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10000-objects-optimized.html
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<!--
* Copyright 2011, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-->
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Google I/O 2011 - 10000 objects optimized</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<script type="text/javascript" src="colors.js"></script>
<script type="text/javascript" src="../../tdl/base.js"></script>
<script type="text/javascript">
tdl.require('tdl.buffers');
tdl.require('tdl.fast');
tdl.require('tdl.fps');
tdl.require('tdl.log');
tdl.require('tdl.math');
tdl.require('tdl.models');
tdl.require('tdl.primitives');
tdl.require('tdl.programs');
tdl.require('tdl.textures');
tdl.require('tdl.webgl');
window.onload = initialize;
// globals
var gl; // the gl context.
var canvas; // the canvas
var math; // the math lib.
var fast; // the fast math lib.
var g_eyeSpeed = 0.5;
var g_eyeHeight = 2;
var g_eyeRadius = 9;
function CreateApp() {
var updatePositions = true;
window.addEventListener('keypress', handleKeyPress, false);
function handleKeyPress(event) {
updatePositions = !updatePositions;
}
// Create Geometry.
var scale = 0.2;
var sphereArrays = tdl.primitives.createSphere(0.4 * scale, 3, 3);
var cubeArrays = tdl.primitives.createCube(0.8 * scale);
var coneArrays = tdl.primitives.createTruncatedCone(
0.4 * scale, 0.0 * scale, 0.8 * scale, 3, 1, true, true);
// Load textures
var textures = {
diffuseSampler: tdl.textures.loadTexture('assets/google.png')
};
// Create Shader Program
var program = tdl.programs.loadProgramFromScriptTags(
'sphereVertexShader',
'sphereFragmentShader');
// --Setup Arrays---------------------------------------
var arrays = [
sphereArrays,
cubeArrays,
coneArrays
];
// -- Setup Instances ----------------------------------
var instances = [];
for (var ii = 0; ii < 10000; ++ii) {
instances.push({
x: 0,
y: 0,
z: 0,
colorMult: new Float32Array(g_glColors[math.randomInt(g_glColors.length)]),
arrayIndex: Math.floor(Math.random() * arrays.length),
xRadius: Math.random() * 5,
yRadius: Math.random() * 5,
zRadius: Math.random() * 5,
xClockSpeed: (Math.random() + 0.5),
yClockSpeed: (Math.random() + 0.5),
zClockSpeed: (Math.random() + 0.5),
xClock: Math.random() * Math.PI * 2,
yClock: Math.random() * Math.PI * 2,
zClock: Math.random() * Math.PI * 2
});
}
// Expand arrays from instances to geometry.
// Step 1: Add an extra worldPosition and colorMult field to each geometry
for (var ii = 0; ii < arrays.length; ++ii) {
var numElements = arrays[ii].position.numElements;
arrays[ii].worldPosition = new tdl.primitives.AttribBuffer(3, numElements);
arrays[ii].colorMult = new tdl.primitives.AttribBuffer(4, numElements);
}
// Step 2: convert instances to expanded geometry
var arrayInstances = [];
for (var ii = 0; ii < instances.length; ++ii) {
arrayInstances.push(arrays[instances[ii].arrayIndex]);
}
var expanded = tdl.primitives.concatLarge(arrayInstances);
// Step 3: Make models from our expanded geometry.
var models = [];
for (var ii = 0; ii < expanded.arrays.length; ++ii) {
models.push(new tdl.models.Model(program, expanded.arrays[ii], textures));
}
// Step 4: Copy in Colors
for (var ii = 0; ii < instances.length; ++ii) {
var instance = instances[ii];
var info = expanded.instances[ii];
var index = info.arrayIndex;
instance.firstVertex = info.firstVertex;
instance.numVertices = info.numVertices;
instance.expandedArrayIndex = index;
var attribBuffer = expanded.arrays[index].colorMult;
attribBuffer.fillRange(instance.firstVertex, instance.numVertices, instance.colorMult);
}
for (var ii = 0; ii < models.length; ++ii) {
var attribBuffer = expanded.arrays[ii].colorMult;
models[ii].setBuffer('colorMult', attribBuffer);
}
// pre-allocate a bunch of arrays
var projection = new Float32Array(16);
var view = new Float32Array(16);
var world = new Float32Array(16);
var worldInverse = new Float32Array(16);
var worldInverseTranspose = new Float32Array(16);
var viewProjection = new Float32Array(16);
var worldViewProjection = new Float32Array(16);
var viewInverse = new Float32Array(16);
var viewProjectionInverse = new Float32Array(16);
var eyePosition = new Float32Array(3);
var target = new Float32Array(3);
var up = new Float32Array([0,1,0]);
var lightWorldPos = new Float32Array(3);
var v3t0 = new Float32Array(3);
var v3t1 = new Float32Array(3);
var v3t2 = new Float32Array(3);
var v3t3 = new Float32Array(3);
var m4t0 = new Float32Array(16);
var m4t1 = new Float32Array(16);
var m4t2 = new Float32Array(16);
var m4t3 = new Float32Array(16);
var zero4 = new Float32Array(4);
var one4 = new Float32Array([1,1,1,1]);
// uniforms.
var sharedUniforms = {
viewInverse: viewInverse,
lightWorldPos: lightWorldPos,
specular: one4,
shininess: 50,
specularFactor: 0.2,
world: world,
worldViewProjection: worldViewProjection,
worldInverse: worldInverse,
worldInverseTranspose: worldInverseTranspose
};
var clock = 0.0;
function update(elapsedTime) {
clock += elapsedTime;
// Make the camera rotate around the scene.
