tupali/librerias/gantt/code/es-modules/modules/boost/wgl-vbuffer.js

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2020-05-23 20:45:54 +00:00
/* *
*
* Copyright (c) 2019-2020 Highsoft AS
*
* Boost module: stripped-down renderer for higher performance
*
* License: highcharts.com/license
*
* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
*
* */
'use strict';
/* eslint-disable valid-jsdoc */
/**
* Vertex Buffer abstraction.
* A vertex buffer is a set of vertices which are passed to the GPU
* in a single call.
*
* @private
* @function GLVertexBuffer
*
* @param {WebGLContext} gl
* the context in which to create the buffer
*
* @param {GLShader} shader
* the shader to use
*
* @return {*}
*/
function GLVertexBuffer(gl, shader, dataComponents
/* , type */
) {
var buffer = false, vertAttribute = false, components = dataComponents || 2, preAllocated = false, iterator = 0,
// farray = false,
data;
// type = type || 'float';
/**
* @private
*/
function destroy() {
if (buffer) {
gl.deleteBuffer(buffer);
buffer = false;
vertAttribute = false;
}
iterator = 0;
components = dataComponents || 2;
data = [];
}
/**
* Build the buffer
* @private
* @param dataIn {Array<float>} - a 0 padded array of indices
* @param attrib {String} - the name of the Attribute to bind the buffer to
* @param dataComponents {Integer} - the number of components per. indice
*/
function build(dataIn, attrib, dataComponents) {
var farray;
data = dataIn || [];
if ((!data || data.length === 0) && !preAllocated) {
// console.error('trying to render empty vbuffer');
destroy();
return false;
}
components = dataComponents || components;
if (buffer) {
gl.deleteBuffer(buffer);
}
if (!preAllocated) {
farray = new Float32Array(data);
}
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, preAllocated || farray, gl.STATIC_DRAW);
// gl.bindAttribLocation(shader.program(), 0, 'aVertexPosition');
vertAttribute = gl.getAttribLocation(shader.program(), attrib);
gl.enableVertexAttribArray(vertAttribute);
// Trigger cleanup
farray = false;
return true;
}
/**
* Bind the buffer
* @private
*/
function bind() {
if (!buffer) {
return false;
}
// gl.bindAttribLocation(shader.program(), 0, 'aVertexPosition');
// gl.enableVertexAttribArray(vertAttribute);
// gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(vertAttribute, components, gl.FLOAT, false, 0, 0);
// gl.enableVertexAttribArray(vertAttribute);
}
/**
* Render the buffer
* @private
* @param from {Integer} - the start indice
* @param to {Integer} - the end indice
* @param drawMode {String} - the draw mode
*/
function render(from, to, drawMode) {
var length = preAllocated ? preAllocated.length : data.length;
if (!buffer) {
return false;
}
if (!length) {
return false;
}
if (!from || from > length || from < 0) {
from = 0;
}
if (!to || to > length) {
to = length;
}
drawMode = drawMode || 'points';
gl.drawArrays(gl[drawMode.toUpperCase()], from / components, (to - from) / components);
return true;
}
/**
* @private
*/
function push(x, y, a, b) {
if (preAllocated) { // && iterator <= preAllocated.length - 4) {
preAllocated[++iterator] = x;
preAllocated[++iterator] = y;
preAllocated[++iterator] = a;
preAllocated[++iterator] = b;
}
}
/**
* Note about pre-allocated buffers:
* - This is slower for charts with many series
* @private
*/
function allocate(size) {
size *= 4;
iterator = -1;
preAllocated = new Float32Array(size);
}
// /////////////////////////////////////////////////////////////////////////
return {
destroy: destroy,
bind: bind,
data: data,
build: build,
render: render,
allocate: allocate,
push: push
};
}
export default GLVertexBuffer;