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

Back to WebGL


It is time to go back to our JavaScript code. Now, how do we close the gap between our JavaScript code and our ESSL code?

First, we need to take a look at how we create a program using our WebGL context. Please remember that we refer to both the vertex shader and fragment shader as the program.

Second, we need to know how to initialize attributes and uniforms.

Let's take a look at the structure of the web apps that we have developed so far:

Each application has a vertex shader and a fragment shader embedded in the web page. Then we have a script section where we write all of our WebGL code. Finally, we have the HTML code that defines the page components such as titles and the location of the widgets and the canvas.

In the JavaScript code, we are calling the runWebGLApp function on the onLoad event of the web page. This is the entry point for our application. The first thing that runWebGLApp does is to obtain a WebGL context for the canvas, and then calls a series of functions that...