Webgl renderer / fix existing examples

The shaders were rewritten manually for those, althoughj eventually they
should use the shader builder utilities as well.
This commit is contained in:
Olivier Guyot
2019-09-25 10:36:40 +02:00
parent 2b36445ecc
commit 109f9718f9
4 changed files with 136 additions and 68 deletions

View File

@@ -7,8 +7,9 @@ import VectorLayer from '../src/ol/layer/Vector.js';
import {Vector} from '../src/ol/source.js';
import {fromLonLat} from '../src/ol/proj.js';
import WebGLPointsLayerRenderer from '../src/ol/renderer/webgl/PointsLayer.js';
import {clamp, lerp} from '../src/ol/math.js';
import {clamp} from '../src/ol/math.js';
import Stamen from '../src/ol/source/Stamen.js';
import {formatColor} from '../src/ol/webgl/ShaderBuilder.js';
const vectorSource = new Vector({
attributions: 'NASA'
@@ -36,36 +37,58 @@ updateStatusText();
class WebglPointsLayer extends VectorLayer {
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
colorCallback: function(feature, color) {
// color is interpolated based on year
const ratio = clamp((feature.get('year') - 1800) / (2013 - 1800), 0, 1);
color[0] = lerp(oldColor[0], newColor[0], ratio) / 255;
color[1] = lerp(oldColor[1], newColor[1], ratio) / 255;
color[2] = lerp(oldColor[2], newColor[2], ratio) / 255;
color[3] = 1;
return color;
},
sizeCallback: function(feature) {
attributes: [
{
name: 'size',
callback: function(feature) {
return 18 * clamp(feature.get('mass') / 200000, 0, 1) + 8;
}
},
{
name: 'year',
callback: function(feature) {
return feature.get('year');
}
}
],
vertexShader: [
'precision mediump float;',
'uniform mat4 u_projectionMatrix;',
'uniform mat4 u_offsetScaleMatrix;',
'uniform mat4 u_offsetRotateMatrix;',
'attribute vec2 a_position;',
'attribute float a_index;',
'attribute float a_size;',
'attribute float a_year;',
'varying vec2 v_texCoord;',
'varying float v_year;',
'void main(void) {',
' mat4 offsetMatrix = u_offsetScaleMatrix;',
' float offsetX = a_index == 0.0 || a_index == 3.0 ? -a_size / 2.0 : a_size / 2.0;',
' float offsetY = a_index == 0.0 || a_index == 1.0 ? -a_size / 2.0 : a_size / 2.0;',
' vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);',
' gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;',
' float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;',
' float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;',
' v_texCoord = vec2(u, v);',
' v_year = a_year;',
'}'
].join(' '),
fragmentShader: [
'precision mediump float;',
'uniform float u_time;',
'uniform float u_minYear;',
'uniform float u_maxYear;',
'varying vec2 v_texCoord;',
'varying float v_opacity;',
'varying vec4 v_color;',
'varying float v_year;',
'void main(void) {',
' float impactYear = v_opacity;',
// filter out pixels if the year is outside of the given range
' if (impactYear < u_minYear || v_opacity > u_maxYear) {',
' if (v_year < u_minYear || v_year > u_maxYear) {',
' discard;',
' }',
@@ -74,19 +97,19 @@ class WebglPointsLayer extends VectorLayer {
' float value = 2.0 * (1.0 - sqRadius);',
' float alpha = smoothstep(0.0, 1.0, value);',
' vec3 color = v_color.rgb;',
' float period = 8.0;',
' color.g *= 2.0 * (1.0 - sqrt(mod(u_time + impactYear * 0.025, period) / period));',
// color is interpolated based on year
' float ratio = clamp((v_year - 1800.0) / (2013.0 - 1800.0), 0.0, 1.1);',
' vec3 color = mix(vec3(' + formatColor(oldColor) + '),',
' vec3(' + formatColor(newColor) + '), ratio);',
' gl_FragColor = vec4(color, v_color.a);',
' float period = 8.0;',
' color.g *= 2.0 * (1.0 - sqrt(mod(u_time + v_year * 0.025, period) / period));',
' gl_FragColor = vec4(color, 1.0);',
' gl_FragColor.a *= alpha;',
' gl_FragColor.rgb *= gl_FragColor.a;',
'}'
].join(' '),
opacityCallback: function(feature) {
// here the opacity channel of the vertices is used to store the year of impact
return feature.get('year');
},
uniforms: {
u_time: function() {
return Date.now() * 0.001 - startTime;

