Batch draw via Texture
by Gregg Tavares
HTML
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
CSS
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
JavaScript
const m4 = twgl.m4;
const v3 = twgl.v3;
const gl = document.querySelector('canvas').getContext('webgl');
const ext = gl.getExtension('OES_texture_float');
if (!ext) {
alert('need OES_texture_float');
}
const COMMON_STUFF = `
#define TEXTURE_WIDTH 5.0
#define MATRIX_ROW_0_OFFSET ((0. + 0.5) / TEXTURE_WIDTH)
#define MATRIX_ROW_1_OFFSET ((1. + 0.5) / TEXTURE_WIDTH)
#define MATRIX_ROW_2_OFFSET ((2. + 0.5) / TEXTURE_WIDTH)
#define MATRIX_ROW_3_OFFSET ((3. + 0.5) / TEXTURE_WIDTH)
#define COLOR_OFFSET ((4. + 0.5) / TEXTURE_WIDTH)
`;
const vs = `
attribute vec4 position;
attribute vec3 normal;
attribute float modelId;
uniform float textureHeight;
uniform sampler2D perModelDataTexture;
uniform mat4 projection;
uniform mat4 view;
varying vec3 v_normal;
varying float v_modelId;
${COMMON_STUFF}
void main() {
v_modelId = modelId; // pass to fragment shader
float modelOffset = (modelId + 0.5) / textureHeight;
// note: in WebGL2 better to use texelFetch
mat4 model = mat4(
texture2D(perModelDataTexture, vec2(MATRIX_ROW_0_OFFSET, modelOffset)),
texture2D(perModelDataTexture, vec2(MATRIX_ROW_1_OFFSET, modelOffset)),
texture2D(perModelDataTexture, vec2(MATRIX_ROW_2_OFFSET, modelOffset)),
texture2D(perModelDataTexture, vec2(MATRIX_ROW_3_OFFSET, modelOffset)));
gl_Position = projection * view * model * position;
v_normal = mat3(view) * mat3(model) * normal;
}
`;
const fs = `
precision highp float;
varying vec3 v_normal;
varying float v_modelId;
uniform float textureHeight;
uniform sampler2D perModelDataTexture;
uniform vec3 lightDirection;
${COMMON_STUFF}
void main() {
float modelOffset = (v_modelId + 0.5) / textureHeight;
vec4 color = texture2D(perModelDataTexture, vec2(COLOR_OFFSET, modelOffset));
float l = dot(lightDirection, normalize(v_normal)) * .5 + .5;
gl_FragColor = vec4(color.rgb * l, color.a);
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
//...