Merge pull request #9041 from jahow/fix-webgl-ff-bug
Reworked the Webgl Heatmap layer & associated utilities
This commit is contained in:
@@ -227,106 +227,31 @@ class Heatmap extends VectorLayer {
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}`,
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fragmentShader: `
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precision mediump float;
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uniform float u_opacity;
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uniform float u_resolution;
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uniform float u_blur;
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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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void main(void) {
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gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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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 alpha = 1.0 - sqRadius * sqRadius * v_opacity;
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if (alpha <= 0.0) {
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discard;
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}
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gl_FragColor.a = alpha * 0.30 + 1.0 / u_resolution;
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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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gl_FragColor = vec4(1.0, 1.0, 1.0, alpha);
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}`,
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uniforms: {
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u_size: function() {
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return this.get(Property.RADIUS) * 10;
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return (this.get(Property.RADIUS) + this.get(Property.BLUR)) * 2;
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}.bind(this),
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u_blurSlope: function() {
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return this.get(Property.RADIUS) / Math.max(1, this.get(Property.BLUR));
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}.bind(this),
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u_resolution: function(frameState) {
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return frameState.viewState.resolution;
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}
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},
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postProcesses: [
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{
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fragmentShader: `
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precision mediump float;
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uniform sampler2D u_image;
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uniform sampler2D u_gradientTexture;
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uniform vec2 u_blurSize;
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varying vec2 v_texCoord;
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varying vec2 v_screenCoord;
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void main() {
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float weights[9];
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weights[0] = weights[8] = 0.05;
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weights[1] = weights[7] = 0.09;
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weights[2] = weights[6] = 0.12;
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weights[3] = weights[5] = 0.15;
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weights[4] = 0.18;
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vec4 sum = vec4(0.0);
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vec2 offset;
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vec4 center = texture2D(u_image, v_texCoord);
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// vertical blur
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offset = vec2(0.0, u_blurSize.y * 1.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[0];
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offset = vec2(0.0, u_blurSize.y * 0.75);
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sum += texture2D(u_image, v_texCoord + offset) * weights[1];
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offset = vec2(0.0, u_blurSize.y * 0.5);
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sum += texture2D(u_image, v_texCoord + offset) * weights[2];
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offset = vec2(0.0, u_blurSize.y * 0.25);
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sum += texture2D(u_image, v_texCoord + offset) * weights[3];
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offset = vec2(0.0, u_blurSize.y * 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[4];
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offset = vec2(0.0, u_blurSize.y * -0.25);
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sum += texture2D(u_image, v_texCoord + offset) * weights[5];
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offset = vec2(0.0, u_blurSize.y * -0.5);
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sum += texture2D(u_image, v_texCoord + offset) * weights[6];
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offset = vec2(0.0, u_blurSize.y * -0.75);
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sum += texture2D(u_image, v_texCoord + offset) * weights[7];
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offset = vec2(0.0, u_blurSize.y * -1.0);
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sum += center * weights[8];
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// horizontal blur
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offset = vec2(u_blurSize.x * 1.0, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[0];
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offset = vec2(u_blurSize.x * 0.75, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[1];
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offset = vec2(u_blurSize.x * 0.5, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[2];
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offset = vec2(u_blurSize.x * 0.25, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[3];
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offset = vec2(u_blurSize.x * 0.0, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[4];
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offset = vec2(u_blurSize.x * -0.25, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[5];
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offset = vec2(u_blurSize.x * -0.5, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[6];
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offset = vec2(u_blurSize.x * -0.75, 0.0);
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sum += texture2D(u_image, v_texCoord + offset) * weights[7];
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offset = vec2(u_blurSize.x * -1.0, 0.0);
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sum += center * weights[8];
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gl_FragColor = sum * 0.5;
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}`,
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scaleRatio: 0.5,
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uniforms: {
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u_blurSize: function(frameState) {
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return [
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this.get(Property.BLUR) / frameState.size[0],
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this.get(Property.BLUR) / frameState.size[1]
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];
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}.bind(this)
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}
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},
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{
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fragmentShader: `
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precision mediump float;
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@@ -339,15 +264,16 @@ class Heatmap extends VectorLayer {
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void main() {
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vec4 color = texture2D(u_image, v_texCoord);
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gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
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gl_FragColor.a = color.a;
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gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
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gl_FragColor.rgb *= gl_FragColor.a;
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}`,
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uniforms: {
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u_gradientTexture: this.gradient_
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}
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}
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],
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sizeCallback: function(feature) {
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opacityCallback: function(feature) {
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return this.weightFunction_(feature);
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}.bind(this)
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});
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@@ -4,7 +4,7 @@
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import LayerRenderer from '../Layer';
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import WebGLArrayBuffer from '../../webgl/Buffer';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl';
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import WebGLHelper, {DefaultAttrib, DefaultUniform} from '../../webgl/Helper';
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import WebGLHelper, {DefaultAttrib} from '../../webgl/Helper';
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import GeometryType from '../../geom/GeometryType';
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const VERTEX_SHADER = `
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@@ -35,14 +35,13 @@ const VERTEX_SHADER = `
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const FRAGMENT_SHADER = `
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precision mediump float;
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uniform float u_opacity;
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varying vec2 v_texCoord;
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varying float v_opacity;
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void main(void) {
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gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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float alpha = u_opacity * v_opacity;
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float alpha = v_opacity;
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if (alpha == 0.0) {
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discard;
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}
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@@ -61,10 +60,18 @@ const FRAGMENT_SHADER = `
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/**
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* @typedef {Object} Options
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* @property {function(import("../../Feature").default):number} [sizeCallback] Will be called on every feature in the
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* source to compute the size of the quad on screen (in pixels). This only done on source change.
