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import ComponentDatatype from "../Core/ComponentDatatype.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.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";
import AttributeType from "../Scene/AttributeType.js";
function addAttribute(attributes, attribute, index, context) {
const hasVertexBuffer = defined(attribute.vertexBuffer);
const hasValue = defined(attribute.value);
const 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.
const attr = {
index: attribute.index ?? index,
enabled: attribute.enabled ?? true,
vertexBuffer: attribute.vertexBuffer,
value: hasValue ? attribute.value.slice(0) : undefined,
componentsPerAttribute: componentsPerAttribute,
componentDatatype: attribute.componentDatatype ?? ComponentDatatype.FLOAT,
normalize: attribute.normalize ?? false,
offsetInBytes: attribute.offsetInBytes ?? 0,
strideInBytes: attribute.strideInBytes ?? 0,
instanceDivisor: attribute.instanceDivisor ?? 0,
};
if (hasVertexBuffer) {
// Common case: vertex buffer for per-vertex data
attr.vertexAttrib = function (gl) {
const 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 (let i = 0; i < attributes.length; ++i) {
const 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.
* const positionBuffer = Buffer.createVertexBuffer({
* context : context,
* sizeInBytes : 12,
* usage : BufferUsage.STATIC_DRAW
* });
* const attributes = [
* {
* index : 0,
* enabled : true,
* vertexBuffer : positionBuffer,
* componentsPerAttribute : 3,
* componentDatatype : ComponentDatatype.FLOAT,
* normalize : false,
* offsetInBytes : 0,
* strideInBytes : 0 // tightly packed
* instanceDivisor : 0 // not instanced
* }
* ];
* const 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.
* const positionBuffer = Buffer.createVertexBuffer({
* context : context,
* sizeInBytes : 12,
* usage : BufferUsage.STATIC_DRAW
* });
* const normalBuffer = Buffer.createVertexBuffer({
* context : context,
* sizeInBytes : 12,
* usage : BufferUsage.STATIC_DRAW
* });
* const attributes = [
* {
* index : 0,
* vertexBuffer : positionBuffer,
* componentsPerAttribute : 3,
* componentDatatype : ComponentDatatype.FLOAT
* },
* {
* index : 1,
* vertexBuffer : normalBuffer,
* componentsPerAttribute : 3,
* componentDatatype : ComponentDatatype.FLOAT
* }
* ];
* const 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.
* const buffer = Buffer.createVertexBuffer({
* context : context,
* sizeInBytes : 24,
* usage : BufferUsage.STATIC_DRAW
* });
* const 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
* }
* ];
* const va = new VertexArray({
* context : context,
* attributes : attributes
* });
*
* @see Buffer#createVertexBuffer
* @see Buffer#createIndexBuffer
* @see Context#draw
*
* @private
*/
function VertexArray(options) {
options = options ?? Frozen.EMPTY_OBJECT;
//>>includeStart('debug', pragmas.debug);
Check.defined("options.context", options.context);
Check.defined("options.attributes", options.attributes);
//>>includeEnd('debug');
const context = options.context;
const gl = context._gl;
const attributes = options.attributes;
const indexBuffer = options.indexBuffer;
let i;
const vaAttributes = [];
let numberOfVertices = 1; // if every attribute is backed by a single value
let hasInstancedAttributes = false;
let hasConstantAttributes = false;
let length = attributes.length;
for (i = 0; i < length; ++i) {
addAttribute(vaAttributes, attributes[i], i, context);
}
length = vaAttributes.length;
for (i = 0; i < length; ++i) {
const 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.
const 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
const uniqueIndices = {};
for (i = 0; i < length; ++i) {
const index = vaAttributes[i].index;
if (uniqueIndices[index]) {
throw new DeveloperError(
`Index ${index} is used by more than one attribute.`,
);
}
uniqueIndices[index] = true;
}
//>>includeEnd('debug');
let vao;
// Setup VAO if supported
Iif (context.vertexArrayObject) {
vao = context.glCreateVertexArray();
context.glBindVertexArray(vao);
bind(gl, vaAttributes, indexBuffer);
context.glBindVertexArray(null);
}
this._numberOfVertices = numberOfVertices;
this._hasInstancedAttributes = hasInstancedAttributes;
this._hasConstantAttributes = hasConstantAttributes;
this._context = context;
this._gl = gl;
this._vao = vao;
this._attributes = vaAttributes;
this._indexBuffer = indexBuffer;
}
function computeNumberOfVertices(attribute) {
return attribute.values.length / attribute.componentsPerAttribute;
}
function computeAttributeSizeInBytes(attribute) {
return (
ComponentDatatype.getSizeInBytes(attribute.componentDatatype) *
attribute.componentsPerAttribute
);
}
function interleaveAttributes(attributes) {
let j;
let name;
let attribute;
// Extract attribute names.
const names = [];
for (name in attributes) {
// Attribute needs to have per-vertex values; not a constant value for all vertices.
if (
attributes.hasOwnProperty(name) &&
defined(attributes[name]) &&
defined(attributes[name].values)
) {
names.push(name);
if (attributes[name].componentDatatype === ComponentDatatype.DOUBLE) {
attributes[name].componentDatatype = ComponentDatatype.FLOAT;
attributes[name].values = ComponentDatatype.createTypedArray(
ComponentDatatype.FLOAT,
attributes[name].values,
);
}
}
}
// Validation. Compute number of vertices.
