Merge pull request #9994 from jahow/add-webgl-layer-type

Add a new layer type: WebGLPointsLayer
This commit is contained in:
Olivier Guyot
2019-09-26 14:55:09 +02:00
committed by GitHub
20 changed files with 1366 additions and 633 deletions

View File

@@ -240,3 +240,12 @@ Support for the `OES_element_index_uint` WebGL extension is mandatory for WebGL
### 64
Layer opacity must be a number.
### 65
A symbol literal representation must be defined on the style supplied to a `WebGLPointsLayer` instance.
### 66
`forEachFeatureAtCoordinate` cannot be used on a WebGL layer if the hit detection logic has not been enabled.
This is done by providing adequate shaders using the `hitVertexShader` and `hitFragmentShader` properties of `WebGLPointsLayerRenderer`.

File diff suppressed because one or more lines are too long

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@@ -7,8 +7,9 @@ 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 {clamp, lerp} from '../src/ol/math.js';
import {clamp} from '../src/ol/math.js';
import Stamen from '../src/ol/source/Stamen.js';
import {formatColor} from '../src/ol/webgl/ShaderBuilder.js';
const vectorSource = new Vector({
attributions: 'NASA'
@@ -36,36 +37,58 @@ updateStatusText();
class WebglPointsLayer extends VectorLayer {
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
colorCallback: function(feature, color) {
// color is interpolated based on year
const ratio = clamp((feature.get('year') - 1800) / (2013 - 1800), 0, 1);
color[0] = lerp(oldColor[0], newColor[0], ratio) / 255;
color[1] = lerp(oldColor[1], newColor[1], ratio) / 255;
color[2] = lerp(oldColor[2], newColor[2], ratio) / 255;
color[3] = 1;
return color;
},
sizeCallback: function(feature) {
attributes: [
{
name: 'size',
callback: function(feature) {
return 18 * clamp(feature.get('mass') / 200000, 0, 1) + 8;
}
},
{
name: 'year',
callback: function(feature) {
return feature.get('year');
}
}
],
vertexShader: [
'precision mediump float;',
'uniform mat4 u_projectionMatrix;',
'uniform mat4 u_offsetScaleMatrix;',
'uniform mat4 u_offsetRotateMatrix;',
'attribute vec2 a_position;',
'attribute float a_index;',
'attribute float a_size;',
'attribute float a_year;',
'varying vec2 v_texCoord;',
'varying float v_year;',
'void main(void) {',
' mat4 offsetMatrix = u_offsetScaleMatrix;',
' float offsetX = a_index == 0.0 || a_index == 3.0 ? -a_size / 2.0 : a_size / 2.0;',
' float offsetY = a_index == 0.0 || a_index == 1.0 ? -a_size / 2.0 : a_size / 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 : 1.0;',
' float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;',
' v_texCoord = vec2(u, v);',
' v_year = a_year;',
'}'
].join(' '),
fragmentShader: [
'precision mediump float;',
'uniform float u_time;',
'uniform float u_minYear;',
'uniform float u_maxYear;',
'varying vec2 v_texCoord;',
'varying float v_opacity;',
'varying vec4 v_color;',
'varying float v_year;',
'void main(void) {',
' float impactYear = v_opacity;',
// filter out pixels if the year is outside of the given range
' if (impactYear < u_minYear || v_opacity > u_maxYear) {',
' if (v_year < u_minYear || v_year > u_maxYear) {',
' discard;',
' }',
@@ -74,19 +97,19 @@ class WebglPointsLayer extends VectorLayer {
' float value = 2.0 * (1.0 - sqRadius);',
' float alpha = smoothstep(0.0, 1.0, value);',
' vec3 color = v_color.rgb;',
' float period = 8.0;',
' color.g *= 2.0 * (1.0 - sqrt(mod(u_time + impactYear * 0.025, period) / period));',
// color is interpolated based on year
' float ratio = clamp((v_year - 1800.0) / (2013.0 - 1800.0), 0.0, 1.1);',
' vec3 color = mix(vec3(' + formatColor(oldColor) + '),',
' vec3(' + formatColor(newColor) + '), ratio);',
' gl_FragColor = vec4(color, v_color.a);',
' float period = 8.0;',
' color.g *= 2.0 * (1.0 - sqrt(mod(u_time + v_year * 0.025, period) / period));',
' gl_FragColor = vec4(color, 1.0);',
' gl_FragColor.a *= alpha;',
' gl_FragColor.rgb *= gl_FragColor.a;',
'}'
].join(' '),
opacityCallback: function(feature) {
// here the opacity channel of the vertices is used to store the year of impact
return feature.get('year');
},
uniforms: {
u_time: function() {
return Date.now() * 0.001 - startTime;

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 {lerp} from '../src/ol/math.js';
import {formatColor, formatNumber} from '../src/ol/webgl/ShaderBuilder.js';
const key = 'pk.eyJ1IjoidHNjaGF1YiIsImEiOiJjaW5zYW5lNHkxMTNmdWttM3JyOHZtMmNtIn0.CDIBD8H-G2Gf-cPkIuWtRg';
@@ -21,47 +21,153 @@ const texture = new Image();
texture.src = 'data/ufo_shapes.png';
// This describes the content of the associated sprite sheet
// coords are u0, v0, u1, v1 for a given shape
// coords are u0, v0 for a given shape (all icons have a size of 0.25 x 0.5)
const shapeTextureCoords = {
'light': [0, 0.5, 0.25, 0],
'sphere': [0.25, 0.5, 0.5, 0],
'circle': [0.25, 0.5, 0.5, 0],
'disc': [0.5, 0.5, 0.75, 0],
'oval': [0.5, 0.5, 0.75, 0],
'triangle': [0.75, 0.5, 1, 0],
'fireball': [0, 1, 0.25, 0.5],
'default': [0.75, 1, 1, 0.5]
'light': [0, 0],
'sphere': [0.25, 0],
'circle': [0.25, 0],
'disc': [0.5, 0],
'oval': [0.5, 0],
'triangle': [0.75, 0],
'fireball': [0, 0.5],
'default': [0.75, 0.5]
};
const oldColor = [255, 160, 110];
const newColor = [180, 255, 200];
const size = 16;
class WebglPointsLayer extends VectorLayer {
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
texture: texture,
colorCallback: function(feature, color) {
// color is interpolated based on year (min is 1910, max is 2013)
// please note: most values are between 2000-2013
const ratio = (feature.get('year') - 1950) / (2013 - 1950);
color[0] = lerp(oldColor[0], newColor[0], ratio * ratio) / 255;
color[1] = lerp(oldColor[1], newColor[1], ratio * ratio) / 255;
color[2] = lerp(oldColor[2], newColor[2], ratio * ratio) / 255;
color[3] = 1;
return color;
attributes: [
{
name: 'year',
callback: function(feature) {
return feature.get('year');
}
},
texCoordCallback: function(feature, component) {
{
name: 'texCoordU',
callback: function(feature) {
let coords = shapeTextureCoords[feature.get('shape')];
if (!coords) {
coords = shapeTextureCoords['default'];
}
return coords[component];
},
sizeCallback: function() {
return 16;
return coords[0];
}
},
{
name: 'texCoordV',
callback: function(feature) {
let coords = shapeTextureCoords[feature.get('shape')];
if (!coords) {
coords = shapeTextureCoords['default'];
}
return coords[1];
}
}
],
uniforms: {
u_texture: texture
},
vertexShader: [
'precision mediump float;',
'uniform mat4 u_projectionMatrix;',
'uniform mat4 u_offsetScaleMatrix;',
'uniform mat4 u_offsetRotateMatrix;',
'attribute vec2 a_position;',
'attribute float a_index;',
'attribute float a_year;',
'attribute float a_texCoordU;',
'attribute float a_texCoordV;',
'varying vec2 v_texCoord;',
'varying float v_year;',
'void main(void) {',
' mat4 offsetMatrix = u_offsetScaleMatrix;',
' float offsetX = a_index == 0.0 || a_index == 3.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' float offsetY = a_index == 0.0 || a_index == 1.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(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;',
' float v = a_index == 2.0 || a_index == 3.0 ? a_texCoordV : a_texCoordV + 0.5;',
' v_texCoord = vec2(u, v);',
' v_year = a_year;',
'}'
].join(' '),
fragmentShader: [
'precision mediump float;',
'uniform float u_time;',
'uniform float u_minYear;',
'uniform float u_maxYear;',
'uniform sampler2D u_texture;',
'varying vec2 v_texCoord;',
'varying float v_year;',
'void main(void) {',
' vec4 textureColor = texture2D(u_texture, v_texCoord);',
' if (textureColor.a < 0.1) {',
' discard;',
' }',
// 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);',
' gl_FragColor = vec4(color, 1.0) * textureColor;',
' gl_FragColor.rgb *= gl_FragColor.a;',
'}'
].join(' '),
hitVertexShader: [
'precision mediump float;',
'uniform mat4 u_projectionMatrix;',
'uniform mat4 u_offsetScaleMatrix;',
'uniform mat4 u_offsetRotateMatrix;',
'attribute vec2 a_position;',
'attribute float a_index;',
'attribute vec4 a_hitColor;',
'attribute float a_texCoordU;',
'attribute float a_texCoordV;',
'varying vec2 v_texCoord;',
'varying vec4 v_hitColor;',
'void main(void) {',
' mat4 offsetMatrix = u_offsetScaleMatrix;',
' float offsetX = a_index == 0.0 || a_index == 3.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' float offsetY = a_index == 0.0 || a_index == 1.0 ? ',
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(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;',
' float v = a_index == 2.0 || a_index == 3.0 ? a_texCoordV : a_texCoordV + 0.5;',
' v_texCoord = vec2(u, v);',
' v_hitColor = a_hitColor;',
'}'
].join(' '),
hitFragmentShader: [
'precision mediump float;',
'uniform sampler2D u_texture;',
'varying vec2 v_texCoord;',
'varying vec4 v_hitColor;',
'void main(void) {',
' vec4 textureColor = texture2D(u_texture, v_texCoord);',
' if (textureColor.a < 0.1) {',
' discard;',
' }',
' gl_FragColor = v_hitColor;',
'}'
].join(' ')
});
}
}

