Webgl shader builder / expanded functionality
Now takes in a custom object with attributes, uniforms etc. The WebGLPointsLayer uses this to handle image icons.
This commit is contained in:
@@ -4,8 +4,15 @@
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import VectorLayer from './Vector.js';
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import {assign} from '../obj.js';
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import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js';
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import {getSymbolFragmentShader, getSymbolVertexShader} from '../webgl/ShaderBuilder.js';
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import {
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formatArray,
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formatColor,
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formatNumber,
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getSymbolFragmentShader,
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getSymbolVertexShader
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} from '../webgl/ShaderBuilder.js';
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import {assert} from '../asserts.js';
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import {asArray} from '../color.js';
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/**
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@@ -59,9 +66,42 @@ class WebGLPointsLayer extends VectorLayer {
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* @inheritDoc
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*/
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createRenderer() {
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const symbolStyle = this.literalStyle.symbol;
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const size = Array.isArray(symbolStyle.size) ?
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formatArray(symbolStyle.size) : formatNumber(symbolStyle.size);
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const color = symbolStyle.color !== undefined ?
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(typeof symbolStyle.color === 'string' ? asArray(symbolStyle.color) : symbolStyle.color) :
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[255, 255, 255, 1];
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const texCoord = symbolStyle.textureCoord || [0, 0, 1, 1];
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const offset = symbolStyle.offset || [0, 0];
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const opacity = symbolStyle.opacity !== undefined ? symbolStyle.opacity : 1;
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/** @type {import('../webgl/ShaderBuilder.js').ShaderParameters} */
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const params = {
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uniforms: [],
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colorExpression: 'vec4(' + formatColor(color) + ') * vec4(1.0, 1.0, 1.0, ' + formatNumber(opacity) + ')',
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sizeExpression: 'vec2(' + size + ')',
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offsetExpression: 'vec2(' + formatArray(offset) + ')',
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texCoordExpression: 'vec4(' + formatArray(texCoord) + ')',
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rotateWithView: !!symbolStyle.rotateWithView
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};
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/** @type {Object.<string,import("../webgl/Helper").UniformValue>} */
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const uniforms = {};
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if (symbolStyle.symbolType === 'image' && symbolStyle.src) {
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const texture = new Image();
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texture.src = symbolStyle.src;
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params.uniforms.push('sampler2D u_texture');
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params.colorExpression = params.colorExpression +
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' * texture2D(u_texture, v_texCoord);';
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uniforms['u_texture'] = texture;
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}
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return new WebGLPointsLayerRenderer(this, {
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vertexShader: getSymbolVertexShader(this.literalStyle.symbol),
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fragmentShader: getSymbolFragmentShader()
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vertexShader: getSymbolVertexShader(params),
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fragmentShader: getSymbolFragmentShader(params),
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uniforms: uniforms
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});
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}
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}
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@@ -1,5 +1,3 @@
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import {asArray} from '../color.js';
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/**
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* Utilities for generating shaders from literal style objects
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* @module ol/webgl/ShaderBuilder
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@@ -15,6 +13,15 @@ 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 return the number array as a float with a dot separator, concatenated with ', '.
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* @param {Array<number>} array Numerical values array.
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* @returns {string} The array as string, e. g.: `1.0, 2.0, 3.0`.
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*/
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export function formatArray(array) {
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return array.map(formatNumber).join(', ');
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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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@@ -29,54 +36,78 @@ export function formatColor(colorArray) {
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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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* @typedef {Object} VaryingDescription
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* @property {string} name Varying name, as will be declared in the header.
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* @property {string} type Varying type, either `float`, `vec2`, `vec4`...
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* @property {string} expression Expression which will be assigned to the varying in the vertex shader, and
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* passed on to the fragment shader.
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*/
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/**
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* @typedef {Object} ShaderParameters
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* @property {Array<string>} [uniforms] Uniforms; these will be declared in the header (should include the type).
