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Andrei Lesnitsky
Andrei Lesnitsky

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WebGL month. Day 15. Rendering a 3d cube

Rendring a 3d cube

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

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Hey πŸ‘‹ Welcome to WebGL month.
[Yesterday] we've explored some concepts required for 3d rendering, so let's finally render something πŸ’ͺ

We'll need a new entry point

πŸ“„ index.html

      </head>
      <body>
          <canvas></canvas>
-         <script src="./dist/rotating-square.js"></script>
+         <script src="./dist/3d.js"></script>
      </body>
  </html>

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πŸ“„ src/3d.js

console.log('Hello 3d!');

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πŸ“„ webpack.config.js

          'week-1': './src/week-1.js',
          texture: './src/texture.js',
          'rotating-square': './src/rotating-square.js',
+         '3d': './src/3d.js',
      },

      output: {

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Simple vertex and fragment shaders. Notice that we use vec3 for position now as we'll work in 3-dimensional clipsace.

πŸ“„ src/shaders/3d.f.glsl

precision mediump float;

void main() {
    gl_FragColor = vec4(1, 0, 0, 1);
}

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πŸ“„ src/shaders/3d.v.glsl

attribute vec3 position;

void main() {
    gl_Position = vec4(position, 1.0);
}

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We'll also need a familiar from previous tutorials boilerplate for our WebGL program

πŸ“„ src/3d.js

- console.log('Hello 3d!');
+ import vShaderSource from './shaders/3d.v.glsl';
+ import fShaderSource from './shaders/3d.f.glsl';
+ import { compileShader, setupShaderInput } from './gl-helpers';
+ 
+ const canvas = document.querySelector('canvas');
+ const gl = canvas.getContext('webgl');
+ 
+ const width = document.body.offsetWidth;
+ const height = document.body.offsetHeight;
+ 
+ canvas.width = width * devicePixelRatio;
+ canvas.height = height * devicePixelRatio;
+ 
+ canvas.style.width = `${width}px`;
+ canvas.style.height = `${height}px`;
+ 
+ const vShader = gl.createShader(gl.VERTEX_SHADER);
+ const fShader = gl.createShader(gl.FRAGMENT_SHADER);
+ 
+ compileShader(gl, vShader, vShaderSource);
+ compileShader(gl, fShader, fShaderSource);
+ 
+ const program = gl.createProgram();
+ 
+ gl.attachShader(program, vShader);
+ gl.attachShader(program, fShader);
+ 
+ gl.linkProgram(program);
+ gl.useProgram(program);
+ 
+ const programInfo = setupShaderInput(gl, program, vShaderSource, fShaderSource);

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Now let's define cube vertices for each face. We'll start with front face

πŸ“„ src/3d.js

  gl.useProgram(program);

  const programInfo = setupShaderInput(gl, program, vShaderSource, fShaderSource);
+ 
+ const cubeVertices = new Float32Array([
+     // Front face
+     -1.0, -1.0, 1.0,
+     1.0, -1.0, 1.0,
+     1.0, 1.0, 1.0,
+     -1.0, 1.0, 1.0,
+ ]);

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back face

πŸ“„ src/3d.js

      1.0, -1.0, 1.0,
      1.0, 1.0, 1.0,
      -1.0, 1.0, 1.0,
+ 
+     // Back face
+     -1.0, -1.0, -1.0,
+     -1.0, 1.0, -1.0,
+     1.0, 1.0, -1.0,
+     1.0, -1.0, -1.0,
  ]);

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top face

πŸ“„ src/3d.js

      -1.0, 1.0, -1.0,
      1.0, 1.0, -1.0,
      1.0, -1.0, -1.0,
+ 
+     // Top face
+     -1.0, 1.0, -1.0,
+     -1.0, 1.0, 1.0,
+     1.0, 1.0, 1.0,
+     1.0, 1.0, -1.0,
  ]);

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bottom face

πŸ“„ src/3d.js

      -1.0, 1.0, 1.0,
      1.0, 1.0, 1.0,
      1.0, 1.0, -1.0,
+ 
+     // Bottom face
+     -1.0, -1.0, -1.0,
+     1.0, -1.0, -1.0,
+     1.0, -1.0, 1.0,
+     -1.0, -1.0, 1.0,
  ]);

