Baseline Widely available
Note: This feature is available in Web Workers.
The WebGL2RenderingContext.vertexAttribIPointer()
method of the WebGL 2 API specifies integer data formats and locations of vertex attributes in a vertex attributes array.
vertexAttribIPointer(index, size, type, stride, offset)
Parameters
index
A GLuint
specifying the index of the vertex attribute that is to be modified.
size
A GLint
specifying the number of components per vertex attribute. Must be 1, 2, 3, or 4.
type
A GLenum
specifying the data type of each component in the array. Must be one of: gl.BYTE
, gl.UNSIGNED_BYTE
, gl.SHORT
, gl.UNSIGNED_SHORT
, gl.INT
, or gl.UNSIGNED_INT
.
stride
A GLsizei
specifying the offset in bytes between the beginning of consecutive vertex attributes.
offset
A GLintptr
specifying an offset in bytes of the first component in the vertex attribute array. Must be a multiple of type
.
None (undefined
).
Very similar to WebGLRenderingContext.vertexAttribPointer()
. The main difference is that while values specified by vertexAttribPointer
are always interpreted as floating-point values in the shader (even if they were originally specified as integers in the buffer), this method allows specifying values which are interpreted as integers in the shader.
// Describe the layout of the buffer:
// 1. position
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 20, 0);
gl.enableVertexAttribArray(0);
// 2. bone weights, normalized to [0, 1]
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 20, 12);
gl.enableVertexAttribArray(1);
// 3. bone indices, interpreted as integer
gl.vertexAttribIPointer(2, 4, gl.UNSIGNED_BYTE, 20, 16);
gl.enableVertexAttribArray(2);
// Connect to attributes from the vertex shader
gl.bindAttribLocation(shaderProgram, 0, "position");
gl.bindAttribLocation(shaderProgram, 1, "boneWeights");
gl.bindAttribLocation(shaderProgram, 2, "boneIndices");
<script id="shader-vs" type="x-shader/x-vertex">
#version 300 es
uniform mat4 mvMatrix;
uniform mat4 bones[120];
in vec3 position;
in vec4 boneWeights;
in uvec4 boneIndices;//read as 4-component unsigned integer
void main() {
vec4 skinnedPosition =
bones[boneIndices.s] * vec4(position, 1.0) * boneWeights.s +
bones[boneIndices.t] * vec4(position, 1.0) * boneWeights.t +
bones[boneIndices.p] * vec4(position, 1.0) * boneWeights.p +
bones[boneIndices.q] * vec4(position, 1.0) * boneWeights.q;
gl_Position = mvMatrix * skinnedPosition;
}
</script>
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