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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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Toc

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

Setting up the Scene

We can set up the scene by defining some global variables for our application and writing the code for the configure function. Let's analyze this line by line:

let gl, program, scene, clock, camera, transforms, lights,
floor, selectedCar, lightPositions, carModelData,
clearColor = [0.9, 0.9, 0.9, 1];

function configure() {
// ...
}

At this stage, we want to set some of the WebGL properties, such as the clear color and the depth test. Then, we need to create a camera and set its initial position and orientation. We also need to create a camera controls instance so that we can update the position of the camera during scene interactions. Finally, we need to define the JavaScript variables that will be mapped to the shaders.

To accomplish these tasks, we will use Camera.js, Controls.js, Program.js, and Transforms.js from our architecture.

...
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