I would like to simply add a "sky" background in my scene so that it won't cover the objects but just being visible after them.
I've tried to, but I have no idea to do it without applying it over the other objects drawn in the scene.
Unfortunately I've to do all this without using any advanced library such as three.js and so on.
The background I'd like to use is in /Assets/sky.jpg
Here the js file:
var program0;
var program1;
var gl;
var shaderDir;
var baseDir;
var lastUpdateTime;
var boatModel;
var rockModel;
var rock2Model;
var oceanModel;
var object = [];
//attributes and uniforms
var positionAttributeLocation = Array();
var uvAttributeLocation = Array();
var matrixLocation = Array();
var textLocation = Array();
var normalAttributeLocation = Array();
var normalMatrixPositionHandle = Array();
var worldViewMatrixLocation = Array();
var worldViewMatrixLocation_transpose = Array();
var materialDiffColorHandle = Array();
var lightDirectionHandle = Array();
var lightColorHandle = Array();
var ambientLightcolorHandle = Array();
var specularColorHandle = Array();
var specShineHandle = Array();
var vaos = new Array();
var textures = new Array();
var modelStr = Array();
var modelTexture = Array();
//matrices
var viewMatrix;
var perspectiveMatrix;
//lights
//define directional light
var dirLightAlpha = -utils.degToRad(180);
var dirLightBeta = -utils.degToRad(100);
var directionalLight;
var directionalLightColor;
var ambientLight = [0.5, 0.5, 0.5];
var specularColor = [0.0, 0.0, 0.0];
var specShine = 0.0;
//camera
var cx = 0;
var cy = 0;
var cz = 1;
var camAngle = 0;
var camElev = 5;
//boat kinematics
var linearDir = 0;
var linearVel = 0;
var velX = 0;
var velZ = 0;
var maxLinearVel = 0.01;
var linearAcc = 0.0001;
var linearDrag = 0.005;
var turningDir = 0;
var angularVel = 0.0;
var maxAngularVel = 0.2;
var angularAcc = 0.01;
var angularDrag = 0.01;
modelStr[0] = 'Assets/Boat/Boat.obj';
modelStr[1] = 'Assets/Rocks/Rock1/rock1.obj';
modelStr[2] = 'Assets/Rocks/Rock2/Rock_1.obj';
modelStr[3] = 'Assets/ocean-obj/ocean.obj';
//modelStr[3] = 'Assets/ocean2/hdri-ca-sky.obj';
modelTexture[0] = 'Assets/Boat/textures/boat_diffuse.bmp';
modelTexture[1] = 'Assets/Rocks/Rock1/textures/rock_low_Base_Color.png';
modelTexture[2] = 'Assets/Rocks/Rock2/Rock_1_Tex/Rock_1_Base_Color.jpg';
modelTexture[3] = 'Assets/ocean-obj/woter.jpg';
//modelTexture[3] = 'Assets/ocean2/CA-Sky-2016-04-15-11-30-am.jpg';
modelTexture[4] = 'Assets/Sea/sea.jpg'
var nFrame = 0;
/***********************************************************************************************/
class Item {
x; y; z;
Rx; Ry; Rz;
S;
vertices;
normals;
indices;
texCoords;
materialColor;
constructor(x, y, z, Rx, Ry, Rz, S) {
this.x = x;
this.y = y;
this.z = z;
this.Rx = Rx;
this.Ry = Ry;
this.Rz = Rz;
this.S = S;
}
buildWorldMatrix() {
return utils.MakeWorld(this.x, this.y, this.z, this.Rx, this.Ry, this.Rz, this.S);
}
setAttr(objectVertices, objectNormals, objectIndices, objectTexCoords) {
this.vertices = objectVertices;
this.normals = objectNormals;
this.indices = objectIndices;
this.texCoords = objectTexCoords;
}
setMaterialColor(materialColorArray) {
this.materialColor = materialColorArray;
}
}
//objects
var rock = new Item(1.0, -0.5, -3.0, 0.0, 0.0, 0.0, 1.0 / 20.0);
var boat = new Item(0.0, -0.15, 0.0, 90.0, 0.0, 0.0, 1.0 / 1000.0);
var rock2 = new Item(-1.0, -0.4, -3, -30.0, 0.0, 0.0, 1.0 / 10.0);
var ocean = new Item(0.0, -0.02, 0.0, 90.0, 0.0, 0.0, 100.0);
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
function main() {
utils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
setFloorCoord();
/* Load corresponding information from the models */
object[0] = boat;
object[1] = rock;
object[2] = rock2;
object[3] = ocean;
boat.setAttr(boatModel.vertices, boatModel.vertexNormals, boatModel.indices, boatModel.textures);
boat.setMaterialColor([1.0, 1.0, 1.0]); // set material color for boat
rock.setAttr(rockModel.vertices, rockModel.vertexNormals, rockModel.indices, rockModel.textures);
rock.setMaterialColor([1.0, 1.0, 1.0]); // set material color for rock
rock2.setAttr(rock2Model.vertices, rock2Model.vertexNormals, rock2Model.indices, rock2Model.textures);
rock2.setMaterialColor([1.0, 1.0, 1.0]);
ocean.setAttr(oceanModel.vertices, oceanModel.vertexNormals, oceanModel.indices, oceanModel.textures);
ocean.setMaterialColor([1.0, 1.0, 1.0]);
directionalLight = [Math.cos(dirLightAlpha) * Math.cos(dirLightBeta),
Math.sin(dirLightAlpha),
Math.cos(dirLightAlpha) * Math.sin(dirLightBeta)
];
directionalLightColor = [1.0, 1.0, 1.0];
/* Retrieve the position of the attributes and uniforms */
getShadersPos()
objectWorldMatrix = Array();
objectWorldMatrix[0] = boat.buildWorldMatrix(); //boat WorldMatrix
objectWorldMatrix[1] = rock.buildWorldMatrix(); //rock WorlMatrix
objectWorldMatrix[2] = rock2.buildWorldMatrix();
objectWorldMatrix[3] = ocean.buildWorldMatrix();
perspectiveMatrix = utils.MakePerspective(90, gl.canvas.width / gl.canvas.height, 0.1, 100.0);
viewMatrix = utils.MakeView(0.0, 1.0, 1.0, 15.0, 0.0);
setBuffers();
drawScene();
}
async function init() {
var path = window.location.pathname;
var page = path.split("/").pop();
baseDir = window.location.href.replace(page, '');
shaderDir = baseDir + "shaders/";
var canvas = document.getElementById("c");
lastUpdateTime = (new Date).getTime();
gl = canvas.getContext("webgl2");
if (!gl) {
document.write("GL context not opened");
return;
}
await utils.loadFiles([shaderDir + 'vs.glsl', shaderDir + 'fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
program0 = utils.createProgram(gl, vertexShader, fragmentShader);
});
await utils.loadFiles([shaderDir + 'vs_unlit.glsl', shaderDir + 'fs_unlit.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
program1 = utils.createProgram(gl, vertexShader, fragmentShader);
});
//###################################################################################
//This loads the obj model in the boatModel variable
var boatObjStr = await utils.get_objstr(baseDir + modelStr[0]);
boatModel = new OBJ.Mesh(boatObjStr);
//###################################################################################
//###################################################################################
//This loads the obj model in the rockModel variable
var rockObjStr = await utils.get_objstr(baseDir + modelStr[1]);
rockModel = new OBJ.Mesh(rockObjStr);
//###################################################################################
//###################################################################################
//This loads the obj model in the rockModel variable
var rock2ObjStr = await utils.get_objstr(baseDir + modelStr[2]);
rock2Model = new OBJ.Mesh(rock2ObjStr);
//###################################################################################
var oceanObjStr = await utils.get_objstr(baseDir + modelStr[3]);
oceanModel = new OBJ.Mesh(oceanObjStr);
initControls(canvas);
main();
}
function getShadersPos() {
positionAttributeLocation[0] = gl.getAttribLocation(program0, "a_position");
uvAttributeLocation[0] = gl.getAttribLocation(program0, "a_uv");
matrixLocation[0] = gl.getUniformLocation(program0, "matrix");
worldViewMatrixLocation[0] = gl.getUniformLocation(program0, "worldviewmatrix");
worldViewMatrixLocation_transpose[0] = gl.getUniformLocation(program0, "worldviewmatrix_t");
textLocation[0] = gl.getUniformLocation(program0, "u_texture");
normalAttributeLocation[0] = gl.getAttribLocation(program0, "inNormal");
normalMatrixPositionHandle[0] = gl.getUniformLocation(program0, 'nMatrix');
materialDiffColorHandle[0] = gl.getUniformLocation(program0, 'mDiffColor');
lightDirectionHandle[0] = gl.getUniformLocation(program0, 'lightDirection');
lightColorHandle[0] = gl.getUniformLocation(program0, 'lightColor');
ambientLightcolorHandle[0] = gl.getUniformLocation(program0, 'ambientLightcolor');
specularColorHandle[0] = gl.getUniformLocation(program0, 'specularColor');
specShineHandle[0] = gl.getUniformLocation(program0, 'SpecShine');
}
function setBuffers() {
for (let i = 0; i < object.length; i++) {
vaos[i] = gl.createVertexArray();
gl.bindVertexArray(vaos[i])
