@JamesLMilner
jmilner@esriuk.com
loxodrome.io
Open GL ES 2.0 for the web
Allows us to create 2D & 3D graphics
Plugin free; JavaScript API
Integrates into HTML page via canvas
No file formats, markup etc.
*NPAPI now disabled in Chrome 45
Credit: xkcd.com
Source: Microsoft
HTML5 vs ActionScript
Sources: caniuse.com/webgl and webglstats.com
Ricardo Cabello (Three.js)
"low-level means that WebGL commands are expressed in terms that map relatively directly to how a GPU actually works" - Robert Nyman
Source: University of New Mexico
Shader - "a program that tells a computer how to draw something in a specific and unique way"
Vertex Shader - generates scene coordinates
Fragment Shader - provide colour for current pixel
Source: Mozilla
Graphics Library Shader Language
<!-- Drawing a green square -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
// Storage qualifer - type - variable name
void main() {
gl_Position = vec4(a_position, 0, 1); // X, Y, Z, W
// gl_Position is a built in variable
}
</script>
<script id="2d-fragment-shader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(0, 1, 0, 1); // R, G, B, A (Green)
// gl_FragColor is a built in variable
}
</script>
Typed, C like language
Stored in a string, a script tag, or separate file
Has vectors and matrices as primitives
<!doctype html>
<html>
<head>
<title>WebGL - Black and White Square</title>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix; // more info on these matrices at: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<script type="text/javascript">
startWebGLScene = function() {
var gl;
function initGL(canvas) {
// Initialise the WebGL context on the canvas element
try {
gl = canvas.getContext("experimental-webgl");
if (!gl) {
gl = canvas.getContext("webgl");
}
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(id) {
// Get the shader from the script tag
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null; // No shader script with that id
}
var shaderStr = ""; // Concatenate the whole shader together
var content = shaderScript.firstChild;
while (content) {
if (content.nodeType == 3) { // Text will have nodeType property will return 3.
str += content.textContent;
}
context = content.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER); // if fragment
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER); // if vertex
} else {
return null;
}
gl.shaderSource(shader, shaderStr); // Link type and source
gl.compileShader(shader); // Compile shader
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader)); // That went wrong
return null;
}
return shader;
}
function initShaders() {
var fragmentShader = getShader("shader-fs"); // Get fragmentshader
var vertexShader = getShader("shader-vs"); // Get vertex shader
var shaderProgram = gl.createProgram(); // create shader program
gl.attachShader(shaderProgram, vertexShader); // add vertex shader
gl.attachShader(shaderProgram, fragmentShader); // add vertex shader
gl.linkProgram(shaderProgram); // Link the two to program
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram); // Use the shader program
// Explicitly say which variable is the vertex position in vertex shader
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); // Enable it
// Set the uniform locations - uniforms stay the same per frame render
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
return shaderProgram;
}
function setMatrixUniforms(pMatrix, mvMatrix, shaderProgram) {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function initBuffers() {
var triangleVertexPositionBuffer;
var squareVertexPositionBuffer;
//Triangle
triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
var vertices = [
0.0, 1.0,
-1.0, -1.0,
1.0, -1.0
]; // X, Y, Z
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Static_draw =Modified once used many times
triangleVertexPositionBuffer.itemSize = 2; // 2 Numbers (X, Y)
triangleVertexPositionBuffer.numItems = 3; // 3 Vertices
//Square
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
-1.0, -1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 2; // 2 Numbers (X, Y)
squareVertexPositionBuffer.numItems = 4; // 4 Vertices
return {
"triangle" : triangleVertexPositionBuffer,
"square": squareVertexPositionBuffer
};
}
function drawScene(gl, shaderProgram, vertexPositionBuffers) {
var mvMatrix = mat4.create(); // glMatrix functions
var pMatrix = mat4.create();
var triangleVertexPositionBuffer = vertexPositionBuffers.triangle;
var squareVertexPositionBuffer = vertexPositionBuffers.square;
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); // Set viewport
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Clears the color and depth buffers
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
// Field of View = 45 , width-to-height ratio of canvas, min view distance, max view distance
mat4.identity(mvMatrix); // Set the identiy to be
// DRAW THE TRIANGLE
mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]); // Translate modelview matrix
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms(pMatrix, mvMatrix, shaderProgram); // Provide the matrix with current mvMatrix and pMatrix
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
// Draw vertices as a triangle
// DRAW THE SQUARE
mat4.translate(mvMatrix, [3.0, 0.0, 0.0]); // Translate modelview matrix
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms(pMatrix, mvMatrix, shaderProgram); // Provide the matrix with current mvMatrix and pMatrix
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
// Draw vertices as a triangle strip (back to back triangles)
}
var canvas = document.getElementById("webgl-canvas"); //Get Canvas
initGL(canvas);
var shaderProgram = initShaders();
var vertexPositionBuffers = initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0); //Black
gl.enable(gl.DEPTH_TEST); //
drawScene(gl, shaderProgram, vertexPositionBuffers);
};
</script>
</head>
<body onload="startWebGLScene();">
<canvas id="webgl-canvas" style="border: none;" width="500" height="500"></canvas>
</body>
<!-- Adapted from: http://learningwebgl.com/blog/?p=28 -->
</html>
Raw WebGL
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Get ready to text, but hold fire!
i.e. Paris, France
@JamesLMilner
jmilner@esriuk.com