Reducing boilerplate
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Yesterday we've learned how to use multiple textures. This required a shader modification, as well as javascript, but this changes might be partially done automatically
There is a package glsl-extract-sync which can get the info about shader attributes and uniforms
Install this package with
npm i glsl-extract-sync
📄 package.json
"url-loader": "^2.0.1",
"webpack": "^4.35.2",
"webpack-cli": "^3.3.5"
+ },
+ "dependencies": {
+ "glsl-extract-sync": "0.0.0"
}
}
Now let's create a helper function which will get all references to attributes and uniforms with help of this package
📄 src/gl-helpers.js
+ import extract from 'glsl-extract-sync';
+
export function compileShader(gl, shader, source) {
gl.shaderSource(shader, source);
gl.compileShader(shader);
img,
);
}
+
+ export function setupShaderInput(gl, program, vShaderSource, fShaderSource) {
+
+ }
We need to extract info about both vertex and fragment shaders
📄 src/gl-helpers.js
}
export function setupShaderInput(gl, program, vShaderSource, fShaderSource) {
-
+ const vShaderInfo = extract(vShaderSource);
+ const fShaderInfo = extract(fShaderSource);
}
📄 src/texture.js
import vShaderSource from './shaders/texture.v.glsl';
import fShaderSource from './shaders/texture.f.glsl';
- import { compileShader, loadImage, createTexture, setImage } from './gl-helpers';
+ import { compileShader, loadImage, createTexture, setImage, setupShaderInput } from './gl-helpers';
import { createRect } from './shape-helpers';
import textureImageSrc from '../assets/images/texture.jpg';
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexPosition, gl.STATIC_DRAW);
+ console.log(setupShaderInput(gl, program, vShaderSource, fShaderSource));
+
const attributeLocations = {
position: gl.getAttribLocation(program, 'position'),
texCoord: gl.getAttribLocation(program, 'texCoord'),
Only vertex shader might have attributes, but uniforms may be defined in both shaders
📄 src/gl-helpers.js
export function setupShaderInput(gl, program, vShaderSource, fShaderSource) {
const vShaderInfo = extract(vShaderSource);
const fShaderInfo = extract(fShaderSource);
+
+ const attributes = vShaderInfo.attributes;
+ const uniforms = [
+ ...vShaderInfo.uniforms,
+ ...fShaderInfo.uniforms,
+ ];
}
Now we can get all attribute locations
📄 src/gl-helpers.js
...vShaderInfo.uniforms,
...fShaderInfo.uniforms,
];
+
+ const attributeLocations = attributes.reduce((attrsMap, attr) => {
+ attrsMap[attr.name] = gl.getAttribLocation(program, attr.name);
+ return attrsMap;
+ }, {});
}
and enable all attributes
📄 src/gl-helpers.js
attrsMap[attr.name] = gl.getAttribLocation(program, attr.name);
return attrsMap;
}, {});
+
+ attributes.forEach((attr) => {
+ gl.enableVertexAttribArray(attributeLocations[attr.name]);
+ });
}
We should also get all uniform locations
📄 src/gl-helpers.js
attributes.forEach((attr) => {
gl.enableVertexAttribArray(attributeLocations[attr.name]);
});
+
+ const uniformLocations = uniforms.reduce((uniformsMap, uniform) => {
+ uniformsMap[uniform.name] = gl.getUniformLocation(program, uniform.name);
+ return uniformsMap;
+ }, {});
}
and finally return attribute and uniform locations
📄 src/gl-helpers.js
uniformsMap[uniform.name] = gl.getUniformLocation(program, uniform.name);
return uniformsMap;
}, {});
+
+ return {
+ attributeLocations,
+ uniformLocations,
+ }
}
Ok, let's get advantage of our new sweet helper
📄 src/texture.js
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexPosition, gl.STATIC_DRAW);
- console.log(setupShaderInput(gl, program, vShaderSource, fShaderSource));
