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webglgrass.js
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function grassdrawwebgl2(x=0,y=0,time=0){
windtimer-=60/fps
if(windtimer<=0){
windtimer=windreset
newwind[0]=(Math.random()*2-1)*windrange[0]
newwind[1]=(Math.random()*2-1)*windrange[1]
}
wind[0]=wind[0]*(Math.pow(windsmove,60/fps))+newwind[0]*(1-Math.pow(windsmove,60/fps))
wind[1]=wind[1]*(Math.pow(windsmove,60/fps))+newwind[1]*(1-Math.pow(windsmove,60/fps))
//wind[1]=0
if(zoom>=4)return //grass ist so klein sieht e keiner
if(webglgrassdrawarr.firsts.length==0)return
gl.useProgram(shaderProgram[1]);
gl.bindVertexArray(webglbuffers.grass.vao)
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, transformFeedback["02"]);
//bindBufferBase bindBuffer und vertexAttribPointer combinieren als ein befehl
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, webglbuffers.grass.feedbackbuffer.aVelo1.buffer)
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, webglbuffers.grass.feedbackbuffer.aWind1.buffer)
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 2, webglbuffers.grass.feedbackbuffer.aWindrandtimer1.buffer)
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aVelo.buffer)
gl.vertexAttribPointer(
webglbuffers.grass.feedbackbuffer.aVelo.pointer,
webglbuffers.grass.feedbackbuffer.aVelo.bufferlength,
webglbuffers.grass.feedbackbuffer.aVelo.numbertype,
webglbuffers.grass.feedbackbuffer.aVelo.normalized,
webglbuffers.grass.feedbackbuffer.aVelo.offset,
webglbuffers.grass.feedbackbuffer.aVelo.stride
);
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aWind.buffer)
gl.vertexAttribPointer(
webglbuffers.grass.feedbackbuffer.aWind.pointer,
webglbuffers.grass.feedbackbuffer.aWind.bufferlength,
webglbuffers.grass.feedbackbuffer.aWind.numbertype,
webglbuffers.grass.feedbackbuffer.aWind.normalized,
webglbuffers.grass.feedbackbuffer.aWind.offset,
webglbuffers.grass.feedbackbuffer.aWind.stride
);
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aWindrandtimer.buffer)
gl.vertexAttribPointer(
webglbuffers.grass.feedbackbuffer.aWindrandtimer.pointer,
webglbuffers.grass.feedbackbuffer.aWindrandtimer.bufferlength,
webglbuffers.grass.feedbackbuffer.aWindrandtimer.numbertype,
webglbuffers.grass.feedbackbuffer.aWindrandtimer.normalized,
webglbuffers.grass.feedbackbuffer.aWindrandtimer.offset,
webglbuffers.grass.feedbackbuffer.aWindrandtimer.stride
);
gl.uniform2f(webglbuffers.grass.uniform.globalwind,wind[0],wind[1]);
let objectsgrassmove=myRect[loadmap].filter(i1=>typeof(i1.velo)=="object")
let boomeranggrassmove=myRect[loadmap].filter(i1=>i1.construck=="Bommerang")
//wen zu viele obj gibt dan remove so viele bis es unter limit liegt zb was ist auserhalb der sichtweite
//gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS)
if(maxgrassobjects<objectsgrassmove.length){
let objtoremove=maxgrassobjects-objectsgrassmove.length
objectsgrassmove.filter(i1=>i1.construck=="Player"||(objtoremove++))
objectsgrassmove.filter(i1=>(objtoremove++))
}
