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Making the Move to HTML5, Part 2
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Making the Move to HTML5, Part 2

February 21, 2013 Article Start Previous Page 3 of 3
 

Graphics

Canvas

The canvas element provides access to procedural rendering APIs, as opposed to the declarative support offered by HTML itself.

For many people canvas means the 2D context API that was originally provided, although nowadays developers can also request a 3D API that we will describe later on. The 2D context API provides similar functionality to that provided by the vectorized graphics standard for SVG images.

Once a reference is available to a canvas element in the DOM, a 2D rendering context can be requested:

ctx = canvas.getContext('2d');

ctx.save();

ctx.translate(100, 100);

for (var i = 0; i < 6; i += 1)

{

var red = Math.floor(255 - (42.5 * i));

for (var j = 0; j < 6; j += 1)

{

var green = Math.floor(255 - (42.5 * j));

ctx.fillStyle = 'rgb(' + red + ',' + green + ',0)';

ctx.fillRect(j * 25, i * 25, 25, 25);

}

}

ctx.restore();

Although very useful, we have noticed several issues with the 2D API:

  • Colors must be specified as strings defining a CSS color. This feels somewhat unnecessary and wasteful when animating colors, or otherwise creating them dynamically.
  • No functionality is available for recording and reusing a path. To move a complex shape dynamically the path must be rebuilt for every frame. Using SVG images could work much better in this case. This is issue is being addressed by the proposal to provide a canvas Path object.
  • Only global blending operations are available, which operate on the whole canvas at once. This could degrade performance or limit what can be achieved compared to local blending.

If a game only requires sprites then the 2D context API will work fine, but for complex vector graphics much better performance can be achieved with the 3D API which, for example, allows baking shapes into vertex and index buffers for optimal reuse. The lack of complex custom operations per pixel also limits what can be achieved with the 2D context. In contrast the 3D API provides support for pixel programs.

Old browsers use software rendering for the 2D operations, which will not perform well for complex scenes. Also, not all old implementations actually supported the standard. Modern browsers do provide hardware acceleration, and canvas support is now the norm.

The size of a canvas element does not change automatically in the same way other HTML elements can. The developer must manually change the width and height of canvas element to react to changes in the dimensions of its parent HTML element for example.

At Turbulenz we have implemented an emulation of the 2D context API on top of our low level 3D rendering API. This emulation cuts some corners for performance reasons so it will fail strict compliance tests, but it is useful for mixing 2D graphics with 3D rendering using a familiar API. This emulation on top of the abstracted 3D layer also helps in situations when either the browser does not provide canvas support (in which case our implementation will fall back to our plugin) or in the case when the browser’s implementation does not use hardware accelerated rendering (because our implementation uses the hardware accelerated WebGL API).

WebGL

The WebGL specification defines an API very similar to OpenGL ES 2.0 that operates on a canvas element.

It is not possible to obtain a 2D context and a 3D context from the same canvas element. Developers must choose beforehand which to use.

WebGL has evolved over a considerable period of time and so code of this form may be required to fully check for support:

function getAvailableContext(canvas, params)

{

if (canvas.getContext)

{

var contexts = ['webgl', 'experimental-webgl'];

var numContexts = contexts.length;

for (var i = 0; i < numContexts; i += 1)

{

try

{

var ctx = canvas.getContext(contexts[i], params);

if (ctx)

{

return ctx;

}

}

catch (ex)

{

}

}

}

return null;

}

var canvasParams = {

alpha: false,

stencil: true,

antialias: false

};

var gl = getAvailableContext(canvas, canvasParams);

One of the goals of WebGL was to provide a 3D API supporting a variety of devices: from high end desktops to mobile phones. OpenGL ES 2.0 matched that requirement with millions of mobile phones now being shipped with hardware support for the standard. This minimum common denominator handicaps modern desktop video cards by imposing an API that is at least a couple of generations behind those available on modern PCs. Extensions can and will improve support for more high end features but currently progress in this area is slow.

Some features not available with WebGL but commonly supported by desktop video cards include:

  • Multiple color render targets.
  • 3D textures.
  • Anisotropic filtering.
    • Some browsers have recently added an experimental extension to support it.
  • Texture arrays.
  • Antialiasing when using framebuffer objects.
  • Full support for non-power of two textures
  • Compressed textures.
    • Some browsers have recently added experimental extensions to support them.
  • Floating point textures
    • Some browsers recently started adding support.

The WebGL shader model also lags behind what modern video cards support.

Support for the WebGL API needs backing from more browsers; not all of them support it and some only support it on certain platforms. Every platform has its own set of issues. On Windows the quality of some OpenGL drivers has led to the creation of a project called ANGLE to emulate the OpenGL ES API using Direct3D, which usually has more stable drivers. ANGLE has progressed massively since its beginning, but at the time of writing, the translation from an OpenGL-like API to Direct3D affects performance negatively.

Some browsers switch between using OpenGL directly or using ANGLE depending on how much they trust the drivers for the video card, which can create inconsistent behavior between machines or even the same machine when updating the drivers (these are inconsistencies on top of those that already exist in the hardware drivers themselves). Some browsers gave up on OpenGL altogether when running on Windows and always use ANGLE. Some browsers support WebGL on some platforms and not on others. We found that when using ANGLE shader compilation and linking usually takes a long time, often stalling rendering for several frames. We found similar issues when uploading custom texture data to the GPU.

Browsers support a very limited number of image file formats that they can load into textures. The “safe” set includes only PNG and JPG, PNG being the only one with support for an alpha channel. Any other image format will have limited support. For simple file formats it is possible to decode the pixel data using JavaScript after loading the binary data with XMLHttpRequest.

At Turbulenz we designed a low level 3D API at a slightly higher level than WebGL, similar in concept to Direct3D and based on shaders and materials. This API allows us to switch between different backends depending on browser support, and if the browser does not support WebGL we use our own plugin that natively implements our low level 3D API.

The games available to play at turbulenz.com, as well as this tech demo of the Turbulenz Engine show the high level of fidelity that can be achieved using the APIs described here.

Fullscreen

One traditional limitation of browsers when trying to provide a gaming experience similar to native desktop games is the lack of a fullscreen mode. The Fullscreen API was created to address this, and works by allowing JavaScript code to request a specific HTML element that will take over the whole screen. Fullscreen mode can provide increased performance for canvas rendering, allowing the browsers to avoid full page composition of the canvas contents, presenting just your rendering output to the screen.

The fullscreen API requires that the requests for going full screen originate from a user action, such as clicking a button or pressing a specific key. Code cannot just request fullscreen at will. This requirement originates from the need for browsers to avoid malign code taking control of the screen without the user’s consent.

This API still needs wider adoption as not all modern browsers support it.

Conclusion

In this second article we have described several features of HTML5 and other standards that developers have at their disposal for games for the web. In the final article we continue this discussion for the remaining areas of game development (Audio, Input, Threading, etc), and also discuss issues such as resource loading and security.


Article Start Previous Page 3 of 3

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Comments


Robert Casey
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Thanks for the eye opening article on the gaming and animation capabilities of HTML 5.

Don Olmstead
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SIMD is coming to the browser but not with JavaScript. The Dart VM is fairly close to adding native support for SIMD operations. This should add another speed boost for game developers targeting the web.


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