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
@@ -1,28 +0,0 @@
//! NAMESPACE=ol.renderer.webgl.vectorlayer.shader
//! CLASS=ol.renderer.webgl.vectorlayer.shader.
//! COMMON
varying vec2 v_texCoord;
//! VERTEX
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute vec2 a_offsets;
uniform mat4 u_projectionMatrix;
uniform mat2 u_sizeMatrix;
void main(void) {
vec2 offsets = u_sizeMatrix * a_offsets;
gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);
v_texCoord = a_texCoord;
}
//! FRAGMENT
uniform sampler2D u_image;
void main(void) {
gl_FragColor = texture2D(u_image, v_texCoord);
}
@@ -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);
@@ -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');
};