WebGL Lesson One: Getting Started

WebGL Lesson One.
WebGL Lesson One.
This is the first tutorial for learning OpenGL ES 2 on the web, using WebGL. In this lesson, we’ll look at how to create a basic WebGL instance and display stuff to the screen, as well as what you need in order to view WebGL in your browser. There will also be an introduction to shaders and matrices.

What is WebGL?

Previously, if you wanted to do real-time 3D graphics on the web, your only real option was to use a plugin such as Java or Flash. However, there is currently a push to bring hardware-accelerated graphics to the web called WebGL. WebGL is based on OpenGL ES 2, which means that we’ll need to use shaders. Since WebGL runs inside a web browser, we’ll also need to use JavaScript to control it.

Prerequisites

You’ll need a browser that supports WebGL, and you should also have the most recent drivers installed for your video card. You can visit Get WebGL to see if your browser supports WebGL and if not, it will tell you where you can get a browser that supports it.

The latest stable releases of Chrome and Firefox support WebGL, so you can always start there.

This lesson uses the following third-party libraries:

  • webgl-utils.js — for basic initialization of an OpenGL context and rendering on browser request.
  • glMatrix.js — for matrix operations.

Assumptions

The reader should be familiar with programming and 3D concepts on a basic level. The Khronos WebGL Public Wiki is a good place to start out.

Getting started

As I write this, I am also learning WebGL, so we’ll be learning together! We’ll look at how to get a context and start drawing stuff to the screen, and we’ll more or less follow lesson one for Android as this lesson is based on it. For those of you who followed the Android lesson, you may remember that getting an OpenGL context consisted of creating an activity and setting the content view to a GLSurfaceView object. We also provided a class which overrode GLSurfaceView.Renderer and provided methods which were called by the system.

With WebGL, it is just as easy to get things setup and running. The webgl-utils.js script provides us with two functions to get things going:

function setupWebGL(canvas, opt_attribs);

function window.requestAnimFrame(callback, element);

The setupWebGL() function takes care of initializing WebGL for us, as well as pointing the user to a browser that supports WebGL or further troubleshooting if there were errors initializing WebGL. More info on the optional parameters can be found at the WebGL Specification page, section 5.2.1.

The second function provides a cross-browser way of setting up a render callback. The browser will call the function provided in the callback parameter at a regular interval. The element parameter lets the browser know for which element the callback is firing.

In our script we have a function main() which is our main entry point, and is called once at the end of the script. In this function, we initialize WebGL with the following calls:

    // Try to get a WebGL context
    canvas = document.getElementById("canvas");

    // We don't need a depth buffer.
    // See https://www.khronos.org/registry/webgl/specs/1.0/ Section 5.2 
    // for more info on parameters and defaults.
    gl = WebGLUtils.setupWebGL(canvas, { depth: false });

If the calls were successful, then we go on to initialize our model data and set up our rendering callback.

Visualizing a 3D world

Like in lesson one for Android, we need to define our model data as an array of floating point numbers. These numbers can represent vertex positions, colors, or anything else that we need. Unlike OpenGL ES 2 on Android, WebGL does not support client-side buffers. This means that we need to load all of the data into WebGL using vertex buffer objects (VBOs). Thankfully, this is a pretty trivial step and it will be explained in more detail further below.

Before we transfer the data into WebGL, we’ll define it in client memory first using the Float32Array datatype. These typed arrays are an attempt to increase the performance of Javascript by adding typing information.

		// Define points for equilateral triangles.
		trianglePositions = new Float32Array([
				// X, Y, Z,
	            -0.5, -0.25, 0.0,
	            0.5, -0.25, 0.0,
	            0.0, 0.559016994, 0.0]);

		// This triangle is red, green, and blue.
		triangle1Colors = new Float32Array([
  				// R, G, B, A
  	            1.0, 0.0, 0.0, 1.0,
  	            0.0, 0.0, 1.0, 1.0,
  	            0.0, 1.0, 0.0, 1.0]);

		...

All of the triangles can share the same position data, but we’ll define a different set of colors for each triangle.

Setting up initial parameters

After defining basic model data, our main function calls startRendering(), which takes care of setting up the viewport, building the shaders, and starting the rendering loop.

Setting up the viewport and projection matrix

First, we configure the viewport to be the same size as the canvas viewport. Note that this assumes a canvas that doesn’t change size, since we’re only doing this once.

	// Set the OpenGL viewport to the same size as the canvas.
	gl.viewport(0, 0, canvas.clientWidth, canvas.clientHeight);

Then we setup the projection matrix. Please see “Understanding matrices” for more information.

	// Create a new perspective projection matrix. The height will stay the same
	// while the width will vary as per aspect ratio.
	var ratio = canvas.clientWidth / canvas.clientHeight;
	var left = -ratio;
	var right = ratio;
	var bottom = -1.0;
	var top = 1.0;
	var near = 1.0;
	var far = 10.0;
		
	mat4.frustum(left, right, bottom, top, near, far, projectionMatrix);
Configuring the view matrix and default parameters

Setting up the viewport and configuring the projection matrix is something we should do whenever the canvas has changed size. The next step is to set the default clear color as well as the view matrix.

