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)

Rendering to an Offscreen Framebuffer

In order to perform object selection using the offscreen framebuffer, we need to ensure that both framebuffers are synchronized. If the onscreen framebuffer and the offscreen framebuffer are not synchronized, we could miss crucial data, which may make our picking strategy inconsistent.

A lack of consistency will limit the ability to read colors from the offscreen framebuffer and use them to identify objects in the scene.

To ensure that the buffers are synchronized, we will create a custom render function. This function calls the draw function twice. First, when the offscreen buffer is bound, and a second time when the onscreen default framebuffer is bound. The code looks like this:

function render() {
// off-screen rendering
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
// we set the uniform to true because of an offscreen render
gl...