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- 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 <code>vertexBuffer</code>.
- * @exception {DeveloperError} Attribute must have a <code>componentsPerAttribute</code>.
- * @exception {DeveloperError} Attribute must have a valid <code>componentDatatype</code> or not specify it.
- * @exception {DeveloperError} Attribute must have a <code>strideInBytes</code> 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.
- * <br /><br />
- * The <code>geometry</code> argument should use the standard layout like the geometry returned by {@link BoxGeometry}.
- * <br /><br />
- * <code>options</code> can have four properties:
- * <ul>
- * <li><code>geometry</code>: The source geometry containing data used to create the vertex array.</li>
- * <li><code>attributeLocations</code>: An object that maps geometry attribute names to vertex shader attribute locations.</li>
- * <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>
- * <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>
- * </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
- });
- };
- 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;
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