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: Exploring the Showroom

Let's cover an example covering various camera types:

  1. Open the ch04_04_camera-types.html file in your browser. You will see something like the following:
  1. Go around the world using the sliders in Tracking mode. Cool, huh?
  2. Change the camera type to Orbiting mode and do the same.
  3. Check that besides the slider controls, both in Tracking and Orbiting mode, you can use your mouse and keyboard to move around the world.
  4. In this exercise, we have implemented a camera using two new classes:
    • Camera: To manipulate the camera.
    • Controls: To connect the camera to the canvas. The canvas will now receive mouse and keyboard events and pass them along to the camera.
  1. If you are curious, you can see the source code of these two classes in the common/js directory. We have applied the concepts explained in this chapter to build these two classes...