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WebGL - Modes of Drawing
  • 时间:2024-11-03

WebGL - Modes of Drawing


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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 −