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

Using textures in a shader


Texture coordinates are exposed to the shader code in the same way that we have any other vertex attribute; no surprises here. We'll want to include a two-element vector attribute in our vertex shader that will map to our texture coordinates:

attribute vec2 aVertexTextureCoords;

Additionally, we will also want to add a new uniform to the fragment shader that uses a type we haven't seen before: sampler2D. The sampler2D uniform is what allows us to access the texture data in the shader.

uniform sampler2D uSampler;

In the past, when we've used uniforms, we have always set them to the value that we want them to be in the shader, such as a light color. Samplers work a little differently, however. The following shows how to associate a texture with a specific sampler uniform:

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(Program.uSampler, 0);

So what's going on here? First off, we are changing the active texture index with gl.activeTexture...