	// Set the background clear color to gray.
	gl.clearColor(0.5, 0.5, 0.5, 1.0);		
	
	/* Configure camera */
	// Position the eye behind the origin.
	var eyeX = 0.0;
	var eyeY = 0.0;
	var eyeZ = 1.5;

	// We are looking toward the distance
	var lookX = 0.0;
	var lookY = 0.0;
	var lookZ = -5.0;

	// Set our up vector. This is where our head would be pointing were we holding the camera.
	var upX = 0.0;
	var upY = 1.0;
	var upZ = 0.0;
	
	// Set the view matrix. This matrix can be said to represent the camera position.		
	var eye = vec3.create();
	eye[0] = eyeX; eye[1] = eyeY; eye[2] = eyeZ;
	
	var center = vec3.create();
	center[0] = lookX; center[1] = lookY; center[2] = lookZ;
	
	var up = vec3.create();
	up[0] = upX; up[1] = upY; up[2] = upZ;
	
	mat4.lookAt(eye, center, up, viewMatrix);
Loading in shaders

Finally, we load in our shaders and compile them. The code for this is essentially identical to Android; please see “Defining vertex and fragment shaders” and “Loading shaders into OpenGL” for more information.

In WebGL we can embed shaders in a few ways: we can embed them as a JavaScript string, we can embed them into the HTML of the page that contains the script, or we can put them in a separate file and link to that file from our script. In this lesson, we take the second approach:

<script id="vertex_shader" type="x-shader/x-vertex">
uniform mat4 u_MVPMatrix;

...
</script>

<script id="vertex_shader" type="x-shader/x-vertex">
precision mediump float;

...
</script>

We can then read in these scripts using the following code snippit:

		// Read the embedded shader from the document.
		var shaderSource = document.getElementById(sourceScriptId);
		
		if (!shaderSource)
		{
			throw("Error: shader script '" + sourceScriptId + "' not found");
		}
		
		// Pass in the shader source.
		gl.shaderSource(shaderHandle, shaderSource.text);
Uploading data into buffer objects

I mentioned a bit earlier that WebGL doesn’t support client-side buffers, so we need to upload our data into WebGL itself using buffer objects. This is actually pretty straightforward:

    // Create buffers in OpenGL's working memory.
    trianglePositionBufferObject = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, trianglePositionBufferObject);
    gl.bufferData(gl.ARRAY_BUFFER, trianglePositions, gl.STATIC_DRAW);
    
    triangleColorBufferObject1 = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, triangleColorBufferObject1);
    gl.bufferData(gl.ARRAY_BUFFER, triangle1Colors, gl.STATIC_DRAW);
    
    ... 

First we create a buffer object using createBuffer(), then we bind the buffer. Then we pass in the data using gl.bufferData() and tell OpenGL that this buffer will be used for static drawing; this hints to OpenGL that we will not be updating this buffer often.

WebGL versus OpenGL ES 2

You may have noticed that the WebGL API is a bit different than the base OpenGL ES 2 API: functions and variable names have had their “gl” or “GL_” prefixes removed. This actually makes the API a bit cleaner to use and read. At the same time, some functions have been modified a bit to mesh better with the JavaScript environment.

Setting up a rendering callback

We finally kick off the rendering loop by calling window.requestAnimFrame():

	// Tell the browser we want render() to be called whenever it's time to draw another frame.
	window.requestAnimFrame(render, canvas);
Rendering to the screen

The code to render to the screen is pretty much a transpose of the lesson one code for Android. One main difference is that we call window.requestAnimFrame() at the end to request another animation frame.

	// Request another frame
	window.requestAnimFrame(render, canvas);

Recap

If everything went well, you should end up with an animated canvas like the one just below:

Your browser does not support the canvas tag. This is a static example of what would be seen.
WebGL lesson one, example of what would be seen in a browser.

If you would like more explanations behind the shaders or other aspects of the program, please be sure to check out lesson one for Android.

Debugging

Debugging in JavaScript in the browser is a little more difficult than within an integrated environment such as Eclipse, but it can be done using tools such as Chrome’s inspector. You can also use the WebGL Inspector, which is a plugin that lets you delve into WebGL’s internals and get a better idea of what’s going on.

Embedding into WordPress

WebGL can easily be embedded into your posts and pages! You need a canvas, script includes for any third-party libraries, and a script body for your main script (this can also be an include).

Example of a canvas:
<pre><canvas id="canvas" width="550" height="375">Your browser does not support the canvas tag. This is a static example of what would be seen.</canvas></pre>

Example of a script include:
<pre><script type="text/javascript" src="http://www.learnopengles.com/wordpress/wp-content/uploads/2011/06/webgl-utils.js"></script></pre>

Example of an embedded script:
<pre><script type="text/javascript">
/**
* Lesson_one.js
*/

...

</script></pre>

The <pre> tag is important; otherwise WordPress will mangle your scripts and insert random paragraph tags and other stuff inside. Also, once you’ve inserted this code, you have to stick to using the HTML editor, as the visual editor will also mangle or delete your scripts.

Further reading

Exploring further

Try changing the animation speed, vertex points, or colors, and see what happens!

The full source code for this lesson can be downloaded from the project site on GitHub.

