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857 lines
27 KiB
JavaScript
857 lines
27 KiB
JavaScript
import Check from "../Core/Check.js";
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import ComponentDatatype from "../Core/ComponentDatatype.js";
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import defaultValue from "../Core/defaultValue.js";
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import Geometry from "../Core/Geometry.js";
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import IndexDatatype from "../Core/IndexDatatype.js";
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import CesiumMath from "../Core/Math.js";
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import RuntimeError from "../Core/RuntimeError.js";
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import Buffer from "./Buffer.js";
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import BufferUsage from "./BufferUsage.js";
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import ContextLimits from "./ContextLimits.js";
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function addAttribute(attributes, attribute, index, context) {
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var hasVertexBuffer = defined(attribute.vertexBuffer);
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var hasValue = defined(attribute.value);
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var componentsPerAttribute = attribute.value
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? attribute.value.length
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: attribute.componentsPerAttribute;
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//>>includeStart('debug', pragmas.debug);
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if (!hasVertexBuffer && !hasValue) {
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throw new DeveloperError("attribute must have a vertexBuffer or a value.");
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}
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if (hasVertexBuffer && hasValue) {
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throw new DeveloperError(
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"attribute cannot have both a vertexBuffer and a value. It must have either a vertexBuffer property defining per-vertex data or a value property defining data for all vertices."
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);
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}
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if (
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componentsPerAttribute !== 1 &&
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componentsPerAttribute !== 2 &&
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componentsPerAttribute !== 3 &&
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componentsPerAttribute !== 4
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) {
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if (hasValue) {
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throw new DeveloperError(
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"attribute.value.length must be in the range [1, 4]."
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);
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}
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throw new DeveloperError(
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"attribute.componentsPerAttribute must be in the range [1, 4]."
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);
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}
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if (
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defined(attribute.componentDatatype) &&
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!ComponentDatatype.validate(attribute.componentDatatype)
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) {
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throw new DeveloperError(
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"attribute must have a valid componentDatatype or not specify it."
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);
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}
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if (defined(attribute.strideInBytes) && attribute.strideInBytes > 255) {
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// WebGL limit. Not in GL ES.
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throw new DeveloperError(
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"attribute must have a strideInBytes less than or equal to 255 or not specify it."
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);
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}
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if (
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defined(attribute.instanceDivisor) &&
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attribute.instanceDivisor > 0 &&
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!context.instancedArrays
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) {
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throw new DeveloperError("instanced arrays is not supported");
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}
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if (defined(attribute.instanceDivisor) && attribute.instanceDivisor < 0) {
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throw new DeveloperError(
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"attribute must have an instanceDivisor greater than or equal to zero"
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);
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}
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if (defined(attribute.instanceDivisor) && hasValue) {
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throw new DeveloperError(
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"attribute cannot have have an instanceDivisor if it is not backed by a buffer"
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);
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}
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if (
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defined(attribute.instanceDivisor) &&
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attribute.instanceDivisor > 0 &&
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attribute.index === 0
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) {
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throw new DeveloperError(
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"attribute zero cannot have an instanceDivisor greater than 0"
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);
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}
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//>>includeEnd('debug');
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// Shallow copy the attribute; we do not want to copy the vertex buffer.
