VertexArrayObject

VertexArrayObject - encapsulate VAOs or emulate them

The VertexArrayObject class uses, or emulates, vertex array objects.
These are extremely useful for setup/tear down of vertex attributes, and can
offer significant performance benefits when the hardware supports them.
It should be noted that this object is very lightweight, and it assumes the
objects being used are correctly set up. Even without support for VAOs this
class caches the array locations, types, etc and avoids repeated look ups. It
it bound to a single ShaderProgram object.

bind();

Bind the VAO

release();

Release the VAO

releaseGraphicsResources();

Release any graphics resources used

shaderProgramChanged();

Hand the shaderprogram changing, requires rebuilding the VAO

addAttributeArray(shaderProgram, buffer, name, offset, stride,

elementType, elementTupleSize, normalize);

Add an attribute to the VAO with the specified characteristics

addAttributeArrayWithDivisor(shaderProgram, buffer, name, offset, stride,

elementType, elementTupleSize, normalize,
divisor, isMatrix);

Add an attribute to the VAO with the specified characteristics. Handle
attribute divisors where an attribute updates less frequently than
every primitive.

addAttributeMatrixWithDivisor(shaderProgram, buffer, name, offset, stride,

elementType, elementTupleSize, normalize,
divisor);

Add an attribute to the VAO with the specified characteristics. Handle
attribute divisors where an attribute updates less frequently than
every primitive.

removeAttributeArray(name);

Remove ab attribute array from the VAO

setForceEmulation(val);

Force this VAO to emulate a vertex aray object even if
the system supports VAOs. This can be useful in cases where
the vertex array object does not handle all extensions.

Source

index.js
import macro from 'vtk.js/Sources/macro';
import { ObjectType } from 'vtk.js/Sources/Rendering/OpenGL/BufferObject/Constants';

// ----------------------------------------------------------------------------
// vtkOpenGLVertexArrayObject methods
// ----------------------------------------------------------------------------

function vtkOpenGLVertexArrayObject(publicAPI, model) {
// Set our className
model.classHierarchy.push('vtkOpenGLVertexArrayObject');

// Public API methods
publicAPI.exposedMethod = () => {
// This is a publicly exposed method of this object
};

publicAPI.initialize = () => {
model.instancingExtension = null;
if (!model.openGLRenderWindow.getWebgl2()) {
model.instancingExtension = model.context.getExtension(
'ANGLE_instanced_arrays'
);
}
if (
!model.forceEmulation &&
model.openGLRenderWindow &&
model.openGLRenderWindow.getWebgl2()
) {
model.extension = null;
model.supported = true;
model.handleVAO = model.context.createVertexArray();
} else {
model.extension = model.context.getExtension('OES_vertex_array_object');
// Start setting up VAO
if (!model.forceEmulation && model.extension) {
model.supported = true;
model.handleVAO = model.extension.createVertexArrayOES();
} else {
model.supported = false;
}
}
};

publicAPI.isReady = () =>
// We either probed and allocated a VAO, or are falling back as the current
// hardware does not support VAOs.
model.handleVAO !== 0 || model.supported === false;

publicAPI.bind = () => {
// Either simply bind the VAO, or emulate behavior by binding all attributes.
if (!publicAPI.isReady()) {
publicAPI.initialize();
}
if (publicAPI.isReady() && model.supported) {
if (model.extension) {
model.extension.bindVertexArrayOES(model.handleVAO);
} else {
model.context.bindVertexArray(model.handleVAO);
}
} else if (publicAPI.isReady()) {
const gl = model.context;
for (let ibuff = 0; ibuff < model.buffers.length; ++ibuff) {
const buff = model.buffers[ibuff];
model.context.bindBuffer(gl.ARRAY_BUFFER, buff.buffer);
for (let iatt = 0; iatt < buff.attributes.length; ++iatt) {
const attrIt = buff.attributes[iatt];
const matrixCount = attrIt.isMatrix ? attrIt.size : 1;
for (let i = 0; i < matrixCount; ++i) {
gl.enableVertexAttribArray(attrIt.index + i);
gl.vertexAttribPointer(
attrIt.index + i,
attrIt.size,
attrIt.type,
attrIt.normalize,
attrIt.stride,
attrIt.offset + (attrIt.stride * i) / attrIt.size
);
if (attrIt.divisor > 0) {
if (model.instancingExtension) {
model.instancingExtension.vertexAttribDivisorANGLE(
attrIt.index + i,
1
);
} else {
gl.vertexAttribDivisor(attrIt.index + i, 1);
}
}
}
}
}
}
};

