3D Programming for the Web

Month: October 2009

WebGL Lesson 4 – some real 3D objects

Welcome to my number four in my series of WebGL tutorials. This time we’re going to display some 3D objects. The lesson is based on number 5 in the NeHe OpenGL tutorials.

Here’s what the lesson looks like when run on a browser that supports WebGL:

Click here and you’ll see the live WebGL version, if you’ve got a browser that supports it; here’s how to get one if you don’t.

More on how it all works below…

The usual warning: these lessons are targeted at people with a reasonable amount of programming knowledge, but no real experience in 3D graphics; the aim is to get you up and running, with a good understanding of what’s going on in the code, so that you can start producing your own 3D Web pages as quickly as possible. If you haven’t read the first, second, or third tutorials already, you should probably do so before reading this one — here I will only explain the differences between the code for lesson 3 and the new code.

As before, there may be bugs and misconceptions in this tutorial. If you spot anything wrong, let me know in the comments and I’ll correct it ASAP.

There are two ways you can get the code for this example; just “View Source” while you’re looking at the live version, or if you use GitHub, you can clone it (and the other lessons) from the repository there. Either way, once you have the code, load it up in your favourite text editor and take a look.

The differences between the code for this lesson and the previous one are entirely concentrated in the animate, the initBuffers, and the drawScene functions. If you scroll down to animate now, you’ll see one first, very minor change: the variables that remember the current rotation state of the two objects in the scene have been renamed; they used to be rTri and rSquare. We’ve also reversed the direction of spin of the cube (just because it looks prettier), so now we have:

 rPyramid += (90 * elapsed) / 1000.0; rCube -= (75 * elapsed) / 1000.0; 

That’s all for that function; let’s move up to drawScene. Just above the function declaration, we have definitions for the new variables:

 var rPyramid = 0; var rCube = 0; 

Next comes the function header, followed by our setup code and the code to move into position for drawing the pyramid. Once that’s all done, we rotate it about the Y axis just as we did for the triangle in the previous lesson:

 mat4.rotate(mvMatrix, degToRad(rPyramid), [0, 1, 0]); 

…and then we draw it. The only difference between the code in the last lesson that drew the colourful triangle and the new code to draw our equally-pretty pyramid is that there are more vertices, and equally more colours, so that will all be handled in initBuffers (which we’ll look at in a moment). This means that apart from a change in the names of the buffers we use, the code is identical:

 gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, pyramidVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, pyramidVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLES, 0, pyramidVertexPositionBuffer.numItems); 

Right, that was easy. Let’s look at the code for the cube. The first step is to rotate it; this time, instead of just rotating on the X axis, we’ll rotate around an axis that is (from the perspective of the viewer) upwards, to the right, and towards you:

 mat4.rotate(mvMatrix, degToRad(rCube), [1, 1, 1]); 

Next, we draw the cube. This is a little more involved. There are three ways we can draw a cube:

  1. Use a single triangle strip. If the whole cube was one colour, this would be reasonably easy — we could use the vertex positions we’ve been using until now to draw a front face, then add another two points to add another face, and another two for another, and so on. This would be very efficient. Unfortunately, we want every face to have a different colour. Because each vertex specifies a corner of the cube, and each corner is shared between three faces, we’d need to specify each vertex three times, and doing this would be so tricky that I won’t even try to explain it…
  2. We could cheat, and draw our cube by drawing six separate squares, one for each face, with separate sets of vertex positions and colours for each. The first version of this lesson (prior to 30 October 2009) actually did this, and it worked just fine. However, it wouldn’t be good practice; because it costs a certain amount in terms of time every time you tell WebGL to draw another object in your scene, it’s much better to have a minimum number of calls to drawArrays.
  3. The final option is to specify the cube as six squares, each made up of of two triangles, but to send that all over to WebGL to be drawn in one go. This is similar to the way we would have done it with a triangle strip, but because we’re specifying the triangles in their entirety each time rather than simply defining each triangle by adding a single point on to the previous one, it’s easier to specify the per-side colours. It also has the advantage that the neatest way to code it lets me introduce a new function, drawElements — so it’s the way we’re going to do it :-)

The first step is to associate the buffers containing the cube’s vertex positions and colours that we’ll be creating in initBuffers with the appropriate attributes, just as we did with the pyramid:

 gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, cubeVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); 

The next step is to draw the triangles. There’s a bit of a problem here. Let’s consider the front face; we have four vertex positions for it, and each of them has an associated colour. However, it needs to be drawn using two triangles, and because we’re using simple triangles, which need their own vertices specified individually, rather than triangle strips, which can share vertices, we have to specify six vertices in total for it. But we only have four for it in our array buffer.

What we want to do is specify something like “draw a triangle made up of the first three vertices in the array buffer, then draw another made out of the first one, the third, and the fourth”. This would draw our front face; drawing the rest of the cube would be similar. And this is exactly what we do.

We use something called an element array buffer and a new call, drawElements, for this. Just like the array buffers we’ve been using until now, the element array buffer will be populated with appropriate values in initBuffers, and it will hold a list of vertices using a zero-based index into the arrays we used for the positions and the colours; we’ll take a look at that in a moment.

In order to use it, we make our cube’s element array buffer the current one (WebGL keeps different current array buffers and element array buffers, so we must specify which one we’re binding in the call to gl.bindBuffer), then we do the normal code to push our model-view and projection matrices up to the graphics card, then and call drawElements to draw the triangles:

 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); setMatrixUniforms(); gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); 

That’s it for drawScene. The remainder of the code is in initBuffers, and is pretty obvious. We define buffers with new names to reflect the new kinds of objects we’re dealing with, and we add a new one in for the cube’s vertex index buffer:

 var pyramidVertexPositionBuffer; var pyramidVertexColorBuffer; var cubeVertexPositionBuffer; var cubeVertexColorBuffer; var cubeVertexIndexBuffer; 

We put values in the pyramid’s vertex position buffer for all of the faces, with an appropriate change to the numItems:

 pyramidVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexPositionBuffer); var vertices = [ // Front face 0.0, 1.0, 0.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, // Right face 0.0, 1.0, 0.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, // Back face 0.0, 1.0, 0.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, // Left face 0.0, 1.0, 0.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); pyramidVertexPositionBuffer.itemSize = 3; pyramidVertexPositionBuffer.numItems = 12; 

…likewise for the pyramid’s vertex colour buffer:

 pyramidVertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexColorBuffer); var colors = [ // Front face 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Right face 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, // Back face 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Left face 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); pyramidVertexColorBuffer.itemSize = 4; pyramidVertexColorBuffer.numItems = 12; 

…and for the cube’s vertex position buffer:

 cubeVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); vertices = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Left face -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); cubeVertexPositionBuffer.itemSize = 3; cubeVertexPositionBuffer.numItems = 24; 

The colour buffer is marginally more complex, because we use a loop to create a list of vertex colours so that we don’t have to specify each colour four times, one for each vertex:

 cubeVertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); colors = [ [1.0, 0.0, 0.0, 1.0], // Front face [1.0, 1.0, 0.0, 1.0], // Back face [0.0, 1.0, 0.0, 1.0], // Top face [1.0, 0.5, 0.5, 1.0], // Bottom face [1.0, 0.0, 1.0, 1.0], // Right face [0.0, 0.0, 1.0, 1.0], // Left face ]; var unpackedColors = []; for (var i in colors) { var color = colors[i]; for (var j=0; j < 4; j++) { unpackedColors = unpackedColors.concat(color); } } gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(unpackedColors), gl.STATIC_DRAW); cubeVertexColorBuffer.itemSize = 4; cubeVertexColorBuffer.numItems = 24; 

Finally, we define the element array buffer (note again the difference in the first parameter to gl.bindBuffer and gl.bufferData):

 cubeVertexIndexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); var cubeVertexIndices = [ 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Back face 8, 9, 10, 8, 10, 11, // Top face 12, 13, 14, 12, 14, 15, // Bottom face 16, 17, 18, 16, 18, 19, // Right face 20, 21, 22, 20, 22, 23 // Left face ] gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW); cubeVertexIndexBuffer.itemSize = 1; cubeVertexIndexBuffer.numItems = 36; 

Remember, each number in this buffer is an index into the vertex position and colour buffers. So, the first line, combines with the instruction to draw triangles in drawScene, means that we get a triangle using vertices 0, 1, and 2, and then another using 0, 2 and 3. Because both triangles are the same colour and they are adjacent, the result is a square using vertices 0, 1, 2 and 3. Repeat for all faces of the cube, and you’re done!