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var attr = {
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index: defaultValue(attribute.index, index),
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enabled: defaultValue(attribute.enabled, true),
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vertexBuffer: attribute.vertexBuffer,
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value: hasValue ? attribute.value.slice(0) : undefined,
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componentsPerAttribute: componentsPerAttribute,
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componentDatatype: defaultValue(
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attribute.componentDatatype,
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ComponentDatatype.FLOAT
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),
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normalize: defaultValue(attribute.normalize, false),
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offsetInBytes: defaultValue(attribute.offsetInBytes, 0),
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strideInBytes: defaultValue(attribute.strideInBytes, 0),
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instanceDivisor: defaultValue(attribute.instanceDivisor, 0),
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};
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if (hasVertexBuffer) {
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// Common case: vertex buffer for per-vertex data
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attr.vertexAttrib = function (gl) {
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var index = this.index;
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer._getBuffer());
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gl.vertexAttribPointer(
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index,
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this.componentsPerAttribute,
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this.componentDatatype,
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this.normalize,
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this.strideInBytes,
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this.offsetInBytes
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);
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gl.enableVertexAttribArray(index);
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if (this.instanceDivisor > 0) {
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context.glVertexAttribDivisor(index, this.instanceDivisor);
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context._vertexAttribDivisors[index] = this.instanceDivisor;
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context._previousDrawInstanced = true;
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}
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};
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attr.disableVertexAttribArray = function (gl) {
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gl.disableVertexAttribArray(this.index);
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if (this.instanceDivisor > 0) {
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context.glVertexAttribDivisor(index, 0);
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}
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};
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} else {
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// Less common case: value array for the same data for each vertex
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switch (attr.componentsPerAttribute) {
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case 1:
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attr.vertexAttrib = function (gl) {
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gl.vertexAttrib1fv(this.index, this.value);
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};
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break;
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case 2:
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attr.vertexAttrib = function (gl) {
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gl.vertexAttrib2fv(this.index, this.value);
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};
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break;
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case 3:
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attr.vertexAttrib = function (gl) {
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gl.vertexAttrib3fv(this.index, this.value);
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};
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break;
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case 4:
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attr.vertexAttrib = function (gl) {
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gl.vertexAttrib4fv(this.index, this.value);
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};
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break;
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}
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attr.disableVertexAttribArray = function (gl) {};
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}
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attributes.push(attr);
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}
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function bind(gl, attributes, indexBuffer) {
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for (var i = 0; i < attributes.length; ++i) {
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var attribute = attributes[i];
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if (attribute.enabled) {
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attribute.vertexAttrib(gl);
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}
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}
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if (defined(indexBuffer)) {
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer._getBuffer());
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}
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}
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/**
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* Creates a vertex array, which defines the attributes making up a vertex, and contains an optional index buffer
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* to select vertices for rendering. Attributes are defined using object literals as shown in Example 1 below.
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*
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* @param {Object} options Object with the following properties:
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* @param {Context} options.context The context in which the VertexArray gets created.
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* @param {Object[]} options.attributes An array of attributes.
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* @param {IndexBuffer} [options.indexBuffer] An optional index buffer.
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*
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* @returns {VertexArray} The vertex array, ready for use with drawing.
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*
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* @exception {DeveloperError} Attribute must have a <code>vertexBuffer</code>.
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* @exception {DeveloperError} Attribute must have a <code>componentsPerAttribute</code>.
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* @exception {DeveloperError} Attribute must have a valid <code>componentDatatype</code> or not specify it.
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* @exception {DeveloperError} Attribute must have a <code>strideInBytes</code> less than or equal to 255 or not specify it.
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* @exception {DeveloperError} Index n is used by more than one attribute.
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*
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*
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* @example
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* // Example 1. Create a vertex array with vertices made up of three floating point
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* // values, e.g., a position, from a single vertex buffer. No index buffer is used.
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* var positionBuffer = Buffer.createVertexBuffer({
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* context : context,
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* sizeInBytes : 12,
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* usage : BufferUsage.STATIC_DRAW
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* });
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* var attributes = [
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* {
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* index : 0,
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* enabled : true,
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* vertexBuffer : positionBuffer,
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* componentsPerAttribute : 3,
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* componentDatatype : ComponentDatatype.FLOAT,
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* normalize : false,
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* offsetInBytes : 0,
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* strideInBytes : 0 // tightly packed
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* instanceDivisor : 0 // not instanced
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* }
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* ];
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* var va = new VertexArray({
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* context : context,
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* attributes : attributes
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* });
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*
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* @example
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* // Example 2. Create a vertex array with vertices from two different vertex buffers.
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* // Each vertex has a three-component position and three-component normal.
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* var positionBuffer = Buffer.createVertexBuffer({
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* context : context,
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* sizeInBytes : 12,
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* usage : BufferUsage.STATIC_DRAW
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* });
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* var normalBuffer = Buffer.createVertexBuffer({
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* context : context,
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* sizeInBytes : 12,
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* usage : BufferUsage.STATIC_DRAW
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* });
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* var attributes = [
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* {
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* index : 0,
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* vertexBuffer : positionBuffer,
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* componentsPerAttribute : 3,
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* componentDatatype : ComponentDatatype.FLOAT
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* },
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* {
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* index : 1,
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* vertexBuffer : normalBuffer,
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* componentsPerAttribute : 3,
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* componentDatatype : ComponentDatatype.FLOAT
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* }
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* ];
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* var va = new VertexArray({
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* context : context,
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* attributes : attributes
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* });
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*
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* @example
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* // Example 3. Creates the same vertex layout as Example 2 using a single
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* // vertex buffer, instead of two.
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* var buffer = Buffer.createVertexBuffer({
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* context : context,
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* sizeInBytes : 24,
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* usage : BufferUsage.STATIC_DRAW
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* });
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* var attributes = [
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* {
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* vertexBuffer : buffer,
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* componentsPerAttribute : 3,
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* componentDatatype : ComponentDatatype.FLOAT,
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* offsetInBytes : 0,
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* strideInBytes : 24
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* },
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* {
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* vertexBuffer : buffer,
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* componentsPerAttribute : 3,
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* componentDatatype : ComponentDatatype.FLOAT,
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* normalize : true,
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* offsetInBytes : 12,
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* strideInBytes : 24
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* }
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* ];
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* var va = new VertexArray({
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* context : context,
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* attributes : attributes
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* });
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*
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* @see Buffer#createVertexBuffer
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* @see Buffer#createIndexBuffer
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* @see Context#draw
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*
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* @private
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*/
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function VertexArray(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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//>>includeStart('debug', pragmas.debug);
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Check.defined("options.context", options.context);
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Check.defined("options.attributes", options.attributes);
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//>>includeEnd('debug');
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var context = options.context;
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var gl = context._gl;
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var attributes = options.attributes;
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var indexBuffer = options.indexBuffer;
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var i;
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var vaAttributes = [];
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var numberOfVertices = 1; // if every attribute is backed by a single value
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var hasInstancedAttributes = false;
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var hasConstantAttributes = false;
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var length = attributes.length;
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for (i = 0; i < length; ++i) {
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addAttribute(vaAttributes, attributes[i], i, context);
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}
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length = vaAttributes.length;
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for (i = 0; i < length; ++i) {
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var attribute = vaAttributes[i];
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if (defined(attribute.vertexBuffer) && attribute.instanceDivisor === 0) {
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// This assumes that each vertex buffer in the vertex array has the same number of vertices.
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var bytes =
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attribute.strideInBytes ||
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attribute.componentsPerAttribute *
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ComponentDatatype.getSizeInBytes(attribute.componentDatatype);
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numberOfVertices = attribute.vertexBuffer.sizeInBytes / bytes;
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break;
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}
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}
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for (i = 0; i < length; ++i) {
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if (vaAttributes[i].instanceDivisor > 0) {
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hasInstancedAttributes = true;
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}
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if (defined(vaAttributes[i].value)) {
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hasConstantAttributes = true;
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}
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}
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//>>includeStart('debug', pragmas.debug);
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// Verify all attribute names are unique
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var uniqueIndices = {};
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for (i = 0; i < length; ++i) {
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var index = vaAttributes[i].index;
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if (uniqueIndices[index]) {
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throw new DeveloperError(
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"Index " + index + " is used by more than one attribute."
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);
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}
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uniqueIndices[index] = true;
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}
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//>>includeEnd('debug');
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var vao;
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// Setup VAO if supported
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if (context.vertexArrayObject) {
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vao = context.glCreateVertexArray();
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context.glBindVertexArray(vao);
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bind(gl, vaAttributes, indexBuffer);
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context.glBindVertexArray(null);
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}
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this._numberOfVertices = numberOfVertices;
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this._hasInstancedAttributes = hasInstancedAttributes;
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this._hasConstantAttributes = hasConstantAttributes;
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this._context = context;
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this._gl = gl;
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this._vao = vao;
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this._attributes = vaAttributes;
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this._indexBuffer = indexBuffer;
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}
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function computeNumberOfVertices(attribute) {
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return attribute.values.length / attribute.componentsPerAttribute;
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}
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function computeAttributeSizeInBytes(attribute) {
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return (
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ComponentDatatype.getSizeInBytes(attribute.componentDatatype) *
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attribute.componentsPerAttribute
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);
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}
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function interleaveAttributes(attributes) {
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var j;
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var name;
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var attribute;
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// Extract attribute names.
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var names = [];
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for (name in attributes) {
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// Attribute needs to have per-vertex values; not a constant value for all vertices.