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right face

πŸ“„ src/3d.js

      1.0, -1.0, -1.0,
      1.0, -1.0, 1.0,
      -1.0, -1.0, 1.0,
+ 
+     // Right face
+     1.0, -1.0, -1.0,
+     1.0, 1.0, -1.0,
+     1.0, 1.0, 1.0,
+     1.0, -1.0, 1.0,
  ]);

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left face

πŸ“„ src/3d.js

      1.0, 1.0, -1.0,
      1.0, 1.0, 1.0,
      1.0, -1.0, 1.0,
+ 
+     // Left face
+     -1.0, -1.0, -1.0,
+     -1.0, -1.0, 1.0,
+     -1.0, 1.0, 1.0,
+     -1.0, 1.0, -1.0,
  ]);

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Now we need to define vertex indices

πŸ“„ src/3d.js

      -1.0, 1.0, 1.0,
      -1.0, 1.0, -1.0,
  ]);
+ 
+ const indices = new Uint8Array([
+     0, 1, 2, 0, 2, 3,       // front
+     4, 5, 6, 4, 6, 7,       // back
+     8, 9, 10, 8, 10, 11,    // top
+     12, 13, 14, 12, 14, 15, // bottom
+     16, 17, 18, 16, 18, 19, // right
+     20, 21, 22, 20, 22, 23, // left
+ ]);

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and create gl buffers

πŸ“„ src/3d.js

  import vShaderSource from './shaders/3d.v.glsl';
  import fShaderSource from './shaders/3d.f.glsl';
  import { compileShader, setupShaderInput } from './gl-helpers';
+ import { GLBuffer } from './GLBuffer';

  const canvas = document.querySelector('canvas');
  const gl = canvas.getContext('webgl');
      16, 17, 18, 16, 18, 19, // right
      20, 21, 22, 20, 22, 23, // left
  ]);
+ 
+ const vertexBuffer = new GLBuffer(gl, gl.ARRAY_BUFFER, cubeVertices, gl.STATIC_DRAW);
+ const indexBuffer = new GLBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

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Setup vertex attribute pointer

πŸ“„ src/3d.js


  const vertexBuffer = new GLBuffer(gl, gl.ARRAY_BUFFER, cubeVertices, gl.STATIC_DRAW);
  const indexBuffer = new GLBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+ 
+ vertexBuffer.bind(gl);
+ gl.vertexAttribPointer(programInfo.attributeLocations.position, 3, gl.FLOAT, false, 0, 0);

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setup viewport

πŸ“„ src/3d.js


  vertexBuffer.bind(gl);
  gl.vertexAttribPointer(programInfo.attributeLocations.position, 3, gl.FLOAT, false, 0, 0);
+ 
+ gl.viewport(0, 0, canvas.width, canvas.height);

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and issue a draw call

πŸ“„ src/3d.js

  gl.vertexAttribPointer(programInfo.attributeLocations.position, 3, gl.FLOAT, false, 0, 0);

  gl.viewport(0, 0, canvas.width, canvas.height);
+ 
+ gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);

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Ok, we did everything right, but we just see a red canvas? That's expected result, because every face of cube has a length of 2 with left-most vertices at -1 and right-most at 1, so we need to add some matrix magic from yesterday.

Let's define uniforms for each matrix

πŸ“„ src/shaders/3d.v.glsl

  attribute vec3 position;

+ uniform mat4 modelMatrix;
+ uniform mat4 viewMatrix;
+ uniform mat4 projectionMatrix;
+ 
  void main() {
      gl_Position = vec4(position, 1.0);
  }

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and multiply every matrix.

πŸ“„ src/shaders/3d.v.glsl

  uniform mat4 projectionMatrix;

  void main() {
-     gl_Position = vec4(position, 1.0);
+     gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
  }

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Now we need to define JS representations of the same matrices

πŸ“„ src/3d.js

+ import { mat4 } from 'gl-matrix';
+ 
  import vShaderSource from './shaders/3d.v.glsl';
  import fShaderSource from './shaders/3d.f.glsl';
  import { compileShader, setupShaderInput } from './gl-helpers';
  vertexBuffer.bind(gl);
  gl.vertexAttribPointer(programInfo.attributeLocations.position, 3, gl.FLOAT, false, 0, 0);

+ const modelMatrix = mat4.create();
+ const viewMatrix = mat4.create();
+ const projectionMatrix = mat4.create();
+ 
  gl.viewport(0, 0, canvas.width, canvas.height);

  gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);

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We'll leave model matrix as-is (mat4.create returns an identity matrix), meaning cube won't have any transforms (no translation, no rotation, no scale).

