This post is a continuation of a series of posts about WebGL. The first started with fundamentals. If you haven't read those please view them first.
WebGL programs require that you write shader programs which you have to compile and link and then you have to look up the locations of the inputs to those shader programs. These inputs are called uniforms and attributes and the code required to look up their locations can be wordy and tedious.
Assume we've got the typical boilerplate WebGL code for compiling and linking shader programs. Given a set of shaders like this.
vertex shader:
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = a_texcoord;
v_position = (u_worldViewProjection * a_position);
v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
gl_Position = v_position;
}
fragment shader:
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_ambient;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord);
vec3 a_normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(a_normal, surfaceToLight),
dot(a_normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y + diffuseColor * u_ambient +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
You'd end up having to write code like this to look up and set all the various values to draw.
// At initialization time
var u_worldViewProjectionLoc = gl.getUniformLocation(program, "u_worldViewProjection");
var u_lightWorldPosLoc = gl.getUniformLocation(program, "u_lightWorldPos");
var u_worldLoc = gl.getUniformLocation(program, "u_world");
var u_viewInverseLoc = gl.getUniformLocation(program, "u_viewInverse");
var u_worldInverseTransposeLoc = gl.getUniformLocation(program, "u_worldInverseTranspose");
var u_lightColorLoc = gl.getUniformLocation(program, "u_lightColor");
var u_ambientLoc = gl.getUniformLocation(program, "u_ambient");
var u_diffuseLoc = gl.getUniformLocation(program, "u_diffuse");
var u_specularLoc = gl.getUniformLocation(program, "u_specular");
var u_shininessLoc = gl.getUniformLocation(program, "u_shininess");
var u_specularFactorLoc = gl.getUniformLocation(program, "u_specularFactor");
var a_positionLoc = gl.getAttribLocation(program, "a_position");
var a_normalLoc = gl.getAttribLocation(program, "a_normal");
var a_texCoordLoc = gl.getAttribLocation(program, "a_texcoord");
// At init or draw time depending on use.
var someWorldViewProjectionMat = computeWorldViewProjectionMatrix();
var lightWorldPos = [100, 200, 300];
var worldMat = computeWorldMatrix();
var viewInverseMat = computeInverseViewMatrix();
var worldInverseTransposeMat = computeWorldInverseTransposeMatrix();
var lightColor = [1, 1, 1, 1];
var ambientColor = [0.1, 0.1, 0.1, 1];
var diffuseTextureUnit = 0;
var specularColor = [1, 1, 1, 1];
var shininess = 60;
var specularFactor = 1;
// At draw time
gl.useProgram(program);
// Setup all the buffers and attributes
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.enableVertexAttribArray(a_positionLoc);
gl.vertexAttribPointer(a_positionLoc, positionNumComponents, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.enableVertexAttribArray(a_normalLoc);
gl.vertexAttribPointer(a_normalLoc, normalNumComponents, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.enableVertexAttribArray(a_texcoordLoc);
gl.vertexAttribPointer(a_texcoordLoc, texcoordNumComponents, gl.FLOAT, 0, 0);
// Setup the textures used
gl.activeTexture(gl.TEXTURE0 + diffuseTextureUnit);
gl.bindTexture(gl.TEXTURE_2D, diffuseTexture);
// Set all the uniforms.
gl.uniformMatrix4fv(u_worldViewProjectionLoc, false, someWorldViewProjectionMat);
gl.uniform3fv(u_lightWorldPosLoc, lightWorldPos);
gl.uniformMatrix4fv(u_worldLoc, worldMat);
gl.uniformMatrix4fv(u_viewInverseLoc, viewInverseMat);
gl.uniformMatrix4fv(u_worldInverseTransposeLoc, worldInverseTransposeMat);
gl.uniform4fv(u_lightColorLoc, lightColor);
gl.uniform4fv(u_ambientLoc, ambientColor);
gl.uniform1i(u_diffuseLoc, diffuseTextureUnit);
gl.uniform4fv(u_specularLoc, specularColor);
gl.uniform1f(u_shininessLoc, shininess);
gl.uniform1f(u_specularFactorLoc, specularFactor);
gl.drawArrays(...);
That's a lot of typing.
