Adapt the icon-sprite-webgl example to the new expressions module

This commit is contained in:
Olivier Guyot
2019-10-24 13:47:52 +02:00
parent 31dae929f5
commit 44347a9ed3

View File

@@ -8,7 +8,7 @@ import VectorLayer from '../src/ol/layer/Vector.js';
import {Vector} from '../src/ol/source.js';
import {fromLonLat} from '../src/ol/proj.js';
import WebGLPointsLayerRenderer from '../src/ol/renderer/webgl/PointsLayer.js';
import {formatColor, formatNumber} from '../src/ol/webgl/ShaderBuilder.js';
import {colorToGlsl, numberToGlsl} from '../src/ol/style/expressions.js';
const key = 'pk.eyJ1IjoidHNjaGF1YiIsImEiOiJjaW5zYW5lNHkxMTNmdWttM3JyOHZtMmNtIn0.CDIBD8H-G2Gf-cPkIuWtRg';
@@ -88,9 +88,9 @@ class WebglPointsLayer extends VectorLayer {
'void main(void) {',
' mat4 offsetMatrix = u_offsetScaleMatrix;',
' float offsetX = a_index == 0.0 || a_index == 3.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
' float offsetY = a_index == 0.0 || a_index == 1.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
' 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 ? a_texCoordU : a_texCoordU + 0.25;',
@@ -117,8 +117,8 @@ class WebglPointsLayer extends VectorLayer {
// color is interpolated based on year
' float ratio = clamp((v_year - 1950.0) / (2013.0 - 1950.0), 0.0, 1.1);',
' vec3 color = mix(vec3(' + formatColor(oldColor) + '),',
' vec3(' + formatColor(newColor) + '), ratio);',
' vec3 color = mix(vec3(' + colorToGlsl(oldColor) + '),',
' vec3(' + colorToGlsl(newColor) + '), ratio);',
' gl_FragColor = vec4(color, 1.0) * textureColor;',
' gl_FragColor.rgb *= gl_FragColor.a;',
@@ -141,9 +141,9 @@ class WebglPointsLayer extends VectorLayer {
'void main(void) {',
' mat4 offsetMatrix = u_offsetScaleMatrix;',
' float offsetX = a_index == 0.0 || a_index == 3.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
' float offsetY = a_index == 0.0 || a_index == 1.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
' 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 ? a_texCoordU : a_texCoordU + 0.25;',