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@@ -0,0 +1,19 @@
---
layout: example.html
title: WebGL points layer
shortdesc: Using a WebGL-optimized layer to render a large quantities of points
docs: >
<p>This example shows how to use a `WebGLPointsLayer` to show a large amount of points on the map.</p>
tags: "webgl, point, layer, feature"
---
<div id="map" class="map"></div>
<label>Current style used for the layer</label>
<textarea style="width: 100%; height: 20rem; font-family: monospace; font-size: small;" id="style-editor"></textarea>
<small id="style-valid" style="display: none; color: forestgreen">
✓ style is valid
</small>
<small id="style-invalid" style="display: none; color: grey">
✗ style not yet valid...
</small>

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@@ -0,0 +1,66 @@
import Map from '../src/ol/Map.js';
import View from '../src/ol/View.js';
import TileLayer from '../src/ol/layer/Tile.js';
import WebGLPointsLayer from '../src/ol/layer/WebGLPoints.js';
import GeoJSON from '../src/ol/format/GeoJSON.js';
import Vector from '../src/ol/source/Vector.js';
import OSM from '../src/ol/source/OSM.js';
const vectorSource = new Vector({
url: 'data/geojson/world-cities.geojson',
format: new GeoJSON()
});
let literalStyle = {
symbol: {
size: 4,
color: '#3388FF',
rotateWithView: false,
offset: [0, 0],
opacity: 1
}
};
let pointsLayer;
const map = new Map({
layers: [
new TileLayer({
source: new OSM()
})
],
target: document.getElementById('map'),
view: new View({
center: [0, 0],
zoom: 2
})
});
const editor = document.getElementById('style-editor');
function refreshLayer() {
if (pointsLayer) {
map.removeLayer(pointsLayer);
}
pointsLayer = new WebGLPointsLayer({
source: vectorSource,
style: literalStyle
});
map.addLayer(pointsLayer);
editor.value = JSON.stringify(literalStyle, null, ' ');
}
function setStyleStatus(valid) {
document.getElementById('style-valid').style.display = valid ? 'initial' : 'none';
document.getElementById('style-invalid').style.display = !valid ? 'initial' : 'none';
}
editor.addEventListener('input', function() {
try {
literalStyle = JSON.parse(editor.value);
refreshLayer();
setStyleStatus(true);
} catch (e) {
setStyleStatus(false);
}
});
refreshLayer();

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@@ -2,28 +2,23 @@ import Map from '../../../src/ol/Map.js';
import View from '../../../src/ol/View.js';
import TileLayer from '../../../src/ol/layer/Tile.js';
import XYZ from '../../../src/ol/source/XYZ.js';
import {Vector as VectorLayer} from '../../../src/ol/layer.js';
import VectorSource from '../../../src/ol/source/Vector.js';
import KML from '../../../src/ol/format/KML.js';
import WebGLPointsLayerRenderer from '../../../src/ol/renderer/webgl/PointsLayer.js';
import WebGLPointsLayer from '../../../src/ol/layer/WebGLPoints.js';
class CustomLayer extends VectorLayer {
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
sizeCallback: function() {
return 4;
}
});
}
}
const vector = new CustomLayer({
const vector = new WebGLPointsLayer({
source: new VectorSource({
url: '/data/2012_Earthquakes_Mag5.kml',
format: new KML({
extractStyles: false
})
})
}),
style: {
symbol: {
size: 4,
color: 'white'
}
}
});
const raster = new TileLayer({

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@@ -177,38 +177,47 @@ class Heatmap extends VectorLayer {
*/
createRenderer() {
return new WebGLPointsLayerRenderer(this, {
attributes: [
{
name: 'weight',
callback: this.weightFunction_
}
],
vertexShader: `
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute vec2 a_offsets;
attribute float a_opacity;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform float u_size;
attribute vec2 a_position;
attribute float a_index;
attribute float a_weight;
varying vec2 v_texCoord;
varying float v_opacity;
varying float v_weight;
void main(void) {
vec4 offsets = u_offsetScaleMatrix * vec4(a_offsets, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets * u_size;
v_texCoord = a_texCoord;
v_opacity = a_opacity;
mat4 offsetMatrix = u_offsetScaleMatrix;
float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;
float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 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 : 1.0;
float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;
v_texCoord = vec2(u, v);
v_weight = a_weight;
}`,
fragmentShader: `
precision mediump float;
uniform float u_blurSlope;
varying vec2 v_texCoord;
varying float v_opacity;
varying float v_weight;
void main(void) {
vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
float alpha = smoothstep(0.0, 1.0, value) * v_opacity;
float alpha = smoothstep(0.0, 1.0, value) * v_weight;
gl_FragColor = vec4(alpha, alpha, alpha, alpha);
}`,
uniforms: {
@@ -239,8 +248,7 @@ class Heatmap extends VectorLayer {
u_gradientTexture: this.gradient_
}
}
],
opacityCallback: this.weightFunction_
]
});
}
}

