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: Bouncing Ball

Let's look at an example covering how we'd animate many objects in our scene:

  1. Open ch05_03_bouncing-balls.html in your browser:
  1. The orbiting camera is activated by default. Move the camera and you will see how all the objects adjust to the global transform (camera) and continue bouncing according to their local transforms.
  2. Let's explain how we keep track of each ball in more detail.
  3. Define the appropriate global variables and constants:
let
gl, scene, program, camera, transforms,
elapsedTime, initialTime,
fixedLight = false,
balls = [],
sceneTime = 0,
animationRate = 15,
gravity = 9.8,
ballsCount = 50;
  1. Initialize the balls array. We use a for loop in the load function to achieve this:
function load() {
scene.add(new Floor(80, 2));
for (let i = 0; i < ballsCount; i++) {
balls.push(new BouncingBall());
scene...