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object[i].vertices), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionAttributeLocation[0]);
gl.vertexAttribPointer(positionAttributeLocation[0], 3, gl.FLOAT, false, 0, 0);
var uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object[i].texCoords), gl.STATIC_DRAW);
gl.enableVertexAttribArray(uvAttributeLocation[0]);
gl.vertexAttribPointer(uvAttributeLocation[0], 2, gl.FLOAT, false, 0, 0);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(object[i].indices), gl.STATIC_DRAW);
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object[i].normals), gl.STATIC_DRAW);
gl.enableVertexAttribArray(normalAttributeLocation[0]);
gl.vertexAttribPointer(normalAttributeLocation[0], 3, gl.FLOAT, false, 0, 0);
textures[i] = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[i]);
image = new Image();
image.crossOrigin = "anonymous";
image.src = baseDir + modelTexture[i];
image.onload = function (texture, image) {
return function () {
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
// Check if the image is a power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// No, it's not a power of 2. Turn off mips and set wrapping to clamp to edge
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
};
}(textures[i], image);
}
}
function drawObjects() {
for (let i = 0; i < object.length; ++i) {
gl.useProgram(program0);
var viewWorldMatrix = utils.multiplyMatrices(viewMatrix, objectWorldMatrix[i]);
var projectionMatrix = utils.multiplyMatrices(perspectiveMatrix, viewWorldMatrix);
gl.uniformMatrix4fv(matrixLocation[0], gl.FALSE, utils.transposeMatrix(projectionMatrix));
gl.uniformMatrix4fv(worldViewMatrixLocation_transpose[0], gl.FALSE, utils.transposeMatrix(utils.invertMatrix(utils.transposeMatrix(viewWorldMatrix))));
gl.uniformMatrix4fv(worldViewMatrixLocation[0], gl.FALSE, utils.transposeMatrix(viewWorldMatrix));
gl.uniformMatrix4fv(normalMatrixPositionHandle[0], gl.FALSE, utils.transposeMatrix(utils.invertMatrix(utils.transposeMatrix(objectWorldMatrix[i]))));
gl.uniform3fv(materialDiffColorHandle[0], object[i].materialColor);
gl.uniform3fv(lightColorHandle[0], directionalLightColor);
gl.uniform3fv(lightDirectionHandle[0], directionalLight);
gl.uniform3fv(ambientLightcolorHandle[0], ambientLight);
gl.uniform3fv(specularColorHandle[0], specularColor);
gl.uniform1f(specShineHandle[0], specShine);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[i]);
gl.uniform1i(textLocation[0], textures[i]);
gl.bindVertexArray(vaos[i]);
gl.drawElements(gl.TRIANGLES, object[i].indices.length, gl.UNSIGNED_SHORT, 0);
}
}
var counter = 0;
function animate(item) {
var currentTime = (new Date).getTime();
if (lastUpdateTime != null) {
boatDynamic(currentTime);
var deltaC = (30 * (currentTime - lastUpdateTime)) / 1000.0;
//item.z += deltaC/100;
//item.Rz += deltaC;
}
/* depending on which object we want to animate we change the worldmatrix of the object */
//objectWorldMatrix[0] = utils.MakeWorld(0.0, item.y, item.z, item.Rx, item.Ry, item.Rz, item.S);
counter += 0.005;
//item.z = counter % 2;
//item.y = counter;
//(0, -1, 2, 45, 0)
//item.z -= 0.002;
viewMatrix = utils.MakeView(cx + item.x, cy + 1, 2 + item.z, camElev, 0);
//<---- la barca si muove verso la z negativa
//item.y += 0.002;
objectWorldMatrix[0] = item.buildWorldMatrix();
//objectWorldMatrix[1] = rock.buildWorldMatrix();
//objectWorldMatrix[2] = rock2.buildWorldMatrix();
lastUpdateTime = currentTime;
}
function drawScene() {
animate(boat);
gl.clearColor(0.85, 0.85, 0.85, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
// DRAW THE OBJECTS IN THE SCENE
drawObjects();
window.requestAnimationFrame(drawScene);
}
//controls
var keys = [];
var vz = 0.0;
var rvy = 0.0;
var keyFunctionDown = function (e) {
if (!keys[e.keyCode]) {
keys[e.keyCode] = true;
switch (e.keyCode) {
case 37: //LEFT ARROW KEY DOWN
turningDir = - 1;
break;
case 39: //RIGHT ARROW KEY DOWN
turningDir = + 1;
break;
case 38: //UP ARROW KEY DOWN
linearDir = + 1;
break;
case 40: //DOWN ARROW KEY DOWN
linearDir = - 1;
break;
//camera controls
case 87:
camElev += 5;
console.log(camElev)
break;
case 83:
camElev -= 5;
console.log(camElev)
break;
}
}
}
var keyFunctionUp = function (e) {
if (keys[e.keyCode]) {
keys[e.keyCode] = false;
switch (e.keyCode) {
case 37: //LEFT ARROW KEY UP
turningDir = 0;
break;
case 39: //RIGHT ARROW KEY UP
turningDir = 0;
break;
case 38: //UP ARROW KEY UP
linearDir = 0;
break;
case 40: //DOWN ARROW KEY DOWN
linearDir = 0;
break;
}
}
}
function initControls(canvas) {
window.addEventListener("keyup", keyFunctionUp, false);
window.addEventListener("keydown", keyFunctionDown, false);
}
function boatDynamic(currentTime) {
//console.log(linearVel);
//boat turning
angularVel += turningDir * angularAcc;
if (Math.abs(angularVel) >= maxAngularVel)
angularVel = Math.sign(angularVel) * maxAngularVel;
//angular velocity degradation
angularVel = angularVel * (1 - angularDrag);
boat.Rx += angularVel;
//boat speed
linearVel += linearDir * linearAcc;
if (Math.abs(linearVel) >= maxLinearVel)
linearVel = Math.sign(linearVel) * maxLinearVel;
//linear vel degradation
linearVel = linearVel * (1 - linearDrag)
//linear velocity axis decomposition
velX = - linearVel * Math.cos(utils.degToRad(boat.Rx));
velZ = - linearVel * Math.sin(utils.degToRad(boat.Rx));
boat.x += velX;
boat.z += velZ;
//simple boat "wobbling" around its y axis, must be implemented better
if (Math.random() > 0.8) {
boat.Ry += Math.sin(utils.degToRad(currentTime)) / 8;
}
}
function dirLightChange(value, type) {
if (type == 'alpha')
dirLightAlpha = -utils.degToRad(value);
else
dirLightBeta = -utils.degToRad(value);
directionalLight = [Math.cos(dirLightAlpha) * Math.cos(dirLightBeta),
Math.sin(dirLightAlpha),
Math.cos(dirLightAlpha) * Math.sin(dirLightBeta)
];
drawObjects();
}
function onColorChange(value, type) {
let result = HEX2RGB(value);
var r = result[0] / 255.0;
var g = result[1] / 255.0;
var b = result[2] / 255.0;
if (type == 'ambient')
ambientLight = [r, g, b];
else if (type == 'directional')
directionalLightColor = [r, g, b];
else if (type == 'material')
boat.setMaterialColor([r, g, b]);
else
specularColor = [r, g, b];
drawObjects();
}
function onSpecShineChange(value) {
specShine = value;
drawObjects();
}
window.onload = init;
Here the repo with the entire project: repo
method 1 easiest
clear the depth buffer
turn off the depth test
draw a plane with your sky texture
turn on the depth test
draw your objects
method 2 (slightly more efficient)
clear the depth buffer
set depth func to LESS
turn on the depth test
draw your opaque objects
set depth func to LEQUAL
draw a plane with your sky texture at Z = 1
draw your transparent objects
Note: drawing a plane at Z = 1 is easiest with a custom shader that just does that.
Example: https://stackoverflow.com/a/52508687/128511
Many old outdated 3D engines try to use the system that draws everything else. In other words they only implement one thing, a loop that draws all objects with a single projection matrix and view matrix, so they have to compute a model matrix that positions the plane so that it just happens to show up at -Z in the current view and the current projection. That's silly IMO.
Another thing slightly less outdated 3D engines do is let each object the draw use a different projection and view matrix. In that case projections and view matrices for the planes can be set to something like (assuming the plane has vertices at Z = 0
view matrix = identity
projection matrix = [
1, 0, 0, 0
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 1, 1,
];
Will move Z to 1.
You then probably want to set the first 1 (width) and second 1 (height) as shown in this answer (same as above)
If it was me though I'd do what modern engines do and use a different shader like the one in the first link above just for drawing an image.
Note: you might also want to look into skyboxes
I have script
https://drive.google.com/file/d/0B4Cqle1HMxo8LXl6YktuMF9EVWc/view?usp=sharing
It's working as WebGL 2D
When it draws 50 images (texture) -- FPS 60, but when it draws 150 and more -- FPS 20-30
Why?
How can I solve this problem with WebGL?
