Webgl / use the new buffer API in helper & the points renderer

This commit is contained in:
Olivier Guyot
2019-05-18 14:45:10 +02:00
parent 33d007ce01
commit a366803cdd
2 changed files with 17 additions and 31 deletions

View File

@@ -211,8 +211,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.sourceRevision_ = -1;
this.verticesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
this.indicesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
this.verticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
this.indicesBuffer_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW);
this.program_ = this.helper_.getProgram(
options.fragmentShader || FRAGMENT_SHADER,
@@ -277,16 +277,11 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.worker_ = createWebGLWorker();
this.worker_.addEventListener('message', function(event) {
if (event.data.type === 'buffers-generated') {
const vertexBuffer = Array.from(new Float32Array(event.data.vertexBuffer));
const indexBuffer = Array.from(new Uint32Array(event.data.indexBuffer));
const projectionTransform = event.data.projectionTransform;
// TODO: improve the WebGLBuffer private api: we shouldn't need to switch back to plain Arrays
// also we need to handle the case where Uint32 array cannot be used
this.verticesBuffer_.arr_ = vertexBuffer;
this.indicesBuffer_.arr_ = indexBuffer;
this.helper_.flushBufferData(ARRAY_BUFFER, this.verticesBuffer_);
this.helper_.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
this.verticesBuffer_.fromArrayBuffer(event.data.vertexBuffer);
this.indicesBuffer_.fromArrayBuffer(event.data.indexBuffer);
this.helper_.flushBufferData(this.verticesBuffer_);
this.helper_.flushBufferData(this.indicesBuffer_);
// saves the projection transform for the current frame state
this.renderTransform_ = projectionTransform;
@@ -308,11 +303,12 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
* @inheritDoc
*/
renderFrame(frameState) {
const layerState = frameState.layerStatesArray[frameState.layerIndex];
this.helper_.drawElements(0, this.indicesBuffer_.getArray().length);
const renderCount = this.indicesBuffer_.getArray() ? this.indicesBuffer_.getArray().length : 0;
this.helper_.drawElements(0, renderCount);
this.helper_.finalizeDraw(frameState);
const canvas = this.helper_.getCanvas();
const layerState = frameState.layerStatesArray[frameState.layerIndex];
const opacity = layerState.opacity;
if (opacity !== parseFloat(canvas.style.opacity)) {
canvas.style.opacity = opacity;
@@ -356,8 +352,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.helper_.prepareDraw(frameState);
// write new data
this.helper_.bindBuffer(ARRAY_BUFFER, this.verticesBuffer_);
this.helper_.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
this.helper_.bindBuffer(this.verticesBuffer_);
this.helper_.bindBuffer(this.indicesBuffer_);
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
this.helper_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);

View File

@@ -7,7 +7,7 @@ import Disposable from '../Disposable.js';
import {includes} from '../array.js';
import {listen, unlistenAll} from '../events.js';
import {clear} from '../obj.js';
import {ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, TEXTURE_2D, TEXTURE_WRAP_S, TEXTURE_WRAP_T} from '../webgl.js';
import {TEXTURE_2D, TEXTURE_WRAP_S, TEXTURE_WRAP_T} from '../webgl.js';
import ContextEventType from '../webgl/ContextEventType.js';
import {
create as createTransform,
@@ -347,11 +347,10 @@ class WebGLHelper extends Disposable {
* Just bind the buffer if it's in the cache. Otherwise create
* the WebGL buffer, bind it, populate it, and add an entry to
* the cache.
* @param {number} target Target, either ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER.
* @param {import("./Buffer").default} buffer Buffer.
* @api
*/
bindBuffer(target, buffer) {
bindBuffer(buffer) {
const gl = this.getGL();
const bufferKey = getUid(buffer);
let bufferCache = this.bufferCache_[bufferKey];
@@ -362,28 +361,19 @@ class WebGLHelper extends Disposable {
webGlBuffer: webGlBuffer
};
}
gl.bindBuffer(target, bufferCache.webGlBuffer);
gl.bindBuffer(buffer.getType(), bufferCache.webGlBuffer);
}
/**
* Update the data contained in the buffer array; this is required for the
* new data to be rendered
* @param {number} target Target, either ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER.
* @param {import("./Buffer").default} buffer Buffer.
* @api
*/
flushBufferData(target, buffer) {
flushBufferData(buffer) {
const gl = this.getGL();
const arr = buffer.getArray();
this.bindBuffer(target, buffer);
let /** @type {ArrayBufferView} */ arrayBuffer;
if (target == ARRAY_BUFFER) {
arrayBuffer = new Float32Array(arr);
} else if (target == ELEMENT_ARRAY_BUFFER) {
arrayBuffer = this.hasOESElementIndexUint ?
new Uint32Array(arr) : new Uint16Array(arr);
}
gl.bufferData(target, arrayBuffer, buffer.getUsage());
this.bindBuffer(buffer);
gl.bufferData(buffer.getType(), buffer.getArray(), buffer.getUsage());
}
/**