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draw_instanced_ubo.html
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<!DOCTYPE html>
<!-- Ported from the OpenGL Samples Pack: github.com/g-truc/ogl-samples/blob/master/tests/gl-320-draw-instanced.cpp -->
<html lang="en">
<head>
<title>WebGL 2 Samples - draw_instanced_ubo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="info">WebGL 2 Samples - draw_instanced_ubo</div>
<p id="description">This samples demonstrates the use of uniform buffer object</p>
<script id="vs" type="x-shader/x-vertex">
#version 300 es
#define POSITION_LOCATION 0
precision highp float;
precision highp int;
layout(std140, column_major) uniform;
uniform Transform
{
mat4 MVP[2];
} transform;
layout(location = POSITION_LOCATION) in vec2 pos;
flat out int instance;
void main()
{
instance = gl_InstanceID;
gl_Position = transform.MVP[gl_InstanceID] * vec4(pos, 0.0, 1.0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
#version 300 es
precision highp float;
precision highp int;
layout(std140) uniform;
uniform Material
{
vec4 Diffuse[2];
} material;
flat in int instance;
out vec4 color;
void main()
{
color = material.Diffuse[instance % 2];
}
</script>
<script src="utility.js"></script>
<script>
(function () {
'use strict';
var canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
var gl = canvas.getContext('webgl2', { antialias: false });
var isWebGL2 = !!gl;
if(!isWebGL2) {
document.getElementById('info').innerHTML = 'WebGL 2 is not available. See <a href="https://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">How to get a WebGL 2 implementation</a>';
return;
}
// -- Init program
var program = createProgram(gl, getShaderSource('vs'), getShaderSource('fs'));
gl.useProgram(program);
// -- Init Buffer
var vertexPosBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
var vertices = new Float32Array([
-0.3, -0.5,
0.3, -0.5,
0.0, 0.5
]);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var uniformTransformLocation = gl.getUniformBlockIndex(program, 'Transform');
var uniformMaterialLocation = gl.getUniformBlockIndex(program, 'Material');
gl.uniformBlockBinding(program, uniformTransformLocation, 0);
gl.uniformBlockBinding(program, uniformMaterialLocation, 1);
var uniformTransformBuffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformTransformBuffer);
var transforms = new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
-0.5, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.0, 0.0, 1.0
]);
gl.bufferData(gl.UNIFORM_BUFFER, transforms, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
var uniformMaterialBuffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformMaterialBuffer);
var materials = new Float32Array([
1.0, 0.5, 0.0, 1.0,
0.0, 0.5, 1.0, 1.0
]);
gl.bufferData(gl.UNIFORM_BUFFER, materials, gl.STATIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
// -- Render
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformTransformBuffer);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, uniformMaterialBuffer);
var vertexPosLocation = 0; // set with GLSL layout qualifier
gl.enableVertexAttribArray(vertexPosLocation);
gl.vertexAttribPointer(vertexPosLocation, 2, gl.FLOAT, false, 0, 0);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 3, 2);
// -- Delete WebGL resources
gl.deleteBuffer(vertexPosBuffer);
gl.deleteBuffer(uniformTransformBuffer);
gl.deleteBuffer(uniformMaterialBuffer);
gl.deleteProgram(program);
})();
</script>
<div id="highlightedLines" style="display: none">#L89-L117</div>
</body>
</html>