Make shaders closer to WebGL image replay

This commit is contained in:
Éric Lemoine
2014-11-03 12:43:22 +01:00
parent 95d2085cc4
commit 4534bb8861
5 changed files with 166 additions and 188 deletions

View File

@@ -1,5 +1,5 @@
//! NAMESPACE=ol.renderer.webgl.vectorlayer.shader
//! CLASS=ol.renderer.webgl.vectorlayer.shader.
//! NAMESPACE=ol.render.webgl.imagereplay.shader
//! CLASS=ol.render.webgl.imagereplay.shader.
//! COMMON

View File

@@ -0,0 +1,123 @@
// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.imagereplay.shader');
goog.require('ol.webgl.shader');
/**
* @constructor
* @extends {ol.webgl.shader.Fragment}
* @struct
*/
ol.render.webgl.imagereplay.shader.Fragment = function() {
goog.base(this, ol.render.webgl.imagereplay.shader.Fragment.SOURCE);
};
goog.inherits(ol.render.webgl.imagereplay.shader.Fragment, ol.webgl.shader.Fragment);
goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.Fragment);
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\nuniform sampler2D u_image;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_image, v_texCoord);\n}\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D g;void main(void){gl_FragColor=texture2D(g,a);}';
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Fragment.SOURCE = goog.DEBUG ?
ol.render.webgl.imagereplay.shader.Fragment.DEBUG_SOURCE :
ol.render.webgl.imagereplay.shader.Fragment.OPTIMIZED_SOURCE;
/**
* @constructor
* @extends {ol.webgl.shader.Vertex}
* @struct
*/
ol.render.webgl.imagereplay.shader.Vertex = function() {
goog.base(this, ol.render.webgl.imagereplay.shader.Vertex.SOURCE);
};
goog.inherits(ol.render.webgl.imagereplay.shader.Vertex, ol.webgl.shader.Vertex);
goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.Vertex);
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\n\nuniform mat4 u_projectionMatrix;\nuniform mat2 u_sizeMatrix;\n\nvoid main(void) {\n vec2 offsets = u_sizeMatrix * a_offsets;\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);\n v_texCoord = a_texCoord;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;attribute vec2 d;uniform mat4 e;uniform mat2 f;void main(void){vec2 offsets=f*d;gl_Position=e*vec4(b,0.,1.)+vec4(offsets,0.,0.);a=c;}';
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Vertex.SOURCE = goog.DEBUG ?
ol.render.webgl.imagereplay.shader.Vertex.DEBUG_SOURCE :
ol.render.webgl.imagereplay.shader.Vertex.OPTIMIZED_SOURCE;
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.imagereplay.shader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_image = gl.getUniformLocation(
program, goog.DEBUG ? 'u_image' : 'g');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_projectionMatrix' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_sizeMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_sizeMatrix' : 'f');
/**
* @type {number}
*/
this.a_offsets = gl.getAttribLocation(
program, goog.DEBUG ? 'a_offsets' : 'd');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, goog.DEBUG ? 'a_position' : 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, goog.DEBUG ? 'a_texCoord' : 'c');
};

