WebGL: Up and Running - Helion
ISBN: 978-14-493-2651-7
stron: 230, Format: ebook
Data wydania: 2012-08-07
Księgarnia: Helion
Cena książki: 109,65 zł (poprzednio: 127,50 zł)
Oszczędzasz: 14% (-17,85 zł)
Get a quick introduction to WebGL, the new standard for 3D rendering on the Web and a member of HTML5’s family of technologies. With this hands-on guide, you’ll learn essential WebGL development and production concepts, using the JavaScript 3D engine Three.js. At the end of the book, you’ll put everything together and build a full 3D application with WebGL.
You don’t have to be a game development wizard or have 3D graphics experience to get started. If you use HTML, CSS, and JavaScript—and have familiarity with JQuery and Ajax—this book will help you gain a working knowledge of WebGL through clear and simple examples.
- Understand core 3D graphics concepts and how to implement them in WebGL
- Create WebGL sample pages as you learn, and build a racing game application in the final chapter
- Get to know the Three.js open source library in detail
- Develop working knowledge of graphics rendering, texturing, animation, interaction, and behaviors
- Seamlessly integrate 3D graphics with other content on the page
- Learn the tools, file formats, and techniques for developing robust and secure applications in a production environment
"WebGL: Up and Running is an ideal introduction to the world of 3D programming on the web. It’s well-written, clear, and fun. I wish it had been around when I started learning!"
—Giles Thomas, LearningWebGL.com
Osoby które kupowały "WebGL: Up and Running", wybierały także:
- Windows Media Center. Domowe centrum rozrywki 66,67 zł, (8,00 zł -88%)
- Ruby on Rails. Ćwiczenia 18,75 zł, (3,00 zł -84%)
- Przywództwo w świecie VUCA. Jak być skutecznym liderem w niepewnym środowisku 58,64 zł, (12,90 zł -78%)
- Scrum. O zwinnym zarządzaniu projektami. Wydanie II rozszerzone 58,64 zł, (12,90 zł -78%)
- Od hierarchii do turkusu, czyli jak zarządzać w XXI wieku 58,64 zł, (12,90 zł -78%)
Spis treści
WebGL: Up and Running eBook -- spis treści
- WebGL: Up and Running
- SPECIAL OFFER: Upgrade this ebook with OReilly
- Foreword
- Preface
- Audience
- How This Book Is Organized
- Conventions Used in This Book
- This Books Example Files
- Using Code Examples
- Safari Books Online
- How to Contact Us
- Acknowledgments
- 1. An Introduction to WebGL
- WebGLA Technical Definition
- 3D GraphicsA Primer
- 3D Coordinate Systems
- Meshes, Polygons, and Vertices
- Materials, Textures, and Lights
- Transforms and Matrices
- Cameras, Perspective, Viewports, and Projections
- Shaders
- The WebGL API
- The Anatomy of a WebGL Application
- The Canvas and Drawing Context
- The Viewport
- Buffers, ArrayBuffer, and Typed Arrays
- Matrices
- The Shader
- Drawing Primitives
- Chapter Summary
- 2. Your First WebGL Program
- Three.jsA JavaScript 3D Engine
- Setting Up Three.js
- A Simple Three.js Page
- A Real Example
- Shading the Scene
- Adding a Texture Map
- Rotating the Object
- The Run Loop and requestAnimationFrame()
- Bringing the Page to Life
- Chapter Summary
- 3. Graphics
- Sim.jsA Simple Simulation Framework for WebGL
- Creating Meshes
- Using Materials, Textures, and Lights
- Types of Lights
- Creating Serious Realism with Multiple Textures
- Textures and Transparency
- Building a Transform Hierarchy
- Creating Custom Geometry
- Rendering Points and Lines
- Point Rendering with Particle Systems
- Line Rendering
- Writing a Shader
- WebGL Shader Basics
- Shaders in Three.js
- Chapter Summary
- 4. Animation
- Animation Basics
- Frame-Based Animation
- Time-Based Animation
- Interpolation and Tweening
- Keyframes
- Articulated Animation
- Skinned Animation
- Morphs
- Creating Tweens Using the Tween.js Library
- Creating a Basic Tween
- Tweens with Easing
- Animating an Articulated Model with Keyframes
- Loading the Model
- Animating the Model
- Animating Materials and Lights
- Animating Textures
- Animating Skinned Meshes and Morphs
- Chapter Summary
- Animation Basics
- 5. Interaction
- Hit Detection, Picking, and Projection
- Hit Detection in Three.js
- Implementing Rollovers and Clicks
- Implementing Dragging
- Using Tweens with Dragging
- Using Hit Point and Normal Information
- Camera-Based Interaction
- Implementing a Model Viewer with Camera Interaction
- Navigating Within a Scene
- Chapter Summary
- Hit Detection, Picking, and Projection
- 6. Integrating 2D and 3D
- Combining Dynamic HTML and WebGL
- Creating Pop Ups with DIV Elements
- Using 2D Screen Positions to Annotate 3D Objects
- Adding a Background Image to the 3D Scene
- Overlaying 3D Visuals on 2D Pages
- Creating Dynamic Textures with a Canvas 2D
- Using Video As a Texture
- Rendering Dynamically Generated 3D Text
- WebGL for Ultimate Mashups
- Chapter Summary
- Combining Dynamic HTML and WebGL
- 7. WebGL in Production
- Choosing a Runtime Framework
- Loading 3D Content
- COLLADA: The Digital Asset Exchange Format
- The Three.js JSON Model Format
- The Three.js Binary Model Format
- 3D Model Compression
- The Three.js JSON Scene Format
- Creating 3D Content
- Exporting Art from Blender
- Converting OBJ Files to Three.js JSON Format
- Converting OBJ Files to Three.js Binary Format
- Converting from Other Tools and Formats
- Browser Realities
- Detecting WebGL Support in Your Browser
- Turning WebGL On in Safari
- Handling Context Lost Events
- WebGL and Security
- Chapter Summary
- 8. Your First WebGL Game
- Building the Pieces
- Camera, Character, and Control
- The keyboard controls
- The camera
- Keyframe animations
- Texture animation
- Collision detection
- Art Direction
- The sky background
- The heads-up display
- Changing textures on the fly
- The Model Previewer
- Creating a Particle System
- Adding Sound
- Camera, Character, and Control
- Putting It All Together
- Chapter Summary
- Building the Pieces
- Afterword
- A. WebGL Resources
- The WebGL Specification
- Official Mailing Lists and Forums
- Tools and Toolkits
- Blogs and Demo Sites
- Community Sites
- Index
- About the Author
- Colophon
- SPECIAL OFFER: Upgrade this ebook with OReilly
- Copyright