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example-instancedCubes.js
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example-instancedCubes.js
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const assert = require("assert")
const { vec2, vec3, vec4, quat, mat2, mat2d, mat3, mat4} = require("gl-matrix")
const gl = require('./gles3.js')
const glfw = require('./glfw3.js')
const vr = require('./openvr.js')
const glutils = require('./glutils.js');
if (!glfw.init()) {
console.log("Failed to initialize GLFW");
process.exit(-1);
}
let version = glfw.getVersion();
console.log('glfw ' + version.major + '.' + version.minor + '.' + version.rev);
console.log('glfw version-string: ' + glfw.getVersionString());
// Open OpenGL window
glfw.defaultWindowHints();
glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3);
glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3);
glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1);
glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE);
let window = glfw.createWindow(720, 480, "Test");
if (!window) {
console.log("Failed to open GLFW window");
glfw.terminate();
process.exit(-1);
}
glfw.setWindowPos(window, 32, 32)
glfw.makeContextCurrent(window);
console.log(gl.glewInit());
console.log('GL ' + glfw.getWindowAttrib(window, glfw.CONTEXT_VERSION_MAJOR) + '.' + glfw.getWindowAttrib(window, glfw.CONTEXT_VERSION_MINOR) + '.' + glfw.getWindowAttrib(window, glfw.CONTEXT_REVISION) + " Core Profile?: " + (glfw.getWindowAttrib(window, glfw.OPENGL_PROFILE)==glfw.OPENGL_CORE_PROFILE));
// Enable vertical sync (on cards that support it)
glfw.swapInterval(1); // 0 for vsync off
let cubeprogram = glutils.makeProgram(gl,
`#version 330
uniform mat4 u_viewmatrix;
uniform mat4 u_projmatrix;
// instanced variable:
in vec4 i_pos;
in vec4 i_quat;
in vec3 a_position;
in vec3 a_normal;
in vec2 a_texCoord;
out vec4 v_color;
out vec3 v_normal;
// http://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/
vec3 quat_rotate( vec4 q, vec3 v ){
return v + 2.0 * cross( q.xyz, cross( q.xyz, v ) + q.w * v );
}
vec4 quat_rotate( vec4 q, vec4 v ){
return vec4(v.xyz + 2.0 * cross( q.xyz, cross( q.xyz, v.xyz ) + q.w * v.xyz), v.w );
}
void main() {
// Multiply the position by the matrix.
vec4 vertex = vec4(a_position, 1.);
vertex = quat_rotate(i_quat, vertex);
vertex.xyz += i_pos.xyz;
gl_Position = u_projmatrix * u_viewmatrix * vertex;
v_normal = quat_rotate(i_quat, a_normal);
v_color = vec4(v_normal*0.25+0.25, 1.);
v_color += vec4(a_texCoord*0.5, 0., 1.);
}
`,
`#version 330
precision mediump float;
in vec4 v_color;
in vec3 v_normal;
out vec4 outColor;
void main() {
outColor = v_color;
}
`);
// create a VAO from a basic geometry and shader
let cube = glutils.createVao(gl, glutils.makeCube({ min:-0.1, max:0.1, div: 8 }), cubeprogram.id);
// create a VBO & friendly interface for the instances:
// TODO: could perhaps derive the fields from the vertex shader GLSL?
let cubes = glutils.createInstances(gl, [
{ name:"i_pos", components:4 },
{ name:"i_quat", components:4 },
], 100)
// the .instances provides a convenient interface to the underlying arraybuffer
cubes.instances.forEach(obj => {
// each field is exposed as a corresponding typedarray view
// making it easy to use other libraries such as gl-matrix
// this is all writing into one contiguous block of binary memory for all instances (fast)
vec4.set(obj.i_pos,
(Math.random()-0.5) * 5,
(Math.random()-0.5) * 5,
(Math.random()-0.5) * 5,
1
);
quat.random(obj.i_quat);
})
cubes.bind().submit().unbind();
// attach these instances to an existing VAO:
cubes.attachTo(cube);
let t = glfw.getTime();
let fps = 60;
function animate() {
if(glfw.windowShouldClose(window) || glfw.getKey(window, glfw.KEY_ESCAPE)) {
shutdown();
} else {
setImmediate(animate)
}
let t1 = glfw.getTime();
let dt = t1-t;
fps += 0.1*((1/dt)-fps);
t = t1;
glfw.setWindowTitle(window, `fps ${fps}`);
// Get window size (may be different than the requested size)
let dim = glfw.getFramebufferSize(window);
// update scene:
// pick a random instance:
let obj = cubes.instances[Math.floor(Math.random() * cubes.count)];
// change its orientation:
quat.random(obj.i_quat);
// submit to GPU:
cubes.bind().submit().unbind()
// Compute the matrix
let viewmatrix = mat4.create();
let projmatrix = mat4.create();
let modelmatrix = mat4.create();
mat4.lookAt(viewmatrix, [0, 0, 3], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projmatrix, Math.PI/2, dim[0]/dim[1], 0.01, 10);
gl.viewport(0, 0, dim[0], dim[1]);
gl.clearColor(0.2, 0.2, 0.2, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST)
cubeprogram.begin();
cubeprogram.uniform("u_viewmatrix", viewmatrix);
cubeprogram.uniform("u_projmatrix", projmatrix);
cube.bind().drawInstanced(cubes.count).unbind()
cubeprogram.end();
// Swap buffers
glfw.swapBuffers(window);
glfw.pollEvents();
}
function shutdown() {
// Close OpenGL window and terminate GLFW
glfw.destroyWindow(window);
glfw.terminate();
process.exit(0);
}
animate();