Now you know how to make WebGL scenes using 3D objects, and you know how to re-use the vertices you’ve specified in array buffers by using element array buffers and drawElements. If you have any questions, comments, or corrections, please do leave a comment below.

Next time, we’ll go over texture mapping.

<< Lesson 3Lesson 5 >>

Acknowledgments: As always, I’m deeply in debt to NeHe for his OpenGL tutorial for the script for this lesson. Chris Marrin’s WebKit spinning box was the inspiration for adapting this lesson to introduce element array buffers.

WebGL Lesson 3 – a bit of movement

Welcome to my number three in my series of WebGL tutorials. This time we’re going to start making things move around. It’s based on number 4 in the NeHe OpenGL tutorials.

Here’s what the lesson looks like when run on a browser that supports WebGL:

Click here and you’ll see the live WebGL version, if you’ve got a browser that supports it; here’s how to get one if you don’t.

More on how it all works below…

The usual warning: these lessons are targeted at people with a reasonable amount of programming knowledge, but no real experience in 3D graphics; the aim is to get you up and running, with a good understanding of what’s going on in the code, so that you can start producing your own 3D Web pages as quickly as possible. If you haven’t read the first and second tutorials already, you should probably do so before reading this one — here I will only explain the differences between the code for lesson 2 and the new code.

As before, there may be bugs and misconceptions in this tutorial. If you spot anything wrong, let me know in the comments and I’ll correct it ASAP.

There are two ways you can get the code for this example; just “View Source” while you’re looking at the live version, or if you use GitHub, you can clone it (and the other lessons) from the repository there. Either way, once you have the code, load it up in your favourite text editor and take a look.

Before I get into describing the code, I’ll clarify one thing. The way you animate a 3D scene in WebGL is very simple — you just draw repeatedly, drawing it differently each time. This may well be totally obvious to a lot of readers, but it was a bit of a surprise to me when I was learning OpenGL, and might surprise others who are coming to 3D graphics for the first time with WebGL. The reason I was confused originally was that I was imagining that it would use a higher-level abstraction, which would work in terms of “tell the 3D system that there’s (say) a square at point X the first time I draw it, and then to move the square, tell the 3D system that the square I told it about earlier has moved to point Y.” Instead, what happens is more that you “tell the 3D system that there’s a square at point X, then next time you draw it, tell the 3D system that there’s a square at point Y, and then next time that there’s a square at point Z” and so on.

I hope that last paragraph has made things clearer for at least some people (let me know in the comments if it’s just confusing matters and I’ll delete it :-)

Anyway, what this means is that because our code so far has been using a function called drawScene to draw everything, to animate things we need to arrange matters such that this function is called repeatedly, and draws something slightly different each time. Let’s start at the bottom of the index.html file and see how that’s done. Firstly, let’s take a look at the function that kicks everything off when the page is loaded, webGLStart:

 function webGLStart() { var canvas = document.getElementById("lesson03-canvas"); initGL(canvas); initShaders() initBuffers(); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); tick(); } 

The only change here is that instead of calling drawScene at the end to draw the scene, we call a new function, tick. This is the function that needs to be called regularly; it updates the scene’s animation state (eg. the triangle has moved from being 81 degrees rotated to 82 degrees) draws the scene, and also arranges for itself to be called again in an appropriate time. It’s the next function up in the file, so let’s look at it next.

 function tick() { requestAnimFrame(tick); 

The first line is where tick arranges to be called again when a repaint is needed next. requestAnimFrame is a function in some Google-provided code that we’re including into this web page with a <script> tag at the top, webgl-utils.js. It gives us a browser-independent way of asking the browser to call us back next time it wants to repaint the WebGL scene — for example, next time the computer’s display is refreshing itself. Right now, functions to do this exist in all WebGL-supporting browsers, but they have different names for it (for example, Firefox has a function called mozRequestAnimationFrame, while Chrome and Safari have webkitRequestAnimationFrame). In the future they are expected to all use just requestAnimationFrame. Until then, we can use the Google WebGL utils to have just one call that works everywhere.

It’s worth noting that you could get a similar effect to using requestAnimFrame by asking JavaScript to call the drawScene function regularly, for example by using the built-in JavaScript setInterval function. A lot of early WebGL code (including earlier versions of these tutorials) did just that, and it worked fine — right up until people had more than one WebGL page open, in different browser tabs. Because functions scheduled with setInterval are called regardless of whether the browser tab they belong to is showing, using it meant that computers were doing all the work of displaying every open WebGL tab all the time, hidden or not. This was obviously a Bad Thing, and was the reason why requestAnimationFrame was introduced; functions scheduled using it are only called when the tab is visible.

On to the remainder of tick:

 drawScene(); animate(); } 

So, once we’ve scheduled tick to be called again next time the browser wants a frame to be painted, we simply draw this one, and update our state for the next. Let’s look at the drawScene and animate functions in turn.

drawScene is about two thirds of the way down index.html. The first thing to note is that just before the function declaration, we’re now defining two new global variables.

 var rTri = 0; var rSquare = 0; 

These are used to track the rotation of the triangle and the square respectively. They both start off rotated by zero degrees, and then over time these numbers will increase — you’ll see how later — making them rotate more and more. (A side note — using global variables for things like this in a 3D program that is not a simple demo like this would be really bad practice. I show how to structure things in a more elegant manner in lesson 9.)

The next change in drawScene comes at the point where we draw the triangle. I’ll show all of the code that draws it by way of context, the new lines are the ones in red:

 mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); mat4.identity(mvMatrix); mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]); mvPushMatrix(); mat4.rotate(mvMatrix, degToRad(rTri), [0, 1, 0]); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); mvPopMatrix(); 

In order to explain what’s going on here, let’s go back to lesson 1. There, I said:

In OpenGL, when you’re drawing a scene, you tell it to draw each thing you draw at a “current” position with a “current” rotation — so, for example, you say “move 20 units forward, rotate 32 degrees, then draw the robot”, the last bit being some complex set of “move this much, rotate a bit, draw that” instructions in itself. This is useful because you can encapsulate the “draw the robot” code in one function, and then easily move said robot around just by changing the move/rotate stuff you do before calling that function.

You’ll remember that this current state is stored in a model-view matrix. Given all that, the purpose of the call to:

 mat4.rotate(mvMatrix, degToRad(rTri), [0, 1, 0]); 

Is probably pretty obvious; we’re changing our current rotation state as stored in the model-view matrix, rotating by rTri degrees around the vertical axis (which is specified by the vector in the third parameter). This means that when the triangle is drawn, it will be rotated by rTri degrees. Note that mat4.rotate takes angles in radians; personally I find degrees easier to deal with, so I’ve written a simple conversion function degToRad to use here.

Now, what about the calls to mvPushMatrix and mvPopMatrix? As you would expect from the function names, they’re also related to the model-view matrix. Going back to my example of drawing a robot, let’s say your code at the highest level needs to move to point A, draw the robot, then move to some offset from point A and draw a teapot. The code that draws the robot might make all kinds of changes to the model-view matrix; it might start with a body, then move down for the legs, then up for the head, and finish off with the arms. The problem is that if after this you tried to move to your offset, you’d move not relative to point A but instead relative to whatever you last drew, which would mean that if your robot lifted its arms, the teapot would start levitating. Not a good thing.

