Webgl points / handle using short instead of int for indices
This is controlled by the availability of the OES_element_index_uint webgl extension.
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@@ -20,9 +20,10 @@ export const WebGLWorkerMessageType = {
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* Note that any addition properties present in the message *will* be sent back to the main thread.
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* @property {WebGLWorkerMessageType} type Message type
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* @property {ArrayBuffer} renderInstructions Render instructions raw binary buffer.
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* @property {ArrayBuffer=} vertexBuffer Vertices array raw binary buffer (sent by the worker).
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* @property {ArrayBuffer=} indexBuffer Indices array raw binary buffer (sent by the worker).
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* @property {number=} customAttributesCount Amount of custom attributes count in the render instructions.
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* @property {ArrayBuffer} [vertexBuffer] Vertices array raw binary buffer (sent by the worker).
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* @property {ArrayBuffer} [indexBuffer] Indices array raw binary buffer (sent by the worker).
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* @property {number} [customAttributesCount] Amount of custom attributes count in the render instructions.
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* @property {boolean} [useShortIndices] If true, Uint16Array will be used instead of Uint32Array for index buffers.
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*/
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/**
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@@ -2,7 +2,7 @@
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* @module ol/renderer/webgl/PointsLayer
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*/
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import WebGLArrayBuffer from '../../webgl/Buffer.js';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl.js';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT, EXTENSIONS as WEBGL_EXTENSIONS} from '../../webgl.js';
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import {DefaultAttrib, DefaultUniform} from '../../webgl/Helper.js';
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import GeometryType from '../../geom/GeometryType.js';
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import WebGLLayerRenderer, {
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@@ -19,6 +19,7 @@ import {
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apply as applyTransform
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} from '../../transform.js';
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import {create as createWebGLWorker} from '../../worker/webgl.js';
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import {includes} from '../../array.js';
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const VERTEX_SHADER = `
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precision mediump float;
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@@ -419,7 +420,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
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const message = {
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type: WebGLWorkerMessageType.GENERATE_BUFFERS,
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renderInstructions: this.renderInstructions_.buffer
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renderInstructions: this.renderInstructions_.buffer,
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useShortIndices: !includes(WEBGL_EXTENSIONS, 'OES_element_index_uint')
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};
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// additional properties will be sent back as-is by the worker
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message['projectionTransform'] = projectionTransform;
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@@ -16,10 +16,13 @@ onmessage = event => {
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const renderInstructions = new Float32Array(received.renderInstructions);
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const customAttributesCount = received.customAttributesCount || 0;
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const instructionsCount = POINT_INSTRUCTIONS_COUNT + customAttributesCount;
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const useShort = received.useShortIndices;
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const elementsCount = renderInstructions.length / instructionsCount;
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const indexBuffer = new Uint32Array(elementsCount * 6);
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const vertexBuffer = new Float32Array(elementsCount * 4 * (POINT_VERTEX_STRIDE + customAttributesCount));
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const indicesCount = elementsCount * 6;
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const verticesCount = elementsCount * 4 * (POINT_VERTEX_STRIDE + customAttributesCount);
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const indexBuffer = useShort ? new Uint16Array(indicesCount) : new Uint32Array(indicesCount);
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const vertexBuffer = new Float32Array(verticesCount);
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let bufferPositions = null;
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for (let i = 0; i < renderInstructions.length; i += instructionsCount) {
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