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Interleaved Float32Array and WebGL Buffer
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//============================================================== | |
//Example | |
var vertex = [ 1, 1, 0, -1, -1, 0 ]; | |
var somefloat = [2.0, 18.0]; | |
var componentCnt = [3,1]; //Define the size of the vertext data for each array, for example: in vertex every 3 floats counts as one | |
var vertexCnt = vertex.length / 3; // How many vertices are there | |
var attrLocOffset = 1; | |
var interInfo = interleavedFloatArray( vertexCnt, [vertex,somefloat], componentCnt ); | |
interleavedInstanceFloatBuffer(interInfo ,attrLocOffset); | |
//============================================================== | |
//Take a collection of array data and its component lengths and try to merge it | |
//into a single array that interleaved, this helps optimize data sent to the gpu. | |
function interleavedFloatArray(vertCnt,aryData,aryCompLen){ | |
var bFloat = Float32Array.BYTES_PER_ELEMENT, // Short for float byte size | |
dLen = aryData.length, // Data array Length | |
offset = new Array(dLen), // Offset for each array in bytes | |
iFinal = 0, // Length of final array | |
stride = 0, // Size of single chunk of vertex data | |
fi = 0, // Final Index | |
i, j, k; // Loop Vars | |
// Calc some values that helps build a buffer on the gpu | |
for(i=0; i < aryData.length; i++){ | |
iFinal += aryData[i].length; | |
stride += aryCompLen[i] * bFloat; | |
offset[i] = (i != 0)? aryCompLen[i-1] * bFloat + offset[i-1]: 0; | |
} | |
var final = new Float32Array(iFinal); // Create a final array to hold all the data. | |
for(i=0; i < vertCnt; i++) // Loop based on total vertex data that exists | |
for(j=0; j < aryData.length; j++) // loop per stride of data | |
for(k=0; k < aryCompLen[j]; k++) // loop per element to put into final | |
final[ fi++ ] = aryData[j][ (i*aryCompLen[j]) + k ]; | |
return { ary:final, dataCount:dLen, stride:stride, offset:offset, compLen:aryCompLen }; | |
} | |
//============================================================== | |
//take the interleaved information and create a gl buffer | |
function interleavedInstanceFloatBuffer(dat,attrLoc){ | |
// Create GL Buffer | |
var buf = gl.ctx.createBuffer(); | |
gl.ctx.bindBuffer(gl.ctx.ARRAY_BUFFER,buf); | |
gl.ctx.bufferData(gl.ctx.ARRAY_BUFFER, dat.ary, gl.ctx.STATIC_DRAW); //gl.ctx.DYNAMIC_DRAW | |
// Define how to read the data in the buffer. | |
var aLoc; | |
for(var i=0; i < dat.dataCount; i++){ | |
aLoc = attrLoc + i; | |
gl.ctx.enableVertexAttribArray( aLoc ); //Enable Attribute | |
gl.ctx.vertexAttribPointer( aLoc, dat.compLen[i], gl.ctx.FLOAT, false, dat.stride, dat.offset[i] ); //Define Data | |
gl.ctx.vertexAttribDivisor( aLoc, 1 ); //Make this an instanced attribute, remove if you dont need to to be instanced. | |
} | |
return buf; | |
} |
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