Obviously what is required is some way of storing the state of the model-view matrix before you start drawing the robot, and restoring it afterwards. This is, of course, what mvPushMatrix and mvPopMatrix do. mvPushMatrix puts the matrix onto a stack, and mvPopMatrix gets rid of the current matrix, takes one from the top of the stack, and restores it. Using a stack means that we can have any number of bits of nested drawing code, each of which manipulates the model-view matrix and then restores it afterwards. So once we’ve finished drawing our rotated triangle, we restore the model-view matrix with mvPopMatrix so that this code:

 mat4.translate(mvMatrix, [3.0, 0.0, 0.0]); 

…moves across the scene in an unrotated frame of reference. (If it’s still not clear what this all means, I recommend copying the code and seeing what happens if you remove the push/pop code, then running it again; it will almost certainly “click” pretty quickly.)

So, these three changes make the triangle rotate around the vertical axis through its centre without affecting the square. There are also three similar lines to make the square rotate around the horizontal axis through its centre:

 mvPushMatrix(); mat4.rotate(mvMatrix, degToRad(rSquare), [1, 0, 0]); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); mvPopMatrix(); } 

…and that’s all of the changes to the drawing code in drawScene.

Obviously, the other thing we need to do to animate our scene is to change the values of rTri and rSquare over time, so that each time the scene is drawn, it’s slightly different. This, of course, happens in our new animate function, which looks like this:

 var lastTime = 0; function animate() { var timeNow = new Date().getTime(); if (lastTime != 0) { var elapsed = timeNow - lastTime; rTri += (90 * elapsed) / 1000.0; rSquare += (75 * elapsed) / 1000.0; } lastTime = timeNow; } 

A simple way of animating a scene would be to just rotate our triangle and our square by a fixed amount each time animate was called (which is what the original OpenGL lesson on which this one was based does), but here I’ve chosen to do something I think is slightly better practice; the amount by which we rotate the objects is determined by how long it has been since the function was last called. Specifically, the triangle is rotating by 90 degrees per second, and the square by 75 degrees per second. The nice thing about doing it this way is that everyone sees the same rate of motion in the scene regardless of how fast their machine is; people with slower machines (for whom functions scheduled with requestAnimFrame will be called less frequently) just see jerkier images. This doesn’t matter so much for a simple demo like this, but obviously can be a bigger deal with games and the like.

So, that’s all of the code that actually animates and draws the scene. Let’s look at the supporting code that we had to add, mvPushMatrix and mvPopMatrix:

 var mvMatrix = mat4.create(); var mvMatrixStack = []; var pMatrix = mat4.create(); function mvPushMatrix() { var copy = mat4.create(); mat4.set(mvMatrix, copy); mvMatrixStack.push(copy); } function mvPopMatrix() { if (mvMatrixStack.length == 0) { throw "Invalid popMatrix!"; } mvMatrix = mvMatrixStack.pop(); } 

There shouldn’t be anything surprising there. We have a list to hold our stack of matrices, and define push and pop appropriately.

There’s only one new thing left to explain — the degToRad function I mentioned earlier. If you remember anything from your maths at school, it won’t hold any surprises…

 function degToRad(degrees) { return degrees * Math.PI / 180; } 

And… that’s it! There are no more changes to go through. Now you know how to animate simple WebGL scenes. If you have any questions, comments, or corrections, please do leave a comment below.

Next time, (to quote NeHe’s preface to his lesson 5) we’ll “make the object into TRUE 3D object, rather than 2D objects in a 3D world”. Click here to find out how.

<< Lesson 2Lesson 4 >>

Acknowledgments: The code for mvPushMatrix and mvPopMatrix is adapted from Vladimir Vukićević’s spore creature viewer. Thanks also to Google for publishing their very useful webgl-utils.js helper file, and, of course, I’m deeply in debt to NeHe for his OpenGL tutorial for the script for this lesson.

WebGL Lesson 2 – Adding colour

Welcome to my second WebGL tutorial! This time around we’re going to take a look at how to get colour into the scene. It’s based on number 3 in the NeHe OpenGL tutorials.

Here’s what the lesson looks like when run on a browser that supports WebGL:
A static picture of this lesson's results

Click here and you’ll see the live WebGL version, if you’ve got a browser that supports it; here’s how to get one if you don’t.

More on how it all works below…

A quick warning: these lessons are targeted at people with a reasonable amount of programming knowledge, but no real experience in 3D graphics; the aim is to get you up and running, with a good understanding of what’s going on in the code, so that you can start producing your own 3D Web pages as quickly as possible. If you haven’t read the first tutorial already, you should do so before reading this one — here I will only explain the differences between the code for that one and the new code.

As before, there may be bugs and misconceptions in this tutorial. If you spot anything wrong, let me know in the comments and I’ll correct it ASAP.

There are two ways you can get the code for this example; just “View Source” while you’re looking at the live version, or if you use GitHub, you can clone it (and the other lessons) from the repository there. Either way, once you have the code, load it up in your favourite text editor and take a look.

Most of it should look pretty similar from the first tutorial. Running through from top to bottom, we:

  • Define vertex and fragment shaders, using HTML <script> tags with types "x-shader/x-vertex" and "x-shader/x-fragment"
  • Initialise a WebGL context in initGL
  • Load the shaders into a WebGL program object using getShader and initShaders.
  • Define the model-view matrix mvMatrix and the projection matrix pMatrix, along with the function setMatrixUniforms for pushing them over the JavaScript/WebGL divide so that the shaders can see them.
  • Load up buffers containing information about the objects in the scene using initBuffers
  • Draw the scene itself, in the appropriately-named drawScene.
  • Define a function webGLStart to set everything up in the first place
  • Finally, we provide the minimal HTML required to display it all.

The only things that have changed in this code from the first lesson are the shaders, initBuffers, and the drawScene function. In order to explain how the changes work, you need to know a little about the WebGL rendering pipeline. Here’s a diagram:

Simplified diagram of the WebGL rendering pipelineThe diagram shows, in a very simplified form, how the data passed to JavaScript functions in drawScene is turned into pixels displayed in the WebGL canvas on the screen. It only shows the steps needed to explain this lesson; we’ll look at more detailed versions in future lessons.

At the highest level, the process works like this: each time you call a function like drawArrays, WebGL processes the data that you have previously given it in the form of attributes (like the buffers we used for vertices in lesson 1) and uniform variables (which we used for the projection and the model-view matrices), and passes it along to the vertex shader.

It does this by calling the vertex shader once for each vertex, each time with the attributes set up appropriately for the vertex; the uniform variables are also passed in, but as their name suggests, they don’t change from call to call. The vertex shader does stuff with this data — in lesson 1, it applied the projection and model-view matrices so that the vertices would all be in perspective and moved around according to our current model-view state — and puts its results into things called varying variables. It can output a number of varying variables; one particular one is obligatory, gl_Position, which contains the coordinates of the vertex once the shader has finished messing around with it.

Once the vertex shader is done, WebGL does the magic required to turn the 3D image from these varying variables into a 2D image, and then it calls the fragment shader once for each pixel in the image. (In some 3D graphics systems you’ll hear fragment shaders referred to as pixel shaders for that reason.) Of course, this means that it’s calling the fragment shader for those pixels that don’t have vertices in them — that is, the ones in between the pixels on which the vertices wind up. For these, it fills in points into the positions between the vertices via a process called linear interpolation — for the vertex positions that make up our triangle, this process “fills in” the space delimited by the vertices with points to make a visible triangle. The purpose of the fragment shader is to return the colour for each of these interpolated points, and it does this in a varying variable called gl_FragColor.