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* @property {Array<string>} [attributes] Attributes; these will be declared in the header (should include the type).
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* @property {Array<VaryingDescription>} [varyings] Varyings with a name, a type and an expression.
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* @property {string} sizeExpression This will be assigned to a `vec2 size` variable.
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* @property {string} offsetExpression This will be assigned to a `vec2 offset` variable.
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* @property {string} colorExpression This will be the value assigned to gl_FragColor
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* @property {string} texCoordExpression This will be the value assigned to the `vec4 v_texCoord` varying.
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* @property {boolean} [rotateWithView=false] Whether symbols should rotate with view
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*/
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/**
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* Generates a symbol vertex shader from a set of parameters,
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* intended to be used on point geometries.
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*
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* Expected the following attributes to be present in the attribute array:
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* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix` and
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* `u_offsetRotateMatrix`.
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*
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* The following attributes are hardcoded and expected to be present in the vertex buffers:
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* `vec2 a_position`, `float a_index` (being the index of the vertex in the quad, 0 to 3).
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*
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* Transmits the following varyings to the fragment shader:
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* `vec2 v_texCoord`, `float v_opacity`, `vec4 v_color`
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*
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* @param {import('../style/LiteralStyle.js').LiteralSymbolStyle} parameters Parameters for the shader.
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* @param {ShaderParameters} parameters Parameters for the shader.
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* @returns {string} The full shader as a string.
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*/
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export function getSymbolVertexShader(parameters) {
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const offsetMatrix = parameters.rotateWithView ?
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'mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;' :
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'mat4 offsetMatrix = u_offsetScaleMatrix;';
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'u_offsetScaleMatrix * u_offsetRotateMatrix' :
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'u_offsetScaleMatrix';
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const offset = parameters.offset || [0, 0];
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const size = Array.isArray(parameters.size) ? parameters.size : [parameters.size, parameters.size];
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const texCoord = parameters.textureCoord || [0, 0, 1, 1];
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const opacity = parameters.opacity !== undefined ? parameters.opacity : 1;
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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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const f = formatNumber;
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const uniforms = parameters.uniforms || [];
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const attributes = parameters.attributes || [];
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const varyings = parameters.varyings || [];
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const body = `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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${uniforms.map(function(uniform) {
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return 'uniform ' + uniform + ';';
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}).join('\n')}
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attribute vec2 a_position;
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attribute float a_index;
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${attributes.map(function(attribute) {
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return 'attribute ' + attribute + ';';
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}).join('\n')}
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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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${varyings.map(function(varying) {
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return 'varying ' + varying.type + ' ' + varying.name + ';';
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}).join('\n')}
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void main(void) {
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${offsetMatrix}
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float offsetX = a_index == 0.0 || a_index == 3.0 ? ${f(offset[0] - size[0] / 2)} : ${f(offset[0] + size[0] / 2)};
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float offsetY = a_index == 0.0 || a_index == 1.0 ? ${f(offset[1] - size[1] / 2)} : ${f(offset[1] + size[1] / 2)};
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mat4 offsetMatrix = ${offsetMatrix};
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vec2 size = ${parameters.sizeExpression};
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vec2 offset = ${parameters.offsetExpression};
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 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 ? ${f(texCoord[0])} : ${f(texCoord[2])};
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float v = a_index == 0.0 || a_index == 1.0 ? ${f(texCoord[1])} : ${f(texCoord[3])};
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vec4 texCoord = ${parameters.texCoordExpression};
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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v_texCoord = vec2(u, v);
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v_opacity = ${f(opacity)};
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v_color = vec4(${formatColor(color)});
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${varyings.map(function(varying) {
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return ' ' + varying.name + ' = ' + varying.expression + ';';
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}).join('\n')}
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}`;
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return body;
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@@ -86,24 +117,25 @@ void main(void) {
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* Generates a symbol fragment shader intended to be used on point geometries.
