# WebGL 2 Samples - draw_instanced_ubo

本文介绍了一个使用WebGL2进行实例绘制的例子。通过创建着色器程序、顶点缓冲区及统一缓冲对象来实现两个三角形的不同颜色实例化渲染。此示例展示了如何设置WebGL2上下文、定义顶点位置、配置变换矩阵与材质颜色。

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WebGL 2 Samples - draw_instanced_ubo

uniform blocs multi-instanced drawing

 #version 300 es
        #define POSITION_LOCATION 0

        precision highp float;
        precision highp int;

        layout(std140, column_major) uniform;

        uniform Transform
        {
            mat4 MVP[2];
        } transform;

        layout(location = POSITION_LOCATION) in vec2 pos;
        flat out int instance;

        void main()
        {
            instance = gl_InstanceID;
            gl_Position = transform.MVP[gl_InstanceID] * vec4(pos, 0.0, 1.0);
        }

 #version 300 es
        precision highp float;
        precision highp int;
        layout(std140) uniform;

        uniform Material
        {
            vec4 Diffuse[2];
        } material;

        flat in int instance;
        out vec4 color;

        void main()
        {
            color = material.Diffuse[instance % 2];
        }
'use strict';

        var canvas = document.createElement('canvas');
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        document.body.appendChild(canvas);

        var gl = canvas.getContext('webgl2', { antialias: false });
        var isWebGL2 = !!gl;
        if(!isWebGL2) {
            document.getElementById('info').innerHTML = 'WebGL 2 is not available.  See <a href="https://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">How to get a WebGL 2 implementation</a>';
            return;
        }

        // -- Init program
        var program = createProgram(gl, getShaderSource('vs'), getShaderSource('fs'));
        gl.useProgram(program);

        // -- Init Buffer
        var vertexPosBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
        var vertices = new Float32Array([
            -0.3, -0.5,
             0.3, -0.5,
             0.0,  0.5
        ]);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

        var uniformTransformLocation = gl.getUniformBlockIndex(program, 'Transform');
        var uniformMaterialLocation = gl.getUniformBlockIndex(program, 'Material');
        gl.uniformBlockBinding(program, uniformTransformLocation, 0);
        gl.uniformBlockBinding(program, uniformMaterialLocation, 1);

        var uniformTransformBuffer = gl.createBuffer();
        gl.bindBuffer(gl.UNIFORM_BUFFER, uniformTransformBuffer);
        var transforms = new Float32Array([
            1.0, 0.0, 0.0, 0.0,
            0.0, 1.0, 0.0, 0.0,
            0.0, 0.0, 1.0, 0.0,
            -0.5, 0.0, 0.0, 1.0,

            1.0, 0.0, 0.0, 0.0,
            0.0, 1.0, 0.0, 0.0,
            0.0, 0.0, 1.0, 0.0,
            0.5, 0.0, 0.0, 1.0
        ]);
        gl.bufferData(gl.UNIFORM_BUFFER, transforms, gl.DYNAMIC_DRAW);
        gl.bindBuffer(gl.UNIFORM_BUFFER, null);

        var uniformMaterialBuffer = gl.createBuffer();
        gl.bindBuffer(gl.UNIFORM_BUFFER, uniformMaterialBuffer);
        var materials = new Float32Array([
            1.0, 0.5, 0.0, 1.0,
            0.0, 0.5, 1.0, 1.0
        ]);
        gl.bufferData(gl.UNIFORM_BUFFER, materials, gl.STATIC_DRAW);
        gl.bindBuffer(gl.UNIFORM_BUFFER, null);

        // -- Render
        gl.clearColor(0,0,0,1);
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformTransformBuffer);
        gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, uniformMaterialBuffer);

        var vertexPosLocation = 0; // set with GLSL layout qualifier
        gl.enableVertexAttribArray(vertexPosLocation);
        gl.vertexAttribPointer(vertexPosLocation, 2, gl.FLOAT, false, 0, 0);
        gl.drawArraysInstanced(gl.TRIANGLES, 0, 3, 2);

        // -- Delete WebGL resources
        gl.deleteBuffer(vertexPosBuffer);
        gl.deleteBuffer(uniformTransformBuffer);
        gl.deleteBuffer(uniformMaterialBuffer);
        gl.deleteProgram(program);

实现效果

参考 http://webglsamples.org/WebGL2Samples/#draw_instanced_ubo

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