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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Clicking on the Canvas

The next step is to capture and read the mouse coordinates of a user click from the offscreen framebuffer. We can use the standard onmouseup event from the canvas element in our webpage:

const canvas = document.getElementById('webgl-canvas');

canvas.onmouseup = event => {
// capture coordinates from the `event`
};

Since the given event returns the mouse coordinates (clientX and clientY) from the top-left rather than the coordinates with respect to the canvas, we need to leverage the DOM hierarchy to know the total offset that we have around the canvas element.

We can do this with a code fragment inside the canvas.onmouseup function:

let top = 0,
left = 0;

while (canvas && canvas.tagName !== 'BODY') {
top += canvas.offsetTop;
left += canvas.offsetLeft;
canvas = canvas.offsetParent;
}

The following diagram shows how we use...

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