animationglslwebglinterpolationgl-matrix

How to interpolate a cube using fromRotationTranslationScaleOrigin in gl-matrix?


Code: https://plnkr.co/edit/QNA31hMYnIJwotwbaDhT?p=preview

Question: How can I interpolate all properties of fromRotationTranslationScaleOrigin from gl-matrixin draw function of this cube?

Let's interpolate over 3 seconds: from:

q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0]

to:

q = quat.create(),
translate =[0, 0, -8],
scale = [3,3,3],
pivot = [1,1,1]

Program:

var gl,
    shaderProgram,
    vertices,
    matrix = mat4.create(),
    vertexCount,
    indexCount,
    q = quat.create(),
    translate =[-3, 0, -10],
    scale = [1,1,1],
    pivot = [0,0,0];


initGL();
createShaders();
createVertices();
createIndices();
draw();

function initGL() {
  var canvas = document.getElementById("canvas");
  gl = canvas.getContext("webgl");
  gl.enable(gl.DEPTH_TEST);
  gl.viewport(0, 0, canvas.width, canvas.height);
  gl.clearColor(1, 1, 1, 1);
}

function createShaders() {
  var vertexShader = getShader(gl, "shader-vs");
  var fragmentShader = getShader(gl, "shader-fs");

  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);
  gl.useProgram(shaderProgram);
}

function createVertices() {
  vertices = [
    -1, -1, -1,     1, 0, 0, 1,     // 0
     1, -1, -1,     1, 1, 0, 1,     // 1
    -1,  1, -1,     0, 1, 1, 1,     // 2
     1,  1, -1,     0, 0, 1, 1,     // 3
    -1,  1,  1,     1, 0.5, 0, 1,   // 4
     1,  1,  1,     0.5, 1, 1, 1,   // 5
    -1, -1,  1,     1, 0, 0.5, 1,   // 6
     1, -1,  1,     0.5, 0, 1, 1,   // 7
  ];

  vertexCount = vertices.length / 7;

  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

  var coords = gl.getAttribLocation(shaderProgram, "coords");
  gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
  gl.enableVertexAttribArray(coords);  

  var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
  gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);

  gl.enableVertexAttribArray(colorsLocation);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
  gl.vertexAttrib1f(pointSize, 20);

//   var color = gl.getUniformLocation(shaderProgram, "color");
//   gl.uniform4f(color, 0, 0, 0, 1);

  var perspectiveMatrix = mat4.create();
  mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
  var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
  gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);

}

function createIndices() {
  var indices = [
    0, 1, 2,   1, 2, 3,
    2, 3, 4,   3, 4, 5,
    4, 5, 6,   5, 6, 7,
    6, 7, 0,   7, 0, 1,
    0, 2, 6,   2, 6, 4,
    1, 3, 7,   3, 7, 5
  ];
  indexCount = indices.length;

  var indexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);


}

function draw() {

  mat4.fromRotationTranslationScaleOrigin(
    matrix,
    q,
    translate,
    scale,
    pivot
  );

  var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
  gl.uniformMatrix4fv(transformMatrix, false, matrix);
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
  requestAnimationFrame(draw);
}


  /*
   * https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
   */
  function getShader(gl, id) {
    var shaderScript, theSource, currentChild, shader;

    shaderScript = document.getElementById(id);

    if (!shaderScript) {
      return null;
    }

    theSource = "";
    currentChild = shaderScript.firstChild;

    while (currentChild) {
      if (currentChild.nodeType == currentChild.TEXT_NODE) {
        theSource += currentChild.textContent;
      }

      currentChild = currentChild.nextSibling;
    }
    if (shaderScript.type == "x-shader/x-fragment") {
      shader = gl.createShader(gl.FRAGMENT_SHADER);
    } else if (shaderScript.type == "x-shader/x-vertex") {
      shader = gl.createShader(gl.VERTEX_SHADER);
    } else {
      // Unknown shader type
      return null;
    }
    gl.shaderSource(shader, theSource);

// Compile the shader program
    gl.compileShader(shader);

// See if it compiled successfully
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
      return null;
    }

    return shader;
  }
<canvas id="canvas" width="600" height="600"></canvas>
  <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>

  <script id="shader-vs" type="x-shader/x-vertex">
  attribute vec4 coords;
  attribute float pointSize;
  uniform mat4 transformMatrix;
  attribute vec4 colors;
  varying vec4 varyingColors;
  uniform mat4 perspectiveMatrix;
  void main(void) {
    gl_Position = perspectiveMatrix * transformMatrix  * coords;
    gl_PointSize = pointSize;
    varyingColors = colors;
  }
  </script>

  <script id="shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  uniform vec4 color;
  varying vec4 varyingColors;
  void main(void) {
    gl_FragColor = varyingColors;
  }
  </script>


Solution

  • To the call back function of requestAnimationFrame is passe one single argument, which is a time value.
    This time can be used to calculate a matrix by a function of time.

    function draw(timeMs) {
        requestAnimationFrame(draw);
    
        let interval = timeMs / 3000; // 3000 ms are 3 seconds
        let t = interval - Math.floor(interval);  
    
        // [...]
    }
    

    Use vec3.lerp to interpolate the translation, pivot and scale, dependent on the time interval t:

    function draw(timeMs) {
    
        // [...]
    
        let trans_t = vec3.lerp([], translate, translate2, t);
        let scale_t = vec3.lerp([], scale, scale2, t);
        let pivot_t = vec3.lerp([], pivot, pivot2, t);
    
        mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
    
        // [...]
    
