Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
29 changes: 18 additions & 11 deletions src/webgl/p5.RendererGL.Retained.js
Original file line number Diff line number Diff line change
Expand Up @@ -244,24 +244,31 @@ p5.RendererGL.prototype._drawElements = function(drawMode, gId) {
}
};

p5.RendererGL.prototype._drawPoints = function(vertices, vertexBuffer) {
p5.RendererGL.prototype._drawPoints = function(vertices, pointBuffers) {
const gl = this.GL;
const pointShader = this._getImmediatePointShader();
this._setPointUniforms(pointShader);

this._bindBuffer(
vertexBuffer,
gl.ARRAY_BUFFER,
this._vToNArray(vertices),
Float32Array,
gl.STATIC_DRAW
);

pointShader.enableAttrib(pointShader.attributes.aPosition, 3);
// Prepare position and optional per-vertex color buffers
if (Array.isArray(pointBuffers)) {
for (const buff of pointBuffers) {
buff._prepareBuffer(this.immediateMode.geometry, pointShader);
}
} else {
// Backward compatibility if a raw GL buffer is passed
this._bindBuffer(
pointBuffers,
gl.ARRAY_BUFFER,
this._vToNArray(vertices),
Float32Array,
gl.STATIC_DRAW
);
pointShader.enableAttrib(pointShader.attributes.aPosition, 3);
}

this._applyColorBlend(this.curStrokeColor);

gl.drawArrays(gl.Points, 0, vertices.length);
gl.drawArrays(gl.POINTS, 0, vertices.length);

pointShader.unbindShader();
};
Expand Down
12 changes: 11 additions & 1 deletion src/webgl/p5.RendererGL.js
Original file line number Diff line number Diff line change
Expand Up @@ -630,7 +630,10 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
new p5.RenderBuffer(3, 'lineTangentsOut', 'lineTangentsOutBuffer', 'aTangentOut', this),
new p5.RenderBuffer(1, 'lineSides', 'lineSidesBuffer', 'aSide', this)
],
point: this.GL.createBuffer()
point: [
new p5.RenderBuffer(3, 'vertices', 'pointVertexBuffer', 'aPosition', this, this._vToNArray),
new p5.RenderBuffer(4, 'vertexStrokeColors', 'pointColorBuffer', 'aVertexColor', this)
]
}
};

Expand Down Expand Up @@ -2010,6 +2013,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
'vec3 getLocalPosition': '(vec3 position) { return position; }',
'vec3 getWorldPosition': '(vec3 position) { return position; }',
'float getPointSize': '(float size) { return size; }',
'vec4 getVertexColor': '(vec4 color) { return color; }',
'void afterVertex': '() {}'
},
fragment: {
Expand Down Expand Up @@ -2361,6 +2365,12 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
'uPointSize',
this.pointSize * this._pInst._pixelDensity
);
// Enable per-vertex color for POINTS when available
const useVertexColor =
(this.immediateMode && this.immediateMode.geometry &&
this.immediateMode.geometry.vertexStrokeColors &&
this.immediateMode.geometry.vertexStrokeColors.length > 0);
pointShader.setUniform('uUseVertexColor', !!useVertexColor);
}

/* Binds a buffer to the drawing context
Expand Down
5 changes: 4 additions & 1 deletion src/webgl/shaders/point.frag
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
precision mediump int;
uniform vec4 uMaterialColor;
IN float vStrokeWeight;
IN vec4 vColor;

void main(){
HOOK_beforeFragment();
Expand All @@ -24,6 +25,8 @@ void main(){
discard;
}

OUT_COLOR = HOOK_getFinalColor(vec4(uMaterialColor.rgb, 1.) * uMaterialColor.a);
// Use the interpolated vertex color (set in vertex shader)
vec4 baseColor = vColor;
OUT_COLOR = HOOK_getFinalColor(vec4(baseColor.rgb, 1.) * baseColor.a);
HOOK_afterFragment();
}
8 changes: 8 additions & 0 deletions src/webgl/shaders/point.vert
Original file line number Diff line number Diff line change
@@ -1,6 +1,10 @@
IN vec3 aPosition;
IN vec4 aVertexColor;
uniform float uPointSize;
uniform bool uUseVertexColor;
uniform vec4 uMaterialColor;
OUT float vStrokeWeight;
OUT vec4 vColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;

Expand All @@ -15,5 +19,9 @@ void main() {

gl_PointSize = pointSize;
vStrokeWeight = pointSize;

// Choose per-vertex stroke color when available; otherwise use uniform stroke color
vec4 baseColor = uUseVertexColor ? aVertexColor : uMaterialColor;
vColor = HOOK_getVertexColor(baseColor);
HOOK_afterVertex();
}