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I have the Image as texture. example
And I want to repeat only the part of this texture.
For example the third rectangle in first row from [0.5,0] to [0.75,0.25]. (the brown one)
Is it any way to do it in Webgl 2 ?
ps. maybe it could be done using textureOffset and something else...
Thank you!
To repeat part of a texture you can do that in the shader by setting some uniforms that define the section of the texture you wish to repeat.
// uniform that defines the x, y (top left) and width and height of repeat
uniform vec4 repeat; // x, y, w, h
You can then repeat the texture as follows
gl_FragColor = vec4(texture2D(tex, mod(uv, vec2(1)) * repeat.zw + repeat.xy));
There is one issue when you use a texture that is not set with NEAREST as the interpolation will case pixels at the edge to bleed in. This will cause unwanted visible seams where the texture repeats.
The easiest way to fix is the reduce the repeating pattern size by a pixel and the pattern start position in by half a pixel.
// example for 256 texture size
const pixel = 1 / 256;
const repeat = [0.5 + pixel / 2, 0.0 + pixel / 2 ,0.25 - pixel, 0.25 - pixel];
Example
Example creates a texture (image on right) and then renders a random part of that text in the canvas on the left. The repeat set to a random amount each new render
const shaders = {
vs: `
attribute vec2 vert;
varying vec2 uv;
void main() {
uv = vert;
gl_Position = vec4(vert, 0.0, 1.0);
}`,
fs: `precision mediump float;
uniform sampler2D tex;
varying vec2 uv;
uniform vec4 repeat;
uniform vec2 tiles;
void main(){
gl_FragColor = vec4(texture2D(tex, mod(uv * tiles, vec2(1)) * repeat.zw + repeat.xy));
}`
};
const colors = "#ff0000,#ff8800,#ffff00,#88ff00,#00ff00,#00ff88,#00f0f0,#0088ff,#0000ff,#8800ff,#ff00ff,#ff0088".split(",");
const randCol = (cols = colors) => cols[Math.random() * cols.length | 0];
const F32A = a => new Float32Array(a), UI16A = a => new Uint16Array(a);
const GLBuffer = (data, type = gl.ARRAY_BUFFER, use = gl.STATIC_DRAW, buf) => (gl.bindBuffer(type, buf = gl.createBuffer()), gl.bufferData(type, data, use), buf);
const GLLocs = (shr, type, ...names) => names.reduce((o,name) => (o[name] = (gl[`get${type}Location`])(shr, name), o), {});
const GLShader = (prg, source, type = gl.FRAGMENT_SHADER, shr) => {
gl.shaderSource(shr = gl.createShader(type), source);
gl.compileShader(shr);
gl.attachShader(prg, shr);
}
function texture(gl, image, {min = "LINEAR", mag = "LINEAR"} = {}) {
const texture = gl.createTexture();
target = gl.TEXTURE_2D;
gl.bindTexture(target, texture);
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl[min]);
gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, gl[mag]);
gl.texImage2D(target, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
const bindTexture = (texture, unit = 0) => { gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, texture) }
const createTag = (tag, props = {}) => Object.assign(document.createElement(tag), props);
const appendEl = (par, ...sibs) => sibs.reduce((p,sib) => (p.appendChild(sib), p),par);
function createTexture(width = 256, height = 256) {
const tex = createTag("canvas", {width, height, className: "texture"});
appendEl(document.body, tex);
const ctx = tex.getContext("2d");
var x = 4, y = 4, count = 0;
const xStep = width / x, yStep = height / y;
ctx.font = (yStep * 0.95 | 0) + "px arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
while (y--) {
x = 4;
while (x--) {
ctx.fillStyle = randCol();
ctx.fillRect(x * xStep, y * yStep, xStep, yStep);
ctx.fillStyle = "#000";
ctx.fillText((count++).toString(16).toUpperCase(), (x + 0.5) * xStep, (y + 0.5) * yStep);
}
}
ctx.setTransform(1,0,0,-1,0,height);
ctx.globalCompositeOperation = "copy";
ctx.drawImage(tex,0,0);
bindTexture(texture(gl, tex));
ctx.drawImage(tex,0,0);
}
var W;
const gl = canvas.getContext("webgl");
requestAnimationFrame(renderRandom);
addEventListener("resize", renderRandom);
const prog = gl.createProgram();
GLShader(prog, shaders.vs, gl.VERTEX_SHADER);
GLShader(prog, shaders.fs);
gl.linkProgram(prog);
gl.useProgram(prog);
const locs = GLLocs(prog, "Uniform", "repeat", "tiles");
const attIdxs = GLLocs(prog, "Attrib", "vert");
GLBuffer(F32A([-1,-1, 1,-1, 1,1, -1,1]));
GLBuffer(UI16A([1,2,3, 0,1,3]), gl.ELEMENT_ARRAY_BUFFER);
gl.enableVertexAttribArray(attIdxs.vert);
gl.vertexAttribPointer(attIdxs.vert, 2, gl.FLOAT, false, 0, 0);
createTexture();
function renderRandom() {
