import Check from '../Core/Check.js'; import ComponentDatatype from '../Core/ComponentDatatype.js'; import defaultValue from '../Core/defaultValue.js'; import defined from '../Core/defined.js'; import defineProperties from '../Core/defineProperties.js'; import destroyObject from '../Core/destroyObject.js'; import DeveloperError from '../Core/DeveloperError.js'; import Geometry from '../Core/Geometry.js'; import IndexDatatype from '../Core/IndexDatatype.js'; import CesiumMath from '../Core/Math.js'; import RuntimeError from '../Core/RuntimeError.js'; import Buffer from './Buffer.js'; import BufferUsage from './BufferUsage.js'; import ContextLimits from './ContextLimits.js'; function addAttribute(attributes, attribute, index, context) { var hasVertexBuffer = defined(attribute.vertexBuffer); var hasValue = defined(attribute.value); var componentsPerAttribute = attribute.value ? attribute.value.length : attribute.componentsPerAttribute; //>>includeStart('debug', pragmas.debug); if (!hasVertexBuffer && !hasValue) { throw new DeveloperError('attribute must have a vertexBuffer or a value.'); } if (hasVertexBuffer && hasValue) { throw new DeveloperError('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.'); } if ((componentsPerAttribute !== 1) && (componentsPerAttribute !== 2) && (componentsPerAttribute !== 3) && (componentsPerAttribute !== 4)) { if (hasValue) { throw new DeveloperError('attribute.value.length must be in the range [1, 4].'); } throw new DeveloperError('attribute.componentsPerAttribute must be in the range [1, 4].'); } if (defined(attribute.componentDatatype) && !ComponentDatatype.validate(attribute.componentDatatype)) { throw new DeveloperError('attribute must have a valid componentDatatype or not specify it.'); } if (defined(attribute.strideInBytes) && (attribute.strideInBytes > 255)) { // WebGL limit. Not in GL ES. throw new DeveloperError('attribute must have a strideInBytes less than or equal to 255 or not specify it.'); } if (defined(attribute.instanceDivisor) && (attribute.instanceDivisor > 0) && !context.instancedArrays) { throw new DeveloperError('instanced arrays is not supported'); } if (defined(attribute.instanceDivisor) && (attribute.instanceDivisor < 0)) { throw new DeveloperError('attribute must have an instanceDivisor greater than or equal to zero'); } if (defined(attribute.instanceDivisor) && hasValue) { throw new DeveloperError('attribute cannot have have an instanceDivisor if it is not backed by a buffer'); } if (defined(attribute.instanceDivisor) && (attribute.instanceDivisor > 0) && (attribute.index === 0)) { throw new DeveloperError('attribute zero cannot have an instanceDivisor greater than 0'); } //>>includeEnd('debug'); // Shallow copy the attribute; we do not want to copy the vertex buffer. var attr = { index : defaultValue(attribute.index, index), enabled : defaultValue(attribute.enabled, true), vertexBuffer : attribute.vertexBuffer, value : hasValue ? attribute.value.slice(0) : undefined, componentsPerAttribute : componentsPerAttribute, componentDatatype : defaultValue(attribute.componentDatatype, ComponentDatatype.FLOAT), normalize : defaultValue(attribute.normalize, false), offsetInBytes : defaultValue(attribute.offsetInBytes, 0), strideInBytes : defaultValue(attribute.strideInBytes, 0), instanceDivisor : defaultValue(attribute.instanceDivisor, 0) }; if (hasVertexBuffer) { // Common case: vertex buffer for per-vertex data attr.vertexAttrib = function(gl) { var index = this.index; gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer._getBuffer()); gl.vertexAttribPointer(index, this.componentsPerAttribute, this.componentDatatype, this.normalize, this.strideInBytes, this.offsetInBytes); gl.enableVertexAttribArray(index); if (this.instanceDivisor > 0) { context.glVertexAttribDivisor(index, this.instanceDivisor); context._vertexAttribDivisors[index] = this.instanceDivisor; context._previousDrawInstanced = true; } }; attr.disableVertexAttribArray = function(gl) { gl.disableVertexAttribArray(this.index); if (this.instanceDivisor > 0) { context.glVertexAttribDivisor(index, 0); } }; } else { // Less common case: value array for the same data for each vertex switch (attr.componentsPerAttribute) { case 1: attr.vertexAttrib = function(gl) { gl.vertexAttrib1fv(this.index, this.value); }; break; case 2: attr.vertexAttrib = function(gl) { gl.vertexAttrib2fv(this.index, this.value); }; break; case 3: attr.vertexAttrib = function(gl) { gl.vertexAttrib3fv(this.index, this.value); }; break; case 4: attr.vertexAttrib = function(gl) { gl.vertexAttrib4fv(this.index, this.value); }; break; } attr.disableVertexAttribArray = function(gl) { }; } attributes.push(attr); } function bind(gl, attributes, indexBuffer) { for ( var i = 0; i < attributes.length; ++i) { var attribute = attributes[i]; if (attribute.enabled) { attribute.vertexAttrib(gl); } } if (defined(indexBuffer)) { gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer._getBuffer()); } } /** * Creates