Once the fragment shader is done, its results are messed around with a little more by WebGL (again, we’ll get into that in a future lesson) and they are put into the frame buffer, which is ultimately what is displayed on the screen.

Hopefully, by now it’s clear that the most important trick that this lesson teaches is how to get the colour for the vertices from the JavaScript code all the way over to the fragment shader, when we don’t have direct access from one to the other.

The way we do this is to make use of the fact that we can pass a number of varying variables out of the vertex shader, not just the position, and can then retrieve them in the fragment shader. So, we pass the colour to the vertex shader, which can then put it straight into a varying variable which the fragment shader will pick up.

Conveniently, this gives us gradients of colours for free. All varying variables set by the vertex shader are linearly interpolated when generating the fragments between vertices, not just the positions. Linear interpolation of the colour between the vertices gives us smooth gradients, like those you can see in the triangle in the image above.

Let’s look at the code; we’ll work through the changes from lesson 1. Firstly, the vertex shader. It has changed quite a lot, so here’s the new code:

 attribute vec3 aVertexPosition; attribute vec4 aVertexColor; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; varying vec4 vColor; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); vColor = aVertexColor; }

What this is saying is that we have two attributes — inputs that vary from vertex to vertex — called aVertexPosition and aVertexColor, two non-varying uniforms called uMVMatrix and uPMatrix, and one output in the form of a varying variable called vColor.

In the body of the shader, we calculate the gl_Position (which is implicitly defined as a varying variable for every vertex shader) in exactly the same way as we did in lesson 1, and all we do with the colour is pass it straight through from the input attribute to the output varying variable.

Once this has been executed for each vertex, the interpolation is done to generate the fragments, and these are passed on to the fragment shader:

 precision mediump float; varying vec4 vColor; void main(void) { gl_FragColor = vColor; } 

Here, after the floating-point precision boilerplate, we take the input varying variable vColor containing the smoothly blended colour that has come out of the linear interpolation, and just return it immediately as the colour for this fragment — that is, for this pixel.

That’s all of the differences in the shaders between this lesson and the last. There are two other changes. The first is very small; in initShaders we are now getting references to two attributes rather than one; the extra lines are highlighted in red below:

 var shaderProgram; function initShaders() { var fragmentShader = getShader(gl, "shader-fs"); var vertexShader = getShader(gl, "shader-vs"); shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Could not initialise shaders"); } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor"); gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute); shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); } 

This code to get the attribute locations, which we glossed over to a certain degree in the first lesson, should now be pretty clear: they are how we get a reference to the attributes that we want to pass to the vertex shader for each vertex. In lesson 1, we just got the vertex position attribute. Now, obviously enough, we get the colour attribute as well.

The remainder of the changes in this lesson are in initBuffers, which now needs to set up buffers for both the vertex positions and the vertex colours, and in drawScene, which needs to pass both of these up to WebGL.

Looking at initBuffers first, we define new global variables to hold the colour buffers for the triangle and the square:

 var triangleVertexPositionBuffer; var triangleVertexColorBuffer; var squareVertexPositionBuffer; var squareVertexColorBuffer; 

Then, just after we’ve created the triangle’s vertex position buffer, we specify its vertex colours:

 function initBuffers() { triangleVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); var vertices = [ 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); triangleVertexPositionBuffer.itemSize = 3; triangleVertexPositionBuffer.numItems = 3; triangleVertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer); var colors = [ 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); triangleVertexColorBuffer.itemSize = 4; triangleVertexColorBuffer.numItems = 3; 

So, the values we provide for the the colours are in a list, one set of values for each vertex, just like the positions. However, there is one interesting difference between the two array buffers: while the vertices’ positions are specified as three numbers each, for X, Y and Z coordinates, their colours are specified as four elements each — red, green, blue and alpha. Alpha, if you’re not familiar with it, is a measure of opaqueness (0 is transparent, 1 totally opaque) and will be useful in later lessons. This change in the number of elements per item in the buffer necessitates a change to the itemSize that we associate with it.

Next, we do the the equivalent code for the square; this time, we’re using the same colour for every vertex, so we generate the values for the buffer using a loop:

 squareVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); vertices = [ 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); squareVertexPositionBuffer.itemSize = 3; squareVertexPositionBuffer.numItems = 4; squareVertexColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); colors = [] for (var i=0; i < 4; i++) { colors = colors.concat([0.5, 0.5, 1.0, 1.0]); } gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); squareVertexColorBuffer.itemSize = 4; squareVertexColorBuffer.numItems = 4; 

Now we have all of the data for our objects in a set of four buffers, so the next change is to make drawScene use the new data. The new code is in red again, and should be easy to understand:

 function drawScene() { gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); mat4.identity(mvMatrix); mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); mat4.translate(mvMatrix, [3.0, 0.0, 0.0]); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); } 

And the next change… hang on, there is no next change! That was all that was necessary to add colour to our WebGL scene, and hopefully you are now also comfortable with the basics of shaders and how data is passed between them.

That’s it for this lesson — hopefully it was easier going than the first! If you have any questions, comments, or corrections, please do leave a comment below.

Next time, we’ll add code to animate the scene by rotating the triangle and the square.

<< Lesson 1Lesson 3 >>

Acknowledgments: working out exactly what was going on in the rendering pipeline was made much easier by reference to the OpenGL ES 2.0 Programming Guide, which Jim Pick recommended on his WebGL blog. As ever, I’m deeply in debt to NeHe for his OpenGL tutorial for the script for this lesson.

WebGL Lesson 1 – A triangle and a square

Welcome to my first WebGL tutorial! This first lesson is based on number 2 in the NeHe OpenGL tutorials, which are a popular way of learning 3D graphics for game development. It shows you how to draw a triangle and a square in a web page. Maybe that’s not terribly exciting in itself, but it’s a great introduction to the foundations of WebGL; if you understand how this works, the rest should be pretty simple…

Here’s what the lesson looks like when run on a browser that supports WebGL:
A static picture of this lesson's results

Click here and you’ll see the live WebGL version, if you’ve got a browser that supports it; here’s how to get one if you don’t.

More on how it all works below…

A quick warning: These lessons are targeted at people with a reasonable amount of programming knowledge, but no real experience in 3D graphics; the aim is to get you up and running, with a good understanding of what’s going on in the code, so that you can start producing your own 3D Web pages as quickly as possible. I’m writing these as I learn WebGL myself, so there may well be (and probably are) errors; use at your own risk. However, I’m fixing bugs and correcting misconceptions as I hear about them, so if you see anything broken then please let me know in the comments.

There are two ways you can get the code for this example; just “View Source” while you’re looking at the live version, or if you use GitHub, you can clone it (and future lessons) from the repository there.  Either way, once you have the code, load it up in your favourite text editor and take a look.  It’s pretty daunting at first glance, even if you’ve got a nodding acquaintance with, say, OpenGL.  Right at the start we’re defining a couple of shaders, which are generally regarded as relatively advanced… but don’t despair, it’s actually much simpler than it looks.

Like many programs, this WebGL page starts off by defining a bunch of lower-level functions which are used by the high-level code at the bottom.  In order to explain it, I’ll start at the bottom and work my way up, so if you’re following through in the code, jump down to the bottom.