We'll use lookAt method to setup viewMatrix

πŸ“„ src/3d.js

  const viewMatrix = mat4.create();
  const projectionMatrix = mat4.create();

+ mat4.lookAt(
+     viewMatrix,
+ );
+ 
  gl.viewport(0, 0, canvas.width, canvas.height);

  gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);

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The 2nd argument is a position of a viewer. Let's place this point on top and in front of the cube

πŸ“„ src/3d.js


  mat4.lookAt(
      viewMatrix,
+     [0, 7, -7],
  );

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

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The 3rd argument is a point where we want to look at. Coordinate of our cube is (0, 0, 0), that's exactly what we want to look at

πŸ“„ src/3d.js

  mat4.lookAt(
      viewMatrix,
      [0, 7, -7],
+     [0, 0, 0],
  );

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

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The last argument is up vector. We can setup a view matrix in a way that any vector will be treated as pointing to the top of our world, so let's make y axis pointing to the top

πŸ“„ src/3d.js

      viewMatrix,
      [0, 7, -7],
      [0, 0, 0],
+     [0, 1, 0],
  );

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

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To setup projection matrix we'll use perspective method

πŸ“„ src/3d.js

      [0, 1, 0],
  );

+ mat4.perspective(
+     projectionMatrix,
+ );
+ 
  gl.viewport(0, 0, canvas.width, canvas.height);

  gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);

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View and perspective matrices together are kind of a "camera" parameters.
We already have a position and direction of a camera, let's setup other parameters.

The 2nd argument of perspective method is a field of view (how wide is camera lens). Wider the angle – more objecs will fit the screen (you surely heard of a "wide angle" camera in recent years phones, that's about the same).

πŸ“„ src/3d.js


  mat4.perspective(
      projectionMatrix,
+     Math.PI / 360 * 90,
  );

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

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Next argument is aspect ration of a canvas. It could be calculated by a simple division

πŸ“„ src/3d.js

  mat4.perspective(
      projectionMatrix,
      Math.PI / 360 * 90,
+     canvas.width / canvas.height,
  );

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

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The 4th and 5th argumnts setup a distance to objects which are visible by camera. Some objects might be too close, others too far, so they shouldn't be rendered. The 4th argument – distance to the closest object to render, the 5th – to the farthest

πŸ“„ src/3d.js

      projectionMatrix,
      Math.PI / 360 * 90,
      canvas.width / canvas.height,
+     0.01,
+     100,
  );

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

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and finally we need to pass matrices to shader

πŸ“„ src/3d.js

      100,
  );

+ gl.uniformMatrix4fv(programInfo.uniformLocations.modelMatrix, false, modelMatrix);
+ gl.uniformMatrix4fv(programInfo.uniformLocations.viewMatrix, false, viewMatrix);
+ gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
+ 
  gl.viewport(0, 0, canvas.width, canvas.height);

  gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);

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Looks quite like a cube πŸŽ‰

Cube

Now let's implement a rotation animation with help of model matrix and rotate method from gl-matrix

πŸ“„ src/3d.js

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

  gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);
+ 
+ function frame() {
+     mat4.rotateY(modelMatrix, modelMatrix, Math.PI / 180);
+ 
+     requestAnimationFrame(frame);
+ }
+ 
+ frame();

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We also need to update a uniform

πŸ“„ src/3d.js

  function frame() {
      mat4.rotateY(modelMatrix, modelMatrix, Math.PI / 180);

+     gl.uniformMatrix4fv(programInfo.uniformLocations.modelMatrix, false, modelMatrix);
+ 
      requestAnimationFrame(frame);
  }


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and issue a draw call

πŸ“„ src/3d.js

      mat4.rotateY(modelMatrix, modelMatrix, Math.PI / 180);

      gl.uniformMatrix4fv(programInfo.uniformLocations.modelMatrix, false, modelMatrix);
+     gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);

      requestAnimationFrame(frame);
  }

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Cool! We have a rotation πŸŽ‰

Rotating cube

That's it for today, see you tomorrow πŸ‘‹


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