14 KiB
VertexArray
A VertexArray (WebGL VertexArrayObject) stores a set of Buffer bindings representing the input data to GLSL shaders together with additional information about how that data should be accessed (in much the same way that a TransformFeedback object stores a set of Buffer bindings for output data from shaders).
Note that it is usually not necessary to manipulate VertexArrays directly in luma.gl applications. It is often simpler to just supply named attribute buffers to the Model class, and rely on that class to automatically manage the vertex attributes array before running a program (e.g. when rendering, picking etc).
For more information, see OpenGL Wiki as well as the remarks at the end.
Notes:
- A default
VertexArrayis always available, even in basic WebGL1 environments. - Creating additional non-default
VertexArrays requires either WebGL2 or the presence of a (relatively widely supported) WebGL1 extension. TheVertexArray.isSupported()method is provided to check. - Using
VertexArray.setDivisorto set up instanced attributes requires WebGL2 or a (widely supported) WebGL1 extension. Apps can use the luma.gl feature detection system to determine if instanced rendering is available.
Note that while VertexArrays and instance divisors are technically not available in basic WebGL1 environments, they available by default in WebGL2 and via commonly supported extensions under WebGL1.
Usage
Import the VertexArray class so that your app can use it:
import {VertexArray} from 'luma.gl';
Getting the global VertexArray for a WebGL context
const vertexArray = VertexArray.global(gl);
Create a new VertexArray
const vao = new VertexArray(gl)
}
Adding attributes to a VertexArray
const vertexArray = new VertexArray(gl);
vertexArray.setBuffer(location, buffer);
vertexArray.setBuffer(name, buffer);
Deleting a VertexArray
vertexArrayObject.delete();
Setting a set of attributes and an elements array
const vertexArray = new VertexArray(gl, {
elements:
new Buffer({target: GL.ELEMENT_ARRAY_BUFFER, data: new Uint32Array([...])}),
buffers: {
0: new Buffer({data: new Float32Array([...])})
}
}
const vertexArray = new VertexArray(gl);
// Can only set buffers using location indices
vertexArray.setBuffers({
0: new Buffer({data: new Float32Array([...]), ...})
});
Setting attribute metadata
// Register attribute info
const program = new Program(gl, ...);
vertexArray.initialize({attributeInfo: program.getAttributeInfo()});
// Now it is possible to set buffers using attribute names
vertexArray.setBuffers({
aColor: new Buffer({size: 3, data: new Float32Array([...]), ...})
});
vertexArray.initialize({program: });
Setting a constant vertex attribute
import {VertexArray} from 'luma.gl';
const vao = new VertexArray(gl);
vao.setConstant(0, [0, 0, 0]);
Methods
VertexArray inherits from Resource.
getDefaultArray (static method)
Returns the "global" VertexArray.
Note: The global VertexArray object is always available. Binds the null VertexArrayObject.
constructor
Creates a new VertexArray
Parameters:
gl(WebGLRenderingContext) - gl contextopts(Object) - passed through toResourceconstructor and toinitialize
initialize
Parameters:
attributes={}(Object) - map of attributes, can be keyed by index or names, can be constants (small arrays),Buffer, arrays or typed arrays of numbers, or attribute descriptors.elements=null(Buffer) - optional buffer representing elements array (i.e. indices)program- Transfers information on vertex attribute locations and types to this vertex array.
Deprecated Parameters:
buffers=null(Buffer) - optional buffer representing elements array (i.e. indices)
setBuffer
Assigns a buffer a vertex attribute. Vertex Shader will be invoked once (not considering indexing and instancing) with each value in the buffer's array.
- Set a location in vertex attributes array to a buffer, specifying
- its data layout and integer to float conversion and normalization flags
setBuffer(location, buffer);
setBuffer(location, buffer, {offset = 0, stride = 0, normalized = false, integer = false});
location(GLuint | String) - index/ordinal number of the attributebuffer(WebGLBuffer|Buffer) - WebGL buffer to set as valuetarget=buffer.target(GLuint, ) - which target to bind tosize(GLuint) - number of values (components) per element (1-4)type(GLuint) - type of values (e.g. gl.FLOAT)normalized(boolean, false) - normalize integers to [-1,1] or [0,1]integer(boolean, false) -WebGL2disable int-to-float conversionstride(GLuint, 0) - supports strided arraysoffset(GLuint, 0) - supports strided arrayslayout.normalized=false(GLbool) - normalize integers to [-1,1], [0,1]layout.integer=false(GLuint) - WebGL2 only, disable int-to-float conv.
Notes:
- The application can enable normalization by setting the
normalizedflag totruein thesetBuffercall. - WebGL2 The application can disable integer to float conversion when running under WebGL2, by setting the
integerflag totrue. glVertexAttribIPointerspecifies integer data formats and locations of vertex attributes. Values are always left as integer values. Only accepts the integer types gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.INT, gl.UNSIGNED_INT
setConstant
Sets a constant value for a vertex attribute. All Vertex Shader invocations will get the same value.
VertexArray.setConstant(location, array);
gl(WebGLRenderingContext) - gl contextlocation(GLuint) - index of the attribute
WebGL APIs: vertexAttrib4[u]{f,i}v
enable
Enable the attribute
Note: By default all attributes are disabled. Only attributes used by a program's shaders should be enabled.
disable
Disable the attribute
- @param {GLuint} location - ordinal number of the attribute
Note:
- Only attributes used by a program's shaders should be enabled.
- Attribute 0 can sometimes be treated specially by the driver, so to be safe this method avoids disabling it.
setDivisor
Sets the Set the frequency divisor used for instanced rendering. Usually simply set to 1 or 0 to enable/disable instanced rendering. 0 disables instancing, >=1 enables it.
