MENU

WebGL 2.0 Fundamental – Rectangle

0
648
0

I draw a 2D rectangle on the 3D world by using pure WebGL 2.0 API.
Play on CodeSandbox: https://codesandbox.io/s/webgl-fundamental-rectangle-o5kem


More fascinating models will come soon…

index.html

<!DOCTYPE html>
<html>
  <head>
    <title>WebGL Fundamental</title>
    <meta charset="UTF-8" />
  </head>

  <body>
    <div id="app">
      <canvas id="canvas"></canvas>
      <div id="uiContainer">
        <div id="ui">
          <div id="x"></div>
          <div id="y"></div>
          <div id="angle"></div>
          <div id="scaleX"></div>
          <div id="scaleY"></div>
        </div>
      </div>
    </div>

    <script src="https://webgl2fundamentals.org/webgl/resources/m3.js"></script>
    <script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
    <script src="https://webgl2fundamentals.org/webgl/resources/webgl-lessons-ui.js"></script>
    <script src="src/index.js"></script>
  </body>
</html>

src/index.js

import "./styles.css";

var vs = `#version 300 es

in vec2 a_position;
in vec4 a_color;

uniform mat3 u_matrix;

out vec4 v_color;

void main() {
  // Multiply the position by the matrix.
  gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1);

  // Copy the color from the attribute to the varying.
  v_color = a_color;
}
`;

var fs = `#version 300 es

precision highp float;

in vec4 v_color;

out vec4 outColor;

void main() {
  outColor = v_color;
}
`;

function main() {
  // Get A WebGL context
  /** @type {HTMLCanvasElement} */
  var canvas = document.querySelector("#canvas");
  var gl = canvas.getContext("webgl2");
  if (!gl) {
    return;
  }

  // setup GLSL program
  var program = webglUtils.createProgramFromSources(gl, [vs, fs]);

  // look up where the vertex data needs to go.
  var positionLocation = gl.getAttribLocation(program, "a_position");
  var colorLocation = gl.getAttribLocation(program, "a_color");

  // lookup uniforms
  var matrixLocation = gl.getUniformLocation(program, "u_matrix");

  // Create set of attributes
  var vao = gl.createVertexArray();
  gl.bindVertexArray(vao);

  // Create a buffer for the positons.
  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);

  // Set Geometry.
  setGeometry(gl);

  // tell the position attribute how to pull data out of the current ARRAY_BUFFER
  gl.enableVertexAttribArray(positionLocation);
  var size = 2;
  var type = gl.FLOAT;
  var normalize = false;
  var stride = 0;
  var offset = 0;
  gl.vertexAttribPointer(
    positionLocation,
    size,
    type,
    normalize,
    stride,
    offset
  );

  // Create a buffer for the colors.
  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  // Set the colors.
  setColors(gl);

  // tell the color attribute how to pull data out of the current ARRAY_BUFFER
  gl.enableVertexAttribArray(colorLocation);
  var size = 4;
  var type = gl.UNSIGNED_BYTE;
  var normalize = true;
  var stride = 0;
  var offset = 0;
  gl.vertexAttribPointer(colorLocation, size, type, normalize, stride, offset);

  var translation = [200, 150];
  var angleInRadians = 0;
  var scale = [1, 1];

  drawScene();

  // Setup a ui.
  webglLessonsUI.setupSlider("#x", {
    value: translation[0],
    slide: updatePosition(0),
    max: gl.canvas.width
  });
  webglLessonsUI.setupSlider("#y", {
    value: translation[1],
    slide: updatePosition(1),
    max: gl.canvas.height
  });
  webglLessonsUI.setupSlider("#angle", { slide: updateAngle, max: 360 });
  webglLessonsUI.setupSlider("#scaleX", {
    value: scale[0],
    slide: updateScale(0),
    min: -5,
    max: 5,
    step: 0.01,
    precision: 2
  });
  webglLessonsUI.setupSlider("#scaleY", {
    value: scale[1],
    slide: updateScale(1),
    min: -5,
    max: 5,
    step: 0.01,
    precision: 2
  });

  function updatePosition(index) {
    return function (event, ui) {
      translation[index] = ui.value;
      drawScene();
    };
  }

  function updateAngle(event, ui) {
    var angleInDegrees = 360 - ui.value;
    angleInRadians = (angleInDegrees * Math.PI) / 180;
    drawScene();
  }

  function updateScale(index) {
    return function (event, ui) {
      scale[index] = ui.value;
      drawScene();
    };
  }

  // Draw the scene.
  function drawScene() {
    webglUtils.resizeCanvasToDisplaySize(gl.canvas);

    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

    // Clear the canvas
    gl.clearColor(0, 0, 0, 0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Tell it to use our program (pair of shaders)
    gl.useProgram(program);

    // Bind the attribute/buffer set we want.
    gl.bindVertexArray(vao);

    // Compute the matrices
    var matrix = m3.projection(gl.canvas.clientWidth, gl.canvas.clientHeight);
    matrix = m3.translate(matrix, translation[0], translation[1]);
    matrix = m3.rotate(matrix, angleInRadians);
    matrix = m3.scale(matrix, scale[0], scale[1]);

    // Set the matrix.
    gl.uniformMatrix3fv(matrixLocation, false, matrix);

    // Draw the geometry.
    var offset = 0;
    var count = 6;
    gl.drawArrays(gl.TRIANGLES, offset, count);
  }
}

// Fill the current buffer with the values that define a rectangle.
function setGeometry(gl) {
  gl.bufferData(
    gl.ARRAY_BUFFER,
    new Float32Array([
      -150,
      -100,
      150,
      -100,
      -150,
      100,
      150,
      -100,
      -150,
      100,
      150,
      100
    ]),
    gl.STATIC_DRAW
  );
}

// Fill the current buffer with colors for the 2 triangles
// that make the rectangle.
function setColors(gl) {
  // Pick 2 random colors.
  var r1 = Math.random() * 256; // 0 to 255.99999
  var b1 = Math.random() * 256; // these values
  var g1 = Math.random() * 256; // will be truncated
  var r2 = Math.random() * 256; // when stored in the
  var b2 = Math.random() * 256; // Uint8Array
  var g2 = Math.random() * 256;

  gl.bufferData(
    gl.ARRAY_BUFFER,
    new Uint8Array([
      // Uint8Array
      r1,
      b1,
      g1,
      255,
      r1,
      b1,
      g1,
      255,
      r1,
      b1,
      g1,
      255,
      r2,
      b2,
      g2,
      255,
      r2,
      b2,
      g2,
      255,
      r2,
      b2,
      g2,
      255
    ]),
    gl.STATIC_DRAW
  );
}

main();

src/styles.css

@import url("https://webgl2fundamentals.org/webgl/resources/webgl-tutorials.css");
body {
  margin: 0;
}

canvas {
  width: 100vw;
  height: 100vh;
  display: block;
}

Sorry, the comment form is closed at this time.