twgl.js/examples/instancing.html
Gregg Tavares 0f6f7060d7 lint
2017-10-25 22:25:24 +09:00

224 lines
7.1 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf8">
<!--
@license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
Available via the MIT license.
see: http://github.com/greggman/twgl.js for details
-->
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<meta property="og:title" content="TWGL.js - instancing" />
<meta property="og:type" content="website" />
<meta property="og:image" content="http://twgljs.org/examples/screenshots/instancing.png" />
<meta property="og:description" content="TWGL.js - instancing" />
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<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
<title>twgl.js - twgl cube</title>
<style>
body {
margin: 0;
font-family: monospace;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
#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> - instancing</div>
</body>
<script id="vs" type="notjs">
uniform mat4 u_viewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_viewInverse;
attribute vec4 instanceColor;
attribute mat4 instanceWorld;
attribute vec4 position;
attribute vec3 normal;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
varying vec4 v_color;
void main() {
v_color = instanceColor;
vec4 worldPosition = instanceWorld * position;
v_position = u_viewProjection * worldPosition;
v_normal = (instanceWorld * vec4(normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - worldPosition.xyz;
v_surfaceToView = u_viewInverse[3].xyz - worldPosition.xyz;
gl_Position = v_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
varying vec4 v_color;
uniform vec4 u_lightColor;
uniform vec4 u_ambient;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = v_color;
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 + diffuseColor * u_ambient +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
</script>
<script src="../dist/4.x/twgl-full.min.js"></script>
<script>
"use strict";
function main() {
const m4 = twgl.m4;
const gl = document.getElementById("c").getContext("webgl");
twgl.addExtensionsToContext(gl);
if (!gl.drawArraysInstanced || !gl.createVertexArray) {
alert("need drawArraysInstanced and createVertexArray"); // eslint-disable-line
return;
}
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return min + Math.random() * (max - min);
}
const numInstances = 100000;
const instanceWorlds = new Float32Array(numInstances * 16);
const instanceColors = [];
const r = 70;
for (let i = 0; i < numInstances; ++i) {
const mat = new Float32Array(instanceWorlds.buffer, i * 16 * 4, 16);
m4.translation([rand(-r, r), rand(-r, r), rand(-r, r)], mat);
m4.rotateZ(mat, rand(0, Math.PI * 2), mat);
m4.rotateX(mat, rand(0, Math.PI * 2), mat);
instanceColors.push(rand(1), rand(1), rand(1));
}
const arrays = twgl.primitives.createCubeVertices();
Object.assign(arrays, {
instanceWorld: {
numComponents: 16,
data: instanceWorlds,
divisor: 1,
},
instanceColor: {
numComponents: 3,
data: instanceColors,
divisor: 1,
},
});
const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
const vertexArrayInfo = twgl.createVertexArrayInfo(gl, programInfo, bufferInfo);
const uniforms = {
u_lightWorldPos: [1, 8, -30],
u_lightColor: [1, 1, 1, 1],
u_ambient: [0, 0, 0, 1],
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
};
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.enable(gl.CULL_FACE);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const fov = 30 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.5;
const zFar = 500;
const projection = m4.perspective(fov, aspect, zNear, zFar);
const radius = 25;
const speed = time * .1;
const eye = [Math.sin(speed) * radius, Math.sin(speed * .7) * 10, Math.cos(speed) * radius];
const target = [0, 0, 0];
const up = [0, 1, 0];
const camera = m4.lookAt(eye, target, up);
const view = m4.inverse(camera);
uniforms.u_viewProjection = m4.multiply(projection, view);
uniforms.u_viewInverse = camera;
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, vertexArrayInfo);
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, vertexArrayInfo, gl.TRIANGLES, vertexArrayInfo.numelements, 0, numInstances);
// do it with drawObjectList (not you'd probably make/update the list outside the render loop
// twgl.drawObjectList(gl, [
// {
// programInfo: programInfo,
// vertexArrayInfo: vertexArrayInfo,
// uniforms: uniforms,
// instanceCount: numInstances,
// },
// ]);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
</html>