How to console.log the polygon count in WebGL, where I want the check the reference of the polygon count before culling and after culling. I'm new to WebGL where I'm analyzing the culling concepts where I want to check the count of the polygons before and culled.
Kindly, help me out! Thanks in advance.
Here's the sample code
(function(global) {
/*
* Constants, State, and Main
* www.programmingtil.com
* www.codenameparkerllc.com
*/
var KEYPRESS_SPEED = 0.2;
var IMAGES = [
{name:"stainglass", src:"/images/txStainglass.bmp"},
{name:"crate", src:"/images/txCrate.bmp"},
];
var state = {
gl: null,
mode: 'render',
ui: {
dragging: false,
mouse: {
lastX: -1,
lastY: -1,
},
pressedKeys: {},
},
animation: {},
app: {
animate: true,
eye: {
x:2.,
y:2.,
z:5.,
w:1.,
},
fog: {
color: new Float32Array([0.5,0.5,0.5]),
dist: new Float32Array([60, 80]),
on: false,
},
light: {
ambient: [0.2, 0.2, 0.2],
diffuse: [1.0, 1.0, 1.0],
position: [1.0, 2.0, 1.7],
},
objects: [],
textures: {},
},
eyeInArray: function() {
return [this.app.eye.x, this.app.eye.y, this.app.eye.z, this.app.eye.w];
}
};
glUtils.SL.init({ callback:function() { main(); } });
function main() {
state.canvas = document.getElementById("glcanvas");
state.overlay = document.getElementById("overlay");
state.ctx = state.overlay.getContext("2d");
state.gl = glUtils.checkWebGL(state.canvas, {
preserveDrawingBuffer: true,
});
initCallbacks();
initShaders();
initGL();
initCanvasTexture();
initState();
glUtils.initTextures(IMAGES, state.app.textures, function() {
draw();
if (state.app.animate) {
animate();
}
});
}
/*
* Primitives and Objects
* www.programmingtil.com
* www.codenameparkerllc.com
*/
// Create a cube
function Cube(opts) {
var opts = opts || {};
this.id = saKnife.uuid();
this.opts = opts;
this.gl = opts.gl;
this.programs = opts.programs;
// Vextex positions
// v0-v1-v2-v3 front
// v0-v3-v4-v5 right
// v0-v5-v6-v1 up
// v1-v6-v7-v2 left
// v7-v4-v3-v2 down
// v4-v7-v6-v5 back
this.attributes = {
aColor: {
size:4,
offset:0,
bufferData: new Float32Array([
1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1,
1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1,
1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1,
0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1
]),
},
aNormal: {
size:3,
offset:0,
bufferData: new Float32Array([
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0,
0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0
]),
},
aPosition: {
size:3,
offset:0,
bufferData: new Float32Array([
1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0,-1.0, 1.0, 1.0,-1.0, 1.0,
1.0, 1.0, 1.0, 1.0,-1.0, 1.0, 1.0,-1.0,-1.0, 1.0, 1.0,-1.0,
1.0, 1.0, 1.0, 1.0, 1.0,-1.0, -1.0, 1.0,-1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, -1.0, 1.0,-1.0, -1.0,-1.0,-1.0, -1.0,-1.0, 1.0,
-1.0,-1.0,-1.0, 1.0,-1.0,-1.0, 1.0,-1.0, 1.0, -1.0,-1.0, 1.0,
1.0,-1.0,-1.0, -1.0,-1.0,-1.0, -1.0, 1.0,-1.0, 1.0, 1.0,-1.0
]),
},
aSelColor: {
size:4,
offset:0,
bufferData: undefined,
},
aTexCoord: {
size:2,
offset:0,
bufferData: new Float32Array([
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0
]),
},
};
this.indices = new Uint8Array([
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9,10, 8,10,11,
12,13,14, 12,14,15,
16,17,18, 16,18,19,
20,21,22, 20,22,23
]);
// Functionality
this.readState = function() {
this.attributes.aColorBackup = this.attributes.aColor;
this.attributes.aColor = this.attributes.aSelColor;
this.state.renderMode = 'read';
};
this.drawState = function() {
this.attributes.aColor = this.attributes.aColorBackup;
this.state.renderMode = 'render';
};
this.draw = function() {
this.gl.useProgram(this.programs[this.state.renderMode]);
var uMVPMatrix = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uMVPMatrix');
var uModelMatrix = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uModelMatrix');
var uNormalMatrix = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uNormalMatrix');
var uAmbientLight = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uAmbientLight');
var uDiffuseLight = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uDiffuseLight');
var uLightPosition = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uLightPosition');
var uFogColor = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uFogColor');
var uFogDist = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uFogDist');
var uSampler0 = this.gl.getUniformLocation(this.programs[this.state.renderMode], 'uSampler0');
var mvp = state.mvp;
this.programs[this.state.renderMode].renderBuffers(this);
var n = this.indices.length;
// Model matrix
var mm = mat4.create();
if (this.opts.translate) {
mat4.translate(mm, mm, this.opts.translate);
}
if (this.opts.scale) {
mat4.scale(mm, mm, this.opts.scale);
}
if (this.state.angle[0] || this.state.angle[1] || this.state.angle[2]) {
mat4.rotateX(mm, mm, this.state.angle[0]);
mat4.rotateY(mm, mm, this.state.angle[1]);
mat4.rotateZ(mm, mm, this.state.angle[2]);
}
this.gl.uniformMatrix4fv(uModelMatrix, false, mm);
// MVP matrix
mat4.copy(mvp, state.pm);
mat4.multiply(mvp, mvp, state.vm);
mat4.multiply(mvp, mvp, mm);
this.gl.uniformMatrix4fv(uMVPMatrix, false, mvp);
// Fog
if (state.app.fog.on) {
this.gl.uniform3fv(uFogColor, state.app.fog.color);
this.gl.uniform2fv(uFogDist, state.app.fog.dist);
}
// Lighting
if (this.state.renderMode === 'render') {
this.gl.uniform3f(uDiffuseLight, state.app.light.diffuse[0], state.app.light.diffuse[1], state.app.light.diffuse[2]);
this.gl.uniform3f(uAmbientLight, state.app.light.ambient[0], state.app.light.ambient[1], state.app.light.ambient[2]);
this.gl.uniform3f(uLightPosition, state.app.light.position[0], state.app.light.position[1], state.app.light.position[2]);
var nm = mat3.normalFromMat4(mat3.create(), mm);
this.gl.uniformMatrix3fv(uNormalMatrix, false, nm);
}
// Textures
if (this.state.hasTexture) {
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, state.app.textures[this.opts.texture]);
this.gl.uniform1i(uSampler0, 0);
}
// Blending
if (this.state.hasBlend && this.state.renderMode === 'render') {
this.gl.blendFunc(this.state.blendSrc, this.state.blendDst);
this.gl.blendEquation(this.state.blendEquation);
this.gl.disable(this.gl.CULL_FACE);
}
else {
this.gl.enable(this.gl.DEPTH_TEST);
this.gl.disable(this.gl.BLEND);
this.gl.depthMask(true);
// Culling
this.gl.enable(this.gl.CULL_FACE);
this.gl.cullFace(this.gl.BACK);
}
// Culling
// this.gl.enable(this.gl.CULL_FACE);
// this.gl.cullFace(this.gl.FRONT_AND_BACK);
// this.gl.cullFace(this.gl.FRONT);
// this.gl.cullFace(this.gl.BACK);
// Draw!
