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WebGL Beginner's Guide

You're reading from   WebGL Beginner's Guide If you're a JavaScript developer who wants to take the plunge into 3D web development, this is the perfect primer. From a basic understanding of WebGL structure to creating realistic 3D scenes, everything you need is here.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691727
Length 376 pages
Edition 1st Edition
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Table of Contents (18) Chapters Close

WebGL Beginner's Guide
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with WebGL FREE CHAPTER 2. Rendering Geometry 3. Lights! 4. Camera 5. Action 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques Index

Time for action – examining the ray traced scene


  1. Open the file ch10_Raytracing.html in an HTML5 browser. You should see a scene with a simple lit, bobbing sphere like the one shown in the following screenshot:

  2. First, in order to give us a way of triggering the shader, we need to draw a full screen quad. Luckily for us, we already have a class that helps us do exactly that from the post-processing example earlier in this chapter! Since we don't have a scene to process, we're able to cut a large part of the rendering code out, and the entirety of our JavaScript drawing code becomes:

    function render(){
        gl.viewport(0, 0, c_width, c_height);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    
        //Checks to see if the framebuffer needs to be resized to  match the canvas
        post.validateSize();
        post.bind();
    
        //Render the fullscreen quad
        post.draw();
    }
  3. That's it. The remainder of our scene will be built in the fragment shader.

  4. At the core of our shader, there are two functions...

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