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if (
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attributes.hasOwnProperty(name) &&
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defined(attributes[name]) &&
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defined(attributes[name].values)
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) {
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names.push(name);
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if (attributes[name].componentDatatype === ComponentDatatype.DOUBLE) {
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attributes[name].componentDatatype = ComponentDatatype.FLOAT;
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attributes[name].values = ComponentDatatype.createTypedArray(
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ComponentDatatype.FLOAT,
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attributes[name].values
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);
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}
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}
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}
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// Validation. Compute number of vertices.
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var numberOfVertices;
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var namesLength = names.length;
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if (namesLength > 0) {
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numberOfVertices = computeNumberOfVertices(attributes[names[0]]);
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for (j = 1; j < namesLength; ++j) {
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var currentNumberOfVertices = computeNumberOfVertices(
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attributes[names[j]]
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);
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if (currentNumberOfVertices !== numberOfVertices) {
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throw new RuntimeError(
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"Each attribute list must have the same number of vertices. " +
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"Attribute " +
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names[j] +
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" has a different number of vertices " +
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"(" +
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currentNumberOfVertices.toString() +
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")" +
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" than attribute " +
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names[0] +
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" (" +
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numberOfVertices.toString() +
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")."
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);
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}
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}
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}
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// Sort attributes by the size of their components. From left to right, a vertex stores floats, shorts, and then bytes.
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names.sort(function (left, right) {
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return (
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ComponentDatatype.getSizeInBytes(attributes[right].componentDatatype) -
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ComponentDatatype.getSizeInBytes(attributes[left].componentDatatype)
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);
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});
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// Compute sizes and strides.
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var vertexSizeInBytes = 0;
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var offsetsInBytes = {};
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for (j = 0; j < namesLength; ++j) {
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name = names[j];
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attribute = attributes[name];
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offsetsInBytes[name] = vertexSizeInBytes;
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vertexSizeInBytes += computeAttributeSizeInBytes(attribute);
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}
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if (vertexSizeInBytes > 0) {
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// Pad each vertex to be a multiple of the largest component datatype so each
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// attribute can be addressed using typed arrays.
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var maxComponentSizeInBytes = ComponentDatatype.getSizeInBytes(
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attributes[names[0]].componentDatatype
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); // Sorted large to small
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var remainder = vertexSizeInBytes % maxComponentSizeInBytes;
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if (remainder !== 0) {
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vertexSizeInBytes += maxComponentSizeInBytes - remainder;
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}
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// Total vertex buffer size in bytes, including per-vertex padding.
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var vertexBufferSizeInBytes = numberOfVertices * vertexSizeInBytes;
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// Create array for interleaved vertices. Each attribute has a different view (pointer) into the array.
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var buffer = new ArrayBuffer(vertexBufferSizeInBytes);
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var views = {};
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for (j = 0; j < namesLength; ++j) {
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name = names[j];
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var sizeInBytes = ComponentDatatype.getSizeInBytes(
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attributes[name].componentDatatype
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);
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views[name] = {
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pointer: ComponentDatatype.createTypedArray(
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attributes[name].componentDatatype,
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buffer
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),
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index: offsetsInBytes[name] / sizeInBytes, // Offset in ComponentType
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strideInComponentType: vertexSizeInBytes / sizeInBytes,
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};
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}
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// Copy attributes into one interleaved array.
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// PERFORMANCE_IDEA: Can we optimize these loops?
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for (j = 0; j < numberOfVertices; ++j) {
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for (var n = 0; n < namesLength; ++n) {
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name = names[n];
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attribute = attributes[name];
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var values = attribute.values;
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var view = views[name];
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var pointer = view.pointer;
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var numberOfComponents = attribute.componentsPerAttribute;
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for (var k = 0; k < numberOfComponents; ++k) {
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pointer[view.index + k] = values[j * numberOfComponents + k];
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}
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view.index += view.strideInComponentType;
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}
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}
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return {
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buffer: buffer,
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offsetsInBytes: offsetsInBytes,
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vertexSizeInBytes: vertexSizeInBytes,
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};
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}
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// No attributes to interleave.
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return undefined;
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}
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|
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/**
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* Creates a vertex array from a geometry. A geometry contains vertex attributes and optional index data
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* in system memory, whereas a vertex array contains vertex buffers and an optional index buffer in WebGL
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* memory for use with rendering.