this.gl.drawElements(this.gl.TRIANGLES, n, this.gl.UNSIGNED_BYTE, 0);
};
// Cube Initialization
this.init = function(_this) {
var selColor = opts.selColor ? opts.selColor : [0,0,0,0];
_this.selColor = selColor.map(function(n) { return n/255; });
var arrays = [
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
_this.selColor, _this.selColor, _this.selColor, _this.selColor,
];
_this.attributes.aSelColor.bufferData = new Float32Array([].concat.apply([], arrays));
_this.state = {
angle: opts.angle ? opts.angle : [0,0,0],
blendEquation: opts.blendEquation ? opts.blendEquation : _this.gl.FUNC_ADD,
blendSrc: opts.blendSrc ? opts.blendSrc : _this.gl.SRC_ALPHA,
blendDst: opts.blendDst ? opts.blendDst : _this.gl.ONE_MINUS_SRC_ALPHA,
hasBlend: opts.blend ? true : false,
hasTexture: opts.texture ? true : false,
mm: mat4.create(),
nm: null,
renderMode: 'render',
};
}(this);
}
/*
* Initialization
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function initCallbacks() {
document.onkeydown = keydown;
document.onkeyup = keyup;
state.canvas.onmousedown = mousedown;
state.canvas.onmouseup = mouseup;
state.canvas.onmousemove = mousemove;
}
function initShaders() {
var vertexRead = glUtils.getShader(state.gl.VERTEX_SHADER, glUtils.SL.Shaders.read.vertex),
fragmentRead = glUtils.getShader(state.gl.FRAGMENT_SHADER, glUtils.SL.Shaders.read.fragment),
vertexRender = glUtils.getShader(state.gl.VERTEX_SHADER, glUtils.SL.Shaders.render.vertex),
fragmentRender = glUtils.getShader(state.gl.FRAGMENT_SHADER, glUtils.SL.Shaders.render.fragment),
vertexTex = glUtils.getShader(state.gl.VERTEX_SHADER, glUtils.SL.Shaders.tex.vertex),
fragmentTex = glUtils.getShader(state.gl.FRAGMENT_SHADER, glUtils.SL.Shaders.tex.fragment);
state.programs = {
read: glUtils.createProgram(vertexRead, fragmentRead),
render: glUtils.createProgram(vertexRender, fragmentRender),
texture: glUtils.createProgram(vertexTex, fragmentTex),
};
}
function initGL() {
state.gl.clearColor(0,0,0,1);
}
function initState() {
state.vm = mat4.create();
state.pm = mat4.create();
state.mvp = mat4.create();
state.app.objects = [
new Cube({
blend: true,
blendDst: state.gl.ONE,
gl: state.gl,
programs: {
render: state.programs.texture,
read: state.programs.read,
},
selColor:[255,254,0,0],
scale:[0.5,0.5,0.5],
texture:'stainglass',
}),
new Cube({
gl: state.gl,
programs: {
render: state.programs.render,
read: state.programs.read,
},
selColor:[255,255,0,0],
translate:[3,0,0],
}),
new Cube({
gl: state.gl,
programs: {
render: state.programs.render,
read: state.programs.read,
},
selColor:[255,253,0,0],
scale:[0.5,0.5,0.5],
translate:[-2, 2, 0],
}),
new Cube({
blend: true,
blendDst: state.gl.ONE,
gl: state.gl,
programs: {
render: state.programs.texture,
read: state.programs.read,
},
selColor:[255,252,0,0],
scale:[0.6,0.6,0.6],
texture:'crate',
translate:[-2, -2, 2],
angle: [0,35,0],
}),
new Cube({
gl: state.gl,
programs: {
render: state.programs.texture,
read: state.programs.read,
},
selColor:[255,251,0,0],
scale:[0.2,0.2,0.2],
texture:'crate',
translate:[2, 2, 2],
angle: [75,0,0],
}),
];
}
function initCanvasTexture() {
var texture = state.gl.createTexture();
var textCanvas = document.createElement('canvas');
textCanvas.width = 256;
textCanvas.height = 256;
var ctx = textCanvas.getContext('2d');
// Setup background
ctx.fillStyle = 'rgba(53, 60, 145, 1.0)';
ctx.fillRect(0, 0, textCanvas.width, textCanvas.height);
// Setup font
ctx.font = '36px bold sans-serif';
ctx.fillStyle = 'rgba(0, 60, 145, 1.0)';
ctx.textBaseline = 'middle';
ctx.shadowColor = 'rgba(10, 160, 190, 1.0)';
ctx.shadowOffsetX = 2;
ctx.shadowOffsetY = 2;
ctx.shadowBlur = 5;
// Draw out some text
var text = 'ProgrammingTIL';
var textWidth = ctx.measureText(text).width;
ctx.fillText(text, (textCanvas.width-textWidth)/2, textCanvas.height/2);
// Change the font and draw out more text
ctx.font = '26px bold sans-serif';
ctx.fillStyle = 'white';
ctx.shadowColor = 'rgba(0, 0, 0, 0)';
text = 'David';
textWidth = ctx.measureText(text).width;
ctx.fillText(text, (textCanvas.width-textWidth)/2, textCanvas.height/2 - 60);
text = 'Parker';
textWidth = ctx.measureText(text).width;
ctx.fillText(text, (textCanvas.width-textWidth)/2, textCanvas.height/2 + 60);
// Put the canvas onto the texture object
state.gl.pixelStorei(state.gl.UNPACK_FLIP_Y_WEBGL, 1);
state.gl.bindTexture(state.gl.TEXTURE_2D, texture);
state.gl.texImage2D(state.gl.TEXTURE_2D, 0, state.gl.RGBA, state.gl.RGBA, state.gl.UNSIGNED_BYTE, textCanvas);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_MAG_FILTER, state.gl.LINEAR);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_MIN_FILTER, state.gl.LINEAR);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_WRAP_S, state.gl.CLAMP_TO_EDGE);
state.gl.texParameteri(state.gl.TEXTURE_2D, state.gl.TEXTURE_WRAP_T, state.gl.CLAMP_TO_EDGE);
state.app.textures['canvastext'] = texture;
}
/*
* State Management
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function updateOverlay() {
var msg = "Eye position: ("+state.app.eye.x.toFixed(2)+","+state.app.eye.y.toFixed(2)+","+state.app.eye.z.toFixed(2)+")";
state.ctx.clearRect(0,0,state.ctx.canvas.width,state.ctx.canvas.height);
state.ctx.save();
state.ctx.font = "20px Helvetica";
state.ctx.fillStyle = "white";
state.ctx.fillText(msg, 10, 25);
state.ctx.restore();
}
function updateState() {
if (state.ui.pressedKeys[37]) {
// left
state.app.eye.x += KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[39]) {
// right
state.app.eye.x -= KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[40]) {
// down
state.app.eye.y += KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[38]) {
// up
state.app.eye.y -= KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[90] && !state.ui.pressedKeys[16]) {
// z
state.app.eye.z += KEYPRESS_SPEED;
} else if (state.ui.pressedKeys[90] && state.ui.pressedKeys[16]) {
// Shift+z
state.app.eye.z -= KEYPRESS_SPEED;
}
}
/*
* Rendering / Drawing / Animation
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function animate() {
state.animation.tick = function() {
updateOverlay();
updateState();
draw();
requestAnimationFrame(state.animation.tick);
};
state.animation.tick();
}
function draw() {
state.gl.clear(state.gl.COLOR_BUFFER_BIT | state.gl.DEPTH_BUFFER_BIT);
mat4.perspective(state.pm,
20, state.canvas.width/state.canvas.height, 1, 100
);
mat4.lookAt(state.vm,
vec3.fromValues(state.app.eye.x,state.app.eye.y,state.app.eye.z),
vec3.fromValues(0,0,0),
vec3.fromValues(0,1,0)
);
// Note: First you should sort (transparent) objects based on distance -> furthest away first
// For our purposes, we'll loop through everything twice. Once to draw opaque objects
// and another for transparent objects.
state.gl.enable(state.gl.DEPTH_TEST);
state.gl.disable(state.gl.BLEND);
state.gl.depthMask(true);
state.app.objects.forEach(function(obj) {
if (!obj.state.hasBlend) {
obj.draw();
}
});
// Leave on the depth test!