if(maxgrassobjects<boomeranggrassmove.length){
let objtoremove=maxgrassobjects-boomeranggrassmove.length
boomeranggrassmove.filter(i1=>(objtoremove++))
}
let boomeranggrassmovepos=new Float32Array(boomeranggrassmove.length*2)
let objectsgrassmovepos=new Float32Array(objectsgrassmove.length*4)
let objectsgrassmovevel=new Float32Array(objectsgrassmove.length*2)
for(let i1=0;i1<objectsgrassmove.length;i1++){
objectsgrassmovepos[i1*4+0]=objectsgrassmove[i1].minx
objectsgrassmovepos[i1*4+1]=objectsgrassmove[i1].miny
objectsgrassmovepos[i1*4+2]=objectsgrassmove[i1].w
objectsgrassmovepos[i1*4+3]=objectsgrassmove[i1].h
objectsgrassmovevel[i1*2+0]=objectsgrassmove[i1].velo[0]
objectsgrassmovevel[i1*2+1]=objectsgrassmove[i1].velo[1]
}
for(let i1=0;i1<boomeranggrassmove.length;i1++){
boomeranggrassmovepos[i1*2+0]=boomeranggrassmove[i1].minx
boomeranggrassmovepos[i1*2+1]=boomeranggrassmove[i1].miny
}
if(objectsgrassmove.length>0){
gl.uniform4fv(webglbuffers.grass.uniform.objectspos,objectsgrassmovepos);
gl.uniform2fv(webglbuffers.grass.uniform.objectsvel,objectsgrassmovevel);
gl.uniform1i(webglbuffers.grass.uniform.objectslength,objectsgrassmove.length)
}
if(boomeranggrassmove.length>0){
gl.uniform2fv(webglbuffers.grass.uniform.rassenpos,boomeranggrassmovepos);
gl.uniform1i(webglbuffers.grass.uniform.rassenlength,boomeranggrassmove.length)
}
gl.uniform1f(webglbuffers.grass.uniform.fps,fps);
gl.uniform2f(webglbuffers.grass.uniform.canvashwwebgl,canvas.width,canvas.height);
gl.uniform4f(webglbuffers.grass.uniform.offsgl,x,y,zoom,zoomn);
gl.beginTransformFeedback(gl.POINTS)
gl.enable(gl.RASTERIZER_DISCARD)
gl.uniform1i(webglbuffers.grass.uniform.rendermode, 0);
if(WEBGLmultidraw){
WEBGLmultidraw.multiDrawArraysWEBGL(gl.POINTS, webglgrassdrawarr.firsts, 0, webglgrassdrawarr.counts, 0, webglgrassdrawarr.firsts.length);
}else{
for(let i2=0;i2<=webglgrassdrawarr.firsts.length;i2++)gl.drawArrays(gl.POINTS,webglgrassdrawarr.firsts[i2],webglgrassdrawarr.counts[i2])
}
gl.disable(gl.RASTERIZER_DISCARD)
gl.endTransformFeedback()
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null)
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null)
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 2, null)
gl.uniform1i(webglbuffers.grass.uniform.rendermode, 1);
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);
if(WEBGLmultidraw){
WEBGLmultidraw.multiDrawArraysWEBGL(gl.TRIANGLE_FAN, webglgrassdrawarr.firsts, 0, webglgrassdrawarr.counts, 0, webglgrassdrawarr.firsts.length);
}else{
for(let i2=0;i2<webglgrassdrawarr.firsts.length;i2++)gl.drawArrays(gl.TRIANGLE_FAN,webglgrassdrawarr.firsts[i2],webglgrassdrawarr.counts[i2])
}
gl.bindVertexArray(null)
gl.bindBuffer(gl.ARRAY_BUFFER,null)
//mach ne buffer swap function
try{
[
webglbuffers.grass.feedbackbuffer.aVelo1.buffer,
webglbuffers.grass.feedbackbuffer.aVelo.buffer,
webglbuffers.grass.feedbackbuffer.aWind1.buffer,
webglbuffers.grass.feedbackbuffer.aWind.buffer,
webglbuffers.grass.feedbackbuffer.aWindrandtimer1.buffer,
webglbuffers.grass.feedbackbuffer.aWindrandtimer.buffer,