Don’t hesitate to ask any questions or offer feedback, and thanks for stopping by!








Android Lesson Three: Moving to Per-Fragment Lighting

Per fragment lighting; At the corner of a square.
Per fragment lighting; At the corner of a square.

Welcome to the the third tutorial for Android! In this lesson, we’re going to take everything we learned in lesson two and learn how to apply the same lighting technique on a per-pixel basis. We will be able to see the difference, even when using standard diffuse lighting with simple cubes.

Assumptions and prerequisites

Each lesson in this series builds on the lesson before it. This lesson is an extension of lesson two, so please be sure to review that lesson before continuing on. Here are the previous lessons in the series:

What is per-pixel lighting?

Per-pixel lighting is a relatively new phenomenon in gaming with the advent of the use of shaders. Many famous old games such as the original Half Life were developed before the time of shaders and featured mainly static lighting, with some tricks for simulating dynamic lighting using either per-vertex (otherwise known as Gouraud shading) lights or other techniques, such as dynamic lightmaps.

Lightmaps can give a very nice result and can sometimes give even better results than shaders alone as expensive light calculations can be precomputed, but the downside is that they take up a lot of memory and doing dynamic lighting with them is limited to simple calculations.

With shaders, a lot of these calculations can now be offloaded to the GPU, which allows for many more effects to be done in real-time.

Moving from per-vertex to per-fragment lighting

In this lesson, we’re going to look at the same lighting code for a per-vertex solution and a per-fragment solution. Although I have referred to this type of lighting as per-pixel, in OpenGL ES we actually work with fragments, and several fragments can contribute to the final value of a pixel.

Mobile GPUs are getting faster and faster, but performance is still a concern. For “soft” lighting such as terrain, per-vertex lighting may be good enough. Ensure you have a proper balance between quality and speed.

A significant difference between the two types of lighting can be seen in certain situations. Take a look at the following screen captures:

Per vertex lighting; centered between four vertices of a square.
Per vertex lighting; centered between four vertices of a square.

Per fragment lighting; centered between four vertices of a square.
Per fragment lighting; centered between four vertices of a square.
 

In the per-vertex lighting in the left image, the front face of the cube appears as if flat-shaded, and there is no evidence of a light nearby. This is because each of the four points of the front face are more or less equidistant from the light, and the low light intensity at each of these four points is simply interpolated across the two triangles that make up the front face.

The per-fragment version shows a nice highlight in comparison.

Per vertex lighting; At the corner of a square.
Per vertex lighting; At the corner of a square.

Per fragment lighting; At the corner of a square.
Per fragment lighting; At the corner of a square.
 

The left image shows a Gouraud-shaded cube.As the light source moves near the corner of the front face of the cube, a triangle-like effect can be seen. This is because the front face is actually composed of two triangles, and as the values are interpolated in different directions across each triangle we can see the underlying geometry.

The per-fragment version shows no such interpolation errors and shows a nice circular highlight near the edge.

An overview of per-vertex lighting

Let’s take a look at our shaders from lesson two; a more detailed explanation on what the shaders do can be found in that lesson.

Vertex shader
uniform mat4 u_MVPMatrix;     // A constant representing the combined model/view/projection matrix.
uniform mat4 u_MVMatrix;      // A constant representing the combined model/view matrix.
uniform vec3 u_LightPos;      // The position of the light in eye space.

attribute vec4 a_Position;    // Per-vertex position information we will pass in.
attribute vec4 a_Color;       // Per-vertex color information we will pass in.
attribute vec3 a_Normal;      // Per-vertex normal information we will pass in.

varying vec4 v_Color;         // This will be passed into the fragment shader.

// The entry point for our vertex shader.
void main()
{
	// Transform the vertex into eye space.
	vec3 modelViewVertex = vec3(u_MVMatrix * a_Position);

	// Transform the normal's orientation into eye space.
	vec3 modelViewNormal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));

	// Will be used for attenuation.
	float distance = length(u_LightPos - modelViewVertex);

	// Get a lighting direction vector from the light to the vertex.
	vec3 lightVector = normalize(u_LightPos - modelViewVertex);

	// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
	// pointing in the same direction then it will get max illumination.
	float diffuse = max(dot(modelViewNormal, lightVector), 0.1);

	// Attenuate the light based on distance.
	diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance)));

	// Multiply the color by the illumination level. It will be interpolated across the triangle.
	v_Color = a_Color * diffuse;

	// gl_Position is a special variable used to store the final position.
	// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
	gl_Position = u_MVPMatrix * a_Position;
}
Fragment shader
precision mediump float;       // Set the default precision to medium. We don't need as high of a
							   // precision in the fragment shader.
varying vec4 v_Color;          // This is the color from the vertex shader interpolated across the
		  					   // triangle per fragment.

// The entry point for our fragment shader.
void main()
{
	gl_FragColor = v_Color;    // Pass the color directly through the pipeline.
}

As you can see, most of the work is being done in our vertex shader. Moving to per-fragment lighting means that our fragment shader is going to have more work to do.

Implementing per-fragment lighting

Here is what the code looks like after moving to per-fragment lighting.

