mirror of
https://github.com/greggman/twgl.js.git
synced 2026-01-18 14:55:17 +00:00
390 lines
13 KiB
HTML
390 lines
13 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf8">
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<!--
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@license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
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Available via the MIT license.
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see: http://github.com/greggman/twgl.js for details
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-->
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<meta property="og:title" content="TWGL.js - packed-arrays" />
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<meta property="og:type" content="website" />
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<meta property="og:image" content="http://twgljs.org/examples/screenshots/packed-arrays.png" />
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<meta property="og:description" content="TWGL.js - packed-arrays" />
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<meta property="og:url" content="http://twgljs.org" />
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<meta name="twitter:card" content="summary_large_image">
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<meta name="twitter:site" content="@greggman">
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<meta name="twitter:creator" content="@greggman">
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<meta name="twitter:domain" content="twgljs.org">
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<meta name="twitter:title" content="TWGL.js - packed-arrays">
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<meta name="twitter:url" content="http://twgljs.org/examples/packed-arrays.html">
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<meta name="twitter:description" content="TWGL.js - packed-arrays">
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<meta name="twitter:image:src" content="http://twgljs.org/examples/screenshots/packed-arrays.png">
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<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
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<title>twgl.js - packed-arrays</title>
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<style>
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html, body {
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margin: 0;
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font-family: monospace;
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height: 100%;
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}
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canvas {
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display: block;
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width: 100%;
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height: 100%;
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}
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#b {
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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z-index: 2;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="b"><a href="http://twgljs.org">twgl.js</a> - packed-arrays</div>
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</body>
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<script id="vs" type="notjs">
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uniform mat4 u_worldViewProjection;
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uniform vec3 u_lightWorldPos;
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uniform mat4 u_world;
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uniform mat4 u_viewInverse;
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uniform mat4 u_worldInverseTranspose;
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attribute vec4 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texcoord;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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void main() {
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v_texCoord = a_texcoord;
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v_position = (u_worldViewProjection * a_position);
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v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
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v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
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v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
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gl_Position = v_position;
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}
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</script>
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<script id="fs" type="notjs">
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precision mediump float;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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uniform vec4 u_lightColor;
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uniform vec4 u_diffuseMult;
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uniform sampler2D u_diffuse;
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uniform vec4 u_specular;
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uniform float u_shininess;
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uniform float u_specularFactor;
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vec4 lit(float l ,float h, float m) {
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return vec4(1.0,
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abs(l),//max(l, 0.0),
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(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
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1.0);
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}
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void main() {
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vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
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vec3 a_normal = normalize(v_normal);
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vec3 surfaceToLight = normalize(v_surfaceToLight);
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vec3 surfaceToView = normalize(v_surfaceToView);
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vec3 halfVector = normalize(surfaceToLight + surfaceToView);
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vec4 litR = lit(dot(a_normal, surfaceToLight),
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dot(a_normal, halfVector), u_shininess);
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vec4 outColor = vec4((
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u_lightColor * (diffuseColor * litR.y +
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u_specular * litR.z * u_specularFactor)).rgb,
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diffuseColor.a);
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gl_FragColor = outColor;
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}
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</script>
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<script src="../3rdparty/chroma.min.js"></script>
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<script type="module">
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import * as twgl from '../dist/7.x/twgl-full.module.js';
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twgl.setDefaults({attribPrefix: "a_"});
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const m4 = twgl.m4;
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const gl = document.querySelector("#c").getContext("webgl");
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const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
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// ------------------------------------------------------------------
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// This is all the code needed to automatically pack unpacked arrays
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// It's not included in TWGL because packing unpacked arrays seems
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// like overkill. Do you really gain much? If you're really going
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// for perf it seems like you'd pack offline
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function isArrayBuffer(a) {
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return a && a.buffer && a.buffer instanceof ArrayBuffer;
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}
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function getGLTypeForArray(array, arrayName) {
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if (isArrayBuffer(array)) {
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return twgl.getGLTypeForTypedArray(array);
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}
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if (isArrayBuffer(array.data)) {
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return twgl.getGLTypeForTypedArray(array.data);
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}
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let Type = array.type;
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if (!Type) {
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if (arrayName === "indices") {
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Type = Uint16Array;
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} else {
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Type = Float32Array;
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}
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}
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return twgl.getGLTypeForTypedArray(new Type(0));
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}
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function getNormalizationForGLType(gl, type) {
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switch (type) {
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case gl.BYTE:
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case gl.UNSIGNED_BYTE:
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return true;
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default:
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return false;
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}
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}
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function getNumBytesForGLType(type) {
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switch (type) {
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case gl.BYTE: return 1; // eslint-disable-line
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case gl.UNSIGNED_BYTE: return 1; // eslint-disable-line
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case gl.SHORT: return 2; // eslint-disable-line
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case gl.UNSIGNED_SHORT: return 2; // eslint-disable-line
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case gl.INT: return 4; // eslint-disable-line
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case gl.UNSIGNED_INT: return 4; // eslint-disable-line
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case gl.FLOAT: return 4; // eslint-disable-line
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default:
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throw "unknown gl type";
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}
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}
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const texcoordRE = /coord|texture/i;
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const colorRE = /color|colour/i;
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function guessNumComponentsFromName(name, length) {
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let numComponents;
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if (texcoordRE.test(name)) {
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numComponents = 2;
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} else if (colorRE.test(name)) {
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numComponents = 4;
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} else {
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numComponents = 3; // position, normals, indices ...
