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)

Time for Action: Normal Mapping in Action

Let's cover an example showcasing normal mapping in action:

  1. Open the ch10_03_normal-map.html file in a browser:
  1. Rotate the cube to see the effect that the normal map has on the lit cube. Keep in mind that the profile of the cube has not changed. Let's examine how this effect is achieved.
  2. First, we need to add a new attribute to our vertex buffers. There are three vectors needed to calculate the tangent space coordinates for lighting: the normal, the tangent, and the bitangent:
  1. We have already covered normals, so let's investigate the other two vectors. The tangent represents the up (positive y) vector for the texture relative to the polygon surface. The bitangent represents the left (positive x) vector for the texture relative to the polygon surface.
  2. We only need to provide two of the three vectors as vertex attributes...