]=[
webglbuffers.grass.feedbackbuffer.aVelo.buffer,
webglbuffers.grass.feedbackbuffer.aVelo1.buffer,
webglbuffers.grass.feedbackbuffer.aWind.buffer,
webglbuffers.grass.feedbackbuffer.aWind1.buffer,
webglbuffers.grass.feedbackbuffer.aWindrandtimer.buffer,
webglbuffers.grass.feedbackbuffer.aWindrandtimer1.buffer,
]
}catch(e){console.log(e)}//kp
}
function grasstogpuwebgl2(timetowalk){//das in itle callback und in 2 teile
grasstogpuwebgl2time[0]-=grasstogpuwebgl2timeminus
if(timetowalk==false||timetowalk.timeRemaining()>grasstogpuwebgl2time[0]||timetowalk.didTimeout){
const ttime=performance.now()
const arrBuffer=[
new Float32Array(new ArrayBuffer(webglbuffers.grass.feedbackbuffer.aVelo.group.buffersize*Float32Array.BYTES_PER_ELEMENT*webglbuffers.grass.feedbackbuffer.aVelo.bufferlength)),
new Float32Array(new ArrayBuffer(webglbuffers.grass.feedbackbuffer.aWind.group.buffersize*Float32Array.BYTES_PER_ELEMENT*webglbuffers.grass.feedbackbuffer.aWind.bufferlength)),
new Float32Array(new ArrayBuffer(webglbuffers.grass.feedbackbuffer.aWindrandtimer.group.buffersize*Float32Array.BYTES_PER_ELEMENT*webglbuffers.grass.feedbackbuffer.aWindrandtimer.bufferlength)),
]
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aVelo.buffer)
gl.getBufferSubData(gl.ARRAY_BUFFER, 0, arrBuffer[0])
gl.bindBuffer(gl.ARRAY_BUFFER,null)
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aWind.buffer)
gl.getBufferSubData(gl.ARRAY_BUFFER, 0, arrBuffer[1])
gl.bindBuffer(gl.ARRAY_BUFFER,null)
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aWindrandtimer.buffer)
gl.getBufferSubData(gl.ARRAY_BUFFER, 0, arrBuffer[2])
gl.bindBuffer(gl.ARRAY_BUFFER,null)
grasstogpuwebgl2time[0]=grasstogpuwebgl2time[0]*grasstogpuwebgl2timeabfac+(performance.now()-ttime)*(1-grasstogpuwebgl2timeabfac)
grasstogpuwebgl20(arrBuffer,0,timetowalk)
}else window.requestIdleCallback(grasstogpuwebgl2)
}
function grasstogpuwebgl20(arrBuffer,starti,timetowalk){
for (let i=starti;i<webglgrassdrawarr.firsts.length;i++){
if(timetowalk!=false&&timetowalk.timeRemaining()<0.2){
window.requestIdleCallback(grasstogpuwebgl20.bind(this,arrBuffer,i))
return
}
const i1=webglgrassdrawarr.num[i]
const counter=webglgrassdrawarr.firsts[i]
i1.velo[0]=arrBuffer[0][webglbuffers.grass.feedbackbuffer.aVelo.bufferlength*counter+0]
i1.velo[1]=arrBuffer[0][webglbuffers.grass.feedbackbuffer.aVelo.bufferlength*counter+1]
i1.randomwind[0]=arrBuffer[1][webglbuffers.grass.feedbackbuffer.aWind.bufferlength*counter+0]
i1.randomwind[1]=arrBuffer[1][webglbuffers.grass.feedbackbuffer.aWind.bufferlength*counter+1]
i1.randomwindtimer[0]=arrBuffer[2][webglbuffers.grass.feedbackbuffer.aWindrandtimer.bufferlength*counter+0]
i1.randomwindtimer[1]=arrBuffer[2][webglbuffers.grass.feedbackbuffer.aWindrandtimer.bufferlength*counter+1]
i1.randomwindtimer[2]=arrBuffer[2][webglbuffers.grass.feedbackbuffer.aWindrandtimer.bufferlength*counter+2]
i1.randomwindtimer[3]=arrBuffer[2][webglbuffers.grass.feedbackbuffer.aWindrandtimer.bufferlength*counter+3]
}
