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test.html
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<!DOCTYPE html>
<html>
<head>
<style>
html,body{margin:0px; padding:0px; width:100%; height:100%;}
body{background-color:#404040;}
canvas{border:0px solid green;}
div{display:flex; width:100%; height:100%; align-items:center; justify-content:center;}
#lblFPS{position:absolute; top:0px; left:0px; width:40px; padding:5px 5px;
background:gray; color:white; font-weight:bold; text-align:center; font-family:arial; font-size:13px; }
</style>
<script type="module">
import Fungi from "./fungi/Fungi.js";
import Downloader from "./fungi/util/Downloader.js";
import gl, { VAO, ATTR_POSITION_LOC } from "./fungi/gl.js";
import Renderable from "./fungi/entities/Renderable.js";
import {Vec3} from "./fungi/Maths.js";
window.addEventListener("load",function(){
Fungi.init(); //Prepare Context and Canvas
//........................................
//Starting Loading data and Creating Threads to handle things
var dl = Downloader.start([
{type:"shader",file:"fungi/shaders/VecWColor.txt"},
{type:"shader",file:"fungi/shaders/TransformFB_P1.txt"},
{type:"shader",file:"fungi/shaders/TransformFB_P2.txt"}
]).catch(function(err){ console.log(err); });
//........................................
//Wait for all threads to be completed
Promise.all([dl]).then(values=>{ setTimeout(onInit,50); },reason =>{ console.log(reason); });
});
function onInit(){
//........................................
//Prepare the bare needed to get the scene running
Fungi.ready(onRender);
//........................................
//Add extra items to the scenen
//Fungi.scene.push(new Emitter("MatVecWColor"));MatTransFeedback
Fungi.scene.push(new EmitterMesh("MatTransFeedback_P1","MatTransFeedback_P2"));
//........................................
//Begin rendering the scene
Fungi.renderLoop.start();
}
function onRender(dt,ss){ Fungi.update(); Fungi.render(Fungi.scene); }
class EmitterMesh extends Renderable{
constructor(matFB,mat){
super(null,mat);
this.materialFB = gl.res.getMaterial(matFB);
this.drawMode = gl.ctx.TRIANGLES;
this.useCulling = false;
this.vaoCount = 0;
this.instanceCount = 0;
this.currentIdx = 0;
this.build();
}
build(){
var ctx = gl.ctx;
var ABUF = ctx.ARRAY_BUFFER;
var EBUF = ctx.ELEMENT_ARRAY_BUFFER;
var TFBUF = ctx.TRANSFORM_FEEDBACK_BUFFER;
var SDRAW = ctx.STATIC_DRAW;
var DCOPY = ctx.DYNAMIC_COPY;
var FL = ctx.FLOAT;
var rFeedback = [ ctx.createVertexArray(), ctx.createVertexArray() ]; //Read is just VAO
var wFeedback = [ ctx.createTransformFeedback(), ctx.createTransformFeedback() ];
this.readFeedback = rFeedback;
this.writeFeedback = wFeedback;
//Reusable Buffers
var cnt = 100;
var bOffset = [ ctx.createBuffer(), ctx.createBuffer() ];
var locOffset = 0;
var bVelocity = [ ctx.createBuffer(), ctx.createBuffer() ];
var locVelocity = 1;
var bAge = [ ctx.createBuffer(), ctx.createBuffer() ];
var aAge = new Float32Array( cnt );
var locAge = 2;
var bAgeNorm = [ ctx.createBuffer(), ctx.createBuffer() ];
var aAgeNorm = new Float32Array( cnt );
var locAgeNorm = 3;
var bLife = [ ctx.createBuffer(), ctx.createBuffer() ];
var aLife = new Float32Array( cnt );
var locLife = 4;
for(var i=0; i < cnt; i++){
aLife[i] = (6000 * Math.random()) + 1000;
aAge[i] = Fungi.sinceStart - aLife[i] - 100;
}
this.instanceCount = cnt;
//........................................................
