webgl2

How do people pass functions to OpenGL ES GLSL functions?

こ雲淡風輕ζ 提交于 2020-07-23 08:19:32
问题 I want to rotate and translate a 2d shape made with signed distance functions. The docs say this is the method: vec3 opTx( in vec3 p, in transform t, in sdf3d primitive ) { return primitive( invert(t)*p ); } It looks to me like primitive is some kind of function (or a struct) I can call, Is there a way to pass functions like that (or how does this make sense)? Firstly I don't know what transform and sdf3d types are, and what is the invert function. Secondly how do I apply this to 2d? const

How do people pass functions to OpenGL ES GLSL functions?

梦想与她 提交于 2020-07-23 08:18:20
问题 I want to rotate and translate a 2d shape made with signed distance functions. The docs say this is the method: vec3 opTx( in vec3 p, in transform t, in sdf3d primitive ) { return primitive( invert(t)*p ); } It looks to me like primitive is some kind of function (or a struct) I can call, Is there a way to pass functions like that (or how does this make sense)? Firstly I don't know what transform and sdf3d types are, and what is the invert function. Secondly how do I apply this to 2d? const

How to draw multiple objects by using uniform buffer objects and instanced rendering?

[亡魂溺海] 提交于 2020-07-07 16:10:06
问题 I want to draw multiple objects with animations by using Uniform buffer objets and Instanced rendering.. I've implemented this with a for loop but I want to render them at one time. Here is my code which using for loop to render multiple objects when mouse is clicked.. I am using four external libraries which are webgl-utils.js, webgl-debug.js, cuon-utils.js, cuon-matrix.js. These can be found here. "use strict"; const loc_aPosition = 1; const VSHADER_SOURCE = `#version 300 es layout(location

How to draw multiple objects by using uniform buffer objects and instanced rendering?

帅比萌擦擦* 提交于 2020-07-07 16:03:45
问题 I want to draw multiple objects with animations by using Uniform buffer objets and Instanced rendering.. I've implemented this with a for loop but I want to render them at one time. Here is my code which using for loop to render multiple objects when mouse is clicked.. I am using four external libraries which are webgl-utils.js, webgl-debug.js, cuon-utils.js, cuon-matrix.js. These can be found here. "use strict"; const loc_aPosition = 1; const VSHADER_SOURCE = `#version 300 es layout(location

Bind multiple Uniform Buffer Objects

百般思念 提交于 2020-04-16 03:33:09
问题 With WebGL 2 we now can play with Uniform Buffer Objects. They look like a great idea, not having to attach common uniforms to every single program (like projection and view matrices that are common to every object being rendered). I created an helper class which I call every time I want to bind a uniform buffer object. class UniformBuffer { constructor(gl, data, boundLocation = 0) { this.boundLocation = boundLocation; this.data = new Float32Array(data); this.buffer = gl.createBuffer(); gl

Bind multiple Uniform Buffer Objects

只谈情不闲聊 提交于 2020-04-16 03:32:51
问题 With WebGL 2 we now can play with Uniform Buffer Objects. They look like a great idea, not having to attach common uniforms to every single program (like projection and view matrices that are common to every object being rendered). I created an helper class which I call every time I want to bind a uniform buffer object. class UniformBuffer { constructor(gl, data, boundLocation = 0) { this.boundLocation = boundLocation; this.data = new Float32Array(data); this.buffer = gl.createBuffer(); gl

Bind multiple Uniform Buffer Objects

 ̄綄美尐妖づ 提交于 2020-04-16 03:32:37
问题 With WebGL 2 we now can play with Uniform Buffer Objects. They look like a great idea, not having to attach common uniforms to every single program (like projection and view matrices that are common to every object being rendered). I created an helper class which I call every time I want to bind a uniform buffer object. class UniformBuffer { constructor(gl, data, boundLocation = 0) { this.boundLocation = boundLocation; this.data = new Float32Array(data); this.buffer = gl.createBuffer(); gl

Shadow Volumes in WebGL/GLSL

泪湿孤枕 提交于 2020-01-25 08:14:26
问题 I am trying to implement shadow volumes using webgl and glsl for shaders. Currently I have a cube floating above a green ground with light coming from above but I am completely unaware of how to begin the implementation of shadow volumes. If anyone has any helpful tutorials or advice that would be greatly appreciated. I am fascinated by Shadow Volumes (not Shadow Maps) and really want to learn how to create them. I understand the general procedure to be: Perform ambient rendering pass Choose

Render to 16bits unsigned integer 2D texture in WebGL2

99封情书 提交于 2020-01-25 04:36:05
问题 As stated in the WebGL 2 official specs or docs (look here), gl.RGBA16UI internal size format is a color-renderable format. That means I should be able to render to a RGBA16UI texture. I can easily fill a texture with an UInt16Array and then use it. But I fail filling a texture rendering into it with a shader. Then, I only get zeros when I sample the values in the next shader. Did anyone already succeed in rendering to an unsigned integer texture with WebGL 2 ? I would be very grateful, I'm

WebGL: async operations?

时光毁灭记忆、已成空白 提交于 2020-01-02 12:03:44
问题 I'd like to know if there are any async calls for WebGL that one could take advantage of? I have looked into Spec v1 and Spec v2 they don't mention anything. In V2, there is a WebGL Query mechanism which I don't think is what I'm looking for. A search on the web didn't come up with anything definitive. There is this example and is not clear how the sync and async version differ. http://toji.github.io/shader-perf/ Ultimately I'd like to be able to some of all of these asynchronously: