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webgl-multiple-objects-list-optimized.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL2 - Multiple Objects - list optimized</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<div class="description">
Draw multiple objects by list with optimization checks
</div>
<canvas id="canvas" width="400" height="300"></canvas>
</body>
<script src="resources/webgl-utils.js"></script>
<script src="resources/webgl-lessons-helper.js"></script>
<script src="resources/3d-math.js"></script>
<script src="resources/primitives.js"></script>
<script src="resources/chroma.min.js"></script>
<script>
"use strict";
var vs = `#version 300 es
in vec4 a_position;
in vec4 a_color;
uniform mat4 u_matrix;
out vec4 v_color;
void main() {
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the color to the fragment shader.
v_color = a_color;
}
`;
var fs = `#version 300 es
precision mediump float;
// Passed in from the vertex shader.
in vec4 v_color;
uniform vec4 u_colorMult;
out vec4 outColor;
void main() {
outColor = v_color * u_colorMult;
}
`;
function main() {
// Get A WebGL context
var canvas = document.getElementById("canvas");
webglLessonsHelper.setupLesson(canvas);
/** @type {WebGLRenderingContext} */
var gl = canvas.getContext("webgl2");
if (!gl) {
webglLessonsHelper.showNeedWebGL2(canvas);
return;
}
function createFlattenedVertices(gl, vertices) {
return webglUtils.createBufferInfoFromArrays(
gl,
primitives.makeRandomVertexColors(
primitives.deindexVertices(vertices),
{
vertsPerColor: 6,
rand: function(ndx, channel) {
return channel < 3 ? ((128 + Math.random() * 128) | 0) : 255;
}
})
);
};
var sphereBufferInfo = createFlattenedVertices(gl, primitives.createSphereVertices(10, 12, 6));
var cubeBufferInfo = createFlattenedVertices(gl, primitives.createCubeVertices(20));
var coneBufferInfo = createFlattenedVertices(gl, primitives.createTruncatedConeVertices(10, 0, 20, 12, 1, true, false));
// setup GLSL program
var programInfo = webglUtils.createProgramInfo(gl, [vs, fs]);
var sphereVAO = webglUtils.createVAOFromBufferInfo(gl, programInfo, sphereBufferInfo);
var cubeVAO = webglUtils.createVAOFromBufferInfo(gl, programInfo, cubeBufferInfo);
var coneVAO = webglUtils.createVAOFromBufferInfo(gl, programInfo, coneBufferInfo);
function degToRad(d) {
return d * Math.PI / 180;
}
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return Math.random() * (max - min) + min;
}
function emod(x, n) {
return x >= 0 ? (x % n) : ((n - (-x % n)) % n);
};
var cameraAngleRadians = degToRad(0);
var fieldOfViewRadians = degToRad(60);
var cameraHeight = 50;
// put the shapes in an array so it's easy to pick them at random
var shapes = [
{ bufferInfo: sphereBufferInfo, vertexArray: sphereVAO, },
{ bufferInfo: cubeBufferInfo, vertexArray: cubeVAO, },
{ bufferInfo: coneBufferInfo, vertexArray: coneVAO, },
];
var objectsToDraw = [];
var objects = [];
// Make infos for each object for each object.
var baseHue = rand(360);
var numObjects = 200;
for (var ii = 0; ii < numObjects; ++ii) {
// pick a shape
var shape = shapes[rand(shapes.length) | 0];
// make an object.
var object = {
uniforms: {
u_colorMult: chroma.hsv(emod(baseHue + rand(120), 360), rand(0.5, 1), rand(0.5, 1)).gl(),
u_matrix: m4.identity(),
},
translation: [rand(-100, 100), rand(-100, 100), rand(-150, -50)],
xRotationSpeed: rand(0.8, 1.2),
yRotationSpeed: rand(0.8, 1.2),
};
objects.push(object);
// Add it to the list of things to draw.
objectsToDraw.push({
programInfo: programInfo,
bufferInfo: shape.bufferInfo,
vertexArray: shape.vertexArray,
uniforms: object.uniforms,
});
}
function computeMatrix(viewProjectionMatrix, translation, xRotation, yRotation) {
var matrix = m4.translate(viewProjectionMatrix,
translation[0],
translation[1],
translation[2]);
matrix = m4.xRotate(matrix, xRotation);
return m4.yRotate(matrix, yRotation);
}
requestAnimationFrame(drawScene);
// Draw the scene.
function drawScene(time) {
time = time * 0.0005;
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
// Compute the projection matrix
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var projectionMatrix =
m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
// Compute the camera's matrix using look at.
var cameraPosition = [0, 0, 100];
var target = [0, 0, 0];
var up = [0, 1, 0];
var cameraMatrix = m4.lookAt(cameraPosition, target, up);
// Make a view matrix from the camera matrix.
var viewMatrix = m4.inverse(cameraMatrix);
var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
// Compute the matrices for each object.
objects.forEach(function(object) {
object.uniforms.u_matrix = computeMatrix(
viewProjectionMatrix,
object.translation,
object.xRotationSpeed * time,
object.yRotationSpeed * time);
});
// ------ Draw the objects --------
var lastUsedProgramInfo = null;
var lastUsedVertexArray = null;
objectsToDraw.forEach(function(object) {
var programInfo = object.programInfo;
var vertexArray = object.vertexArray
if (programInfo !== lastUsedProgramInfo) {
lastUsedProgramInfo = programInfo;
gl.useProgram(programInfo.program);
}
// Setup all the needed attributes.
if (lastUsedVertexArray !== vertexArray) {
lastUsedVertexArray = vertexArray;
gl.bindVertexArray(vertexArray);
}
// Set the uniforms.
webglUtils.setUniforms(programInfo, object.uniforms);
// Draw
webglUtils.drawBufferInfo(gl, object.bufferInfo);
});
requestAnimationFrame(drawScene);
}
}
main();
</script>
</html>