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*
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* Expected the following varyings to be transmitted by the vertex shader:
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* `vec2 v_texCoord`, `float v_opacity`, `vec4 v_color`
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* `vec2 v_texCoord`
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*
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* @param {ShaderParameters} parameters Parameters for the shader.
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* @returns {string} The full shader as a string.
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*/
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export function getSymbolFragmentShader() {
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const body = `precision mediump float;
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uniform sampler2D u_texture;
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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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export function getSymbolFragmentShader(parameters) {
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const uniforms = parameters.uniforms || [];
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const varyings = parameters.varyings || [];
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const body = `precision mediump float;
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${uniforms.map(function(uniform) {
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return 'uniform ' + uniform + ';';
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}).join('\n')}
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varying vec2 v_texCoord;
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${varyings.map(function(varying) {
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return 'varying ' + varying.type + ' ' + varying.name + ';';
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}).join('\n')}
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void main(void) {
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if (v_opacity == 0.0) {
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discard;
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}
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vec4 textureColor = texture2D(u_texture, v_texCoord);
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gl_FragColor = v_color * textureColor;
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gl_FragColor.a *= v_opacity;
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gl_FragColor = ${parameters.colorExpression};
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gl_FragColor.rgb *= gl_FragColor.a;
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}`;
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@@ -1,4 +1,9 @@
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import {getSymbolVertexShader, formatNumber, getSymbolFragmentShader} from '../../../../src/ol/webgl/ShaderBuilder.js';
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import {
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getSymbolVertexShader,
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formatNumber,
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getSymbolFragmentShader,
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formatColor, formatArray
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} from '../../../../src/ol/webgl/ShaderBuilder.js';
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describe('ol.webgl.ShaderBuilder', function() {
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@@ -12,147 +17,180 @@ describe('ol.webgl.ShaderBuilder', function() {
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});
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});
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describe('formatArray', function() {
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it('outputs numbers with dot separators', function() {
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expect(formatArray([1, 0, 3.45, 0.8888])).to.eql('1.0, 0.0, 3.45, 0.8888');
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});
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});
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describe('formatColor', function() {
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it('normalizes color and outputs numbers with dot separators', function() {
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expect(formatColor([100, 0, 255, 1])).to.eql('0.39215686274509803, 0.0, 1.0, 1.0');
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});
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});
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describe('getSymbolVertexShader', function() {
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it('generates a symbol vertex shader without using additional attributes', function() {
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expect(getSymbolVertexShader(
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{
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rotateWithView: false,
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color: '#5000ff',
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opacity: 0.4,
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offset: [5, -7],
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size: 6,
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textureCoord: [0, 0.5, 0.5, 1]
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})).to.eql(`precision mediump float;
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it('generates a symbol vertex shader (with varying)', function() {
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const parameters = {
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varyings: [{
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name: 'v_opacity',
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type: 'float',
