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

Time for action – adding a white light to a scene


  1. Open the file ch6_Wall_LightArrays.html in your HTML5 browser. This scene looks exactly as ch6_Wall_Final.html, however the code required to write this scene is much less as we are using uniform arrays. Let's see how the use of uniform arrays change our code.

  2. Let's update the vertex shader first. Open the file ch6_Wall_LightArrays.html using your favorite source code editor. Let's take a look at the vertex shader. Note the use of the constant integer expression const int NUM_LIGHTS = 3; to declare the number of lights that the shader will handle.

  3. Also, you can see there that a uniform array is being used to operate on light positions.

    Note that we are using a varying array to pass the light rays (for each light) to the fragment shader.

    //Calculate light ray per each light
     for(int i=0; i < NUM_LIGHTS; i++){
      vec 4 lightPosition = uMVMatrix * vec4(uLightPosition[i], 1.0);
      vLightRay[i] = vertex.xyz - lightPosition[i].xyz;
     }

    This fragment...