VertexArray.setDivisor({gl, location, array});
- gl (*WebGLRenderingContext) - gl context
- location (GLuint) - index of the attribute
- @param {GLuint} divisor - instances that pass between updates of attribute
Notes:
-
An attribute is referred to as instanced if its divisor value is non-zero.
-
The divisor modifies the rate at which vertex attributes advance when rendering multiple instances of primitives in a single draw call.
-
If divisor is zero, the attribute at slot index advances once per vertex.
-
If divisor is non-zero, the attribute advances once per divisor instances of the set(s) of vertices being rendered.
-
This method will look use WebGL2 or the
array_instanced_ANGLEextension, if available. To avoid exceptions on unsupported platforms. the app can callVertexAttributeObject.isSupported()to determine whether instancing is supported before invokingVertexArray.setDivisor.
WebGL APIs: gl.vertexAttribDivisor
getParameter
- gl (WebGLRenderingContext) - WebGL context
- location (Number) - index of attributes
| Parameter | Type | Value |
|---|---|---|
GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING |
WebGLBuffer (not Buffer) |
Get currently bound buffer |
GL.VERTEX_ATTRIB_ARRAY_ENABLED |
GLboolean |
true if the vertex attribute at this index is enabled |
GL.VERTEX_ATTRIB_ARRAY_SIZE |
GLint |
indicating the size of an element of the vertex array. |
GL.VERTEX_ATTRIB_ARRAY_STRIDE |
GLint |
indicating the number of bytes between successive elements in |
GL.VERTEX_ATTRIB_ARRAY_TYPE |
GLenum |
The array type. One of |
GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.FIXED, GL.FLOAT. |
||
GL.VERTEX_ATTRIB_ARRAY_NORMALIZED |
GLboolean |
true if fixed-point data types are normalized for the vertex attribute array at the given index. |
GL.CURRENT_VERTEX_ATTRIB |
Float32Array(4) |
The current value of the vertex attribute at the given index. |
| When using a WebGL 2 context, the following values are available additionally: | ||
GL.VERTEX_ATTRIB_ARRAY_INTEGER |
GLboolean |
true if an integer data type is in the vertex attribute array at the given index. |
GL.VERTEX_ATTRIB_ARRAY_DIVISOR |
GLint |
The frequency divisor used for instanced rendering. |
Remarks
About Vertex Attributes
In WebGL, vertex attributes (often just called attributes) are input data to the Vertex Shader, the first shader stage in the GPU rendering pipeline.
These vertex attributes are stored in a "conceptual" array with indices from 0 and up, where each This array is referred to as a VertexArrayObject, or VertexArray for short).
At the start of shader execution, these indices (or 'locations') are matched with small integer indices assigned to shader attributes during shader compilation and program linking. This makes the data the application has set up in the vertex attributes available during shader execution. Vertex attributes thus represent one of the primary mechanisms for communication between JavaScript code and GPU code (GLSL shaders).
Create Additional Vertex Arrays
Note that while you can create your own VertexArrays there is a global "vertex attributes array" that is always available (even in core WebGL1) which is where vertex data is staged for vertex shader execution.
Vertex Attribute API
- Methods in this class take a
locationindex to specify which vertex attribute in the array they are operating on. This location needs to be matched with the location (i.e. index) selected by the compiler when compiling a Shader. Therefore it is usually better to work with symbolic names for vertex attributes, which is supported by other luma.gl classes. - It is strongly recommended to only enable attributes that are actually used by a program. Other attributes can be left unchanged but disabled.
Vertex Attribute Values and Properties
Each vertex attribute has these properties:
- A value (constant or a buffered array with one set of values per vertex) that is accessible in shaders.
- Enabled status: Can be enabled or disabled.
- Data layout information:
size(1-4 values per vertex),type,offset,stride. - An instance
divisor(which enables/disables instancing) WebGL2/Extension. - An integer normalization policy (see below).
- An integer conversion policy (see below) WebGL2.
Normally attributes are set to a WebGLBuffer that stores unique values for each vertex/instance, combined with information about the layout of data in the memory managed by the buffer.
Attributes can also be set to a single "constant" vertex value instead of a full buffer/array. This single value will then be passed to every invocation of the vertex shader effectively representing a constant attribute value. A typical example could be to specify a single color for all vertices, instead of providing a buffer with unique colors per vertex.
Integer to Float Conversion and Normalization
Integer values in attributes (e.g in an Int32Array) are converted to floats before being passed to the shader.
In addition, normalization, maps values stored in an integer format to a normalized floating point range before they are passed to the shader:
[-1,1](SNORM, for signed integers)[0,1](UNORM, for unsigned integers)
In WebGL2, it is possible to disable automatic conversion of integers to integers, enabling shaders to work directly with integer values. This works with all the integer types: gl.BYTE, gl.UNSIGNED_BYTE,
gl.SHORT, gl.UNSIGNED_SHORT, gl.INT and gl.UNSIGNED_INT.
WebGL2 Changes
The differences described here are hidden by the luma.gl
VertexArrayAPI.
The raw WebGL APIs for WebGLVertexArrays are exposed differently in the WebGL1 extension and WebGL2. As always, the luma.gl VertexArray class transparently handles the necessary API detection and selection.
ANGLE_instanced_arrays Extension Allows instance divisors to be set, enabling instanced rendering.
-
OES_VertexArrayExtension Enables the application to create and "VertexArray"s to save and restore the entire global vertex attribute array with a single operation. luma.gl provides a class wrapper forVertexArrays. -
Setting instance divisors no longer requires a WebGL extension.
-
VertexArraysno longer require using a WebGL extension. -
Adds support for exposing integer attribute values directly to shaders (without those values first being auto-converted to floats) The improvements cover both constant and buffer-valued attributes.