//CREATE FEEDBACK
for(var i=0; i < 2; i++){
ctx.bindVertexArray(rFeedback[i]);
//OFFSET - EMPTY
ctx.bindBuffer(ABUF, bOffset[i]);
ctx.bufferData(ABUF, this.instanceCount * 3 * 4, DCOPY); //(i == 0)? aOffset : aOffset.length * 3 * 4
ctx.vertexAttribPointer(locOffset, 3, FL, false, 0, 0);
ctx.enableVertexAttribArray(locOffset);
//VELOCITY - EMPTY
ctx.bindBuffer(ABUF, bVelocity[i]);
ctx.bufferData(ABUF, this.instanceCount * 3 * 4, DCOPY); //(i == 0)? aOffset : aOffset.length * 3 * 4
ctx.vertexAttribPointer(locVelocity, 3, FL, false, 0, 0);
ctx.enableVertexAttribArray(locVelocity);
//AGE
ctx.bindBuffer(ABUF, bAge[i]);
ctx.bufferData(ABUF, aAge, DCOPY);
ctx.vertexAttribPointer(locAge, 1, FL, false, 0, 0);
ctx.enableVertexAttribArray(locAge);
//AGE NORM - Empy
ctx.bindBuffer(ABUF, bAgeNorm[i]);
ctx.bufferData(ABUF, this.instanceCount * 4, DCOPY);
ctx.vertexAttribPointer(locAgeNorm, 1, FL, false, 0, 0);
ctx.enableVertexAttribArray(locAgeNorm);
//LIFE
ctx.bindBuffer(ABUF, bLife[i]);
ctx.bufferData(ABUF, aLife, SDRAW);
ctx.vertexAttribPointer(locLife, 1, FL, false, 0, 0);
ctx.enableVertexAttribArray(locLife);
//CLEANUP
ctx.bindVertexArray(null);
ctx.bindBuffer(ABUF, null);
//Setup Transform Feedback
ctx.bindTransformFeedback(ctx.TRANSFORM_FEEDBACK, wFeedback[i]);
ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, locOffset, bOffset[i]); //Feedback
ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, locVelocity, bVelocity[i]); //Feedback
ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, locAge, bAge[i]); //Feedback
ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, locAgeNorm, bAgeNorm[i]); //Feedback
ctx.bindTransformFeedback(ctx.TRANSFORM_FEEDBACK, null);
//ctx.bindBufferBase(TFBUF, 0, null);
}
//........................................................
//CREATE RENDER VAO
var vaoRender = [ ctx.createVertexArray(),ctx.createVertexArray() ];
this.vaoRender = vaoRender;
//-----------------------
//Index
var bIndex = ctx.createBuffer();
var aIndex = new Uint16Array([ 0,1,2, 2,3,0 ]);
ctx.bindBuffer(EBUF, bIndex );
ctx.bufferData(EBUF, aIndex, SDRAW );
this.vaoCount = aIndex.length;
//-----------------------
//Vertices
var bVertices = ctx.createBuffer();
var aVert = new Float32Array([
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.5, 0.5, 0.0,
-0.5, 0.5, 0.0,
]);
var locVert = 0;
ctx.bindBuffer(ABUF, bVertices);
ctx.bufferData(ABUF, aVert, SDRAW);
//-----------------------
//Vertices
var bUV = ctx.createBuffer();
var aUV = new Float32Array([
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0
]);
var locUV = 1;
ctx.bindBuffer(ABUF, bUV);
ctx.bufferData(ABUF, aUV, SDRAW);
//-----------------------
//Setup VAOs for Rendering
locOffset = 2;
locAgeNorm = 3;
for(var i=0; i < 2; i++){
ctx.bindVertexArray(vaoRender[i]);
//INDEX
ctx.bindBuffer(EBUF, bIndex );
//VERTICES
ctx.bindBuffer(ABUF, bVertices);
ctx.vertexAttribPointer(locVert, 3, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(locVert);
//UVs
ctx.bindBuffer(ABUF, bUV);
ctx.vertexAttribPointer(locUV, 2, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(locUV);
//OFFSET
ctx.bindBuffer(ABUF, bOffset[i]);
ctx.vertexAttribPointer(locOffset, 3, FL, false, 0, 0);
ctx.enableVertexAttribArray(locOffset);
ctx.vertexAttribDivisor(locOffset, 1); //instanced
//AGE NORM
ctx.bindBuffer(ABUF, bAgeNorm[i]);
ctx.vertexAttribPointer(locAgeNorm, 1, FL, false, 0, 0);
ctx.enableVertexAttribArray(locAgeNorm);
ctx.vertexAttribDivisor(locAgeNorm, 1); //instanced
//CLEANUP
ctx.bindVertexArray(null);
ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null );
ctx.bindBuffer(ABUF, null);
}
}
draw(){
this.materialFB.shader.activate();
this.materialFB.shader.setUniforms("u_time",Fungi.sinceStart);
//...............................
