Reputation: 497
I am writing a game engine using javascript and webgl. To test it out I have written a program that draws a cube. For this program to work vertexAttribPointer must be called after I have called bind buffers but before I call draw triangles. I was wondering what exactly this method did and why I have to call these methods in this order?
My best guess is that it initializes the attribute but I don't understand why it must be called on the client side if that is the case.
I have include some of the source below. Everything is written in typescript. For the full source see github.com/dkellycollins/nemesis
Setting up the shader:
var cubeShader = new shaderProgram();
cubeShader.addShader(shaders.colorVertexShader);
cubeShader.addShader(shaders.colorFragmentShader);
cubeShader.init();
cubeShader.enableAttrib("position", 3, 4 * (3 + 3), 0);
cubeShader.enableAttrib("color", 3, 4 * (3 + 3), 3 * 4);
ShaderProgram:
class shaderProgram {
constructor() {
this.Id = gl.createProgram();
}
public Id;
public addShader(shader:WebGLShader[]):void {
if(shader instanceof Array) {
shader.forEach(s => {
gl.attachShader(this.Id, s);
});
} else {
gl.attachShader(this.Id, shader);
}
}
public init():void {
gl.linkProgram(this.Id);
}
public setActive() {
gl.useProgram(this.Id);
}
public enableAttrib(attribName: string, index: number, stride:number, offset: number) {
var attrib = gl.getAttribLocation(this.Id, attribName);
gl.enableVertexAttribArray(attrib);
gl.vertexAttribPointer(attrib, index, gl.FLOAT, false, stride, offset);
}
public setFloatAttrib(attribName:string, value:number) {
var attrib = gl.getAttribLocation(this.Id, attribName);
gl.vertexAttrib1f(attrib, value);
}
public setMatrix(uniName: string, value: number[]) {
var uniform = gl.getUniformLocation(this.Id, uniName);
gl.uniformMatrix4fv(uniform, false, value);
}
}
Rendering the cube:
public render():void {
gl.drawElements(gl.TRIANGLES, this._triangles, gl.UNSIGNED_SHORT, 0);
}
Vertex shader source:
attribute vec3 position; //the position of the point
uniform mat4 Pmatrix;
uniform mat4 Vmatrix;
uniform mat4 Mmatrix;
attribute vec3 color; //the color of the point
varying vec3 vColor;
void main(void) { //pre-built function
gl_Position = Pmatrix*Vmatrix*Mmatrix*vec4(position, 1.); //0. is the z, and 1 is w
vColor=color;
}
Upvotes: 10
Views: 9982
Reputation: 48216
it tells WebgL how to interpret the data:
gl.vertexAttribPointer(attrib, index, gl.FLOAT, false, stride, offset);
this means: for attribute attrib
there are index
components of type gl.FLOAT
that are not
normalized starting at offset
and stride
apart in the gl.ARRAY_BUFFER
bound at the time of this call.
The client is free to set its data anyway it wishes as long as they can be described as above.
Upvotes: 16
Reputation: 51
According to this WebGl2 Fundamentals tutorial this is necessary to specify how to pull the data out. Also:
A hidden part of gl.vertexAttribPointer is that it binds the current ARRAY_BUFFER to the attribute. In other words now this attribute is bound to positionBuffer. That means we're free to bind something else to the ARRAY_BUFFER bind point. The attribute will continue to use positionBuffer.
Upvotes: 2