gl.viewport(0, 0, W = canvas.width = Math.min(innerWidth,innerHeight), canvas.height = W);
const textPxSize = 1/256;
const x = (Math.random() * 4 | 0) / 4 + textPxSize / 2;
const y = (Math.random() * 4 | 0) / 4 + textPxSize / 2;
const tiles = Math.random() * 8 + 1 | 0;
gl.uniform4fv(locs.repeat, F32A([x,y,0.25 - textPxSize, 0.25 - textPxSize ]));
gl.uniform2fv(locs.tiles, F32A([tiles, tiles]));
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
setTimeout(renderRandom, 4000);
}
canvas {
border: 2px solid black;
}
.texture { width: 128px; height: 128px;}
<canvas id="canvas"></canvas>
Apologies in advanced if I don't explain anything clearly, please feel free to ask for clarification. This hobby game project means a lot to me
I am making a voxel rendering engine using webgl. It uses gl.points to draw squares for each voxel. I simply use a projection matrix translated by the cameras position, and then rotated by the cameras rotations.
gl_Position =
uMatrix * uModelMatrix * vec4(aPixelPosition[0],-aPixelPosition[2],aPixelPosition[1],1.0);
The modelviewmatrix is simply just the default mat4.create(), for some reason it would not display anything without one. aPixelPosition is simply the X,Z,Y (in webgl space) of a voxel.
Using something like this:
gl_PointSize = (uScreenSize[1]*0.7) / (gl_Position[2]);
You can set the size of the voxels based on their distance from the camera. Which works pretty well minus one visual error.
(Picture from inside a large hollow cube)
You can see the back wall displays fine (because they all are pointed directly at you) but the walls that are displayed at an angle to you, need to be increased in size.
So I used the dot product between your facing position, and the position of the voxel minus your camera position to get the angle of each block and colored them accordingly.
vPosition=acos(dot( normalize(vec2(sin(uYRotate),-cos(uYRotate))) ,
normalize(vec2(aPixelPosition[0],aPixelPosition[1])-
vec2(uCam[0],uCam[1]))));
then color the blocks with what this returns.
(walls go from black to white depending on their angle to you)
This visual demonstration shows the problem, the walls on the back face all point at an angle to you except for the ones you are directly looking at, the walls on the side of the same face get more and more angled to you.
If I adjust the pointSize to increase with the angle using this, it will fix the visual glitch, but it introduces a new one.
Everything looks good from here, but if you get really close to a wall of blocks and move left and right
There is a fairly noticeable bubbling effect as you scan left and right, because the ones on the side of your view are slightly more at an angle (even though they should face the same way anyways)
So clearly, my math isn't the best. How could I have it so only the walls on the side return an angle? And the ones on the back wall all don't return any angle. Thanks a ton.
I have tried making it so the dot product always checks the voxels X as if it is the same as the cameras, but this just made it so each voxel was colored the same.
I'm not sure you can actually do what you're trying to do which is represent voxel (cubes) and 2D squares (gl.POINTS).
I'm not sure I can demo the issue. Maybe I should write a program to draw this so you can move the camera around but ...
Consider these 6 cubes
Just putting a square at their projected centers won't work
It seems to me there are no squares that will represent those cubes in a generic way that have no gaps and no other issues.
To make sure there are no gaps, every pixel the cube would cover needs to be covered by the square. So, first we can draw the rectangle that covers each cube
Then because gl.POINTS are square we need to expand each area to a square
given the amount of overlap there are going to be all kinds of issues. At extreme angles the size a particular square needs to be to cover the screen space of the cube it represents will get really large. Then, when Z is the same for a bunch of cubes you'll get z-fighting issues. For example the blue square will appear in front of the green square where they overlap making a little notch in the green.
We can see that here
Each green pixel is partially overlapped by the brown pixel that is one column to the right and one voxel down because that POINT is in front and large enough to cover the screen space the brown voxel takes it ends up covering the green pixel to the left and up one.