View File

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

View File

@@ -177,38 +177,47 @@ class Heatmap extends VectorLayer {
*/
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
attributes: [
{
name: 'weight',
callback: this.weightFunction_
}
],
vertexShader: `
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute vec2 a_offsets;
attribute float a_opacity;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform float u_size;
attribute vec2 a_position;
attribute float a_index;
attribute float a_weight;
varying vec2 v_texCoord;
varying float v_opacity;
varying float v_weight;
void main(void) {
vec4 offsets = u_offsetScaleMatrix * vec4(a_offsets, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets * u_size;
v_texCoord = a_texCoord;
v_opacity = a_opacity;
mat4 offsetMatrix = u_offsetScaleMatrix;
float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;
float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;
vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;
v_texCoord = vec2(u, v);
v_weight = a_weight;
}`,
fragmentShader: `
precision mediump float;
uniform float u_blurSlope;
varying vec2 v_texCoord;
varying float v_opacity;
varying float v_weight;
void main(void) {
vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
float alpha = smoothstep(0.0, 1.0, value) * v_opacity;
float alpha = smoothstep(0.0, 1.0, value) * v_weight;
gl_FragColor = vec4(alpha, alpha, alpha, alpha);
}`,
uniforms: {
@@ -239,8 +248,7 @@ class Heatmap extends VectorLayer {
u_gradientTexture: this.gradient_
}
}
],
opacityCallback: this.weightFunction_
]
});
}
}

View File

@@ -6,7 +6,7 @@ import {asArray} from '../color.js';
*/
/**
* Will return the number as a float with a dit separator, which is required by GLSL.
* Will return the number as a float with a dot separator, which is required by GLSL.
* @param {number} v Numerical value.
* @returns {string} The value as string.
*/
@@ -15,6 +15,19 @@ export function formatNumber(v) {
return s.indexOf('.') === -1 ? s + '.0' : s;
}
/**
* Will normalize and converts to string a color array compatible with GLSL.
* @param {Array<number>} colorArray Color in [r, g, b, a] array form, with RGB components in the
* 0..255 range and the alpha component in the 0..1 range. Note that if the A component is
* missing, only 3 values will be output.
* @returns {string} The color components concatenated in `1.0, 1.0, 1.0, 1.0` form.
*/
export function formatColor(colorArray) {
return colorArray.map(function (c, i) {
return i < 3 ? c / 255 : c;
}).map(formatNumber).join(', ');
}
/**
* Generates a symbol vertex shader from a literal style,
* intended to be used on point geometries.
@@ -40,9 +53,6 @@ export function getSymbolVertexShader(parameters) {
const color = parameters.color !== undefined ?
(typeof parameters.color === 'string' ? asArray(parameters.color) : parameters.color) :
[255, 255, 255, 1];
function normalizeColor(c, i) {
return i < 3 ? c / 255 : c;
}
const f = formatNumber;
@@ -66,7 +76,7 @@ void main(void) {
float v = a_index == 0.0 || a_index == 1.0 ? ${f(texCoord[1])} : ${f(texCoord[3])};
v_texCoord = vec2(u, v);
v_opacity = ${f(opacity)};
v_color = vec4(${color.map(normalizeColor).map(f).join(', ')});
v_color = vec4(${formatColor(color)});
}`;
return body;