a vertex array, which defines the attributes making up a vertex, and contains an optional index buffer * to select vertices for rendering. Attributes are defined using object literals as shown in Example 1 below. * * @param {Object} options Object with the following properties: * @param {Context} options.context The context in which the VertexArray gets created. * @param {Object[]} options.attributes An array of attributes. * @param {IndexBuffer} [options.indexBuffer] An optional index buffer. * * @returns {VertexArray} The vertex array, ready for use with drawing. * * @exception {DeveloperError} Attribute must have a vertexBuffer. * @exception {DeveloperError} Attribute must have a componentsPerAttribute. * @exception {DeveloperError} Attribute must have a valid componentDatatype or not specify it. * @exception {DeveloperError} Attribute must have a strideInBytes less than or equal to 255 or not specify it. * @exception {DeveloperError} Index n is used by more than one attribute. * * * @example * // Example 1. Create a vertex array with vertices made up of three floating point * // values, e.g., a position, from a single vertex buffer. No index buffer is used. * var positionBuffer = Buffer.createVertexBuffer({ * context : context, * sizeInBytes : 12, * usage : BufferUsage.STATIC_DRAW * }); * var attributes = [ * { * index : 0, * enabled : true, * vertexBuffer : positionBuffer, * componentsPerAttribute : 3, * componentDatatype : ComponentDatatype.FLOAT, * normalize : false, * offsetInBytes : 0, * strideInBytes : 0 // tightly packed * instanceDivisor : 0 // not instanced * } * ]; * var va = new VertexArray({ * context : context, * attributes : attributes * }); * * @example * // Example 2. Create a vertex array with vertices from two different vertex buffers. * // Each vertex has a three-component position and three-component normal. * var positionBuffer = Buffer.createVertexBuffer({ * context : context, * sizeInBytes : 12, * usage : BufferUsage.STATIC_DRAW * }); * var normalBuffer = Buffer.createVertexBuffer({ * context : context, * sizeInBytes : 12, * usage : BufferUsage.STATIC_DRAW * }); * var attributes = [ * { * index : 0, * vertexBuffer : positionBuffer, * componentsPerAttribute : 3, * componentDatatype : ComponentDatatype.FLOAT * }, * { * index : 1, * vertexBuffer : normalBuffer, * componentsPerAttribute : 3, * componentDatatype : ComponentDatatype.FLOAT * } * ]; * var va = new VertexArray({ * context : context, * attributes : attributes * }); * * @example * // Example 3. Creates the same vertex layout as Example 2 using a single * // vertex buffer, instead of two. * var buffer = Buffer.createVertexBuffer({ * context : context, * sizeInBytes : 24, * usage : BufferUsage.STATIC_DRAW * }); * var attributes = [ * { * vertexBuffer : buffer, * componentsPerAttribute : 3, * componentDatatype : ComponentDatatype.FLOAT, * offsetInBytes : 0, * strideInBytes : 24 * }, * { * vertexBuffer : buffer, * componentsPerAttribute : 3, * componentDatatype : ComponentDatatype.FLOAT, * normalize : true, * offsetInBytes : 12, * strideInBytes : 24 * } * ]; * var va = new VertexArray({ * context : context, * attributes : attributes * }); * * @see Buffer#createVertexBuffer * @see Buffer#createIndexBuffer * @see Context#draw * * @private */ function VertexArray(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); //>>includeStart('debug', pragmas.debug); Check.defined('options.context', options.context); Check.defined('options.attributes', options.attributes); //>>includeEnd('debug'); var context = options.context; var gl = context._gl; var attributes = options.attributes; var indexBuffer = options.indexBuffer; var i; var vaAttributes = []; var numberOfVertices = 1; // if every attribute is backed by a single value var hasInstancedAttributes = false; var hasConstantAttributes = false; var length = attributes.length; for (i = 0; i < length; ++i) { addAttribute(vaAttributes, attributes[i], i, context); } length = vaAttributes.length; for (i = 0; i < length; ++i) { var attribute = vaAttributes[i]; if (defined(attribute.vertexBuffer) && (attribute.instanceDivisor === 0)) { // This assumes that each vertex buffer in the vertex array has the same number of vertices. var bytes = attribute.strideInBytes || (attribute.componentsPerAttribute * ComponentDatatype.getSizeInBytes(attribute.componentDatatype)); numberOfVertices = attribute.vertexBuffer.sizeInBytes / bytes; break; } } for (i = 0; i < length; ++i) { if (vaAttributes[i].instanceDivisor > 0) { hasInstancedAttributes = true; } if (defined(vaAttributes[i].value)) { hasConstantAttributes = true; } } //>>includeStart('debug', pragmas.debug); // Verify all attribute names are unique var uniqueIndices = {}; for (i = 0; i < length; ++i) { var index = vaAttributes[i].index; if (uniqueIndices[index]) { throw new DeveloperError('Index ' + index + ' is used by more than one attribute.'); } uniqueIndices[index] = true; } //>>includeEnd('debug'); var