    }
    

    See the example, where I applied the suggestions to the code of the question:

    var gl,
        shaderProgram,
        vertices,
        matrix = mat4.create(),
        vertexCount,
        indexCount,
        q = quat.create(),
        translate =[-3, 0, -10],
        scale = [1,1,1],
        pivot = [0,0,0];
        
        translate2 = [0, 0, -8],
        scale2 = [3,3,3],
        pivot2 = [1,1,1]
    
    
    initGL();
    createShaders();
    createVertices();
    createIndices();
    draw();
    
    function initGL() {
      var canvas = document.getElementById("canvas");
      gl = canvas.getContext("webgl");
      gl.enable(gl.DEPTH_TEST);
      gl.viewport(0, 0, canvas.width, canvas.height);
      gl.clearColor(1, 1, 1, 1);
    }
    
    function createShaders() {
      var vertexShader = getShader(gl, "shader-vs");
      var fragmentShader = getShader(gl, "shader-fs");
    
      shaderProgram = gl.createProgram();
      gl.attachShader(shaderProgram, vertexShader);
      gl.attachShader(shaderProgram, fragmentShader);
      gl.linkProgram(shaderProgram);
      gl.useProgram(shaderProgram);
    }
    
    function createVertices() {
      vertices = [
        -1, -1, -1,     1, 0, 0, 1,     // 0
         1, -1, -1,     1, 1, 0, 1,     // 1
        -1,  1, -1,     0, 1, 1, 1,     // 2
         1,  1, -1,     0, 0, 1, 1,     // 3
        -1,  1,  1,     1, 0.5, 0, 1,   // 4
         1,  1,  1,     0.5, 1, 1, 1,   // 5
        -1, -1,  1,     1, 0, 0.5, 1,   // 6
         1, -1,  1,     0.5, 0, 1, 1,   // 7
      ];
    
      vertexCount = vertices.length / 7;
    
      var buffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
    
      var coords = gl.getAttribLocation(shaderProgram, "coords");
      gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
      gl.enableVertexAttribArray(coords);  
    
      var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
      gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
    
      gl.enableVertexAttribArray(colorsLocation);
      gl.bindBuffer(gl.ARRAY_BUFFER, null);
    
      var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
      gl.vertexAttrib1f(pointSize, 20);
    
    //   var color = gl.getUniformLocation(shaderProgram, "color");
    //   gl.uniform4f(color, 0, 0, 0, 1);
    
      var perspectiveMatrix = mat4.create();
      mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
      var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
      gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
    
    }
    
    function createIndices() {
      var indices = [
        0, 1, 2,   1, 2, 3,
        2, 3, 4,   3, 4, 5,
        4, 5, 6,   5, 6, 7,
        6, 7, 0,   7, 0, 1,
        0, 2, 6,   2, 6, 4,
        1, 3, 7,   3, 7, 5
      ];
      indexCount = indices.length;
    
      var indexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
    
    
    }
    
    function draw(timeMs) {
      requestAnimationFrame(draw);
    
      let interval = timeMs / 3000
      let t = interval - Math.floor(interval); 
    
      let trans_t = vec3.lerp([], translate, translate2, t);
      let scale_t = vec3.lerp([], scale, scale2, t);
      let pivot_t = vec3.lerp([], pivot, pivot2, t);
    
      mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
    
      var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
      gl.uniformMatrix4fv(transformMatrix, false, matrix);
      gl.clear(gl.COLOR_BUFFER_BIT);
      gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
    }
    
    
      /*
       * https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
       */
      function getShader(gl, id) {
        var shaderScript, theSource, currentChild, shader;
    
        shaderScript = document.getElementById(id);
    
        if (!shaderScript) {
          return null;
        }
    
        theSource = "";
        currentChild = shaderScript.firstChild;
    
        while (currentChild) {
          if (currentChild.nodeType == currentChild.TEXT_NODE) {
            theSource += currentChild.textContent;
          }
    
          currentChild = currentChild.nextSibling;
        }
        if (shaderScript.type == "x-shader/x-fragment") {
          shader = gl.createShader(gl.FRAGMENT_SHADER);
        } else if (shaderScript.type == "x-shader/x-vertex") {
          shader = gl.createShader(gl.VERTEX_SHADER);
        } else {
          // Unknown shader type
          return null;
        }
        gl.shaderSource(shader, theSource);
    
    // Compile the shader program
        gl.compileShader(shader);
    
    // See if it compiled successfully
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
          alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
          return null;
        }
    
        return shader;
      }
    <script id="shader-vs" type="x-shader/x-vertex">
    attribute vec4 coords;
    attribute float pointSize;
    uniform mat4 transformMatrix;
    attribute vec4 colors;
    varying vec4 varyingColors;
    uniform mat4 perspectiveMatrix;
    void main(void) {
      gl_Position = perspectiveMatrix * transformMatrix  * coords;
      gl_PointSize = pointSize;
      varyingColors = colors;
    }
    </script>
    
    <script id="shader-fs" type="x-shader/x-fragment">
    precision mediump float;
    uniform vec4 color;
    varying vec4 varyingColors;
    void main(void) {
      gl_FragColor = varyingColors;
    }
    </script>
    
    <canvas id="canvas" width="600" height="600"></canvas>
    <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>