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How To Work with WebGL Types?

Last Updated : 04 Sep, 2024
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WebGL (Web Graphics Library) is a powerful JavaScript API used for rendering 2D and 3D graphics within any compatible web browser without the use of plug-ins. In this article, we will explore the key types in WebGL, their usage, and practical examples to help you work effectively with WebGL types.

What Are WebGL Types?

WebGL uses various types for handling data that interacts with the GPU (Graphics Processing Unit). These types include buffers, shaders, textures, and specific data types for handling numerical data like vectors and matrices.

  • Typed Arrays: These are special objects for handling raw binary data directly, essential for interfacing with WebGL.
  • Shaders: Small programs that run on the GPU, written in GLSL (OpenGL Shading Language).
  • Buffers: These store vertex data, element indices, and other attributes for rendering.
  • Textures: Images applied to shapes for detailing in graphics.

Typed Arrays in WebGL

Typed arrays are important in WebGL because they efficiently handle binary data and communicate directly with the GPU. The main typed arrays used in WebGL include:

  • Float32Array: For floating-point numbers.
  • Uint16Array: For unsigned 16-bit integers, often used for indices.
  • Int32Array and Uint32Array: For 32-bit signed and unsigned integers.
  • Uint8Array: For unsigned 8-bit integers, commonly used for textures and color data.

Example: Using Typed Arrays with Buffers

// Create a buffer and bind it
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);

// Define vertices of a triangle
const vertices = new Float32Array([
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0
]);

// Pass data to the buffer
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

Working with Shaders

Shaders are small programs that run on the GPU. They are essential in WebGL for processing vertices and pixels. There are two main types of shaders:

  • Vertex Shaders: Transform vertex data (position, color, etc.).
  • Fragment Shaders: Determine the color of pixels.

Example: Creating and Using Shaders

// Vertex shader source code
const vertexShaderSource = `
attribute vec4 a_position;
void main() {
gl_Position = a_position;
}
`;

// Fragment shader source code
const fragmentShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
}
`;

// Compile shaders
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);

if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}

const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

Buffers in WebGL

Buffers are used to store vertex data, color data, or indices. You can create different types of buffers depending on the data type and how you intend to use it:

  • ARRAY_BUFFER: For vertex attributes like positions, colors, and normals.
  • ELEMENT_ARRAY_BUFFER: For element indices, which define how vertices are connected.

Example: Creating a Vertex Buffer

// Create a buffer
const positionBuffer = gl.createBuffer();

// Bind it to ARRAY_BUFFER
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

// Define positions for a square
const positions = new Float32Array([
-0.5, -0.5,
0.5, -0.5,
-0.5, 0.5,
0.5, 0.5,
]);

// Fill buffer with positions
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);

Textures in WebGL

Textures are images applied to shapes to give them more detail. Textures in WebGL are represented by the WebGLTexture type and are managed through the following steps:

  1. Creating a Texture: Use gl.createTexture() to create a new texture object.
  2. Binding the Texture: Bind it using gl.bindTexture().
  3. Setting Texture Parameters: Define how the texture should be sampled, wrapped, etc.
  4. Loading Texture Data: Load the texture image data using gl.texImage2D().

Example: Loading and Applying a Texture

// Create and bind texture
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);

// Set the parameters so we can render any size image
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

// Load an image
const image = new Image();
image.src = 'texture.png';
image.onload = () => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
};

Now Let's see an Example Implementing WebGL Types

Create 2 files named index.hml and script.js and add the following codes.

HTML
<!-- index.html -->

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>WebGL Rotating 3D Cube</title>
</head>

<body>
    <canvas id="glCanvas" width="800" height="600"></canvas>
    <!-- Include glMatrix from CDN -->
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
    <script src="script.js"></script>
</body>

</html>
JavaScript
//script.js

const canvas = document.getElementById('glCanvas');
const gl = canvas.getContext('webgl');

// Check if WebGL is available
if (!gl) {
    console.error('WebGL not supported');
    throw new Error('WebGL not supported');
}

// Vertex shader source code
const vertexShaderSource = `
    attribute vec4 a_position;
    attribute vec4 a_color;
    uniform mat4 u_matrix;
    varying vec4 v_color;
    void main() {
        gl_Position = u_matrix * a_position;
        v_color = a_color;
    }
`;

// Fragment shader source code
const fragmentShaderSource = `
    precision mediump float;
    varying vec4 v_color;
    void main() {
        gl_FragColor = v_color;
    }
`;

// Function to create shaders
function createShader(gl, type, source) {
    const shader = gl.createShader(type);
    gl.shaderSource(shader, source);
    gl.compileShader(shader);
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        console.error('Error compiling shader:', gl.getShaderInfoLog(shader));
        gl.deleteShader(shader);
        return null;
    }
    return shader;
}

