I have been trying to draw a triangle but it is not showing up on the canvas
here is my draw function code:
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)gl.clear(gl.COLOR_BUFFER_BIT)
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute)
//Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
}
here is the whole work:
const vertexShaderText = [
'attribute vec3 vertexPos;',
'',
'void main() {',
' gl_Position = vec4(vertexPos, 1.0);',
'}'
].join('\n')
const fragmentShaderText = [
'precision mediump float;',
'',
'void main() {',
' gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
'}'
].join('\n')
let gl, shaderProgram, buffer
function startup() {
const canvas = document.getElementById('myCanvas')
gl = canvas.getContext('webgl')
initShader()
initBuffer()
gl.clearColor(0.0, 0.0, 0.0, 1.0)
draw()
}
function initShader() {
// VERTEX SHADER
let vertexShader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vertexShader, vertexShaderText)
gl.compileShader(vertexShader)
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert('vertex', gl.getShaderInfoLog(vertexShader))
return
}
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fragmentShader, fragmentShaderText)
gl.compileShader(fragmentShader)
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert('fragment', gl.getShaderInfoLog(fragmentShader))
return
}
shaderProgram = gl.createProgram()
gl.attachShader(shaderProgram, vertexShader)
gl.attachShader(shaderProgram, fragmentShader)
gl.linkProgram(shaderProgram)
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Failed to setup shaders')
}
gl.useProgram(shaderProgram)
shaderProgram.vertextPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos')
//gl.enableVertexAttribArray(shaderProgram.vertextPositionAttribute)
}
function initBuffer() {
buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
const triangleVertices = [
0.0, 0, 5, 0.0, -0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW)
buffer.itemSize = 3
buffer.numberOfItems = 3
console.log(shaderProgram)
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute)
//Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
}
startup()
<canvas id="myCanvas" width="500" height="500"></canvas>
There are some issues:
The properties gl.viewportWidth
and gl.viewportHeight
are never set:
gl = canvas.getContext('webgl')
gl.viewportWidth = canvas.clientWidth;
gl.viewportHeight = canvas.clientHeight;
In the array of vertex coordinates is a ,
instead of a .
const triangleVertices = [
0.0, 0,5, 0.0, // <---- this line
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
And there is a typo , you wrote vertextPositionAttribute
instead of vertexPositionAttribute
, when you get the attribute index:
shaderProgram.vertextPositionAttribute = // <--- typo
gl.getAttribLocation(shaderProgram, 'vertexPos')
But in general your code works:
const vertexShaderText = [
'attribute vec3 vertexPos;',
'',
'void main() {',
' gl_Position = vec4(vertexPos, 1.0);',
'}'
].join('\n')
const fragmentShaderText = [
'precision mediump float;',
'',
'void main() {',
' gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
'}'
].join('\n')
let gl, shaderProgram, buffer
function startup() {
const canvas = document.getElementById('myCanvas')
gl = canvas.getContext('webgl')
gl.viewportWidth = canvas.clientWidth;
gl.viewportHeight = canvas.clientHeight;
initShader()
initBuffer()
gl.clearColor(0.0, 0.0, 0.0, 1.0)
draw()
}
function initShader() {
// VERTEX SHADER
let vertexShader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vertexShader, vertexShaderText)
gl.compileShader(vertexShader)
if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert('vertex', gl.getShaderInfoLog(vertexShader))
return
}
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fragmentShader, fragmentShaderText)
gl.compileShader(fragmentShader)
if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert('fragment', gl.getShaderInfoLog(fragmentShader))
return
}
shaderProgram = gl.createProgram()
gl.attachShader(shaderProgram, vertexShader )
gl.attachShader(shaderProgram, fragmentShader)
gl.linkProgram(shaderProgram)
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Failed to setup shaders')
}
gl.useProgram(shaderProgram)
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos')
//gl.enableVertexAttribArray(shaderProgram.vertextPositionAttribute)
}
function initBuffer() {
buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
const triangleVertices = [
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW)
buffer.itemSize = 3
buffer.numberOfItems = 3
console.log(shaderProgram)
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
//Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
requestAnimationFrame(draw);
}
startup()
<canvas id="myCanvas" width="500" height="500"></canvas>