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* source to compute the size of the quad on screen (in pixels). This is only done on source change.
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* @property {function(import("../../Feature").default, number):number} [coordCallback] Will be called on every feature in the
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* source to compute the coordinate of the quad center on screen (in pixels). This only done on source change.
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* source to compute the coordinate of the quad center on screen (in pixels). This is only done on source change.
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* The second argument is 0 for `x` component and 1 for `y`.
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* @property {function(import("../../Feature").default, number):number} [texCoordCallback] Will be called on every feature in the
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* source to compute the texture coordinates of each corner of the quad. This is only done on source change.
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* The second argument is 0 for `u0` component, 1 or `v0`, 2 for `u1`, and 3 for `v1`.
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* @property {function(import("../../Feature").default):number} [opacityCallback] Will be called on every feature in the
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* source to compute the opacity of the quad on screen (from 0 to 1). This is only done on source change.
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* @property {function(import("../../Feature").default):boolean} [rotateWithViewCallback] Will be called on every feature in the
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* source to compute whether the quad on screen must stay upwards (`false`) or follow the view rotation (`true`).
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* This is only done on source change.
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* @property {string} [vertexShader] Vertex shader source
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* @property {string} [fragmentShader] Fragment shader source
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* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
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@@ -119,14 +126,13 @@ const FRAGMENT_SHADER = `
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* * Fragment shader:
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* ```
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* precision mediump float;
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* uniform float u_opacity;
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*
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* varying vec2 v_texCoord;
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* varying float v_opacity;
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*
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* void main(void) {
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* gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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* float alpha = u_opacity * v_opacity;
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* float alpha = v_opacity;
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* if (alpha == 0.0) {
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* discard;
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* }
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@@ -164,13 +170,22 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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this.helper_.useProgram(this.program_);
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this.sizeCallback_ = options.sizeCallback || function(feature) {
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this.sizeCallback_ = options.sizeCallback || function() {
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return 1;
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};
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this.coordCallback_ = options.coordCallback || function(feature, index) {
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const geom = /** @type {import("../../geom/Point").default} */ (feature.getGeometry());
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return geom.getCoordinates()[index];
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};
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this.opacityCallback_ = options.opacityCallback || function() {
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return 1;
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};
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this.texCoordCallback_ = options.texCoordCallback || function(feature, index) {
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return index < 2 ? 0 : 1;
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};
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this.rotateWithViewCallback_ = options.rotateWithViewCallback || function() {
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return false;
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};
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}
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/**
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@@ -184,10 +199,16 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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* @inheritDoc
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*/
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renderFrame(frameState, layerState) {
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this.helper_.setUniformFloatValue(DefaultUniform.OPACITY, layerState.opacity);
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this.helper_.drawElements(0, this.indicesBuffer_.getArray().length);
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this.helper_.finalizeDraw(frameState);
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return this.helper_.getCanvas();
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const canvas = this.helper_.getCanvas();
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const opacity = layerState.opacity;
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if (opacity !== canvas.style.opacity) {
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canvas.style.opacity = opacity;
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}
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return canvas;
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}
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/**
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@@ -214,15 +235,21 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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}
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const x = this.coordCallback_(feature, 0);
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const y = this.coordCallback_(feature, 1);
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const u0 = this.texCoordCallback_(feature, 0);
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const v0 = this.texCoordCallback_(feature, 1);
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const u1 = this.texCoordCallback_(feature, 2);
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const v1 = this.texCoordCallback_(feature, 3);
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const size = this.sizeCallback_(feature);
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const opacity = this.opacityCallback_(feature);
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const rotateWithView = this.rotateWithViewCallback_(feature) ? 1 : 0;
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const stride = 8;
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const baseIndex = this.verticesBuffer_.getArray().length / stride;
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this.verticesBuffer_.getArray().push(
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x, y, -size / 2, -size / 2, 0, 0, 1, 1,
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x, y, +size / 2, -size / 2, 1, 0, 1, 1,
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x, y, +size / 2, +size / 2, 1, 1, 1, 1,
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x, y, -size / 2, +size / 2, 0, 1, 1, 1
