9
edits
Changes
→DOM Integration?? (need a better header)
==WebGL section==
[images here]
Andor Salga
'''WebGL Introduction'''<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D sketches within the browser without additional plug-ins. At the time when porting began, there still was no plug-in free method of delivering 3D content. This limited Processing.js to 2D until WebGL was introduced. Once WebGL was implemented on pre-release versions of Firefox, Safari and Chrome, it became a viable candidate for use in Processing.js to render 3D sketches. Additionally, since WebGL closely matches OpenGL which is used by Processing, it substantially aided the porting process.
WebGL first began as an experimental add-on for Firefox developed at Mozilla. It was later adopted by the Khronos group who manage the OpenGL specifications. It is a JavaScript API which provides a subset of the functionality of OpenGL ES 2.0. The interface is relatively simple, yet it still provides enough functionality to emulate almost all of Processing's 3D functions. WebGL continues go through interface changes and revisions.
'''Differences'''<br />
The matter of porting Processing (which uses OpenGL) was simplified because the WebGL interface is similar that of OpenGL, but there are a number of differences between the interfaces. Arguably, the single largest difference between WebGL and OpenGL is that like OpenGL ES 2.0, the fixed-function pipeline was been removed. Because of this, not all Processing source code could not be ported directly. Instead, user-defined vertex and fragment shaders were necessary to write for lighting operations. Since some shapes in Processing aren't lit, a few shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.
The following shaders are used for rendering unlit shapes specified with begin/end function calls.
<pre>
"varying vec4 vFrontColor;" +
"attribute vec3 aVertex;" +
"attribute vec4 aColor;" +
"uniform mat4 uView;" +
"uniform mat4 uProjection;" +
"void main(void) {" +
" frontColor = aColor;" +
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" +
"}";
</pre>
fragment shader:
<pre>
ifdef"GLfESf GL_ES\n" +
"prehighpn highp float;\n" endif"#endif\n" +
"vvecinvFrontColorntColor;" +
"void main(void){" +glrFragColoragCvFrontColorntColor;" +
"}";
</pre>
Examining the shaders reveals some of the idiosyncrasWebGLf WebGgl The gl_Color keyword is considered invalid. Instead, users must create their own varying vector. Furthermore, a preprocessor statement to set float types to use high precision is also required. These are some examples of changes to the specifications changes which were introduced over time.
'''Typed Arrays'''<br />
Performance is always a concern when rendering 3D content, so it was necessary to create a faster versJavaScript'script's inherently slow arrays types. Because of this, typed arrays were incorporated into pre-release versiWebGLf WebGL browsers. Unlike regular arrays which can contain different types such as strings, numbers and objects, typed arrays can only contain one type and cannot by dynamically resized. Some of these types include Float32Intay, Int32Uinty, Uint16ArrUintnd Uint8Array. These types provide a significant performance increase when manipulating arrays.
(table removed)
<table border="1">
<tr>
<td>Operation</td>
<td>Array</td>
<td>Float32Array</td>
</tr>
<tr>
<td>Write</td>
<td>8947</td>
<td>1455</td>
</tr>
<tr>
<td>Read</td>
<td>1948</td>
<td>1109</td>
</tr>
<tr>
<td>Loop-copy</td>
<td>>10, 000</td>
<td>1969</td>
</tr>
<tr>
<td>Slice-Copy</td>
<td>1125</td>
<td>503</td>
</tr>
</table>
Win7 64Bit, 4GB Ram, Dual-Core 1.30Ghz Intel U7300
(citation needed)
Alistair MacDonald
[http://weblog.bocoup.com/javascript-typed-arrays link]
Because typed arrays are only available for pre-release browsers, they cannot currently be used in 2D sketches. Once they become implemented in browsers, a significant amount of the Processing.js code base can make use of these structures, increasing performance throughout the library.
'''Specification Changes and Browser Inconsistencies'''<br />
As the specification is concurrently implemented in different browsers, several inconsistencies between browsers have appeared. These range from minor issues, such as Minefield and Chrome/Chromium return "function" while WebKit returns "object" when the type of a typed array is queried. Another is the way WebGL's readPixels() function is implemented. This function isn't used extensively in the library itself, but it is used in the Processing.js reference testing framework.
'''Problems'''<br />
WebGL provides a close match to OpenGL for incorporating 3D into Processing.js, but it does present some issues when trying to port over code. There are interface differences, changes to the interface are common, and some functionality isn't available at all such as point smoothing.
/*Above this line is our final draft, below this line is the original writeups*/