You’ll see the following HTML code:

<body onload="webGLStart();"> <a href="http://learningwebgl.com/blog/?p=28">&lt;&lt; Back to Lesson 1</a><br /> <canvas id="lesson01-canvas" style="border: none;" width="500" height="500"></canvas> <br/> <a href="http://learningwebgl.com/blog/?p=28">&lt;&lt; Back to Lesson 1</a><br /> </body>

This is the complete body of the page — everything else is in JavaScript (though if you got the code using “View source” you’ll see some extra junk needed by my website analytics, which you can ignore). Obviously we could put more normal HTML inside the <body> tags and build our WebGL image into a normal web page, but for this simple demo we’ve just got the links back to this blog post, and the <canvas> tag, which is where the 3D graphics live.   Canvases are new for HTML5 — they’re how it supports new kinds of JavaScript-drawn elements in web pages, both 2D and (through WebGL) 3D.  We don’t specify anything more than the simple layout properties of the canvas in its tag, and instead leave all of the WebGL setup code to a JavaScript function called webGLStart, which you can see is called once the page is loaded.

Let’s scroll up to that function now and take a look at it:

 function webGLStart() { var canvas = document.getElementById("lesson01-canvas"); initGL(canvas); initShaders(); initBuffers(); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); drawScene(); } 

It calls functions to initialise WebGL and the shaders that I mentioned earlier, passing into the former the canvas element on which we want to draw our 3D stuff, and then it initialises some buffers using initBuffers; buffers are things that hold the details of the the triangle and the square that we’re going to be drawing — we’ll talk more about those in a moment. Next, it does some basic WebGL setup, saying that when we clear the canvas we should make it black, and that we should do depth testing (so that things drawn behind other things should be hidden by the things in front of them). These steps are implemented by calls to methods on a gl object — we’ll see how that’s initialised later. Finally, it calls the function drawScene; this (as you’d expect from the name) draws the triangle and the square, using the buffers.

We’ll come back to initGL and initShaders later on, as they’re important in understanding how the page works, but first, let’s take a look at initBuffers and drawScene.

initBuffers first; taking it step by step:

 var triangleVertexPositionBuffer; var squareVertexPositionBuffer; 

We declare two global variables to hold the buffers. (In any real-world WebGL page you wouldn’t have a separate global variable for each object in the scene, but we’re using them here to keep things simple, as we’re just getting started.)

Next:

 function initBuffers() { triangleVertexPositionBuffer = gl.createBuffer(); 

We create a buffer for the triangle’s vertex positions. Vertices (don’t you just love irregular plurals?) are the points in 3D space that define the shapes we’re drawing. For our triangle, we will have three of them (which we’ll set up in a minute). This buffer is actually a bit of memory on the graphics card; by putting the vertex positions on the card once in our initialisation code and then, when we come to draw the scene, essentially just telling WebGL to “draw those things I told you about earlier”, we can make our code really efficient, especially once we start animating the scene and want to draw the object tens of times every second to make it move. Of course, when it’s just three vertex positions as in this case, there’s not too much cost to pushing them up to the graphics card — but when you’re dealing with large models with tens of thousands of vertices, it can be a real advantage to do things this way. Next:

 gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); 

This line tells WebGL that any following operations that act on buffers should use the one we specify. There’s always this concept of a “current array buffer”, and functions act on that rather than letting you specify which array buffer you want to work with. Odd, but I’m sure there a good performance reasons behind it…

 var vertices = [ 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0 ]; 

Next, we define our vertex positions as a JavaScript list. You can see that they’re at the points of an isosceles triangle with its centre at (0, 0, 0).

 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); 

Now, we create a Float32Array object based on our JavaScript list, and tell WebGL to use it to fill the current buffer, which is of course our triangleVertexPositionBuffer. We’ll talk more about Float32Arrays in a future lesson, but for now all you need to know is that they’re a way of turning a JavaScript list into something we can pass over to WebGL for filling its buffers.

 triangleVertexPositionBuffer.itemSize = 3; triangleVertexPositionBuffer.numItems = 3; 

The last thing we do with the buffer is to set two new properties on it. These are not something that’s built into WebGL, but they will be very useful later on. One nice thing (some would say, bad thing) about JavaScript is that an object doesn’t have to explicitly support a particular property for you to set it on it. So although the buffer object didn’t previously have itemSize and numItems properties, now it does. We’re using them to say that this 9-element buffer actually represents three separate vertex positions (numItems), each of which is made up of three numbers (itemSize).

Now we’ve completely set up the buffer for the triangle, so it’s on to the square:

 squareVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); vertices = [ 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); squareVertexPositionBuffer.itemSize = 3; squareVertexPositionBuffer.numItems = 4; } 

All of that should be pretty obvious — the square has four vertex positions rather than 3, and so the array is bigger and the numItems is different.

OK, so that was what we needed to do to push our two objects’ vertex positions up to the graphics card. Now let’s look at drawScene, which is where we use those buffers to actually draw the image we’re seeing. Taking it step-by-step:

 function drawScene() { gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); 

The first step is to tell WebGL a little bit about the size of the canvas using the viewport function; we’ll come back to why that’s important in a (much!) later lesson; for now, you just need to know that the function needs calling with the size of the canvas before you start drawing. Next, we clear the canvas in preparation for drawing on it:

 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 

…and then:

 mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); 

Here we’re setting up the perspective with which we want to view the scene.  By default, WebGL will draw things that are close by the same size as things that are far away (a style of 3D known as orthographic projection).  In order to make things that are further away look smaller, we need to tell it a little about the perspective we’re using.  For this scene, we’re saying that our (vertical) field of view is 45°, we’re telling it about the width-to-height ratio of our canvas, and saying that we don’t want to see things that are closer than 0.1 units to our viewpoint, and that we don’t want to see things that are further away than 100 units.

As you can see, this perspective stuff is using a function from a module called mat4, and involves an intriguingly-named variable called pMatrix. More about these later; hopefully for now it is clear how to use them without needing to know the details.

Now that we have our perspective set up, we can move on to drawing some stuff:

 mat4.identity(mvMatrix);

The first step is to “move” to the centre of the 3D scene.  In OpenGL, when you’re drawing a scene, you tell it to draw each thing you draw at a “current” position with a “current” rotation — so, for example, you say “move 20 units forward, rotate 32 degrees, then draw the robot”, the last bit being some complex set of “move this much, rotate a bit, draw that” instructions in itself.  This is useful because you can encapsulate the “draw the robot” code in one function, and then easily move said robot around just by changing the move/rotate stuff you do before calling that function.

The current position and current rotation are both held in a matrix; as you probably learned at school, matrices can represent translations (moves from place to place), rotations, and other geometrical transformations.  For reasons I won’t go into right now, you can use a single 4×4 matrix (not 3×3) to represent any number of transformations in 3D space; you start with the identity matrix — that is, the matrix that represents a transformation that does nothing at all — then multiply it by the matrix that represents your first transformation, then by the one that represents your second transformation, and so on.   The combined matrix represents all of your transformations in one. The matrix we use to represent this current move/rotate state is called the model-view matrix, and by now you have probably worked out that the variable mvMatrix holds our model-view matrix, and the mat4.identity function that we just called sets it to the identity matrix so that we’re ready to start multiplying translations and rotations into it.  Or, in other words, it’s moved us to an origin point from which we can move to start drawing our 3D world.

Sharp-eyed readers will have noticed that at the start of this discussion of matrices I said “in OpenGL”, not “in WebGL”.  This is because WebGL doesn’t have this stuff built in to the graphics library. Instead, we use a third-party matrix library — Brandon Jones’s excellent glMatrix — plus some nifty WebGL tricks to get the same effect. More about that niftiness later.

Right, let’s move on to the code that draws the triangle on the left-hand side of our canvas.

 mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]);

Having moved to the centre of our 3D space with by setting mvMatrix to the identity matrix, we start the triangle  by moving 1.5 units to the left (that is, in the negative sense along the X axis), and seven units into the scene (that is, away from the viewer; the negative sense along the Z axis).  (mat4.translate, as you might guess, means “multiply the given matrix by a translation matrix with the following parameters”.)

