Webgl renderer / fix existing examples
The shaders were rewritten manually for those, althoughj eventually they should use the shader builder utilities as well.
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@@ -8,7 +8,7 @@ import VectorLayer from '../src/ol/layer/Vector.js';
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import {Vector} from '../src/ol/source.js';
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import {fromLonLat} from '../src/ol/proj.js';
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import WebGLPointsLayerRenderer from '../src/ol/renderer/webgl/PointsLayer.js';
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import {lerp} from '../src/ol/math.js';
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import {formatColor, formatNumber} from '../src/ol/webgl/ShaderBuilder.js';
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const key = 'pk.eyJ1IjoidHNjaGF1YiIsImEiOiJjaW5zYW5lNHkxMTNmdWttM3JyOHZtMmNtIn0.CDIBD8H-G2Gf-cPkIuWtRg';
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@@ -35,33 +35,60 @@ const shapeTextureCoords = {
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const oldColor = [255, 160, 110];
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const newColor = [180, 255, 200];
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const size = 16;
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class WebglPointsLayer extends VectorLayer {
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createRenderer() {
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return new WebGLPointsLayerRenderer(this, {
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texture: texture,
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colorCallback: function(feature, color) {
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// color is interpolated based on year (min is 1910, max is 2013)
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// please note: most values are between 2000-2013
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const ratio = (feature.get('year') - 1950) / (2013 - 1950);
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color[0] = lerp(oldColor[0], newColor[0], ratio * ratio) / 255;
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color[1] = lerp(oldColor[1], newColor[1], ratio * ratio) / 255;
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color[2] = lerp(oldColor[2], newColor[2], ratio * ratio) / 255;
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color[3] = 1;
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return color;
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},
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texCoordCallback: function(feature, component) {
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let coords = shapeTextureCoords[feature.get('shape')];
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if (!coords) {
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coords = shapeTextureCoords['default'];
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attributes: [
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{
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name: 'year',
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callback: function(feature) {
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return feature.get('year');
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}
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}
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return coords[component];
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},
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sizeCallback: function() {
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return 16;
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}
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],
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vertexShader: [
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'precision mediump float;',
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'uniform mat4 u_projectionMatrix;',
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'uniform mat4 u_offsetScaleMatrix;',
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'uniform mat4 u_offsetRotateMatrix;',
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'attribute vec2 a_position;',
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'attribute float a_index;',
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'attribute float a_year;',
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'varying float v_year;',
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'void main(void) {',
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' mat4 offsetMatrix = u_offsetScaleMatrix;',
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' float offsetX = a_index == 0.0 || a_index == 3.0 ? ',
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' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
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' float offsetY = a_index == 0.0 || a_index == 1.0 ? ',
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' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
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' vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);',
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' gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;',
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' v_year = a_year;',
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'}'
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].join(' '),
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fragmentShader: [
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'precision mediump float;',
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'uniform float u_time;',
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'uniform float u_minYear;',
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'uniform float u_maxYear;',
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'varying float v_year;',
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'void main(void) {',
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// color is interpolated based on year
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' float ratio = clamp((v_year - 1950.0) / (2013.0 - 1950.0), 0.0, 1.1);',
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' vec3 color = mix(vec3(' + formatColor(oldColor) + '),',
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' vec3(' + formatColor(newColor) + '), ratio);',
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' gl_FragColor = vec4(color, 1.0);',
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' gl_FragColor.rgb *= gl_FragColor.a;',
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'}'
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].join(' '),
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texture: texture // FIXME: this doesn't work yet
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});
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}
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}
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