- 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 Quad
In the previous chapter, we discussed the different drawing modes provided by WebGL. We can also use indices to draw primitives using one of these modes. To draw models in WebGL, we have to choose one of these primitives and draw the required mesh (i.e., a model formed using one or more primitives).
In this chapter, we will take an example to demonstrate how to draw a quadrilateral using WebGL.
Steps to Draw a Quadrilateral
The following steps are required to create a WebGL apppcation to draw a quadrilateral.
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
A square can be drawn using two triangles. In this example, we provide the vertices for two triangles (with one common edge) and indices.
var vertices = [ -0.5,0.5,0.0, -0.5,-0.5,0.0, 0.5,-0.5,0.0, 0.5,0.5,0.0 ]; indices = [3,2,1,3,1,0];
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 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(0.5, 0.3, 0.0, 7.5); + } ;
Step 4 − Associate the Shader Programs to Buffer Objects
In this step, we associate the buffer objects with the shader program.
Step 5 − Drawing the Required Object
Since we are drawing two triangles to form a quad, using indices, we will use the method drawElements(). To this method, we have to pass the number of indices. The value of indices.length gives the number of indices.
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
Example – Draw a Quadrilateral
The following program shows how to create a WebGL apppcation to draw a quadrilateral.
<!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, 0.5,0.5,0.0 ]; indices = [3,2,1,3,1,0]; // 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 Quad ================*/ // 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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