// state.gl.disable(state.gl.DEPTH_TEST);
state.gl.enable(state.gl.BLEND);
state.gl.depthMask(false);
state.app.objects.forEach(function(obj) {
if (obj.state.hasBlend) {
obj.draw();
}
});
state.gl.depthMask(true);
}
/*
* UI Events
* www.programmingtil.com
* www.codenameparkerllc.com
*/
function keydown(event) {
state.ui.pressedKeys[event.keyCode] = true;
}
function keyup(event) {
state.ui.pressedKeys[event.keyCode] = false;
}
function mousedown(event) {
if (uiUtils.inCanvas(event)) {
state.gl.disable(state.gl.BLEND);
state.gl.enable(state.gl.DEPTH_TEST);
state.gl.depthMask(true);
state.app.objects.forEach(function(obj) {
obj.readState();
draw();
});
var pixels = Array.from(uiUtils.pixelsFromMouseClick(event, state.canvas, state.gl));
var obj2 = uiUtils.pickObject(pixels, state.app.objects, 'selColor');
if (obj2) {
state.app.objSel = obj2;
state.ui.mouse.lastX = event.clientX;
state.ui.mouse.lastY = event.clientY;
state.ui.dragging = true;
}
state.gl.enable(state.gl.BLEND);
state.gl.disable(state.gl.DEPTH_TEST);
state.gl.depthMask(false);
state.app.objects.forEach(function(obj) {
obj.drawState();
draw();
});
}
}
function mouseup(event) {
state.ui.dragging = false;
}
function mousemove(event) {
var x = event.clientX;
var y = event.clientY;
if (state.ui.dragging) {
// The rotation speed factor
// dx and dy here are how for in the x or y direction the mouse moved
var factor = 10/state.canvas.height;
var dx = factor * (x - state.ui.mouse.lastX);
var dy = factor * (y - state.ui.mouse.lastY);
// update the latest angle
state.app.objSel.state.angle[0] = state.app.objSel.state.angle[0] + dy;
state.app.objSel.state.angle[1] = state.app.objSel.state.angle[1] + dx;
}
// update the last mouse position
state.ui.mouse.lastX = x;
state.ui.mouse.lastY = y;
}
})(window || this);
WebGL has no way to give you the info you seek.
WebGL just looks at clipspace triangles in 2D (the values your shader writes to gl_Position). In that 2D space it labels them clockwise or counter-clockwise and then discards triangles that you requested to be culled based on the culling settings.
In order to know how many triangles are drawn (or cullled) you'd need to take the math happening in your shaders related to gl_Position and reproduce that math in JavaScript. Then run your data through that math and generate triangle vertices. For any triangle you compute the area
--pseudo code--
area = 0;
for (let i = 0; i < 3; ++i) {
p0 = threeScreenSpaceTriangleVertices[i];
p1 = threeScreenSpaceTriangleVertices[(i + 1) % 3];
area += p0.x * p1.y - p1.x * p0.y;
}
area *= 0.5; // not really important
If area is positive it's clockwise, if it's negative it's counter clockwise
I guess it's not possible out of the box with WebGL.
Face culling (in your case backface culling) works by comparing the orientation of the face with the looking direction of the camera.
Thus you can easily write some code on CPU/JS side to compute the number of faces displayed when culling is enabled.
To do so, create at render time a loop over all your cubes faces. Get the normal vectors of the face, transform it with the normal matrix (world inverse transposed) and the view matrix and finally normalize it. At this point you have the normal vector transformed in eye space.
Then compute the dot product with the eye looking vector (0,0,-1) (already normalized). The result is the cosine of the angle between normal and camera.
If the sign is negative, the camera is looking at the front of the face and you can increase the draw count. It it's positive, the camera sees the back of the face and you can discard this one.
// In pseudo GLSL code (write it on JS side)
vec3 normalEyeSpace = normalize(viewMatrix * worldInverseTranspose * aNormal)
float dir = dot(normalEyeSpace, vec3(0.0, 0.0, -1.0)
if (dir < 0) drawCount++
Related
This question already has answers here:
Drawing many shapes in WebGL
(3 answers)
WebGL Drawing Multiple Shapes of Different Colour
(1 answer)
WebGl adding multiple objects to one canvas
(1 answer)
Closed 3 years ago.
I'm not sure how to alter my solution to allow multiple shapes in webGL. Is it that I need multiple buffer arrays and vertex buffers for each shape? I currently have an object built out of a few transformed cubes, but now I want to add a square based pyramid, for example. I know how to set up the array buffer for this if it were the only object in the scene, but I am not sure how to do it such that it works in harmony with the rest of the objects. Would I also need another draw function, since one used at the moment takes in specific cube matrices as input and uses them to build the cubes? Here is the complete code:
var VSHADER_SOURCE = `
attribute vec4 a_Position;
attribute vec4 a_Color;
attribute vec4 a_Normal;
uniform mat4 u_ModelMatrix;
uniform mat4 u_NormalMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_ProjMatrix;
uniform vec3 u_LightColor;
uniform vec3 u_LightDirection; // Light direction (in the world coordinate, normalized)
varying vec4 v_Color;
uniform bool u_isLighting;
void main() {
gl_Position = u_ProjMatrix * u_ViewMatrix * u_ModelMatrix * a_Position;
if(u_isLighting)
{
vec3 normal = normalize((u_NormalMatrix * a_Normal).xyz);
float nDotL = max(dot(normal, u_LightDirection), 0.0);
// Calculate the color due to diffuse reflection
vec3 diffuse = u_LightColor * a_Color.rgb * nDotL;
v_Color = vec4(diffuse, a_Color.a); }
else
{
v_Color = a_Color;
}
}
`;
// Fragment shader program
var FSHADER_SOURCE = `
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`;
var modelMatrix = new Matrix4(); // The model matrix
var viewMatrix = new Matrix4(); // The view matrix
var projMatrix = new Matrix4(); // The projection matrix
var g_normalMatrix = new Matrix4(); // Coordinate transformation matrix for normals
var ANGLE_STEP = 3.0; // The increments of rotation angle (degrees)
var g_xAngle = 0.0; // The rotation x angle (degrees)
var g_yAngle = 0.0; // The rotation y angle (degrees)
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Set clear color and enable hidden surface removal
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Get the storage locations of uniform attributes
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
var u_ViewMatrix = gl.getUniformLocation(gl.program, 'u_ViewMatrix');
var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix');
var u_ProjMatrix = gl.getUniformLocation(gl.program, 'u_ProjMatrix');
var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor');
var u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection');
// Trigger using lighting or not
var u_isLighting = gl.getUniformLocation(gl.program, 'u_isLighting');
if (!u_ModelMatrix || !u_ViewMatrix || !u_NormalMatrix ||
!u_ProjMatrix || !u_LightColor || !u_LightDirection ||
!u_isLighting ) {
console.log('Failed to Get the storage locations of u_ModelMatrix, u_ViewMatrix, and/or u_ProjMatrix');
return;
}
// Set the light color (white)
gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0);
// Set the light direction (in the world coordinate)
var lightDirection = new Vector3([0.5, 3.0, 4.0]);
lightDirection.normalize(); // Normalize
gl.uniform3fv(u_LightDirection, lightDirection.elements);
// Calculate the view matrix and the projection matrix
viewMatrix.setLookAt(0, 0, 15, 0, 0, -100, 0, 1, 0);
projMatrix.setPerspective(30, canvas.width/canvas.height, 1, 100);
// Pass the model, view, and projection matrix to the uniform variable respectively
gl.uniformMatrix4fv(u_ViewMatrix, false, viewMatrix.elements);
gl.uniformMatrix4fv(u_ProjMatrix, false, projMatrix.elements);
document.onkeydown = function(ev){
keydown(ev, gl, u_ModelMatrix, u_NormalMatrix, u_isLighting);
