- WebGL - Graphics Pipeline
- WebGL - Basics
- WebGL - Html5 Canvas Overview
- WebGL - Introduction
- WebGL - Home
WebGL Application
- WebGL - Drawing a Model
- Associating Attributes & Buffer Objects
- WebGL - Shaders
- WebGL - Geometry
- WebGL - Context
- WebGL - Sample Application
WebGL Examples
- WebGL - Interactive Cube
- WebGL - Cube Rotation
- WebGL - Rotation
- WebGL - Scaling
- WebGL - Translation
- WebGL - Colors
- WebGL - Drawing a Quad
- WebGL - Modes of Drawing
- WebGL - Drawing a Triangle
- WebGL - Drawing Points
WebGL Useful Resources
Selected Reading
- Who is Who
- Computer Glossary
- HR Interview Questions
- Effective Resume Writing
- Questions and Answers
- UPSC IAS Exams Notes
WebGL - Drawing a Triangle
In the previous chapter (Chapter 11), we discussed how to draw three points using WebGL. In Chapter 5, we took sample apppcation to demonstrate how to draw a triangle. In both the examples, we have drawn the primitives using only vertices.
To draw more complex shapes/meshes, we pass the indices of a geometry too, along with the vertices, to the shaders. In this chapter, we will see how to draw a triangle using indices.
Steps Required to Draw a Triangle
The following steps are required to create a WebGL apppcation to draw a triangle.
Step 1 − Prepare the Canvas and Get WebGL Rendering Context
In this step, we obtain the WebGL Rendering context object using getContext().
Step 2 − Define the Geometry and Store it in Buffer Objects
Since we are drawing a triangle using indices, we have to pass the three vertices of the triangle, including the indices, and store them in the buffers.
var vertices = [ -0.5,0.5,0.0, -0.5,-0.5,0.0, 0.5,-0.5,0.0, ]; indices = [0,1,2];
Step 3 − Create and Compile the Shader Programs
In this step, you need to write vertex shader and fragment shader programs, compile them, and create a combined program by pnking these two programs.
Vertex Shader − In the vertex shader of the program, we define the vector attribute to store 3D coordinates and assign it to gl_position.
var vertCode = attribute vec3 coordinates; + void main(void) { + gl_Position = vec4(coordinates, 1.0); + } ;
Fragment Shader − In the fragment shader, we simply assign the fragment color to the gl_FragColor variable.
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 and the shader program.
Step 5 − Drawing the Required Object
Since we are drawing a triangle using indices, we will use drawElements()
. To this method, we have to pass the number of indices. The value of the indices.length signifies the number of indices.
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
Example – Drawing a Triangle
The following program code shows how to draw a triangle in WebGL using indices −
<!doctype html> <html> <body> <canvas width = "570" height = "570" 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, ]; indices = [0,1,2]; // Create an empty buffer object to store vertex buffer var vertex_buffer = gl.createBuffer(); // Bind appropriate array buffer to it gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); // Pass the vertex data to the buffer gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Unbind the buffer gl.bindBuffer(gl.ARRAY_BUFFER, null); // Create an empty buffer object to store Index buffer var Index_Buffer = gl.createBuffer(); // Bind appropriate array buffer to it gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer); // Pass the vertex data to the buffer gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Unbind the buffer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); /*================ Shaders ====================*/ // Vertex shader source code var vertCode = attribute vec3 coordinates; + void main(void) { + gl_Position = vec4(coordinates, 1.0); + } ; // Create a vertex shader object var vertShader = gl.createShader(gl.VERTEX_SHADER); // Attach vertex shader source code gl.shaderSource(vertShader, vertCode); // Compile the vertex shader gl.compileShader(vertShader); //fragment shader source code var fragCode = void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1); + } ; // Create fragment shader object var fragShader = gl.createShader(gl.FRAGMENT_SHADER); // Attach fragment shader source code gl.shaderSource(fragShader, fragCode); // Compile the fragmentt shader gl.compileShader(fragShader); // Create a shader program object to store // the combined shader program var shaderProgram = gl.createProgram(); // Attach a vertex shader gl.attachShader(shaderProgram, vertShader); // Attach a fragment shader gl.attachShader(shaderProgram, fragShader); // Link both the programs gl.pnkProgram(shaderProgram); // Use the combined shader program object gl.useProgram(shaderProgram); /*======= Associating shaders to buffer objects =======*/ // Bind vertex buffer object gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); // Bind index buffer object gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer); // Get the attribute location var coord = gl.getAttribLocation(shaderProgram, "coordinates"); // Point an attribute to the currently bound VBO gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0); // Enable the attribute gl.enableVertexAttribArray(coord); /*=========Drawing the triangle===========*/ // Clear the canvas gl.clearColor(0.5, 0.5, 0.5, 0.9); // Enable the depth test gl.enable(gl.DEPTH_TEST); // Clear the color buffer bit gl.clear(gl.COLOR_BUFFER_BIT); // Set the view port gl.viewport(0,0,canvas.width,canvas.height); // Draw the triangle gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0); </script> </body> </html>
If you run this example, it will produce the following output −
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