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)

Bridging the Gap Between WebGL and ESSL

It’s now useful to test out how we integrate our ESSL program with our WebGL code by taking the code from ch03_05_wall.html and making some modifications.

Imagine a wall composed of the sections A, B, and C, and you are facing section B with a flashlight in your hand (frontal view). Intuitively, you know that section A and section C will be darker than section B. This fact can be modeled by starting at the color of the center of section B and darkening the color of the surrounding pixels as we move away from the center:

Let's summarize the code we need to cover:

  • The ESSL program containing the vertex and fragment shaders. For the wall, we will select Goraud shading with a Diffuse/Lambertian reflection model.
  • The initProgram function. We need to make sure that we map all of the attributes and uniforms that we defined in the...