};
var then = 0;
// Draw the scene repeatedly
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then;
then = now;
g_yAngle = (g_yAngle + 1) % 360;
drawchair(gl, u_ModelMatrix, u_NormalMatrix, u_isLighting, deltaTime)
requestAnimationFrame(render);
}
requestAnimationFrame(render);
//draw(gl, u_ModelMatrix, u_NormalMatrix, u_isLighting);
}
//keyboard functionality
function keydown(ev, gl, u_ModelMatrix, u_NormalMatrix, u_isLighting) {
switch (ev.keyCode) {
case 40: // Up arrow key -> the positive rotation of arm1 around the y-axis
g_xAngle = (g_xAngle + ANGLE_STEP) % 360;
break;
case 38: // Down arrow key -> the negative rotation of arm1 around the y-axis
g_xAngle = (g_xAngle - ANGLE_STEP) % 360;
break;
case 39: // Right arrow key -> the positive rotation of arm1 around the y-axis
g_yAngle = (g_yAngle + ANGLE_STEP) % 360;
break;
case 37: // Left arrow key -> the negative rotation of arm1 around the y-axis
g_yAngle = (g_yAngle - ANGLE_STEP) % 360;
break;
default: return; // Skip drawing at no effective action
}
}
// square vertices
function initVertexBuffersCube(gl) {
// Create a cube
// v6----- v5
// /| /|
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
var vertices = new Float32Array([ // Coordinates
0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5,-0.5, 0.5, 0.5,-0.5, 0.5, // v0-v1-v2-v3 front
0.5, 0.5, 0.5, 0.5,-0.5, 0.5, 0.5,-0.5,-0.5, 0.5, 0.5,-0.5, // v0-v3-v4-v5 right
0.5, 0.5, 0.5, 0.5, 0.5,-0.5, -0.5, 0.5,-0.5, -0.5, 0.5, 0.5, // v0-v5-v6-v1 up
-0.5, 0.5, 0.5, -0.5, 0.5,-0.5, -0.5,-0.5,-0.5, -0.5,-0.5, 0.5, // v1-v6-v7-v2 left
-0.5,-0.5,-0.5, 0.5,-0.5,-0.5, 0.5,-0.5, 0.5, -0.5,-0.5, 0.5, // v7-v4-v3-v2 down
0.5,-0.5,-0.5, -0.5,-0.5,-0.5, -0.5, 0.5,-0.5, 0.5, 0.5,-0.5 // v4-v7-v6-v5 back
]);
//shading based on vertices
var colors = new Float32Array([ // Colors
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v1-v2-v3 front
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v5-v6-v1 up
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v1-v6-v7-v2 left
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v7-v4-v3-v2 down
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 // v4-v7-v6-v5 back
]);
var normals = new Float32Array([ // Normal
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left
0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, // v7-v4-v3-v2 down
0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0 // v4-v7-v6-v5 back
]);
// Indices of the vertices, from which things are built from triangle
// 1_________2
// | /|
// | / |
// | / |
// | / |
// |/________|
// 0 3
// A clockwise arrangement, as it were starting bottom left
var indices = new Uint8Array([
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9,10, 8,10,11, // up
12,13,14, 12,14,15, // left
16,17,18, 16,18,19, // down
20,21,22, 20,22,23 // back
]);
// Write the vertex property to buffers (coordinates, colors and normals)
if (!initArrayBuffer(gl, 'a_Position', vertices, 3, gl.FLOAT)) return -1;
if (!initArrayBuffer(gl, 'a_Color', colors, 3, gl.FLOAT)) return -1;
if (!initArrayBuffer(gl, 'a_Normal', normals, 3, gl.FLOAT)) return -1;
// Write the indices to the buffer object
var indexBuffer = gl.createBuffer();
if (!indexBuffer) {
console.log('Failed to create the buffer object');
return false;
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
function initArrayBuffer (gl, attribute, data, num, type) {
// Create a buffer object
var buffer = gl.createBuffer();
if (!buffer) {
console.log('Failed to create the buffer object');
return false;
}
// Write date into the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
// Assign the buffer object to the attribute variable
var a_attribute = gl.getAttribLocation(gl.program, attribute);
if (a_attribute < 0) {
console.log('Failed to get the storage location of ' + attribute);
return false;
}
gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
// Enable the assignment of the buffer object to the attribute variable
gl.enableVertexAttribArray(a_attribute);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return true;
}
var g_matrixStack = []; // Array for storing a matrix
function pushMatrix(m) { // Store the specified matrix to the array
var m2 = new Matrix4(m);
g_matrixStack.push(m2);
}
function popMatrix() { // Retrieve the matrix from the array
return g_matrixStack.pop();
}
function drawchair(gl, u_ModelMatrix, u_NormalMatrix, u_isLighting) {
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.uniform1i(u_isLighting, false); // Will not apply lighting
// Calculate the view matrix and the projection matrix
modelMatrix.setTranslate(0, 0, 0); // No Translation
// Pass the model matrix to the uniform variable
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Draw x and y axes
gl.drawArrays(gl.LINES, 0, n);
gl.uniform1i(u_isLighting, true); // Will apply lighting
// Set the vertex coordinates and color (for the cube)
var n = initVertexBuffersCube(gl);
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
//x,y,z
// Rotate, and then translate
modelMatrix.setTranslate(0, 0, -5); // Translation (No translation is supported here)
modelMatrix.rotate(g_yAngle, 0, 1, 0); // Rotate along y axis
modelMatrix.rotate(g_xAngle, 1, 0, 0); // Rotate along x axis
// Model the chair seat
pushMatrix(modelMatrix);
modelMatrix.scale(2.0, 0.4, 2.0); // Scale
drawbox(gl, u_ModelMatrix, u_NormalMatrix, n);
modelMatrix = popMatrix();
// Model the chair back
pushMatrix(modelMatrix);
modelMatrix.translate(0, 1.20, -0.8); // Translation
modelMatrix.scale(2.0, 2.2, 0.4); // Scale
drawbox(gl, u_ModelMatrix, u_NormalMatrix, n);
modelMatrix = popMatrix();
//As if you were sitting on the chair;
//Back right leg
pushMatrix(modelMatrix);
modelMatrix.scale(0.3, 1.9, 0.3);
modelMatrix.translate(-2.6,-0.4,-2.6)
drawbox(gl, u_ModelMatrix, u_NormalMatrix, n);
modelMatrix = popMatrix();
//Back left leg
pushMatrix(modelMatrix);
modelMatrix.scale(0.3, 1.9, 0.3);
modelMatrix.translate(2.6,-0.4,-2.6)
drawbox(gl, u_ModelMatrix, u_NormalMatrix, n);
modelMatrix = popMatrix();
//Front right leg
pushMatrix(modelMatrix);
modelMatrix.scale(0.3, 1.9, 0.3);
modelMatrix.translate(-2.6,-0.4,2.6)
drawbox(gl, u_ModelMatrix, u_NormalMatrix, n);
modelMatrix = popMatrix();
//Front left leg
pushMatrix(modelMatrix);
modelMatrix.scale(0.3, 1.9, 0.3);
modelMatrix.translate(2.6,-0.4,2.6)
drawbox(gl, u_ModelMatrix, u_NormalMatrix, n);
modelMatrix = popMatrix();
}
function drawbox(gl, u_ModelMatrix, u_NormalMatrix, n) {
pushMatrix(modelMatrix);
// Pass the model matrix to the uniform variable
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Calculate the normal transformation matrix and pass it to u_NormalMatrix
g_normalMatrix.setInverseOf(modelMatrix); //set the normal matrix as the inverse of the current model
g_normalMatrix.transpose();
gl.uniformMatrix4fv(u_NormalMatrix, false, g_normalMatrix.elements);
// Draw the cube
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
modelMatrix = popMatrix();
}
function drawsphere(gl, u_ModelMatrix, u_NormalMatrix, n) {
pushMatrix(modelMatrix);
// Pass the model matrix to the uniform variable
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Calculate the normal transformation matrix and pass it to u_NormalMatrix
g_normalMatrix.setInverseOf(modelMatrix); //set the normal matrix as the inverse of the current model
g_normalMatrix.transpose();
gl.uniformMatrix4fv(u_NormalMatrix, false, g_normalMatrix.elements);
// Draw the cube
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
modelMatrix = popMatrix();
}
You need to create copies of shaders etc for each graphical primitive. It could turn your code into spaghetti extremely quickly.