+ const programInfo = setupShaderInput(gl, program, vShaderSource, fShaderSource);
- const attributeLocations = {
- position: gl.getAttribLocation(program, 'position'),
- texCoord: gl.getAttribLocation(program, 'texCoord'),
- texIndex: gl.getAttribLocation(program, 'texIndex'),
- };
-
- const uniformLocations = {
- texture: gl.getUniformLocation(program, 'texture'),
- otherTexture: gl.getUniformLocation(program, 'otherTexture'),
- resolution: gl.getUniformLocation(program, 'resolution'),
- };
-
- gl.enableVertexAttribArray(attributeLocations.position);
- gl.vertexAttribPointer(attributeLocations.position, 2, gl.FLOAT, false, 0, 0);
+ gl.vertexAttribPointer(programInfo.attributeLocations.position, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordsBuffer);
-
- gl.enableVertexAttribArray(attributeLocations.texCoord);
- gl.vertexAttribPointer(attributeLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
+ gl.vertexAttribPointer(programInfo.attributeLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texIndiciesBuffer);
-
- gl.enableVertexAttribArray(attributeLocations.texIndex);
- gl.vertexAttribPointer(attributeLocations.texIndex, 1, gl.FLOAT, false, 0, 0);
+ gl.vertexAttribPointer(programInfo.attributeLocations.texIndex, 1, gl.FLOAT, false, 0, 0);
const vertexIndices = new Uint8Array([
// left rect
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
- gl.uniform1i(uniformLocations.texture, 0);
+ gl.uniform1i(programInfo.uniformLocations.texture, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, otherTexture);
- gl.uniform1i(uniformLocations.otherTexture, 1);
+ gl.uniform1i(programInfo.uniformLocations.otherTexture, 1);
- gl.uniform2fv(uniformLocations.resolution, [canvas.width, canvas.height]);
+ gl.uniform2fv(programInfo.uniformLocations.resolution, [canvas.width, canvas.height]);
gl.drawElements(gl.TRIANGLES, vertexIndices.length, gl.UNSIGNED_BYTE, 0);
});
Looks quite like a cleanup 😎
One more thing that we use often are buffers.
Let's create a helper class
📄 src/GLBuffer.js
export class GLBuffer {
constructor(gl, target, data) {
}
}
We'll need data, buffer target and actual gl buffer, so let's assign everything passed from outside and craete a gl buffer.
📄 src/GLBuffer.js
export class GLBuffer {
constructor(gl, target, data) {
-
+ this.target = target;
+ this.data = data;
+ this.glBuffer = gl.createBuffer();
}
}
We didn't assign a gl
to instance because it might cause a memory leak, so we'll need to pass it from outside
Let's implement an alternative to a gl.bindBuffer
📄 src/GLBuffer.js
this.data = data;
this.glBuffer = gl.createBuffer();
}
+
+ bind(gl) {
+ gl.bindBuffer(this.target, this.glBuffer);
+ }
}
and a convenient way to set buffer data
📄 src/GLBuffer.js
bind(gl) {
gl.bindBuffer(this.target, this.glBuffer);
}
+
+ setData(gl, data, usage) {
+ this.data = data;
+ this.bind(gl);
+ gl.bufferData(this.target, this.data, usage);
+ }
}
Now let's make a data
argument of constructor and add a usage
argument to be able to do everything we need with just a constructor call
📄 src/GLBuffer.js
export class GLBuffer {
- constructor(gl, target, data) {
+ constructor(gl, target, data, usage) {
this.target = target;
this.data = data;
this.glBuffer = gl.createBuffer();
+
+ if (typeof data !== 'undefined') {
+ this.setData(gl, data, usage);
+ }
}
bind(gl) {
Cool, now we can replace texCoords buffer with our thin wrapper
📄 src/texture.js
import textureImageSrc from '../assets/images/texture.jpg';
import textureGreenImageSrc from '../assets/images/texture-green.jpg';
