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Andrei Lesnitsky
Andrei Lesnitsky

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Shader varyings

Day 4. Shader varyings

This is a series of blog posts related to WebGL. New post will be available every day

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Yesterday we learned how to render lines and triangles, so let's get started with the homework

How do we draw a rectangle if webgl can only render triangles? We should split a rectangle into two triangles

-------
|    /|
|  /  |
|/    |
-------

Pretty simple, right?

Let's define the coordinates of triangle vertices

📄 src/webgl-hello-world.js

  gl.uniform4fv(colorUniformLocation, [255, 0, 0, 255]);

  const triangles = [
-     0, 0, // v1 (x, y)
-     canvas.width / 2, canvas.height, // v2 (x, y)
-     canvas.width, 0, // v3 (x, y)
+     // first triangle
+     0, 150, // top left
+     150, 150, // top right
+     0, 0, // bottom left
+     
+     // second triangle
+     0, 0, // bottom left
+     150, 150, // top right
+     150, 0, // bottom right
  ];

  const positionData = new Float32Array(triangles);

Rectangle

Great, we can render rectangles now!

Now let's draw a hexagon. This is somewhat harder to draw manually, so let's create a helper function

📄 src/webgl-hello-world.js

      150, 0, // bottom right
  ];

+ function createHexagon(center, radius, segmentsCount) {
+     
+ }
+ 
  const positionData = new Float32Array(triangles);

  const positionBuffer = gl.createBuffer(gl.ARRAY_BUFFER);

We need to iterate over (360 - segment angle) degrees with a step of a signle segment angle

📄 src/webgl-hello-world.js

  gl.uniform2fv(resolutionUniformLocation, [canvas.width, canvas.height]);
  gl.uniform4fv(colorUniformLocation, [255, 0, 0, 255]);

- const triangles = [
-     // first triangle
-     0, 150, // top left
-     150, 150, // top right
-     0, 0, // bottom left
-     
-     // second triangle
-     0, 0, // bottom left
-     150, 150, // top right
-     150, 0, // bottom right
- ];
- 
- function createHexagon(center, radius, segmentsCount) {
-     
+ const triangles = [createHexagon()];
+ 
+ function createHexagon(centerX, centerY, radius, segmentsCount) {
+     const vertices = [];
+ 
+     for (let i = 0; i < Math.PI * 2; i += Math.PI * 2 / (segmentsCount - 1)) {
+         
+     }
+ 
+     return vertices;
  }

  const positionData = new Float32Array(triangles);

And apply some simple school math

Hexagon

📄 src/webgl-hello-world.js

  gl.uniform2fv(resolutionUniformLocation, [canvas.width, canvas.height]);
  gl.uniform4fv(colorUniformLocation, [255, 0, 0, 255]);

- const triangles = [createHexagon()];
+ const triangles = createHexagon(canvas.width / 2, canvas.height / 2, canvas.height / 2, 6);

  function createHexagon(centerX, centerY, radius, segmentsCount) {
      const vertices = [];
+     const segmentAngle =  Math.PI * 2 / (segmentsCount - 1);

-     for (let i = 0; i < Math.PI * 2; i += Math.PI * 2 / (segmentsCount - 1)) {
-         
+     for (let i = 0; i < Math.PI * 2; i += segmentAngle) {
+         const from = i;
+         const to = i + segmentAngle;
+ 
+         vertices.push(centerX, centerY);
+         vertices.push(centerX + Math.cos(from) * radius, centerY + Math.sin(from) * radius);
+         vertices.push(centerX + Math.cos(to) * radius, centerY + Math.sin(to) * radius);
      }

      return vertices;

Now how do we render circle?
Actually a circle can be built with the same function, we just need to increase the number of "segments"

📄 src/webgl-hello-world.js

  gl.uniform2fv(resolutionUniformLocation, [canvas.width, canvas.height]);
  gl.uniform4fv(colorUniformLocation, [255, 0, 0, 255]);

- const triangles = createHexagon(canvas.width / 2, canvas.height / 2, canvas.height / 2, 6);
+ const triangles = createHexagon(canvas.width / 2, canvas.height / 2, canvas.height / 2, 360);

  function createHexagon(centerX, centerY, radius, segmentsCount) {
      const vertices = [];

Circle

Varyings

Ok, what next? Let's add some color 🎨
As we already know, we can pass a color to a fragment shader via uniform
But that's not the only way.
Vertex shader can pass a varying to a fragment shader for each vertex, and the value will be interpolated

Sounds a bit complicated, let's see how it works

We need to define a varying in both vertex and fragment shaders.
Make sure type matches. If e.g. varying will be vec3 in vertex shader and vec4 in fragment shader – gl.linkProgram(program) will fail. You can check if program was successfully linked with gl.getProgramParameter(program, gl.LINK_STATUS) and if it is false – gl.getProgramInfoLog(program) to see what went wrang

📄 src/webgl-hello-world.js

  attribute vec2 position;
  uniform vec2 resolution;

