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)

Summary

Let's summarize what we've learned in this chapter:

  • We covered the history of WebGL and how it came to fruition.
  • We learned about common elements—canvas, objects, lights, and camera—that are, generally, present in WebGL applications.
  • We learned how to add a HTML5 canvas element to our web page and how to set its id, width, and height.
  • We implemented the code to obtain a WebGL context.
  • We covered how WebGL works as a state machine and, as such, we can query any of its variables using the getParameter function.
  • We got a glimpse of the interactive 3D application that we'll build by the end of this book.

In the next chapter, we will learn how to define, load, and render objects into a WebGL scene.