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* <br /><br />
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* The <code>geometry</code> argument should use the standard layout like the geometry returned by {@link BoxGeometry}.
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* <br /><br />
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* <code>options</code> can have four properties:
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* <ul>
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* <li><code>geometry</code>: The source geometry containing data used to create the vertex array.</li>
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* <li><code>attributeLocations</code>: An object that maps geometry attribute names to vertex shader attribute locations.</li>
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* <li><code>bufferUsage</code>: The expected usage pattern of the vertex array's buffers. On some WebGL implementations, this can significantly affect performance. See {@link BufferUsage}. Default: <code>BufferUsage.DYNAMIC_DRAW</code>.</li>
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* <li><code>interleave</code>: Determines if all attributes are interleaved in a single vertex buffer or if each attribute is stored in a separate vertex buffer. Default: <code>false</code>.</li>
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|
* </ul>
|
|
* <br />
|
|
* If <code>options</code> is not specified or the <code>geometry</code> contains no data, the returned vertex array is empty.
|
|
*
|
|
* @param {Object} options An object defining the geometry, attribute indices, buffer usage, and vertex layout used to create the vertex array.
|
|
*
|
|
* @exception {RuntimeError} Each attribute list must have the same number of vertices.
|
|
* @exception {DeveloperError} The geometry must have zero or one index lists.
|
|
* @exception {DeveloperError} Index n is used by more than one attribute.
|
|
*
|
|
*
|
|
* @example
|
|
* // Example 1. Creates a vertex array for rendering a box. The default dynamic draw
|
|
* // usage is used for the created vertex and index buffer. The attributes are not
|
|
* // interleaved by default.
|
|
* var geometry = new BoxGeometry();
|
|
* var va = VertexArray.fromGeometry({
|
|
* context : context,
|
|
* geometry : geometry,
|
|
* attributeLocations : GeometryPipeline.createAttributeLocations(geometry),
|
|
* });
|
|
*
|
|
* @example
|
|
* // Example 2. Creates a vertex array with interleaved attributes in a
|
|
* // single vertex buffer. The vertex and index buffer have static draw usage.
|
|
* var va = VertexArray.fromGeometry({
|
|
* context : context,
|
|
* geometry : geometry,
|
|
* attributeLocations : GeometryPipeline.createAttributeLocations(geometry),
|
|
* bufferUsage : BufferUsage.STATIC_DRAW,
|
|
* interleave : true
|
|
* });
|
|
*
|
|
* @example
|
|
* // Example 3. When the caller destroys the vertex array, it also destroys the
|
|
* // attached vertex buffer(s) and index buffer.
|
|
* va = va.destroy();
|
|
*
|
|
* @see Buffer#createVertexBuffer
|
|
* @see Buffer#createIndexBuffer
|
|
* @see GeometryPipeline.createAttributeLocations
|
|
* @see ShaderProgram
|
|
*/
|
|
VertexArray.fromGeometry = function (options) {
|
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
|
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.defined("options.context", options.context);
|
|
//>>includeEnd('debug');
|
|
|
|
var context = options.context;
|
|
var geometry = defaultValue(options.geometry, defaultValue.EMPTY_OBJECT);
|
|
|
|
var bufferUsage = defaultValue(options.bufferUsage, BufferUsage.DYNAMIC_DRAW);
|
|
|
|
var attributeLocations = defaultValue(
|
|
options.attributeLocations,
|
|
defaultValue.EMPTY_OBJECT
|
|
);
|
|
var interleave = defaultValue(options.interleave, false);
|
|
var createdVAAttributes = options.vertexArrayAttributes;
|
|
|
|
var name;
|
|
var attribute;
|
|
var vertexBuffer;
|
|
var vaAttributes = defined(createdVAAttributes) ? createdVAAttributes : [];
|
|
var attributes = geometry.attributes;
|
|
|
|
if (interleave) {
|
|
// Use a single vertex buffer with interleaved vertices.
