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instancing1.html
<!doctype html>
<head>
<title>instancing1</title>
<script src="minMatrix.js"></script>
</head>
 
<body>
<canvas id="canvas" width="640" height="480"></canvas>
<div id="msg"></div>
<script id="vs" type="text/x-vertex">
 
// 頂点シェイダー
attribute vec3 position;
attribute vec4 color;
attribute vec3 instancePosition;
attribute vec4 instanceColor;
uniform mat4 mvpMatrix;
varying vec4 vColor;
 
void main(void) {
	vColor = color * instanceColor;
	gl_Position = mvpMatrix * vec4(position + instancePosition, 1.0);
}
 
</script>
<script id="fs" type="text/x-fragment">
 
// 断片シェイダー
precision mediump float;
 
varying vec4 vColor;
 
void main(void) {
	gl_FragColor = vColor;
}
 
</script>
<script>
 
var gl;	// webgl context
var ext;
var mat = new matIV();
var pMatrix = mat.identity(mat.create());	// perspective
var loc = {};
var indexCount;
var instanceCount = 0;
 
var lat = 0;	// 緯度
var lon = 90;	// 経度
var dist = 3;	// 距離
 
onload = function() {
	gl = canvas.getContext("experimental-webgl");
	ext = gl.getExtension("ANGLE_instanced_arrays");
 
	var vShader = createShader("vs");
	var fShader = createShader("fs");
	var program = createProgram(vShader, fShader);
	gl.useProgram(program);
 
	loc.position = gl.getAttribLocation(program, "position");
	loc.color = gl.getAttribLocation(program, "color");
	loc.instancePosition = gl.getAttribLocation(program, "instancePosition");
	loc.instanceColor = gl.getAttribLocation(program, "instanceColor");
	loc.mvpMatrix = gl.getUniformLocation(program, "mvpMatrix");
 
	// mesh
	var mesh = createCube();
 
	var vbo = {};
	vbo.position = createVbo(mesh.positions);
	vbo.color = createVbo(mesh.colors);
 
	var ibo = gl.createBuffer();
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array(mesh.indices), gl.STATIC_DRAW);
	indexCount = mesh.indices.length;
 
	// instance
	var instance = createInstance();
 
	vbo.instancePosition = createVbo(instance.positions);
	vbo.instanceColor = createVbo(instance.colors);
 
	gl.enable(gl.CULL_FACE);
	gl.frontFace(gl.CW);
	gl.enable(gl.DEPTH_TEST);
	gl.depthFunc(gl.LEQUAL);
 
	setAttribute(loc.position, vbo.position, 3);
	setAttribute(loc.color, vbo.color, 4);
 
	setAttribute(loc.instancePosition, vbo.instancePosition, 3);
	ext.vertexAttribDivisorANGLE(loc.instancePosition, 1);
	setAttribute(loc.instanceColor, vbo.instanceColor, 4);
	ext.vertexAttribDivisorANGLE(loc.instanceColor, 1);
 
	mat.perspective(45, canvas.width / canvas.height, 0.1, 40, pMatrix);
	draw();
 
	// イベント
	var px, py;
	var drag = false;
	canvas.onmousedown = function(e) {
		drag = true;
	};
	canvas.onmouseup = function(e) {
		drag = false;
	};
	canvas.onmousemove = function(e) {
		if (drag) {
			lat = Math.min(Math.max(lat + (e.clientY - py), -90), 90);
			lon += (e.clientX - px);
			while (lon < 0) lon += 360;
			lon %= 360;
		}
		px = e.clientX;
		py = e.clientY;
	};
	canvas.onmousewheel = function(e) {
		dist = Math.max(dist - 0.2 * e.wheelDelta / 120, 0);
	};
};
 
function draw() {
	msg.innerHTML = "lat:" + lat + " lon:" + lon + " dist:" + dist.toFixed(1);
 
	// clear
	gl.clearColor(0x64 / 0xff, 0x95 / 0xff, 0xed / 0xff, 1.0);
	gl.clearDepth(1.0);
	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
	// camera
	var rad = lat * Math.PI / 180;
	var y = Math.sin(rad) * dist;
	var r = Math.cos(rad) * dist;
	var rad = lon * Math.PI / 180;
	var x = Math.cos(rad) * r;
	var z = Math.sin(rad) * r;
 
	var vMatrix = mat.create();
	var vpMatrix = mat.create();
	mat.lookAt([x, y, z], [0, 0, 0], [0, 1, 0], vMatrix);
	mat.multiply(pMatrix, vMatrix, vpMatrix);
 
	// model
	var mMatrix = mat.identity(mat.create());
 
	var mvpMatrix = mat.create();
	mat.multiply(vpMatrix, mMatrix, mvpMatrix);
	gl.uniformMatrix4fv(loc.mvpMatrix, false, mvpMatrix);
//	gl.drawElements(gl.TRIANGLE_STRIP, indexCount, gl.UNSIGNED_SHORT, 0);
	ext.drawElementsInstancedANGLE(
		gl.TRIANGLE_STRIP, indexCount, gl.UNSIGNED_SHORT, 0, instanceCount);
 
	gl.flush();
	setTimeout(draw, 1000 / 30);
}
 
function createShader(id) {
	var element = document.getElementById(id);
	if (! element) return;
 
	const types = {
		"text/x-vertex": gl.VERTEX_SHADER,
		"text/x-fragment": gl.FRAGMENT_SHADER,
	};
	var shader = gl.createShader(types[element.type]);
	gl.shaderSource(shader, element.text);
	gl.compileShader(shader);
 
	if (! gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
		alert(gl.getShaderInfoLog(shader));
		return;
	}
	return shader;
}
 
function createProgram(vs, fs) {
	var program = gl.createProgram();
	gl.attachShader(program, vs);
	gl.attachShader(program, fs);
	gl.linkProgram(program);
 
	if (! gl.getProgramParameter(program, gl.LINK_STATUS)) {
		alert(gl.getProgramInfoLog(program));
		return;
	}
	return program;
}
 
function createVbo(data) {
	var vbo = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
	return vbo;
}
 
function setAttribute(location, vbo, stride) {
	gl.enableVertexAttribArray(location);
	gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
	gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0);
}
 
function createCube() {
	var x = 0.5;
	var positions = [
		-x,  x, -x,
		 x,  x, -x,
		-x,  x,  x,
		 x,  x,  x,
		-x, -x,  x,
		 x, -x,  x,
		-x, -x, -x,
		 x, -x, -x,
	];
	var colors = [
		0.3, 0.3, 0.3, 1,
		0.7, 0.7, 0.7, 1,
		0.7, 0.7, 0.7, 1,
		1.0, 1.0, 1.0, 1,
		0.3, 0.3, 0.3, 1,
		0.7, 0.7, 0.7, 1,
		0.0, 0.0, 0.0, 1,
		0.3, 0.3, 0.3, 1,
	];
	var indices = [
		4, 6, 2, 0, 0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 1, 7, 3, 5,
	];
	return {"positions":positions, "colors":colors, "indices":indices};
}
 
function createInstance() {
	var positions = [];
	var colors = [];
	for (var z = 0; z < 10; z++) {
		for (var x = 0; x < 10; x++) {
			positions.push(2 * x, 0, -2 * z);
			colors.push(x / 10, 0, z / 10, 1);
			instanceCount++;
		}
	}
	return {"positions":positions, "colors":colors};
}
 
</script>
</body>
 
最終更新:2016年02月22日 16:19