UPD
jsFiddle
html
<canvas id="spirit_canvas"></canvas>
<div id="fps" style="position:absolute;top:0;left:0;background:rgba(0,0,0,0.1);color:#111;padding:1px 2px;font-size:10px;font-family:sans-serif;z-index:5"></div>
js
function WebGL2d(id)
{
this._el = document.getElementById(id);
this._gl = null;
this._vertexShader = null;
this._fragmentShader = null;
this._program = null;
this._p = {
positionLocation: null,
translationLocation: null,
resolutionLocation: null,
colorLocation: null,
texCoordLocation: null,
v_t: null
};
this._vertexShaderSrc = "\
attribute vec2 a_position;\n\
uniform vec2 u_resolution;\n\
uniform vec2 u_translation;\n\
attribute vec2 a_texCoord;\n\
varying vec2 v_texCoord;\n\
void main() {\n\
vec2 position = a_position + u_translation;\n\
vec2 zeroToOne = position / u_resolution;\n\
vec2 zeroToTwo = zeroToOne * 2.0;\n\
vec2 clipSpace = zeroToTwo - 1.0;\n\
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n\
gl_PointSize = 2.;\n\
v_texCoord = a_texCoord;\n\
}\n\
";
this._fragmentShaderSrc = "\
precision mediump float;\n\
uniform vec4 u_color;\n\
uniform sampler2D u_image;\n\
varying vec2 v_texCoord;\n\
uniform int v_t;\n\
void main() {\n\
gl_FragColor = u_color;\n\
if (v_t == 1) {\n\
gl_FragColor = texture2D(u_image, v_texCoord);\n\
}\n\
}\n\
";
this._canvas2d = null;
this._canvas2dCache = null;
this._canvasPathBuffer = [];
this._isPointInPath = false;
this.txtr = {};
this._vertexBuffer = null;
this._indexBuffer = null;
this._uvBuffer = null;
this._colorBuffer = null;
// -------------------
this.fillStyle = '#000';
this.strokeStyle = '#000';
this.lineWidth = 1;
//----|||
this._init();
}
WebGL2d.prototype = {
_getCanvas: function(w,h)
{
var canvas = document.createElement("canvas");
canvas.width = w;
canvas.height = h;
return canvas.getContext("2d");
},
_hexToRgbArray: function (hex) {
var shorthandRegex = /^#?([a-f\d])([a-f\d])([a-f\d])$/i;
hex = hex.replace(shorthandRegex, function (m, r, g, b) {
return r + r + g + g + b + b;
});
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? [
parseInt(result[1], 16),
parseInt(result[2], 16),
parseInt(result[3], 16),
1
] : [0,0,0,1];
},
_rgbToArray: function(rgba) {
var result = /(?:rgb|rgba)\((\d+),\s?(\d+),\s?(\d+)(?:,\s?(\d+|\d.\d+))?\)/g.exec(rgba);
if(result) {
return result.slice(1).filter(isFinite).map(parseFloat);
} else {
return [0,0,0,1];
}
},
_context: function () {
var names = ["webgl","experimental-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii) {
try {
context = this._el.getContext(names[ii], {/*alpha: true, premultipliedAlpha: true, antialiasing: true*/});
} catch (e) {
}
if (context) {
break;
}
}
if (context === null) {
console.error('WebGL2d don\'t init');
return;
}
this._gl = context;
console.log('--');
},
_loadShader: function (src, type) {
var shader = this._gl.createShader(type);
this._gl.shaderSource(shader, src);
this._gl.compileShader(shader);
var compiled = this._gl.getShaderParameter(shader, this._gl.COMPILE_STATUS);
if (!compiled) {
lastError = this._gl.getShaderInfoLog(shader);
console.error("*** Error compiling shader '" + shader + "':" + lastError);
this._gl.deleteShader(shader);
return null;
}
return shader;
},
_loadProgram: function (shaders) {
var program = this._gl.createProgram();
for (var i = 0; i < shaders.length; ++i) {
this._gl.attachShader(program, shaders[i]);
}
this._gl.linkProgram(program);
var linked = this._gl.getProgramParameter(program, this._gl.LINK_STATUS);
if (!linked) {
lastError = this._gl.getProgramInfoLog(program);
log.error("Error in program linking:" + lastError);
this._gl.deleteProgram(program);
return null;
}
return program;
},
_init: function () {
this._context();
this._canvas2d = this._getCanvas(this._el.width,this._el.height);
//this._gl.disable(this._gl.DEPTH_TEST);
this._gl.enable(this._gl.BLEND);
this._gl.blendFunc(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA);
//this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
//this._gl.clearDepth (0.0);
//this._gl.clearColor(0, 0, 0, 1.0);
//this._gl.clear(this._gl.COLOR_BUFFER_BIT | this._gl.DEPTH_BUFFER_BIT);
//this._gl.clear(this._gl.COLOR_BUFFER_BITT);
this._vertexShader = this._loadShader(this._vertexShaderSrc, this._gl.VERTEX_SHADER);
this._fragmentShader = this._loadShader(this._fragmentShaderSrc, this._gl.FRAGMENT_SHADER);
this._program = this._loadProgram([this._vertexShader, this._fragmentShader]);
this._gl.useProgram(this._program);
this._p.positionLocation = this._gl.getAttribLocation(this._program, "a_position");
this._p.translationLocation = this._gl.getAttribLocation(this._program, "u_translation");
this._p.resolutionLocation = this._gl.getUniformLocation(this._program, "u_resolution");
this._p.colorLocation = this._gl.getUniformLocation(this._program, "u_color");
// texture
this._p.texCoordLocation = this._gl.getAttribLocation(this._program, "a_texCoord");
this._p.v_t = this._gl.getUniformLocation(this._program, "v_t");
this._gl.uniform2f(this._p.resolutionLocation, this._el.width, this._el.height);
this._initBuff();
},
_initBuff: function()
{
this._vertexBuffer = this._gl.createBuffer();
this._indexBuffer = this._gl.createBuffer();
this._uvBuffer = this._gl.createBuffer();
this._colorBuffer = this._gl.createBuffer();
},
_drawArrTriangle: function(num)
{
this._gl.drawArrays(this._gl.TRIANGLE_STRIP, 0,num);
},
// ==========
_setColor: function (color)
{
this._gl.uniform1i(this._p.v_t, 0);
if (!(color instanceof Array)) {
if (color.indexOf('r') === 0 || color.indexOf('R') === 0) {
color = this._rgbToArray(color);
} else {
color = this._hexToRgbArray(color);
}
}
color[0] = Math.round(color[0] / 255 * 100)/100;
color[1] = Math.round(color[1] / 255 * 100)/100;
color[2] = Math.round(color[2] / 255 * 100)/100;
this._gl.uniform4f(this._p.colorLocation, color[0], color[1], color[2], color[3]);
},
_buff: function (arr)
{
this._gl.enableVertexAttribArray(this._p.positionLocation);
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, this._vertexBuffer);
this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(arr), this._gl.DYNAMIC_DRAW);
this._gl.vertexAttribPointer(this._p.positionLocation, 2, this._gl.FLOAT, false, 0, 0);
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
},
_buffTexture: function(image)
{
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, this._uvBuffer);
this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0]), this._gl.STATIC_DRAW);
this._gl.enableVertexAttribArray(this._p.texCoordLocation);
this._gl.vertexAttribPointer(this._p.texCoordLocation, 2, this._gl.FLOAT, false, 0, 0);
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
if (!(image.src in this.txtr)) {
this.txtr[image.src] = this._gl.createTexture();
this._gl.bindTexture(this._gl.TEXTURE_2D, this.txtr[image.src]);
// Set the parameters so we can render any size image.