grasstogpuwebgl21(timetowalk)
}
function grasstogpuwebgl21(timetowalk){
grasstogpuwebgl2time[1]-=grasstogpuwebgl2timeminus
if(timetowalk==false||timetowalk.timeRemaining()>grasstogpuwebgl2time[1]||timetowalk.didTimeout){
const ttime=performance.now()
const grasst=myRect[loadmap].filter(i=>i.construck=="Grassani"&&typeof(i.grass)!="undefined")
howmutchgrass=0
for(let i of grasst)howmutchgrass+=i.grass.length
grasshalm=[]
for(let i of grasst){
for(let i1 of i.grass){
grasshalm.push([i1.w*i1.h,i1.x+i.minx,i1.y+i.miny,i1])
}
}
grasslimitact=grasshalm.length>webglgrasscut&&!grassrenderall
grasstogpuwebgl2time[1]=grasstogpuwebgl2time[1]*grasstogpuwebgl2timeabfac+(performance.now()-ttime)*(1-grasstogpuwebgl2timeabfac)
if(grasslimitact){
if(timetowalk==false)grasstogpuwebgl22(false)
if(timetowalk!=false)window.requestIdleCallback(grasstogpuwebgl22)
}else{
grasstogpuwebgl23(timetowalk)
}
}else window.requestIdleCallback(grasstogpuwebgl21)
}
function grasstogpuwebgl22(timetowalk){
grasstogpuwebgl2time[2]-=grasstogpuwebgl2timeminus
if(timetowalk==false||timetowalk.timeRemaining()>grasstogpuwebgl2time[2]||timetowalk.didTimeout){
const ttime=performance.now()
const newgrasslimitact=Math.trunc((webglgrasscut/rendertimeavg)*rendertimeopt)
if(newgrasslimitact<webglgrasscut)webglgrasscut=newgrasslimitact
if(newgrasslimitact>webglgrasscut+(updategrass&&grasstorender?0:100))webglgrasscut=webglgrasscut+Math.min(newgrasslimitact-webglgrasscut,15)
grasshalm=grasshalm.sort((i0,i1)=>Math.sign(i1[0]-i0[0])).slice(0,webglgrasscut)
grasstorender=grasshalm.length
grasstogpuwebgl2time[2]=grasstogpuwebgl2time[2]*grasstogpuwebgl2timeabfac+(performance.now()-ttime)*(1-grasstogpuwebgl2timeabfac)
grasstogpuwebgl23(timetowalk)
}else window.requestIdleCallback(grasstogpuwebgl22)
}
function grasstogpuwebgl23(timetowalk){
grasstogpuwebgl2time[3]-=grasstogpuwebgl2timeminus
if(timetowalk==false||timetowalk.timeRemaining()>grasstogpuwebgl2time[3]||timetowalk.didTimeout){//mach das über multible frames
const ttime=performance.now()
updategrass=false
updatetgrass=0
webglgrassquali=Math.round(Math.max(Math.min(webglgrasswantetpoligons/howmutchgrass,webglmaxgrassquali),webglmingrassquali))
let objvertices=[]
let grasssrot=[]
let grassvelo=[]
let windopt=[]
let grassstrawwind=[]
let randomwindtimer=[]
let grassstartcord=[]
let grassnum=[]
let grasscolor=[]
let firstsarr=[]
let countsarr=[]
//remove all grass we could give each objvertecy a array with num and type could be better
for (let i in grasshalm){
firstsarr.push(objvertices.length/2)
const i1=grasshalm[i][3]
webglgrassdrawarr.num[i]=i1
webglgrassdrawarr.xy[i]=[grasshalm[i][1],grasshalm[i][2]]
let max=Math.max(2+webglgrassquali*2,3)
if(max>3){
max-=i1.spitze
max=Math.min(Math.max(Math.trunc(i1.h*2),3),max)//um so höher grass ist um so mehr poligone sind erlaubt
}
for(let i2=0;i2<max;i2++){
// bei mitte=0 nim folles i1.h und um so niedriger um so weniger dh am entferntesten punkt von mitte ist addh=0
const distancefromstartendnormalised=1-(Math.abs(i2-(max&1?(max/2-0.5):(i2>(max/2-0.5)?(max/2):(max/2-1))))/Math.trunc(max/2-0.5))