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}
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if (length % numComponents > 0) {
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throw "Can not guess numComponents for attribute '" + name + "'. Tried " +
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numComponents + " but " + length +
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" values is not evenly divisible by " + numComponents +
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". You should specify it.";
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}
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return numComponents;
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}
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const defaultAttribPrefix = "a_";
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function createPackedBufferInfoFromArrays(gl, arrays) {
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// compute size of array needed and offsets
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let offset = 0;
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let maxElements = 0;
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const attribs = {};
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Object.keys(arrays).forEach(function(arrayName) {
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if (arrayName === "indices") {
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return;
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}
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const array = arrays[arrayName];
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const attribName = array.attrib || array.name || array.attribName || (defaultAttribPrefix + arrayName);
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const glType = getGLTypeForArray(array, arrayName);
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const attrib = {
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numComponents: array.numComponents || array.size || guessNumComponentsFromName(arrayName),
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type: glType,
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normalize: array.normalize !== undefined ? array.normalize : getNormalizationForGLType(gl, glType),
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offset: offset,
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};
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attribs[attribName] = attrib;
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const sizeInBytes = attrib.numComponents * getNumBytesForGLType(glType);
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// should we handle padding? For example RGB8 is 3 bytes and will need padding
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offset += sizeInBytes;
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// should we check that all lengths are the same?
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const length = array.length || array.data.length;
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const numElements = length / attrib.numComponents;
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maxElements = Math.max(maxElements, numElements);
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});
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const stride = offset;
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const arrayBuffer = new ArrayBuffer(stride * maxElements);
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const buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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Object.keys(arrays).forEach(function(arrayName) {
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if (arrayName === "indices") {
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return;
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}
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const array = arrays[arrayName];
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const attribName = array.attrib || array.name || array.attribName || (defaultAttribPrefix + arrayName);
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const attrib = attribs[attribName];
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attrib.buffer = buffer;
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attrib.stride = stride;
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const data = array.length ? array : array.data;
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const length = data.length;
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const numComponents = attrib.numComponents;
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const numElements = length / numComponents;
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const Type = twgl.getTypedArrayTypeForGLType(attrib.type);
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const view = new Type(arrayBuffer, attrib.offset);
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const localStride = stride / getNumBytesForGLType(attrib.type);
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let offset = 0;
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let index = 0;
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for (let elem = 0; elem < numElements; ++elem) {
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for (let component = 0; component < numComponents; ++component) {
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view[offset + component] = data[index++];
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}
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offset += localStride;
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}
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});
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gl.bufferData(gl.ARRAY_BUFFER, arrayBuffer, gl.STATIC_DRAW);
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const bufferInfo = {
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attribs: attribs,
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};
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const indices = arrays.indices;
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if (indices) {
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bufferInfo.indices = twgl.createBufferFromArray(gl, indices, "indices");
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bufferInfo.numElements = indices.length || indices.data.length;
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bufferInfo.elementType = (indices instanceof Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;
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} else {
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bufferInfo.numElements = maxElements;
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}
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return bufferInfo;
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}
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// end of packing code
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// -------------------------------------------------------
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const shapes = [
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createCubeVertices(2)),
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createSphereVertices(1, 24, 12)),
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createPlaneVertices(2, 2)),
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createTruncatedConeVertices(1, 0, 2, 24, 1)),
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createCresentVertices(1, 1, 0.5, 0.1, 24)),
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createCylinderVertices(1, 2, 24, 2)),
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createDiscVertices(1, 24)),
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createPackedBufferInfoFromArrays(gl, twgl.primitives.createTorusVertices(1, 0.4, 24, 12)),
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];
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function rand(min, max) {
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return min + Math.random() * (max - min);
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}
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// Shared values
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const lightWorldPosition = [1, 8, -10];
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const lightColor = [1, 1, 1, 1];
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const camera = m4.identity();
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const view = m4.identity();
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const viewProjection = m4.identity();
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const tex = twgl.createTexture(gl, {
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min: gl.NEAREST,
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mag: gl.NEAREST,
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src: [
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255, 255, 255, 255,
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192, 192, 192, 255,
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192, 192, 192, 255,
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255, 255, 255, 255,
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],
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});
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const objects = [];
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const drawObjects = [];
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const numObjects = 100;
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const baseHue = rand(0, 360);
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for (let ii = 0; ii < numObjects; ++ii) {
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const uniforms = {
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u_lightWorldPos: lightWorldPosition,
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u_lightColor: lightColor,
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u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
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u_specular: [1, 1, 1, 1],
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u_shininess: 50,
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u_specularFactor: 1,
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u_diffuse: tex,
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u_viewInverse: camera,
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u_world: m4.identity(),
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u_worldInverseTranspose: m4.identity(),
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u_worldViewProjection: m4.identity(),
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};
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drawObjects.push({
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programInfo: programInfo,
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bufferInfo: shapes[ii % shapes.length],
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uniforms: uniforms,
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});
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objects.push({
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translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
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ySpeed: rand(0.1, 0.3),
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zSpeed: rand(0.1, 0.3),
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uniforms: uniforms,
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});
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}
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function render(time) {
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time *= 0.001;
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twgl.resizeCanvasToDisplaySize(gl.canvas);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.enable(gl.DEPTH_TEST);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
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const eye = [1, 4, -20];
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const target = [0, 0, 0];
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const up = [0, 1, 0];
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m4.lookAt(eye, target, up, camera);
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m4.inverse(camera, view);
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m4.multiply(projection, view, viewProjection);
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objects.forEach(function(obj) {
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const uni = obj.uniforms;
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const world = uni.u_world;
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m4.identity(world);
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m4.rotateY(world, time * obj.ySpeed, world);
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m4.rotateZ(world, time * obj.zSpeed, world);
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m4.translate(world, obj.translation, world);
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m4.rotateX(world, time, world);
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m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
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m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
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});
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twgl.drawObjectList(gl, drawObjects);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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</script>
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</html>
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