112 lines
3 KiB
TypeScript
112 lines
3 KiB
TypeScript
import { Buffer, VertexBuffer } from './buffer';
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import { Shader } from './shader';
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export class VertexBufferElement {
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type: number;
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amount: number;
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type_size: number;
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normalized: boolean;
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index: string;
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constructor(
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type: number,
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amount: number,
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type_size: number,
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index: string,
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normalized: boolean,
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) {
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this.type = type;
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this.amount = amount;
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this.type_size = type_size;
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this.normalized = normalized;
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this.index = index;
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}
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}
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export class VertexBufferLayout {
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elements: VertexBufferElement[];
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stride: number;
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offset: number;
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constructor(offset = 0) {
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this.elements = [];
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this.stride = 0;
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this.offset = offset;
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}
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// Maybe wrong normalized type
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push(
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type: number,
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amount: number,
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type_size: number,
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index: string,
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normalized = false,
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) {
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this.elements.push(new VertexBufferElement(type, amount, type_size, index, normalized));
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this.stride += amount * type_size;
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}
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getElements(): VertexBufferElement[] {
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return this.elements;
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}
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getStride(): number {
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return this.stride;
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}
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}
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// glEnableVertexAttribArray is to specify what location of the current program the follow data is needed
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// glVertexAttribPointer tells gl that that data is at which location in the supplied data
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export class VertexArray {
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// There is no renderer ID, always at bind buffers and use glVertexAttribPointer
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buffers: Buffer[];
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layouts: VertexBufferLayout[];
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constructor() {
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this.buffers = [];
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this.layouts = [];
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}
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addBuffer(vb: VertexBuffer, layout: VertexBufferLayout) {
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this.buffers.push(vb);
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this.layouts.push(layout);
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}
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/// Bind buffers providing program data
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bind(gl: WebGLRenderingContext, shader: Shader) {
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shader.bind(gl);
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for(let i = 0; i < this.buffers.length; i ++) {
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const buffer = this.buffers[i];
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const layout = this.layouts[i];
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buffer.bind(gl);
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const elements = layout.getElements();
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let offset = layout.offset;
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for (let j = 0; j < elements.length; j ++) {
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const element = elements[j];
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const location = shader.getAttribLocation(gl, element.index);
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if (location >= 0) {
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(
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location, element.amount, element.type,
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element.normalized, layout.stride, offset
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);
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}
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offset += element.amount * element.type_size;
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}
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}
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}
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/// Undo bind operation
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unbind(gl: WebGLRenderingContext) {
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this.layouts.forEach((layout) => {
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layout.getElements().forEach((_, index) => {
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gl.disableVertexAttribArray(index);
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});
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})
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}
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}
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