This article assumes you've at least read the article on fundamentals. If you have not read that yet you should probably start there.
This is a short article to cover gl.drawElements
. There are 2
basic drawing functions in WebGL. gl.drawArrays
and gl.drawElements
.
Most of the articles on the site that explicitly call one or the other
call gl.drawArrays
as it's the most straight forward.
gl.drawElements
on the other hand uses a buffer filled with
vertex indices and draws based on that.
Let's take the example that draws rectangles from
the first article and make it use
gl.drawElements
In that code we created a rectangle from 2 triangles, 3 vertices each for a total of 6 vertices.
Here was our code that provided 6 vertex positions
var x1 = x;
var x2 = x + width;
var y1 = y;
var y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x1, y1, // vertex 0
x2, y1, // vertex 1
x1, y2, // vertex 2
x1, y2, // vertex 3
x2, y1, // vertex 4
x2, y2, // vertex 5
]), gl.STATIC_DRAW);
We can instead use data for 4 vertices
var x1 = x;
var x2 = x + width;
var y1 = y;
var y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x1, y1, // vertex 0
x2, y1, // vertex 1
x1, y2, // vertex 2
x2, y2, // vertex 3
]), gl.STATIC_DRAW);
But, then we need to add another buffer with indices because WebGL still requires that to draw 2 triangles we must tell it to draw 6 vertices in total.
To do this we create another buffer but we use a different binding point.
Instead of the ARRAY_BUFFER
binding point we use the ELEMENT_ARRAY_BUFFER
binding point which is always used for indices.
// create the buffer
const indexBuffer = gl.createBuffer();
// make this buffer the current 'ELEMENT_ARRAY_BUFFER'
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// Fill the current element array buffer with data
const indices = [
0, 1, 2, // first triangle
2, 1, 3, // second triangle
];
gl.bufferData(
gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices),
gl.STATIC_DRAW
);
Like all data in WebGL we need a specific representation for the
indices. We convert the indices to unsigned 16 bit integers with
new Uint16Array(indices)
and then upload them to the buffer.
At draw time we need to bind whatever buffer holds the indices we want to use.
// bind the buffer containing the indices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
And then draw with drawElements
// Draw the rectangle.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
-gl.drawArrays(primitiveType, offset, count);
+var indexType = gl.UNSIGNED_SHORT;
+gl.drawElements(primitiveType, count, indexType, offset);
We get the same results as before but we only had to supply data for 4 vertices instead of 6. We still had to ask WebGL to draw 6 vertices but this let us reuse data for 4 vertices through the indices.
Whether you use indexed or non indexed data is up to you.
It's important to note that indexed vertices won't usually let you make a cube with 8 vertex positions because generally you want to associate other data with each vertex, data that is different depending on which face that vertex position is being used with. For example if you wanted to give each face of the cube a different color you'd need to provide that color with the position. So even though the same position is used 3 times, once for each face a vertex touches, you'd still need to repeat the position, once for each different face, each with a different associated color. That would mean you'd need 24 vertices for a cube, 4 for each side and then 36 indices to draw the required 12 triangles.
Note that valid types for indexType
above in WebGL1 are only gl.UNSIGNED_BYTE
where you can only have indices from 0 to 255, and, gl.UNSIGNED_SHORT
where
the maximum index is 65535. There is an extension, OES_element_index_uint
you can
check for and enable which allows gl.UNSIGNED_INT
and indices up to 4294967296.
const ext = gl.getExtension('OES_element_index_uint');
if (!ext) {
// fall back to using gl.UNSIGNED_SHORT or tell the user they are out of luck
}
According to WebGLStats nearly all devices support this extension.