I want to draw multiple polygon shapes (where each shape has it's own set of vertices). I want to be able to position these shapes independently of each other.
Which API can i use to set the a_Position for the vertex shader?
thanks.
Your question makes it sound like you're really new to WebGL? Maybe you should read some tutorials? But in answer to your question:
gl.vertexAttrib3f
only lets you supply a single constant value to a GLSL attribute so you'll need to use gl.vertexAttribPointer
and gl.enableVertexAttribArray
. You'll also need to set up buffers with your vertex data.
gl.vertexAttrib3f
only point is arguably to let you pass in a constant in the case that you have a shader that uses multiple attributes but you don't have data for all of them. For example lets say you have a shader that uses both textures and so needs texture coordinates and it also has vertex colors. Something like this
vertex shader
attribute vec4 a_position;
attribute vec2 a_texcoord;
attribute vec4 a_color;
varying vec2 v_texcoord;
varying vec4 v_color;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * a_position;
// pass texcoord and vertex colors to fragment shader
v_texcoord = a_texcoord;
v_color = v_color;
}
fragment shader
precision mediump float;
varying vec2 v_texcoord;
varying vec4 v_color;
uniform sampler2D u_texture;
void main() {
vec4 textureColor = texture2D(u_texture, v_texcoord);
// multiply the texture color by the vertex color
gl_FragColor = textureColor * v_color;
}
This shader requires vertex colors. If your geometry doesn't have vertex colors then you have 2 options (1) use a different shader (2) turn off the attribute for vertex colors and set it to a constant color, probably white.
gl.disableVertexAttribArray(aColorLocation);
gl.vertexAttrib4f(aColorLocation, 1, 1, 1, 1);
Now you can use the same shader even though you have no vertex color data.
Similarly if you have no texture coordinates you could pass in a white 1 pixel shader and set the texture coordinates to some constant.
gl.displayVertexAttribArray(aTexcoordLocation);
gl.vertexAttrib2f(aTexcoordLocation, 0, 0);
gl.bindTexture(gl.TEXTURE_2D, some1x1PixelWhiteTexture);
In that case you could also decide what color to draw with by setting the vertex color attribute.
gl.vertexAttrib4f(aColorLocation, 1, 0, 1, 1); // draw in magenta