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, this._gl.LINEAR);
this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, this._gl.LINEAR);
this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, image);
} else {
this._gl.bindTexture(this._gl.TEXTURE_2D, this.txtr[image.src]);
}
},
//--------------------------------------------
fillRect: function(x,y,w,h,color,image)
{
var translation = [0, 0];
translation[0] = x;
translation[1] = y;
var x2 = x + w;
var y2 = h + y;
this._buff(
[
x,y,
x2,y,
x,y2,
x,y2,
x2,y,
x2,y2
]
);
if (!image) {
if (color) {
this._setColor(color);
} else {
this._setColor(this.fillStyle);
}
}
this._drawArrTriangle(6);
},
strokeRect: function(x, y, w, h)
{
this.fillRect(
x,
y,
w,
this.lineWidth,
this.strokeStyle
);
this.fillRect(
(x + w - this.lineWidth),
y,
this.lineWidth,
h,
this.strokeStyle
);
this.fillRect(
x,
(y + h - this.lineWidth),
w,
this.lineWidth,
this.strokeStyle
);
this.fillRect(
x,
y,
this.lineWidth,
h,
this.strokeStyle
);
},
clearRect: function(x, y, w, h)
{
//this._gl.clearDepth (1.0);
this._gl.clearColor(0, 0, 0, 1.0);
//this._gl.clear(this._gl.COLOR_BUFFER_BIT | this._gl.DEPTH_BUFFER_BIT);
//this._gl.clear(this._gl.COLOR_BUFFER_BIT);
},
beginPath: function(isPointInPath)
{
if (isPointInPath == true) {
this._isPointInPath = true;
this._canvas2d.beginPath();
} else {
this._isPointInPath = false;
this._canvasPathBuffer = [];
}
},
moveTo: function(x,y)
{
if (this._isPointInPath == true) {
this._canvas2d.moveTo(x,y);
} else {
this._canvasPathBuffer.push([x,y]);
}
},
lineTo: function(x,y)
{
if (this._isPointInPath == true) {
this._canvas2d.lineTo(x,y);
} else {
this._canvasPathBuffer.push([x,y]);
}
},
fill: function()
{
if (this._canvasPathBuffer.length == 4) {
this._buff(
[
this._canvasPathBuffer[0][0], this._canvasPathBuffer[0][2],
this._canvasPathBuffer[1][0], this._canvasPathBuffer[1][3],
this._canvasPathBuffer[2][0], this._canvasPathBuffer[2][4],
this._canvasPathBuffer[2][0], this._canvasPathBuffer[2][5],
this._canvasPathBuffer[3][0], this._canvasPathBuffer[3][6],
this._canvasPathBuffer[0][0], this._canvasPathBuffer[0][7]
]
);
this._setColor(this.fillStyle);
this._drawArrTriangle(6);
}
},
closePath: function()
{
if (this._isPointInPath == true) {
this._canvas2d.closePath();
}
},
isPointInPath: function(x,y)
{
return this._canvas2d.isPointInPath(x,y);
},
text: function (text,x,y,size,color,fontStyle,fontFamily,borderColor)
{
return false;
},
fillText: function(text,x,y,maxWidth)
{
return false;
},
drawImage: function(img,x,y, w, h)
{
this._gl.uniform1i(this._p.v_t, 1);
this._buffTexture(img);
this.fillRect(x,y,w,h,false,true);
}
};
function microtime()
{
return new Date().getTime();
}
function round(s,exp) {
exp = exp || 0;
return Math.round(s * Math.pow(10,exp)) / Math.pow(10,exp);
}
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback, element){
window.setTimeout(callback, 1000 / 60);
};
})();
var canvas;
var image;
var fpsLastCalledTime;
var height = 400;
var width = 700;
function main() {
var $el = $('#spirit_canvas');
$('body').css('width',(width + 'px'));
$el.css({'width':(width + 'px'),'height':(height + 'px')}).attr('width',width).attr('height',height);
canvas = new WebGL2d('spirit_canvas');
image = new Image();
image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABoAAAAlCAYAAABcZvm2AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAWNJREFUeNrsV8sNwjAMbUqBBWACxB2pQ8AKcGALTsAJuDEFB1gBhuDAuWICmICPQh01pXWdJqEFcaglRGRbfonjPLuMc+5QwhjLGEJfZusjxZOL9akZKye9G98vPMfvsAx4qBfKwfzBL9s6uUHpI6U/u7+BKGkNb/H6umtk7MczF0HyfKS4zo/k/4AgTV8DOizrqX8oECgC+MGa8lGJp9sJDiAB8nyqYoglvJOPbP97IqoATGxWVZeXJlMQwYHA3piF8wJIblOVNBBxe3TPMLoHIKtxrbS7AAbBrA4Y5NaPAXf8LjN6wKZ0RaZOnlAFZnuXInVR4FTE6eYp0olPhhshtXsAwY3PquoAJNkIY33U7HTs7hYBwV24ItUKqDwgKF3VzAZ6k8HF+B1BMF8xRJbeJoqMXHZAAQ1kwoluURCdzepEugGEImBrIADB7I4lyfbJLlw92FKE6b5hVd+ktv4vAQYASMWxvlAAvcsAAAAASUVORK5CYII=";
image.onload = function() {
play();
}
}
function play()
{
//this.time = microtime();
canvas.clearRect();
draw();
drawFps();
requestAnimFrame(play.bind(window));
}
drawFps = function()
{
var fps;
if(!fpsLastCalledTime) {
fpsLastCalledTime = microtime();
fps = 0;
} else {
fps = round(1000/(microtime() - fpsLastCalledTime));
fpsLastCalledTime = microtime();
}
$('#fps').html('fps: ' + fps);
};
function draw()
{
canvas.fillRect(0,0,width,height,'#eee');
var __x = 0;
var __y = 0;
var __h = 37;
var __w = 26;
var x, y, h, w;
for(var i = 0; i < 200; ++i) {
if (i % 26 == 0) {
__y = __y + __h;
__x = 0;
} else {
__x = __x + __w;
//__y = __y;
}
h = __h;
w = __w;
x = __x;
y = __y;
//canvas.fillRect(x,y, w, h,'#050');
canvas.drawImage(image,x,y, w, h);
}
}
main();
In general you only want to call gl.bufferData and gl.texImage2d at init time. AFAICT you're calling them for every draw call.
here's the full code, I had to remove spaces from some of the functions that weren't related to the problem to make sure im in the 30k character limit of stack overflow
const EPSILON = 0.000001;
const mat4 = { rotateZ: function(out, a, rad) { let s = Math.sin(rad); let c = Math.cos(rad); let a00 = a[0]; let a01 = a[1]; let a02 = a[2]; let a03 = a[3]; let a10 = a[4]; let a11 = a[5]; let a12 = a[6]; let a13 = a[7]; if (a !== out) { out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } out[0] = a00 * c + a10 * s; out[1] = a01 * c + a11 * s; out[2] = a02 * c + a12 * s; out[3] = a03 * c + a13 * s; out[4] = a10 * c - a00 * s; out[5] = a11 * c - a01 * s; out[6] = a12 * c - a02 * s; out[7] = a13 * c - a03 * s; return out; }, create: function() { let out = new Float32Array(16); out[0] = 1; out[5] = 1; out[10] = 1; out[15] = 1; return out; }, perspective: function(out, fovy, aspect, near, far) { let f = 1.0 / Math.tan(fovy / 2), nf; out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[11] = -1; out[12] = 0; out[13] = 0; out[15] = 0; if (far !== null && far !== Infinity) { nf = 1 / (near - far); out[10] = (far + near) * nf; out[14] = (2 * far * near) * nf; } else { out[10] = -1; out[14] = -2 * near; } return out; }, translate: function(out, a, v) { let x = v[0], y = v[1], z = v[2]; if (a === out) { out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; return out; } else { let a00, a01, a02, a03; let a10, a11, a12, a13; let a20, a21, a22, a23; a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; out[12] = a00 * x + a10 * y + a20 * z + a[12]; out[13] = a01 * x + a11 * y + a21 * z + a[13]; out[14] = a02 * x + a12 * y + a22 * z + a[14]; out[15] = a03 * x + a13 * y + a23 * z + a[15]; return out; } }, scale: function(out, a, v) { let x = v[0], y = v[1], z = v[2]; out[0] = a[0] * x; out[1] = a[1] * x; out[2] = a[2] * x; out[3] = a[3] * x; out[4] = a[4] * y; out[5] = a[5] * y; out[6] = a[6] * y; out[7] = a[7] * y; out[8] = a[8] * z; out[9] = a[9] * z; out[10] = a[10] * z; out[11] = a[11] * z; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; }, multiply: function(out, a, b) { let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; let a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; let a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; let a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; return out; }, lookAt: function(out, eye, center, up) { let x0, x1, x2, y0, y1, y2, z0, z1, z2, len; let eyex = eye[0]; let eyey = eye[1]; let eyez = eye[2]; let upx = up[0]; let upy = up[1]; let upz = up[2]; let centerx = center[0]; let centery = center[1]; let centerz = center[2]; if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) { return identity(out); } z0 = eyex - centerx; z1 = eyey - centery; z2 = eyez - centerz; len = 1 / Math.hypot(z0, z1, z2); z0 *= len; z1 *= len; z2 *= len; x0 = upy * z2 - upz * z1; x1 = upz * z0 - upx * z2; x2 = upx * z1 - upy * z0; len = Math.hypot(x0, x1, x2); if (!len) { x0 = 0; x1 = 0; x2 = 0; } else { len = 1 / len; x0 *= len; x1 *= len; x2 *= len; } y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0; len = Math.hypot(y0, y1, y2); if (!len) { y0 = 0; y1 = 0; y2 = 0; } else { len = 1 / len; y0 *= len; y1 *= len; y2 *= len; } out[0] = x0; out[1] = y0; out[2] = z0; out[3] = 0; out[4] = x1; out[5] = y1; out[6] = z1; out[7] = 0; out[8] = x2; out[9] = y2; out[10] = z2; out[11] = 0; out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); out[15] = 1; return out; }, moveToVec3: function(out, v) { out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; } }; const mat3 = { clone: function(a) { let out = new Float32Array(9); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; return out; }, create: function() { let out = new Float32Array(9); out[0] = 1; out[4] = 1; out[8] = 1; return out; } }; const vec3 = { multiply: function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; return out; }, create: function() { return new Float32Array(3);; }, copy: function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } }; const vec2 = { create: function() { return new Float32Array(2);; }, copy: function(out, a) { out[0] = a[0]; out[1] = a[1]; return out; }, fromValues: function(x, y) { let out = new Float32Array(2); out[0] = x; out[1] = y; return out; }, multiply: function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; return out; }, add: function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; return out; } };
