A Vertex Array Object (VAO) in WebGL and JavaScript is a container object that encapsulates the state needed to specify per-vertex attribute data to the WebGL pipeline. Essentially, it bundles together the configuration of vertex attributes and the associated vertex buffer objects (VBOs) that hold the actual vertex data.
In WebGL1, VAOs are available through the OES_vertex_array_object extension, while in WebGL2, they are a core part of the API and are available by default.
Key aspects of VAOs:
Encapsulation:
A VAO stores the configuration of vertex attributes, including:
Which VBOs are bound to specific attribute locations (e.g., position, color, texture coordinates).
The gl.vertexAttribPointer settings for each attribute (size, type, normalization, stride, offset).
The gl.enableVertexAttribArray state for each attribute.
The ELEMENT_ARRAY_BUFFER binding if indexed drawing is used.
Reduced State Changes:
Without VAOs, you would need to repeatedly bind VBOs and configure vertex attributes before each draw call, especially if drawing multiple objects with different vertex data layouts. VAOs allow you to set up this configuration once for each object or drawing configuration and then simply bind the corresponding VAO before drawing. This significantly reduces the number of WebGL API calls and can improve performance.
Simplified Drawing:
When using VAOs, the drawing process becomes more streamlined. After creating and configuring a VAO during initialization, you only need to call gl.bindVertexArray(vao) before drawing to restore all the associated vertex attribute and buffer settings.
Example of VAO usage in JavaScript with WebGL:
JavaScript
// Initialization (setup phase)
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// Bind and configure vertex buffer for positions
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
// Bind and configure vertex buffer for colors (if applicable)
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
gl.enableVertexAttribArray(colorLocation);
gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
// Bind element array buffer (if using indexed drawing)
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
gl.bindVertexArray(null); // Unbind the VAO when done configuring
// Drawing (render loop)
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, numIndices, gl.UNSIGNED_SHORT, 0);
gl.bindVertexArray(null); // Unbind the VAO after drawing