[!NOTE] This is one of 199 standalone projects, maintained as part of the @thi.ng/umbrella monorepo and anti-framework.
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Data structures for managing & working with strided, memory mapped vectors.
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
ALPHA - bleeding edge / work-in-progress
Search or submit any issues for this package
This package might be merged with and/or superseded by @thi.ng/ecs / @thi.ng/soa.
- @thi.ng/ecs - Entity Component System based around typed arrays & sparse sets
- @thi.ng/malloc - ArrayBuffer based malloc() impl for hybrid JS/WASM use cases, based on thi.ng/tinyalloc
- @thi.ng/soa - SOA & AOS memory mapped structured views with optional & extensible serialization
- @thi.ng/unionstruct - C-style struct, union and bitfield read/write views of ArrayBuffers
- @thi.ng/vectors - Optimized 2d/3d/4d and arbitrary length vector operations, support for memory mapping/layouts
- @thi.ng/webgl - WebGL & GLSL abstraction layer
yarn add @thi.ng/vector-pools
ESM import:
import * as vp from "@thi.ng/vector-pools";
Browser ESM import:
<script type="module" src="https://esm.run/@thi.ng/vector-pools"></script>
For Node.js REPL:
const vp = await import("@thi.ng/vector-pools");
Package sizes (brotli'd, pre-treeshake): ESM: 3.02 KB
- @thi.ng/api
- @thi.ng/binary
- @thi.ng/checks
- @thi.ng/errors
- @thi.ng/logger
- @thi.ng/malloc
- @thi.ng/transducers
- @thi.ng/vectors
Note: @thi.ng/api is in most cases a type-only import (not used at runtime)
Three projects in this repo's /examples directory are using this package:
Screenshot | Description | Live demo | Source |
---|---|---|---|
Augmenting thi.ng/geom shapes for WebGL, using instancing & attribute buffers | Demo | Source | |
Converting thi.ng/geom shape types for WebGL | Demo | Source | |
WebGL MSDF text rendering & particle system | Demo | Source |
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)
mem: { size: 0x200 },
// num elements
num: 4,
// attrib specs (data mapping layout)
attribs: {
pos: { type: GLType.F32, size: 3, byteOffset: 0 },
uv: { type: GLType.F32, size: 2, byteOffset: 12 },
col: { type: GLType.F32, size: 3, default: [1, 1, 1], byteOffset: 20 },
id: { type: GLType.U16, size: 1, byteOffset: 32 }
}
});
// computed overall stride length
geo.byteStride
// 36
// set attrib values
geo.setAttribs({
pos: { data: [[-5, 0, 0], [5, 0, 0], [5, 5, 0], [-5, 5, 0]]},
uv: { data: [[0, 0], [1, 0], [1, 1], [0, 1]] }
});
// ...or individually
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 mapped 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.zip(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);
// 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);
}
import { Type } from "@thi.ng/api";
// ... 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: Type.F32, size: 3, byteOffset: 0 },
uv: { type: Type.F32, size: 2, byteOffset: 12 },
col: { type: Type.F32, size: 3, byteOffset: 20 },
id: { type: Type.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 ] ]
If this project contributes to an academic publication, please cite it as:
@misc{thing-vector-pools,
title = "@thi.ng/vector-pools",
author = "Karsten Schmidt",
note = "https://thi.ng/vector-pools",
year = 2018
}
© 2018 - 2024 Karsten Schmidt // Apache License 2.0