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WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL How to support both WebGL and WebGL2
WebGL 2D Translation
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Before we move on to 3D let's stick with 2D for a little while longer. Bear with me please. This article might seem exceedingly obvious to some but I'll build up to a point in a few articles.

This article is a continuation of a series starting with WebGL Fundamentals. If you haven't read them I suggest you read at least the first one, then come back here.

Translation is some fancy math name that basically means "to move" something. I suppose moving a sentence from English to Japanese fits as well but in this case we're talking about moving geometry. Using the sample code we ended up with in the first post you could easily translate our rectangle just by changing the values passed to setRectangle right? Here's a sample based on our previous sample.

First let's make some variables to hold the translation, width, height and color of the rectangle

  var translation = [0, 0];
  var width = 100;
  var height = 30;
  var color = [Math.random(), Math.random(), Math.random(), 1];

Then let's make a function to re-draw everything. We can call this function after we update the translation.

  // Draw a the scene.
  function drawScene() {
    webglUtils.resizeCanvasToDisplaySize(gl.canvas);

    // Tell WebGL how to convert from clip space to pixels
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

    // Clear the canvas.
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Tell it to use our program (pair of shaders)
    gl.useProgram(program);

    // Turn on the attribute
    gl.enableVertexAttribArray(positionLocation);

    // Bind the position buffer.
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

    // Setup a rectangle
    setRectangle(gl, translation[0], translation[1], width, height);

    // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
    var size = 2;          // 2 components per iteration
    var type = gl.FLOAT;   // the data is 32bit floats
    var normalize = false; // don't normalize the data
    var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
    var offset = 0;        // start at the beginning of the buffer
    gl.vertexAttribPointer(
        positionLocation, size, type, normalize, stride, offset)

    // set the resolution
    gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);

    // set the color
    gl.uniform4fv(colorLocation, color);

    // Draw the rectangle.
    var primitiveType = gl.TRIANGLES;
    var offset = 0;
    var count = 6;
    gl.drawArrays(primitiveType, offset, count);
  }

In the example below I've attached a couple of sliders that will update translation[0] and translation[1] and call drawScene anytime they change. Drag the sliders to translate the rectangle.

So far so good. But now imagine we wanted to do the same thing with a more complicated shape.

Let's say we wanted to draw an 'F' that consists of 6 triangles like this.

Well, following our current code we'd have to change setRectangle to something more like this.

// Fill the buffer with the values that define a letter 'F'.
function setGeometry(gl, x, y) {
  var width = 100;
  var height = 150;
  var thickness = 30;
  gl.bufferData(
      gl.ARRAY_BUFFER,
      new Float32Array([
          // left column
          x, y,
          x + thickness, y,
          x, y + height,
          x, y + height,
          x + thickness, y,
          x + thickness, y + height,

          // top rung
          x + thickness, y,
          x + width, y,
          x + thickness, y + thickness,
          x + thickness, y + thickness,
          x + width, y,
          x + width, y + thickness,

          // middle rung
          x + thickness, y + thickness * 2,
          x + width * 2 / 3, y + thickness * 2,
          x + thickness, y + thickness * 3,
          x + thickness, y + thickness * 3,
          x + width * 2 / 3, y + thickness * 2,
          x + width * 2 / 3, y + thickness * 3,
      ]),
      gl.STATIC_DRAW);
}

You can hopefully see that's not going to scale well. If we want to draw some very complex geometry with hundreds or thousands of lines we'd have to write some pretty complex code. On top of that, every time we draw JavaScript has to update all the points.

There's a simpler way. Just upload the geometry and do the translation in the shader.

Here's the new shader

<script id="vertex-shader-2d" type="x-shader/x-vertex">
attribute vec2 a_position;

uniform vec2 u_resolution;
+uniform vec2 u_translation;

void main() {
*   // Add in the translation.
*   vec2 position = a_position + u_translation;

   // convert the rectangle from pixels to 0.0 to 1.0
*   vec2 zeroToOne = position / u_resolution;
   ...

and we'll restructure the code a little. For one we only need to set the geometry once.

// Fill the buffer with the values that define a letter 'F'.
function setGeometry(gl) {
  gl.bufferData(
      gl.ARRAY_BUFFER,
      new Float32Array([
          // left column
          0, 0,
          30, 0,
          0, 150,
          0, 150,
          30, 0,
          30, 150,

          // top rung
          30, 0,
          100, 0,
          30, 30,
          30, 30,
          100, 0,
          100, 30,

          // middle rung
          30, 60,
          67, 60,
          30, 90,
          30, 90,
          67, 60,
          67, 90,
      ]),
      gl.STATIC_DRAW);
}

Then we just need to update u_translation before we draw with the translation that we desire.

  ...

+  var translationLocation = gl.getUniformLocation(
+             program, "u_translation");
  ...

  // Create a buffer to put positions in
  var positionBuffer = gl.createBuffer();
  // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+  // Put geometry data into buffer
+  setGeometry(gl);

  ...

  // Draw scene.
  function drawScene() {

    ...

+    // Set the translation.
+    gl.uniform2fv(translationLocation, translation);

    // Draw the rectangle.
    var primitiveType = gl.TRIANGLES;
    var offset = 0;
*    var count = 18;
    gl.drawArrays(primitiveType, offset, count);
  }

Notice setGeometry is called only once. It is no longer inside drawScene.

And here's that example. Again, drag the sliders to update the translation.

Now when we draw, WebGL is doing practically everything. All we are doing is setting a translation and asking it to draw. Even if our geometry had tens of thousands of points the main code would stay the same.

If you want you can compare the version that uses the complex JavaScript above to update all the points.

I hope this example was too obvious. On the other hand please keep reading as we'll eventually get to a much better way to do this. In the next article we'll move on to rotation.