Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Threedee Tales From Urban Bohemia
Search
Vicent Martí
July 07, 2013
Programming
3
810
Threedee Tales From Urban Bohemia
An introduction to 3D graphics on the web using WebGL.
Vicent Martí
July 07, 2013
Tweet
Share
More Decks by Vicent Martí
See All by Vicent Martí
Unicorns Die With Bullets Made of Glitter
tanoku
6
540
My Mom told me that Git doesn't scale
tanoku
28
1.9k
Intergalactic Javascript Robots from Outer Space
tanoku
271
27k
Ruby is Unlike a Banana
tanoku
97
11k
Oh, you're so random
tanoku
14
2.5k
A talk about libgit2
tanoku
11
1.6k
Other Decks in Programming
See All in Programming
Go1.25からのGOMAXPROCS
kuro_kurorrr
1
760
C++20 射影変換
faithandbrave
0
490
Team topologies and the microservice architecture: a synergistic relationship
cer
PRO
0
850
生成AIで日々のエラー調査を進めたい
yuyaabo
0
600
エンジニア向け採用ピッチ資料
inusan
0
120
単体テストの始め方/作り方
toms74209200
0
490
つよそうにふるまい、つよい成果を出すのなら、つよいのかもしれない
irof
1
290
GraphRAGの仕組みまるわかり
tosuri13
7
430
Javaに鉄道指向プログラミング (Railway Oriented Pro gramming) のエッセンスを取り入れる/Bringing the Essence of Railway-Oriented Programming to Java
cocet33000
2
580
Cursor Meetup Tokyo ゲノミクスとCursor: 進化と制約のあいだ
koido
2
1k
Enterprise Web App. Development (2): Version Control Tool Training Ver. 5.1
knakagawa
1
110
関数型まつりレポート for JuliaTokai #22
antimon2
0
120
Featured
See All Featured
Templates, Plugins, & Blocks: Oh My! Creating the theme that thinks of everything
marktimemedia
31
2.4k
The Invisible Side of Design
smashingmag
299
51k
No one is an island. Learnings from fostering a developers community.
thoeni
21
3.3k
How to Think Like a Performance Engineer
csswizardry
24
1.7k
The Cult of Friendly URLs
andyhume
79
6.4k
Automating Front-end Workflow
addyosmani
1370
200k
How GitHub (no longer) Works
holman
314
140k
Docker and Python
trallard
44
3.4k
Easily Structure & Communicate Ideas using Wireframe
afnizarnur
194
16k
Cheating the UX When There Is Nothing More to Optimize - PixelPioneers
stephaniewalter
281
13k
Art, The Web, and Tiny UX
lynnandtonic
299
21k
GraphQLとの向き合い方2022年版
quramy
46
14k
Transcript
None
3D is hard
We’re building a videogame
We’re building a videogame
None
None
None
(You are being a smartass)
None
WHAT?
WebGL is A JavaScript API to render graphics accessing directly
the GPU
WebGL is not An API for 3D graphics
WebGL is not An OpenGL Wrapper
angle angle OpenGL ES 2.0 to DirectX 9 translation
angle angle OpenGL ES 2.0 to DirectX 9 translation
WHERE?
None
DIV
CANVAS DIV
WebGL context CANVAS “webgl” .getContext(“webgl”) WebGL context the
WebGL context WebGL context(s) a b a.getContext(“webg b.getContext(“webg
WHEN?
DRAW DRAW DRAW DRAW DRAW DRAW DRAW DRAW Not when
you want to
When the browser tells you to.
When the browser tells you to. requestAnimationFrame
BRO WHAT ABOUT DOUBLE BUFFERING
None
Tearing
Buffer A Buffer B
Buffer A Buffer B
Buffer A Buffer B
JavaScript doesn’t execute while the DOM is being rendered!
JavaScript doesn’t execute while the DOM is being rendered!
HOW?
Introducing... Jimmy the Vertex
I’m not looking forward to this...
(x, y, z)
+x +y +z RIGHT HAND REPRESENT
None
None
None
Local Space
World Space
Camera Space
Camera Space
Screen Space
xx xy xz Yx Yy Yz Zx Zy Zz {
} World Space Local Space Model Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Camera Space World Space View Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Screen Space Camera Space Projection Matrix
We could do the matrix operations in JavaScript
We could do the matrix operations in JavaScript BUT WE
DON’T
SHADER is a program that runs on the GPU. SHADER
a
(THAT WAS EASY)
N N It begins with an...
OT JAVASCRIPT N N It begins with an...
GLSL GLSL OpenGL Shader Language
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } WELL THIS KINDA LOOKS LIKE JAVASCRIPT WELL THIS KINDA LOOKS LIKE JAVASCRIPT
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } “
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } <script id="fragment-shader" type="x-shader/x-fragment"> </script>
document.getElementById document.getElementById
GLSL GLSL GLSL compile compile compile link
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Perspective Matrix Model View Matrix
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); }
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms Attribute
None
None
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Passing Uniforms var ptr = gl.getUniformLocation(shaderProgram, "uPMatrix") gl.uniformMatrix4fv( ptr, false, new Float32Array(vertexes));
None
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
Rasterization
None
None
Fragments
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; }
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output Variant
Variants Vertex Shader Fragment Shader
None
None
Color
Color Texture
Color Texture Lighting
Color Texture Lighting Specularity
Color Texture Lighting Specularity Normal Mapping
Color Texture Lighting Specularity Normal Mapping ...
Clear Canvas Load Perspective M atrixes Load O bject M
atrixes Render O bject
None
Three.js https://github.com/mrdoob/three.js A.K.A. use
3D is hard
3D is hard hard to understand
3D is hard hard to understand hard to learn
Hard to get right
But we need to try
None
twitter.com/vmg github.com/vmg
With demos from: http://wagerfield.github.io/flat-surface-shader/ http://lab.aerotwist.com/webgl/surface/ http://www.mrdoob.com/lab/javascript/beachballs/ http://plumegraph.org/