let numberOfVertices;
const namesLength = names.length;
if (namesLength > 0) {
numberOfVertices = computeNumberOfVertices(attributes[names[0]]);
for (j = 1; j < namesLength; ++j) {
const currentNumberOfVertices = computeNumberOfVertices(
attributes[names[j]],
);
if (currentNumberOfVertices !== numberOfVertices) {
throw new RuntimeError(
`${
"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.
let vertexSizeInBytes = 0;
const 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.
const maxComponentSizeInBytes = ComponentDatatype.getSizeInBytes(
attributes[names[0]].componentDatatype,
); // Sorted large to small
const remainder = vertexSizeInBytes % maxComponentSizeInBytes;
if (remainder !== 0) {
vertexSizeInBytes += maxComponentSizeInBytes - remainder;
}
// Total vertex buffer size in bytes, including per-vertex padding.
const vertexBufferSizeInBytes = numberOfVertices * vertexSizeInBytes;
// Create array for interleaved vertices. Each attribute has a different view (pointer) into the array.
const buffer = new ArrayBuffer(vertexBufferSizeInBytes);
const views = {};
for (j = 0; j < namesLength; ++j) {
name = names[j];
const 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 (let n = 0; n < namesLength; ++n) {
name = names[n];
attribute = attributes[name];
const values = attribute.values;
const view = views[name];
const pointer = view.pointer;
const numberOfComponents = attribute.componentsPerAttribute;
for (let 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.
* const geometry = new BoxGeometry();
* const 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.
* const 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 = options ?? Frozen.EMPTY_OBJECT;
//>>includeStart('debug', pragmas.debug);
Check.defined("options.context", options.context);
//>>includeEnd('debug');
const context = options.context;
const geometry = options.geometry ?? Frozen.EMPTY_OBJECT;
const bufferUsage = options.bufferUsage ?? BufferUsage.DYNAMIC_DRAW;
const attributeLocations = options.attributeLocations ?? Frozen.EMPTY_OBJECT;
const interleave = options.interleave ?? false;
const createdVAAttributes = options.vertexArrayAttributes;
let name;
let attribute;
let vertexBuffer;
const vaAttributes = defined(createdVAAttributes) ? createdVAAttributes : [];
const attributes = geometry.attributes;
if (interleave) {
// Use a single vertex buffer with interleaved vertices.
const interleavedAttributes = interleaveAttributes(attributes);
if (defined(interleavedAttributes)) {
vertexBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: interleavedAttributes.buffer,
usage: bufferUsage,
});
const offsetsInBytes = interleavedAttributes.offsetsInBytes;
const 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 E{
// 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];
let componentDatatype = attribute.componentDatatype;
if (componentDatatype === ComponentDatatype.DOUBLE) {
componentDatatype = ComponentDatatype.FLOAT;
}
let attrProps = {};
vertexBuffer = undefined;
if (defined(attribute.values)) {
vertexBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: ComponentDatatype.createTypedArray(
componentDatatype,
attribute.values,
),
usage: bufferUsage,
});
attrProps = {
index: attributeLocations[name],
vertexBuffer: vertexBuffer,
value: attribute.value,
componentDatatype: componentDatatype,
componentsPerAttribute: attribute.componentsPerAttribute,
normalize: attribute.normalize,
};
}
//if we already have a typedArray lets use it
if (defined(attribute.typedArray)) {
vertexBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: attribute.typedArray,
usage: bufferUsage,
});
attrProps = {
index: attributeLocations[name],
vertexBuffer: vertexBuffer,
value: undefined,
componentDatatype: componentDatatype,
componentsPerAttribute: AttributeType.getNumberOfComponents(
attribute.type,
),
normalize: attribute.normalized,
instanceDivisor: attribute.instanceDivisor,
};
}
vaAttributes.push(attrProps);
}
}
}
let indexBuffer;
const indices = geometry.indices;
if (defined(indices)) {
Iif (
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) {
const context = vertexArray._context;
const hasInstancedAttributes = vertexArray._hasInstancedAttributes;
if (!hasInstancedAttributes && !context._previousDrawInstanced) {
return;
}
context._previousDrawInstanced = hasInstancedAttributes;
const divisors = context._vertexAttribDivisors;
const attributes = vertexArray._attributes;
const maxAttributes = ContextLimits.maximumVertexAttributes;
let i;
if (hasInstancedAttributes) {
const length = attributes.length;
for (i = 0; i < length; ++i) {
const attribute = attributes[i];
if (attribute.enabled) {
const divisor = attribute.instanceDivisor;
const 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) {
const attributes = vertexArray._attributes;
const length = attributes.length;
for (let i = 0; i < length; ++i) {
const attribute = attributes[i];
if (attribute.enabled && defined(attribute.value)) {
attribute.vertexAttrib(gl);
}
}
}
VertexArray.prototype._bind = function () {
Iif (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 () {
Iif (defined(this._vao)) {
this._context.glBindVertexArray(null);
} else {
const attributes = this._attributes;
const gl = this._gl;
for (let i = 0; i < attributes.length; ++i) {
const 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 () {
const attributes = this._attributes;
for (let i = 0; i < attributes.length; ++i) {
const vertexBuffer = attributes[i].vertexBuffer;
if (
defined(vertexBuffer) &&
!vertexBuffer.isDestroyed() &&
vertexBuffer.vertexArrayDestroyable
) {
vertexBuffer.destroy();
}
}
const indexBuffer = this._indexBuffer;
if (
defined(indexBuffer) &&
!indexBuffer.isDestroyed() &&
indexBuffer.vertexArrayDestroyable
) {
indexBuffer.destroy();
}
Iif (defined(this._vao)) {
this._context.glDeleteVertexArray(this._vao);
}
return destroyObject(this);
};
export default VertexArray;
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