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)

Vertex Array Objects

Vertex array objects (VAOs) allow you to store all of the vertex/index binding information for a set of buffers in a single, easy to manage object. That is, the state of attributes, which buffers to use for each attribute, and how to pull data out from those buffers, is collected into a VAO. Although we can implement VAOs in WebGL 1 by using extensions, they are available by default in WebGL 2.

This is an important feature that should always be used, since it significantly reduces rendering times. When not using VAOs, all attributes data is in global WebGL state, which means that calling functions such as gl.vertexAttribPointer, gl.enableVertexAttribArray, and gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer) manipulates the global state. This leads to performance loss, because before any draw call, we would need to set up all vertex attributes and set the ELEMENT_ARRAY_BUFFER...