|
|
var interleavedAttributes = interleaveAttributes(attributes);
|
|
if (defined(interleavedAttributes)) {
|
|
vertexBuffer = Buffer.createVertexBuffer({
|
|
context: context,
|
|
typedArray: interleavedAttributes.buffer,
|
|
usage: bufferUsage,
|
|
});
|
|
var offsetsInBytes = interleavedAttributes.offsetsInBytes;
|
|
var strideInBytes = interleavedAttributes.vertexSizeInBytes;
|
|
|
|
for (name in attributes) {
|
|
if (attributes.hasOwnProperty(name) && defined(attributes[name])) {
|
|
attribute = attributes[name];
|
|
|
|
if (defined(attribute.values)) {
|
|
// Common case: per-vertex attributes
|
|
vaAttributes.push({
|
|
index: attributeLocations[name],
|
|
vertexBuffer: vertexBuffer,
|
|
componentDatatype: attribute.componentDatatype,
|
|
componentsPerAttribute: attribute.componentsPerAttribute,
|
|
normalize: attribute.normalize,
|
|
offsetInBytes: offsetsInBytes[name],
|
|
strideInBytes: strideInBytes,
|
|
});
|
|
} else {
|
|
// Constant attribute for all vertices
|
|
vaAttributes.push({
|
|
index: attributeLocations[name],
|
|
value: attribute.value,
|
|
componentDatatype: attribute.componentDatatype,
|
|
normalize: attribute.normalize,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// One vertex buffer per attribute.
|
|
for (name in attributes) {
|
|
if (attributes.hasOwnProperty(name) && defined(attributes[name])) {
|
|
attribute = attributes[name];
|
|
|
|
var componentDatatype = attribute.componentDatatype;
|
|
if (componentDatatype === ComponentDatatype.DOUBLE) {
|
|
componentDatatype = ComponentDatatype.FLOAT;
|
|
}
|
|
|
|
vertexBuffer = undefined;
|
|
if (defined(attribute.values)) {
|
|
vertexBuffer = Buffer.createVertexBuffer({
|
|
context: context,
|
|
typedArray: ComponentDatatype.createTypedArray(
|
|
componentDatatype,
|
|
attribute.values
|
|
),
|
|
usage: bufferUsage,
|
|
});
|
|
}
|
|
|
|
vaAttributes.push({
|
|
index: attributeLocations[name],
|
|
vertexBuffer: vertexBuffer,
|
|
value: attribute.value,
|
|
componentDatatype: componentDatatype,
|
|
componentsPerAttribute: attribute.componentsPerAttribute,
|
|
normalize: attribute.normalize,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
var indexBuffer;
|
|
var indices = geometry.indices;
|
|
if (defined(indices)) {
|
|
if (
|
|
Geometry.computeNumberOfVertices(geometry) >=
|
|
CesiumMath.SIXTY_FOUR_KILOBYTES &&
|
|
context.elementIndexUint
|
|
) {
|
|
indexBuffer = Buffer.createIndexBuffer({
|
|
context: context,
|
|
typedArray: new Uint32Array(indices),
|
|
usage: bufferUsage,
|
|
indexDatatype: IndexDatatype.UNSIGNED_INT,
|
|
});
|
|
} else {
|
|
indexBuffer = Buffer.createIndexBuffer({
|
|
context: context,
|
|
typedArray: new Uint16Array(indices),
|
|
usage: bufferUsage,
|
|
indexDatatype: IndexDatatype.UNSIGNED_SHORT,
|
|
});
|
|
}
|
|
}
|
|
|
|
return new VertexArray({
|
|
context: context,
|
|
attributes: vaAttributes,
|
|
indexBuffer: indexBuffer,
|
|
});
|
|
};
|
|
|
|
Object.defineProperties(VertexArray.prototype, {
|
|
numberOfAttributes: {
|
|
get: function () {
|
|
return this._attributes.length;
|
|
},
|
|
},
|
|
numberOfVertices: {
|
|
get: function () {
|
|
return this._numberOfVertices;
|
|
},
|
|
},
|
|
indexBuffer: {
|
|
get: function () {
|
|
return this._indexBuffer;
|
|
},
|
|
},
|
|
});
|
|
|
|
/**
|
|
* index is the location in the array of attributes, not the index property of an attribute.
|
|
*/
|
|
VertexArray.prototype.getAttribute = function (index) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.defined("index", index);
|
|
//>>includeEnd('debug');
|
|
|
|
return this._attributes[index];
|
|
};
|
|
|
|
// Workaround for ANGLE, where the attribute divisor seems to be part of the global state instead
|
|
// of the VAO state. This function is called when the vao is bound, and should be removed
|
|
// once the ANGLE issue is resolved. Setting the divisor should normally happen in vertexAttrib and
|
|
// disableVertexAttribArray.
