Render rectangle batches via instancing

This commit is contained in:
Jamie Wong
2018-01-24 11:06:48 -08:00
parent 5caaf856b5
commit 3945873933
2 changed files with 92 additions and 84 deletions
+1
View File
@@ -21,6 +21,7 @@ export class CanvasContext {
constructor(canvas: HTMLCanvasElement) {
this.gl = regl({
canvas: canvas,
extensions: ['ANGLE_instanced_arrays'],
optionalExtensions: ['EXT_disjoint_timer_query'],
profile: true
})
+91 -84
View File
@@ -4,93 +4,67 @@ import { Rect, Vec2, AffineTransform } from './math'
import { Color } from './color'
export class RectangleBatch {
private vertexCapacity = 60
private vertexCount = 0
private positions = new Float32Array(this.vertexCapacity * 2)
private physicalSpaceOffsets = new Float32Array(this.vertexCapacity * 2)
private vertexColors = new Float32Array(this.vertexCapacity * 3)
private rectCapacity = 10
private rectCount = 0
private configSpaceOffsets = new Float32Array(this.rectCapacity * 2)
private configSpaceSizes = new Float32Array(this.rectCapacity * 2)
private colors = new Float32Array(this.rectCapacity * 3)
private offset = {
topLeft: new Vec2(1, -1),
topRight: new Vec2(-1, -1),
bottomRight: new Vec2(-1, 1),
bottomLeft: new Vec2(1, 1)
}
constructor(private gl: regl.Instance) { }
getVertexCount() { return this.vertexCount }
getRectCount() { return this.rectCount }
private positionBuffer: regl.Buffer | null = null
getPositionBuffer() {
if (!this.positionBuffer) this.positionBuffer = this.gl.buffer(this.positions)
return this.positionBuffer
private configSpaceOffsetBuffer: regl.Buffer | null = null
getConfigSpaceOffsetBuffer() {
if (!this.configSpaceOffsetBuffer) this.configSpaceOffsetBuffer = this.gl.buffer(this.configSpaceOffsets)
return this.configSpaceOffsetBuffer
}
private offsetBuffer: any = null
getPhysicalSpaceOffsetBuffer() {
if (!this.offsetBuffer) this.offsetBuffer = this.gl.buffer(this.physicalSpaceOffsets)
return this.offsetBuffer
private configSpaceSizeBuffer: regl.Buffer | null = null
getConfigSpaceSizeBuffer() {
if (!this.configSpaceSizeBuffer) this.configSpaceSizeBuffer = this.gl.buffer(this.configSpaceSizes)
return this.configSpaceSizeBuffer
}
private colorBuffer: any = null
getVertexColorBuffer() {
if (!this.colorBuffer) this.colorBuffer = this.gl.buffer(this.vertexColors)
private colorBuffer: regl.Buffer | null = null
getColorBuffer() {
if (!this.colorBuffer) this.colorBuffer = this.gl.buffer(this.colors)
return this.colorBuffer
}
uploadToGPU() {
this.getPositionBuffer()
this.getPhysicalSpaceOffsetBuffer()
this.getVertexColorBuffer()
}
private addVertex(y: number, x: number, offset: Vec2, color: vec3) {
const index = this.vertexCount++
if (index >= this.vertexCapacity) {
// Not enough capacity, time to resize! We'll double the capacity each time.
this.vertexCapacity *= 2
const positions = new Float32Array(this.vertexCapacity * 2)
const physicalSpaceOffsets = new Float32Array(this.vertexCapacity * 2)
const vertexColors = new Float32Array(this.vertexCapacity * 3)
positions.set(this.positions)
physicalSpaceOffsets.set(this.physicalSpaceOffsets)
vertexColors.set(this.vertexColors)
this.positions = positions
this.physicalSpaceOffsets = physicalSpaceOffsets
this.vertexColors = vertexColors
}
this.positions[index * 2] = x
this.positions[index * 2 + 1] = y
this.physicalSpaceOffsets[index * 2] = offset.x
this.physicalSpaceOffsets[index * 2 + 1] = offset.y
this.vertexColors[index * 3] = color[0]
this.vertexColors[index * 3 + 1] = color[1]
this.vertexColors[index * 3 + 2] = color[2]
this.getConfigSpaceOffsetBuffer()
this.getConfigSpaceSizeBuffer()
this.getColorBuffer()
}
addRect(rect: Rect, color: Color) {
const color_: vec3 = [color.r, color.g, color.b]
const index = this.rectCount++
if (index >= this.rectCapacity) {
// Not enough capacity, time to resize! We'll double the capacity each time.
this.rectCapacity *= 2
const configSpaceOffsets = new Float32Array(this.rectCapacity * 2)
const configSpaceSizes = new Float32Array(this.rectCapacity * 2)
const colors = new Float32Array(this.rectCapacity * 3)
const top = rect.top()
const bottom = rect.bottom()
const left = rect.left()
const right = rect.right()
configSpaceOffsets.set(this.configSpaceOffsets)
configSpaceSizes.set(this.configSpaceSizes)
colors.set(this.colors)
// 2 disjoint triangles.