133
src/ol/layer/WebGLPoints.js Normal file
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@@ -0,0 +1,133 @@
/**
* @module ol/layer/WebGLPoints
*/
import {assign} from '../obj.js';
import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js';
import {
formatArray,
formatColor,
formatNumber,
getSymbolFragmentShader,
getSymbolVertexShader
} from '../webgl/ShaderBuilder.js';
import {assert} from '../asserts.js';
import {asArray} from '../color.js';
import Layer from './Layer.js';
/**
* @typedef {Object} Options
* @property {import('../style/LiteralStyle.js').LiteralStyle} style Literal style to apply to the layer features.
* @property {string} [className='ol-layer'] A CSS class name to set to the layer element.
* @property {number} [opacity=1] Opacity (0, 1).
* @property {boolean} [visible=true] Visibility.
* @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be
* rendered outside of this extent.
* @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers
* will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed
* for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()`
* method was used.
* @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be
* visible.
* @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will
* be visible.
* @property {import("../source/Vector.js").default} [source] Source.
*/
/**
* @classdesc
* Layer optimized for rendering large point datasets. Takes a `style` property which
* is a serializable JSON object describing how the layer should be rendered.
*
* Here are a few samples of literal style objects:
* ```js
* const style = {
* symbol: {
* symbolType: 'circle',
* size: 8,
* color: '#33AAFF',
* opacity: 0.9
* }
* }
* ```
*
* ```js
* const style = {
* symbol: {
* symbolType: 'image',
* offset: [0, 12],
* size: [4, 8],
* src: '../static/exclamation-mark.png'
* }
* }
* ```
*
* Note that any property set in the options is set as a {@link module:ol/Object~BaseObject}
* property on the layer object; for example, setting `title: 'My Title'` in the
* options means that `title` is observable, and has get/set accessors.
*
* @fires import("../render/Event.js").RenderEvent
*/
class WebGLPointsLayer extends Layer {
/**
* @param {Options} options Options.
*/
constructor(options) {
const baseOptions = assign({}, options);
super(baseOptions);
/**
* @type {import('../style/LiteralStyle.js').LiteralStyle}
*/
this.style = options.style;
assert(this.style.symbol !== undefined, 65);
}
/**
* @inheritDoc
*/
createRenderer() {
const symbolStyle = this.style.symbol;
const size = Array.isArray(symbolStyle.size) ?
formatArray(symbolStyle.size) : formatNumber(symbolStyle.size);
const color = symbolStyle.color !== undefined ?
(typeof symbolStyle.color === 'string' ? asArray(symbolStyle.color) : symbolStyle.color) :
[255, 255, 255, 1];
const texCoord = symbolStyle.textureCoord || [0, 0, 1, 1];
const offset = symbolStyle.offset || [0, 0];
const opacity = symbolStyle.opacity !== undefined ? symbolStyle.opacity : 1;
/** @type {import('../webgl/ShaderBuilder.js').ShaderParameters} */
const params = {
uniforms: [],
colorExpression: 'vec4(' + formatColor(color) + ') * vec4(1.0, 1.0, 1.0, ' + formatNumber(opacity) + ')',
sizeExpression: 'vec2(' + size + ')',
offsetExpression: 'vec2(' + formatArray(offset) + ')',
texCoordExpression: 'vec4(' + formatArray(texCoord) + ')',
rotateWithView: !!symbolStyle.rotateWithView
};
/** @type {Object.<string,import("../webgl/Helper").UniformValue>} */
const uniforms = {};
if (symbolStyle.symbolType === 'image' && symbolStyle.src) {
const texture = new Image();
texture.src = symbolStyle.src;
params.uniforms.push('sampler2D u_texture');
params.colorExpression = params.colorExpression +
' * texture2D(u_texture, v_texCoord);';
uniforms['u_texture'] = texture;
}
return new WebGLPointsLayerRenderer(this, {
vertexShader: getSymbolVertexShader(params),
fragmentShader: getSymbolFragmentShader(params),
uniforms: uniforms
});
}
}
export default WebGLPointsLayer;

View File

@@ -71,6 +71,7 @@ class WebGLLayerRenderer extends LayerRenderer {
* @inheritDoc
*/
disposeInternal() {
this.helper.disposeInternal();
super.disposeInternal();
}
@@ -85,66 +86,13 @@ class WebGLLayerRenderer extends LayerRenderer {
}
/**
* @param {Float32Array} instructions Instructons array in which to write.
* @param {number} elementIndex Index from which render instructions will be written.
* @param {number} x Point center X coordinate
* @param {number} y Point center Y coordinate
* @param {number} u0 Left texture coordinate
* @param {number} v0 Bottom texture coordinate
* @param {number} u1 Right texture coordinate
* @param {number} v1 Top texture coordinate
* @param {number} size Radius of the point
* @param {number} opacity Opacity
* @param {boolean} rotateWithView If true, the point will stay aligned with the view
* @param {Array<number>} color Array holding red, green, blue, alpha values
* @return {number} Index from which the next element should be written
* @private
*/
export function writePointFeatureInstructions(instructions, elementIndex, x, y, u0, v0, u1, v1, size, opacity, rotateWithView, color) {
let i = elementIndex;
instructions[i++] = x;
instructions[i++] = y;
instructions[i++] = u0;
instructions[i++] = v0;
instructions[i++] = u1;
instructions[i++] = v1;
instructions[i++] = size;
instructions[i++] = opacity;
instructions[i++] = rotateWithView ? 1 : 0;
instructions[i++] = color[0];
instructions[i++] = color[1];
instructions[i++] = color[2];
instructions[i++] = color[3];
return i;
}
const tmpArray_ = [];
const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
export const POINT_INSTRUCTIONS_COUNT = 13;
export const POINT_VERTEX_STRIDE = 12;
function writePointVertex(buffer, pos, x, y, offsetX, offsetY, u, v, opacity, rotateWithView, red, green, blue, alpha) {
function writePointVertex(buffer, pos, x, y, index) {
buffer[pos + 0] = x;
buffer[pos + 1] = y;
buffer[pos + 2] = offsetX;
buffer[pos + 3] = offsetY;
buffer[pos + 4] = u;
buffer[pos + 5] = v;
buffer[pos + 6] = opacity;
buffer[pos + 7] = rotateWithView;
buffer[pos + 8] = red;
buffer[pos + 9] = green;
buffer[pos + 10] = blue;
buffer[pos + 11] = alpha;
}
function writeCustomAttrs(buffer, pos, customAttrs) {
if (customAttrs.length) {
buffer.set(customAttrs, pos);
}
buffer[pos + 2] = index;
}
/**
@@ -160,42 +108,27 @@ function writeCustomAttrs(buffer, pos, customAttrs) {
* @param {number} elementIndex Index from which render instructions will be read.
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
* @param {number} customAttributesCount Amount of custom attributes for each element.
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
* @param {number} [count] Amount of render instructions that will be read. Default value is POINT_INSTRUCTIONS_COUNT
* but a higher value can be provided; all values beyond the default count will be put in the vertices buffer as
* is, thus allowing specifying custom attributes. Please note: this value should not vary inside the same buffer or
* rendering will break.
* @return {BufferPositions} New buffer positions where to write next
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
* @property {number} indexPosition New position in the index buffer where future writes should start.
* @private
*/
export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, bufferPositions, count) {
const count_ = count > POINT_INSTRUCTIONS_COUNT ? count : POINT_INSTRUCTIONS_COUNT;
export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, customAttributesCount, bufferPositions) {
// This is for x, y and index
const baseVertexAttrsCount = 3;
const baseInstructionsCount = 2;
const stride = baseVertexAttrsCount + customAttributesCount;
const x = instructions[elementIndex + 0];
const y = instructions[elementIndex + 1];
const u0 = instructions[elementIndex + 2];
const v0 = instructions[elementIndex + 3];
const u1 = instructions[elementIndex + 4];
const v1 = instructions[elementIndex + 5];
const size = instructions[elementIndex + 6];
const opacity = instructions[elementIndex + 7];
const rotateWithView = instructions[elementIndex + 8];
const red = instructions[elementIndex + 9];
const green = instructions[elementIndex + 10];
const blue = instructions[elementIndex + 11];
const alpha = instructions[elementIndex + 12];
// the default vertex buffer stride is 12, plus additional custom values if any
const baseStride = POINT_VERTEX_STRIDE;
const stride = baseStride + count_ - POINT_INSTRUCTIONS_COUNT;
// read custom numerical attributes on the feature
const customAttrs = tmpArray_;
customAttrs.length = count_ - POINT_INSTRUCTIONS_COUNT;
customAttrs.length = customAttributesCount;
for (let i = 0; i < customAttrs.length; i++) {
customAttrs[i] = instructions[elementIndex + POINT_INSTRUCTIONS_COUNT + i];
customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
}
let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
@@ -203,20 +136,20 @@ export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuf
const baseIndex = vPos / stride;
// push vertices for each of the four quad corners (first standard then custom attributes)
writePointVertex(vertexBuffer, vPos, x, y, -size / 2, -size / 2, u0, v0, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
writePointVertex(vertexBuffer, vPos, x, y, 0);
customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, +size / 2, -size / 2, u1, v0, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
writePointVertex(vertexBuffer, vPos, x, y, 1);
customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, +size / 2, +size / 2, u1, v1, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
writePointVertex(vertexBuffer, vPos, x, y, 2);
customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, -size / 2, +size / 2, u0, v1, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
writePointVertex(vertexBuffer, vPos, x, y, 3);
customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
indexBuffer[iPos++] = baseIndex; indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 3;