There are lots of ways to simplify this. One suggestion is to ask WebGL to tell us all the uniforms and locations and then setup functions to set them for us. We can then pass in JavaScript objects to set our settings much more easily. If that's clear as mud well, our code would look something like this
// At initialization time
var uniformSetters = webglUtils.createUniformSetters(gl, program);
var attribSetters = webglUtils.createAttributeSetters(gl, program);
var attribs = {
a_position: { buffer: positionBuffer, numComponents: 3, },
a_normal: { buffer: normalBuffer, numComponents: 3, },
a_texcoord: { buffer: texcoordBuffer, numComponents: 2, },
};
// At init time or draw time depending on use.
var uniforms = {
u_worldViewProjection: computeWorldViewProjectionMatrix(...),
u_lightWorldPos: [100, 200, 300],
u_world: computeWorldMatrix(),
u_viewInverse: computeInverseViewMatrix(),
u_worldInverseTranspose: computeWorldInverseTransposeMatrix(),
u_lightColor: [1, 1, 1, 1],
u_ambient: [0.1, 0.1, 0.1, 1],
u_diffuse: diffuseTexture,
u_specular: [1, 1, 1, 1],
u_shininess: 60,
u_specularFactor: 1,
};
// At draw time
gl.useProgram(program);
// Setup all the buffers and attributes
webglUtils.setAttributes(attribSetters, attribs);
// Set all the uniforms and textures used.
webglUtils.setUniforms(uniformSetters, uniforms);
gl.drawArrays(...);
That seems a heck of a lot smaller, easier, and less code to me.
You can even use multiple JavaScript objects if it suits you. For example
// At initialization time
var uniformSetters = webglUtils.createUniformSetters(gl, program);
var attribSetters = webglUtils.createAttributeSetters(gl, program);
var attribs = {
a_position: { buffer: positionBuffer, numComponents: 3, },
a_normal: { buffer: normalBuffer, numComponents: 3, },
a_texcoord: { buffer: texcoordBuffer, numComponents: 2, },
};
// At init time or draw time depending on use.
var uniformsThatAreTheSameForAllObjects = {
u_lightWorldPos: [100, 200, 300],
u_viewInverse: computeInverseViewMatrix(),
u_lightColor: [1, 1, 1, 1],
};
var uniformsThatAreComputedForEachObject = {
u_worldViewProjection: perspective(...),
u_world: computeWorldMatrix(),
u_worldInverseTranspose: computeWorldInverseTransposeMatrix(),
};
var objects = [
{ translation: [10, 50, 100],
materialUniforms: {
u_ambient: [0.1, 0.1, 0.1, 1],
u_diffuse: diffuseTexture,
u_specular: [1, 1, 1, 1],
u_shininess: 60,
u_specularFactor: 1,
},
},
{ translation: [-120, 20, 44],
materialUniforms: {
u_ambient: [0.1, 0.2, 0.1, 1],
u_diffuse: someOtherDiffuseTexture,
u_specular: [1, 1, 0, 1],
u_shininess: 30,
u_specularFactor: 0.5,
},
},
{ translation: [200, -23, -78],
materialUniforms: {
u_ambient: [0.2, 0.2, 0.1, 1],
u_diffuse: yetAnotherDiffuseTexture,
u_specular: [1, 0, 0, 1],
u_shininess: 45,
u_specularFactor: 0.7,
},
},
];
// At draw time
gl.useProgram(program);
// Setup the parts that are common for all objects
webglUtils.setAttributes(attribSetters, attribs);
webglUtils.setUniforms(uniformSetters, uniformThatAreTheSameForAllObjects);
objects.forEach(function(object) {
computeMatricesForObject(object, uniformsThatAreComputedForEachObject);
webglUtils.setUniforms(uniformSetters, uniformThatAreComputedForEachObject);
webglUtils.setUniforms(uniformSetters, objects.materialUniforms);
gl.drawArrays(...);
});
Here's an example using these helper functions
Let's take it a tiny step further. In the code above we setup a variable attribs
with the buffers we created.
Not shown is the code to setup those buffers. For example if you want to make positions, normals and texture
coordinates you might need code like this
// a single triangle
var positions = [0, -10, 0, 10, 10, 0, -10, 10, 0];
var texcoords = [0.5, 0, 1, 1, 0, 1];
var normals = [0, 0, 1, 0, 0, 1, 0, 0, 1];
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
Looks like a pattern we can simplify as well.