You can improve your code by abstracting graphical primitives into classes and use composition to create complicated shapes and figures.
Once you switch to OOP you will benefit from having multiple objects.
I have to write a program in which i should be able to click a button "add cube" and there will be added as many cubes as I want into the scene. I must be able to select any of them and move around. I managed to create one (hardcoded) cube and apply scaling and translation to it.
I tried to create a class "cube" and invoke intitialization and render as part of an object but didnt work as expected. Here is the working example for one cube and its transformations (note only the scaling and translation work)
HTML:
<head>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8">
<title>Lab 0</title>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColors;
varying vec4 fragColor;
uniform vec3 theta;
uniform float coeff;
uniform vec3 trCoeff;
uniform mat4 modelView;
uniform mat4 projection;
vec3 angles = radians( theta );
void main() {
vec3 angles = radians( theta );
vec3 c = cos( angles );
vec3 s = sin( angles );
// Remeber: thse matrices are column-major
mat4 rx = mat4( 1.0, 0.0, 0.0, 0.0,
0.0, c.x, s.x, 0.0,
0.0, -s.x, c.x, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
0.0, 1.0, 0.0, 0.0,
s.y, 0.0, c.y, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
-s.z, c.z, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 sc = mat4(
coeff, 0, 0, 0,
0, coeff, 0, 0,
0, 0, coeff, 0,
0, 0, 0, 1
);
mat4 tr = mat4(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
trCoeff.x, trCoeff.y, trCoeff.z, 1
);
fragColor = vColors;
//projection * modelView *
gl_Position = tr * rz * ry * rx * sc * vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fragColor;
void main() {
gl_FragColor = vec4(fragColor);
}
</script>
<script type="text/javascript" src="webgl-utils.js"></script>
<script type="text/javascript" src="initShaders.js"></script>
<script type="text/javascript" src="MV.js"></script>
<script type="text/javascript" src="shape0.js"></script>
</head>
<body>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
<p> </p>
<button id="xButton">Rotate X</button>
<button id="yButton">Rotate Y</button>
<button id="zButton">Rotate Z</button>
<button id="stopButton">Stop Fucking Rotation</button>
<p> </p>
<button id="sUpButton">Scale Up</button>
<button id="sDownButton">Scale Down</button>
<p> </p>
<button id="leftButton">Left</button>
<button id="rightButton">Right</button>
<button id="upButton">Up</button>
<button id="downButton">Down</button>
<button id="closeButton">Closer</button>
<button id="furtherButton">Further</button>
<p> </p>
<button id="Button1">Increase Z</button>
<button id="Button2">Decrease Z</button>
<button id="Button3">Increase R</button>
<button id="Button4">Decrease R</button>
<p> </p>
<button id="Button5">Increase theta</button>
<button id="Button6">Decrease theta</button>
<button id="Button7">Increase phi</button>
<button id="Button8">Decrease phi</button>
<p> </p>
</html>
JS:
"use strict"
var canvas;
var gl;
var thetaRot = [10, 10, 10];
var thetaLoc;
var coeff = 1;
var coeffLoc;
var trCoeff = [0, 0, 0];
var trCoeffLoc;
var flag = true;
var axis = 0;
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var near = 0.3;
var far = 3.0;
var radius = 4.0;
var theta = 0.0;
var phi = 0.0;
var dr = 5.0 * Math.PI / 180.0;
var fovy = 45.0; // Field-of-view in Y direction angle (in degrees)
var aspect; // Viewport aspect ratio
var mvMatrix, pMatrix;
var modelView, projection;
var eye;
const at = vec3(0.0, 0.0, 0.0);
const up = vec3(0.0, 1.0, 0.0);
var coord = {
// For cube
'1': vec3(0.1, 0.1, 0.1),
'2': vec3(0.5, 0.1, 0.1),
'3': vec3(0.5, 0.1, 0.5),
'4': vec3(0.1, 0.1, 0.5),
'5': vec3(0.1, 0.5, 0.1),
'6': vec3(0.1, 0.5, 0.5),
'7': vec3(0.5, 0.5, 0.5),
'8': vec3(0.5, 0.5, 0.1),
}
var vertices = [
// For cube
coord[4], coord[3], coord[2],
coord[2], coord[4], coord[1],
coord[1], coord[2], coord[5],
coord[5], coord[8], coord[2],
coord[2], coord[3], coord[8],
coord[8], coord[3], coord[7],
coord[7], coord[3], coord[4],
coord[4], coord[7], coord[6],
coord[6], coord[4], coord[1],
coord[1], coord[5], coord[6],
coord[6], coord[7], coord[8],
coord[8], coord[6], coord[5],
]
var colors = [
// each face of the cube
0, 0, 1, 1.0,
0, 0, 1, 1.0,
0, 0, 1, 1.0,
0, 0, 1, 1.0,
0, 0, 1, 1.0,
0, 0, 1, 1.0,
0, 1, 0, 1.0,
0, 1, 0, 1.0,
0, 1, 0, 1.0,
0, 1, 0, 1.0,
0, 1, 0, 1.0,
0, 1, 0, 1.0,
0, 0.7, 1, 1.0,
0, 0.7, 1, 1.0,
0, 0.7, 1, 1.0,
0, 0.7, 1, 1.0,
0, 0.7, 1, 1.0,
0, 0.7, 1, 1.0,
0.5, 0, 1, 1.0,
0.5, 0, 1, 1.0,
0.5, 0, 1, 1.0,
0.5, 0, 1, 1.0,
0.5, 0, 1, 1.0,
0.5, 0, 1, 1.0,
1, 0, 0, 1.0,
1, 0, 0, 1.0,
1, 0, 0, 1.0,
1, 0, 0, 1.0,
1, 0, 0, 1.0,
1, 0, 0, 1.0,
0.2, 0, 1, 1.0,
0.2, 0, 1, 1.0,
0.2, 0, 1, 1.0,
0.2, 0, 1, 1.0,
0.2, 0, 1, 1.0,
0.2, 0, 1, 1.0,
]
// add vertices for cone
window.onload = init;
function init() {
canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) { alert("WebGL isn't available"); }
aspect = canvas.width / canvas.height;
var program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);
gl.enable(gl.DEPTH_TEST);
var bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, 50000, gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(vertices));
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
var bufferColor = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferColor);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
var vColors = gl.getAttribLocation(program, "vColors");
gl.vertexAttribPointer(vColors, 4, gl.FLOAT, false, 4 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.enableVertexAttribArray(vColors);
thetaLoc = gl.getUniformLocation(program, "theta");
document.getElementById("xButton").onclick = function () {
flag = false
axis = xAxis;
};
document.getElementById("yButton").onclick = function () {
flag = false
axis = yAxis;
};
document.getElementById("zButton").onclick = function () {
