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Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2

By : Farhad Ghayour, Diego Cantor
4.8 (12)
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Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2

4.8 (12)
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)
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Using Textures in a Shader

Texture coordinates are exposed to the shader code in the same way that they are with any other vertex attribute. We'll want to include a two-element vector attribute in our vertex shader that will map to our texture coordinates:

in vec2 aVertexTextureCoords;

Additionally, we will also want to add a new uniform to the fragment shader that uses a type we haven't seen before: sampler2D. The sampler2D uniform is what allows us to access the texture data in the shader:

uniform sampler2D uSampler;

In the past, when we've used uniforms, we set them to the value that we want them to be in the shader, such as a light color. Samplers work a bit differently. The following code shows how to associate a texture with a specific sampler uniform:

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(program.uSampler, 0...
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