// a single triangle
var arrays = {
position: { numComponents: 3, data: [0, -10, 0, 10, 10, 0, -10, 10, 0], },
texcoord: { numComponents: 2, data: [0.5, 0, 1, 1, 0, 1], },
normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1], },
};
var bufferInfo = createBufferInfoFromArrays(gl, arrays);
Much shorter! Now we can do this at render time
// Setup all the needed buffers and attributes.
webglUtils.setBuffersAndAttributes(gl, attribSetters, bufferInfo);
...
// Draw the geometry.
gl.drawArrays(gl.TRIANGLES, 0, bufferInfo.numElements);
Here's that
This will even work if we have indices. webglUtils.setBuffersAndAttributes
will set all the attributes
and setup the ELEMENT_ARRAY_BUFFER
with your indices
so you can call gl.drawElements
.
// an indexed quad
var arrays = {
position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
};
var bufferInfo = webglUtils.createBufferInfoFromArrays(gl, arrays);
and at render time we can call gl.drawElements
instead of gl.drawArrays
.
// Setup all the needed buffers and attributes.
webglUtils.setBuffersAndAttributes(gl, attribSetters, bufferInfo);
...
// Draw the geometry.
gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);
Here's that
createBufferInfoFromArrays
basically makes an object that looks like this
bufferInfo = {
numElements: 4, // or whatever the number of elements is
indices: WebGLBuffer, // this property will not exist if there are no indices
attribs: {
a_position: { buffer: WebGLBuffer, numComponents: 3, },
a_normal: { buffer: WebGLBuffer, numComponents: 3, },
a_texcoord: { buffer: WebGLBuffer, numComponents: 2, },
},
};
And webglUtils.setBuffersAndAttributes
uses that object to set all the
buffers and attributes.
Finally we can go what I consider possibly too far. Given position
almost always has 3 components (x, y, z) and texcoords
almost always 2,
indices 3, and normals 3, we can just let the system guess the number of
components.
// an indexed quad
var arrays = {
position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],
texcoord: [0, 0, 0, 1, 1, 0, 1, 1],
normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],
indices: [0, 1, 2, 1, 2, 3],
};
And that version
I'm not sure I personally like that style. Guessing bugs me because it can guess wrong. For example I might choose to stick an extra set of texture coordinates in my texcoord attribute and it will guess 2 and be wrong. Of course if it guesses wrong you can just specify it like the example above. I guess I worry if the guessing code changes people's stuff might break. It's up to you. Some people like things to be what they consider as simple as possible.
Why don't we look at the attributes on the shader program to figure out
the number of components? That's because it's common to supply 3
components (x, y, z) from a buffer but use a vec4
in the shader. For
attributes WebGL will set w = 1
automatically. But that means we can't
easily know the user's intent since what they declared in their shader
might not match the number of components they provide.
Looking for more patterns there's this
var program = webglUtils.createProgramFromScripts(gl, ["vertexshader", "fragmentshader"]);
var uniformSetters = webglUtils.createUniformSetters(gl, program);
var attribSetters = webglUtils.createAttributeSetters(gl, program);
Let's simplify that too into just
var programInfo = webglUtils.createProgramInfo(gl, ["vertexshader", "fragmentshader"]);
Which returns something like
programInfo = {
program: WebGLProgram, // program we just compiled
uniformSetters: ..., // setters as returned from webglUtils.createUniformSetters
attribSetters: ..., // setters as returned from webglUtils.createAttribSetters
}
And that's yet one more minor simplification. This will come in handy once we start using multiple programs since it automatically keeps the setters with the program they are associated with.
Anyway, this is the style I try to write my own WebGL programs. For the lessons on these tutorials though I've felt like I have to use the standard verbose ways so people don't get confused about what is WebGL and what is my own style. At some point though showing all the steps gets in the way of the point so going forward some lessons will be using this style.
Feel free to use this style in your own code. The functions
createUniformSetters
, createAttributeSetters
,
createBufferInfoFromArrays
, setUniforms
, and setBuffersAndAttributes
are included in the
webgl-utils.js
file used by all the samples. If you want something slightly more
organized check out TWGL.js.
Next up, drawing multiple things.