我在webgl项目中使用twgl.js(http://twgljs.org/),使用起来非常好,但是我想优化我的代码以使用压缩顶点数组。但是我似乎无法弄清楚它在twgl中是如何工作的,我可以看到其中的步幅和偏移量有一些选择,但是没有进一步的信息来说明它们将如何工作。我已经阅读了代码,但是由此我感觉到,它不允许我使用单个调用createBufferInfoFromArrays,而是需要大量手动操作。
是否可以使用twgl.js设置打包数组?怎么样?
最佳答案
简短的答案是“是的,这将需要更多的管道”,或者由您来打包数据。您可以轻松制作自己的BufferInfo
var packedBuffer = twgl.createBufferFromTypedArray(
gl, typedArrayWithPackedData);
var indexBuffer = twgl.createBufferFromTypedArray(
gl, typedArrayWithIndices, gl.ELEMENT_ARRAY_BUFFER);
var stride = 36; // position + normal + texcoord + rgba8
var handMadeBufferInfo = {
numElements: 123, // or whatever
indices: indexBuffer, // remove if no indices
elementType: gl.UNSIGNED_SHORT, // remove if no indices
attribs: {
position: { buffer: packedBuffer, numComponents: 3, type: gl.FLOAT, stride: stride, offset: 0, },
normal: { buffer: packedBuffer, numComponents: 3, type: gl.FLOAT, stride: stride, offset: 12, },
texcoord: { buffer: packedBuffer, numComponents: 2, type: gl.FLOAT, stride: stride, offset: 24, },
vcolor: { buffer: packedBuffer, numComponents: 4, type: gl.UNSIGNED_BYTE, stride: stride, offset: 32, normalize: true },
},
};
var gl = document.getElementById("c").getContext("webgl");
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
// there's no easy way to interleave the data unless we use pure binary so
// lets do it manually.
var position = [
-1, -1, 0,
1, -1, 0,
-1, 1, 0,
1, 1, 0,
];
var texcoord = [
0, 0,
1, 0,
0, 1,
1, 1,
]
var color = [
255, 0, 0, 255,
0, 255, 0, 255,
0, 0, 255, 255,
255, 255, 255, 255,
];
var stride = 24; // position + texcoord + rgba8
var typedArrayWithPackedData = new ArrayBuffer(stride * 4);
var floatView = new Float32Array(typedArrayWithPackedData);
var uint8View = new Uint8Array(typedArrayWithPackedData);
var floatAdd = 1;
var uint8Add = stride - 4;
var floatOffset = 0;
var uint8Offset = stride - 4;
var positionOffset = 0;
var texcoordOffset = 0;
var colorOffset = 0;
for (var ii = 0; ii < 4; ++ii) {
floatView[floatOffset++] = position[positionOffset++];
floatView[floatOffset++] = position[positionOffset++];
floatView[floatOffset++] = position[positionOffset++];
floatView[floatOffset++] = texcoord[texcoordOffset++];
floatView[floatOffset++] = texcoord[texcoordOffset++];
floatOffset += floatAdd;
uint8View[uint8Offset++] = color[colorOffset++];
uint8View[uint8Offset++] = color[colorOffset++];
uint8View[uint8Offset++] = color[colorOffset++];
uint8View[uint8Offset++] = color[colorOffset++];
uint8Offset += uint8Add;
}
var packedBuffer = twgl.createBufferFromTypedArray(
gl, typedArrayWithPackedData);
var typedArrayWithIndices = new Uint16Array([0, 1, 2, 2, 1, 3]);
var indexBuffer = twgl.createBufferFromTypedArray(
gl, typedArrayWithIndices, gl.ELEMENT_ARRAY_BUFFER);
var handMadeBufferInfo = {
numElements: 6, // or whatever
indices: indexBuffer, // remove if no indices
elementType: gl.UNSIGNED_SHORT, // remove if no indices
attribs: {
position: { buffer: packedBuffer, numComponents: 3, type: gl.FLOAT, stride: stride, offset: 0, },
texcoord: { buffer: packedBuffer, numComponents: 2, type: gl.FLOAT, stride: stride, offset: 12, },
color: { buffer: packedBuffer, numComponents: 4, type: gl.UNSIGNED_BYTE, stride: stride, offset: 20, normalize: true, },
},
};
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// make a texture with a circle in it
var canvas2d = document.createElement("canvas");
canvas2d.width = 64;
canvas2d.height = 64;
var ctx = canvas2d.getContext("2d");
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(32, 32, 30, 0, Math.PI * 2, false);
ctx.fill();
var uniforms = {
u_texture: twgl.createTexture(gl, { src: canvas2d }),
};
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, handMadeBufferInfo);
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, handMadeBufferInfo);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
<script id="vs" type="notjs">
attribute vec4 position;
attribute vec2 texcoord;
attribute vec4 color;
varying vec2 v_texcoord;
varying vec4 v_color;
void main() {
v_texcoord = texcoord;
v_color = color;
gl_Position = position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texcoord;
varying vec4 v_color;
void main() {
gl_FragColor = texture2D(u_texture, v_texcoord) * v_color;
}
</script>
<canvas id="c"></canvas>
注意:
twgl.createBufferFromTypedArray
仅在0.0.37版本中公开目前尚不清楚如何更容易。如果您想twgl为您打包数据,目前尚不清楚要点。渲染真的快得多吗?也许twgl应该支持Vertex Array Objects吗?
如果您自己打包,则无论如何都必须将所有相同的信息给予上面,只是要将twgl转换为
BufferInfo
似乎并不会节省很多时间。关于javascript - twgl.js:如何通过BufferInfo使用压缩的顶点数组,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/34428568/