vao; // Setup VAO if supported if (context.vertexArrayObject) { vao = context.glCreateVertexArray(); context.glBindVertexArray(vao); bind(gl, vaAttributes, indexBuffer); context.glBindVertexArray(null); } this._numberOfVertices = numberOfVertices; this._hasInstancedAttributes = hasInstancedAttributes; this._hasConstantAttributes = hasConstantAttributes; this._context = context; this._gl = gl; this._vao = vao; this._attributes = vaAttributes; this._indexBuffer = indexBuffer; } function computeNumberOfVertices(attribute) { return attribute.values.length / attribute.componentsPerAttribute; } function computeAttributeSizeInBytes(attribute) { return ComponentDatatype.getSizeInBytes(attribute.componentDatatype) * attribute.componentsPerAttribute; } function interleaveAttributes(attributes) { var j; var name; var attribute; // Extract attribute names. var names = []; for (name in attributes) { // Attribute needs to have per-vertex values; not a constant value for all vertices. if (attributes.hasOwnProperty(name) && defined(attributes[name]) && defined(attributes[name].values)) { names.push(name); if (attributes[name].componentDatatype === ComponentDatatype.DOUBLE) { attributes[name].componentDatatype = ComponentDatatype.FLOAT; attributes[name].values = ComponentDatatype.createTypedArray(ComponentDatatype.FLOAT, attributes[name].values); } } } // Validation. Compute number of vertices. var numberOfVertices; var namesLength = names.length; if (namesLength > 0) { numberOfVertices = computeNumberOfVertices(attributes[names[0]]); for (j = 1; j < namesLength; ++j) { var currentNumberOfVertices = computeNumberOfVertices(attributes[names[j]]); if (currentNumberOfVertices !== numberOfVertices) { throw new RuntimeError( 'Each attribute list must have the same number of vertices. ' + 'Attribute ' + names[j] + ' has a different number of vertices ' + '(' + currentNumberOfVertices.toString() + ')' + ' than attribute ' + names[0] + ' (' + numberOfVertices.toString() + ').'); } } } // Sort attributes by the size of their components. From left to right, a vertex stores floats, shorts, and then bytes. names.sort(function(left, right) { return ComponentDatatype.getSizeInBytes(attributes[right].componentDatatype) - ComponentDatatype.getSizeInBytes(attributes[left].componentDatatype); }); // Compute sizes and strides. var vertexSizeInBytes = 0; var offsetsInBytes = {}; for (j = 0; j < namesLength; ++j) { name = names[j]; attribute = attributes[name]; offsetsInBytes[name] = vertexSizeInBytes; vertexSizeInBytes += computeAttributeSizeInBytes(attribute); } if (vertexSizeInBytes > 0) { // Pad each vertex to be a multiple of the largest component datatype so each // attribute can be addressed using typed arrays. var maxComponentSizeInBytes = ComponentDatatype.getSizeInBytes(attributes[names[0]].componentDatatype); // Sorted large to small var remainder = vertexSizeInBytes % maxComponentSizeInBytes; if (remainder !== 0) { vertexSizeInBytes += (maxComponentSizeInBytes - remainder); } // Total vertex buffer size in bytes, including per-vertex padding. var vertexBufferSizeInBytes = numberOfVertices * vertexSizeInBytes; // Create array for interleaved vertices. Each attribute has a different view (pointer) into the array. var buffer = new ArrayBuffer(vertexBufferSizeInBytes); var views = {}; for (j = 0; j < namesLength; ++j) { name = names[j]; var sizeInBytes = ComponentDatatype.getSizeInBytes(attributes[name].componentDatatype); views[name] = { pointer : ComponentDatatype.createTypedArray(attributes[name].componentDatatype, buffer), index : offsetsInBytes[name] / sizeInBytes, // Offset in ComponentType strideInComponentType : vertexSizeInBytes / sizeInBytes }; } // Copy attributes into one interleaved array. // PERFORMANCE_IDEA: Can we optimize these loops? for (j = 0; j < numberOfVertices; ++j) { for ( var n = 0; n < namesLength; ++n) { name = names[n]; attribute = attributes[name]; var values = attribute.values; var view = views[name]; var pointer = view.pointer; var numberOfComponents = attribute.componentsPerAttribute; for ( var k = 0; k < numberOfComponents; ++k) { pointer[view.index + k] = values[(j * numberOfComponents) + k]; } view.index += view.strideInComponentType; } } return { buffer : buffer, offsetsInBytes : offsetsInBytes, vertexSizeInBytes : vertexSizeInBytes }; } // No attributes to interleave. return undefined; } /** * Creates a vertex array from a geometry. A geometry contains vertex attributes and optional index data * in system memory, whereas a vertex array contains vertex buffers and an optional index buffer in WebGL * memory for use with rendering. *

* The geometry argument should use the standard layout like the geometry returned by {@link BoxGeometry}. *

* options can have four properties: * *
* If options is not specified or the geometry 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 }); }; 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;