View File

@@ -2,121 +2,42 @@
* @module ol/renderer/webgl/PointsLayer
*/
import WebGLArrayBuffer from '../../webgl/Buffer.js';
import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl.js';
import {DefaultAttrib, DefaultUniform} from '../../webgl/Helper.js';
import {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js';
import {AttributeType, DefaultUniform} from '../../webgl/Helper.js';
import GeometryType from '../../geom/GeometryType.js';
import WebGLLayerRenderer, {
colorDecodeId,
colorEncodeId,
getBlankImageData,
POINT_INSTRUCTIONS_COUNT, POINT_VERTEX_STRIDE, WebGLWorkerMessageType,
writePointFeatureInstructions
} from './Layer.js';
import WebGLLayerRenderer, {colorDecodeId, colorEncodeId, WebGLWorkerMessageType} from './Layer.js';
import ViewHint from '../../ViewHint.js';
import {createEmpty, equals} from '../../extent.js';
import {
apply as applyTransform,
create as createTransform,
makeInverse as makeInverseTransform,
multiply as multiplyTransform,
apply as applyTransform
multiply as multiplyTransform
} from '../../transform.js';
import {create as createWebGLWorker} from '../../worker/webgl.js';
import {getUid} from '../../util.js';
import WebGLRenderTarget from '../../webgl/RenderTarget.js';
import {assert} from '../../asserts.js';
const VERTEX_SHADER = `
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute float a_rotateWithView;
attribute vec2 a_offsets;
attribute float a_opacity;
attribute vec4 a_color;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
varying vec2 v_texCoord;
varying float v_opacity;
varying vec4 v_color;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
if (a_rotateWithView == 1.0) {
offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
}
vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
v_texCoord = a_texCoord;
v_opacity = a_opacity;
v_color = a_color;
}`;
const FRAGMENT_SHADER = `
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying float v_opacity;
varying vec4 v_color;
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.rgb *= gl_FragColor.a;
}`;
const HIT_FRAGMENT_SHADER = `
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying float v_opacity;
varying vec4 v_color;
void main(void) {
if (v_opacity == 0.0) {
discard;
}
vec4 textureColor = texture2D(u_texture, v_texCoord);
if (textureColor.a < 0.1) {
discard;
}
gl_FragColor = v_color;
}`;
/**
* @typedef {Object} CustomAttribute A description of a custom attribute to be passed on to the GPU, with a value different
* for each feature.
* @property {string} name Attribute name.
* @property {function(import("../../Feature").default):number} callback This callback computes the numerical value of the
* attribute for a given feature.
*/
/**
* @typedef {Object} Options
* @property {function(import("../../Feature").default):number} [sizeCallback] Will be called on every feature in the
* source to compute the size of the quad on screen (in pixels). This is only done on source change.
* @property {function(import("../../Feature").default, number):number} [coordCallback] Will be called on every feature in the
* source to compute the coordinate of the quad center on screen (in pixels). This is only done on source change.
* The second argument is 0 for `x` component and 1 for `y`.
* @property {function(import("../../Feature").default, number):number} [texCoordCallback] Will be called on every feature in the
* source to compute the texture coordinates of each corner of the quad (without effect if no `texture` option defined). This is only done on source change.
* The second argument is 0 for `u0` component, 1 for `v0`, 2 for `u1`, and 3 for `v1`.
* @property {function(import("../../Feature").default, Array<number>=):Array<number>} [colorCallback] Will be called on every feature in the
* source to compute the color for use in the fragment shader (available as the `v_color` varying). This is only done on source change.
* The return value should be between an array of R, G, B, A values between 0 and 1. To reduce unnecessary
* allocation, the function is called with a reusable array that can serve as the return value after updating
* the R, G, B, and A values.
* @property {function(import("../../Feature").default):number} [opacityCallback] Will be called on every feature in the
* source to compute the opacity of the quad on screen (from 0 to 1). This is only done on source change.
* Note: this is multiplied with the color of the point which can also have an alpha value < 1.
* @property {function(import("../../Feature").default):boolean} [rotateWithViewCallback] Will be called on every feature in the
* source to compute whether the quad on screen must stay upwards (`false`) or follow the view rotation (`true`). Default is `false`.
* This is only done on source change.
* @property {HTMLCanvasElement|HTMLImageElement|ImageData} [texture] Texture to use on points. `texCoordCallback` and `sizeCallback`
* must be defined for this to have any effect.
* @property {string} [vertexShader] Vertex shader source
* @property {string} [fragmentShader] Fragment shader source
* @property {Array<CustomAttribute>} [attributes] These attributes will be read from the features in the source and then
* passed to the GPU. The `name` property of each attribute will serve as its identifier:
* * In the vertex shader as an `attribute` by prefixing it with `a_`
* * In the fragment shader as a `varying` by prefixing it with `v_`
* Please note that these can only be numerical values.
* @property {string} vertexShader Vertex shader source, mandatory.
* @property {string} fragmentShader Fragment shader source, mandatory.
* @property {string} [hitVertexShader] Vertex shader source for hit detection rendering.
* @property {string} [hitFragmentShader] Fragment shader source for hit detection rendering.
* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
* Please note that `u_texture` is reserved for the main texture slot.
* @property {Array<import("./Layer").PostProcessesOptions>} [postProcesses] Post-processes definitions
@@ -128,13 +49,38 @@ const HIT_FRAGMENT_SHADER = `
* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
* every time the vector source changes.
*
* Use shaders to customize the final output. The following attributes are available:
* * `vec2 a_position`
* * `vec2 a_texCoord`
* * `vec2 a_offsets`
* * `float a_rotateWithView`
* * `float a_opacity`
* * `float a_color`
* You need to provide vertex and fragment shaders for rendering. This can be done using
* {@link module:ol/webgl/ShaderBuilder} utilities. These shaders shall expect a `a_position` attribute
* containing the screen-space projected center of the quad, as well as a `a_index` attribute
* whose value (0, 1, 2 or 3) indicates which quad vertex is currently getting processed (see structure below).
*
* To include variable attributes in the shaders, you need to declare them using the `attributes` property of
* the options object like so:
* ```js
* new WebGLPointsLayerRenderer(layer, {
* attributes: [
* {
* name: 'size',
* callback: function(feature) {
* // compute something with the feature
* }
* },
* {
* name: 'weight',
* callback: function(feature) {
* // compute something with the feature
* }
* },
* ],
* vertexShader:
* // shader using attribute a_weight and a_size
* fragmentShader:
* // shader using varying v_weight and v_size
* ```
*
* To enable hit detection, you must as well provide dedicated shaders using the `hitVertexShader`
* and `hitFragmentShader` properties. These shall expect the `a_hitColor` attribute to contain
* the final color that will have to be output for hit detection to work.
*
* The following uniform is used for the main texture: `u_texture`.
*
@@ -157,74 +103,16 @@ const HIT_FRAGMENT_SHADER = `
*
* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
*
* Default shaders are shown hereafter:
*
* * Vertex shader:
* ```
* precision mediump float;
*
* attribute vec2 a_position;
* attribute vec2 a_texCoord;
* attribute float a_rotateWithView;
* attribute vec2 a_offsets;
* attribute float a_opacity;
* attribute vec4 a_color;
*
* uniform mat4 u_projectionMatrix;
* uniform mat4 u_offsetScaleMatrix;
* uniform mat4 u_offsetRotateMatrix;
*
* varying vec2 v_texCoord;
* varying float v_opacity;
* varying vec4 v_color;
*
* void main(void) {
* mat4 offsetMatrix = u_offsetScaleMatrix;
* if (a_rotateWithView == 1.0) {
* offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
* }
* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
* v_texCoord = a_texCoord;
* v_opacity = a_opacity;
* v_color = a_color;
* }
* ```
*
* * Fragment shader:
* ```
* precision mediump float;
*
* uniform sampler2D u_texture;
*
* varying vec2 v_texCoord;
* varying float v_opacity;
* varying vec4 v_color;
*
* 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.rgb *= gl_FragColor.a;
* }
* ```
*
* @api
*/
class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
/**
* @param {import("../../layer/Vector.js").default} vectorLayer Vector layer.
* @param {Options=} [opt_options] Options.
* @param {Options=} options Options.
*/
constructor(vectorLayer, opt_options) {
const options = opt_options || {};
constructor(vectorLayer, options) {
const uniforms = options.uniforms || {};
uniforms.u_texture = options.texture || getBlankImageData();
const projectionMatrixTransform = createTransform();
uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;
@@ -240,36 +128,68 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.indicesBuffer_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW);
this.program_ = this.helper.getProgram(
options.fragmentShader || FRAGMENT_SHADER,
options.vertexShader || VERTEX_SHADER
);
this.hitProgram_ = this.helper.getProgram(
HIT_FRAGMENT_SHADER,
VERTEX_SHADER
options.fragmentShader,
options.vertexShader
);
this.sizeCallback_ = options.sizeCallback || function() {
return 1;
};
this.coordCallback_ = options.coordCallback || function(feature, index) {