publicAPI.release = () => {
// Either simply release the VAO, or emulate behavior by releasing all attributes.
if (publicAPI.isReady() && model.supported) {
if (model.extension) {
model.extension.bindVertexArrayOES(null);
} else {
model.context.bindVertexArray(null);
}
} else if (publicAPI.isReady()) {
const gl = model.context;
for (let ibuff = 0; ibuff < model.buffers.length; ++ibuff) {
const buff = model.buffers[ibuff];
model.context.bindBuffer(gl.ARRAY_BUFFER, buff.buffer);
for (let iatt = 0; iatt < buff.attributes.length; ++iatt) {
const attrIt = buff.attributes[iatt];
const matrixCount = attrIt.isMatrix ? attrIt.size : 1;
for (let i = 0; i < matrixCount; ++i) {
gl.enableVertexAttribArray(attrIt.index + i);
gl.vertexAttribPointer(
attrIt.index + i,
attrIt.size,
attrIt.type,
attrIt.normalize,
attrIt.stride,
attrIt.offset + (attrIt.stride * i) / attrIt.size
);
if (attrIt.divisor > 0) {
if (model.instancingExtension) {
model.instancingExtension.vertexAttribDivisorANGLE(
attrIt.index + i,
0
);
} else {
gl.vertexAttribDivisor(attrIt.index + i, 0);
}
}
gl.disableVertexAttribArray(attrIt.index + i);
}
}
}
}
};

publicAPI.shaderProgramChanged = () => {
publicAPI.release();
if (model.handleVAO) {
if (model.extension) {
model.extension.deleteVertexArrayOES(model.handleVAO);
} else {
model.context.deleteVertexArray(model.handleVAO);
}
}
model.handleVAO = 0;
model.handleProgram = 0;
};

publicAPI.releaseGraphicsResources = () => {
publicAPI.shaderProgramChanged();
if (model.handleVAO) {
if (model.extension) {
model.extension.deleteVertexArrayOES(model.handleVAO);
} else {
model.context.deleteVertexArray(model.handleVAO);
}
}
model.handleVAO = 0;
model.supported = true;
model.handleProgram = 0;
};

publicAPI.addAttributeArray = (
program,
buffer,
name,
offset,
stride,
elementType,
elementTupleSize,
normalize
) =>
publicAPI.addAttributeArrayWithDivisor(
program,
buffer,
name,
offset,
stride,
elementType,
elementTupleSize,
normalize,
0,
false
);

publicAPI.addAttributeArrayWithDivisor = (
program,
buffer,
name,
offset,
stride,
elementType,
elementTupleSize,
normalize,
divisor,
isMatrix
) => {
if (!program) {
return false;
}

// Check the program is bound, and the buffer is valid.
if (
!program.isBound() ||
buffer.getHandle() === 0 ||
buffer.getType() !== ObjectType.ARRAY_BUFFER
) {
return false;
}

// Perform initalization if necessary, ensure program matches VAOs.
if (model.handleProgram === 0) {
model.handleProgram = program.getHandle();
}
if (!publicAPI.isReady()) {
publicAPI.initialize();
}
if (!publicAPI.isReady() || model.handleProgram !== program.getHandle()) {
return false;
}

const gl = model.context;

const attribs = {};
attribs.name = name;
attribs.index = gl.getAttribLocation(model.handleProgram, name);
attribs.offset = offset;
attribs.stride = stride;
attribs.type = elementType;
attribs.size = elementTupleSize;
attribs.normalize = normalize;
attribs.isMatrix = isMatrix;
attribs.divisor = divisor;

if (attribs.Index === -1) {
return false;
}

// Always make the call as even the first use wants the attrib pointer setting
// up when we are emulating.
buffer.bind();
gl.enableVertexAttribArray(attribs.index);
gl.vertexAttribPointer(
attribs.index,
attribs.size,
attribs.type,
attribs.normalize,
attribs.stride,
attribs.offset
);

if (divisor > 0) {
if (model.instancingExtension) {
model.instancingExtension.vertexAttribDivisorANGLE(attribs.index, 1);
} else {
gl.vertexAttribDivisor(attribs.index, 1);
}
}

attribs.buffer = buffer.getHandle();

