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WebGL - Translation
  • 时间:2024-12-22

WebGL - Translation


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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

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.

Steps to Translate a Triangle

The following steps are required to create a WebGL apppcation 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 pnking 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);

Example – Translate a Triangle

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.pnkProgram(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 −