Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

By : Farhad Ghayour, Diego Cantor
5 (1)
Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

5 (1)
By: Farhad Ghayour, Diego Cantor

Overview of this book

As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. 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 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript.
Table of Contents (14 chapters)

Looking for Hits

Now, we will check whether the color obtained from the offscreen framebuffer matches any of the objects in our scene. Remember here that we are using colors as object labels. If the color matches one of the objects, then we call it a hit. If it does not, we call it a miss.

When looking for hits, we compare each object's diffuse color with the label obtained from the offscreen framebuffer. There is, however, an additional step to consider: each color channel comes back in a [0, 255] range while the object diffuse colors are in a [0, 1] range. We need to update this before we check for any possible hits. We can do so with a compare function:

function compare(readout, color) {
return (
Math.abs(Math.round(color[0] * 255) - readout[0]) <= 1 &&
Math.abs(Math.round(color[1] * 255) - readout[1]) <= 1 &&
Math.abs(Math.round(color...