const geom = feature.getGeometry();
return geom.getCoordinates()[index];
};
this.opacityCallback_ = options.opacityCallback || function() {
return 1;
};
this.texCoordCallback_ = options.texCoordCallback || function(feature, index) {
return index < 2 ? 0 : 1;
};
/**
* @type {boolean}
* @private
*/
this.hitDetectionEnabled_ = options.hitFragmentShader && options.hitVertexShader ? true : false;
this.colorArray_ = [1, 1, 1, 1];
this.colorCallback_ = options.colorCallback || function(feature, color) {
return this.colorArray_;
};
this.hitProgram_ = this.hitDetectionEnabled_ && this.helper.getProgram(
options.hitFragmentShader,
options.hitVertexShader
);
this.rotateWithViewCallback_ = options.rotateWithViewCallback || function() {
return false;
const customAttributes = options.attributes ?
options.attributes.map(function(attribute) {
return {
name: 'a_' + attribute.name,
size: 1,
type: AttributeType.FLOAT
};
}) : [];
/**
* A list of attributes used by the renderer. By default only the position and
* index of the vertex (0 to 3) are required.
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
*/
this.attributes = [{
name: 'a_position',
size: 2,
type: AttributeType.FLOAT
}, {
name: 'a_index',
size: 1,
type: AttributeType.FLOAT
}].concat(customAttributes);
/**
* A list of attributes used for hit detection.
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
*/
this.hitDetectionAttributes = [{
name: 'a_position',
size: 2,
type: AttributeType.FLOAT
}, {
name: 'a_index',
size: 1,
type: AttributeType.FLOAT
}, {
name: 'a_hitColor',
size: 4,
type: AttributeType.FLOAT
}, {
name: 'a_featureUid',
size: 1,
type: AttributeType.FLOAT
}].concat(customAttributes);
this.customAttributes = options.attributes ? options.attributes : [];
this.previousExtent_ = createEmpty();
@@ -312,7 +232,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
* @type {WebGLRenderTarget}
* @private
*/
this.hitRenderTarget_ = new WebGLRenderTarget(this.helper);
this.hitRenderTarget_ = this.hitDetectionEnabled_ && new WebGLRenderTarget(this.helper);
this.worker_ = createWebGLWorker();
this.worker_.addEventListener('message', function(event) {
@@ -357,8 +277,10 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
canvas.style.opacity = opacity;
}
if (this.hitDetectionEnabled_) {
this.renderHitDetection(frameState);
this.hitRenderTarget_.clearCachedData();
}
return canvas;
}
@@ -371,8 +293,6 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
const vectorSource = vectorLayer.getSource();
const viewState = frameState.viewState;
const stride = POINT_VERTEX_STRIDE;
// the source has changed: clear the feature cache & reload features
const sourceChanged = this.sourceRevision_ < vectorSource.getRevision();
if (sourceChanged) {
@@ -401,13 +321,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.helper.bindBuffer(this.verticesBuffer_);
this.helper.bindBuffer(this.indicesBuffer_);
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
this.helper.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
this.helper.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
this.helper.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
this.helper.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
this.helper.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
this.helper.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
this.helper.enableAttributes(this.attributes);
return true;
}
@@ -426,76 +340,72 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.helper.makeProjectionTransform(frameState, projectionTransform);
const features = vectorSource.getFeatures();
const totalInstructionsCount = POINT_INSTRUCTIONS_COUNT * features.length;
// here we anticipate the amount of render instructions that we well generate
// this can be done since we know that for normal render we only have x, y as base instructions,
// and x, y, r, g, b, a and featureUid for hit render instructions
// and we also know the amount of custom attributes to append to these
const totalInstructionsCount = (2 + this.customAttributes.length) * features.length;
if (!this.renderInstructions_ || this.renderInstructions_.length !== totalInstructionsCount) {
this.renderInstructions_ = new Float32Array(totalInstructionsCount);
}
if (!this.hitRenderInstructions_ || this.hitRenderInstructions_.length !== totalInstructionsCount) {
this.hitRenderInstructions_ = new Float32Array(totalInstructionsCount);
if (this.hitDetectionEnabled_) {
const totalHitInstructionsCount = (7 + this.customAttributes.length) * features.length;
if (!this.hitRenderInstructions_ || this.hitRenderInstructions_.length !== totalHitInstructionsCount) {
this.hitRenderInstructions_ = new Float32Array(totalHitInstructionsCount);
}
}
// loop on features to fill the buffer
let feature;
const tmpCoords = [];
const tmpColor = [];
let elementIndex = 0;
let u0, v0, u1, v1, size, opacity, rotateWithView, color;
let renderIndex = 0;
let hitIndex = 0;
let hitColor;
for (let i = 0; i < features.length; i++) {
feature = features[i];
if (!feature.getGeometry() || feature.getGeometry().getType() !== GeometryType.POINT) {
continue;
}
tmpCoords[0] = this.coordCallback_(feature, 0);
tmpCoords[1] = this.coordCallback_(feature, 1);
tmpCoords[0] = feature.getGeometry().getFlatCoordinates()[0];
tmpCoords[1] = feature.getGeometry().getFlatCoordinates()[1];
applyTransform(projectionTransform, tmpCoords);
u0 = this.texCoordCallback_(feature, 0);
v0 = this.texCoordCallback_(feature, 1);
u1 = this.texCoordCallback_(feature, 2);
v1 = this.texCoordCallback_(feature, 3);
size = this.sizeCallback_(feature);
opacity = this.opacityCallback_(feature);
rotateWithView = this.rotateWithViewCallback_(feature);
color = this.colorCallback_(feature, this.colorArray_);
hitColor = colorEncodeId(hitIndex + 6, tmpColor);
writePointFeatureInstructions(
this.renderInstructions_,
elementIndex,
tmpCoords[0],
tmpCoords[1],
u0,
v0,
u1,
v1,
size,
opacity,
rotateWithView,
color
);
this.renderInstructions_[renderIndex++] = tmpCoords[0];
this.renderInstructions_[renderIndex++] = tmpCoords[1];
// for hit detection, the feature uid is saved in the opacity value
// and the index of the opacity value is encoded in the color values
elementIndex = writePointFeatureInstructions(
this.hitRenderInstructions_,
elementIndex,
tmpCoords[0],
tmpCoords[1],
u0,
v0,
u1,
v1,
size,
opacity > 0 ? Number(getUid(feature)) : 0,
rotateWithView,
colorEncodeId(elementIndex + 7, tmpColor)
);
if (this.hitDetectionEnabled_) {
this.hitRenderInstructions_[hitIndex++] = tmpCoords[0];
this.hitRenderInstructions_[hitIndex++] = tmpCoords[1];
this.hitRenderInstructions_[hitIndex++] = hitColor[0];
this.hitRenderInstructions_[hitIndex++] = hitColor[1];
this.hitRenderInstructions_[hitIndex++] = hitColor[2];
this.hitRenderInstructions_[hitIndex++] = hitColor[3];
this.hitRenderInstructions_[hitIndex++] = Number(getUid(feature));
}
// pushing custom attributes
let value;
for (let j = 0; j < this.customAttributes.length; j++) {
value = this.customAttributes[j].callback(feature);
this.renderInstructions_[renderIndex++] = value;
if (this.hitDetectionEnabled_) {
this.hitRenderInstructions_[hitIndex++] = value;
}
}
}
/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
const message = {
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
renderInstructions: this.renderInstructions_.buffer
renderInstructions: this.renderInstructions_.buffer,
customAttributesCount: this.customAttributes.length
};
// additional properties will be sent back as-is by the worker
message['projectionTransform'] = projectionTransform;
@@ -503,20 +413,24 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.renderInstructions_ = null;
/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
if (this.hitDetectionEnabled_) {
const hitMessage = {
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
renderInstructions: this.hitRenderInstructions_.buffer
renderInstructions: this.hitRenderInstructions_.buffer,
customAttributesCount: 5 + this.customAttributes.length
};
hitMessage['projectionTransform'] = projectionTransform;
hitMessage['hitDetection'] = true;
this.worker_.postMessage(hitMessage, [this.hitRenderInstructions_.buffer]);
this.hitRenderInstructions_ = null;
}
}
/**
* @inheritDoc
*/
forEachFeatureAtCoordinate(coordinate, frameState, hitTolerance, callback, declutteredFeatures) {
assert(this.hitDetectionEnabled_, 66);
if (!this.hitRenderInstructions_) {
return;
}
@@ -546,9 +460,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
* @param {import("../../PluggableMap.js").FrameState} frameState current frame state
*/
renderHitDetection(frameState) {
// skip render entirely if vertices buffers for display & hit detection have different sizes
// this typically means both buffers are temporarily out of sync
if (this.hitVerticesBuffer_.getSize() !== this.verticesBuffer_.getSize()) {
// skip render entirely if vertex buffers not ready/generated yet
if (!this.hitVerticesBuffer_.getSize()) {
return;
}
@@ -560,18 +473,19 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.helper.bindBuffer(this.hitVerticesBuffer_);
this.helper.bindBuffer(this.indicesBuffer_);
const stride = POINT_VERTEX_STRIDE;
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
this.helper.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
this.helper.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
this.helper.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
this.helper.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
this.helper.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
this.helper.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
this.helper.enableAttributes(this.hitDetectionAttributes);
const renderCount = this.indicesBuffer_.getSize();
this.helper.drawElements(0, renderCount);
}
/**
* @inheritDoc
*/
disposeInternal() {
this.worker_.terminate();
super.disposeInternal();
}
}
export default WebGLPointsLayerRenderer;