const FRAGMENT_SHADER = ` precision highp float; varying highp vec2 vTextureCoord; varying lowp vec4 vColor; uniform sampler2D uSampler; uniform bool aUseText; void main(void) { if( aUseText ){ gl_FragColor = texture2D(uSampler, vTextureCoord); } else { gl_FragColor = vColor; } } `;
const VERTEX_SHADER = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; attribute vec2 aTextureCoord; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; uniform mat3 uTextMatrix; uniform float uPointSize; varying lowp vec4 vColor; varying highp vec2 vTextureCoord; void main(void) { gl_PointSize = uPointSize; gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; vColor = aVertexColor; vTextureCoord = (vec3(aTextureCoord, 1)*uTextMatrix).xy; } `;
class WebglEntity {
constructor() {
this.matrix = mat4.create();
this.coords = vec3.create();
}
translate(newCoords) {
const {
matrix,
coords
} = this;
mat4.translate(matrix, matrix, newCoords);
vec3.copy(coords, [matrix[12], matrix[13], matrix[14]]);
return this;
}
move(newCoords) {
const {
matrix,
coords
} = this;
vec3.copy(coords, newCoords);
mat4.moveToVec3(matrix, coords);
return this;
}
}
class Camera extends WebglEntity {
constructor(fieldOfView, aspect, zNear, zFar) {
super();
this.projection = mat4.perspective(mat4.create(), fieldOfView, aspect, zNear, zFar);
}
lookAt(lookAt) {
const {
matrix,
projection,
coords
} = this;
mat4.lookAt(matrix, coords, lookAt, [0, 1, 0]);
mat4.multiply(matrix, projection, matrix);
return this;
}
}
class Rect extends WebglEntity{
constructor(){
super();
this.positionsBuffer = undefined;
this.fragColorPos = undefined;
this.strokeColorPos = undefined;
this.strokePositionBuffer = undefined;
this.vertexAttribInfo = undefined;
this.vertextColorAttribInfo = undefined;
this.vertexCount = undefined;
this.textureInfo = undefined;
this.multiTextures = false;
this.strokeSize = 1;
this.fillers = {
fill: false,
texture: false,
stroke: false
};
}
setup(matrix, positionsBuffer, strokePositionBuffer, vertexAttribInfo, vertextColorAttribInfo, vertexCount){
this.matrix = matrix;
this.positionsBuffer = positionsBuffer;
this.strokePositionBuffer = strokePositionBuffer;
this.vertexAttribInfo = vertexAttribInfo;
this.vertextColorAttribInfo = vertextColorAttribInfo;
this.vertexCount = vertexCount;
return this;
}
}
class Display{
constructor(gl, programInfo, zAxis, texture){
this.gl = gl;
this.programInfo = programInfo;
this.canvas = gl.canvas;
this.currentCamera = new Camera(45 * Math.PI / 180, gl.canvas.width/gl.canvas.height, 0.1, 100.0);
this.currentCamera.translate([0, 0, zAxis]).lookAt([0, 0, 0]);
this.zAxis = zAxis;
this.drawZAxis = 0;
this.last = {};
texture.textAttribInfo = {
numComponents: 2,
type: gl.FLOAT,
normalize: false,
stride: 0,
offset: 0
};
this.texture = texture;
this.spriteSheets = [];
const context = texture.context;
const canvas = texture.canvas;
this.images = {};
}
clear(color){
const gl = this.gl;
gl.clearColor(0.1, 0.1, 0.1, 1);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
rect(x, y, w, h){
const {rect, stroke} = this.createRectPos(w, h);
const square = new Rect();
square.setup(...this.getRectInfo(x, y, rect, stroke));
return square;
}
fillRect(rect, color){
const {createStaticDrawBuffer, gl, parseColor} = this;
rect.fillers.fill = true;
if(color){
rect.fragColorPos = createStaticDrawBuffer(gl, [0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1]);
}
}
createRectPos(w, h){
const rect = [ w/2, h/2, -w/2, h/2, w/2, -h/2, -w/2, -h/2 ];
const stroke = [ -w/2, h/2, w/2, h/2, w/2, -h/2, -w/2, -h/2, ];
return {rect, stroke};
}
getRectInfo(x, y, rect, stroke){
return this.createSquareBuffer(rect, stroke, [x, y, this.drawZAxis]);
}
createStaticDrawBuffer(gl, data){
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
return buffer;
}
createSquareBuffer(positions, strokePosition, coords) {
const {gl, createStaticDrawBuffer} = this;
const positionsBuffer = createStaticDrawBuffer(gl, positions);
const strokePositionBuffer = createStaticDrawBuffer(gl, strokePosition);
const modelViewMatrix = mat4.create();
mat4.translate(modelViewMatrix, modelViewMatrix, coords);
return [modelViewMatrix, positionsBuffer, strokePositionBuffer, this.createAttribInfo(2, gl.FLOAT, false, 0, 0), this.createAttribInfo(4, gl.FLOAT, false, 0, 0), positions.length/2]; }
createAttribInfo(numComponents, type, normalize, stride, offset){
return { numComponents, type, normalize, stride, offset};
}
enableAttrib(buffer, attrib, gl, {numComponents, type, normalize, stride, offset}){
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(attrib, numComponents,type,normalize,stride,offset);
gl.enableVertexAttribArray(attrib);
}
drawBuffer(buffer){
const {gl, drawTexture, enableAttrib, createStaticDrawBuffer, currentCamera, texture: {context, canvas, textAttribInfo}, programInfo: {uniformLocations, program, attribLocations: {vertexPosition, vertexColor, textureCoord}}} = this;
const cameraMatrix = currentCamera.matrix;
const {positionsBuffer, fragColorPos, strokeColorPos, strokePositionBuffer, matrix, vertexAttribInfo, vertextColorAttribInfo, vertexCount, fragTextPos, fillers: {fill, stroke, texture}, strokeSize, textureInfo, multiTextures} = buffer;
gl.uniformMatrix4fv(uniformLocations.projectionMatrix, false, cameraMatrix);
gl.uniformMatrix4fv(uniformLocations.modelViewMatrix, false, matrix);
if(fill){
enableAttrib(positionsBuffer, vertexPosition, gl, vertexAttribInfo);
enableAttrib(fragColorPos, vertexColor, gl, vertextColorAttribInfo);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertexCount);
gl.disableVertexAttribArray(vertexColor);
}
}
static loadShader(gl, program, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
gl.attachShader(program, shader);
}
static async create(canvas, width, height, zAxis = 6){
canvas.width = width;
canvas.height = height;
const gl = canvas.getContext("webgl");
const shaderProgram = gl.createProgram();
Display.loadShader(gl, shaderProgram, gl.VERTEX_SHADER, VERTEX_SHADER);
Display.loadShader(gl, shaderProgram, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
gl.linkProgram(shaderProgram);
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
textMatrix: gl.getUniformLocation(shaderProgram, 'uTextMatrix'),
sampler: gl.getUniformLocation(shaderProgram, 'uSampler'),
useText: gl.getUniformLocation(shaderProgram, 'aUseText'),
pointSize: gl.getUniformLocation(shaderProgram, 'uPointSize'),
},
};
gl.useProgram(programInfo.program);
gl.uniform1f(programInfo.uniformLocations.pointSize, 1.0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
const textureBuffer = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textureBuffer);
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
const textureCanvas = document.createElement("canvas");
textureCanvas.width = 0;
textureCanvas.height = 0;
let texture = {
canvas: textureCanvas,
buffer: textureBuffer,
context: textureCanvas.getContext("2d"),
};
return new Display(gl, programInfo, zAxis, texture);
}
}
class Engine { constructor(time_step, update, render, allowedSkippedFrames) { this.accumulated_time = 0; this.animation_frame_request = undefined, this.time = undefined, this.time_step = time_step, this.updated = false; this.update = update; this.render = render; this.allowedSkippedFrames = allowedSkippedFrames; this.run = this.run.bind(this); this.end = false; } run(time_stamp) { const { accumulated_time, time, time_step, updated, update, render, allowedSkippedFrames, end } = this; this.accumulated_time += time_stamp - time; this.time = time_stamp; if (accumulated_time > time_stamp * allowedSkippedFrames) { this.accumulated_time = time_stamp; } while (this.accumulated_time >= time_step) { this.accumulated_time -= time_step; update(time_stamp); this.updated = true; } if (updated) { this.updated = false; render(time_stamp); } if (end) { return; } this.animation_frame_request = requestAnimationFrame(this.run); } start() { this.accumulated_time = this.time_step; this.time = performance.now(); this.animation_frame_request = requestAnimationFrame(this.run); } stop() { this.end = true; cancelAnimationFrame(this.animation_frame_request); } }
class Entity extends Rect {
constructor(){
super();
this.velocity = vec2.create();
this.area = undefined;