View File

@@ -5,6 +5,7 @@ goog.require('goog.asserts');
goog.require('goog.object');
goog.require('ol.extent');
goog.require('ol.render.IReplayGroup');
goog.require('ol.render.webgl.imagereplay.shader');
@@ -23,6 +24,13 @@ ol.render.webgl.ImageReplay = function(tolerance) {
*/
this.extent_ = ol.extent.createEmpty();
/**
* @private
* @type {ol.webgl.shader.Fragment}
*/
this.fragmentShader_ =
ol.render.webgl.imagereplay.shader.Fragment.getInstance();
/**
* @type {Array.<number>}
* @private
@@ -65,6 +73,12 @@ ol.render.webgl.ImageReplay = function(tolerance) {
*/
this.indicesBuffer_ = null;
/**
* @private
* @type {ol.render.webgl.imagereplay.shader.Locations}
*/
this.locations_ = null;
/**
* @type {number|undefined}
* @private
@@ -83,6 +97,13 @@ ol.render.webgl.ImageReplay = function(tolerance) {
*/
this.textures_ = [];
/**
* @private
* @type {ol.webgl.shader.Vertex}
*/
this.vertexShader_ =
ol.render.webgl.imagereplay.shader.Vertex.getInstance();
/**
* @type {Array.<number>}
* @private
@@ -325,11 +346,6 @@ ol.render.webgl.ImageReplay.prototype.getExtent = function() {
/**
* @param {ol.webgl.Context} context Context.
* @param {number} positionAttribLocation Attribute location for positions.
* @param {number} offsetsAttribLocation Attribute location for offsets.
* @param {number} texCoordAttribLocation Attribute location for texCoord.
* @param {WebGLUniformLocation} projectionMatrixLocation Proj matrix location.
* @param {WebGLUniformLocation} sizeMatrixLocation Size matrix location.
* @param {number} pixelRatio Pixel ratio.
* @param {Array.<number>} size Size.
* @param {goog.vec.Mat4.Number} transform Transform.
@@ -338,28 +354,37 @@ ol.render.webgl.ImageReplay.prototype.getExtent = function() {
* @template T
*/
ol.render.webgl.ImageReplay.prototype.replay = function(context,
positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
projectionMatrixLocation, sizeMatrixLocation,
pixelRatio, size, transform, skippedFeaturesHash) {
var gl = context.getGL();
var program = context.getProgram(
this.fragmentShader_, this.vertexShader_);
context.useProgram(program);
if (goog.isNull(this.locations_)) {
this.locations_ =
new ol.render.webgl.imagereplay.shader.Locations(
gl, program);
}
var locations = this.locations_;
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer_);
gl.enableVertexAttribArray(positionAttribLocation);
gl.vertexAttribPointer(positionAttribLocation, 2, goog.webgl.FLOAT,
gl.enableVertexAttribArray(locations.a_position);
gl.vertexAttribPointer(locations.a_position, 2, goog.webgl.FLOAT,
false, 24, 0);
gl.enableVertexAttribArray(offsetsAttribLocation);
gl.vertexAttribPointer(offsetsAttribLocation, 2, goog.webgl.FLOAT,
gl.enableVertexAttribArray(locations.a_offsets);
gl.vertexAttribPointer(locations.a_offsets, 2, goog.webgl.FLOAT,
false, 24, 8);
gl.enableVertexAttribArray(texCoordAttribLocation);
gl.vertexAttribPointer(texCoordAttribLocation, 2, goog.webgl.FLOAT,
gl.enableVertexAttribArray(locations.a_texCoord);
gl.vertexAttribPointer(locations.a_texCoord, 2, goog.webgl.FLOAT,
false, 24, 16);
gl.uniformMatrix4fv(projectionMatrixLocation, false, transform);
gl.uniformMatrix2fv(sizeMatrixLocation, false,
gl.uniformMatrix4fv(locations.u_projectionMatrix, false, transform);
gl.uniformMatrix2fv(locations.u_sizeMatrix, false,
new Float32Array([1 / size[0], 0.0, 0.0, 1 / size[1]]));
gl.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
@@ -484,11 +509,6 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
/**
* @param {ol.webgl.Context} context Context.
* @param {number} positionAttribLocation Attribute location for positions.
* @param {number} offsetsAttribLocation Attribute location for offsets.
* @param {number} texCoordAttribLocation Attribute location for texCoord.
* @param {WebGLUniformLocation} projectionMatrixLocation Proj matrix location.
* @param {WebGLUniformLocation} sizeMatrixLocation Size matrix location.
* @param {ol.Extent} extent Extent.
* @param {number} pixelRatio Pixel ratio.
* @param {Array.<number>} size Size.
@@ -498,8 +518,6 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
* @template T
*/
ol.render.webgl.ReplayGroup.prototype.replay = function(context,
positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
projectionMatrixLocation, sizeMatrixLocation,
extent, pixelRatio, size, transform, skippedFeaturesHash) {
var i, ii, replay, result;
for (i = 0, ii = ol.render.REPLAY_ORDER.length; i < ii; ++i) {
@@ -507,8 +525,6 @@ ol.render.webgl.ReplayGroup.prototype.replay = function(context,
if (goog.isDef(replay) &&
ol.extent.intersects(extent, replay.getExtent())) {
result = replay.replay(context,
positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
projectionMatrixLocation, sizeMatrixLocation,
pixelRatio, size, transform, skippedFeaturesHash);
if (result) {
return result;

