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Friday, March 17, 2017

WebGL - Scaling

In this chapter, we will take an example to demonstrate how to modify the scale of a triangle using WebGL.

Scaling

Scaling is nothing but increasing or decreasing the size of an object. For example, if a triangle has vertices of the size [a,b,c], then the triangle with the vertices [2a, 2b, 2c] will be double its size. Therefore, to scale a triangle, you have to multiply each vertices with the scaling factor.
You can also scale a particular vertex.
To scale a triangle, in the vertex shader of the program, we create a uniform matrix and multiply the coordinate values with this matrix. Later, we pass a 4×4 diagonal matrix having the scaling factors of x,y,z coordinates in the diagonal positions (last diagonal position 1).

Required Steps

The following steps are required to create a WebGL application to scale a triangle.
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 linking 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 matrix to store the scaling factors, and finally, we multiply these two values and assign it to gl_position which holds the final position of the vertices.
var vertCode =
   'attribute vec4 coordinates;' +
   'uniform mat4 u_xformMatrix;' +
   'void main(void) {' +
      ' gl_Position = u_xformMatrix * coordinates;' +
   '}';
  • 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 with 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 use the drawArrays() method. 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 – Scale a Triangle

The following example shows how to scale a triangle −
<!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();                                                     
         gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);                                                
         gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);           
         gl.bindBuffer(gl.ARRAY_BUFFER, null);  
            
         /*========================Shaders============================*/
           
         //Vertex shader source code
         var vertCode =
            'attribute vec4 coordinates;' + 
            'uniform mat4 u_xformMatrix;' +
            'void main(void) {' +
               '  gl_Position = u_xformMatrix * coordinates;' +
            '}';
               
         //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.linkProgram(shaderProgram);
   
         gl.useProgram(shaderProgram); 
          
         /*===================scaling==========================*/
          
         var Sx = 1.0, Sy = 1.5, Sz = 1.0;
         var xformMatrix = new Float32Array([
            Sx,   0.0,  0.0,  0.0,
            0.0,  Sy,   0.0,  0.0,
            0.0,  0.0,  Sz,   0.0,
            0.0,  0.0,  0.0,  1.0  
         ]);
   
         var u_xformMatrix = gl.getUniformLocation(shaderProgram, 'u_xformMatrix');
         gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);
      
         /* ===========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);
   
         /*=================Drawing the Quad========================*/ 
         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>      
It will produce the following result −

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