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 – directional point lights


In Chapter 3, Lights!, we compared point and directional lights:

In this section, we will combine directional and positional lights. We are going to create a third type of light: a directional point light. This light has both position and direction properties. We are ready to do this as our shaders can easily handle lights with multiple properties.

The trick to create these lights consist into subtract the light direction vector from the normal for each vertex. The resulting vector will originate a different Lambert coefficient that will reflect into the cone generated by the light source.

  1. Open ch6_Wall_Directional.html in your HTML5 Internet web browser. As you can see there, the three light sources have now a direction. Let's take a look at the code.

  2. Open ch6_Wall_Directional.html in your source code editor.

  3. To create a light cone we need to obtain a Lambert coefficient per fragment. Just like in previous exercises, we obtain these coefficients in...