Table of Contents

Hello Triangle

This tutorial will demonstrate how to draw a triangle using luma.gl's high-level APIs. It is assumed you've set up your development environment as described in Getting Started. Your index.js file should look like the following:

import {AnimationLoop} from '@luma.gl/engine';
import {clear} from '@luma.gl/webgl';

const loop = new AnimationLoop({
  onInitialize({gl}) {
    // Setup logic goes here
  },

  onRender({gl}) {
    // Drawing logic goes here
    clear(gl, {color: [0, 0, 0, 1]});
  }
});

loop.start();

First, we'll need to update our imports with the classes we'll be using, Buffer and Model:

import {AnimationLoop, Model} from '@luma.gl/engine';
import {Buffer, clear} from '@luma.gl/webgl';

Now let's create some buffers in the onInitialize method to hold our attribute data:

  onInitialize({gl}) {
    // Setup logic goes here
    const positionBuffer = new Buffer(gl, new Float32Array([
      -0.5, -0.5,
      0.5, -0.5,
      0.0, 0.5
    ]));

    const colorBuffer = new Buffer(gl, new Float32Array([
      1.0, 0.0, 0.0,
      0.0, 1.0, 0.0,
      0.0, 0.0, 1.0
    ]));
  }

Next let's add the vertex and fragment shader code we'll be using to draw:

  onInitialize({gl}) {
    // Setup logic goes here

    // Buffers...

    const vs = `
      attribute vec2 position;
      attribute vec3 color;

      varying vec3 vColor;

      void main() {
        vColor = color;
        gl_Position = vec4(position, 0.0, 1.0);
      }
    `;

    const fs = `
      varying vec3 vColor;

      void main() {
        gl_FragColor = vec4(vColor, 1.0);
      }
    `;

  }

As a final step in our initialization, we'll create a Model and return it from onInitialize:

  onInitialize({gl}) {
    // Setup logic goes here

    // Buffers...

    // Shaders...

    const model = new Model(gl, {
      vs,
      fs,
      attributes: {
        position: positionBuffer,
        color: colorBuffer
      },
      vertexCount: 3
    });

    return {model};
  }

A Model can be thought of as gathering all the WebGL pieces necessary for a single draw call: programs, attributes, uniforms. Also note that we return the Model instance we created. This will make it available to the onRender method.

Our onRender method is comparitavely much simpler:

  onRender({gl, model}) {
    clear(gl, {color: [0, 0, 0, 1]});
    model.draw();
  }

This clears the canvas and draws the Model. If all went well, you should see a tri-color triangle on a black background. See the live demo here.

The entire application should look like the following:

import {AnimationLoop, Model} from '@luma.gl/engine';
import {Buffer, clear} from '@luma.gl/webgl';

const loop = new AnimationLoop({
  onInitialize({gl}) {
    const positionBuffer = new Buffer(gl, new Float32Array([
      -0.5, -0.5,
      0.5, -0.5,
      0.0, 0.5
    ]));

    const colorBuffer = new Buffer(gl, new Float32Array([
      1.0, 0.0, 0.0,
      0.0, 1.0, 0.0,
      0.0, 0.0, 1.0
    ]));

    const vs = `
      attribute vec2 position;
      attribute vec3 color;

      varying vec3 vColor;

      void main() {
        vColor = color;
        gl_Position = vec4(position, 0.0, 1.0);
      }
    `;

    const fs = `
      varying vec3 vColor;

      void main() {
        gl_FragColor = vec4(vColor, 1.0);
      }
    `;

    const model = new Model(gl, {
      vs,
      fs,
      attributes: {
        position: positionBuffer,
        color: colorBuffer
      },
      vertexCount: 3
    });

    return {model};
  },

  onRender({gl, model}) {
    clear(gl, {color: [0, 0, 0, 1]});
    model.draw();
  }
});

loop.start();