//Calculate this frame's Data
var nextIdx = (this.currentIdx + 1) % 2;
var vaoTFRead = this.readFeedback[this.currentIdx];
var vaoTFWrite = this.writeFeedback[nextIdx];
gl.ctx.bindVertexArray(vaoTFRead); //READ FROM
gl.ctx.bindTransformFeedback(gl.ctx.TRANSFORM_FEEDBACK,vaoTFWrite); //WRITE TO
gl.ctx.enable(gl.ctx.RASTERIZER_DISCARD); //Disable Fragment Shader
gl.ctx.beginTransformFeedback(gl.ctx.POINTS); //Begin Feedback Process
gl.ctx.drawArrays(gl.ctx.POINTS, 0, this.instanceCount); //Execute Feedback Shader.
gl.ctx.endTransformFeedback(); //End Feedback Process
gl.ctx.disable(gl.ctx.RASTERIZER_DISCARD); //Enable Fragment Shader
gl.ctx.bindTransformFeedback(gl.ctx.TRANSFORM_FEEDBACK, null); //Clear out which feedback is bound
//...............................
//Render the Mesh with the new data.
this.material.shader.activate();
gl.ctx.bindVertexArray(this.vaoRender[nextIdx]); //Alternate between two render VAOs
gl.ctx.drawElementsInstanced(this.drawMode, this.vaoCount, gl.ctx.UNSIGNED_SHORT, 0, this.instanceCount);
//gl.ctx.drawElements(this.drawMode, 6, gl.ctx.UNSIGNED_SHORT, 0);
//gl.ctx.drawArrays(this.drawMode, 0, 4);
//...............................
//cleanup
gl.ctx.bindVertexArray(null);
this.currentIdx = nextIdx; //Next frame use the other feedback and render vao
}
}
class Emitter extends Renderable{
constructor(mat){
super(null,mat);
this.drawMode = gl.ctx.POINTS;
//this.useCulling = false;
//this.vao = VAO.create();
var ctx = gl.ctx;
//layout(location=0) in vec3 a_vertices;
//layout(location=1) in vec3 a_position;
//layout(location=2) in vec3 a_velocity; //which direction to move an how fast
//layout(location=3) in float a_age; //current age of particle in seconds
//layout(location=4) in float a_life; //Length of age a particle is allowed to live
var aVert = new Float32Array( [0,-0.5,0] );
this.vertCount = aVert.length / 3;
/*
var aPos = new Float32Array( [0,0,0, 0,0,0, 0,0,0, 0,0,0] );
var aVel = new Float32Array( [0,1,0, 0,1,0, 0,1,0, 0,1,0] );
var aAge = new Float32Array( [-9000, -9000, -9000, -9000] ); //sinceStart, starts at 0, utime - age needs to be negative so the two cancel out and makes it a possitive, so time0 + age > life can happen.
var aLife = new Float32Array( [8000, 5000, 3000, 7000] );
*/
var ti = 10, ii;
var //aPos = new Float32Array(ti * 3), //not really needed if shader can set data initially
//aVel = new Float32Array(ti * 3),
aAge = new Float32Array(ti),
aLife = new Float32Array(ti);
for(var i=0; i < ti; i++){
ii = i * 3;
//aPos[i] = 0; aPos[i+1] = 0; aPos[i+2] = 0;
//aVel[i] = 0; aVel[i+1] = 4; aVel[i+2] = 0;
aAge[i] = -9000;
aLife[i] = (Math.random() * 4000) + 2000; //Random Life between 2 to 8 Seconds
}
var aVao = [ ctx.createVertexArray(), ctx.createVertexArray() ];
var aTFB = [ ctx.createTransformFeedback(), ctx.createTransformFeedback() ];
this.vao = aVao;
this.tFeedback = aTFB;
this.totalParticles = aLife.length;
var v = [null,null];
this.bufs = v;
for(var i=0; i < aVao.length; i++){
//Create Buffer Pointers
v[i] = {
bVertices : ctx.createBuffer(),
bPosition : ctx.createBuffer(),
bVelocity : ctx.createBuffer(),
bAge : ctx.createBuffer(),
bLife : ctx.createBuffer()
};
//.......................
ctx.bindVertexArray( aVao[i] ); //Activate VAO to bind buffers to it.