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expression: formatNumber(0.4)
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}, {
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name: 'v_test',
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type: 'vec3',
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expression: 'vec3(' + formatArray([1, 2, 3]) + ')'
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}],
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sizeExpression: 'vec2(' + formatNumber(6) + ')',
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offsetExpression: 'vec2(' + formatArray([5, -7]) + ')',
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colorExpression: 'vec4(' + formatColor([80, 0, 255, 1]) + ')',
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texCoordExpression: 'vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')',
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rotateWithView: false
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};
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expect(getSymbolVertexShader(parameters)).to.eql(`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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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 vec3 v_test;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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vec2 size = vec2(6.0);
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vec2 offset = vec2(5.0, -7.0);
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 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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vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0);
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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v_texCoord = vec2(u, v);
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v_opacity = 0.4;
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v_test = vec3(1.0, 2.0, 3.0);
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}`);
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});
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it('generates a symbol vertex shader (with uniforms and attributes)', function() {
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const parameters = {
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uniforms: ['float u_myUniform'],
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attributes: ['vec2 a_myAttr'],
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sizeExpression: 'vec2(' + formatNumber(6) + ')',
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offsetExpression: 'vec2(' + formatArray([5, -7]) + ')',
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colorExpression: 'vec4(' + formatColor([80, 0, 255, 1]) + ')',
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texCoordExpression: 'vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')'
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};
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expect(getSymbolVertexShader(parameters)).to.eql(`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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uniform float u_myUniform;
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attribute vec2 a_position;
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attribute float a_index;
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attribute vec2 a_myAttr;
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varying vec2 v_texCoord;
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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 ? 2.0 : 8.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? -10.0 : -4.0;
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vec2 size = vec2(6.0);
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vec2 offset = vec2(5.0, -7.0);
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 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 : 0.5;
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float v = a_index == 0.0 || a_index == 1.0 ? 0.5 : 1.0;
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vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0);
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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v_texCoord = vec2(u, v);
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v_opacity = 0.4;
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v_color = vec4(0.3137254901960784, 0.0, 1.0, 1.0);
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}`);
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});
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it('correctly handles size as an array', function() {
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expect(getSymbolVertexShader(
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{
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rotateWithView: false,
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color: '#5000ff',
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opacity: 0.4,
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offset: [5, -7],
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size: [10, 12],
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textureCoord: [0, 0.5, 0.5, 1]
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})).to.eql(`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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varying vec2 v_texCoord;
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varying float v_opacity;
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varying vec4 v_color;
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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 ? 0.0 : 10.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? -13.0 : -1.0;
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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 : 0.5;
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float v = a_index == 0.0 || a_index == 1.0 ? 0.5 : 1.0;