View File

@@ -0,0 +1,33 @@
/**
* Literal Style objects differ from standard styles in that they cannot
* be functions and are made up of simple objects instead of classes.
* @module ol/style/LiteralStyle
*/
/**
* @typedef {Object} LiteralStyle
* @property {LiteralSymbolStyle} [symbol] Symbol representation.
*/
/**
* @enum {string}
*/
export const SymbolType = {
CIRCLE: 'circle',
SQUARE: 'square',
TRIANGLE: 'triangle',
IMAGE: 'image'
};
/**
* @typedef {Object} LiteralSymbolStyle
* @property {number|Array.<number, number>} size Size, mandatory.
* @property {SymbolType} symbolType Symbol type to use, either a regular shape or an image.
* @property {string} [src] Path to the image to be used for the symbol. Only required with `symbolType: 'image'`.
* @property {import("../color.js").Color|string} [color='#FFFFFF'] Color used for the representation (either fill, line or symbol).
* @property {number} [opacity=1] Opacity.
* @property {Array.<number, number>} [offset] Offset on X and Y axis for symbols. If not specified, the symbol will be centered.
* @property {Array.<number, number, number, number>} [textureCoord] Texture coordinates. If not specified, the whole texture will be used (range for 0 to 1 on both axes).
* @property {boolean} [rotateWithView=false] Specify whether the symbol must rotate with the view or stay upwards.
*/