Vertex shader
uniform mat4 u_MVPMatrix;      // A constant representing the combined model/view/projection matrix.
uniform mat4 u_MVMatrix;       // A constant representing the combined model/view matrix.

attribute vec4 a_Position;     // Per-vertex position information we will pass in.
attribute vec4 a_Color;        // Per-vertex color information we will pass in.
attribute vec3 a_Normal;       // Per-vertex normal information we will pass in.

varying vec3 v_Position;       // This will be passed into the fragment shader.
varying vec4 v_Color;          // This will be passed into the fragment shader.
varying vec3 v_Normal;         // This will be passed into the fragment shader.

// The entry point for our vertex shader.
void main()
{
	// Transform the vertex into eye space.
    v_Position = vec3(u_MVMatrix * a_Position);

	// Pass through the color.
    v_Color = a_Color;

	// Transform the normal's orientation into eye space.
    v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));

	// gl_Position is a special variable used to store the final position.
	// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
    gl_Position = u_MVPMatrix * a_Position;
}

The vertex shader is simpler than before. We have added two linearly-interpolated variables to be passed through to the fragment shader: the vertex position and the vertex normal. Both of these will be used when calculating lighting in the fragment shader.

Fragment shader
precision mediump float;       // Set the default precision to medium. We don't need as high of a
							   // precision in the fragment shader.
uniform vec3 u_LightPos;       // The position of the light in eye space.

varying vec3 v_Position;	   // Interpolated position for this fragment.
varying vec4 v_Color;          // This is the color from the vertex shader interpolated across the
		  					   // triangle per fragment.
varying vec3 v_Normal;         // Interpolated normal for this fragment.

// The entry point for our fragment shader.
void main()
{
	// Will be used for attenuation.
   	float distance = length(u_LightPos - v_Position);

	// Get a lighting direction vector from the light to the vertex.
   	vec3 lightVector = normalize(u_LightPos - v_Position);

	// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
	// pointing in the same direction then it will get max illumination.
   	float diffuse = max(dot(v_Normal, lightVector), 0.1);

	// Add attenuation.
   	diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance)));

	// Multiply the color by the diffuse illumination level to get final output color.
   	gl_FragColor = v_Color * diffuse;
}

With per-fragment lighting, our fragment shader has a lot more work to do. We have basically moved the Lambertian calculation and attenuation to the per-pixel level, which gives us more realistic lighting without needing to add more vertices.

Further exercises

Could we calculate the distance in the vertex shader instead and simply pass that on to the pixel shader using linear interpolation via a varying?

Wrapping up

The full source code for this lesson can be downloaded from the project site on GitHub.

A compiled version of the lesson can also be downloaded directly from the Android Market:

QR code for link to the app on the Android Market.

As always, please don’t hesitate to leave feedbacks or comments, and thanks for stopping by!

Android Lesson One: Getting Started

This is the first tutorial on using OpenGL ES 2 on Android. In this lesson, we’re going to go over the code step-by-step, and look at how to create an OpenGL ES 2 context and draw to the screen. We’ll also take a look at what shaders are and how they work, as well as how matrices are used to transform the scene into the image you see on the screen. Finally, we’ll look at what you need to add to the manifest to let the Android market know that you’re using OpenGL ES 2.

Prerequisites

Before we begin, you’ll want to make sure you have the following tools installed on your machine:

Unfortunately, the Android emulator does not support OpenGL ES 2, so you’ll need access to an actual Android device in order to run the tutorial. The Android Emulator now supports OpenGL ES 2 in recent versions of the Android SDK. Most recent devices should also support OpenGL ES 2 these days, so all you need to do is enable developer mode and hook the phone up to your machine.

Assumptions

The reader should be familiar with Android and Java on a basic level. The Android Tutorials are a good place to start.

Getting started

We’ll go over all of the code below and explain what each part does. You can copy the code on a segment by segment basis by creating your own project, or you can download the completed project at the end of the lesson. Once you have the tools installed, go ahead and create a new Android project in Eclipse. The names don’t matter, but for the lesson I will be referring to the main activity as LessonOneActivity.

Let’s take a look at the code:

	/** Hold a reference to our GLSurfaceView */
	private GLSurfaceView mGLSurfaceView;

The GLSurfaceView is a special view which manages OpenGL surfaces for us and draws it into the Android view system. It also adds a lot of features which make it easier to use OpenGL, including but not limited to:

  • It provides a dedicated render thread for OpenGL so that the main thread is not stalled.
  • It supports continuous or on-demand rendering.
  • It takes care of the screen setup for you using EGL, the interface between OpenGL and the underlying window system.

The GLSurfaceView makes setting up and using OpenGL from Android relatively painless.

