Drawing a cube in WebGL
Above you see a spinning cube, with faces of different colors.
This is drawn with WebGL.
The vertex shader accepts one uniform parameter, a transformation matrix:
uniform mat4 transformation;
attribute vec4 coord;
void main(void) {
gl_Position = transformation * coord;
}
To draw the six faces of the cube,
I only define the vertices for the “front” face:
const vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-0.5, -0.5, 0.5, 1,
0.5, -0.5, 0.5, 1,
0.5, 0.5, 0.5, 1,
-0.5, 0.5, 0.5, 1,
]), gl.STATIC_DRAW);
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0,1,2,3]), gl.STATIC_DRAW);
To draw the other five faces of the cube,
I rotate the “front” face into the desired position.
I do this in JavaScript using a library called glMatrix
,
which provides functions mat4.rotateX(out, in, angle)
.
function rotateX(ang) { const mat = mat4.create(); return mat4.rotateX(mat, mat, ang); }
function rotateY(ang) { const mat = mat4.create(); return mat4.rotateY(mat, mat, ang); }
const faces = [
{ color: new Float32Array([0,0,0,1]), transformation: mat4.create() },
{ color: new Float32Array([0,0,1,1]), transformation: rotateX(Math.PI * 1/2) },
{ color: new Float32Array([0,1,0,1]), transformation: rotateX(Math.PI) },
{ color: new Float32Array([0,1,1,1]), transformation: rotateX(Math.PI * 3/2) },
{ color: new Float32Array([1,0,0,1]), transformation: rotateY(Math.PI * 1/2) },
{ color: new Float32Array([1,0,1,1]), transformation: rotateY(Math.PI * 3/2) },
];
const startTime = new Date().getTime();
function redraw() {
const t = (new Date().getTime() - startTime) / 1000;
const timeTrans = mat4.create();
mat4.rotateX(timeTrans, timeTrans, t);
mat4.rotateY(timeTrans, timeTrans, t/2);
mat4.rotateZ(timeTrans, timeTrans, t*2);
gl.clear(gl.COLOR_BUFFER_BIT);
for (let face of faces) {
const trans = mat4.create();
mat4.multiply(trans, timeTrans, face.transformation);
gl.uniformMatrix4fv(transformationLoc, false, trans);
gl.uniform4fv(faceColorLoc, face.color);
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_BYTE, 0);
}
window.requestAnimationFrame(redraw);
}
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