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

Assigning one color per object in the scene


We will pick an object based on its color. If the object has shiny reflections or shadows, then the color throughout it will not be uniform. Therefore, to pick an object based on its color we need to make sure that the color is constant per object and that each object has a different color.

We achieve constant coloring by telling the fragment shader to use only the material diffuse property to set the ESSL gl_FragColor variable. Here we are assuming that each object has a unique diffuse property.

When there are objects sharing the same diffuse color, then we need to create a new ESSL uniform to store the picking color and make it unique for every object that is rendered into the offscreen framebuffer. This way, the objects will look the same when they are rendered on screen but every time we render them into the offscreen framebuffer, their colors will be unique. This is something that we will do later on in this chapter.

For now, let's assume that...