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-rw-r--r--web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts115
1 files changed, 115 insertions, 0 deletions
diff --git a/web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts b/web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts
new file mode 100644
index 0000000..f44ed47
--- /dev/null
+++ b/web/pw-frontend/src/lib/visualizer/webgl/vertexBufferLayout.ts
@@ -0,0 +1,115 @@
+import type { VertexBuffer } from './buffer';
+import type { Shader } from './shader';
+
+export class VertexBufferElement {
+ type: number;
+ amount: number;
+ type_size: number;
+ normalized: boolean;
+ index: string;
+
+ constructor(
+ type: number,
+ amount: number,
+ type_size: number,
+ index: string,
+ normalized: boolean,
+ ) {
+ this.type = type;
+ this.amount = amount;
+ this.type_size = type_size;
+ this.normalized = normalized;
+ this.index = index;
+ }
+}
+
+export class VertexBufferLayout {
+ elements: VertexBufferElement[];
+ stride: number;
+ offset: number;
+
+ constructor(offset = 0) {
+ this.elements = [];
+ this.stride = 0;
+ this.offset = offset;
+ }
+
+ // Maybe wrong normalized type
+ push(
+ type: number,
+ amount: number,
+ type_size: number,
+ index: string,
+ normalized = false,
+ ) {
+ this.elements.push(new VertexBufferElement(type, amount, type_size, index, normalized));
+ this.stride += amount * type_size;
+ }
+
+ getElements(): VertexBufferElement[] {
+ return this.elements;
+ }
+
+ getStride(): number {
+ return this.stride;
+ }
+}
+
+// glEnableVertexAttribArray is to specify what location of the current program the follow data is needed
+// glVertexAttribPointer tells gl that that data is at which location in the supplied data
+export class VertexArray {
+ // There is no renderer ID, always at bind buffers and use glVertexAttribPointer
+ buffers: VertexBuffer[];
+ layouts: VertexBufferLayout[];
+
+ constructor() {
+ this.buffers = [];
+ this.layouts = [];
+ }
+
+ addBuffer(vb: VertexBuffer, layout: VertexBufferLayout) {
+ this.buffers.push(vb);
+ this.layouts.push(layout);
+ }
+
+ updateBuffer(gl: WebGLRenderingContext, index: number, data: number[]) {
+ this.buffers[index].updateData(gl, data);
+ }
+
+ /// Bind buffers providing program data
+ bind(gl: WebGLRenderingContext, shader: Shader) {
+ shader.bind(gl);
+ for(let i = 0; i < this.buffers.length; i ++) {
+ const buffer = this.buffers[i];
+ const layout = this.layouts[i];
+
+ buffer.bind(gl);
+ const elements = layout.getElements();
+ let offset = layout.offset;
+
+ for (let j = 0; j < elements.length; j ++) {
+ const element = elements[j];
+ const location = shader.getAttribLocation(gl, element.index);
+
+ if (location >= 0) {
+ gl.enableVertexAttribArray(location);
+ gl.vertexAttribPointer(
+ location, element.amount, element.type,
+ element.normalized, layout.stride, offset
+ );
+ }
+
+ offset += element.amount * element.type_size;
+ }
+ }
+ }
+
+ /// Undo bind operation
+ unbind(gl: WebGLRenderingContext) {
+ this.layouts.forEach((layout) => {
+ layout.getElements().forEach((_, index) => {
+ gl.disableVertexAttribArray(index);
+ });
+ })
+ }
+}