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 – working on the wall


  1. Open the file ch3_Wall.html in your HTML5 browse. You will see something similar to the following screenshot:

  2. Now, open the file again, this time in your favorite text editor (for example, Notepad ++).

  3. Go to the vertex shader (Hint: look for the tag <script id="shader-vs" type="x-shader/x-vertex">). Make sure that you identify the attributes uniforms and varyings that are declared there.

  4. Now go to the fragment shader. Notice that there are no attributes here (Remember: attributes are exclusive of the vertex shader).

  5. Go to the runWebGLApp function. Verify that we are calling initProgram and initLights there.

  6. Go to initProgram. Make sure you understand how the program is built and how we obtain references to attributes and uniforms.

  7. Now go to initLights. Update the values of the uniforms, as shown here.

      gl.uniform3fv(prg.uLightDirection, [0.0, 0.0, -1.0]);
      gl.uniform4fv(prg.uLightAmbient, [0.1,0.1,0.1,1.0]);
      gl.uniform4fv(prg.uLightDiffuse, [0.6,0...