	@Override
	public void onCreate(Bundle savedInstanceState)
	{
		super.onCreate(savedInstanceState);

		mGLSurfaceView = new GLSurfaceView(this);

		// Check if the system supports OpenGL ES 2.0.
		final ActivityManager activityManager = (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
		final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
		final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;

		if (supportsEs2)
		{
			// Request an OpenGL ES 2.0 compatible context.
			mGLSurfaceView.setEGLContextClientVersion(2);

			// Set the renderer to our demo renderer, defined below.
			mGLSurfaceView.setRenderer(new LessonOneRenderer());
		}
		else
		{
			// This is where you could create an OpenGL ES 1.x compatible
			// renderer if you wanted to support both ES 1 and ES 2.
			return;
		}

		setContentView(mGLSurfaceView);
	}

The onCreate() of our activity is the important part where our OpenGL context gets created and where everything starts happening. In our onCreate(), the first thing we do after calling the superclass is creating our GLSurfaceView. We then need to figure out if the system supports OpenGL ES 2. To do this, we get an ActivityManager instance which lets us interact with the global system state. We can then use this to get the device configuration info, which will tell us if the device supports OpenGL ES 2.

Once we know if the device supports OpenGL ES 2 or not, we tell the surface view we want an OpenGL ES 2 compatible surface and then we pass in a custom renderer. This renderer will be called by the system whenever it’s time to adjust the surface or draw a new frame. We can also support OpenGL Es 1.x by passing in a different renderer, though we would need to write different code as the APIs are different. For this lesson we’ll only look at supporting OpenGL ES 2.

Finally, we set the content view to our GLSurfaceView, which tells Android that the activity’s contents should be filled by our OpenGL surface. To get into OpenGL, it’s as easy as that!

	@Override
	protected void onResume()
	{
		// The activity must call the GL surface view's onResume() on activity onResume().
		super.onResume();
		mGLSurfaceView.onResume();
	}

	@Override
	protected void onPause()
	{
		// The activity must call the GL surface view's onPause() on activity onPause().
		super.onPause();
		mGLSurfaceView.onPause();
	}

GLSurfaceView requires that we call its onResume() and onPause() methods whenever the parent Activity has its own onResume() and onPaused() called. We add in the calls here to round out our activity.

Visualizing a 3D world

In this section, we’ll start looking at how OpenGL ES 2 works and how we can start drawing stuff onto the screen. In the activity we passed in a custom GLSurfaceView.Renderer to the GLSurfaceView, which will be defined here. The renderer has three important methods which will be automatically called by the system whenever events happen:

public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
This method is called when the surface is first created. It will also be called if we lose our surface context and it is later recreated by the system.
public void onSurfaceChanged(GL10 glUnused, int width, int height)
This is called whenever the surface changes; for example, when switching from portrait to landscape. It is also called after the surface has been created.
public void onDrawFrame(GL10 glUnused)
This is called whenever it’s time to draw a new frame.

You may have noticed that the GL10 instance passed in is referred to as glUnused. We don’t use this when drawing using OpenGL ES 2; instead, we use the static methods of the class GLES20. The GL10 parameter is only there because the same interface is used for OpenGL ES 1.x.

Before our renderer can display anything, we’ll need to have something to display. In OpenGL ES 2, we pass in stuff to display by specifying arrays of numbers. These numbers can represent positions, colors, or anything else we need them to. In this demo, we’ll display three triangles.

	// New class members
	/** Store our model data in a float buffer. */
	private final FloatBuffer mTriangle1Vertices;
	private final FloatBuffer mTriangle2Vertices;
	private final FloatBuffer mTriangle3Vertices;

	/** How many bytes per float. */
	private final int mBytesPerFloat = 4;

	/**
	 * Initialize the model data.
	 */
	public LessonOneRenderer()
	{
		// This triangle is red, green, and blue.
		final float[] triangle1VerticesData = {
				// X, Y, Z,
				// R, G, B, A
	            -0.5f, -0.25f, 0.0f,
	            1.0f, 0.0f, 0.0f, 1.0f,

	            0.5f, -0.25f, 0.0f,
	            0.0f, 0.0f, 1.0f, 1.0f,

	            0.0f, 0.559016994f, 0.0f,
	            0.0f, 1.0f, 0.0f, 1.0f};

		...

		// Initialize the buffers.
		mTriangle1Vertices = ByteBuffer.allocateDirect(triangle1VerticesData.length * mBytesPerFloat)
        .order(ByteOrder.nativeOrder()).asFloatBuffer();

		...

		mTriangle1Vertices.put(triangle1VerticesData).position(0);

		...
	}

So, what’s all this about? If you’ve ever used OpenGL 1, you might be used to doing things this way:

glBegin(GL_TRIANGLES);
glVertex3f(-0.5f, -0.25f, 0.0f);
glColor3f(1.0f, 0.0f, 0.0f);
...
glEnd();

Things don’t work that way in OpenGL ES 2. Instead of defining points via a bunch of method calls, we define an array instead. Let’s take a look at our array again:

final float[] triangle1VerticesData = {
				// X, Y, Z,
				// R, G, B, A
	            -0.5f, -0.25f, 0.0f,
	            1.0f, 0.0f, 0.0f, 1.0f,
	            ...

This represents one point of the triangle. We’ve set things up so that the first three numbers represent the position (X, Y, and Z), and the last four numbers represent the color (red, green, blue, and alpha (transparency)). You don’t need to worry too much about how this array is defined; just remember that when we want to draw stuff in OpenGL ES 2, we need to pass it data in chunks instead of passing it in one at a time.