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v_texCoord = vec2(u, v);
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v_opacity = 0.4;
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v_color = vec4(0.3137254901960784, 0.0, 1.0, 1.0);
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}`);
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});
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it('correctly handles rotate with view', function() {
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expect(getSymbolVertexShader(
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{
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rotateWithView: true,
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color: '#5000ff',
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opacity: 0.4,
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size: 6,
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textureCoord: [0, 0.5, 0.5, 1]
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})).to.eql(`precision mediump float;
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it('generates a symbol vertex shader (with rotateWithView)', function() {
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const parameters = {
|
||||
sizeExpression: 'vec2(' + formatNumber(6) + ')',
|
||||
offsetExpression: 'vec2(' + formatArray([5, -7]) + ')',
|
||||
colorExpression: 'vec4(' + formatColor([80, 0, 255, 1]) + ')',
|
||||
texCoordExpression: 'vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')',
|
||||
rotateWithView: true
|
||||
};
|
||||
|
||||
expect(getSymbolVertexShader(parameters)).to.eql(`precision mediump float;
|
||||
uniform mat4 u_projectionMatrix;
|
||||
uniform mat4 u_offsetScaleMatrix;
|
||||
uniform mat4 u_offsetRotateMatrix;
|
||||
|
||||
attribute vec2 a_position;
|
||||
attribute float a_index;
|
||||
|
||||
varying vec2 v_texCoord;
|
||||
varying float v_opacity;
|
||||
varying vec4 v_color;
|
||||
|
||||
void main(void) {
|
||||
mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
|
||||
float offsetX = a_index == 0.0 || a_index == 3.0 ? -3.0 : 3.0;
|
||||
float offsetY = a_index == 0.0 || a_index == 1.0 ? -3.0 : 3.0;
|
||||
vec2 size = vec2(6.0);
|
||||
vec2 offset = vec2(5.0, -7.0);
|
||||
float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
|
||||
float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 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 : 0.5;
|
||||
float v = a_index == 0.0 || a_index == 1.0 ? 0.5 : 1.0;
|
||||
vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0);
|
||||
float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
|
||||
float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
|
||||
v_texCoord = vec2(u, v);
|
||||
v_opacity = 0.4;
|
||||
v_color = vec4(0.3137254901960784, 0.0, 1.0, 1.0);
|
||||
}`);
|
||||
});
|
||||
it('correctly handles missing optional parameters', function() {
|
||||
expect(getSymbolVertexShader(
|
||||
{
|
||||
rotateWithView: false,
|
||||
size: 5
|
||||
})).to.eql(`precision mediump float;
|
||||
uniform mat4 u_projectionMatrix;
|
||||
uniform mat4 u_offsetScaleMatrix;
|
||||
uniform mat4 u_offsetRotateMatrix;
|
||||
attribute vec2 a_position;
|
||||
attribute float a_index;
|
||||
varying vec2 v_texCoord;
|
||||
varying float v_opacity;
|
||||
varying vec4 v_color;
|
||||
|
||||
void main(void) {
|
||||
mat4 offsetMatrix = u_offsetScaleMatrix;
|
||||
float offsetX = a_index == 0.0 || a_index == 3.0 ? -2.5 : 2.5;
|
||||
float offsetY = a_index == 0.0 || a_index == 1.0 ? -2.5 : 2.5;
|
||||
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_opacity = 1.0;
|
||||
v_color = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
}`);
|
||||
});
|
||||
});
|
||||
|
||||
describe('getSymbolFragmentShader', function() {
|
||||
it('generates a fixed shader', function() {
|
||||
expect(getSymbolFragmentShader()).to.eql(`precision mediump float;
|
||||
uniform sampler2D u_texture;
|
||||
it('generates a symbol fragment shader (with varying)', function() {
|
||||
const parameters = {
|
||||
varyings: [{
|
||||
name: 'v_opacity',
|
||||
type: 'float',
|
||||
expression: formatNumber(0.4)
|
||||
}, {
|
||||
name: 'v_test',
|
||||
type: 'vec3',
|
||||
expression: 'vec3(' + formatArray([1, 2, 3]) + ')'
|
||||
}],
|
||||
sizeExpression: 'vec2(' + formatNumber(6) + ')',
|
||||
offsetExpression: 'vec2(' + formatArray([5, -7]) + ')',
|
||||
colorExpression: 'vec4(' + formatColor([80, 0, 255]) + ', v_opacity)',
|
||||
texCoordExpression: 'vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')',
|
||||
rotateWithView: false
|
||||
};
|
||||
|
||||
expect(getSymbolFragmentShader(parameters)).to.eql(`precision mediump float;
|
||||
|
||||
varying vec2 v_texCoord;
|
||||
varying float v_opacity;
|
||||
varying vec4 v_color;
|
||||
varying vec3 v_test;
|
||||
void main(void) {
|
||||
gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, v_opacity);
|
||||
gl_FragColor.rgb *= gl_FragColor.a;
|
||||
}`);
|
||||
});
|
||||
it('generates a symbol fragment shader (with uniforms)', function() {
|
||||
const parameters = {
|
||||
uniforms: ['float u_myUniform', 'vec2 u_myUniform2'],
|
||||
sizeExpression: 'vec2(' + formatNumber(6) + ')',
|
||||
offsetExpression: 'vec2(' + formatArray([5, -7]) + ')',
|
||||
colorExpression: 'vec4(' + formatColor([255, 255, 255, 1]) + ')',
|
||||
texCoordExpression: 'vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')'
|
||||
};
|
||||
|
||||
expect(getSymbolFragmentShader(parameters)).to.eql(`precision mediump float;
|
||||
uniform float u_myUniform;
|
||||
uniform vec2 u_myUniform2;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
void main(void) {
|
||||
if (v_opacity == 0.0) {
|
||||
discard;
|
||||
}
|
||||
vec4 textureColor = texture2D(u_texture, v_texCoord);
|
||||
gl_FragColor = v_color * textureColor;
|
||||
gl_FragColor.a *= v_opacity;
|
||||
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
gl_FragColor.rgb *= gl_FragColor.a;
|
||||
}`);
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user