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: Examining the Ray Traced Scene

Let's cover an example showcasing the power of ray tracing:

  1. Open the ch10_04_ray-tracing.html file in your browser. You should see a scene with a simple lit, bobbing sphere like the one shown in the following screenshot:
  1. In order to trigger the shader, we need a way to draw a full-screen quad. Fortunately, we have a class from our post-processing examples earlier in this chapter to help us do just that. Since we don't have a scene to process, we can omit a large part of the rendering code and simplify JavaScript's draw function:
function draw() {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

// Checks to see if the framebuffer needs to be re-sized to match
// the canvas
post.validateSize();
post.bind();

// Render the fullscreen quad
post.draw...