-
Notifications
You must be signed in to change notification settings - Fork 682
/
Copy pathwebgl-multiple-objects-list-optimized-sorted.html
257 lines (212 loc) · 7.09 KB
/
webgl-multiple-objects-list-optimized-sorted.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
<!-- 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>WebGL - Multiple Objects - list sorted</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
<style>
#uiContainer {
padding: 1em;
background-color: rgba(255, 255, 255, 0.8) !important;
position: absolute;
}
#container {
width: 402px;
position: relative;
}
</style>
</head>
<body>
<div class="description">
Draw multiple objects optimized by sorting
</div>
<div id="container">
<canvas id="canvas"></canvas>
<div id="uiContainer">
<div id="ui">
<label><input type="checkbox" id="sort" />Use Sorted List</label>
</div>
</div>
</div>
</body>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="resources/webgl-utils.js"></script>
<script src="resources/m4.js"></script>
<script src="resources/primitives.js"></script>
<!-- vertex shader -->
<script id="vertex-shader-3d" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec4 a_color;
uniform mat4 u_matrix;
varying 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;
}
</script>
<!-- fragment shader -->
<script id="fragment-shader-3d" type="x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec4 v_color;
uniform vec4 u_colorMult;
void main() {
gl_FragColor = v_color * u_colorMult;
}
</script>
<script>
"use strict";
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.querySelector("#canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
var useSorted = false;
var sortElem = document.querySelector("#sort");
sortElem.addEventListener('change', function(e) {
useSorted = e.target.checked;
});
// creates buffers with position, normal, texcoord, and vertex color
// data for primitives by calling gl.createBuffer, gl.bindBuffer,
// and gl.bufferData
const sphereBufferInfo = primitives.createSphereWithVertexColorsBufferInfo(gl, 10, 12, 6);
const cubeBufferInfo = primitives.createCubeWithVertexColorsBufferInfo(gl, 20);
const coneBufferInfo = primitives.createTruncatedConeWithVertexColorsBufferInfo(gl, 10, 0, 20, 12, 1, true, false);
// setup GLSL program
var programInfo = webglUtils.createProgramInfo(gl, ["vertex-shader-3d", "fragment-shader-3d"]);
function degToRad(d) {
return d * Math.PI / 180;
}
var cameraAngleRadians = degToRad(0);
var fieldOfViewRadians = degToRad(60);
var cameraHeight = 50;
var shapes = [
sphereBufferInfo,
cubeBufferInfo,
coneBufferInfo,
];
function rand(min, max) {
return Math.random() * (max - min) + min;
}
// give an id to each shape so we can sort them
shapes.forEach(function(shape, ndx) {
shape.id = ndx;
});
// give an id to each programInfo so we can sort them
programInfo.id = 1;
var objectsToDraw = [];
var objects = [];
// Uniforms for each object.
var numObjects = 2000;
for (var ii = 0; ii < numObjects; ++ii) {
var object = {
uniforms: {
u_colorMult: [Math.random(), Math.random(), Math.random(), 1],
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);
objectsToDraw.push({
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
uniforms: object.uniforms,
});
}
function sortByBufferInfoThenProgramInfo(a, b) {
var diff = a.bufferInfo.id - b.bufferInfo.id;
if (diff) {
return diff;
}
return a.programInfo.id - b.programInfo.id;
}
var sortedObjectsToDraw = objectsToDraw.slice().sort(sortByBufferInfoThenProgramInfo);
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);
}
function drawObjects(objectsToDraw) {
var lastUsedProgramInfo = null;
var lastUsedBufferInfo = null;
var bindBuffers = false;
objectsToDraw.forEach(function(object) {
var programInfo = object.programInfo;
var bufferInfo = object.bufferInfo;
if (programInfo !== lastUsedProgramInfo) {
lastUsedProgramInfo = programInfo;
gl.useProgram(programInfo.program);
// We have to rebind buffers when changing programs because we
// only bind buffers the program uses. So if 2 programs use the same
// bufferInfo but the 1st one uses only positions the when the
// we switch to the 2nd one some of the attributes will not be on.
bindBuffers = true;
}
// Setup all the needed attributes.
if (bindBuffers || bufferInfo !== lastUsedBufferInfo) {
lastUsedBufferInfo = bufferInfo;
webglUtils.setBuffersAndAttributes(gl, programInfo, bufferInfo);
}
// Set the uniforms.
webglUtils.setUniforms(programInfo, object.uniforms);
// Draw
gl.drawArrays(gl.TRIANGLES, 0, bufferInfo.numElements);
});
}
requestAnimationFrame(drawScene);
// Draw the scene.
function drawScene(time) {
time *= 0.0005;
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
// Clear the canvas AND the depth buffer.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// 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 --------
drawObjects(useSorted ? sortedObjectsToDraw : objectsToDraw);
requestAnimationFrame(drawScene);
}
}
main();
</script>
</html>