View File

@@ -9,7 +9,6 @@ goog.require('ol.layer.Vector');
goog.require('ol.render.webgl.ReplayGroup');
goog.require('ol.renderer.vector');
goog.require('ol.renderer.webgl.Layer');
goog.require('ol.renderer.webgl.vectorlayer.shader');
goog.require('ol.vec.Mat4');
@@ -24,26 +23,6 @@ ol.renderer.webgl.VectorLayer = function(mapRenderer, vectorLayer) {
goog.base(this, mapRenderer, vectorLayer);
/**
* @private
* @type {ol.webgl.shader.Fragment}
*/
this.fragmentShader_ =
ol.renderer.webgl.vectorlayer.shader.Fragment.getInstance();
/**
* @private
* @type {ol.webgl.shader.Vertex}
*/
this.vertexShader_ =
ol.renderer.webgl.vectorlayer.shader.Vertex.getInstance();
/**
* @private
* @type {ol.renderer.webgl.vectorlayer.shader.Locations}
*/
this.locations_ = null;
/**
* @private
* @type {boolean}
@@ -90,18 +69,6 @@ goog.inherits(ol.renderer.webgl.VectorLayer, ol.renderer.webgl.Layer);
ol.renderer.webgl.VectorLayer.prototype.composeFrame =
function(frameState, layerState, context) {
var gl = context.getGL();
var program = context.getProgram(
this.fragmentShader_, this.vertexShader_);
context.useProgram(program);
if (goog.isNull(this.locations_)) {
this.locations_ =
new ol.renderer.webgl.vectorlayer.shader.Locations(
gl, program);
}
var viewState = frameState.viewState;
ol.vec.Mat4.makeTransform2D(this.projectionMatrix,
0.0, 0.0,
@@ -113,11 +80,6 @@ ol.renderer.webgl.VectorLayer.prototype.composeFrame =
var replayGroup = this.replayGroup_;
if (!goog.isNull(replayGroup) && !replayGroup.isEmpty()) {
replayGroup.replay(context,
this.locations_.a_position,
this.locations_.a_offsets,
this.locations_.a_texCoord,
this.locations_.u_projectionMatrix,
this.locations_.u_sizeMatrix,
frameState.extent, frameState.pixelRatio, frameState.size,
this.projectionMatrix,
frameState.skippedFeatureUids);

View File

@@ -1,123 +0,0 @@
// This file is automatically generated, do not edit
goog.provide('ol.renderer.webgl.vectorlayer.shader');
goog.require('ol.webgl.shader');
/**
* @constructor
* @extends {ol.webgl.shader.Fragment}
* @struct
*/
ol.renderer.webgl.vectorlayer.shader.Fragment = function() {
goog.base(this, ol.renderer.webgl.vectorlayer.shader.Fragment.SOURCE);
};
goog.inherits(ol.renderer.webgl.vectorlayer.shader.Fragment, ol.webgl.shader.Fragment);
goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.Fragment);
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\nuniform sampler2D u_image;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_image, v_texCoord);\n}\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D g;void main(void){gl_FragColor=texture2D(g,a);}';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Fragment.SOURCE = goog.DEBUG ?
ol.renderer.webgl.vectorlayer.shader.Fragment.DEBUG_SOURCE :
ol.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE;
/**
* @constructor
* @extends {ol.webgl.shader.Vertex}
* @struct
*/
ol.renderer.webgl.vectorlayer.shader.Vertex = function() {
goog.base(this, ol.renderer.webgl.vectorlayer.shader.Vertex.SOURCE);
};
goog.inherits(ol.renderer.webgl.vectorlayer.shader.Vertex, ol.webgl.shader.Vertex);
goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.Vertex);
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\n\nuniform mat4 u_projectionMatrix;\nuniform mat2 u_sizeMatrix;\n\nvoid main(void) {\n vec2 offsets = u_sizeMatrix * a_offsets;\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);\n v_texCoord = a_texCoord;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;attribute vec2 d;uniform mat4 e;uniform mat2 f;void main(void){vec2 offsets=f*d;gl_Position=e*vec4(b,0.,1.)+vec4(offsets,0.,0.);a=c;}';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Vertex.SOURCE = goog.DEBUG ?
ol.renderer.webgl.vectorlayer.shader.Vertex.DEBUG_SOURCE :
ol.renderer.webgl.vectorlayer.shader.Vertex.OPTIMIZED_SOURCE;
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.renderer.webgl.vectorlayer.shader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_image = gl.getUniformLocation(
program, goog.DEBUG ? 'u_image' : 'g');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_projectionMatrix' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_sizeMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_sizeMatrix' : 'f');
/**
* @type {number}
*/
this.a_offsets = gl.getAttribLocation(
program, goog.DEBUG ? 'a_offsets' : 'd');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, goog.DEBUG ? 'a_position' : 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, goog.DEBUG ? 'a_texCoord' : 'c');
};