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Real-Time 3D Graphics with WebGL 2 - Second Edition

You're reading from  Real-Time 3D Graphics with WebGL 2 - Second Edition

Product type Book
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Pages 500 pages
Edition 2nd Edition
Languages
Authors (2):
Farhad Ghayour Farhad Ghayour
Profile icon Farhad Ghayour
Diego Cantor Diego Cantor
Profile icon Diego Cantor
View More author details
Toc

Table of Contents (14) Chapters close

Preface 1. Getting Started 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

WebGL Implementation

Now, let's take a look at how we can implement vertex and normal transformations in WebGL. The following diagram shows the theory we have learned so far, along with the relationships between the steps in the theory and the implementation in WebGL:

In WebGL, the five transformations that we apply to object coordinates to obtain viewport coordinates are grouped into three matrices and one WebGL method:

  • The Model-View matrix that groups the model and view transform in one single matrix. When we multiply our vertices by this matrix, we end up in view coordinates.
  • The Normal matrix is obtained by inverting and transposing the Model-View matrix. This matrix is applied to normal vectors to ensure that they continue to be perpendicular to the surface. This is very important in cases such as lighting.
  • The Projection matrix groups the projection transformation...
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