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)

Architecture Updates

Let's cover some useful functions that we can refactor for use in later chapters:

  1. Open common/js/utils.js in your editor to see the following changes.
  2. We have added two additional methods, autoResizeCanvas and getShader, to utils.js that look very similar to the code we implemented earlier in this chapter:
'use strict';

// A set of utility functions for /common operations across our
// application
const utils = {

// Find and return a DOM element given an ID
getCanvas(id) {
// ...
},

// Given a canvas element, return the WebGL2 context
getGLContext(canvas) {
// ...
},

// Given a canvas element, expand it to the size of the window
// and ensure that it automatically resizes as the window changes
autoResizeCanvas(canvas) {
const expandFullScreen = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight...