I\'m trying to get a small example together that uses d3-zoom to provide simple interactivity to a canvas element that renders using WebGL. All I\'d like to do is provide pa
I just moved your vertices over to match your matrix
var vertices = [
.5, -.5, 0.0, 1.0,
1.5, -.5, 0.0, 1.0,
.5, -1.5, 0.0, 1.0,
1.5, -1.5, 0.0, 1.0
];
var width = 300,
height = 150;
var zoom = d3.zoom()
.on( 'zoom', zoomed );
var canvas = d3.select( 'body' )
.append( 'canvas' )
.attr( 'width', width )
.attr( 'height', height )
.call( zoom );
var gl = canvas.node().getContext( 'webgl' );
var shader = basic_shader(gl);
initialize_gl();
set_transform( 1, 0, 0 );
function zoomed () {
var t = d3.event.transform;
set_transform( t.k, t.x, t.y );
}
function initialize_gl () {
var sb = d3.color('steelblue');
gl.clearColor(sb.r / 255, sb.g / 255, sb.b / 255, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
var vertices = [
.5, -.5, 0.0, 1.0,
1.5, -.5, 0.0, 1.0,
.5, -1.5, 0.0, 1.0,
1.5, -1.5, 0.0, 1.0
];
var colors = [
1.0, 1.0, 1.0, 1.0, // white
1.0, 0.0, 0.0, 1.0, // red
0.0, 1.0, 0.0, 1.0, // green
0.0, 0.0, 1.0, 1.0 // blue
];
var vertex_buffer = gl.createBuffer();
var color_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.color_attrib, 4, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.vertex_attrib, 4, gl.FLOAT, false, 0, 0);
}
function set_transform ( k, tx, ty ) {
var matrix = new Float32Array([
k, 0, 0, 0,
0, k, 0, 0,
0, 0, 1, 0,
2*tx/width-1.0, -2*ty/height+1.0, 0, 1
]);
gl.uniformMatrix4fv( shader.matrix_uniform, false, matrix );
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
}
function basic_vertex () {
return [
'attribute vec4 vertex_position;',
'attribute vec4 vertex_color;',
'varying lowp vec4 vert_color;',
'uniform mat4 matrix;',
'void main( void ) {',
' gl_Position = matrix * vertex_position;',
' vert_color = vertex_color;',
'}'
].join('\n');
}
function basic_fragment () {
return [
'varying lowp vec4 vert_color;',
'void main( void ) {',
' gl_FragColor = vert_color;',
'}'
].join('\n');
}
function basic_shader ( gl ) {
var program = gl_program( gl, basic_vertex(), basic_fragment() );
gl.useProgram( program );
program.vertex_attrib = gl.getAttribLocation( program, 'vertex_position' );
program.color_attrib = gl.getAttribLocation( program, 'vertex_color' );
program.matrix_uniform = gl.getUniformLocation( program, 'matrix' );
program.translate_uniform = gl.getUniformLocation( program, 'translate_matrix' );
program.scale_uniform = gl.getUniformLocation( program, 'scale_matrix' );
gl.enableVertexAttribArray( program.vertex_attrib );
gl.enableVertexAttribArray( program.color_attrib );
return program;
}
function gl_shader ( gl, type, code ) {
var shader = gl.createShader( type );
gl.shaderSource( shader, code );
gl.compileShader( shader );
return shader;
}
function gl_program ( gl, vertex_source, fragment_source ) {
var shader_program = gl.createProgram();
var vertex_shader = gl_shader( gl, gl.VERTEX_SHADER, vertex_source );
var fragment_shader = gl_shader( gl, gl.FRAGMENT_SHADER, fragment_source );
if ( shader_program && vertex_shader && fragment_shader ) {
gl.attachShader( shader_program, vertex_shader );
gl.attachShader( shader_program, fragment_shader );
gl.linkProgram( shader_program );
gl.deleteShader( vertex_shader );
gl.deleteShader( fragment_shader );
return shader_program;
}
}
But honestly I'd probably use a math library and use a few transforms. It's easier for me to understand the code that way. I'm not sure what the "space" of D3. I guess though it's just passing you an offset and a scale. In which case
// change the space to be pixels with 0,0 in top left
var matrix = m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
// apply the d3 translate and zoom
matrix = m4.translate(matrix, [tx, ty, 0]);
matrix = m4.scale(matrix, [k, k, 1]);
// translate the unit quad to the center
matrix = m4.translate(matrix, [width / 2, height / 2, 0]);
// make the unit quad be half the size of the canvas
matrix = m4.scale(matrix, [width / 2, height / 2 , 1]);
var m4 = twgl.m4;
var width = 300,
height = 150;
var zoom = d3.zoom()
.on( 'zoom', zoomed );
var canvas = d3.select( 'body' )
.append( 'canvas' )
.attr( 'width', width )
.attr( 'height', height )
.call( zoom );
var gl = canvas.node().getContext( 'webgl' );
var shader = basic_shader(gl);
initialize_gl();
set_transform( 1, 0, 0 );
function zoomed () {
var t = d3.event.transform;
set_transform( t.k, t.x, t.y );
}
function initialize_gl () {
var sb = d3.color('steelblue');
gl.clearColor(sb.r / 255, sb.g / 255, sb.b / 255, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
var vertices = [
-.5, .5, 0.0, 1.0,
.5, .5, 0.0, 1.0,
-.5, -.5, 0.0, 1.0,
.5, -.5, 0.0, 1.0
];
var colors = [
1.0, 1.0, 1.0, 1.0, // white
1.0, 0.0, 0.0, 1.0, // red
0.0, 1.0, 0.0, 1.0, // green
0.0, 0.0, 1.0, 1.0 // blue
];
var vertex_buffer = gl.createBuffer();
var color_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.color_attrib, 4, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.vertex_attrib, 4, gl.FLOAT, false, 0, 0);
}
function set_transform ( k, tx, ty ) {
// change the space to be pixels with 0,0 in top left
var matrix = m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
// apply the d3 translate and zoom
matrix = m4.translate(matrix, [tx, ty, 0]);
matrix = m4.scale(matrix, [k, k, 1]);
// translate the unit quad to the center
matrix = m4.translate(matrix, [width / 2, height / 2, 0]);
// make the unit quad be half the size of the canvas
matrix = m4.scale(matrix, [width / 2, height / 2 , 1]);
gl.uniformMatrix4fv( shader.matrix_uniform, false, matrix );
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
}
function basic_vertex () {
return [
'attribute vec4 vertex_position;',
'attribute vec4 vertex_color;',
'varying lowp vec4 vert_color;',
'uniform mat4 matrix;',
'void main( void ) {',
' gl_Position = matrix * vertex_position;',
' vert_color = vertex_color;',
'}'
].join('\n');
}
function basic_fragment () {
return [
'varying lowp vec4 vert_color;',
'void main( void ) {',
' gl_FragColor = vert_color;',
'}'
].join('\n');
}
function basic_shader ( gl ) {
var program = gl_program( gl, basic_vertex(), basic_fragment() );
gl.useProgram( program );
program.vertex_attrib = gl.getAttribLocation( program, 'vertex_position' );
program.color_attrib = gl.getAttribLocation( program, 'vertex_color' );
program.matrix_uniform = gl.getUniformLocation( program, 'matrix' );
program.translate_uniform = gl.getUniformLocation( program, 'translate_matrix' );
program.scale_uniform = gl.getUniformLocation( program, 'scale_matrix' );
gl.enableVertexAttribArray( program.vertex_attrib );
gl.enableVertexAttribArray( program.color_attrib );
return program;
}
function gl_shader ( gl, type, code ) {
var shader = gl.createShader( type );
gl.shaderSource( shader, code );
gl.compileShader( shader );
return shader;
}
function gl_program ( gl, vertex_source, fragment_source ) {
var shader_program = gl.createProgram();
var vertex_shader = gl_shader( gl, gl.VERTEX_SHADER, vertex_source );
var fragment_shader = gl_shader( gl, gl.FRAGMENT_SHADER, fragment_source );
if ( shader_program && vertex_shader && fragment_shader ) {
gl.attachShader( shader_program, vertex_shader );
gl.attachShader( shader_program, fragment_shader );
gl.linkProgram( shader_program );
gl.deleteShader( vertex_shader );
gl.deleteShader( fragment_shader );
return shader_program;
}
}