- 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 - Modes of Drawing
In the previous chapter (Chapter 12), we discussed how to draw a triangle using WebGL. In addition to triangles, WebGL supports various other drawing modes. This chapter explains the drawing modes supported by WebGL.
The mode Parameter
Let’s take a look at the syntax of the methods − drawElements() and draw Arrays().
void drawElements(enum mode, long count, enum type, long offset); void drawArrays(enum mode, int first, long count);
If you clearly observe, both the methods accept a parameter mode. Using this parameter, the programmers can select the drawing mode in WebGL.
The drawing modes provided by WebGL are psted in the following table.
Sr.No. | Mode & Description |
---|---|
1 | gl.POINTS To draw a series of points. |
2 | gl.LINES To draw a series of unconnected pne segments (inspanidual pnes). |
3 | gl.LINE_STRIP To draw a series of connected pne segments. |
4 | gl.LINE_LOOP To draw a series of connected pne segments. It also joins the first and last vertices to form a loop. |
5 | gl.TRIANGLES To draw a series of separate triangles. |
6 | gl.TRIANGLE_STRIP To draw a series of connected triangles in strip fashion. |
7 | gl.TRIANGLE_FAN To draw a series of connected triangles sharing the first vertex in a fan-pke fashion. |
Example – Draw Three Parallel Lines
The following example shows how to draw three parallel pnes using gl.LINES.
<!doctype html> <html> <body> <canvas width = "300" height = "300" id = "my_Canvas"></canvas> <script> /*======= Creating a canvas =========*/ var canvas = document.getElementById( my_Canvas ); var gl = canvas.getContext( experimental-webgl ); /*======= Defining and storing the geometry ======*/ var vertices = [ -0.7,-0.1,0, -0.3,0.6,0, -0.3,-0.3,0, 0.2,0.6,0, 0.3,-0.3,0, 0.7,0.6,0 ] // Create an empty buffer object 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); /*=================== 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); // 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 and depth buffer gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Set the view port gl.viewport(0,0,canvas.width,canvas.height); // Draw the triangle gl.drawArrays(gl.LINES, 0, 6); // POINTS, LINE_STRIP, LINE_LOOP, LINES, // TRIANGLE_STRIP,TRIANGLE_FAN, TRIANGLES </script> </body> </html>
If you run this example, it will produce the following output −
Drawing Modes
In the above program, if you replace the mode of drawArrays() with one of the following drawing modes, it will produce different outputs each time.
Drawing Modes | Outputs |
---|---|
LINE_STRIP | |
LINE_LOOP | |
TRIANGLE_STRIP | |
TRIANGLE_FAN | |
TRIANGLES |