Understanding buffers
// Initialize the buffers.
		mTriangle1Vertices = ByteBuffer.allocateDirect(triangle1VerticesData.length * mBytesPerFloat)
        .order(ByteOrder.nativeOrder()).asFloatBuffer();
		...
		mTriangle1Vertices.put(triangle1VerticesData).position(0);

We do our coding in Java on Android, but the underlying implementation of OpenGL ES 2 is actually written in C. Before we pass our data to OpenGL, we need to convert it into a form that it’s going to understand. Java and the native system might not store their bytes in the same order, so we use a special set of buffer classes and create a ByteBuffer large enough to hold our data, and tell it to store its data using the native byte order. We then convert it into a FloatBuffer so that we can use it to hold floating-point data. Finally, we copy our array into the buffer.

This buffer stuff might seem confusing (it was to me when I first came across it!), but just remember that it’s an extra step we need to do before passing our data to OpenGL. Our buffers are now ready to be used to pass data into OpenGL.

As a side note, float buffers are slow on Froyo and moderately faster on Gingerbread, so you probably don’t want to be changing them too often.

Understanding matrices
	 // New class definitions
	 /**
	 * Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
	 * it positions things relative to our eye.
	 */
	private float[] mViewMatrix = new float[16];

	@Override
	public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
	{
		// Set the background clear color to gray.
		GLES20.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);

		// Position the eye behind the origin.
		final float eyeX = 0.0f;
		final float eyeY = 0.0f;
		final float eyeZ = 1.5f;

		// We are looking toward the distance
		final float lookX = 0.0f;
		final float lookY = 0.0f;
		final float lookZ = -5.0f;

		// Set our up vector. This is where our head would be pointing were we holding the camera.
		final float upX = 0.0f;
		final float upY = 1.0f;
		final float upZ = 0.0f;

		// Set the view matrix. This matrix can be said to represent the camera position.
		// NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
		// view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
		Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);

		...

Another ‘fun’ topic is matrices! These will become your best friends whenever you do 3D programming, so you’ll want to get to know them well.

When our surface is created, the first thing we do is set our clear color to gray. The alpha part has also been set to gray, but we’re not doing alpha blending in this lesson so this value is unused. We only need to set the clear color once since we will not be changing it later.

The second thing we do is setup our view matrix. There are several different kinds of matrices we use and they all do something important:

  1. The model matrix. This matrix is used to place a model somewhere in the “world”. For example, if you have a model of a car and you want it located 1000 meters to the east, you will use the model matrix to do this.
  2. The view matrix. This matrix represents the camera. If we want to view our car which is 1000 meters to the east, we’ll have to move ourselves 1000 meters to the east as well (another way of thinking about it is that we remain stationary, and the rest of the world moves 1000 meters to the west). We use the view matrix to do this.
  3. The projection matrix. Since our screens are flat, we need to do a final transformation to “project” our view onto our screen and get that nice 3D perspective. This is what the projection matrix is used for.

A good explanation of this can be found over at SongHo’s OpenGL Tutorials. I recommend reading it a few times until you grasp the idea well; don’t worry, it took me a few reads as well!

In OpenGL 1, the model and view matrices are combined and the camera is assumed to be at (0, 0, 0) and facing the -Z direction.

We don’t need to construct these matrices by hand. Android has a Matrix helper class which can do the heavy lifting for us. Here, I create a view matrix for a camera which is positioned behind the origin and looking toward the distance.

Defining vertex and fragment shaders
		final String vertexShader =
			"uniform mat4 u_MVPMatrix;      \n"		// A constant representing the combined model/view/projection matrix.

		  + "attribute vec4 a_Position;     \n"		// Per-vertex position information we will pass in.
		  + "attribute vec4 a_Color;        \n"		// Per-vertex color information we will pass in.

		  + "varying vec4 v_Color;          \n"		// This will be passed into the fragment shader.

		  + "void main()                    \n"		// The entry point for our vertex shader.
		  + "{                              \n"
		  + "   v_Color = a_Color;          \n"		// Pass the color through to the fragment shader.
		  											// It will be interpolated across the triangle.
		  + "   gl_Position = u_MVPMatrix   \n" 	// gl_Position is a special variable used to store the final position.
		  + "               * a_Position;   \n"     // Multiply the vertex by the matrix to get the final point in
		  + "}                              \n";    // normalized screen coordinates.

In OpenGL ES 2, anything we want to display on the screen is first going to have to go through a vertex and fragment shader. The good thing is that these shaders are really not as complicated as they appear. Vertex shaders perform operations on each vertex, and the results of these operations are used in the fragment shaders which do additional calculations per pixel.

Each shader basically consists of input, output, and a program. First we define a uniform, which is a combined matrix containing all of our transformations. This is a constant across all vertices and is used to project them onto the screen. Then we define two attributes for position and color. These attributes will be read in from the buffer we defined earlier on, and specify the position and color of each vertex. We then define a varying, which interpolates values across the triangle and passes it on to the fragment shader. When it gets to the fragment shader, it will hold an interpolated value for each pixel.

Let’s say we defined a triangle with each point being red, green, and blue, and we sized it so that it will take up 10 pixels on the screen. When the fragment shader runs, it will contain a different varying color for each pixel. At one point, that varying will be red, but halfway between red and blue it may be a more purplish color.