eyePosition[0] = Math.sin(clock * g_eyeSpeed) * g_eyeRadius;
eyePosition[1] = g_eyeHeight;
eyePosition[2] = Math.cos(clock * g_eyeSpeed) * g_eyeRadius;
// --Update Instance Positions---------------------------------------
if (updatePositions) {
var advance = elapsedTime / 2;
for (var ii = 0; ii < instances.length; ++ii) {
var instance = instances[ii];
instance.xClock += advance * instance.xClockSpeed;
instance.yClock += advance * instance.yClockSpeed;
instance.zClock += advance * instance.zClockSpeed;
var x = instance.x = Math.sin(instance.xClock) * instance.xRadius;
var y = instance.y = Math.sin(instance.yClock) * instance.yRadius;
var z = instance.z = Math.cos(instance.zClock) * instance.zRadius;
var index = instance.expandedArrayIndex;
var attribBuffer = expanded.arrays[index].worldPosition;
attribBuffer.fillRange(instance.firstVertex, instance.numVertices, [x, y, z]);
}
for (var ii = 0; ii < models.length; ++ii) {
var attribBuffer = expanded.arrays[ii].worldPosition;
models[ii].setBuffer('worldPosition', attribBuffer);
}
}
}
function render() {
renderBegin();
renderScene();
renderEnd();
}
function renderBegin() {
var m4 = fast.matrix4;
// clear the screen.
gl.colorMask(true, true, true, true);
gl.depthMask(true);
gl.clearColor(1,1,1,0);
gl.clearDepth(1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
// Compute a projection and view matrices.
m4.perspective(
projection,
math.degToRad(60),
canvas.clientWidth / canvas.clientHeight,
1,
5000);
m4.lookAt(
view,
eyePosition,
target,
up);
m4.mul(viewProjection, view, projection);
m4.inverse(viewInverse, view);
m4.inverse(viewProjectionInverse, viewProjection);
// Put the light near the camera
m4.getAxis(v3t0, viewInverse, 0); // x
m4.getAxis(v3t1, viewInverse, 1); // y
m4.getAxis(v3t2, viewInverse, 2); // z
fast.mulScalarVector(v3t0, 10, v3t0);
fast.mulScalarVector(v3t1, 10, v3t1);
fast.mulScalarVector(v3t2, 10, v3t2);
fast.addVector(lightWorldPos, eyePosition, v3t0);
fast.addVector(lightWorldPos, lightWorldPos, v3t1);
fast.addVector(lightWorldPos, lightWorldPos, v3t2);
// compute shared matrices
m4.translation(world, [0, 0, 0]);
m4.mul(worldViewProjection, world, viewProjection);
m4.inverse(worldInverse, world);
m4.transpose(worldInverseTranspose, worldInverse);
}
function renderScene() {
// -- Render Models ---------------------------------------
// We only need to render each model once
// as they contain all the instances.
for (var ii = 0; ii < models.length; ++ii) {
var model = models[ii];
model.drawPrep(sharedUniforms);
model.draw();
}
}
function renderEnd() {
// Set the alpha to 255.
gl.colorMask(false, false, false, true);
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
return {
update: update,
render: render
};
}
function initialize() {
math = tdl.math;
fast = tdl.fast;
canvas = document.getElementById("canvas");
var fpsTimer = new tdl.fps.FPSTimer();
var fpsElem = document.getElementById("fps");
gl = tdl.webgl.setupWebGL(canvas);
if (!gl) {
return false;
}
var app = CreateApp();
var then = (new Date()).getTime() * 0.001;
function render() {
tdl.webgl.requestAnimationFrame(render, canvas);
// Compute the elapsed time since the last rendered frame
// in seconds.
var now = (new Date()).getTime() * 0.001;
var elapsedTime = now - then;
then = now;
// Update the FPS timer.
fpsTimer.update(elapsedTime);
fpsElem.innerHTML = fpsTimer.averageFPS;
app.update(elapsedTime);
app.render();
}
render();
return true;
}
</script>
</head>
<body>
<div id="info"><span><a href="http://threedlibrary.googlecode.com" target="_blank">tdl.js</a> - google i/o 10000-objects optimized</span></div>
<div id="fpsContainer">
<div class="fps">fps: <span id="fps"></div>
</div>
<div id="viewContainer">
<canvas id="canvas" width="1024" height="1024" style="width: 100%; height: 100%;"></canvas>
</div>
</body>
<script id="sphereVertexShader" type="text/something-not-javascript">
uniform mat4 worldViewProjection;
uniform vec3 lightWorldPos;
uniform mat4 world;
uniform mat4 viewInverse;
uniform mat4 worldInverseTranspose;
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texCoord;
attribute vec3 worldPosition;
attribute vec4 colorMult;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
varying vec4 v_colorMult;
void main() {
v_texCoord = texCoord;
vec4 wp = position + vec4(worldPosition, 0);
v_position = (worldViewProjection * wp);
v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
v_colorMult = colorMult;
v_surfaceToLight = lightWorldPos - wp.xyz;
v_surfaceToView = (viewInverse[3] - wp).xyz;
gl_Position = v_position;
}
</script>
<script id="sphereFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
varying vec4 v_colorMult;
uniform sampler2D diffuseSampler;
uniform vec4 specular;
uniform sampler2D bumpSampler;
uniform float shininess;
uniform float 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 diffuse = texture2D(diffuseSampler, v_texCoord) * v_colorMult;
vec3 normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(normal, surfaceToLight),
dot(normal, halfVector), shininess);
gl_FragColor = vec4((
vec4(1,1,1,1) * (diffuse * litR.y
+ specular * litR.z * specularFactor)).rgb,
diffuse.a);
}
</script>
</html>