The next step is to actually start drawing something!

 gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); 

So, you remember that in order to use one of our buffers, we call gl.bindBuffer to specify a current buffer, and then call the code that operates on it. Here we’re selecting our triangleVertexPositionBuffer, then telling WebGL that the values in it should be used for vertex positions. I’ll explain a little more about how that works later; for now, you can see that we’re using the itemSize property we set on the buffer to tell WebGL that each item in the buffer is three numbers long.

Next, we have:

 setMatrixUniforms(); 

This tells WebGL to take account of our current model-view matrix (and also the projection matrix, about which more later).   This is required because all of this matrix stuff isn’t built in to WebGL.  The way to look at it is that you can do all of the moving around by changing the mvMatrix variable you want, but this all happens in JavaScript’s private space.  setMatrixUniforms, a function that’s defined further up in this file, moves it over to the graphics card.

Once this is done, WebGL has an array of numbers that it knows should be treated as vertex positions, and it knows about our matrices.   The next step tells it what to do with them:

 gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); 

Or, put another way, “draw the array of vertices I gave you earlier as triangles, starting with item 0 in the array and going up to the numItemsth element”.

Once this is done, WebGL will have drawn our triangle.   Next step, draw the square:

 mat4.translate(mvMatrix, [3.0, 0.0, 0.0]); 

We start by moving our model-view matrix three units to the right.  Remember, we’re currently already 1.5 to the left and 7 away from the screen, so this leaves us 1.5 to the right and 7 away.  Next:

 gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); 

So, we tell WebGL to use our square’s buffer for its vertex positions…

 setMatrixUniforms(); 

…we push over the model-view and projection matrices again (so that we take account of that last mvTranslate), which means that we can finally:

 gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); 

Draw the points.  What, you may ask, is a triangle strip?  Well, it’s a strip of triangles :-)   More usefully, it’s a strip of triangles where the first three vertices you give specify the first triangle, then the last two of those vertices plus the next one specify the next triangle, and so on.  In this case, it’s a quick-and-dirty way of specifying a square.  In more complex cases, it can be a really useful way of specifying a complex surface in terms of the triangles that approximate it.

Anyway, once that’s done, we’ve finished our drawScene function.

 } 

If you’ve got this far, you’re definitely ready to start experimenting.  Copy the code to a local file, either from GitHub or directly from the live version; if you do the latter, you need index.html and glMatrix-0.9.5.min.js. Run it up locally to make sure it works, then try changing some of the vertex positions above; in particular, the scene right now is pretty flat; try changing the Z values for the square to 2, or -3, and see it get larger or smaller as it moves back and forward.  Or try changing just one or two of them, and watch it distort in perspective.  Go crazy, and don’t mind me.  I’ll wait.

Right, now that you’re back, let’s take a look at the support functions that made all of the code we just went over possible. As I said before, if you’re happy to ignore the details and just copy and paste the support functions that come above initBuffers in the page, you can probably get away with it and build interesting WebGL pages (albeit in black and white — colour’s the next lesson).  But none of the details are difficult to understand, and by understanding how this stuff works you’re likely to write better WebGL code later on.

Still with me?  Thanks :-)   Let’s get the most boring of the functions out of the way first; the first one called by webGLStart, which is initGL.  It’s near the top of the web page, and here’s a copy for reference:

 var gl; function initGL(canvas) { try { gl = canvas.getContext("experimental-webgl"); gl.viewportWidth = canvas.width; gl.viewportHeight = canvas.height; } catch(e) { } if (!gl) { alert("Could not initialise WebGL, sorry :-( "); } } 

This is very simple.  As you may have noticed, the initBuffers and drawScene functions frequently referred to an object called gl, which clearly referred to some kind of core WebGL “thing”.  This function gets that “thing”, which is called a WebGL context, and does it by asking the canvas it is given for the context, using a standard context name.  (As you can probably guess, at some point the context name will change from “experimental-webgl” to “webgl”; I’ll update this lesson and blog about it when that happens. Subscribe to the RSS feed if you want to know about that — and, indeed, if you want at-least-weekly WebGL news.) Once we’ve got the context, we again use JavaScript’s willingness to allow us to set any property we like on any object to store on it the width and height of the canvas to which it relates; this is so that we can use it in the code that sets up the viewport and the perspective at the start of drawScene. Once that’s done, our GL context is set up.

After calling initGL, webGLStart called initShaders. This, of course, initialises the shaders (duh ;-) .  We’ll come back to that one later, because first we should take a look at our model-view matrix, and the projection matrix I also mentioned earlier.  Here’s the code:

 var mvMatrix = mat4.create(); var pMatrix = mat4.create(); 

So, we define a variable called mvMatrix to hold the model-view matrix and one called pMatrix for the projection matrix, and then set them to empty (all-zero) matrices to start off with. It’s worth saying a bit more about the projection matrix here. As you will remember, we applied the glMatrix function mat4.perspective to this variable to set up our perspective, right at the start of drawScene. This was because WebGL does not directly support perspective, just like it doesn’t directly support a model-view matrix.  But just like the process of moving things around and rotating them that is encapsulated in the model-view matrix, the process of making things that are far away look proportionally smaller than things close up is the kind of thing that matrices are really good at representing.  And, as you’ve doubtless guessed by now, the projection matrix is the one that does just that.  The mat4.perspective function, with its aspect ratio and field-of-view, populated the matrix with the values that gave use the kind of perspective we wanted.

Right, now we’ve been through everything apart from the setMatrixUniforms function, which, as I said earlier, moves the model-view and projection matrices up from JavaScript to WebGL, and the scary shader-related stuff.  They’re inter-related, so let’s start with some background.

Now, what is a shader, you may ask?  Well, at some point in the history of 3D graphics they may well have been what they sound like they might be — bits of code that tell the system how to shade, or colour, parts of a scene before it is drawn.  However, over time they have grown in scope, to the extent that they can now be better defined as bits of code that can do absolutely anything they want to bits of the scene before it’s drawn.  And this is actually pretty useful, because (a) they run on the graphics card, so they do what they do really quickly and (b) the kind of transformations they can do can be really convenient even in simple examples like this.

The reason that we’re introducing shaders in what is meant to be a simple WebGL example (they’re at least “intermediate” in OpenGL tutorials) is that we use them to get the WebGL system, hopefully running on the graphics card, to apply our model-view matrix and our projection matrix to our scene without us having to move around every point and every vertex in (relatively) slow JavaScript.   This is incredibly useful, and worth the extra overhead.

So, here’s how they are set up.  As you will remember, webGLStart called initShaders, so let’s go through that step-by-step:

 var shaderProgram; function initShaders() { var fragmentShader = getShader(gl, "shader-fs"); var vertexShader = getShader(gl, "shader-vs"); shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Could not initialise shaders"); } gl.useProgram(shaderProgram); 

As you can see, it uses a function called getShader to get two things,  a “fragment shader” and a “vertex shader”, and then attaches them both to a WebGL thing called a “program”.  A program is a bit of code that lives on the WebGL side of the system; you can look at it as a way of specifying something that can run on the graphics card.  As you would expect, you can associate with it a number of shaders, each of which you can see as a snippet of code within that program; specifically, each program can hold one fragment and one vertex shader. We’ll look at them shortly.

 shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); 

Once the function has set up the program and attached the shaders, it gets a reference to an “attribute”, which it stores in a new field on the program object called vertexPositionAttribute. Once again we’re taking advantage of JavaScript’s willingness to set any field on any object; program objects don’t have a vertexPositionAttribute field by default, but it’s convenient for us to keep the two values together, so we just make the attribute a new field of the program.