//.......................
ctx.bindBuffer(ctx.ARRAY_BUFFER, v[i].bVertices);
ctx.bufferData(ctx.ARRAY_BUFFER, aVert, ctx.STATIC_DRAW);
ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(0);
//.......................
ctx.bindBuffer(ctx.ARRAY_BUFFER, v[i].bPosition);
//ctx.bufferData(ctx.ARRAY_BUFFER, aPos, ctx.DYNAMIC_COPY);
ctx.bufferData(ctx.ARRAY_BUFFER,ti * 3 * 4,ctx.DYNAMIC_COPY); //Shader sets inital data, empty buffer
ctx.vertexAttribPointer(1, 3, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(1);
ctx.vertexAttribDivisor(1, 1); //Instance the Buffer
//.......................
ctx.bindBuffer(ctx.ARRAY_BUFFER, v[i].bVelocity);+
//ctx.bufferData(ctx.ARRAY_BUFFER, aVel, ctx.DYNAMIC_COPY);
ctx.bufferData(ctx.ARRAY_BUFFER,ti * 3 * 4,ctx.DYNAMIC_COPY); //Shader sets inital data, empty buffer
ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(2);
ctx.vertexAttribDivisor(2, 1); //Instance the Buffer
//.......................
ctx.bindBuffer(ctx.ARRAY_BUFFER, v[i].bAge);
ctx.bufferData(ctx.ARRAY_BUFFER, aAge, ctx.DYNAMIC_COPY);
ctx.vertexAttribPointer(3, 1, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(3);
ctx.vertexAttribDivisor(3, 1); //Instance the Buffer
//.......................
ctx.bindBuffer(ctx.ARRAY_BUFFER, v[i].bLife);
ctx.bufferData(ctx.ARRAY_BUFFER, aLife, ctx.STATIC_DRAW); //DYNAMIC_COPY, not changing the data
ctx.vertexAttribPointer(4, 1, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(4);
ctx.vertexAttribDivisor(4, 1); //Instance the Buffer
//.......................
ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
ctx.bindTransformFeedback(ctx.TRANSFORM_FEEDBACK, aTFB[i]);
ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, 0, v[i].bPosition);
ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, 1, v[i].bVelocity);
ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, 2, v[i].bAge);
//ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, 3, v[i].bLife); //Not updating value, not needed in feedback
ctx.bindVertexArray(null);
}
this.vaoCurrent = 0;
}
draw(){
var ctx = gl.ctx;
var idx = (this.vaoCurrent + 1) % 2; //Alternate between the VAOs
var vaoSource = this.vao[ this.vaoCurrent ];
var tfeedback = this.tFeedback[ idx ];
gl.ctx.bindVertexArray(vaoSource);
gl.ctx.bindTransformFeedback(gl.ctx.TRANSFORM_FEEDBACK,tfeedback);
this.material.shader.setUniforms("u_time",Fungi.sinceStart);
gl.ctx.beginTransformFeedback(this.drawMode);
//gl.ctx.drawArrays(this.drawMode, 0, this.totalParticles);
gl.ctx.drawArraysInstanced(this.drawMode, 0, this.vertCount, this.totalParticles); //Drawing Instance
gl.ctx.endTransformFeedback();
gl.ctx.bindTransformFeedback(gl.ctx.TRANSFORM_FEEDBACK,null);
gl.ctx.bindVertexArray(null);
this.vaoCurrent = idx; //Alternate between the VAOs
}
}
</script>
</head>
<body>
<div><canvas id="FungiCanvas"></canvas></div>
<span id="lblFPS">0</div>
</body>
</html>