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:
@@ -7,8 +7,9 @@ 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 {clamp, lerp} from '../src/ol/math.js';
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import {clamp} from '../src/ol/math.js';
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import Stamen from '../src/ol/source/Stamen.js';
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import {formatColor} from '../src/ol/webgl/ShaderBuilder.js';
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const vectorSource = new Vector({
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attributions: 'NASA'
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@@ -36,36 +37,58 @@ updateStatusText();
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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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colorCallback: function(feature, color) {
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// color is interpolated based on year
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const ratio = clamp((feature.get('year') - 1800) / (2013 - 1800), 0, 1);
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color[0] = lerp(oldColor[0], newColor[0], ratio) / 255;
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color[1] = lerp(oldColor[1], newColor[1], ratio) / 255;
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color[2] = lerp(oldColor[2], newColor[2], ratio) / 255;
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color[3] = 1;
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return color;
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},
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sizeCallback: function(feature) {
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attributes: [
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{
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name: 'size',
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callback: function(feature) {
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return 18 * clamp(feature.get('mass') / 200000, 0, 1) + 8;
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}
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},
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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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],
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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_size;',
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'attribute float a_year;',
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'varying vec2 v_texCoord;',
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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 ? -a_size / 2.0 : a_size / 2.0;',
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' float offsetY = a_index == 0.0 || a_index == 1.0 ? -a_size / 2.0 : a_size / 2.0;',
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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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' float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;',
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' float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;',
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' v_texCoord = vec2(u, v);',
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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 vec2 v_texCoord;',
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'varying float v_opacity;',
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'varying vec4 v_color;',
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'varying float v_year;',
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'void main(void) {',
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' float impactYear = v_opacity;',
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// filter out pixels if the year is outside of the given range
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' if (impactYear < u_minYear || v_opacity > u_maxYear) {',
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' if (v_year < u_minYear || v_year > u_maxYear) {',
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' discard;',
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' }',
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@@ -74,19 +97,19 @@ class WebglPointsLayer extends VectorLayer {
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' float value = 2.0 * (1.0 - sqRadius);',
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' float alpha = smoothstep(0.0, 1.0, value);',
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' vec3 color = v_color.rgb;',
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' float period = 8.0;',
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' color.g *= 2.0 * (1.0 - sqrt(mod(u_time + impactYear * 0.025, period) / period));',
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// color is interpolated based on year
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' float ratio = clamp((v_year - 1800.0) / (2013.0 - 1800.0), 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, v_color.a);',
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' float period = 8.0;',
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' color.g *= 2.0 * (1.0 - sqrt(mod(u_time + v_year * 0.025, period) / period));',
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' gl_FragColor = vec4(color, 1.0);',
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' gl_FragColor.a *= alpha;',
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' gl_FragColor.rgb *= gl_FragColor.a;',
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'}'
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].join(' '),
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opacityCallback: function(feature) {
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// here the opacity channel of the vertices is used to store the year of impact
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return feature.get('year');
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},
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uniforms: {
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u_time: function() {
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return Date.now() * 0.001 - startTime;
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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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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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@@ -177,38 +177,47 @@ class Heatmap extends VectorLayer {
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*/
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createRenderer() {
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return new WebGLPointsLayerRenderer(this, {
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attributes: [
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{
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name: 'weight',
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callback: this.weightFunction_
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}
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],
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vertexShader: `
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precision mediump float;
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_offsets;
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attribute float a_opacity;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform float u_size;
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attribute vec2 a_position;
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attribute float a_index;
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attribute float a_weight;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying float v_weight;
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void main(void) {
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vec4 offsets = u_offsetScaleMatrix * vec4(a_offsets, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets * u_size;
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v_texCoord = a_texCoord;
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v_opacity = a_opacity;
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mat4 offsetMatrix = u_offsetScaleMatrix;
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float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;
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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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float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;
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v_texCoord = vec2(u, v);
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v_weight = a_weight;
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}`,
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fragmentShader: `
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precision mediump float;
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uniform float u_blurSlope;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying float v_weight;
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void main(void) {
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vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
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float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
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float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
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float alpha = smoothstep(0.0, 1.0, value) * v_opacity;
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float alpha = smoothstep(0.0, 1.0, value) * v_weight;
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gl_FragColor = vec4(alpha, alpha, alpha, alpha);
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}`,
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uniforms: {
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@@ -239,8 +248,7 @@ class Heatmap extends VectorLayer {
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u_gradientTexture: this.gradient_
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}
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}
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],
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opacityCallback: this.weightFunction_
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]
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});
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}
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}
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@@ -6,7 +6,7 @@ import {asArray} from '../color.js';
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*/
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/**
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* Will return the number as a float with a dit separator, which is required by GLSL.
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* Will return the number as a float with a dot separator, which is required by GLSL.
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* @param {number} v Numerical value.
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* @returns {string} The value as string.
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*/
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@@ -15,6 +15,19 @@ export function formatNumber(v) {
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return s.indexOf('.') === -1 ? s + '.0' : s;
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}
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/**
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* Will normalize and converts to string a color array compatible with GLSL.
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* @param {Array<number>} colorArray Color in [r, g, b, a] array form, with RGB components in the
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* 0..255 range and the alpha component in the 0..1 range. Note that if the A component is
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* missing, only 3 values will be output.
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* @returns {string} The color components concatenated in `1.0, 1.0, 1.0, 1.0` form.
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*/
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export function formatColor(colorArray) {
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return colorArray.map(function (c, i) {
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return i < 3 ? c / 255 : c;
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}).map(formatNumber).join(', ');
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}
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/**
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* Generates a symbol vertex shader from a literal style,
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* intended to be used on point geometries.
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@@ -40,9 +53,6 @@ export function getSymbolVertexShader(parameters) {
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const color = parameters.color !== undefined ?
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(typeof parameters.color === 'string' ? asArray(parameters.color) : parameters.color) :
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[255, 255, 255, 1];
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function normalizeColor(c, i) {
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return i < 3 ? c / 255 : c;
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}
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const f = formatNumber;
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@@ -66,7 +76,7 @@ void main(void) {
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float v = a_index == 0.0 || a_index == 1.0 ? ${f(texCoord[1])} : ${f(texCoord[3])};
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v_texCoord = vec2(u, v);
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v_opacity = ${f(opacity)};
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v_color = vec4(${color.map(normalizeColor).map(f).join(', ')});
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v_color = vec4(${formatColor(color)});
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}`;
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return body;
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