this.mass = 2;
this.updateFillers = {};
this.delete = false;
this.draw = true;
}
setup(w, h, ...args){
this.area = vec2.fromValues(w, h);
super.setup(...args);
return this;
}
fill(...args){
this.updateFillers.fill = args;
}
update(deltaTime, speed){
return this;
}
move(x, y){
super.move([x, y, this.coords[2]]);
return this;
}
}
class Quixotic{
constructor(display){
this.display = display;
this.engine = undefined;
this.render = undefined;
this.update = undefined;
this.frameRate = undefined;
this.time = 0; this.speed = 1;
this.world = {
objects: {},
objectsCollisionInfo: {},
objectsArray: [],
classesInfo: {}
};
this.timePassed = 0;
}
createEntity(Class, ...args){
const display = this.display; const {rect, stroke} = display.createRectPos(5, 5); Class = Class ? Class : Entity; const className = Class.name; if(className !== "Entity" && !Entity.prototype.isPrototypeOf(Class.prototype)){ throw new TypeError("Expected extended class of Entity. Instead got: " + className); } let instance; const {objectsArray, classesInfo, objects} = this.world; const classInfo = classesInfo[className]; if(classInfo){ if(classInfo.args){ instance = new Class(...[...classInfo.args, ...args]); } else { instance = new Class(...args); } const name = classInfo.name; if(Array.isArray(objects[name])){ objects[name].push(instance); instance.name = name; } else { console.warn("Didn't save object in world.objects object, object wouldn't detect collision"); } } else { instance = new Class(...args); } instance.setup(5, 5, ...display.getRectInfo(0, 0, rect, stroke, "#000")); objectsArray.push(instance); return instance; }
createBackground(objects){
const buffer = document.createElement("canvas").getContext("2d");
const bufferRect = this.createEntity();
let {zAxis, canvas: {width, height}} = this.display;
zAxis--;
const halfZ = zAxis/2;
let {coords: [x, y], area: [w, h]} = objects[objects.length - 1];
let [mX, mY, mW, mH] = [x, y, w, h];
for(let i = objects.length-1; i--;){
const {coords: [_x, _y], area: [_w, _h]} = objects[i];
x < _x ? _x : x;
y < _y ? _y : y;
if(mX < _x){
mX = _x;
mW = _w;
}
if(mY < _y){
mY = _y;
mH = _h;
}
}
buffer.canvas.width = width;
buffer.canvas.height = height;
for(let i = objects.length; i--;){
const {coords: [_x, _y], area: [_w, _h]} = objects[i];
buffer.fillRect(((_x-halfZ-_w*2)/zAxis+1)*width, ((-_y-halfZ-_h*2)/zAxis+1)*height, _w*2/zAxis*width, _h*2/zAxis*height);
}
document.body.appendChild(buffer.canvas)
}
buildWorld({objects, classes, tileMap}){
const world = this.world;
if(Array.isArray(objects)){
for(let i = objects.length - 1; i > -1; i --){
const object = objects[i];
const {name, array, amount, position, collision, args, area} = object;
let createClass;
if(!object.class){
createClass = Entity;
}
const _args = args ? args : [];
let pos;
if(position){
let p = amount;
if(array){
const positions = position.positions;
pos = function(){
p--;
return positions[p];
};
} else {
pos = function(){
return position.position;
};
}
}
if(array){
let _array = [];
for(let j = amount; j--;){
const instance = this.createEntity(createClass, ..._args);
instance.name = name;
if(position){
instance.move(...pos());
}
if(area){
instance.setSize(area);
}
_array.push(instance);
}
world.objects[name] = _array;
world.objectsArray.push(..._array);
}
}
}
return;
}
setup(game){
const {style: {backgroundColor, backgroundImage, stroke}, world, engine: {frameRate, update, render}, setup} = game; this.buildWorld(world); const {display, entitySystem, world: {objectsArray, objects}} = this; if(backgroundImage){ display.gl.canvas.style.background = `url(${backgroundImage})`; if(repeatX || repeatY){ console.log("not read yet"); } } this.frameRate = frameRate; let lastUpdated = 0; this.update = (time) =>{ let deltaTime = time - lastUpdated; lastUpdated = time; const speed = this.speed; this.timePassed += deltaTime*speed; for(let i = objectsArray.length; i--;){ const object = objectsArray[i]; if(object.delete){ objectsArray.splice(i, 1); } object.update(deltaTime/1000, speed); } update(deltaTime/1000, this); }; let lastRendered = 0; this.render = (timeStamp) => { const deltaTime = timeStamp - lastRendered; lastRendered = timeStamp; if(backgroundColor) display.clear(backgroundColor); const length = objectsArray.length; for(let i = objectsArray.length; i--; ){ const object = objectsArray[length - i - 1]; if(object.draw){ const updateFillers = Object.entries(object.updateFillers); const fillersLength = updateFillers.length; if(fillersLength){ for(let i = fillersLength; i--;){ const [func, args] = updateFillers[fillersLength - i - 1]; display[func + "Rect"](object, ...args); } object.updateFillers = {}; } display.drawBuffer(object); } } const speed = this.speed; const spriteSheets = display.spriteSheets; for(let i = spriteSheets.length; i--;){ spriteSheets[i].update(deltaTime/1000*speed); } render(display, this); }; setup(this, display, this.world); this.engine = new Engine(this.frameRate, this.update, this.render, 3); this.engine.start(); return game;
}
static async create({display: {canvas, width, height, zAxis}, homeURL}){
const display = await Display.create(canvas, width, height, zAxis);
return new Quixotic(display);
}
}
const fps = document.querySelector("#fps");
const minLength = innerWidth > innerHeight ? innerHeight : innerWidth;
const game = {
create: {
display: {
canvas: document.querySelector("#canvas"),
zAxis: 96,
width: minLength,
height: minLength,
},
homeURL: "/src"
},
style: {
backgroundColor: "#111122"
},
world: {
objects: [
{
name: "trees",
array: true,
amount: 5,
position: {
type: "set",
positions: [ [-37.5, 37.5], [0,0], [-37.5,-37.5], [37.5,-37.5], [37.5,37.5], [10,10], [15,10], [20,10], [25,10], [30,10]]
}
}
]
},
engine: {
frameRate: 1000/30,
update: function(deltaTime, engine){
fps.innerText = 1/deltaTime;
},
render: function(display){}
},
setup: function(engine, display, {objects: {trees}}){
trees.forEach(tree => {
tree.fill("#00ff00")
})
engine.createBackground(trees);
}
};
Quixotic.create(game.create)
.then(engine => {
engine.setup(game);
});
* {
box-sizing:border-box;
margin:0;
padding:0;
}
body {
background-color: #111c31;
overflow: hidden;
align-items:space-around;
display:grid;
height:100%;
width:100%;
}
#canvas {
background-color: #152646;
/* justify-self: center; */
}
#fps {
position: fixed;
color: white;
right: 0;
}
canvas {
position: fixed
}
<!DOCTYPE html>
<html lang="en" dir="ltr">
<head>
<meta charset="utf-8">
<title>webgl x 2dCanvas</title>
</head>
<body>
<canvas id="canvas" width="300" height="300"></canvas>
<p id = "fps"></p>
</body>
</html>
Here's code from line 374 where the problem is happening
createBackground(objects){ //method
const buffer = document.createElement("canvas").getContext("2d");
const bufferRect = this.createEntity();
let {zAxis, canvas: {width, height}} = this.display;
zAxis--; //zAxis is where the camera is at, currently 96, but with webgl the objects have to be 1 point lower, so 95.
const halfZ = zAxis/2;
let {coords: [x, y], area: [w, h]} = objects[objects.length - 1];
let [mX, mY, mW, mH] = [x, y, w, h];
for(let i = objects.length-1; i--;){
const {coords: [_x, _y], area: [_w, _h]} = objects[i];
x < _x ? _x : x;
y < _y ? _y : y;
if(mX < _x){
mX = _x;
mW = _w;
}
if(mY < _y){
mY = _y;
mH = _h;
}
}
buffer.canvas.width = ((mX-halfZ+mW*2)/zAxis+1)*width;
buffer.canvas.height = ((mY-halfZ+mH*2)/zAxis+1)*height;
for(let i = objects.length; i--;){
const {coords: [_x, _y], area: [_w, _h]} = objects[i];
buffer.fillRect(((_x-halfZ-_w*2)/zAxis+1)*width, ((_y-halfZ-_h*2)/zAxis+1)*height, _w*2/zAxis*width, _h*2/zAxis*height);
}
document.body.appendChild(buffer.canvas)
}
I have this function that takes objects that are being drawn with webgl on a 3d world with a couple vectors and matrices, basically I get all their positions and volumes to draw them on a 2d canvas, heres the result I got so far
the green squares are the ones being drawn with webgl and the black squares are the ones being draw on a canvas rendering 2d, the end result should be the black squares covering the green squares but my math is off somewhere.
The full code can be found here
https://github.com/bahaaaldin214/Quixotic-Engine/tree/test
The shaders are in src/modules/webgl/shaders
other information
camera position: 96,
green squares positions:
[
[-37.5, 37.5], //bottom left
[0,0], //center
[-37.5,-37.5], //top left
[37.5,-37.5], //bottom right
[37.5,37.5], //top right
]
Well now that I've seen the code. First off, my bad but I didn't make it clear you should post minimal code. There is lots of unneeded code. Also I'm not sure if that's your own math library or if it's paired down glmatrix. If it's the latter you can just <script src="cdn/to/glmatrix"></script> to use it.
