twgl.js/examples/packed-arrays.html
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@license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
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<title>twgl.js - packed-arrays</title>
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canvas {
display: block;
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height: 100%;
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#b {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 2;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="b"><a href="http://twgljs.org">twgl.js</a> - packed-arrays</div>
</body>
<script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = a_texcoord;
v_position = (u_worldViewProjection * a_position);
v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
gl_Position = v_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),//max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
vec3 a_normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(a_normal, surfaceToLight),
dot(a_normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
</script>
<script src="../3rdparty/chroma.min.js"></script>
<script type="module">
import * as twgl from '../dist/7.x/twgl-full.module.js';
twgl.setDefaults({attribPrefix: "a_"});
const m4 = twgl.m4;
const gl = document.querySelector("#c").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
// ------------------------------------------------------------------
// This is all the code needed to automatically pack unpacked arrays
// It's not included in TWGL because packing unpacked arrays seems
// like overkill. Do you really gain much? If you're really going
// for perf it seems like you'd pack offline
function isArrayBuffer(a) {
return a && a.buffer && a.buffer instanceof ArrayBuffer;
}
function getGLTypeForArray(array, arrayName) {
if (isArrayBuffer(array)) {
return twgl.getGLTypeForTypedArray(array);
}
if (isArrayBuffer(array.data)) {
return twgl.getGLTypeForTypedArray(array.data);
}
let Type = array.type;
if (!Type) {
if (arrayName === "indices") {
Type = Uint16Array;
} else {
Type = Float32Array;
}
}
return twgl.getGLTypeForTypedArray(new Type(0));
}
function getNormalizationForGLType(gl, type) {
switch (type) {
case gl.BYTE:
case gl.UNSIGNED_BYTE:
return true;
default:
return false;
}
}
function getNumBytesForGLType(type) {
switch (type) {
case gl.BYTE: return 1; // eslint-disable-line
case gl.UNSIGNED_BYTE: return 1; // eslint-disable-line
case gl.SHORT: return 2; // eslint-disable-line
case gl.UNSIGNED_SHORT: return 2; // eslint-disable-line
case gl.INT: return 4; // eslint-disable-line
case gl.UNSIGNED_INT: return 4; // eslint-disable-line
case gl.FLOAT: return 4; // eslint-disable-line
default:
throw "unknown gl type";
}
}
const texcoordRE = /coord|texture/i;
const colorRE = /color|colour/i;
function guessNumComponentsFromName(name, length) {
let numComponents;
if (texcoordRE.test(name)) {
numComponents = 2;
} else if (colorRE.test(name)) {
numComponents = 4;
} else {
numComponents = 3; // position, normals, indices ...
}
if (length % numComponents > 0) {
throw "Can not guess numComponents for attribute '" + name + "'. Tried " +
numComponents + " but " + length +
" values is not evenly divisible by " + numComponents +
". You should specify it.";
}
return numComponents;
}
const defaultAttribPrefix = "a_";
function createPackedBufferInfoFromArrays(gl, arrays) {
// compute size of array needed and offsets
let offset = 0;
let maxElements = 0;
const attribs = {};
Object.keys(arrays).forEach(function(arrayName) {
if (arrayName === "indices") {
return;
}
const array = arrays[arrayName];
const attribName = array.attrib || array.name || array.attribName || (defaultAttribPrefix + arrayName);
const glType = getGLTypeForArray(array, arrayName);
const attrib = {
numComponents: array.numComponents || array.size || guessNumComponentsFromName(arrayName),
type: glType,
normalize: array.normalize !== undefined ? array.normalize : getNormalizationForGLType(gl, glType),
offset: offset,
};
attribs[attribName] = attrib;
const sizeInBytes = attrib.numComponents * getNumBytesForGLType(glType);
// should we handle padding? For example RGB8 is 3 bytes and will need padding
offset += sizeInBytes;
// should we check that all lengths are the same?
const length = array.length || array.data.length;
const numElements = length / attrib.numComponents;
maxElements = Math.max(maxElements, numElements);
});
const stride = offset;
const arrayBuffer = new ArrayBuffer(stride * maxElements);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
Object.keys(arrays).forEach(function(arrayName) {
if (arrayName === "indices") {
return;
}
const array = arrays[arrayName];
const attribName = array.attrib || array.name || array.attribName || (defaultAttribPrefix + arrayName);
const attrib = attribs[attribName];
attrib.buffer = buffer;
attrib.stride = stride;
const data = array.length ? array : array.data;
const length = data.length;
const numComponents = attrib.numComponents;
const numElements = length / numComponents;
const Type = twgl.getTypedArrayTypeForGLType(attrib.type);
const view = new Type(arrayBuffer, attrib.offset);
const localStride = stride / getNumBytesForGLType(attrib.type);
let offset = 0;
let index = 0;
for (let elem = 0; elem < numElements; ++elem) {
for (let component = 0; component < numComponents; ++component) {
view[offset + component] = data[index++];
}
offset += localStride;
}
});
gl.bufferData(gl.ARRAY_BUFFER, arrayBuffer, gl.STATIC_DRAW);
const bufferInfo = {
attribs: attribs,
};
const indices = arrays.indices;
if (indices) {
bufferInfo.indices = twgl.createBufferFromArray(gl, indices, "indices");
bufferInfo.numElements = indices.length || indices.data.length;
bufferInfo.elementType = (indices instanceof Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;
} else {
bufferInfo.numElements = maxElements;
}
return bufferInfo;
}
// end of packing code
// -------------------------------------------------------
const shapes = [
createPackedBufferInfoFromArrays(gl, twgl.primitives.createCubeVertices(2)),
createPackedBufferInfoFromArrays(gl, twgl.primitives.createSphereVertices(1, 24, 12)),
createPackedBufferInfoFromArrays(gl, twgl.primitives.createPlaneVertices(2, 2)),
createPackedBufferInfoFromArrays(gl, twgl.primitives.createTruncatedConeVertices(1, 0, 2, 24, 1)),
createPackedBufferInfoFromArrays(gl, twgl.primitives.createCresentVertices(1, 1, 0.5, 0.1, 24)),
createPackedBufferInfoFromArrays(gl, twgl.primitives.createCylinderVertices(1, 2, 24, 2)),
createPackedBufferInfoFromArrays(gl, twgl.primitives.createDiscVertices(1, 24)),
createPackedBufferInfoFromArrays(gl, twgl.primitives.createTorusVertices(1, 0.4, 24, 12)),
];
function rand(min, max) {
return min + Math.random() * (max - min);
}
// Shared values
const lightWorldPosition = [1, 8, -10];
const lightColor = [1, 1, 1, 1];
const camera = m4.identity();
const view = m4.identity();
const viewProjection = m4.identity();
const tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
const objects = [];
const drawObjects = [];
const numObjects = 100;
const baseHue = rand(0, 360);
for (let ii = 0; ii < numObjects; ++ii) {
const uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
drawObjects.push({
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
uniforms: uniforms,
});
objects.push({
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
});
}
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
const eye = [1, 4, -20];
const target = [0, 0, 0];
const up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
m4.multiply(projection, view, viewProjection);
objects.forEach(function(obj) {
const uni = obj.uniforms;
const world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.translate(world, obj.translation, world);
m4.rotateX(world, time, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
});
twgl.drawObjectList(gl, drawObjects);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
</html>