// If vertex array objects are not supported then build up our list.
if (!model.supported) {
// find the buffer
let buffFound = false;
for (let ibuff = 0; ibuff < model.buffers.length; ++ibuff) {
const buff = model.buffers[ibuff];
if (buff.buffer === attribs.buffer) {
buffFound = true;
let found = false;
for (let iatt = 0; iatt < buff.attributes.length; ++iatt) {
const attrIt = buff.attributes[iatt];
if (attrIt.name === name) {
found = true;
buff.attributes[iatt] = attribs;
}
}
if (!found) {
buff.attributes.push(attribs);
}
}
}
if (!buffFound) {
model.buffers.push({ buffer: attribs.buffer, attributes: [attribs] });
}
}
return true;
};

publicAPI.addAttributeMatrixWithDivisor = (
program,
buffer,
name,
offset,
stride,
elementType,
elementTupleSize,
normalize,
divisor
) => {
// bind the first row of values
const result = publicAPI.addAttributeArrayWithDivisor(
program,
buffer,
name,
offset,
stride,
elementType,
elementTupleSize,
normalize,
divisor,
true
);

if (!result) {
return result;
}

const gl = model.context;

const index = gl.getAttribLocation(model.handleProgram, name);

for (let i = 1; i < elementTupleSize; i++) {
gl.enableVertexAttribArray(index + i);
gl.vertexAttribPointer(
index + i,
elementTupleSize,
elementType,
normalize,
stride,
offset + (stride * i) / elementTupleSize
);
if (divisor > 0) {
if (model.instancingExtension) {
model.instancingExtension.vertexAttribDivisorANGLE(index + i, 1);
} else {
gl.vertexAttribDivisor(index + i, 1);
}
}
}

return true;
};

publicAPI.removeAttributeArray = (name) => {
if (!publicAPI.isReady() || model.handleProgram === 0) {
return false;
}

// If we don't have real VAOs find the entry and remove it too.
if (!model.supported) {
for (let ibuff = 0; ibuff < model.buffers.length; ++ibuff) {
const buff = model.buffers[ibuff];
for (let iatt = 0; iatt < buff.attributes.length; ++iatt) {
const attrIt = buff.attributes[iatt];
if (attrIt.name === name) {
buff.attributes.splice(iatt, 1);
if (!buff.attributes.length) {
model.buffers.splice(ibuff, 1);
}
return true;
}
}
}
}

return true;
};

publicAPI.setOpenGLRenderWindow = (rw) => {
if (model.openGLRenderWindow === rw) {
return;
}
publicAPI.releaseGraphicsResources();
model.openGLRenderWindow = rw;
model.context = null;
if (rw) {
model.context = model.openGLRenderWindow.getContext();
}
};
}

// ----------------------------------------------------------------------------
// Object factory
// ----------------------------------------------------------------------------

const DEFAULT_VALUES = {
forceEmulation: false,
handleVAO: 0,
handleProgram: 0,
supported: true,
buffers: null,
context: null,
openGLRenderWindow: null,
};

// ----------------------------------------------------------------------------

export function extend(publicAPI, model, initialValues = {}) {
Object.assign(model, DEFAULT_VALUES, initialValues);

// Internal objects initialization
model.buffers = [];

// Object methods
macro.obj(publicAPI, model);

// Create get-only macros
macro.get(publicAPI, model, ['supported']);

// Create get-set macros
macro.setGet(publicAPI, model, ['forceEmulation']);

// For more macro methods, see "Sources/macro.js"

// Object specific methods
vtkOpenGLVertexArrayObject(publicAPI, model);
}

// ----------------------------------------------------------------------------

export const newInstance = macro.newInstance(
extend,
'vtkOpenGLVertexArrayObject'
);

// ----------------------------------------------------------------------------

export default { newInstance, extend };