View File

@@ -14,7 +14,7 @@ import {
} from '../transform.js';
import {create, fromTransform} from '../vec/mat4.js';
import WebGLPostProcessingPass from './PostProcessingPass.js';
import {getContext, getSupportedExtensions} from '../webgl.js';
import {FLOAT, getContext, getSupportedExtensions, UNSIGNED_BYTE, UNSIGNED_INT, UNSIGNED_SHORT} from '../webgl.js';
import {includes} from '../array.js';
import {assert} from '../asserts.js';
@@ -46,19 +46,27 @@ export const DefaultUniform = {
};
/**
* Attribute names used in the default shaders: `POSITION`, `TEX_COORD`, `OPACITY`,
* `ROTATE_WITH_VIEW`, `OFFSETS` and `COLOR`
* @enum {string}
* Attribute types, either `UNSIGNED_BYTE`, `UNSIGNED_SHORT`, `UNSIGNED_INT` or `FLOAT`
* Note: an attribute stored in a `Float32Array` should be of type `FLOAT`.
* @enum {number}
*/
export const DefaultAttrib = {
POSITION: 'a_position',
TEX_COORD: 'a_texCoord',
OPACITY: 'a_opacity',
ROTATE_WITH_VIEW: 'a_rotateWithView',
OFFSETS: 'a_offsets',
COLOR: 'a_color'
export const AttributeType = {
UNSIGNED_BYTE: UNSIGNED_BYTE,
UNSIGNED_SHORT: UNSIGNED_SHORT,
UNSIGNED_INT: UNSIGNED_INT,
FLOAT: FLOAT
};
/**
* Description of an attribute in a buffer
* @typedef {Object} AttributeDescription
* @property {string} name Attribute name to use in shaders
* @property {number} size Number of components per attributes
* @property {AttributeType} [type] Attribute type, i.e. number of bytes used to store the value. This is
* determined by the class of typed array which the buffer uses (eg. `Float32Array` for a `FLOAT` attribute).
* Default is `FLOAT`.
*/
/**
* @typedef {number|Array<number>|HTMLCanvasElement|HTMLImageElement|ImageData|import("../transform").Transform} UniformLiteralValue
*/
@@ -122,14 +130,14 @@ export const DefaultAttrib = {
* // for subsequent rendering calls
* const vertexShader = new WebGLVertex(VERTEX_SHADER);
* const fragmentShader = new WebGLFragment(FRAGMENT_SHADER);
* this.program = this.context.getProgram(fragmentShader, vertexShader);
* this.context.useProgram(this.program);
* const program = this.context.getProgram(fragmentShader, vertexShader);
* helper.useProgram(this.program);
* ```
*
* Uniforms are defined using the `uniforms` option and can either be explicit values or callbacks taking the frame state as argument.
* You can also change their value along the way like so:
* ```js
* this.context.setUniformFloatValue('u_value', valueAsNumber);
* helper.setUniformFloatValue('u_value', valueAsNumber);
* ```
*
* ### Defining post processing passes
@@ -162,32 +170,42 @@ export const DefaultAttrib = {
* Examples below:
* ```js
* // at initialization phase
* this.verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
* this.indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
* const verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
* const indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
*
* // when array values have changed
* this.context.flushBufferData(ARRAY_BUFFER, this.verticesBuffer);
* this.context.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
* helper.flushBufferData(ARRAY_BUFFER, this.verticesBuffer);
* helper.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
*
* // at rendering phase
* this.context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
* this.context.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
* helper.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
* helper.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
* ```
*
* ### Specifying attributes
*
* The GPU only receives the data as arrays of numbers. These numbers must be handled differently depending on what it describes (position, texture coordinate...).
* Attributes are used to specify these uses. Use {@link enableAttributeArray} and either
* Attributes are used to specify these uses. Use {@link enableAttributeArray_} and either
* the default attribute names in {@link module:ol/webgl/Helper.DefaultAttrib} or custom ones.
*
* Please note that you will have to specify the type and offset of the attributes in the data array. You can refer to the documentation of [WebGLRenderingContext.vertexAttribPointer](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer) for more explanation.
* ```js
* // here we indicate that the data array has the following structure:
* // [posX, posY, offsetX, offsetY, texCoordU, texCoordV, posX, posY, ...]
* let bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
* this.context.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 6, 0);
* this.context.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 2);
* this.context.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 4);
* helper.enableAttributes([
* {
* name: 'a_position',
* size: 2
* },
* {
* name: 'a_offset',
* size: 2
* },
* {
* name: 'a_texCoord',
* size: 2
* }
* ])
* ```
*
* ### Rendering primitives
@@ -195,13 +213,13 @@ export const DefaultAttrib = {
* Once all the steps above have been achieved, rendering primitives to the screen is done using {@link prepareDraw}, {@link drawElements} and {@link finalizeDraw}.
* ```js
* // frame preparation step
* this.context.prepareDraw(frameState);
* helper.prepareDraw(frameState);
*
* // call this for every data array that has to be rendered on screen
* this.context.drawElements(0, this.indicesBuffer.getArray().length);
* helper.drawElements(0, this.indicesBuffer.getArray().length);
*
* // finalize the rendering by applying post processes
* this.context.finalizeDraw(frameState);
* helper.finalizeDraw(frameState);
* ```
*
* For an example usage of this class, refer to {@link module:ol/renderer/webgl/PointsLayer~WebGLPointsLayerRenderer}.
@@ -543,6 +561,7 @@ class WebGLHelper extends Disposable {
let textureSlot = 0;
this.uniforms_.forEach(function(uniform) {
value = typeof uniform.value === 'function' ? uniform.value(frameState) : uniform.value;
// apply value based on type
if (value instanceof HTMLCanvasElement || value instanceof HTMLImageElement || value instanceof ImageData) {
// create a texture & put data
@@ -734,15 +753,16 @@ class WebGLHelper extends Disposable {
}
/**
* Will set the currently bound buffer to an attribute of the shader program
* Will set the currently bound buffer to an attribute of the shader program. Used by `#enableAttributes`
* internally.
* @param {string} attribName Attribute name
* @param {number} size Number of components per attributes
* @param {number} type UNSIGNED_INT, UNSIGNED_BYTE, UNSIGNED_SHORT or FLOAT
* @param {number} stride Stride in bytes (0 means attribs are packed)
* @param {number} offset Offset in bytes
* @api
* @private
*/
enableAttributeArray(attribName, size, type, stride, offset) {
enableAttributeArray_(attribName, size, type, stride, offset) {
const location = this.getAttributeLocation(attribName);
// the attribute has not been found in the shaders; do not enable it
if (location < 0) {
@@ -753,6 +773,23 @@ class WebGLHelper extends Disposable {
false, stride, offset);
}
/**
* Will enable the following attributes to be read from the currently bound buffer,
* i.e. tell the GPU where to read the different attributes in the buffer. An error in the
* size/type/order of attributes will most likely break the rendering and throw a WebGL exception.
* @param {Array<AttributeDescription>} attributes Ordered list of attributes to read from the buffer
* @api
*/
enableAttributes(attributes) {
const stride = computeAttributesStride(attributes);
let offset = 0;
for (let i = 0; i < attributes.length; i++) {
const attr = attributes[i];
this.enableAttributeArray_(attr.name, attr.size, attr.type || FLOAT, stride, offset);
offset += attr.size * getByteSizeFromType(attr.type);
}
}
/**
* WebGL context was lost
* @private
@@ -808,4 +845,34 @@ class WebGLHelper extends Disposable {
}
}
/**
* Compute a stride in bytes based on a list of attributes
* @param {Array<AttributeDescription>} attributes Ordered list of attributes
* @returns {number} Stride, ie amount of values for each vertex in the vertex buffer
* @api
*/
export function computeAttributesStride(attributes) {
let stride = 0;
for (let i = 0; i < attributes.length; i++) {
const attr = attributes[i];
stride += attr.size * getByteSizeFromType(attr.type);
}
return stride;
}
/**
* Computes the size in byte of an attribute type.
* @param {AttributeType} type Attribute type
* @returns {number} The size in bytes
*/
function getByteSizeFromType(type) {
switch (type) {
case AttributeType.UNSIGNED_BYTE: return Uint8Array.BYTES_PER_ELEMENT;
case AttributeType.UNSIGNED_SHORT: return Uint16Array.BYTES_PER_ELEMENT;
case AttributeType.UNSIGNED_INT: return Uint32Array.BYTES_PER_ELEMENT;
case AttributeType.FLOAT:
default: return Float32Array.BYTES_PER_ELEMENT;
}
}
export default WebGLHelper;

View File

@@ -0,0 +1,143 @@
/**
* Utilities for generating shaders from literal style objects
* @module ol/webgl/ShaderBuilder
*/
/**
* Will return the number as a float with a dot separator, which is required by GLSL.
