
So far, we discussed how to draw various shapes and apply colors in them using WebGL. Here, in this chapter, we will take an example to show how to translate a triangle.
Translation is one of the affine transformations provided by WebGL. Using translation, we can move a triangle (any object) on the xyz plane. Suppose we have a triangle [a, b, c] and we want to move the triangle to a position which is 5 units towards the positive X-axis and 3 units towards the positive Y-axis. Then the new vertices would be [a+5, b+3, c+0]. That means, to translate the triangle, we need to add the translation distances, say, tx, ty, tz to each vertex.
Since it is a per-vertex operation, we can carry it in the vertex shader program.
In the vertex shader, along with the attribute, coordinates (that hold the vertex positions), we define a uniform variable that holds the translation distances (x,y,z). Later, we add this uniform variable to the coordinates variable and assign the result to the gl_Position variable.
Note − Since vertex shader will be run on each vertex, all the vertices of the triangle will be translated.
The following steps are required to create a WebGL application to draw a triangle and then translate it to a new position.
Step 1 − Prepare the Canvas and Get the WebGL Rendering Context
In this step, we obtain the WebGL Rendering context object using getContext().
Step 2 − Define the Geometry and Store it in the Buffer Objects
Since we are drawing a triangle, we have to pass three vertices of the triangle, and store them in buffers.
var vertices = [ -0.5,0.5,0.0, -0.5,-0.5,0.0, 0.5,-0.5,0.0, ];
Step 3 − Create and Compile the Shader Programs
In this step, you need to write the vertex shader and fragment shader programs, compile them, and create a combined program by linking these two programs.
Vertex Shader − In the vertex shader of the program, we define a vector attribute to store 3D coordinates. Along with it, we define a uniform variable to store the translation distances, and finally, we add these two values and assign it to gl_position which holds the final position of the vertices.
var vertCode =
'attribute vec4 coordinates;' +
'uniform vec4 translation;'+
'void main(void) {' +
' gl_Position = coordinates + translation;' +
'}';
Fragment Shader − In the fragment shader, we simply assign the fragment color to the variable gl_FragColor.
var fragCode = 'void main(void) {' +' gl_FragColor = vec4(1, 0.5, 0.0, 1);' +'}';
Step 4 − Associate the Shader Programs to the Buffer Objects
In this step, we associate the buffer objects with the shader program.
Step 5 − Drawing the Required Object
Since we are drawing the triangle using indices, we will use the method drawArrays(). To this method, we have to pass the number of vertices /elements to be considered. Since we are drawing a triangle, we will pass 3 as a parameter.
gl.drawArrays(gl.TRIANGLES, 0, 3);
The following example show how to translate a triangle on xyz plane.
<!doctype html>
<html>
<body>
<canvas width = "300" height = "300" id = "my_Canvas"></canvas>
<script>
/*=================Creating a canvas=========================*/
var canvas = document.getElementById('my_Canvas');
gl = canvas.getContext('experimental-webgl');
/*===========Defining and storing the geometry==============*/
var vertices = [
-0.5,0.5,0.0,
-0.5,-0.5,0.0,
0.5,-0.5,0.0,
];
//Create an empty buffer object and store vertex data
var vertex_buffer = gl.createBuffer();
//Create a new buffer
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
//bind it to the current buffer
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Pass the buffer data
gl.bindBuffer(gl.ARRAY_BUFFER, null);
/*========================Shaders============================*/
//vertex shader source code
var vertCode =
'attribute vec4 coordinates;' +
'uniform vec4 translation;'+
'void main(void) {' +
' gl_Position = coordinates + translation;' +
'}';
//Create a vertex shader program object and compile it
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
//fragment shader source code
var fragCode =
'void main(void) {' +
' gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);' +
'}';
//Create a fragment shader program object and compile it
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
//Create and use combiened shader program
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
/* ===========Associating shaders to buffer objects============*/
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
var coordinatesVar = gl.getAttribLocation(shaderProgram, "coordinates");
gl.vertexAttribPointer(coordinatesVar, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coordinatesVar);
/* ==========translation======================================*/
var Tx = 0.5, Ty = 0.5, Tz = 0.0;
var translation = gl.getUniformLocation(shaderProgram, 'translation');
gl.uniform4f(translation, Tx, Ty, Tz, 0.0);
/*=================Drawing the riangle and transforming it========================*/
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0,0,canvas.width,canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
If you run this example, it will produce the following output −