//
// 0 +--+ 1
// | /|
// |/ |
// 3 +--+ 2
this.addVertex(top, left, this.offset.topLeft, color_)
this.addVertex(bottom, left, this.offset.bottomLeft, color_)
this.addVertex(top, right, this.offset.topRight, color_)
this.configSpaceOffsets = configSpaceOffsets
this.configSpaceSizes = configSpaceSizes
this.colors = colors
}
this.configSpaceOffsets[index * 2] = rect.origin.x
this.configSpaceOffsets[index * 2 + 1] = rect.origin.y
this.addVertex(bottom, left, this.offset.bottomLeft, color_)
this.addVertex(top, right, this.offset.topRight, color_)
this.addVertex(bottom, right, this.offset.bottomRight, color_)
this.configSpaceSizes[index * 2] = rect.size.x
this.configSpaceSizes[index * 2 + 1] = rect.size.y
this.colors[index * 3] = color.r
this.colors[index * 3 + 1] = color.g
this.colors[index * 3 + 2] = color.b
}
}
@@ -109,13 +83,37 @@ export class RectangleBatchRenderer {
uniform mat3 configSpaceToNDC;
uniform vec2 physicalSize;
uniform float strokeSize;
attribute vec2 position;
// Non-instanced
attribute float corner;
// Instanced
attribute vec2 configSpaceOffset;
attribute vec2 configSpaceSize;
attribute vec3 color;
attribute vec2 physicalSpaceOffset;
varying vec3 vColor;
void main() {
vColor = color;
vec2 roundedPosition = (configSpaceToNDC * vec3(position.xy, 1)).xy;
vec2 configSpacePos = configSpaceOffset;
vec2 physicalSpaceOffset = vec2(0, 0);
// Corners go NW, NE, SW, SE
if (corner == 0.0) {
physicalSpaceOffset = vec2(1, -1);
} else if (corner == 1.0) {
physicalSpaceOffset = vec2(-1, -1);
configSpacePos.x += configSpaceSize.x;
} else if (corner == 2.0) {
physicalSpaceOffset = vec2(1, 1);
configSpacePos.y += configSpaceSize.y;
} else if (corner == 3.0) {
physicalSpaceOffset = vec2(-1, 1);
configSpacePos += configSpaceSize;
}
vec2 roundedPosition = (configSpaceToNDC * vec3(configSpacePos, 1)).xy;
vec2 halfSize = physicalSize / 2.0;
vec2 physicalPixelSize = 2.0 / physicalSize;
roundedPosition = floor(roundedPosition * halfSize) / halfSize;
@@ -136,28 +134,35 @@ export class RectangleBatchRenderer {
`,
attributes: {
position: (context, props) => {
// Non-instanced attributes
corner: gl.buffer(new Float32Array([0, 1, 2, 3])),
// Instanced attributes
configSpaceOffset: (context, props) => {
return {
buffer: props.batch.getPositionBuffer(),
buffer: props.batch.getConfigSpaceOffsetBuffer(),
offset: 0,
stride: 2 * 4,
size: 2
size: 2,
divisor: 1
}
},
physicalSpaceOffset: (context, props) => {
configSpaceSize: (context, props) => {
return {
buffer: props.batch.getPhysicalSpaceOffsetBuffer(),
buffer: props.batch.getConfigSpaceSizeBuffer(),
offset: 0,
stride: 2 * 4,
size: 2
size: 2,
divisor: 1
}
},
color: (context, props) => {
return {
buffer: props.batch.getVertexColorBuffer(),
buffer: props.batch.getColorBuffer(),
offset: 0,
stride: 3 * 4,
size: 3
size: 3,
divisor: 1
}
}
},
@@ -174,11 +179,13 @@ export class RectangleBatchRenderer {
}
},
primitive: 'triangles',
instances: (context, props) => {
return props.batch.getRectCount()
},
count: (context, props) => {
return props.batch.getVertexCount()
}
count: 4,
primitive: 'triangle strip',
})
}