In any case you're positioning the squares using a perspective matrix and view matrix (the camera) so you need to use the same math for the 2D canvas.
const worldViewProjection = mat4.create();
buffer.canvas.width = width;
buffer.canvas.height = height;
for (let i = objects.length; i--;) {
const {
coords: [_x, _y],
area: [_w, _h]
} = objects[i];
mat4.multiply(worldViewProjection, this.display.currentCamera.matrix, objects[i].matrix);
const points = [
[-_w / 2, -_h / 2, 0],
[ _w / 2, _h / 2, 0],
].map(p => {
const ndc = vec3.transformMat4([], p, worldViewProjection);
return [
(ndc[0] * 0.5 + 0.5) * width,
(ndc[1] * -0.5 + 0.5) * height,
];
});
const ww = points[1][0] - points[0][0];
const hh = points[1][1] - points[0][1];
buffer.strokeStyle = 'red';
buffer.strokeRect(...points[0], ww, hh);
}
const EPSILON = 0.000001;
const FRAGMENT_SHADER = ` precision highp float; varying highp vec2 vTextureCoord; varying lowp vec4 vColor; uniform sampler2D uSampler; uniform bool aUseText; void main(void) { if( aUseText ){ gl_FragColor = texture2D(uSampler, vTextureCoord); } else { gl_FragColor = vColor; } } `;
const VERTEX_SHADER = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; attribute vec2 aTextureCoord; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; uniform mat3 uTextMatrix; uniform float uPointSize; varying lowp vec4 vColor; varying highp vec2 vTextureCoord; void main(void) { gl_PointSize = uPointSize; gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; vColor = aVertexColor; vTextureCoord = (vec3(aTextureCoord, 1)*uTextMatrix).xy; } `;
mat4.moveToVec3 = function(out, v) {
out[12] = v[0];
out[13] = v[1];
out[14] = v[2];
};
class WebglEntity {
constructor() {
this.matrix = mat4.create();
this.coords = vec3.create();
}
translate(newCoords) {
const {
matrix,
coords
} = this;
mat4.translate(matrix, matrix, newCoords);
vec3.copy(coords, [matrix[12], matrix[13], matrix[14]]);
return this;
}
move(newCoords) {
const {
matrix,
coords
} = this;
vec3.copy(coords, newCoords);
mat4.moveToVec3(matrix, coords);
return this;
}
}
class Camera extends WebglEntity {
constructor(fieldOfView, aspect, zNear, zFar) {
super();
this.projection = mat4.perspective(mat4.create(), fieldOfView, aspect, zNear, zFar);
}
lookAt(lookAt) {
const {
matrix,
projection,
coords
} = this;
mat4.lookAt(matrix, coords, lookAt, [0, 1, 0]);
mat4.multiply(matrix, projection, matrix);
return this;
}
}
class Rect extends WebglEntity {
constructor() {
super();
this.positionsBuffer = undefined;
this.fragColorPos = undefined;
this.strokeColorPos = undefined;
this.strokePositionBuffer = undefined;
this.vertexAttribInfo = undefined;
this.vertextColorAttribInfo = undefined;
this.vertexCount = undefined;
this.textureInfo = undefined;
this.multiTextures = false;
this.strokeSize = 1;
this.fillers = {
fill: false,
texture: false,
stroke: false
};
}
setup(matrix, positionsBuffer, strokePositionBuffer, vertexAttribInfo, vertextColorAttribInfo, vertexCount) {
this.matrix = matrix;
this.positionsBuffer = positionsBuffer;
this.strokePositionBuffer = strokePositionBuffer;
this.vertexAttribInfo = vertexAttribInfo;
this.vertextColorAttribInfo = vertextColorAttribInfo;
this.vertexCount = vertexCount;
return this;
}
}
class Display {
constructor(gl, programInfo, zAxis, texture) {
this.gl = gl;
this.programInfo = programInfo;
this.canvas = gl.canvas;
this.currentCamera = new Camera(45 * Math.PI / 180, gl.canvas.width / gl.canvas.height, 0.1, 100.0);
this.currentCamera.translate([0, 0, zAxis]).lookAt([0, 0, 0]);
this.zAxis = zAxis;
this.drawZAxis = 0;
this.last = {};
texture.textAttribInfo = {
numComponents: 2,
type: gl.FLOAT,
normalize: false,
stride: 0,
offset: 0
};
this.texture = texture;
this.spriteSheets = [];
const context = texture.context;
const canvas = texture.canvas;
this.images = {};
}
clear(color) {
const gl = this.gl;
gl.clearColor(0.1, 0.1, 0.1, 1);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
rect(x, y, w, h) {
const {
rect,
stroke
} = this.createRectPos(w, h);
const square = new Rect();
square.setup(...this.getRectInfo(x, y, rect, stroke));
return square;
}
fillRect(rect, color) {
const {
createStaticDrawBuffer,
gl,
parseColor
} = this;
rect.fillers.fill = true;
if (color) {
rect.fragColorPos = createStaticDrawBuffer(gl, [0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1]);
}
}
createRectPos(w, h) {
const rect = [w / 2, h / 2, -w / 2, h / 2, w / 2, -h / 2, -w / 2, -h / 2];
const stroke = [-w / 2, h / 2, w / 2, h / 2, w / 2, -h / 2, -w / 2, -h / 2, ];
return {
rect,
stroke
};
}
getRectInfo(x, y, rect, stroke) {
return this.createSquareBuffer(rect, stroke, [x, y, this.drawZAxis]);
}
createStaticDrawBuffer(gl, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
return buffer;
}
createSquareBuffer(positions, strokePosition, coords) {
const {
gl,
createStaticDrawBuffer
} = this;
const positionsBuffer = createStaticDrawBuffer(gl, positions);
const strokePositionBuffer = createStaticDrawBuffer(gl, strokePosition);
const modelViewMatrix = mat4.create();
mat4.translate(modelViewMatrix, modelViewMatrix, coords);
return [modelViewMatrix, positionsBuffer, strokePositionBuffer, this.createAttribInfo(2, gl.FLOAT, false, 0, 0), this.createAttribInfo(4, gl.FLOAT, false, 0, 0), positions.length / 2];
}
createAttribInfo(numComponents, type, normalize, stride, offset) {
return {
numComponents,
type,
normalize,
stride,
offset
};
}
enableAttrib(buffer, attrib, gl, {
numComponents,
type,
normalize,
stride,
offset
}) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(attrib, numComponents, type, normalize, stride, offset);
gl.enableVertexAttribArray(attrib);
}
drawBuffer(buffer) {
const {
gl,
drawTexture,
enableAttrib,
createStaticDrawBuffer,
currentCamera,
texture: {
context,
canvas,
textAttribInfo
},
programInfo: {
uniformLocations,
program,
attribLocations: {
vertexPosition,
vertexColor,
textureCoord
}
}
} = this;
const cameraMatrix = currentCamera.matrix;
const {
positionsBuffer,
fragColorPos,
strokeColorPos,
strokePositionBuffer,
matrix,
vertexAttribInfo,
vertextColorAttribInfo,
vertexCount,
fragTextPos,
fillers: {
fill,
stroke,
texture
},
strokeSize,
textureInfo,
multiTextures
} = buffer;
gl.uniformMatrix4fv(uniformLocations.projectionMatrix, false, cameraMatrix);
gl.uniformMatrix4fv(uniformLocations.modelViewMatrix, false, matrix);
if (fill) {
enableAttrib(positionsBuffer, vertexPosition, gl, vertexAttribInfo);
enableAttrib(fragColorPos, vertexColor, gl, vertextColorAttribInfo);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertexCount);
gl.disableVertexAttribArray(vertexColor);
}
}
static loadShader(gl, program, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
gl.attachShader(program, shader);
}
static async create(canvas, width, height, zAxis = 6) {
canvas.width = width;
canvas.height = height;
const gl = canvas.getContext("webgl");
const shaderProgram = gl.createProgram();
Display.loadShader(gl, shaderProgram, gl.VERTEX_SHADER, VERTEX_SHADER);
Display.loadShader(gl, shaderProgram, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
gl.linkProgram(shaderProgram);
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
textMatrix: gl.getUniformLocation(shaderProgram, 'uTextMatrix'),
sampler: gl.getUniformLocation(shaderProgram, 'uSampler'),
useText: gl.getUniformLocation(shaderProgram, 'aUseText'),
pointSize: gl.getUniformLocation(shaderProgram, 'uPointSize'),
},
};
gl.useProgram(programInfo.program);
gl.uniform1f(programInfo.uniformLocations.pointSize, 1.0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
const textureBuffer = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textureBuffer);
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
const textureCanvas = document.createElement("canvas");
textureCanvas.width = 0;
textureCanvas.height = 0;
let texture = {
canvas: textureCanvas,
buffer: textureBuffer,
context: textureCanvas.getContext("2d"),
};
return new Display(gl, programInfo, zAxis, texture);
}
}
class Engine {
constructor(time_step, update, render, allowedSkippedFrames) {
this.accumulated_time = 0;
