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)

Cube Maps

Earlier in this chapter, we mentioned 2D textures and cube maps for creating complex effects using images. We covered textures, but exactly what are cube maps and how do we use them?

A cube map is, very much like it sounds, a cube of textures. Six individual textures are created, each assigned to a different face of the cube. The graphics hardware can sample them as a single entity, by using a 3D texture coordinate.

The faces of the cube are identified by the axis they face and whether they are on the positive or negative side of that axis:

So far, we have manipulated a texture by specifying a texture target of TEXTURE_2D. Cube mapping introduces a few new texture targets that indicate we are working with cube maps. These targets also indicate which face of the cube map we're manipulating:

  • TEXTURE_CUBE_MAP
  • TEXTURE_CUBE_MAP_POSITIVE_X
  • TEXTURE_CUBE_MAP_NEGATIVE_X...