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)

Back to WebGL

It’s time to go back to our JavaScript code, but we now need to consider how to close the gap between our JavaScript code and our ESSL code. First, we need to take a look at how we create a program using our WebGL context. Please remember that we refer to both the vertex shader and fragment shader as the program. Second, we need to know how to initialize attributes and uniforms.

Let's take a look at the structure of the web apps we have developed so far:

Each application has a vertex shader and a fragment shader embedded in the web page. In addition, there is a script section where we write all of our WebGL code. Finally, we have the HTML code that defines the page components, such as titles and the location of the widgets and the canvas.

In the JavaScript code, we are calling the init function on the onload event of the web page. This is the entry point...