//wen unter mitte nim grasshalm[i][1] wen mitte nim i1.x+i1.w/2 und wen über mitte dan i1.x+i1.w
const addw=(max/2-0.5==i2?i1.w/2:max/2<=i2?i1.w:0)
//const addh=(max/2-0.5==i2?i1.h/2:max/2<=i2?i1.h:0)
objvertices.push(grasshalm[i][1]+addw,grasshalm[i][2]-distancefromstartendnormalised*i1.h)
//grassstartcord.push(grasshalm[i][1]+addw,grasshalm[i][2])
//grassstartcord.push(grasshalm[i][1],grasshalm[i][2])
//rotiere mich um 0 punkt
const rot=Math.abs(Math.cos(i1.rotation))>Math.abs(Math.sin(i1.rotation))
grassstartcord.push(grasshalm[i][1]+(rot?addw:0),grasshalm[i][2])
//grassstartcord.push(grasshalm[i][1]+addw*Math.cos(i1.rotation),grasshalm[i][2]))
grasssrot.push(i1.rotation)
grassnum.push(Math.pow(distancefromstartendnormalised,2))
//grassnum.push(distancefromstartendnormalised)
//grassvelo.push(i1.velo[0],i1.velo[1])
windopt.push(i1.strengthgwind,i1.strengthiwind,i1.strengthvelo)
grassstrawwind.push(...i1.randomwind)
randomwindtimer.push(...i1.randomwindtimer)//random value x random value y timer value grasswachstum
grasscolor.push(...i1.color)
}
countsarr.push(max)
}
webglgrassdrawarr.firsts=new Int32Array(firstsarr)
webglgrassdrawarr.counts=new Int32Array(countsarr)
//console.log((objvertices.length/2)*Float32Array.BYTES_PER_ELEMENT)
webglbuffer.testbufferoverflow("grass",(objvertices.length/2)*Float32Array.BYTES_PER_ELEMENT)
//obj die weiter web sind weniger grass details
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.buffer.grasscolor.buffer);
gl.bufferSubData(gl.ARRAY_BUFFER,0,new Float32Array(grasscolor));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.buffer.coordinates1.buffer);
gl.bufferSubData(gl.ARRAY_BUFFER,0,new Float32Array(objvertices));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.buffer.grassstartcord.buffer);
gl.bufferSubData(gl.ARRAY_BUFFER,0,new Float32Array(grassstartcord));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.buffer.grassnum.buffer);
gl.bufferSubData(gl.ARRAY_BUFFER,0,new Float32Array(grassnum));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.buffer.grassrotation.buffer);
gl.bufferSubData(gl.ARRAY_BUFFER,0,new Float32Array(grasssrot));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.buffer.aWindopt.buffer)
gl.bufferSubData(gl.ARRAY_BUFFER,0, new Float32Array(windopt));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aVelo.buffer)
gl.bufferSubData(gl.ARRAY_BUFFER,0, new Float32Array(grassvelo));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aWind.buffer)
gl.bufferSubData(gl.ARRAY_BUFFER,0, new Float32Array(grassstrawwind));
gl.bindBuffer(gl.ARRAY_BUFFER, webglbuffers.grass.feedbackbuffer.aWindrandtimer.buffer)
gl.bufferSubData(gl.ARRAY_BUFFER,0, new Float32Array(randomwindtimer));
gl.bindBuffer(gl.ARRAY_BUFFER,null)
grasstogpuwebgl2time[3]=grasstogpuwebgl2time[3]*grasstogpuwebgl2timeabfac+(performance.now()-ttime)*(1-grasstogpuwebgl2timeabfac)
grasstogpuwebgl2mode=0
}else window.requestIdleCallback(grasstogpuwebgl23)
}
promallres[18]()