Here's a shader that follows the algorithm above. For each point in 3D space it assumes a unit cube. It computes the normalized device coordinates (NDC) of each of the 8 points of the cube and uses those to get the min and max NDC coordinates. From that it can compute the gl_PointSize need to cover that large of an area. It then places the point in the center of that area.
'use strict';
/* global window, twgl, requestAnimationFrame, document */
const height = 120;
const width = 30
const position = [];
const color = [];
const normal = [];
for (let z = 0; z < width; ++z) {
for (let x = 0; x < width; ++x) {
position.push(x, 0, z);
color.push(r(0.5), 1, r(0.5));
normal.push(0, 1, 0);
}
}
for (let y = 1; y < height ; ++y) {
for (let x = 0; x < width; ++x) {
position.push(x, -y, 0);
color.push(0.6, 0.6, r(0.5));
normal.push(0, 0, -1);
position.push(x, -y, width - 1);
color.push(0.6, 0.6, r(0.5));
normal.push(0, 0, 1);
position.push(0, -y, x);
color.push(0.6, 0.6, r(0.5));
normal.push(-1, 0, 0);
position.push(width - 1, -y, x);
color.push(0.6, 0.6, r(0.5));
normal.push(1, 0, 0);
}
}
function r(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return Math.random() * (max - min) + min;
}
const m4 = twgl.m4;
const v3 = twgl.v3;
const gl = document.querySelector('canvas').getContext('webgl');
const vs = `
attribute vec4 position;
attribute vec3 normal;
attribute vec3 color;
uniform mat4 projection;
uniform mat4 modelView;
uniform vec2 resolution;
varying vec3 v_normal;
varying vec3 v_color;
vec2 computeNDC(vec4 p, vec4 off) {
vec4 clipspace = projection * modelView * (p + off);
return clipspace.xy / clipspace.w;
}
void main() {
vec2 p0 = computeNDC(position, vec4(-.5, -.5, -.5, 0));
vec2 p1 = computeNDC(position, vec4( .5, -.5, -.5, 0));
vec2 p2 = computeNDC(position, vec4(-.5, .5, -.5, 0));
vec2 p3 = computeNDC(position, vec4( .5, .5, -.5, 0));
vec2 p4 = computeNDC(position, vec4(-.5, -.5, .5, 0));
vec2 p5 = computeNDC(position, vec4( .5, -.5, .5, 0));
vec2 p6 = computeNDC(position, vec4(-.5, .5, .5, 0));
vec2 p7 = computeNDC(position, vec4( .5, .5, .5, 0));
vec2 minNDC =
min(p0, min(p1, min(p2, min(p3, min(p4, min(p5, min(p6, p7)))))));
vec2 maxNDC =
max(p0, max(p1, max(p2, max(p3, max(p4, max(p5, max(p6, p7)))))));
vec2 minScreen = (minNDC * 0.5 + 0.5) * resolution;
vec2 maxScreen = (maxNDC * 0.5 + 0.5) * resolution;
vec2 rangeScreen = ceil(maxScreen) - floor(minScreen);
float sizeScreen = max(rangeScreen.x, rangeScreen.y);
// sizeSize is now how large the point has to be to touch the
// corners
gl_PointSize = sizeScreen;
vec4 pos = projection * modelView * position;
// clip ourselves
if (pos.x < -pos.w || pos.x > pos.w) {
gl_Position = vec4(0,0,-10,1);
return;
}
// pos is the wrong place to put the point. The correct
// place to put the point is the center of the extents
// of the screen space points
gl_Position = vec4(
(minNDC + (maxNDC - minNDC) * 0.5) * pos.w,
pos.z,
pos.w);
v_normal = mat3(modelView) * normal;
v_color = color;
}
`;
const fs = `
precision highp float;
varying vec3 v_normal;
varying vec3 v_color;
void main() {
vec3 lightDirection = normalize(vec3(1, 2, 3)); // arbitrary light direction
float l = dot(lightDirection, normalize(v_normal)) * .5 + .5;
gl_FragColor = vec4(v_color * l, 1);
gl_FragColor.rgb *= gl_FragColor.a;
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// make some vertex data
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position,
normal,
color: { numComponents: 3, data: color },
});
let camera;
const eye = [10, 10, 55];
const target = [0, 0, 0];
const up = [0, 1, 0];
const speed = 0.5;
const kUp = 38;
const kDown = 40;
const kLeft = 37;
const kRight = 39;
const kForward = 87;
const kBackward = 83;
const kSlideLeft = 65;
const kSlideRight = 68;
const keyMove = new Map();
keyMove.set(kForward, { ndx: 8, eye: 1, target: -1 });
keyMove.set(kBackward, { ndx: 8, eye: 1, target: 1 });
keyMove.set(kSlideLeft, { ndx: 0, eye: 1, target: -1 });
keyMove.set(kSlideRight, { ndx: 0, eye: 1, target: 1 });
keyMove.set(kLeft, { ndx: 0, eye: 0, target: -1 });
keyMove.set(kRight, { ndx: 0, eye: 0, target: 1 });
keyMove.set(kUp, { ndx: 4, eye: 0, target: -1 });
keyMove.set(kDown, { ndx: 4, eye: 0, target: 1 });
function render() {
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