// Create vertex and fragment shaders
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

// Create the shader program
function createProgram(gl, vertexShader, fragmentShader) {
    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        console.error('Error linking program:', gl.getProgramInfoLog(program));
        gl.deleteProgram(program);
        return null;
    }
    return program;
}

const program = createProgram(gl, vertexShader, fragmentShader);
gl.useProgram(program);

// Define the cube vertices and colors
const positions = new Float32Array([
    // Front face
    -0.5, -0.5, 0.5,
    0.5, -0.5, 0.5,
    0.5, 0.5, 0.5,
    -0.5, 0.5, 0.5,

    // Back face
    -0.5, -0.5, -0.5,
    -0.5, 0.5, -0.5,
    0.5, 0.5, -0.5,
    0.5, -0.5, -0.5,

    // Top face
    -0.5, 0.5, -0.5,
    -0.5, 0.5, 0.5,
    0.5, 0.5, 0.5,
    0.5, 0.5, -0.5,

    // Bottom face
    -0.5, -0.5, -0.5,
    0.5, -0.5, -0.5,
    0.5, -0.5, 0.5,
    -0.5, -0.5, 0.5,

    // Right face
    0.5, -0.5, -0.5,
    0.5, 0.5, -0.5,
    0.5, 0.5, 0.5,
    0.5, -0.5, 0.5,

    // Left face
    -0.5, -0.5, -0.5,
    -0.5, -0.5, 0.5,
    -0.5, 0.5, 0.5,
    -0.5, 0.5, -0.5,
]);

const colors = new Float32Array([
    // Front face colors
    1, 0, 0, 1,
    1, 0, 0, 1,
    1, 0, 0, 1,
    1, 0, 0, 1,

    // Back face colors
    0, 1, 0, 1,
    0, 1, 0, 1,
    0, 1, 0, 1,
    0, 1, 0, 1,

    // Top face colors
    0, 0, 1, 1,
    0, 0, 1, 1,
    0, 0, 1, 1,
    0, 0, 1, 1,

    // Bottom face colors
    1, 1, 0, 1,
    1, 1, 0, 1,
    1, 1, 0, 1,
    1, 1, 0, 1,

    // Right face colors
    1, 0, 1, 1,
    1, 0, 1, 1,
    1, 0, 1, 1,
    1, 0, 1, 1,

    // Left face colors
    0, 1, 1, 1,
    0, 1, 1, 1,
    0, 1, 1, 1,
    0, 1, 1, 1,
]);

const indices = new Uint16Array([
    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
]);

// Position buffer
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);

// Color buffer
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);

// Index buffer
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

// Enable the position attribute
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionAttributeLocation);

// Enable the color attribute
const colorAttributeLocation = gl.getAttribLocation(program, 'a_color');
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(colorAttributeLocation, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(colorAttributeLocation);

// Get the uniform location
const matrixLocation = gl.getUniformLocation(program, 'u_matrix');

// Create matrices for transformation
let rotation = 0;
function drawScene() {
    rotation += 0.01;

    // Create perspective matrix
    const aspect = canvas.width / canvas.height;
    const projectionMatrix = mat4.perspective([], Math.PI / 4, aspect, 0.1, 10.0);

    // Create view matrix
    const viewMatrix = mat4.lookAt([], [0, 0, -4], [0, 0, 0], [0, 1, 0]);

    // Create model matrix (rotation)
    const modelMatrix = mat4.create();
    mat4.rotate(modelMatrix, modelMatrix, rotation, [1, 1, 0]); // Rotate around the diagonal axis

    // Combine the matrices
    const modelViewMatrix = mat4.multiply([], viewMatrix, modelMatrix);
    const finalMatrix = mat4.multiply([], projectionMatrix, modelViewMatrix);

    // Set the matrix uniform
    gl.uniformMatrix4fv(matrixLocation, false, finalMatrix);

    // Clear the canvas
    gl.clearColor(0, 0, 0, 1); // Clear to black
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Enable depth testing
    gl.enable(gl.DEPTH_TEST);

    // Draw the cube
    gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);

    // Request animation frame for continuous rendering
    requestAnimationFrame(drawScene);
}

// Start drawing the scene
drawScene();

Output

Best Practices for Working with WebGL Types

  • Optimize Data Transfer: Minimize the amount of data transferred between the CPU and GPU by using efficient data structures.
  • Use Typed Arrays Appropriately: Use the right typed array for your data to maximize performance.
  • Minimize Draw Calls: Reduce the number of draw calls by batching data when possible.
  • Handle WebGL Context Loss: Be prepared for WebGL context loss by listening for webglcontextlost and webglcontextrestored events.

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