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gl.POINTS
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html, body { margin: 0; height: 100%; } | |
canvas { width: 100%; height: 100%; display: block; } | |
#info { | |
position: absolute; | |
left: 0; | |
top: 0; | |
background: rgba(0,0,0,0.8); | |
color: white; | |
padding: 0.5em; | |
font-family: monospace; | |
} | |
#info a { | |
color: orange; | |
} |
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<canvas></canvas> | |
<div id="info">See <a target="_blank" href="https://jsgist.org/?src=535da7687726e14dc26884e085de7629">here</a> for <i>better</i> emulated POINTS</div> |
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import * as twgl from 'https://twgljs.org/dist/4.x/twgl-full.module.js'; | |
const gl = document.querySelector('canvas').getContext('webgl'); | |
const pointsVS = ` | |
attribute vec4 position; | |
void main() { | |
gl_PointSize = 64.0; | |
gl_Position = position; | |
} | |
`; | |
const pointsFS = ` | |
precision mediump float; | |
void main() { | |
gl_FragColor = vec4(gl_PointCoord, 0, 1); | |
} | |
`; | |
const prg = twgl.createProgram(gl, [pointsVS, pointsFS]); | |
gl.useProgram(prg); | |
const posLoc = gl.getAttribLocation(prg, "position"); | |
const rand = (min, max) => Math.random() * (max - min) + min; | |
const numPoints = 100; | |
const pointPositions = new Float32Array(numPoints * 2); | |
const pointVelocities = new Float32Array(numPoints * 2); | |
for (let i = 0; i < numPoints; ++i) { | |
const offset = i * 2; | |
pointPositions[offset ] = rand(-2, 2); | |
pointPositions[offset + 1] = rand(-2, 2); | |
pointVelocities[offset ] = rand(-1, 1); | |
pointVelocities[offset + 1] = rand(-1, 1); | |
} | |
const pointsBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, pointsBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, pointPositions.byteLength, gl.DYNAMIC_DRAW); | |
let then = 0; | |
function render(now) { | |
now *= 0.001; // convert to seconds | |
const elapsedTime = Math.min(now - then, 0.5); | |
then = now; | |
twgl.resizeCanvasToDisplaySize(gl.canvas); | |
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); | |
// I'd update this positions on the GPU if I can but | |
// just for the sake of an example we're doing it on the CPU | |
for (let i = 0; i < numPoints * 2; ++i) { | |
pointPositions[i] = (pointPositions[i] + pointVelocities[i] * elapsedTime + 6) % 4 - 2; | |
} | |
gl.bindBuffer(gl.ARRAY_BUFFER, pointsBuffer); | |
gl.bufferSubData(gl.ARRAY_BUFFER, 0, pointPositions); | |
gl.enableVertexAttribArray(posLoc); | |
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.POINTS, 0, numPoints); | |
requestAnimationFrame(render); | |
} | |
requestAnimationFrame(render); |
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{"name":"gl.POINTS","settings":{},"filenames":["index.html","index.css","index.js"]} |
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