flag = false
axis = zAxis;
};
document.getElementById("stopButton").onclick = function () {
flag = true;
};
document.getElementById("sUpButton").onclick = function () {
coeff += 0.1;
};
document.getElementById("sDownButton").onclick = function () {
coeff -= 0.1;
};
document.getElementById("leftButton").onclick = function () {
trCoeff[0] -= 0.1;
};
document.getElementById("rightButton").onclick = function () {
trCoeff[0] += 0.1;
};
document.getElementById("upButton").onclick = function () {
trCoeff[1] += 0.1;
};
document.getElementById("downButton").onclick = function () {
trCoeff[1] -= 0.1;
};
document.getElementById("closeButton").onclick = function () {
trCoeff[2] += 0.1;
};
document.getElementById("furtherButton").onclick = function () {
trCoeff[2] -= 0.1;
};
modelView = gl.getUniformLocation(program, "modelView");
projection = gl.getUniformLocation(program, "projection");
document.getElementById("Button1").onclick = function () { near *= 1.1; far *= 1.1; };
document.getElementById("Button2").onclick = function () { near *= 0.9; far *= 0.9; };
document.getElementById("Button3").onclick = function () { radius *= 2.0; };
document.getElementById("Button4").onclick = function () { radius *= 0.5; };
document.getElementById("Button5").onclick = function () { theta += dr; };
document.getElementById("Button6").onclick = function () { theta -= dr; };
document.getElementById("Button7").onclick = function () { phi += dr; };
document.getElementById("Button8").onclick = function () { phi -= dr; };
coeffLoc = gl.getUniformLocation(program, "coeff");
trCoeffLoc = gl.getUniformLocation(program, "trCoeff");
render();
}
function render() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (!flag) {
thetaRot[axis] += 2.0;
}
gl.uniform3fv(thetaLoc, thetaRot);
gl.uniform1f(coeffLoc, coeff);
gl.uniform3fv(trCoeffLoc, trCoeff);
eye = vec3(radius * Math.sin(theta) * Math.cos(phi),
radius * Math.sin(theta) * Math.sin(phi), radius * Math.cos(theta));
mvMatrix = lookAt(eye, at, up);
pMatrix = perspective(fovy, aspect, near, far);
gl.uniformMatrix4fv(modelView, false, flatten(mvMatrix));
gl.uniformMatrix4fv(projection, false, flatten(pMatrix));
gl.drawArrays(gl.TRIANGLES, 0, vertices.length);
requestAnimFrame(render);
}
I expect managing to add an infinite amount of object (or until I run out of ram) to the scene and to apply transformations to one at a time.
WebGL just draws pixels. It doesn't have a concept of a "Scene" and "objects". All of that is 100% up to you. How you represent objects and how you represent the scene is completely up to you. One example
const scene = [];
function addNewObjectToScene() {
const obj = {
x: Math.random() * 400,
y: Math.random() * 400,
};
scene.push(obj);
}
Now add a button or a timer or whatever you want to call addNewObjectToScene
In your own code you'd have a render or drawScene function that goes over your "scene" and draws each object
function render() {
for (const object of scene) {
gl.useProgram(whateverShaderProgramCurrentObjectNeeds);
// setBuffersAndAttributes for object
// for each attribute in object
// gl.bindBuffer(gl.ARRAY_BUFFER, bufferForThisAttribute)
// gl.enableVertexAttribArray(locationForThisAttrubute);
// gl.vertexAttribPointer(locationForThisAttibute, other settings for this attribute)
// set any uniforms. This is probably where you'd use x and y from the code above
// example:
// gl.uniform2f(offsetUniformLocation, object.x, object.y);
// now draw
// gl.drawArrays or gl.drawElements with how ever many vertices are in the current object.
}
}
How you organize your "scene" and what's in your objects is entire up to you. Three.js makes a scene from an object called THREE.Object3D each of which contains array of "children". This forms a scene graph.
Other apps do different things.
Being able to select one is also way too big a topic. What does "select" mean. Can you have an HTML <select> form where you pick from a dropdown list which object you want to select? Maybe there is an <input type="text"> element where you type the name of the object you want to select?
If you want to click on objects, well now you've got a way too broad of a topic to cover. You could store collision data for each object. You could compute the position of each triangle your data makes and see if the mouse hit. You could use GPU picking where you draw the scene with each object in a different color using different shaders and then look at the pixel under the mouse to see what color it is effectively telling you want object was chosen. But all of this is dependent on how you created your scene.
Suggest you read some tutorials on WebGL and on drawing multiple things and maybe a scene graph
I want to draw object in just specific area. Please take a look this image for reference
The 2 triangles (picture A) being draw just in the area inside the quad (picture B), so the result will look clipped (picture C).
First i draw the quad just in stencil buffer.
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
gl.stencilFunc(gl.ALWAYS, 1, 0xff);
gl.stencilMask(0xff);
gl.depthMask(false);
gl.colorMask(false, false, false, false);
drawQuads();
in my understanding, now the stencil buffer has value 1s in the quad area. Then, draw the triangles.
gl.stencilFunc(gl.EQUAL, 1, 0xff);
gl.stencilMask(0x00);
gl.depthMask(true);
gl.colorMask(true, true, true, true);
drawTriagles();
I was expect the result will be like on the picture (C), but it's not. What I am doing wrong?
Please find the complete code here https://jsfiddle.net/z11zhf01/1
Your program works absolute correctly, but you have to tell the getContext function to create a stencil buffer, when the context is created:
gl = glcanvas.getContext("webgl", {stencil:true});
See Khronos WebGL Specification - WebGLContextAttributes:
stencil
If the value is true, the drawing buffer has a stencil buffer of at least 8 bits. If the value is false, no stencil buffer is available.
See the Example:
(function() {
var gl;
var gProgram;
var gVertexAttribLocation;
var gColorAttribLocation;
var gTriangleVertexBuffer;
var gTriangleColorBuffer;
var gQuadVertexBuffer;
var gQuadColorBuffer;
function initGL() {
var glcanvas = document.getElementById("glcanvas");
gl = glcanvas.getContext("webgl", {stencil:true});
}
function createAndCompileShader(type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
}
function createAndLinkProgram(glVertexShader, glFragmentShader) {
var glProgram = gl.createProgram();
gl.attachShader(glProgram, glVertexShader);
gl.attachShader(glProgram, glFragmentShader);
gl.linkProgram(glProgram);
if (!gl.getProgramParameter(glProgram, gl.LINK_STATUS)) {
throw new Error("Could not initialise shaders");
}
return glProgram;
}
function initShaderPrograms() {
var gVertexShader = createAndCompileShader(gl.VERTEX_SHADER, [
"attribute vec3 a_vertex;",
"attribute vec4 a_color;",
"varying vec4 v_color;",
"void main(void) {",
"v_color = a_color;",
"gl_Position = vec4(a_vertex, 1.0);",
"}"
].join("\n"));
var gFragmentShader = createAndCompileShader(gl.FRAGMENT_SHADER, [
"precision mediump float;",
"varying vec4 v_color;",
"void main(void) {",
"gl_FragColor = v_color;",
"}"
].join("\n"));
gProgram = createAndLinkProgram(gVertexShader, gFragmentShader);
}
function initGLAttribLocations() {
gVertexAttribLocation = gl.getAttribLocation(gProgram, "a_vertex");
gColorAttribLocation = gl.getAttribLocation(gProgram, "a_color");
}
function initBuffers() {
gTriangleVertexBuffer = gl.createBuffer();
gTriangleColorBuffer = gl.createBuffer();
gQuadVertexBuffer = gl.createBuffer();
gQuadColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, gTriangleVertexBuffer);
var vertices = new Float32Array([
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
0.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0
]);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, gTriangleColorBuffer);
var colors = new Float32Array([
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 1.0
]);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, gQuadVertexBuffer);
var vertices = new Float32Array([
-1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0
]);
for(let i = 0, ii = vertices.length; i < ii; ++i) {
vertices[i] *= 0.75;
}
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, gQuadColorBuffer);
var colors = new Float32Array([
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
]);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
}
function drawQuads() {
gl.bindBuffer(gl.ARRAY_BUFFER, gQuadVertexBuffer);
gl.vertexAttribPointer(gVertexAttribLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, gQuadColorBuffer);
gl.vertexAttribPointer(gColorAttribLocation, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
function drawTriagles() {
gl.bindBuffer(gl.ARRAY_BUFFER, gTriangleVertexBuffer);
gl.vertexAttribPointer(gVertexAttribLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, gTriangleColorBuffer);
gl.vertexAttribPointer(gColorAttribLocation, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function renderScene() {
gl.enable(gl.STENCIL_TEST);
gl.enable(gl.DEPTH_TEST);
// gl.enable(gl.CULL_FACE);
gl.useProgram(gProgram);
gl.clearColor(0.5, 0.5, 0.5, 1.0);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.enableVertexAttribArray(gVertexAttribLocation);
gl.enableVertexAttribArray(gColorAttribLocation);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
gl.stencilFunc(gl.ALWAYS, 1, 0xff);
gl.stencilMask(0xff);
gl.depthMask(false);
gl.colorMask(false, false, false, false);
drawQuads();
gl.stencilFunc(gl.EQUAL, 1, 0xff);
gl.stencilMask(0x00);
gl.depthMask(true);
gl.colorMask(true, true, true, true);
drawTriagles();
gl.disableVertexAttribArray(gVertexAttribLocation);
gl.disableVertexAttribArray(gColorAttribLocation);
gl.flush();
}
initGL();
initShaderPrograms();
initGLAttribLocations();
initBuffers();
renderScene();
}());
<main>
<canvas id="glcanvas" width="480" height="360">
WebGL not supported!
</canvas>
</main>
var gl;
var canvas;
var shaderProgram;
var triangleVertexBuffer;
var triangleVertexColorBuffer;
var stripElementBuffer;
var stripVertexBuffer;
//Declare new variables here
function createGLContext(canvas) {
var names = ["webgl", "experimental-webgl"];
var context = null;
for (var i=0; i < names.length; i++) {
try {
context = canvas.getContext(names[i]);
} catch(e) {}
if (context) {
break;
}
}
if (context) {
context.viewportWidth = canvas.width;
context.viewportHeight = canvas.height;
} else {
alert("Failed to create WebGL context!");
}
return context;
}
function loadShaderFromDOM(id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var shaderSource = "";
var currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == 3) { // 3 corresponds to TEXT_NODE
shaderSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function setupShaders() {
vertexShader = loadShaderFromDOM("shader-vs");
fragmentShader = loadShaderFromDOM("shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Failed to setup shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
// For the triangle we want to use per-vertex color so
// the vertexColorAttribute, aVertexColor, in the vertex shader
// is enabled.
// You must enable this attribute here or in draw method before the
//triangle is drawn
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
}
function setupBuffers() {
triangleVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer);
var triangleVertices = [
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
triangleVertexBuffer.itemSize = 3;
triangleVertexBuffer.numberOfItems = 3;
// Triangle vertex colours
triangleVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
var colors = [
1.0, 0.0, 0.0, 1.0, //v0
0.0, 1.0, 0.0, 1.0, //v1
0.0, 0.0, 1.0, 1.0 //v2
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
triangleVertexColorBuffer.itemSize = 4;
triangleVertexColorBuffer.numberOfItems = 3;
// Add new items: the followings are newly added items
//hexagon vertices
hexagonVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, hexagonVertexBuffer);
var hexagonVertices = [
-0.3, 0.6, 0.0, //v0
-0.4, 0.8, 0.0, //v1
-0.6, 0.8, 0.0, //v2
-0.7, 0.6, 0.0, //v3
-0.6, 0.4, 0.0, //v4
-0.4, 0.4, 0.0, //v5
-0.3, 0.6, 0.0, //v6
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(hexagonVertices), gl.STATIC_DRAW);
hexagonVertexBuffer.itemSize = 3;
hexagonVertexBuffer.numberOfItems = 7;
//Triangle strip vertices.
stripVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, stripVertexBuffer);
var stripVertices = [
-0.5, 0.2, 0.0, //v0
-0.4, 0.0, 0.0, //v1
-0.3, 0.2, 0.0, //v2
-0.2, 0.0, 0.0, //v3
-0.1, 0.2, 0.0, //v4
0.0, 0.0, 0.0, //v5
0.1, 0.2, 0.0, //v6
0.2, 0.0, 0.0, //v7
0.3, 0.2, 0.0, //v8
0.4, 0.0, 0.0, //v9
0.5, 0.2, 0.0, //v10
// Second strip
-0.5, -0.3, 0.0, //v11
-0.4, -0.5, 0.0, //v12
-0.3, -0.3, 0.0, //v13
-0.2, -0.5, 0.0, //v14
-0.1, -0.3, 0.0, //v15
0.0, -0.5, 0.0, //v16
0.1, -0.3, 0.0, //v17
0.2, -0.5, 0.0, //v18
0.3, -0.3, 0.0, //v19
0.4, -0.5, 0.0, //v20
0.5, -0.3, 0.0 //v21
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(stripVertices), gl.STATIC_DRAW);
stripVertexBuffer.itemSize = 3;
stripVertexBuffer.numberOfItems = 22;
// Strip vertex indices
stripElementBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, stripElementBuffer);
var indices = [
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
// put correct indices here. Use degenerated triangles to link the
// strips together
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
stripElementBuffer.numberOfItems = 25;
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw triangle. No change is made to the last week's code here
// For the triangle we want to use per-vertex color so
// the vertexColorAttribute, aVertexColor, in the vertex shader
// is enabled
// gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
// Make vertex buffer "triangleVertexBuffer" the current buffer
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer);
// Link the current buffer to the attribute "aVertexPosition" in
// the vertex shader
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
// Make color buffer "triangleVertexColorBuffer" the current buffer
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
// Link the current buffer to the attribute "aVertexColor" in
// the vertex shader
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexBuffer.numberOfItems);
gl.drawElements(gl.TRIANGLE_STRIP, 0, stripVertexBuffer.numberOfItems, 25);
// Draw the newly added items
}
function startup() {
canvas = document.getElementById("myGLCanvas");
gl = createGLContext(canvas);
setupShaders();
setupBuffers();
gl.clearColor(1.0, 1.0, 1.0, 1.0);
draw();
}
startup();
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
varying vec4 vColor;
void main() {
vColor = aVertexColor;
gl_Position = vec4(aVertexPosition, 1.0);
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}
</script>
<canvas id="myGLCanvas" width="250" height="250"></canvas>
Hey guys. New to WEBGL, trying to draw the triangle strip but no clue on how to approach this.
what I know:
When drawing with gl.TRIANGLE_STRIP mode, the order of the vertex coordinates or indices in the buffer is important.
