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@thi.ng/vector-pools

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  • License Apache-2.0

Data structures for managing & working with strided, memory mapped vectors

Package Exports

  • @thi.ng/vector-pools

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@thi.ng/vector-pools) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

@thi.ng/vector-pools

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This project is part of the @thi.ng/umbrella monorepo.

About

This still package provides several data structures for managing & working with memory mapped vectors. Together with @thi.ng/vectors, these structures enable high-level, zero-copy* manipulation of the underlying memory region and are largely intended for WebGL & WASM use cases, e.g. to provide JS friendly views of a structured data region of a WebGL or WASM memory buffer.

* The only copying taking place is to GPU memory

Installation

yarn add @thi.ng/vector-pools

Dependencies

Usage examples

WebGL geometry definition / manipulation

import { AttribPool, GLType } from "@thi.ng/vector-pools";
import * as v from "@thi.ng/vectors";
import * as tx from "@thi.ng/transducers";

// create an interleaved (AOS layout) attribute buffer w/ default values
const geo = new AttribPool(
    // initial size in bytes (or provide ArrayBuffer or @thi.ng/malloc/MemPool)
    0x200,
    // num elements
    4,
    // attrib specs (data mapping layout)
    {
        pos: { type: GLType.F32, size: 3, default: [0, 0, 0], byteOffset: 0 },
        uv: { type: GLType.F32, size: 2, default: [0, 0], byteOffset: 12 },
        col: { type: GLType.F32, size: 3, default: [1, 1, 1], byteOffset: 20 },
        id: { type: GLType.U16, size: 1, default: 0, byteOffset: 32 }
    }
);

// computed overall stride length
geo.byteStride
// 36

// set attrib values
geo.setAttribValues("pos", [[-5, 0, 0], [5, 0, 0], [5, 5, 0], [-5, 5, 0]]);
geo.setAttribValues("uv", [[0, 0], [1, 0], [1, 1], [0, 1]]);
geo.setAttribValues("id", [0, 1, 2, 3]);

// get view of individual attrib val
geo.attribValue("pos", 3)
// Float32Array [ -5, 5, 0 ]

// zero-copy direct manipulation of attrib val
v.mulN(null, geo.attribValue("pos", 3), 2);
// Float32Array [ -10, 10, 0 ]

// get iterator of mapped attrib vals (e.g. for batch processing)
[...geo.attribValues("pos")]
// [ Float32Array [ -5, 0, 0 ],
//   Float32Array [ 5, 0, 0 ],
//   Float32Array [ 5, 5, 0 ],
//   Float32Array [ -10, 10, 0 ] ]

// use with transducers, e.g. to map positions to colors
tx.run(
    tx.map(([pos, col]) => v.maddN(col, [0.5, 0.5, 0.5], v.normalize(col, pos), 0.5)),
    tx.tuples(geo.attribValues("pos"), geo.attribValues("col"))
);

// updated colors
[...geo.attribValues("col")]
// [ Float32Array [ 0, 0.5, 0.5 ],
//   Float32Array [ 1, 0.5, 0.5 ],
//   Float32Array [ 0.8535534143447876, 0.8535534143447876, 0.5 ],
//   Float32Array [ 0.1464466154575348, 0.8535534143447876, 0.5 ] ]

// dynamically add another attrib
// this will change the overall stride length and re-align all existing attribs
geo.addAttribs({
    normal: { type: GLType.F32, size: 3, default: [0, 0, 1], byteOffset: 36 }
});

// updated overall stride length
geo.byteStride
// 48

// ...Webgl boilerplate omitted
const gl = ...

// only need to use & bind single (interleaved) buffer
// containing all attribs
buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, geo.bytes(), gl.STATIC_DRAW);

// helper fn to bind a single shader attrib
const initAttrib = (gl, loc, attrib) => {
    gl.enableVertexAttribArray(loc);
    gl.vertexAttribPointer(
        loc,
        attrib.size,
        attrib.type,
        false,
        attrib.byteStride, // computed by pool
        attrib.byteOffset
    );
};

initAttrib(gl, attribLocPosition, geo.specs.pos);
initAttrib(gl, attribLocNormal, geo.specs.normal);
initAttrib(gl, attribLocUV, geo.specs.uv);
initAttrib(gl, attribLocID, geo.specs.id);

WASM interop

// main.c

#include <emscripten.h>
#include <stdint.h>

typedef struct {
    float pos[3];
    float uv[2];
    float col[3];
    uint16_t id;
} Vertex;

Vertex vertices[] = {
    {.pos = {-5, 0, 0}, .uv = {0, 0}, .col = {1, 0, 0}, .id = 0},
    {.pos = {5, 0, 0}, .uv = {1, 0}, .col = {0, 1, 0}, .id = 1},
    {.pos = {5, 5, 0}, .uv = {1, 1}, .col = {0, 0, 1}, .id = 2},
    {.pos = {-5, 5, 0}, .uv = {0, 1}, .col = {1, 0, 1}, .id = 3},
};

int main() { return 0; }

EMSCRIPTEN_KEEPALIVE Vertex* getVertices() {
    return vertices;
}

EMSCRIPTEN_KEEPALIVE int getNumVertices() {
    return sizeof(vertices) / sizeof(Vertex);
}
// ... WASM / Emscripten boilerplate omitted
const Module = ...

// initialize pool from mapped WASM memory
const geo = new vp.AttribPool(
    // map WASM memory
    Module.buffer,
    // num elements (obtained from C function)
    Module._getNumVertices(),
    // attrib specs (data mapping layout)
    // don't specify attrib defaults to avoid overriding
    // values already initialized by WASM code
    {
        pos: { type: vp.GLType.F32, size: 3, byteOffset: 0 },
        uv: { type: vp.GLType.F32, size: 2, byteOffset: 12 },
        col: { type: vp.GLType.F32, size: 3, byteOffset: 20 },
        id: { type: vp.GLType.U16, size: 1, byteOffset: 32 }
    },
    // pool options
    {
        // don't allow resizing (since we're mapping a fixed sized C array)
        resizable: false,
        // initialize mem pool to start @ C `vertices` array
        mempool: {
            start: Module._getVertices(),
        }
    }
);

[...geo.attribValues("pos")]
// [ Float32Array [ -5, 0, 0 ],
//   Float32Array [ 5, 0, 0 ],
//   Float32Array [ 5, 5, 0 ],
//   Float32Array [ -5, 5, 0 ] ]

Authors

  • Karsten Schmidt

License

© 2018 Karsten Schmidt // Apache Software License 2.0