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)

Time for Action: Using Multi-Texturing

Let's cover an example of multi-texturing in action:

  1. Open the ch07_05_multi-texture.html file with your editor.
  2. At the top of the script block, add another texture variable:
let texture2;
  1. At the bottom of the configure function, add the code to load the second texture. We're using a class to make this process easier, so the new code is as follows:
texture2 = new Texture();
texture2.setImage('/common/images/light.png');
  1. The texture we're using is a white radial gradient that simulates a spot light:
  1. In the render function, directly below the code that binds the first texture, add the following to expose the new texture to the shader:
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture2.tex);
gl.uniform1i(program.uSampler2, 1);
  1. We need to add the new sampler uniform to the fragment shader:
  2. ...