Instead of specifying triangles by the programmer, WebGL constructs triangles automatically.
It reads vertex coordinate buffer or index buffer and use them in the following order to construct triangles:
these 2 lines in the code don't make any sense
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexBuffer.numberOfItems);
gl.drawElements(gl.TRIANGLE_STRIP, 0, stripVertexBuffer.numberOfItems, 25);
It generally makes no sense to call draw twice without changing something in between since to draw 2 things requires setting up different data.
Further, the 2nd line is just plain wrong
gl.drawElements(gl.TRIANGLE_STRIP, 0, stripVertexBuffer.numberOfItems, 25);
If you had opened your JavaScript Console you would have seen an error something like
There are several issues
The code is passing a bad value to the type parameter of gl.drawElements
Type parameter to gl.drawElements is the type of data in the current ELEMENT_ARRAY_BUFFER.
The 2nd parameter is the count.
It's passing the number of vertices (stripVertexBuffer.numberOfItems) not the number of indices (stripElementBuffer.numberOfItems)
It should be something like this
{
const primitive = gl.TRIANGLE_STRIP;
const count = stripElementBuffer.numberOfItems;
const offset = 0;
const indexType = gl.UNSIGNED_SHORT;
gl.drawElements(primitive, count, indexType, offset);
}
Fixing that though isn't enough because the code does not actually put indices in the index buffer. That code
// Strip vertex indices
stripElementBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, stripElementBuffer);
var indices = [
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
// put correct indices here. Use degenerated triangles to link the
// strips together
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
stripElementBuffer.numberOfItems = 25;
also makes no sense. Indices are unsigned integer values from 0 to N where N is the one less than the number of vertices bound to the attributes. Further only 9 values are put in but the code sets stripElementBuffer.numberOfItems to 25 .. ?
Then, on top of all of that the code is not setting up the attributes for using the strip vertices.
To draw multiple things in WebGL works like this
for each thing you want to draw
gl.useProgram(theProgramYouWantToDrawWith);
// setup attributes
for each attribute
gl.bindBuffer(gl.ARRAY_BUFFER, bufferWithDataForAttribute);
gl.enableVertexAttribArray(attribLocation);
gl.vertexAttribPointer(attribLocation, ... how to get data out of buffer ...)
// if using indices setup the ELEMENT_ARRAY_BUFFER
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferWithIndices);
// setup textures
for each texture you're going to draw with
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_??, someTexture);
// setup uniforms
for each uniform
gl.uniformXXX(...)
// draw
gl.drawXXX (either gl.drawArrays or gl.drawElements)
Before you can even attempt degenerate triangle strips you need to fix your code to follow that pattern. Also here's some other tutorials you might find helpful
I was wondering if someone could help me find the solution to this.
I've made a very simple animation using KineticJS.
All works perfect on desktop, unfortunately not on mobile devices (iPhone, iPad, Android).
Result is a slowish performance but most importantly distorted shapes.
I suspect it has something to do with resolution or viewport but am not sure.
Preview is on www.bartvanhelsdingen.com
Any suggestions are highly appreciated.
Below is the code:
var shapes = {
sizes: [30, 40, 50, 55, 60, 80],
gradients: [
[0, '#fdfaee', 1, '#524f43'],
[0, '#a39175', 1, '#dbae5e'],
[0, '#b4c188', 1, '#f3de7c'],
[0, '#eaf2ef', 1, '#587c71'],
[0, '#a39175', 1, '#dbae5e'],
[0, '#61845c', 1, '#b4b092']
],
},
dims = {
width: 300,
height: 500
},
stage = new Kinetic.Stage({
container: 'animation',
width: dims.width,
height: dims.height,
x: 0,
y: 0,
draggable: false
});
function getRandomColor() {
return colors[getRandomFromInterval(0, colors.length - 1)];
}
function getRandomGradient() {
return gradients[getRandomFromInterval(0, gradients.length - 1)];
}
function getRandomFromInterval(from, to) {
return Math.floor(Math.random() * (to - from + 1) + from);
}
function getRandomSpeed() {
var speed = getRandomFromInterval(1, 1);
return getRandomFromInterval(0, 1) ? speed : speed * -1;
}
function createGroup(x, y, size, strokeWidth) {
return new Kinetic.Group({
x: x,
y: y,
width: size,
height: size,
opacity: 0,
draggable: false,
clipFunc: function (canvas) {
var context = canvas.getContext();
context.beginPath();
context.moveTo(0, 0);
context.lineTo(0, size);
context.lineTo(size, size);
context.lineTo(size, 0);
context.rect(strokeWidth, strokeWidth, size - strokeWidth * 2, size - strokeWidth * 2);
}
});
}
function createShape(size, gradient, strokeWidth, cornerRadius) {
return new Kinetic.Rect({
x: 0,
y: 0,
width: size,
height: size,
fillLinearGradientStartPoint: [size, 0],
fillLinearGradientEndPoint: [size, size],
fillLinearGradientColorStops: gradient,
opacity: 1,
lineJoin: 'bevel',
strokeWidth: 0,
cornerRadius: cornerRadius
});
}
var layer = new Kinetic.Layer(),
animAttribs = [];
for (var n = 0; n < 6; n++) {
var size = shapes.sizes[n],
strokeWidth = Math.ceil(size * 0.12),
cornerRadius = Math.ceil(size * 0.04),
gradient = shapes.gradients[n],
x = getRandomFromInterval(size, dims.width) - size,
y = getRandomFromInterval(size, dims.height) - size;
var group = createGroup(x, y, size, strokeWidth);
var shape = createShape(size, gradient, strokeWidth, cornerRadius);
animAttribs.push({
nextChange: getRandomFromInterval(1, 3) * 1000,
startTime: 1000,
duration: 0,
x: getRandomSpeed(),
y: getRandomSpeed()
});
group.add(shape);
layer.add(group);
}
stage.add(layer);
anim = new Kinetic.Animation(function (frame) {
var time = frame.time,
timeDiff = frame.timeDiff,
frameRate = frame.frameRate;
for (var n = 0; n < layer.getChildren().length; n++) {
var shape = layer.getChildren()[n],
opacity = shape.getOpacity() + 0.01 > 1 ? 1 : shape.getOpacity() + 0.01,
attribs = animAttribs[n],
x, y;
if (attribs.duration >= attribs.nextChange) {
attribs.x = getRandomSpeed();
attribs.y = getRandomSpeed();
attribs.nextChange = getRandomFromInterval(3, 5) * 1000;
attribs.duration = 0;
}
if (time >= attribs.startTime) {
if (shape.getX() + attribs.x + shape.getWidth() >= stage.getWidth() || shape.getX() + attribs.x - shape.getWidth() / 2 <= 0) {
attribs.x *= -1;
}
if (shape.getY() + attribs.y + shape.getHeight() >= stage.getHeight() || shape.getY() + attribs.y - shape.getHeight() / 2 <= 0) {
attribs.y *= -1;
}
x = shape.getX() + attribs.x;
y = shape.getY() + attribs.y;
attribs.duration += timeDiff;
shape.setOpacity(opacity);
shape.setX(x);
shape.setY(y);
}
}
}, layer);
anim.start();
the problem you are facing is, that clipFunc isn't currently working on devices with pixelratio != 1.
This problem came up in this post as well. Eric Rowell, the creator of KineticJS added this issue to his release scedule for late September.
So there is nothing wrong with your animations, they're working as expected, but you can't see them because of the distorted clipping region
To resolve this issue "unofficially" you can simply replace the last line of the _clip function in your kinetic.js with the following: context.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0); (credits for that go to Mark Smits)