So, what’s the vertexPositionAttribute for? As you may remember, we used it in drawScene; if you look now back at the code that set the triangle’s vertex positions from the appropriate buffer, you’ll see that the stuff we did associated the buffer with that attribute. You’ll see what that means in a moment; for now, let’s just note that we also use gl.enableVertexAttribArray to tell WebGL that we will want to provide values for the attribute using an array.

 shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); } 

The last thing initShaders does is get two more values from the program, the locations of two things called uniform variables. We’ll encounter them soon; for now, you should just note that like the attribute, we store them on the program object for convenience.

Now, let’s take a look at getShader:

 function getShader(gl, id) { var shaderScript = document.getElementById(id); if (!shaderScript) { return null; } var str = ""; var k = shaderScript.firstChild; while (k) { if (k.nodeType == 3) str += k.textContent; k = k.nextSibling; } var shader; if (shaderScript.type == "x-shader/x-fragment") { shader = gl.createShader(gl.FRAGMENT_SHADER); } else if (shaderScript.type == "x-shader/x-vertex") { shader = gl.createShader(gl.VERTEX_SHADER); } else { return null; } gl.shaderSource(shader, str); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert(gl.getShaderInfoLog(shader)); return null; } return shader; } 

This is another one of those functions that is much simpler than it looks.  All we’re doing here is looking for an element in our HTML page that has an ID that matches a parameter passed in, pulling out its contents, creating either a fragment or a vertex shader based on its type (more about the difference between those in a future lesson) and then passing it off to WebGL to be compiled into a form that can run on the graphics card.  The code then handles any errors, and it’s done! Of course, we could just define shaders as strings within our JavaScript code and not mess around with extracting them from the HTML — but by doing it this way, we make them much easier to read, because they are defined as scripts in the web page, just as if they were JavaScript themselves.

Having seen this, we should take a look at the shaders’ code: 

<script id="shader-fs" type="x-shader/x-fragment"> precision mediump float; void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } </script> <script id="shader-vs" type="x-shader/x-vertex"> attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } </script> 

The first thing to remember about these is that they are not written in JavaScript, even though the ancestry of the language is clearly similar.  In fact, they’re written in a special shader language — called GLSL — that owes a lot to C (as, of course, does JavaScript). 

The first of the two, the fragment shader, does pretty much nothing; it has a bit of obligatory boilerplate code to tell the graphics card how precise we want it to be with floating-point numbers (medium precision is good because it’s required to be supported by all WebGL devices — highp for high precision doesn’t work on all mobile devices), then simply specifies that everything that is drawn will be drawn in white.  (How to do stuff in colour is the subject of the next lesson.)

The second shader is a little more interesting.   It’s a vertex shader — which, you’ll remember, means that it’s a bit of graphics-card code that can do pretty much anything it wants with a vertex.  Associated with it, it has two uniform variables called uMVMatrix and uPMatrix.  Uniform variables are useful because they can be accessed from outside the shader — indeed, from outside its containing program, as you can probably remember from when we extracted their location in initShaders, and from the code we’ll look at next, where (as I’m sure you’ve realised) we set them to the values of the model-view and the projection matrices.  You might want to think of the shader’s program as an object (in the object-oriented sense) and the uniform variables as fields. 

Now, the shader is called for every vertex, and the vertex is passed in to the shader code as aVertexPosition, thanks to the use of the vertexPositionAttribute in the drawScene, when we associated the attribute with the buffer.  The tiny bit of code in the shader’s main routine just multiplies the vertex’s position by the model-view and the projection matrices, and pushes out the result as the final position of the vertex.

So, webGLStart called initShaders, which used getShader to load the fragment and the vertex shaders from scripts in the web page, so that they could be compiled and passed over to WebGL and used later when rendering our 3D scene.

After all that, the only remaining unexplained code is setMatrixUniforms, which is easy to understand once you know everything above :-)

 function setMatrixUniforms() { gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix); } 

So, using the references to the uniforms that represent our projection matrix and our model-view matrix that we got back in initShaders, we send WebGL the values from our JavaScript-style matrices.

Phew!  That was quite a lot for a first lesson, but hopefully now you (and I) understand all of the groundwork we’re going to need to start building something more interesting — colourful, moving, properly three-dimensional WebGL models. To find out more, read on for lesson 2.

<< Lesson 0Lesson 2 >>

Acknowledgments: obviously I’m deeply in debt to NeHe for his OpenGL tutorial for the script for this lesson, but I’d also like to thank Benjamin DeLillo and Vladimir Vukićević for their WebGL sample code, which I’ve investigated, analysed, probably completely misunderstood, and eventually munged together into the code on which I based this post . Thanks also to Brandon Jones for glMatrix. Finally, thanks to James Coglan, who wrote the general-purpose Sylvester matrix library; the first versions of this lesson used it instead of the much more WebGL-centric glMatrix, so the current version would never have existed without it.

Lesson 0: Getting started with WebGL

[This post has been updated several times since it was originally written, as things have moved on a bit since it was originally published in October 2009… to the best of my knowledge, information is correct as of 17 January 2012.]

The first step in trying out WebGL is to get a browser that supports it. How you do that depends on whether you want to look at cool WebGL demos or develop your own.

Keeping it simple

In general, I recommend that if you want to take a look at cool WebGL demos and aren’t really worried about developing your own, and don’t really care that some of the very latest stuff might not work, then:

  • If you’re on Windows, make sure you have the Microsoft DirectX runtime installed — this is a free download from Microsoft.
  • Once you’ve done that, make sure that you’ve got the very latest versions of the drivers for your graphics card.
  • Next, choose your browser:
    • Firefox: just make sure you have version 4 or higher.
    • Chrome: all you need to do is install it, or if you’re already using it, just check whether it’s updated itself to version 10 — this will almost certainly have happened automatically (it was released in March 2011), but you can check from the “About Google Chrome” option on the tools menu to confirm.
    • Safari: on Macs, OS X 10.7 has WebGL support, but it’s switched off by default. To switch it on, enable the developer menu and check the “Enable WebGL” option. (Thanks to Blah for the heads-up on this one.)

That’s it! You should be good to go. Next, click here to try out some WebGL pages.

Doing it the hard way

If you’re developing WebGL yourself, or if you need the latest features, then nothing beats having the very latest browser. And WebGL is supported in development versions of all of the main browsers apart from Internet Explorer, so all you need to do is get the appropriate version for your machine. How easy this is depends on what kind of computer you have:

  • Windows: If you haven’t already done so, make sure you have the DirectX runtime installed — this is a free download from Microsoft. Once you’ve done that, install either Firefox or Chromium, whichever you prefer — if it doesn’t work, check out the troubleshooting guide. (Stop press: a pre-beta version of Opera that supports WebGL on Windows is now available; it’s less stable than the other browsers, though, so don’t rely on it as your only WebGL implementation. It will also only work if your graphics card supports OpenGL 2.0, so it might be a pain to get working.)
  • Macintosh: if you’re running Snow Leopard (OS X 10.6), things should be fine; I recommend that you use the development version of WebKit, which will run as an alternative version of Safari. If you’re running Leopard (OS X 10.5), then you won’t be able to use that version of WebKit, but you can run either Firefox or Chromium. Snow Leopard users can use Firefox or Chromium too, of course. If you’ve got an older version of OS X, unfortunately I don’t know of any WebGL browser you can use right now :-(
  • Linux: quite a large number of Linux graphics drivers are, sadly, not good enough to work with WebGL. The same used to be the case under Windows, but the browser makers worked around it using DirectX; unfortunately there’s no such escape route for Linux. Here’s what I’ve managed to gather:
    • If you’ve got Nvidia graphics, and recent drivers, then things should work just fine with either Firefox or Chromium.
    • If you have ATI graphics, you’re probably best off with Firefox.
    • If you have Intel graphics, you’re likely to have to use slow software rendering, which sucks but at least lets you see some WebGL stuff; try Firefox or Chromium, but they probably won’t work with the default (hardware rendering) setup. To use software rendering on Linux, you need to make sure that Mesa is installed (you should just be able to get the latest version using your distro’s package manager) and then you can use the latest Firefox with a few extra settings.
    There’s more detail about this in the troubleshooting section below.