+ import { GLBuffer } from './GLBuffer';
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
gl.linkProgram(program);
gl.useProgram(program);
- const texCoords = new Float32Array([
+ const texCoordsBuffer = new GLBuffer(gl, gl.ARRAY_BUFFER, new Float32Array([
...createRect(0, 0, 1, 1), // left rect
...createRect(0, 0, 1, 1), // right rect
- ]);
- const texCoordsBuffer = gl.createBuffer();
-
- gl.bindBuffer(gl.ARRAY_BUFFER, texCoordsBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
+ ]), gl.STATIC_DRAW);
const texIndicies = new Float32Array([
...Array.from({ length: 4 }).fill(0), // left rect
gl.vertexAttribPointer(programInfo.attributeLocations.position, 2, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, texCoordsBuffer);
+ texCoordsBuffer.bind(gl);
gl.vertexAttribPointer(programInfo.attributeLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texIndiciesBuffer);
Do the same for texIndices buffer
📄 src/texture.js
...createRect(0, 0, 1, 1), // right rect
]), gl.STATIC_DRAW);
- const texIndicies = new Float32Array([
+ const texIndiciesBuffer = new GLBuffer(gl, gl.ARRAY_BUFFER, new Float32Array([
...Array.from({ length: 4 }).fill(0), // left rect
...Array.from({ length: 4 }).fill(1), // right rect
- ]);
- const texIndiciesBuffer = gl.createBuffer();
-
- gl.bindBuffer(gl.ARRAY_BUFFER, texIndiciesBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, texIndicies, gl.STATIC_DRAW);
+ ]), gl.STATIC_DRAW);
const vertexPosition = new Float32Array([
...createRect(-1, -1, 1, 2), // left rect
texCoordsBuffer.bind(gl);
gl.vertexAttribPointer(programInfo.attributeLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, texIndiciesBuffer);
+ texIndiciesBuffer.bind(gl);
gl.vertexAttribPointer(programInfo.attributeLocations.texIndex, 1, gl.FLOAT, false, 0, 0);
const vertexIndices = new Uint8Array([
vertex positions
📄 src/texture.js
...Array.from({ length: 4 }).fill(1), // right rect
]), gl.STATIC_DRAW);
- const vertexPosition = new Float32Array([
+ const vertexPositionBuffer = new GLBuffer(gl, gl.ARRAY_BUFFER, new Float32Array([
...createRect(-1, -1, 1, 2), // left rect
...createRect(-1, 0, 1, 2), // right rect
- ]);
- const vertexPositionBuffer = gl.createBuffer();
+ ]), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, vertexPosition, gl.STATIC_DRAW);
const programInfo = setupShaderInput(gl, program, vShaderSource, fShaderSource);
+ vertexPositionBuffer.bind(gl);
gl.vertexAttribPointer(programInfo.attributeLocations.position, 2, gl.FLOAT, false, 0, 0);
texCoordsBuffer.bind(gl);
and index buffer
📄 src/texture.js
texIndiciesBuffer.bind(gl);
gl.vertexAttribPointer(programInfo.attributeLocations.texIndex, 1, gl.FLOAT, false, 0, 0);
- const vertexIndices = new Uint8Array([
+ const indexBuffer = new GLBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([
// left rect
0, 1, 2,
1, 2, 3,
// right rect
4, 5, 6,
5, 6, 7,
- ]);
- const indexBuffer = gl.createBuffer();
-
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, vertexIndices, gl.STATIC_DRAW);
+ ]), gl.STATIC_DRAW);
Promise.all([
loadImage(textureImageSrc),
gl.uniform2fv(programInfo.uniformLocations.resolution, [canvas.width, canvas.height]);
- gl.drawElements(gl.TRIANGLES, vertexIndices.length, gl.UNSIGNED_BYTE, 0);
+ gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);
});
Now we are able to work with shaders being more productive with less code!
See you tomorrow 👋
This is a series of blog posts related to WebGL. New post will be available every day
Join mailing list to get new posts right to your inbox
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