())   350

   Link the Program Object (gl.linkProgram())   351

   Tell the WebGL System Which Program Object to Use (gl.useProgram())   353

   The Program Flow of initShaders()   353

Summary   356

 

10. Advanced Techniques  357

Rotate an Object with the Mouse   357

   How to Implement Object Rotation   358

   Sample Program (RotateObject.js)   358

Select an Object   360

   How to Implement Object Selection   361

   Sample Program (PickObject.js)   362

   Select the Face of the Object   365

   Sample Program (PickFace.js)   366

HUD (Head Up Display)   368

   How to Implement a HUD   369

   Sample Program (HUD.html)   369

   Sample Program (HUD.js)   370

   Display a 3D Object on a Web Page (3DoverWeb)   372

Fog (Atmospheric Effect)   372

   How to Implement Fog   373

   Sample Program (Fog.js)   374

   Use the w Value (Fog_w.js)   376

Make a Rounded Point   377

   How to Implement a Rounded Point   377

   Sample Program (RoundedPoints.js)   378

Alpha Blending   380

   How to Implement Alpha Blending   380

   Sample Program (LookAtBlendedTriangles.js)   381

   Blending Function   382

   Alpha Blend 3D Objects (BlendedCube.js)   384

   How to Draw When Alpha Values Coexist   385

Switching Shaders   386

   How to Implement Switching Shaders   387

   Sample Program (ProgramObject.js)   387

Use What You’ve Drawn as a Texture Image   392

   Framebuffer Object and Renderbuffer Object   392

   How to Implement Using a Drawn Object as a Texture   394

   Sample Program (FramebufferObjectj.js)   395

   Create Frame Buffer Object (gl.createFramebuffer())   397

   Create Texture Object and Set Its Size and Parameters   397

   Create Renderbuffer Object (gl.createRenderbuffer())   398

   Bind Renderbuffer Object to Target and Set Size (gl.bindRenderbuffer(),  gl.renderbufferStorage())   399

   Set Texture Object to Framebuffer Object (gl.bindFramebuffer(), gl.framebufferTexture2D())   400

   Set Renderbuffer Object to Framebuffer Object (gl.framebufferRenderbuffer())   401

   Check Configuration of Framebuffer Object (gl.checkFramebufferStatus())   402

   Draw Using the Framebuffer Object   403

Display Shadows   405

   How to Implement Shadows   405

   Sample Program (Shadow.js)   406

   Increasing Precision   412

   Sample Program (Shadow_highp.js)   413

Load and Display 3D Models   414

   The OBJ File Format   417

   The MTL File Format   418

   Sample Program (OBJViewer.js)   419

   User-Defined Object   422

   Sample Program (Parser Code in OBJViewer.js)   423

Handling Lost Context   430

   How to Implement Handling Lost Context   431

   Sample Program (RotatingTriangle_contextLost.js)   432

Summary   434

 

A. No Need to Swap Buffers in WebGL  437

 

B. Built-in Functions of GLSL ES 1.0  441

Angle and Trigonometry Functions   441

Exponential Functions   443

Common Functions   444

Geometric Functions   447

Matrix Functions   448

Vector Functions   449

Texture Lookup Functions   451

 

C. Projection Matrices  453

Orthogonal Projection Matrix   453

Perspective Projection Matrix   453

 

D. WebGL/OpenGL: Left or Right Handed?  455

Sample Program CoordinateSystem.js   456

Hidden Surface Removal and the Clip Coordinate System   459

The Clip Coordinate System and the Viewing Volume   460

What Is Correct?   462

Summary   464

 

E. The Inverse Transpose Matrix  465

 

F. Load Shader Programs from Files  471

 

G. World Coordinate System Versus Local Coordinate System  473

The Local Coordinate System   474

The World Coordinate System   475

Transformations and the Coordinate Systems  477

 

H. Web Browser Settings for WebGL  479

Glossary  481

References   485

Index  487

Dr. Kouichi Matsuda has a broad background in user interface and user experience design and its application to novel multimedia products. His work has taken him from product development, through research, and back to development, having spent time at NEC, Sony Corporate Research, and Sony Computer Science Laboratories. He is currently a chief distinguished researcher focused on user experience and human computer interaction across a range of consumer electronics. He was the designer of the social 3D virtual world called “PAW” (personal agent-oriented virtual world), was involved in the development of the VRML97 (ISO/IEC 14772-1:1997) standard from the start, and has remained active in both VRML and X3D communities (precursors to WebGL). He has written 15 books on computer technologies and translated a further 25 into Japanese. His expertise covers user experiences, user interface, human computer interaction, natural language understanding, entertainment-oriented network services, and interface agent systems. Always on the lookout for new and exciting possibilities in the technology space, he combines his professional life with a love of hot springs, sea in summer, wines, and MANGA (at which he dabbles in drawing and illustrations). He received his Ph.D. (Engineering) from the Graduate School of Engineering, University of Tokyo.

Dr. Rodger Lea is an adjunct professor with the Media and Graphics Interdisciplinary Centre at the University of British Columbia, with an interest in systems aspects of multimedia and distributed computing. With more than 20 years of experience leading research groups in both academic and industrial settings, he has worked on early versions of shared 3D worlds, helped define VRML97, developed multimedia operating systems, prototyped interactive digital TV, and led developments on multimedia home networking standards. He has published more than 60 research papers and three books, and he holds 12 patents. Hi
  • Breakthrough 3D programming techniques for tomorrow’s web games, user interfaces, and information visualization applications
  • 100+ recipes demonstrate and explain basic to advanced tasks: complete code library jumpstarts your own projects
  • Part of AW’s official OpenGL series: co-written by a member of Khronos’s official WebGL team

Date de parution :

Ouvrage de 552 p.

17.9x23.3 cm

Disponible chez l'éditeur (délai d'approvisionnement : 12 jours).

Prix indicatif 47,20 €

Ajouter au panier

Thème de WebGL programming guide: interactive 3D graphics... :