Aside from setting the color, we also tell OpenGL what the final position of the vertex should be on the screen. Then we define the fragment shader:

		final String fragmentShader =
			"precision mediump float;       \n"		// Set the default precision to medium. We don't need as high of a
													// precision in the fragment shader.
		  + "varying vec4 v_Color;          \n"		// This is the color from the vertex shader interpolated across the
		  											// triangle per fragment.
		  + "void main()                    \n"		// The entry point for our fragment shader.
		  + "{                              \n"
		  + "   gl_FragColor = v_Color;     \n"		// Pass the color directly through the pipeline.
		  + "}                              \n";

This is the fragment shader which will actually put stuff on the screen. In this shader, we grab the varying color from the vertex shader, and just pass it straight through to OpenGL. The point is already interpolated per pixel since the fragment shader runs for each pixel that will be drawn.

More information can be found on the OpenGL ES 2 quick reference card.

Loading shaders into OpenGL
		// Load in the vertex shader.
		int vertexShaderHandle = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);

		if (vertexShaderHandle != 0)
		{
			// Pass in the shader source.
			GLES20.glShaderSource(vertexShaderHandle, vertexShader);

			// Compile the shader.
			GLES20.glCompileShader(vertexShaderHandle);

			// Get the compilation status.
			final int[] compileStatus = new int[1];
			GLES20.glGetShaderiv(vertexShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

			// If the compilation failed, delete the shader.
			if (compileStatus[0] == 0)
			{
				GLES20.glDeleteShader(vertexShaderHandle);
				vertexShaderHandle = 0;
			}
		}

		if (vertexShaderHandle == 0)
		{
			throw new RuntimeException("Error creating vertex shader.");
		}

First, we create the shader object. If this succeeded, we’ll get a reference to the object. Then we use this reference to pass in the shader source code, and then we compile it. We can obtain the status from OpenGL and see if it compiled successfully. If there were errors, we can use GLES20.glGetShaderInfoLog(shader) to find out why. We follow the same steps to load the fragment shader.

Linking a vertex and fragment shader together into a program
		// Create a program object and store the handle to it.
		int programHandle = GLES20.glCreateProgram();

		if (programHandle != 0)
		{
			// Bind the vertex shader to the program.
			GLES20.glAttachShader(programHandle, vertexShaderHandle);

			// Bind the fragment shader to the program.
			GLES20.glAttachShader(programHandle, fragmentShaderHandle);

			// Bind attributes
			GLES20.glBindAttribLocation(programHandle, 0, "a_Position");
			GLES20.glBindAttribLocation(programHandle, 1, "a_Color");

			// Link the two shaders together into a program.
			GLES20.glLinkProgram(programHandle);

			// Get the link status.
			final int[] linkStatus = new int[1];
			GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);

			// If the link failed, delete the program.
			if (linkStatus[0] == 0)
			{
				GLES20.glDeleteProgram(programHandle);
				programHandle = 0;
			}
		}

		if (programHandle == 0)
		{
			throw new RuntimeException("Error creating program.");
		}

Before we can use our vertex and fragment shader, we need to bind them together into a program. This is what connects the output of the vertex shader with the input of the fragment shader. It’s also what lets us pass in input from our program and use the shader to draw our shapes.

We create a new program object, and if that succeeded, we then attach our shaders. We want to pass in the position and color as attributes, so we need to bind these attributes. We then link the shaders together.

	//New class members
	/** This will be used to pass in the transformation matrix. */
	private int mMVPMatrixHandle;

	/** This will be used to pass in model position information. */
	private int mPositionHandle;

	/** This will be used to pass in model color information. */
	private int mColorHandle;

	@Override
	public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
	{
        ...

        // Set program handles. These will later be used to pass in values to the program.
        mMVPMatrixHandle = GLES20.glGetUniformLocation(programHandle, "u_MVPMatrix");
        mPositionHandle = GLES20.glGetAttribLocation(programHandle, "a_Position");
        mColorHandle = GLES20.glGetAttribLocation(programHandle, "a_Color");

        // Tell OpenGL to use this program when rendering.
        GLES20.glUseProgram(programHandle);
	}

After we successfully linked our program, we finish up with a couple more tasks so we can actually use it. The first task is obtaining references so we can pass data into the program. Then we tell OpenGL to use this program when drawing. Since we only use one program in this lesson, we can put this in the onSurfaceCreated() instead of the onDrawFrame().

Setting the perspective projection
	// New class members
	/** Store the projection matrix. This is used to project the scene onto a 2D viewport. */
	private float[] mProjectionMatrix = new float[16];

	@Override
	public void onSurfaceChanged(GL10 glUnused, int width, int height)
	{
		// Set the OpenGL viewport to the same size as the surface.
		GLES20.glViewport(0, 0, width, height);

		// Create a new perspective projection matrix. The height will stay the same
		// while the width will vary as per aspect ratio.
		final float ratio = (float) width / height;
		final float left = -ratio;
		final float right = ratio;
		final float bottom = -1.0f;
		final float top = 1.0f;
		final float near = 1.0f;
		final float far = 10.0f;

		Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
	}

Our onSurfaceChanged() is called at least once and also whenever our surface is changed. Since we only need to reset our projection matrix whenever the screen we’re projecting onto has changed, onSurfaceChanged() is an ideal place to do it.