Firefox

The “unstable” development release of Firefox is called Minefield. It’s updated every night, and it’s actually pretty solid right now: I’ve not seen it crash recently (and I use it for everything). It can be installed alongside a regular version of Firefox, too, so you don’t need to worry about uninstalling it if you give up on it, or just want to switch back to the regular version for a while.

To get Minefield:

  • Go to the nightly builds page and get the appropriate version for your machine. Look out! There might be various versions there, with names like firefox-10.0a1something or firefox-10.0a2something. You want the most recent, which will be with the highest number after the ‘a’ (alpha) or ‘b’ (beta).
  • Install it (you’ll need to quit any running Firefox instances while this happens).
  • Start Minefield.

A useful tip — if you want to run Minefield side-by-side with the regular Firefox, you can do this by adding the following command-line parameters: -P Minefield -no-remote. The first parameter makes it run with a separate profile (so that you keep separate histories and sets of active tabs in each browser) and the second means that when you start Minefield while Firefox is already running, it won’t just open a new window in the currently-running Firefox. You might also want to add -P default -no-remote to the parameters for your normal Firefox to do the same there too. Windows users: you can set the command-line parameters for each application by right-clicking on the icon you use to launch it, selecting “Properties”, and adding the parameters to the end of the “Target” field. Mac and Linux users — I don’t know how you do it, but you probably know anyway ;-)

Next, click here to try out some WebGL pages.

Running Minefield with Software Rendering on Linux

If your graphics hardware or — more likely — driver doesn’t support OpenGL 2.0, then right now the only way to get WebGL working on Linux is to use a library called Mesa. Mesa basically emulates a graphics card in software, so it’s a bit slow — but it’s better than nothing. It integrates with Minefield, the “unstable” development release of Firefox, and it’s normally part of your Linux distro. Here’s how to get it working.

  • Download the latest version of Minefield.
  • Install it (you’ll need to quit any running Firefox instances while this happens).
  • Using your Linux distro’s package manager, make sure that you have Mesa installed and updated to the latest version.
  • Start Minefield.
  • Go to the page “about:config”
  • Filter for “webgl”
  • Switch the value “webgl.enabled_for_all_sites” to “true”.
  • Switch the value “webgl.software_rendering” to “true”.
  • Set the “webgl.osmesalib” setting to the location of your OSMesa shared library (normally something like /usr/lib/libOSMesa.so).

Once you’ve done all that, you should be set. Click here to try out some WebGL pages.

Safari

Remember, Safari only supports WebGL on Macs running Snow Leopard (OS X 10.6); if you’re on Leopard (10.5), Windows or Linux then you’ll have to use Firefox or Chromium. (If you’re on an older version of OS/X, I don’t know of any browser you can use :-( )

If you are on Snow Leopard, to get it running, you need to:

  • Make sure you have at least version 4 of Safari.
  • Download and install the WebKit nightly build.
  • Start up a Terminal, and in it run this command: defaults write com.apple.Safari WebKitWebGLEnabled -bool YES
  • Run the freshly-installed WebKit application.

Next, click here to try out some WebGL pages.

Chromium

The way the Chrome developers currently recommend you get WebGL in Chrome, if you’re doing WebGL development, is to use a nightly build of Chromium, the open source browser on which Chrome is based. The procedure is a little different for each supported operating system; here are instructions for Windows, Macintosh, and Linux. (A warning — I’ve only tried the Windows version myself, but I’m told the other versions work fine too. Leave a comment below if I’m wrong on that :-)

For Windows

  • Go to the continuous integration page, scroll down to the most recent build (at the bottom), click on the link, and get chrome-win32.zip
  • Unzip the file somewhere convenient.
  • Inside the unpacked directory, double-click the chrome.exe file.

For the Macintosh

  • Go to the continuous integration page, scroll down to the most recent build (at the bottom), click on the link, and get chrome-mac.zip
  • Unzip the file somewhere convenient.
  • Open a Terminal window, and go to the chrome-mac directory that you unzipped.
  • Make sure you’re not running Chrome already
  • Run the following command: ./Chromium.app/Contents/MacOS/Chromium
  • Once you’ve checked that it works, you might want to automate things a bit so that you don’t have to type the command line every time; in the comments, Julien Limoges has provided a useful shell script to handle that.

For Linux

  • Go to the 32-bit or the the 64-bit continuous integration page as appropriatescroll down to the most recent build (at the bottom), click on the link, and get chrome-linux.zip.
  • Unzip the file somewhere convenient, and go to the chrome-linux directory that you unzipped in a terminal window.
  • Make sure you’re not running Chrome already
  • Run the following command: ./chrome

Next, click here to try out some WebGL pages.

Some first examples

Once your browser is installed, you should be able to see WebGL content.  Here’s a first sanity check; WebGL Report, which gives details of the WebGL features enabled on your browser. If it tells you that your browser doesn’t support WebGL, check out the troubleshooting guide below.

If it did work, everything should be set up! Unfortunately some recent changes to WebGL broke many of the demos out there, but here are some that have been updated:

That’s it for my first post on getting started with WebGL. If you want to go further and learn about how to create your own WebGL pages, you can check out my first WebGL lesson.

Lesson 1 >>

Troubleshooting

Macs

I don’t have any useful hints and tips for getting WebGL running on Macs, because no-one’s ever asked me for help and I don’t think I’ve ever seen questions in the forums. I can only assume that this means that Everything Just Works on OS X…

Windows

The most common problem for Windows users is that you don’t have the DirectX runtime installed — this is a free download from Microsoft, so give it a go. It might also be worth seeing if there are more up-to-date drivers for your graphics card — check out Windows Update, or perhaps the website of your graphics card manufacturer. If that doesn’t work, it might be that your graphics driver is on a “blacklist”. This is rarer under Windows than under Linux, but has been known to happen. See the Linux instructions below for some hints.

Linux

The most common reason for WebGL not working under Linux is problems with graphics drivers. All current Linux browser implementations of WebGL are based on OpenGL, and OpenGL support is something that is provided by your graphics driver. WebGL needs at least OpenGL 2.0 in order to run; in particular, owners of Intel graphics cards have problems because Intel haven’t released drivers for most of their graphics hardware with support for that. If you have Intel graphics, try using Mesa software rendering. If it’s still not working, leave a comment below and I’ll try to help.

If you have ATI or Nvidia graphics, the first thing to do is check the version of OpenGL you have on your machine. To do this, run glxinfo and look for the line headed “OpenGL version string”. If the version number you see is less than 2.0, you’ll need to update your drivers. Check out your computer/graphics card manufacturer’s website, and have a look at distro’s package manager.

If you still can’t get things running, it may be that the browser makers have “blacklisted” your driver; this is because some of them are unstable enough to cause machines to crash, which is understandably not behaviour people want associated with the browser…

In the comments to this post, Nardon gives this update as of 6 October 2011 “Google blacklisted all Linux Drivers, except for the official nVidia Drivers … Firefox 6 and above whitelisted most newer ATI drivers for Linux so you should be able to use WebGL with this browser.”

If you want to risk crashes, and use a blacklisted driver, you can start Chrome with the command-line flag –ignore-gpu-blacklist and see what happens (thanks to Jonas Antunes da Silva for that tip). If it doesn’t fix things, it may just be that a decent Linux OpenGL driver isn’t available for your graphics hardware. Your best bet for now is probably to use software rendering. Once again here are the instructions.

Acknowledgments

Thanks to Vladimir Vukićević, Mohamed Mansour, Ehsun Amanolahi, and Chris Marrin for the information that made up this page, and all of its many previous incarnations!

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