luma.gl

VertexArrayObject

The WebGL VertexArrayObject object holds a map of “buffers” that will be made available as input data to shaders during a draw call, similar to how a TransformFeedback object holds a set of Buffer instances that will receive output data from shaders.For Buffer objects, the VertexArrayObject also stores some additional information about how that data in the buffer should be accessed, such as offsets, strides, etc.

However, the use of VertexArrayObject is problematic in WebGL1. While it is crucial for the operation of a program, its presence under WebGL1 is dependent on an extension that is fairly common, but not universally available. In particular it is not available in headless gl which is essential for running tests under Node.js.

Therefore, in basic WebGL environments where the VertexArrayObject is not supported, luma.gl ensures that one (“fake”) instance of the VertexArrayObject class can still be obtained, emulating the default (null handle) VertexArrayObject. This instance has the isDefaultArray flag set, and applications can adapt their behavior accordingly, while still using the same API to manage vertex attributes, albeit with a small performance loss. Since there is a considerable amount of work required to handle both cases, luma.gl also provides a higher level VertexArray class that works around these issues and provided additional conveniences.

It is usually not necessary to create neither VertexArrayObject nor VertexArray instances in luma.gl applications. It is often simpler to just provides attributes directly to the Model class. Still, it can be useful to review this documentation to understand how attributes are handled by WebGL.

For more information on WebGL VertexArrayObjects, see the OpenGL Wiki.

Usage

Import the VertexArrayObject class so that your app can use it:

import {VertexArrayObject} from '@luma.gl/core';

Getting the global VertexArrayObject for a WebGL context

const vertexArray = VertexArray.getDefaultArray(gl);

Create a new VertexArray

const vao = new VertexArray(gl);
}

Adding attributes to a VertexArray

const vertexArray = new VertexArray(gl);
vertexArray.setBuffer(location, buffer);

Deleting a VertexArray

vertexArrayObject.delete();

Setting a constant vertex attribute

import {VertexArray} from '@luma.gl/core';
const vao = new VertexArray(gl);
vao.setConstant(0, [0, 0, 0]);

Methods

VertexArrayObject inherits from Resource.

VertexArray(gl : WebGLRenderingContext, props : Object)

Creates a new VertexArray

VertexArray.getDefaultArray() : VertexArray

Returns the “global” VertexArrayObject.

Note: The global VertexArrayObject object is always available. Binds the null VertexArrayObject.

initialize(props : Object) : VertexArray

Reinitializes a VertexArrayObject.

setConstant(values : Array) : VertexArray

Sets a constant value for a vertex attribute. When this VertexArrayObject is used in a Program.draw() call, all Vertex Shader invocations will get the same value.

VertexArray.setConstant(location, array);

WebGL APIs: vertexAttrib4[u]{f,i}v

setBuffer(nameOrLocation, buffer : Buffer [, accessor : Object]) : VertexArray

Binds the specified attribute in this vertex array to the supplied buffer

setBuffer(location, buffer); setBuffer(location, buffer, {offset = 0, stride = 0, normalized = false, integer = false});

gl.vertexAttrib{I}Pointer, gl.vertexAttribDivisor

getParameter(pname, location) : *

Queries a vertex attribute location.

Note that in WebGL queries are generally slow and should be avoided in performance critical code sections.

Types, Constants, Enumarations

getParameter Constants

| Parameter | Type | Value | | — | — | — | | GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING | WebGLBuffer (not Buffer) | Get currently bound buffer | | GL.VERTEX_ATTRIB_ARRAY_ENABLED | GLboolean | true if the vertex attribute at this index is enabled | | GL.VERTEX_ATTRIB_ARRAY_SIZE | GLint | indicating the size of an element of the vertex array. | | GL.VERTEX_ATTRIB_ARRAY_STRIDE | GLint | indicating the number of bytes between successive elements in |the array. 0 means that the elements are sequential. | GL.VERTEX_ATTRIB_ARRAY_TYPE | GLenum | The array type. One of GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.FIXED, GL.FLOAT. | | GL.VERTEX_ATTRIB_ARRAY_NORMALIZED | GLboolean | true if fixed-point data types are normalized for the vertex attribute array at the given index. | | GL.CURRENT_VERTEX_ATTRIB | Float32Array(4) | The current value of the vertex attribute at the given index. | When using a WebGL 2 context, the following values are available additionally: | GL.VERTEX_ATTRIB_ARRAY_INTEGER | GLboolean | true if an integer data type is in the vertex attribute array at the given index. | | GL.VERTEX_ATTRIB_ARRAY_DIVISOR | GLint | The frequency divisor used for instanced rendering. |

Attribute Accessors

When setting Buffer attributes, additional data can be provided to specify how the buffer should be accessed. This data can be stored directly on the Buffer accessor or supplied to .setBuffer.

Notes:

Notes about Instanced Rendering