I try to draw multiple icon on screen and I use drawArraysInstancedANGLE method. I try to use multiple texture like this but some icons draw diffrent geometry, I can not find what draw like that.
I use one big icon map texture and fill icon vertex coord array with this func:
FillIconTextCoordBuffer(data, mapW, mapH, i) {
const ULiconW = data.x / mapW
const ULiconH = data.y / mapH
const LRiconW = (data.x + data.width) / mapW
const LRiconH = (data.y + data.height) / mapH
const { gl } = this.FGlobe
this.IconMapTexCoordArr[i] = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, this.IconMapTexCoordArr[i])
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
ULiconW, ULiconH,
LRiconW, LRiconH,
LRiconW, ULiconH,
LRiconW, LRiconH,
ULiconW, ULiconH,
ULiconW, LRiconH]), gl.STATIC_DRAW)
}
and then my draw func like this:
gl.uniform1f(P2DRotationForLayer, icon.rotDeg)
gl.uniform2fv(P2DScaleLocForLayer, icon.__size)
gl.uniform4fv(P2DOpacityLocForLayer, __iconColor)
ext.vertexAttribDivisorANGLE(P2DoffsetForLayer, 1) // This makes it instanced!
gl.bindBuffer(gl.ARRAY_BUFFER, this.IconMapVertCoordArr)
gl.enableVertexAttribArray(P2DvertexPosForLayer)
gl.vertexAttribPointer(P2DvertexPosForLayer, 3, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ARRAY_BUFFER, this.IconCoordBuff)
gl.enableVertexAttribArray(P2DoffsetForLayer)
gl.vertexAttribPointer(P2DoffsetForLayer, 2, gl.FLOAT, false, 0, 0)
gl.bindTexture(gl.TEXTURE_2D, IconMap[icon.mapIndex].texture)
gl.disable(gl.BLEND)
for (var j = this.StartCountArr.length; j--;) {
this.DrawInstances(this.StartCountArr[j].start, this.StartCountArr[j].count, j)
}
ext.vertexAttribDivisorANGLE(P2DoffsetForLayer, 0)
and my DrawInstances func like this:
DrawInstances(start, count, j) {
const {
gl, ext,
P2DtextCoordLocForLayer,
} = this.FGlobe
gl.bindBuffer(gl.ARRAY_BUFFER, this.IconMapTexCoordArr[j])
gl.enableVertexAttribArray(P2DtextCoordLocForLayer)
gl.vertexAttribPointer(P2DtextCoordLocForLayer, 2, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ARRAY_BUFFER, null)
ext.drawArraysInstancedANGLE(gl.TRIANGLES, start, 6, count)
}
Actually some icons drawed right I see 2 different icon but there is one type more look like this:
|\
| \
| \
| /
| /
|/
my icons only two triangle like below, I dont set any shape like above,
______
|\ |
| \ |
| \ |
| \|
------
Here's a sample drawing multiple sprites from a sprite sheet using instanced drawing.
Note if it was me I'd use a matrix for each instance like this example but I thought the code would be simpler using offset and scale here.
const gl = document.querySelector('canvas').getContext('webgl');
const ext = gl.getExtension('ANGLE_instanced_arrays');
if (!ext) alert('need ANGLE_instanced_arrays');
const vs = `
attribute vec2 position;
attribute vec2 uv;
attribute vec2 offset; // instanced
attribute vec2 scale; // instanced
attribute vec2 uvOffset; // instanced
attribute vec2 uvScale; // instanced
uniform mat4 matrix;
varying vec2 v_uv;
void main() {
gl_Position = matrix * vec4(position * scale + offset, 0, 1);
v_uv = uv * uvScale + uvOffset;
}
`;
const fs = `
precision highp float;
varying vec2 v_uv;
uniform sampler2D spriteAtlas;
void main() {
gl_FragColor = texture2D(spriteAtlas, v_uv);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const uvLoc = gl.getAttribLocation(program, 'uv');
const offsetLoc = gl.getAttribLocation(program, 'offset');
const scaleLoc = gl.getAttribLocation(program, 'scale');
const uvOffsetLoc = gl.getAttribLocation(program, 'uvOffset');
const uvScaleLoc = gl.getAttribLocation(program, 'uvScale');
const matrixLoc = gl.getUniformLocation(program, 'matrix');
// setup quad positions and uv
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]), gl.STATIC_DRAW);
const uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]), gl.STATIC_DRAW);
// create typed array for instanced data
const maxSprites = 1000;
const offsets = new Float32Array(maxSprites * 2);
const scales = new Float32Array(maxSprites * 2);
const uvOffsets = new Float32Array(maxSprites * 2);
const uvScales = new Float32Array(maxSprites * 2);
// create buffers fo instanced data
const offsetBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, offsets.byteLength, gl.DYNAMIC_DRAW);
const scaleBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, scaleBuffer);
gl.bufferData(gl.ARRAY_BUFFER, scales.byteLength, gl.DYNAMIC_DRAW);
const uvOffsetBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvOffsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, uvOffsets.byteLength, gl.DYNAMIC_DRAW);
const uvScaleBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvScaleBuffer);
gl.bufferData(gl.ARRAY_BUFFER, uvScales.byteLength, gl.DYNAMIC_DRAW);
let spriteNdx = 0;
function addSprite(
spriteAtlasWidth, spriteAtlasHeight,
srcX, srcY, srcWidth, srcHeight,
dstX, dstY, dstWidth, dstHeight) {
const off0 = spriteNdx * 2;
const off1 = off0 + 1;
offsets[off0] = dstX;
offsets[off1] = dstY;
scales[off0] = dstWidth;
scales[off1] = dstHeight;