const fov = Math.PI * 0.25;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const near = 0.1;
const far = 1000;
const projection = m4.perspective(fov, aspect, near, far);
camera = m4.lookAt(eye, target, up);
const view = m4.inverse(camera);
const modelView = m4.translate(view, [width / -2, 0, width / -2]);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniforms(programInfo, {
projection,
modelView,
resolution: [gl.canvas.width, gl.canvas.height],
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo, gl.POINTS);
}
render();
window.addEventListener('keydown', (e) => {
e.preventDefault();
const move = keyMove.get(e.keyCode);
if (move) {
const dir = camera.slice(move.ndx, move.ndx + 3);
const delta = v3.mulScalar(dir, speed * move.target);
v3.add(target, delta, target);
if (move.eye) {
v3.add(eye, delta, eye);
}
render();
}
});
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
#i { position: absolute; top: 0; left: 5px; font-family: monospace; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
<div id="i">ASWD ⬆️⬇️⬅️➡️</div>
Even on top of that you're going to have other issues using POINTS
the max point size only has to be 1.
The spec says implementation can choose a max size point they support and that at has to be at least 1. In other words, some implementations might only support point sizes of 1. Checking WebGLStats it appears it appears in reality you might be ok but still...
some implementations clip POINTS in correctly and it's unlikely to be fixed
See https://stackoverflow.com/a/56066386/128511
I am trying to implement conway's game of life in 3D. Basically, I am experimenting it with an extra dimension.
I am instantiating a list of cubes at the start of the game and give each one of them an index that's going to be associated with a logic object where I call twgl.drawObjectList if it's alive, else I will skip it within a function that I am using requestAnimationFrame on.
The problem is that the FPS drops below 1 when I make a 50*50*50 (125000 cubes) game. Is this normal? Am I doing the correct approach?
Edit:
function newGame (xDimV, yDimV, zDimV, gameSelected = false) {
// No game to load
if (!gameSelected) {
xDim = xDimV;
yDim = yDimV;
zDim = zDimV;
} else {
xDim = gameSelected[0][0].length;
yDim = gameSelected[0].length;
zDim = gameSelected.length;
}
myGame = Object.create(game);
myGame.consutructor(xDim , yDim , zDim, gameSelected);
objects = [];
for (var z = 0; z < zDim; z++) {
for (var y = 0; y < yDim; y++){
for (var x = 0; x < xDim; x++){
var uniforms = {
u_colorMult: chroma.hsv(emod(baseHue + rand(0, 120), 360), rand(0.5,
1), rand(0.5, 1)).gl(),
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
var drawObjects = [];
drawObjects.push({
programInfo: programInfo,
bufferInfo: cubeBufferInfo,
uniforms: uniforms,
});
objects.push({
translation: [(x*scale)-xDim*scale/2, (z*scale), (y*scale)-yDim*scale/2],
scale: scale,
uniforms: uniforms,
bufferInfo: cubeBufferInfo,
programInfo: programInfo,
drawObject: drawObjects,
index: [z, y, x],
});
}
}
}
requestAnimationFrame(render);
}
var then = 0;
function render(time) {
time *= 0.001;
var elapsed = time - then;
then = time;
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);
gl.clearColor(255, 255, 0, 0.1);
var fovy = 30 * Math.PI / 180;
var projection = m4.perspective(fovy, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 10000);
var eye = [cameraX, cameraY, cameraZ];
var target = [cameraX, cameraY, 10];
var up = [0, 1, 0];
var camera = m4.lookAt(eye, target, up);
var view = m4.inverse(camera);
var viewProjection = m4.multiply(projection, view);
viewProjection = m4.rotateX(viewProjection, phi);
viewProjection = m4.rotateY(viewProjection, theta);
targetTimer -= elapsed;
objects.forEach(function(obj) {
var uni = obj.uniforms;
var world = uni.u_world;
m4.identity(world);
m4.translate(world, obj.translation, world);
m4.scale(world, [obj.scale, obj.scale, obj.scale], world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
if (myGame.life[obj.index[0]][obj.index[1]][obj.index[2]] === 1) {
twgl.drawObjectList(gl, obj.drawObject);
}
});
if (targetTimer <= 0 && !paused) {
targetTimer = targetChangeInterval / speed;
myGame.nextGen();
setGameStatus();
myGame.resetStatus();
}
requestAnimationFrame(render);
}
Thanks in advance.
