Handle more than 2^16 vertices in WebGL renderer

This commit is contained in:
Emil Ernerfeldt 2019-03-12 14:43:50 +01:00
parent 0ba687f521
commit 0be9722af5
4 changed files with 95 additions and 36 deletions

View File

@ -41,6 +41,8 @@ impl Mesh {
/// Uniformly colored rectangle
pub fn add_rect(&mut self, top_left: Vertex, bottom_right: Vertex) {
debug_assert_eq!(top_left.color, bottom_right.color);
let idx = self.vertices.len() as u32;
self.triangle(idx + 0, idx + 1, idx + 2);
self.triangle(idx + 2, idx + 1, idx + 3);
@ -60,6 +62,58 @@ impl Mesh {
self.vertices.push(botom_left);
self.vertices.push(bottom_right);
}
/// Split a large mesh into many small.
/// All the returned meshes will have indices that fit into u16.
pub fn split_to_u16(self) -> Vec<Mesh> {
const MAX_SIZE: u32 = 1 << 16;
if self.vertices.len() < MAX_SIZE as usize {
return vec![self]; // Common-case optimization
}
let mut output = vec![];
let mut index_cursor = 0;
while index_cursor < self.indices.len() {
let span_start = index_cursor;
let mut min_vindex = self.indices[index_cursor];
let mut max_vindex = self.indices[index_cursor];
while index_cursor < self.indices.len() {
let (mut new_min, mut new_max) = (min_vindex, max_vindex);
for i in 0..3 {
let idx = self.indices[index_cursor + i];
new_min = new_min.min(idx);
new_max = new_max.max(idx);
}
if new_max - new_min < MAX_SIZE {
// Triangle fits
min_vindex = new_min;
max_vindex = new_max;
index_cursor += 3;
} else {
break;
}
}
assert!(
index_cursor > span_start,
"One triangle spanned more than {} vertices",
MAX_SIZE
);
output.push(Mesh {
indices: self.indices[span_start..index_cursor]
.iter()
.map(|vi| vi - min_vindex)
.collect(),
vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
});
}
return output;
}
}
#[derive(Clone, Copy, PartialEq)]

View File

@ -60,7 +60,7 @@ impl GuiInput {
// ----------------------------------------------------------------------------
/// 0-255 sRGBA
#[derive(Clone, Copy, Debug, Default, Serialize)]
#[derive(Clone, Copy, Debug, Default, Eq, Ord, PartialEq, PartialOrd, Serialize)]
pub struct Color {
pub r: u8,
pub g: u8,

View File

@ -145,7 +145,7 @@ impl Painter {
pub fn paint(
&mut self,
mesh: &Mesh,
mesh: Mesh,
texture: &Texture,
pixels_per_point: f32,
) -> Result<(), JsValue> {
@ -153,16 +153,49 @@ impl Painter {
let gl = &self.gl;
// --------------------------------------------------------------------
gl.enable(Gl::BLEND);
gl.blend_func(Gl::SRC_ALPHA, Gl::ONE_MINUS_SRC_ALPHA);
gl.use_program(Some(&self.program));
gl.active_texture(Gl::TEXTURE0);
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
// --------------------------------------------------------------------
let u_screen_size_loc = gl
.get_uniform_location(&self.program, "u_screen_size")
.unwrap();
gl.uniform2f(
Some(&u_screen_size_loc),
self.canvas.width() as f32 / pixels_per_point,
self.canvas.height() as f32 / pixels_per_point,
);
let u_tex_size_loc = gl
.get_uniform_location(&self.program, "u_tex_size")
.unwrap();
gl.uniform2f(
Some(&u_tex_size_loc),
f32::from(self.tex_size.0),
f32::from(self.tex_size.1),
);
let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
gl.uniform1i(Some(&u_sampler_loc), 0);
gl.viewport(
0,
0,
self.canvas.width() as i32,
self.canvas.height() as i32,
);
gl.clear_color(0.05, 0.05, 0.05, 1.0);
gl.clear(Gl::COLOR_BUFFER_BIT);
for mesh in mesh.split_to_u16() {
self.paint_mesh(&mesh)?;
}
Ok(())
}
fn paint_mesh(&mut self, mesh: &Mesh) -> Result<(), JsValue> {
let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
let mut positions: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
@ -184,6 +217,8 @@ impl Painter {
// --------------------------------------------------------------------
let gl = &self.gl;
let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
@ -280,36 +315,6 @@ impl Painter {
// --------------------------------------------------------------------
let u_screen_size_loc = gl
.get_uniform_location(&self.program, "u_screen_size")
.unwrap();
gl.uniform2f(
Some(&u_screen_size_loc),
self.canvas.width() as f32 / pixels_per_point,
self.canvas.height() as f32 / pixels_per_point,
);
let u_tex_size_loc = gl
.get_uniform_location(&self.program, "u_tex_size")
.unwrap();
gl.uniform2f(
Some(&u_tex_size_loc),
f32::from(self.tex_size.0),
f32::from(self.tex_size.1),
);
let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
gl.uniform1i(Some(&u_sampler_loc), 0);
gl.viewport(
0,
0,
self.canvas.width() as i32,
self.canvas.height() as i32,
);
gl.clear_color(0.05, 0.05, 0.05, 1.0);
gl.clear(Gl::COLOR_BUFFER_BIT);
gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0);
Ok(())

View File

@ -53,7 +53,7 @@ impl State {
let mesh = self.emigui.paint();
let result =
self.webgl_painter
.paint(&mesh, self.emigui.texture(), raw_input.pixels_per_point);
.paint(mesh, self.emigui.texture(), raw_input.pixels_per_point);
self.everything_ms = 1000.0 * (now_sec() - everything_start);