uvOffsets[off0] = srcX / spriteAtlasWidth;
uvOffsets[off1] = srcY / spriteAtlasHeight;
uvScales[off0] = srcWidth / spriteAtlasWidth;
uvScales[off1] = srcHeight / spriteAtlasHeight;
++spriteNdx;
}
const sprites = [
{msg: 'A', x: 0, y: 0, w: 64, h: 32, bg: 'red', fg: 'yellow'},
{msg: 'B', x: 64, y: 0, w: 64, h: 32, bg: 'blue', fg: 'white' },
{msg: 'C', x: 0, y: 32, w: 40, h: 32, bg: 'green', fg: 'pink' },
{msg: 'D', x: 40, y: 32, w: 48, h: 32, bg: 'purple', fg: 'cyan' },
{msg: 'F', x: 88, y: 32, w: 40, h: 32, bg: 'black', fg: 'red' },
];
// make 5 sprites in an atlas
const spriteAtlasWidth = 128;
const spriteAtlasHeight = 64;
const ctx = document.createElement('canvas').getContext('2d');
ctx.canvas.width = spriteAtlasWidth;
ctx.canvas.height = spriteAtlasHeight;
for (const spr of sprites) {
ctx.fillStyle = spr.bg;
ctx.fillRect(spr.x, spr.y, spr.w, spr.h);
ctx.strokeStyle = spr.fg;
ctx.strokeRect(spr.x + .5, spr.y + .5, spr.w - 1, spr.h - 1);
ctx.fillStyle = spr.fg;
ctx.font = 'bold 26px sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(spr.msg, spr.x + spr.w / 2, spr.y + spr.h / 2);
}
// show the atlas
document.body.appendChild(ctx.canvas);
// copy the atlas to a texture
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, ctx.canvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
function render(time) {
time *= 0.001; // convert to seconds
spriteNdx = 0;
const numSprites = 10;
for (let i = 0; i < numSprites; ++i) {
const sp = sprites[i % sprites.length];
addSprite(
spriteAtlasWidth, spriteAtlasHeight,
sp.x, sp.y, sp.w, sp.h,
Math.sin(time + i * 15) * gl.canvas.width / 2 + gl.canvas.width / 2,
Math.cos(time + i * 17) * gl.canvas.height / 2 + gl.canvas.height / 2,
sp.w, sp.h,
);
}
// copy the latest sprite instance data
// to their respective buffers and setup
// the attributes.
// NOTE: for the attributes it would be better
// to use a vertex array
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.enableVertexAttribArray(uvLoc);
gl.vertexAttribPointer(uvLoc, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, offsets);
gl.enableVertexAttribArray(offsetLoc);
gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(offsetLoc, 1);
gl.bindBuffer(gl.ARRAY_BUFFER, scaleBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, scales);
gl.enableVertexAttribArray(scaleLoc);
gl.vertexAttribPointer(scaleLoc, 2, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(scaleLoc, 1);
gl.bindBuffer(gl.ARRAY_BUFFER, uvOffsetBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, uvOffsets);
gl.enableVertexAttribArray(uvOffsetLoc);
gl.vertexAttribPointer(uvOffsetLoc, 2, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(uvOffsetLoc, 1);
gl.bindBuffer(gl.ARRAY_BUFFER, uvScaleBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, uvScales);
gl.enableVertexAttribArray(uvScaleLoc);
gl.vertexAttribPointer(uvScaleLoc, 2, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(uvScaleLoc, 1);
gl.useProgram(program);
// pass in a projection matrix that
// converts to pixel space so the top
// left corner is 0,0 and the bottom right corner
// is canvas.width, canvas.height
//
// if you had a 3d math library this would be something like
// m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
gl.uniformMatrix4fv(matrixLoc, false, [
2 / gl.canvas.width, 0, 0, 0,
0, -2 / gl.canvas.height, 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1,
]);
// note as there as only 1 texture and
// uniforms default to 0 we don't need to
// bind the texture to setup a uniform
// as the defaults happen to work.
ext.drawArraysInstancedANGLE(
gl.TRIANGLES,
0,
6, // verts per instance
spriteNdx, // num instances
);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; margin: 5px; }
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
note I'm not skipping instances but if you want to skip instances then you need to set the offset passed to gl.vertexAttribPointer
for each instanced attribute. For example in the code above if you wanted to draw instances 7 to 29 it would be
const numInstancesToSkip = 7;
const numInstancesToDraw = 29 - 7 + 1;
const size = 2; // vec2
const sizeOfFloat = 4;
const offset = numInstancesToSkip * sizeOfFloat * size;
gl.bindBuffer(offsetBuffer);
gl.vertexAttribPointer(offsetLoc, size, gl.FLOAT, false, 0, offset);
gl.bindBuffer(scaleBuffer);
gl.vertexAttribPointer(scaleLoc, size, gl.FLOAT, false, 0, offset);
gl.bindBuffer(uvOffsetBuffer);
gl.vertexAttribPointer(uvOffsetLoc, size, gl.FLOAT, false, 0, offset);
gl.bindBuffer(uvScaleBuffer);
gl.vertexAttribPointer(uvScaleLoc, size, gl.FLOAT, false, 0, offset);
and to draw would be
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, mumInstancesToDraw);
note that offset
above is the same for each attribute because all the atrributes are the same size (2) and the same type (gl.FLOAT) and they are all in separate buffers so their base offsets are all 0. If they were different sizes or different types or mixed into the same buffer they'd all require different math.