|
|
function setVertexAttribDivisor(vertexArray) {
|
|
var context = vertexArray._context;
|
|
var hasInstancedAttributes = vertexArray._hasInstancedAttributes;
|
|
if (!hasInstancedAttributes && !context._previousDrawInstanced) {
|
|
return;
|
|
}
|
|
context._previousDrawInstanced = hasInstancedAttributes;
|
|
|
|
var divisors = context._vertexAttribDivisors;
|
|
var attributes = vertexArray._attributes;
|
|
var maxAttributes = ContextLimits.maximumVertexAttributes;
|
|
var i;
|
|
|
|
if (hasInstancedAttributes) {
|
|
var length = attributes.length;
|
|
for (i = 0; i < length; ++i) {
|
|
var attribute = attributes[i];
|
|
if (attribute.enabled) {
|
|
var divisor = attribute.instanceDivisor;
|
|
var index = attribute.index;
|
|
if (divisor !== divisors[index]) {
|
|
context.glVertexAttribDivisor(index, divisor);
|
|
divisors[index] = divisor;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
for (i = 0; i < maxAttributes; ++i) {
|
|
if (divisors[i] > 0) {
|
|
context.glVertexAttribDivisor(i, 0);
|
|
divisors[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Vertex attributes backed by a constant value go through vertexAttrib[1234]f[v]
|
|
// which is part of context state rather than VAO state.
|
|
function setConstantAttributes(vertexArray, gl) {
|
|
var attributes = vertexArray._attributes;
|
|
var length = attributes.length;
|
|
for (var i = 0; i < length; ++i) {
|
|
var attribute = attributes[i];
|
|
if (attribute.enabled && defined(attribute.value)) {
|
|
attribute.vertexAttrib(gl);
|
|
}
|
|
}
|
|
}
|
|
|
|
VertexArray.prototype._bind = function () {
|
|
if (defined(this._vao)) {
|
|
this._context.glBindVertexArray(this._vao);
|
|
if (this._context.instancedArrays) {
|
|
setVertexAttribDivisor(this);
|
|
}
|
|
if (this._hasConstantAttributes) {
|
|
setConstantAttributes(this, this._gl);
|
|
}
|
|
} else {
|
|
bind(this._gl, this._attributes, this._indexBuffer);
|
|
}
|
|
};
|
|
|
|
VertexArray.prototype._unBind = function () {
|
|
if (defined(this._vao)) {
|
|
this._context.glBindVertexArray(null);
|
|
} else {
|
|
var attributes = this._attributes;
|
|
var gl = this._gl;
|
|
|
|
for (var i = 0; i < attributes.length; ++i) {
|
|
var attribute = attributes[i];
|
|
if (attribute.enabled) {
|
|
attribute.disableVertexAttribArray(gl);
|
|
}
|
|
}
|
|
if (this._indexBuffer) {
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
|
}
|
|
}
|
|
};
|
|
|
|
VertexArray.prototype.isDestroyed = function () {
|
|
return false;
|
|
};
|
|
|
|
VertexArray.prototype.destroy = function () {
|
|
var attributes = this._attributes;
|
|
for (var i = 0; i < attributes.length; ++i) {
|
|
var vertexBuffer = attributes[i].vertexBuffer;
|
|
if (
|
|
defined(vertexBuffer) &&
|
|
!vertexBuffer.isDestroyed() &&
|
|
vertexBuffer.vertexArrayDestroyable
|
|
) {
|
|
vertexBuffer.destroy();
|
|
}
|
|
}
|
|
|
|
var indexBuffer = this._indexBuffer;
|
|
if (
|
|
defined(indexBuffer) &&
|
|
!indexBuffer.isDestroyed() &&
|
|
indexBuffer.vertexArrayDestroyable
|
|
) {
|
|
indexBuffer.destroy();
|
|
}
|
|
|
|
if (defined(this._vao)) {
|
|
this._context.glDeleteVertexArray(this._vao);
|
|
}
|
|
|
|
return destroyObject(this);
|
|
};
|
|
export default VertexArray;
|