+ varying vec4 vColor;
+ 
  #define M_PI 3.1415926535897932384626433832795

  void main() {
      vec2 transformedPosition = position / resolution * 2.0 - 1.0;
      gl_PointSize = 2.0;
      gl_Position = vec4(transformedPosition, 0, 1);
+ 
+     vColor = vec4(255, 0, 0, 255);
  }
  `;

  const fShaderSource = `
      precision mediump float;
-     uniform vec4 color;
+ 
+     varying vec4 vColor;

      void main() {
-         gl_FragColor = color / 255.0;
+         gl_FragColor = vColor / 255.0;
      }
  `;


  const positionPointer = gl.getAttribLocation(program, 'position');
  const resolutionUniformLocation = gl.getUniformLocation(program, 'resolution');
- const colorUniformLocation = gl.getUniformLocation(program, 'color');

  gl.uniform2fv(resolutionUniformLocation, [canvas.width, canvas.height]);
- gl.uniform4fv(colorUniformLocation, [255, 0, 0, 255]);

  const triangles = createHexagon(canvas.width / 2, canvas.height / 2, canvas.height / 2, 360);


Now let's try to colorize our circle based on gl_Position

📄 src/webgl-hello-world.js

      gl_PointSize = 2.0;
      gl_Position = vec4(transformedPosition, 0, 1);

-     vColor = vec4(255, 0, 0, 255);
+     vColor = vec4((gl_Position.xy + 1.0 / 2.0) * 255.0, 0, 255);
  }
  `;


Colorized circle

Looks cool, right?

But how do we pass some specific colors from js?

We need to create another attribute

📄 src/webgl-hello-world.js


  const vShaderSource = `
  attribute vec2 position;
+ attribute vec4 color;
  uniform vec2 resolution;

  varying vec4 vColor;
      gl_PointSize = 2.0;
      gl_Position = vec4(transformedPosition, 0, 1);

-     vColor = vec4((gl_Position.xy + 1.0 / 2.0) * 255.0, 0, 255);
+     vColor = color;
  }
  `;


  gl.useProgram(program);

- const positionPointer = gl.getAttribLocation(program, 'position');
+ const positionLocation = gl.getAttribLocation(program, 'position');
+ const colorLocation = gl.getAttribLocation(program, 'color');
+ 
  const resolutionUniformLocation = gl.getUniformLocation(program, 'resolution');

  gl.uniform2fv(resolutionUniformLocation, [canvas.width, canvas.height]);
  const stride = 0;
  const offset = 0;

- gl.enableVertexAttribArray(positionPointer);
- gl.vertexAttribPointer(positionPointer, attributeSize, type, nomralized, stride, offset);
+ gl.enableVertexAttribArray(positionLocation);
+ gl.vertexAttribPointer(positionLocation, attributeSize, type, nomralized, stride, offset);

  gl.drawArrays(gl.TRIANGLES, 0, positionData.length / 2);

Setup buffer for this attribute

📄 src/webgl-hello-world.js

  }

  const positionData = new Float32Array(triangles);
+ const colorData = new Float32Array(colors);

  const positionBuffer = gl.createBuffer(gl.ARRAY_BUFFER);
+ const colorBuffer = gl.createBuffer(gl.ARRAY_BUFFER);
+ 
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colorData, gl.STATIC_DRAW);

  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, positionData, gl.STATIC_DRAW);

Fill buffer with data

📄 src/webgl-hello-world.js

  gl.uniform2fv(resolutionUniformLocation, [canvas.width, canvas.height]);

  const triangles = createHexagon(canvas.width / 2, canvas.height / 2, canvas.height / 2, 360);
+ const colors = fillWithColors(360);

  function createHexagon(centerX, centerY, radius, segmentsCount) {
      const vertices = [];
      return vertices;
  }

+ function fillWithColors(segmentsCount) {
+     const colors = [];
+ 
+     for (let i = 0; i < segmentsCount; i++) {
+         for (let j = 0; j < 3; j++) {
+             if (j == 0) { // vertex in center of circle
+                 colors.push(0, 0, 0, 255);
+             } else {
+                 colors.push(i / 360 * 255, 0, 0, 255);
+             }
+         }
+     }
+ 
+     return colors;
+ }
+ 
  const positionData = new Float32Array(triangles);
  const colorData = new Float32Array(colors);


And setup the attribute pointer (the way how attribute reads data from the buffer).

📄 src/webgl-hello-world.js

  gl.enableVertexAttribArray(positionLocation);
  gl.vertexAttribPointer(positionLocation, attributeSize, type, nomralized, stride, offset);

+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ 
+ gl.enableVertexAttribArray(colorLocation);
+ gl.vertexAttribPointer(colorLocation, 4, type, nomralized, stride, offset);
+ 
  gl.drawArrays(gl.TRIANGLES, 0, positionData.length / 2);

Notice this gl.bindBuffer before attribute related calls. gl.vertexAttribPointer points attribute to a buffer which wa most recently bound, don't forget this step, this is a common mistake

Colored circle

Conclusion

We've learned another way to pass data to a fragment shader.
This is useful for per vertex colors and textures (we'll work with textures later)

Homework

Render a 7-gon and colorize each triangle with colors of rainbow 🌈

See you tomorrow 👋


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