this.animation_frame_request = undefined, this.time = undefined, this.time_step = time_step, this.updated = false;
this.update = update;
this.render = render;
this.allowedSkippedFrames = allowedSkippedFrames;
this.run = this.run.bind(this);
this.end = false;
}
run(time_stamp) {
const {
accumulated_time,
time,
time_step,
updated,
update,
render,
allowedSkippedFrames,
end
} = this;
this.accumulated_time += time_stamp - time;
this.time = time_stamp;
if (accumulated_time > time_stamp * allowedSkippedFrames) {
this.accumulated_time = time_stamp;
}
while (this.accumulated_time >= time_step) {
this.accumulated_time -= time_step;
update(time_stamp);
this.updated = true;
}
if (updated) {
this.updated = false;
render(time_stamp);
}
if (end) {
return;
}
this.animation_frame_request = requestAnimationFrame(this.run);
}
start() {
this.accumulated_time = this.time_step;
this.time = performance.now();
this.animation_frame_request = requestAnimationFrame(this.run);
}
stop() {
this.end = true;
cancelAnimationFrame(this.animation_frame_request);
}
}
class Entity extends Rect {
constructor() {
super();
this.velocity = vec2.create();
this.area = undefined;
this.mass = 2;
this.updateFillers = {};
this.delete = false;
this.draw = true;
}
setup(w, h, ...args) {
this.area = vec2.fromValues(w, h);
super.setup(...args);
return this;
}
fill(...args) {
this.updateFillers.fill = args;
}
update(deltaTime, speed) {
return this;
}
move(x, y) {
super.move([x, y, this.coords[2]]);
return this;
}
}
class Quixotic {
constructor(display) {
this.display = display;
this.engine = undefined;
this.render = undefined;
this.update = undefined;
this.frameRate = undefined;
this.time = 0;
this.speed = 1;
this.world = {
objects: {},
objectsCollisionInfo: {},
objectsArray: [],
classesInfo: {}
};
this.timePassed = 0;
}
createEntity(Class, ...args) {
const display = this.display;
const {
rect,
stroke
} = display.createRectPos(5, 5);
Class = Class ? Class : Entity;
const className = Class.name;
if (className !== "Entity" && !Entity.prototype.isPrototypeOf(Class.prototype)) {
throw new TypeError("Expected extended class of Entity. Instead got: " + className);
}
let instance;
const {
objectsArray,
classesInfo,
objects
} = this.world;
const classInfo = classesInfo[className];
if (classInfo) {
if (classInfo.args) {
instance = new Class(...[...classInfo.args, ...args]);
} else {
instance = new Class(...args);
}
const name = classInfo.name;
if (Array.isArray(objects[name])) {
objects[name].push(instance);
instance.name = name;
} else {
console.warn("Didn't save object in world.objects object, object wouldn't detect collision");
}
} else {
instance = new Class(...args);
}
instance.setup(5, 5, ...display.getRectInfo(0, 0, rect, stroke, "#000"));
objectsArray.push(instance);
return instance;
}
createBackground(objects) {
const buffer = document.createElement("canvas").getContext("2d");
const bufferRect = this.createEntity();
let {
zAxis,
canvas: {
width,
height
}
} = this.display;
zAxis--;
const halfZ = zAxis / 2;
let {
coords: [x, y],
area: [w, h]
} = objects[objects.length - 1];
const worldViewProjection = mat4.create();
buffer.canvas.width = width;
buffer.canvas.height = height;
for (let i = objects.length; i--;) {
const {
coords: [_x, _y],
area: [_w, _h]
} = objects[i];
mat4.multiply(worldViewProjection, this.display.currentCamera.matrix, objects[i].matrix);
const points = [
[-_w / 2, -_h / 2, 0],
[_w / 2, _h / 2, 0],
].map(p => {
const ndc = vec3.transformMat4([], p, worldViewProjection);
return [
(ndc[0] * 0.5 + 0.5) * width,
(ndc[1] * -0.5 + 0.5) * height,
];
});
const ww = points[1][0] - points[0][0];
const hh = points[1][1] - points[0][1];
buffer.strokeStyle = 'red';
buffer.strokeRect(...points[0], ww, hh);
}
document.body.appendChild(buffer.canvas)
}
buildWorld({
objects,
classes,
tileMap
}) {
const world = this.world;
if (Array.isArray(objects)) {
for (let i = objects.length - 1; i > -1; i--) {
const object = objects[i];
const {
name,
array,
amount,
position,
collision,
args,
area
} = object;
let createClass;
if (!object.class) {
createClass = Entity;
}
const _args = args ? args : [];
let pos;
if (position) {
let p = amount;
if (array) {
const positions = position.positions;
pos = function() {
p--;
return positions[p];
};
} else {
pos = function() {
return position.position;
};
}
}
if (array) {
let _array = [];
for (let j = amount; j--;) {
const instance = this.createEntity(createClass, ..._args);
instance.name = name;
if (position) {
instance.move(...pos());
}
if (area) {
instance.setSize(area);
}
_array.push(instance);
}
world.objects[name] = _array;
world.objectsArray.push(..._array);
}
}
}
return;
}
setup(game) {
const {
style: {
backgroundColor,
backgroundImage,
stroke
},
world,
engine: {
frameRate,
update,
render
},
setup
} = game;
this.buildWorld(world);
const {
display,
entitySystem,
world: {
objectsArray,
objects
}
} = this;
if (backgroundImage) {
display.gl.canvas.style.background = `url(${backgroundImage})`;
if (repeatX || repeatY) {
console.log("not read yet");
}
}
this.frameRate = frameRate;
let lastUpdated = 0;
this.update = (time) => {
let deltaTime = time - lastUpdated;
lastUpdated = time;
const speed = this.speed;
this.timePassed += deltaTime * speed;
for (let i = objectsArray.length; i--;) {
const object = objectsArray[i];
if (object.delete) {
objectsArray.splice(i, 1);
}
object.update(deltaTime / 1000, speed);
}
update(deltaTime / 1000, this);
};
let lastRendered = 0;
this.render = (timeStamp) => {
const deltaTime = timeStamp - lastRendered;
lastRendered = timeStamp;
if (backgroundColor) display.clear(backgroundColor);
const length = objectsArray.length;
for (let i = objectsArray.length; i--;) {
const object = objectsArray[length - i - 1];
if (object.draw) {
const updateFillers = Object.entries(object.updateFillers);
const fillersLength = updateFillers.length;
if (fillersLength) {
for (let i = fillersLength; i--;) {
const [func, args] = updateFillers[fillersLength - i - 1];
display[func + "Rect"](object, ...args);
}
object.updateFillers = {};
}
display.drawBuffer(object);
}
}
const speed = this.speed;
const spriteSheets = display.spriteSheets;
for (let i = spriteSheets.length; i--;) {
spriteSheets[i].update(deltaTime / 1000 * speed);
}
render(display, this);
};
setup(this, display, this.world);
this.engine = new Engine(this.frameRate, this.update, this.render, 3);
this.engine.start();
return game;
}
static async create({
display: {
canvas,
width,
height,
zAxis
},
homeURL
}) {
const display = await Display.create(canvas, width, height, zAxis);
return new Quixotic(display);
}
}
const fps = document.querySelector("#fps");
const minLength = innerWidth > innerHeight ? innerHeight : innerWidth;
const game = {
create: {
display: {
canvas: document.querySelector("#canvas"),
zAxis: 96,
width: minLength,
height: minLength,
},
homeURL: "/src"
},
style: {
backgroundColor: "#111122"
},
world: {
objects: [{
name: "trees",
array: true,
amount: 5,
position: {
type: "set",
positions: [
[-37.5, 37.5],
[0, 0],
[-37.5, -37.5],
[37.5, -37.5],
[37.5, 37.5],
[10, 10],
[15, 10],
[20, 10],
[25, 10],
[30, 10]
]
}
}]
},
engine: {
frameRate: 1000 / 30,
update: function(deltaTime, engine) {
fps.innerText = 1 / deltaTime;
},
render: function(display) {}
},
setup: function(engine, display, {
objects: {
trees
}
}) {
trees.forEach(tree => {
tree.fill("#00ff00")
})
engine.createBackground(trees);
}
};
Quixotic.create(game.create)
.then(engine => {
engine.setup(game);
});
* {
box-sizing: border-box;
margin: 0;
padding: 0;
}
body {
background-color: #111c31;
overflow: hidden;
align-items: space-around;
display: grid;
height: 100%;
width: 100%;
}
#canvas {
background-color: #152646;
/* justify-self: center; */
}
#fps {
position: fixed;
color: white;
right: 0;
}
canvas {
position: fixed
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
<canvas id="canvas" width="300" height="300"></canvas>
<p id="fps"></p>
note: the code only works because the camera is not rotated, nor are the squares. If you did rotate the camera or the squares you'd need to draw triangles with canvas 2d after transforming each set of 3 vertices, just like WebGL does.