125k cubes is quite a lot. Typical AAA games generally make 1000 to 5000 draw calls total. There are breakdowns on the web of various game engines and how many draw calls they take the generate a frame.
Here's a talk with several methods. It includes putting all the cubes in one giant mesh and moving them around in JavaScript so they're is effectively one draw call.
If it was me I'd do that and I'd make a texture with one pixel per cube. So for 125k cubes that texture would be like 356x356 though I'd probably choose something more fitting the cube size like 500x300 (since each face slice is 50x50). For each vertex of each cube I'd have an attribute with a UV pointing to a specific pixel in that texture. In other words for the first vertices of the first cube there would be an attribute that UVs that repeats 36 times, in a new UVs for the 2nd cube that repeats 36 times,
attribute vec2 cubeUV;
Then I can use the cubeUV to lookup a pixel in the texture whether or not the cube should be on or off
attribute vec2 cubeUV;
uniform sampler2D lifeTexture;
void main() {
float cubeOn = texture2D(lifeTexture, cubeUV).r;
}
I could clip out the cube pretty easily with
if (cubeOn < 0.5) {
gl_Position = vec4(2, 2, 2, 1); // outside clip space
return;
}
// otherwise do the calcs for a cube
In this case the cubes don't need to move so all JavaScript has to do each frame is compute life in some Uint8Array and then call
gl.bindTexture(gl.TEXTURE_2D, lifeTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0,
gl.LUMINANCE, gl.UNSIGNED_BYTE, lifeStatusUint8Array);
every frame and make one draw call.
Note: You can effectively see examples of this type of shader here except that that shdaer is not looking at a texture with life running in it, instead it's looking at a texture with 4 seconds of audio data in it. It's also generating the cubeId from vertexId and generating the cube vertices and normals from vertexId. That would make it slower than putting that data in attributes but it is an example of positioning or drawing cubes based on data coming from a texture.
const vs = `
attribute vec4 position;
attribute vec3 normal;
attribute vec2 cubeUV;
uniform mat4 u_matrix;
uniform sampler2D u_lifeTex;
varying vec3 v_normal;
void main() {
float on = texture2D(u_lifeTex, cubeUV).r;
if (on < .5) {
gl_Position = vec4(20, 20, 20, 1);
return;
}
gl_Position = u_matrix * position;
v_normal = normal;
}
`;
const fs = `
precision mediump float;
varying vec3 v_normal;
void main() {
gl_FragColor = vec4(v_normal * .5 + .5, 1);
}
`;
const oneFace = [
[ -1, -1, ],
[ 1, -1, ],
[ -1, 1, ],
[ -1, 1, ],
[ 1, -1, ],
[ 1, 1, ],
];
const m4 = twgl.m4;
const gl = document.querySelector("canvas").getContext("webgl");
// compiles shaders, links program, looks up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const cubeSize = 50;
const texBuf = makeCubeTexBuffer(gl, cubeSize);
const tex = twgl.createTexture(gl, {
src: texBuf.buffer,
width: texBuf.width,
format: gl.LUMINANCE,
wrap: gl.CLAMP_TO_EDGE,
minMag: gl.NEAREST,
});
const arrays = makeCubes(cubeSize, texBuf);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
function render(time) {
time *= 0.001; // seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
//gl.enable(gl.CULL_FACE);
const fov = Math.PI * .25;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = .01;
const zFar = 1000;
const projection = m4.perspective(fov, aspect, zNear, zFar);
const radius = cubeSize * 2.5;
const speed = time * .1;
const position = [
Math.sin(speed) * radius,
Math.sin(speed * .7) * radius * .7,
Math.cos(speed) * radius,
];
const target = [0, 0, 0];
const up = [0, 1, 0];
const camera = m4.lookAt(position, target, up);
const view = m4.inverse(camera);
const mat = m4.multiply(projection, view);
// do life
// (well, randomly turn on/off cubes)
for (let i = 0; i < 100; ++i) {
texBuf.buffer[Math.random() * texBuf.buffer.length | 0] = Math.random() > .5 ? 255 : 0;
}