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x, y, -size / 2, -size / 2, u0, v0, opacity, rotateWithView,
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x, y, +size / 2, -size / 2, u1, v0, opacity, rotateWithView,
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x, y, +size / 2, +size / 2, u1, v1, opacity, rotateWithView,
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x, y, -size / 2, +size / 2, u0, v1, opacity, rotateWithView
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);
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this.indicesBuffer_.getArray().push(
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baseIndex, baseIndex + 1, baseIndex + 3,
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@@ -43,8 +43,7 @@ export const ShaderType = {
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export const DefaultUniform = {
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PROJECTION_MATRIX: 'u_projectionMatrix',
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OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix',
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OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix',
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OPACITY: 'u_opacity'
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OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix'
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};
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/**
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@@ -89,6 +88,7 @@ export const DefaultAttrib = {
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/**
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* @typedef {Object} UniformInternalDescription
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* @property {string} name Name
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* @property {UniformLiteralValue=} value Value
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* @property {WebGLTexture} [texture] Texture
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* @private
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*/
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@@ -129,7 +129,7 @@ export const DefaultAttrib = {
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* Uniforms are defined using the `uniforms` option and can either be explicit values or callbacks taking the frame state as argument.
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* You can also change their value along the way like so:
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* ```js
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* this.context.setUniformFloatValue(DefaultUniform.OPACITY, layerState.opacity);
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* this.context.setUniformFloatValue('u_value', valueAsNumber);
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* ```
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*
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* ### Defining post processing passes
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@@ -290,13 +290,13 @@ class WebGLHelper extends Disposable {
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* @private
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* @type {Object.<string, WebGLUniformLocation>}
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*/
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this.uniformLocations_;
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this.uniformLocations_ = {};
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/**
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* @private
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* @type {Object.<string, number>}
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*/
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this.attribLocations_;
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this.attribLocations_ = {};
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/**
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* Holds info about custom uniforms used in the post processing pass.
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@@ -544,7 +544,7 @@ class WebGLHelper extends Disposable {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
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}
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// fill texture slots
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// fill texture slots by increasing index
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gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
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} else if (Array.isArray(value)) {
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@@ -701,8 +701,13 @@ class WebGLHelper extends Disposable {
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* @api
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*/
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enableAttributeArray(attribName, size, type, stride, offset) {
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this.getGL().enableVertexAttribArray(this.getAttributeLocation(attribName));
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this.getGL().vertexAttribPointer(this.getAttributeLocation(attribName), size, type,
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const location = this.getAttributeLocation(attribName);
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// the attribute has not been found in the shaders; do not enable it
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if (location < 0) {
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return;
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}
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this.getGL().enableVertexAttribArray(location);
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this.getGL().vertexAttribPointer(location, size, type,
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false, stride, offset);
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}
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@@ -28,6 +28,7 @@ const DEFAULT_FRAGMENT_SHADER = `
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void main() {
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gl_FragColor = texture2D(u_image, v_texCoord);
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gl_FragColor.rgb *= gl_FragColor.a;
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}
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`;
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@@ -54,6 +55,10 @@ const DEFAULT_FRAGMENT_SHADER = `
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* This class is used to define Post Processing passes with custom shaders and uniforms.
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* This is used internally by {@link module:ol/webgl/Helper~WebGLHelper}.
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*
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* Please note that the final output on the DOM canvas is expected to have premultiplied alpha, which means that
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* a pixel which is 100% red with an opacity of 50% must have a color of (r=0.5, g=0, b=0, a=0.5).
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* Failing to provide pixel colors with premultiplied alpha will result in render anomalies.
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*
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* Default shaders are shown hereafter:
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*
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* * Vertex shader:
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@@ -86,6 +91,7 @@ const DEFAULT_FRAGMENT_SHADER = `
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*
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* void main() {
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* gl_FragColor = texture2D(u_image, v_texCoord);
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* gl_FragColor.rgb *= gl_FragColor.a;
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* }
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* ```
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*
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@@ -220,7 +226,7 @@ class WebGLPostProcessingPass {
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.renderTargetVerticesBuffer_);
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