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)

Using Lights, Normals, and Materials in the Pipeline

In Chapter 2, Rendering, we discussed that WebGL buffers, attributes, and uniforms are used as input variables to the shaders, and that varyings are used to pass information between the vertex shader and the fragment shader. Let's revisit the pipeline and see where lights, normals, and materials fit in:

Normals are defined on a vertex-per-vertex basis; therefore, normals are modeled as a VBO and are mapped using an attribute, as shown in the preceding diagram. Note that attributes cannot be directly passed to the fragment shader. To pass information from the vertex shader to the fragment shader, we must use varyings.

Lights and materials are passed as uniforms. Uniforms are available to both the vertex shader and the fragment shader. This gives us a lot of flexibility to calculate our lighting model, because we can calculate...