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, texBuf.width, texBuf.height,
0, gl.LUMINANCE, gl.UNSIGNED_BYTE, texBuf.buffer);
gl.useProgram(programInfo.program)
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, {
u_matrix: mat,
u_lifeTex: tex,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
// generate cubes
function makeCube(vertOffset, off, uv, arrays) {
const positions = arrays.position;
const normals = arrays.normal;
const cubeUV = arrays.cubeUV;
for (let f = 0; f < 6; ++f) {
const axis = f / 2 | 0;
const sign = f % 2 ? -1 : 1;
const major = (axis + 1) % 3;
const minor = (axis + 2) % 3;
for (let i = 0; i < 6; ++i) {
const offset2 = vertOffset * 2;
const offset3 = vertOffset * 3;
positions[offset3 + axis ] = off[axis] + sign;
positions[offset3 + major] = off[major] + oneFace[i][0];
positions[offset3 + minor] = off[minor] + oneFace[i][1];
normals[offset3 + axis ] = sign;
normals[offset3 + major] = 0;
normals[offset3 + minor] = 0;
cubeUV[offset2 + 0] = uv[0];
cubeUV[offset2 + 1] = uv[1];
++vertOffset;
}
}
return vertOffset;
}
function makeCubes(size, texBuf) {
const numCubes = size * size * size;
const numVertsPerCube = 36;
const numVerts = numCubes * numVertsPerCube;
const slicesAcross = texBuf.width / size | 0;
const arrays = {
position: new Float32Array(numVerts * 3),
normal: new Float32Array(numVerts * 3),
cubeUV: new Float32Array(numVerts * 2),
};
let spacing = size * 1.2;
let vertOffset = 0;
for (let z = 0; z < size; ++z) {
const zoff = (z / (size - 1) * 2 - 1) * spacing;
for (let y = 0; y < size; ++y) {
const yoff = (y / (size - 1) * 2 - 1) * spacing;
for (let x = 0; x < size; ++x) {
const xoff = (x / (size - 1) * 2 - 1) * spacing;
const sx = z % slicesAcross;
const sy = z / slicesAcross | 0;
const uv = [
(sx * size + x + 0.5) / texBuf.width,
(sy * size + y + 0.5) / texBuf.height,
];
vertOffset = makeCube(vertOffset, [xoff, yoff, zoff], uv, arrays);
}
}
}
arrays.cubeUV = {
numComponents: 2,
data: arrays.cubeUV,
};
return arrays;
}
function makeCubeTexBuffer(gl, cubeSize) {
const numCubes = cubeSize * cubeSize * cubeSize;
const maxTextureSize = Math.min(gl.getParameter(gl.MAX_TEXTURE_SIZE), 2048);
const maxSlicesAcross = maxTextureSize / cubeSize | 0;
const slicesAcross = Math.min(cubeSize, maxSlicesAcross);
const slicesDown = Math.ceil(cubeSize / slicesAcross);
const width = slicesAcross * cubeSize;
const height = slicesDown * cubeSize;
const buffer = new Uint8Array(width * height);
return {
buffer: buffer,
slicesAcross: slicesAcross,
slicesDown: slicesDown,
width: width,
height: height,
};
}
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
<canvas></canvas>
hoiested from the comments below, using a big merged mesh appears to be 1.3x faster than using instanced drawing. Here's 3 samples
big mesh using texture uvs (same as above)
instanced using texture uvs (less data, same shader)
instanced no texture (no texture, life data is in buffer/attribute)
For me, on my machine #1 can do 60x60x60 cubes (216000) at 60fps whereas both #2 and #3 only get 56x56x56 cubes (175616) at 60fps. Of course other GPUs/system/browsers might be different.
The fps drop is coming from two things most likely:
The overhead of doing 125k matrix operations each tick.
The overhead of doing 125k drawcalls.
You can look into instancing
http://blog.tojicode.com/2013/07/webgl-instancing-with.html?m=1
And possibly move the matrix stuff into a shader
I'm developing an app for iOS-Plaftorms using OpenGL.
Currently I'm having a weird issue when painting a plane (terrain) which consists of multiple subplanes, where each subplane consists of 2 triangles forming a rect. I'm painting this terrain as a wireframe by using a call to glDrawElements and provide the parameters GL_Line_Strip and the precalculated indices. The problem is that the triangles get painted in the wrong order or are rather vertically mirrored. They do not get painted in the order how I specified the indices, which is confusing.
