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

Summary


In this chapter, we have seen how to use the vertex shader and the fragment shader to define a lighting model for our 3D scene. We have learned in detail what light sources, materials, and normals are, and how these elements interact to illuminate a WebGL scene. We have also learned the difference between a shading method and a lighting model and have studied the basic Goraud and Phong shading methods and the Lambertian and Phong lighting models. We have also seen several examples of how to implement these shading and lighting models in code using ESSL, and how to communicate between the WebGL code and the ESSL code through attributes and uniforms.

In the following chapter, we will expand on the use of matrices in ESSL and we will see how we use them to represent and move our viewpoint in a 3D scene.