Drawing stuff to the screen!
	// New class members
	/**
	 * Store the model matrix. This matrix is used to move models from object space (where each model can be thought
	 * of being located at the center of the universe) to world space.
	 */
	private float[] mModelMatrix = new float[16];

	@Override
	public void onDrawFrame(GL10 glUnused)
	{
		GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

        // Do a complete rotation every 10 seconds.
        long time = SystemClock.uptimeMillis() % 10000L;
        float angleInDegrees = (360.0f / 10000.0f) * ((int) time);

        // Draw the triangle facing straight on.
        Matrix.setIdentityM(mModelMatrix, 0);
        Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);
        drawTriangle(mTriangle1Vertices);

        ...
}

This is where stuff actually get displayed on the screen. We clear the screen so we don’t get any weird hall of mirror effects, and we want our triangles to animate smoothly so we rotate them using time. Whenever you animate something on the screen, it’s usually better to use time instead of framerate.

The actual drawing is done in drawTriangle:

	// New class members
	/** Allocate storage for the final combined matrix. This will be passed into the shader program. */
	private float[] mMVPMatrix = new float[16];

	/** How many elements per vertex. */
	private final int mStrideBytes = 7 * mBytesPerFloat;

	/** Offset of the position data. */
	private final int mPositionOffset = 0;

	/** Size of the position data in elements. */
	private final int mPositionDataSize = 3;

	/** Offset of the color data. */
	private final int mColorOffset = 3;

	/** Size of the color data in elements. */
	private final int mColorDataSize = 4;

	/**
	 * Draws a triangle from the given vertex data.
	 *
	 * @param aTriangleBuffer The buffer containing the vertex data.
	 */
	private void drawTriangle(final FloatBuffer aTriangleBuffer)
	{
		// Pass in the position information
		aTriangleBuffer.position(mPositionOffset);
        GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
        		mStrideBytes, aTriangleBuffer);

        GLES20.glEnableVertexAttribArray(mPositionHandle);

        // Pass in the color information
        aTriangleBuffer.position(mColorOffset);
        GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
        		mStrideBytes, aTriangleBuffer);

        GLES20.glEnableVertexAttribArray(mColorHandle);

		// This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
        // (which currently contains model * view).
        Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

        // This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
        // (which now contains model * view * projection).
        Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
	}

Do you remember those buffers we defined when we originally created our renderer? We’re finally going to be able to use them. We need to tell OpenGL how to use this data using GLES20.glVertexAttribPointer(). Let’s look at the first call.

		// Pass in the position information
		aTriangleBuffer.position(mPositionOffset);
        GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
        		mStrideBytes, aTriangleBuffer);
        GLES20.glEnableVertexAttribArray(mPositionHandle);

We set our buffer position to the position offset, which is at the beginning of the buffer. We then tell OpenGL to use this data and feed it into the vertex shader and apply it to our position attribute. We also need to tell OpenGL how many elements there are between each vertex, or the stride.

Note: The stride needs to be defined in bytes. Although we have 7 elements (3 for the position, 4 for the color) between vertices, we actually have 28 bytes, since each floating point number takes up 4 bytes. Forgetting this step may not cause any errors, but you will be wondering why you don’t see anything on the screen.

Finally, we enable the vertex attribute and move on to the next attribute. A little bit further down we build a combined matrix to project points onto the screen. We could do this in the vertex shader, too, but since it only needs to be done once we may as well just cache the result. We pass in the final matrix to the vertex shader using GLES20.glUniformMatrix4fv() and GLES20.glDrawArrays() converts our points into a triangle and draws it on the screen.

Recap

Visual output of Lesson one.Whew! This was a big lesson, and kudos to you if you made it all the way through. We learned how to create our OpenGL context, pass shape data, load in a vertex and pixel shader, set up our transformation matrices, and finally bring it all together. If everything went well, you should see something similar to the screenshot on the right.

This lesson was a lot to digest and you may need to go over the steps a few times to understand it well. OpenGL ES 2 takes more setup work to get going, but once you’ve been through the process a few times you’ll remember the flow by the back of your hand.

Publishing on Android Market

When developing apps, we wouldn’t want people unable to run those apps to see them in the market, otherwise we could end up with a lot of bad reviews and ratings when the app crashes on their device. To prevent an OpenGL ES 2 app from appearing on a device which doesn’t support it, you can add this to your manifest:

<uses-feature
android:glEsVersion="0x00020000"
android:required="true" />

This tells the Market that your app requires OpenGL ES 2, and it will hide your app from devices which don’t support it.

Exploring further

Try changing the animation speed, vertex points, or colors, and see what happens!

The full source code for this lesson can be downloaded from the project site on GitHub.

A compiled version of the lesson can also be downloaded directly from the Android Market.

QR code for link to the app on the Android Market.

I also recommend looking at the code in ApiDemos, which can be found under the Samples folder in your Android SDK. The code in there helped me out a lot when I was preparing this lesson.

Please don’t hesitate to ask any questions or offer feedback, and thanks for stopping by!