This is the simplified code to generate the vertices:
int pos = 0;
for(NSInteger y = - gridSegmentsY / 2; y < gridSegmentsY / 2; y ++) {
for(NSInteger x = - gridSegmentsX / 2; x < gridSegmentsX / 2; x ++) {
vertices[pos++] = x * 5;
vertices[pos++] = y * 5;
vertices[pos++] = 0;
}
}
This is how I generate the indices including degenerated ones (To use as IBO).
pos = 0;
for(int y = 0; y < gridSegmentsY - 1; y ++) {
if (y > 0) {
// Degenerate begin: repeat first vertex
indices[pos++] = (unsigned short)(y * gridSegmentsY);
}
for(int x = 0; x < gridSegmentsX; x++) {
// One part of the strip
indices[pos++] = (unsigned short)((y * gridSegmentsY) + x);
indices[pos++] = (unsigned short)(((y + 1) * gridSegmentsY) + x);
}
if (y < gridSegmentsY - 2) {
// Degenerate end: repeat last vertex
indices[pos++] = (unsigned short)(((y + 1) * gridSegmentsY) + (gridSegmentsX - 1));
}
}
So in this part...
indices[pos++] = (unsigned short)((y * gridSegmentsY) + x);
indices[pos++] = (unsigned short)(((y + 1) * gridSegmentsY) + x);
...I'm setting the first index in the indices array to point to the current (x,y) and the next index to (x,y+1). I'm doin' this for all x's in the current strip, then I'm handling degenerated triangles and repeat this procedure for the next strip (y+1).
This method is taken from http://www.learnopengles.com/android-lesson-eight-an-introduction-to-index-buffer-objects-ibos/
So I expect the resulting mesh to get painted like:
a----b----c
| /| /|
| / | / |
| / | / |
|/ |/ |
d----e----f
| /| /|
| / | / |
| / | / |
|/ |/ |
g----h----i
by painting it as described using:
glDrawElements(GL_LINE_STRIP, indexCount, GL_UNSIGNED_SHORT, 0);
...since I expect GL_Line_Strip to paint first a line from (a->d), then from (d->b), then (b, e)... and so on (as specified in the indices calculation)
But what actually gets painted is:
*----*----*
|\ |\ |
| \ | \ |
| \ | \ |
| \| \|
*----*----*
|\ |\ |
| \ | \ |
| \ | \ |
| \| \|
*----*----*
So the triangles are somehow painted in the wrong order and I need to know why? ;). Does somebody know? Does the problem lie in using GL_Line_Strip or is there a bug in my code?
My eye is at (0.0f, 0.0f, 20.0f) and looks at (0,0,0). The mesh is painted along the x-axis & y-axis from left to right with z = 0, so the mesh should not be flipped or anything.
Did you remember to account for the fact that opengl's 0,0 is bottom-left and not top-left (like Core Graphics)? Coordinate system origin and handedness is important - and can result in exactly the mirroring that you are seeing.
Assume I have a rectangle having 4 vertices (x1,y1), (x2,y2) (x3,y3) and (x4,y4). These vertices are in clockwise order.The rectangle is oriented like (x1,y1) is the top most left side corner and (x3,y3) is the bottom most Right Corner.
Now i want to rotate the rectangle around one of the edge i,e along the edge that includes (x2,y2) and (x3,y3).I want to achieve this effect in Shaders by rotating two Vertices (x1,y1) and (x4,y4).
My question is What is the formula for Rotating a point (x1,y1) with an angle Theta around a certain point.
I have searched the older forums and found some relevant information
https://stackoverflow.com/a/3162657/1804924
My question is can i use the equation as it is.. because it is like rotation about Y-axis.
There's a series of articles that goes over the math for 2D rotations here
https://webglfundamentals.org/webgl/lessons/webgl-2d-rotation.html
It's starts simple and builds up to 2D matrix math which is the most common way to do this stuff
Once you have the matrices working you'd generate a matrix that translates the rectangle so that the point between X2,y2 and x3,y3 is at 0,0. Then generate a matrix that rotates. Then another to translate back. Multiply them all together and you'll get one matrix that does the entire thing.
// Compute the matrices
var rotatePointX = (x2 + x3) / 2;
var rotatePointY = (y2 + y3) / 2;
var moveToRotationPointMatrix = makeTranslation(-rotatePointX, -rotatePointY);
var rotationMatrix = makeRotation(angleInRadians);
var moveBackMatrix = makeTranslation(rotatePointX, rotatePointY);
// Multiply the matrices.
var matrix = matrixMultiply(moveToRotationPointMatrix, rotationMatrix);
matrix = matrixMultiply(matrix, moveBackMatrix);
...
Now use that matrix
Here's an example. It's rotating halfway between around the center of the right edge.
function main() {
// Get A WebGL context
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
// setup GLSL program
program = twgl.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
gl.useProgram(program);
// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");
// lookup uniforms
var colorLocation = gl.getUniformLocation(program, "u_color");
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
// Create a buffer.
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
// Set Geometry.
setGeometry(gl);
// Set a random color.
gl.uniform4f(colorLocation, Math.random(), Math.random(), Math.random(), 1);
var translation = [100, 150];
var angleInRadians = 0;
var scale = [1, 1];
// Draw the scene.
function drawScene() {
angleInRadians += 0.01;
// Clear the canvas.
gl.clear(gl.COLOR_BUFFER_BIT);
// Compute the matrices
var projectionMatrix = make2DProjection(canvas.width, canvas.height);
var x2 = 130;
var x3 = 130;
var y2 = 30;
var y3 = 150;
var rotatePointX = (x2 + x3) / 2;
var rotatePointY = (y2 + y3) / 2;
var moveToRotationPointMatrix = makeTranslation(-rotatePointX, -rotatePointY);
var rotationMatrix = makeRotation(angleInRadians);
var moveBackMatrix = makeTranslation(rotatePointX, rotatePointY);
// Multiply the matrices.
var matrix = matrixMultiply(moveToRotationPointMatrix, rotationMatrix);
matrix = matrixMultiply(matrix, moveBackMatrix);
matrix = matrixMultiply(matrix, projectionMatrix);
// Set the matrix.
gl.uniformMatrix3fv(matrixLocation, false, matrix);
// Draw the geometry.
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(drawScene);
}
drawScene();
}
function make2DProjection(width, height) {
// Note: This matrix flips the Y axis so 0 is at the top.
return [
2 / width, 0, 0,
0, -2 / height, 0,
-1, 1, 1
];
}
function makeTranslation(tx, ty) {
return [
1, 0, 0,
0, 1, 0,
tx, ty, 1
];
}
function makeRotation(angleInRadians) {
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
return [
c,-s, 0,
s, c, 0,
0, 0, 1
];
}
function makeScale(sx, sy) {
return [
sx, 0, 0,
0, sy, 0,
0, 0, 1
];
}
function matrixMultiply(a, b) {
var a00 = a[0*3+0];
var a01 = a[0*3+1];
var a02 = a[0*3+2];
var a10 = a[1*3+0];
var a11 = a[1*3+1];
var a12 = a[1*3+2];
var a20 = a[2*3+0];
var a21 = a[2*3+1];
var a22 = a[2*3+2];
var b00 = b[0*3+0];
var b01 = b[0*3+1];
var b02 = b[0*3+2];
var b10 = b[1*3+0];
var b11 = b[1*3+1];
var b12 = b[1*3+2];
var b20 = b[2*3+0];
var b21 = b[2*3+1];
var b22 = b[2*3+2];
return [a00 * b00 + a01 * b10 + a02 * b20,
a00 * b01 + a01 * b11 + a02 * b21,
a00 * b02 + a01 * b12 + a02 * b22,
a10 * b00 + a11 * b10 + a12 * b20,
a10 * b01 + a11 * b11 + a12 * b21,
a10 * b02 + a11 * b12 + a12 * b22,
a20 * b00 + a21 * b10 + a22 * b20,
a20 * b01 + a21 * b11 + a22 * b21,
a20 * b02 + a21 * b12 + a22 * b22];
}
// Fill the buffer with the values that make a rect.
function setGeometry(gl) {
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
10, 30,
130, 30,
10, 150,
10, 150,
130, 30,
130, 150]),
gl.STATIC_DRAW);
}
main();
canvas {
border: 1px solid black;
}
<script src="https://twgljs.org/dist/3.x/twgl.min.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform mat3 u_matrix;
void main() {
// Multiply the position by the matrix.
gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1);
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
</script>
<canvas id="canvas" width="400" height="300"></canvas>
basically to rotate an object around the vector you need to translate(and rotate if needed) it in such way that this vector will appear in middle so your object will be positioned in vectors local coordinate system. then you apply rotation and after it put object back where it was. Here is good helper library.