* @param {number} v Numerical value.
* @returns {string} The value as string.
*/
export function formatNumber(v) {
const s = v.toString();
return s.indexOf('.') === -1 ? s + '.0' : s;
}
/**
* Will return the number array as a float with a dot separator, concatenated with ', '.
* @param {Array<number>} array Numerical values array.
* @returns {string} The array as string, e. g.: `1.0, 2.0, 3.0`.
*/
export function formatArray(array) {
return array.map(formatNumber).join(', ');
}
/**
* Will normalize and converts to string a color array compatible with GLSL.
* @param {Array<number>} colorArray Color in [r, g, b, a] array form, with RGB components in the
* 0..255 range and the alpha component in the 0..1 range. Note that if the A component is
* missing, only 3 values will be output.
* @returns {string} The color components concatenated in `1.0, 1.0, 1.0, 1.0` form.
*/
export function formatColor(colorArray) {
return colorArray.map(function(c, i) {
return i < 3 ? c / 255 : c;
}).map(formatNumber).join(', ');
}
/**
* @typedef {Object} VaryingDescription
* @property {string} name Varying name, as will be declared in the header.
* @property {string} type Varying type, either `float`, `vec2`, `vec4`...
* @property {string} expression Expression which will be assigned to the varying in the vertex shader, and
* passed on to the fragment shader.
*/
/**
* @typedef {Object} ShaderParameters
* @property {Array<string>} [uniforms] Uniforms; these will be declared in the header (should include the type).
* @property {Array<string>} [attributes] Attributes; these will be declared in the header (should include the type).
* @property {Array<VaryingDescription>} [varyings] Varyings with a name, a type and an expression.
* @property {string} sizeExpression This will be assigned to a `vec2 size` variable.
* @property {string} offsetExpression This will be assigned to a `vec2 offset` variable.
* @property {string} colorExpression This will be the value assigned to gl_FragColor
* @property {string} texCoordExpression This will be the value assigned to the `vec4 v_texCoord` varying.
* @property {boolean} [rotateWithView=false] Whether symbols should rotate with view
*/
/**
* Generates a symbol vertex shader from a set of parameters,
* intended to be used on point geometries.
*
* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix` and
* `u_offsetRotateMatrix`.
*
* The following attributes are hardcoded and expected to be present in the vertex buffers:
* `vec2 a_position`, `float a_index` (being the index of the vertex in the quad, 0 to 3).
*
* @param {ShaderParameters} parameters Parameters for the shader.
* @returns {string} The full shader as a string.
*/
export function getSymbolVertexShader(parameters) {
const offsetMatrix = parameters.rotateWithView ?
'u_offsetScaleMatrix * u_offsetRotateMatrix' :
'u_offsetScaleMatrix';
const uniforms = parameters.uniforms || [];
const attributes = parameters.attributes || [];
const varyings = parameters.varyings || [];
const body = `precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
${uniforms.map(function(uniform) {
return 'uniform ' + uniform + ';';
}).join('\n')}
attribute vec2 a_position;
attribute float a_index;
${attributes.map(function(attribute) {
return 'attribute ' + attribute + ';';
}).join('\n')}
varying vec2 v_texCoord;
${varyings.map(function(varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')}
void main(void) {
mat4 offsetMatrix = ${offsetMatrix};
vec2 size = ${parameters.sizeExpression};
vec2 offset = ${parameters.offsetExpression};
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;
vec4 texCoord = ${parameters.texCoordExpression};
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);
${varyings.map(function(varying) {
return ' ' + varying.name + ' = ' + varying.expression + ';';
}).join('\n')}
}`;
return body;
}
/**
* Generates a symbol fragment shader intended to be used on point geometries.
*
* Expected the following varyings to be transmitted by the vertex shader:
* `vec2 v_texCoord`
*
* @param {ShaderParameters} parameters Parameters for the shader.
* @returns {string} The full shader as a string.
*/
export function getSymbolFragmentShader(parameters) {
const uniforms = parameters.uniforms || [];
const varyings = parameters.varyings || [];
const body = `precision mediump float;
${uniforms.map(function(uniform) {
return 'uniform ' + uniform + ';';
}).join('\n')}
varying vec2 v_texCoord;
${varyings.map(function(varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')}
void main(void) {
gl_FragColor = ${parameters.colorExpression};
gl_FragColor.rgb *= gl_FragColor.a;
}`;
return body;
}

View File

@@ -3,8 +3,6 @@
* @module ol/worker/webgl
*/
import {
POINT_INSTRUCTIONS_COUNT,
POINT_VERTEX_STRIDE,
WebGLWorkerMessageType,
writePointFeatureToBuffers
} from '../renderer/webgl/Layer.js';
@@ -16,13 +14,17 @@ const worker = self;
worker.onmessage = event => {
const received = event.data;
if (received.type === WebGLWorkerMessageType.GENERATE_BUFFERS) {
// This is specific to point features (x, y, index)
const baseVertexAttrsCount = 3;
const baseInstructionsCount = 2;
const customAttrsCount = received.customAttributesCount;
const instructionsCount = baseInstructionsCount + customAttrsCount;
const renderInstructions = new Float32Array(received.renderInstructions);
const customAttributesCount = received.customAttributesCount || 0;
const instructionsCount = POINT_INSTRUCTIONS_COUNT + customAttributesCount;
const elementsCount = renderInstructions.length / instructionsCount;
const indicesCount = elementsCount * 6;
const verticesCount = elementsCount * 4 * (POINT_VERTEX_STRIDE + customAttributesCount);
const verticesCount = elementsCount * 4 * (customAttrsCount + baseVertexAttrsCount);
const indexBuffer = new Uint32Array(indicesCount);
const vertexBuffer = new Float32Array(verticesCount);
@@ -33,8 +35,8 @@ worker.onmessage = event => {
i,
vertexBuffer,
indexBuffer,
bufferPositions,
instructionsCount);
customAttrsCount,
bufferPositions);
}
/** @type {import('../renderer/webgl/Layer').WebGLWorkerGenerateBuffersMessage} */

View File

@@ -1,8 +1,8 @@
import WebGLLayerRenderer, {
colorDecodeId,
colorEncodeId,
getBlankImageData, POINT_INSTRUCTIONS_COUNT, POINT_VERTEX_STRIDE,
writePointFeatureInstructions, writePointFeatureToBuffers
getBlankImageData,
writePointFeatureToBuffers
} from '../../../../../src/ol/renderer/webgl/Layer.js';
import Layer from '../../../../../src/ol/layer/Layer.js';
@@ -32,111 +32,36 @@ describe('ol.renderer.webgl.Layer', function() {
});
describe('writePointFeatureInstructions', function() {
let instructions;
beforeEach(function() {
instructions = new Float32Array(100);
});
it('writes instructions corresponding to the given parameters', function() {
const baseIndex = 17;
writePointFeatureInstructions(instructions, baseIndex,
1, 2, 3, 4, 5, 6,
7, 8, true, [10, 11, 12, 13]);
expect(instructions[baseIndex + 0]).to.eql(1);
expect(instructions[baseIndex + 1]).to.eql(2);
expect(instructions[baseIndex + 2]).to.eql(3);
expect(instructions[baseIndex + 3]).to.eql(4);
expect(instructions[baseIndex + 4]).to.eql(5);
expect(instructions[baseIndex + 5]).to.eql(6);
expect(instructions[baseIndex + 6]).to.eql(7);
expect(instructions[baseIndex + 7]).to.eql(8);
expect(instructions[baseIndex + 8]).to.eql(1);
expect(instructions[baseIndex + 9]).to.eql(10);
expect(instructions[baseIndex + 10]).to.eql(11);
expect(instructions[baseIndex + 11]).to.eql(12);
expect(instructions[baseIndex + 12]).to.eql(13);
});
it('correctly chains writes', function() {
let baseIndex = 0;
baseIndex = writePointFeatureInstructions(instructions, baseIndex,
1, 2, 3, 4, 5, 6,
7, 8, true, [10, 11, 12, 13]);
baseIndex = writePointFeatureInstructions(instructions, baseIndex,
1, 2, 3, 4, 5, 6,
7, 8, true, [10, 11, 12, 13]);
writePointFeatureInstructions(instructions, baseIndex,
1, 2, 3, 4, 5, 6,
7, 8, true, [10, 11, 12, 13]);
expect(instructions[baseIndex + 0]).to.eql(1);
expect(instructions[baseIndex + 1]).to.eql(2);
expect(instructions[baseIndex + 2]).to.eql(3);
expect(instructions[baseIndex + 3]).to.eql(4);
expect(instructions[baseIndex + 4]).to.eql(5);
expect(instructions[baseIndex + 5]).to.eql(6);
expect(instructions[baseIndex + 6]).to.eql(7);
expect(instructions[baseIndex + 7]).to.eql(8);
expect(instructions[baseIndex + 8]).to.eql(1);
expect(instructions[baseIndex + 9]).to.eql(10);
expect(instructions[baseIndex + 10]).to.eql(11);
expect(instructions[baseIndex + 11]).to.eql(12);
expect(instructions[baseIndex + 12]).to.eql(13);
});
});
describe('writePointFeatureToBuffers', function() {
let vertexBuffer, indexBuffer, instructions, elementIndex;
let vertexBuffer, indexBuffer, instructions;
beforeEach(function() {
vertexBuffer = new Float32Array(100);
indexBuffer = new Uint32Array(100);
instructions = new Float32Array(100);
elementIndex = 3;
writePointFeatureInstructions(instructions, elementIndex,
1, 2, 3, 4, 5, 6,
7, 8, true, [10, 11, 12, 13]);
instructions.set([0, 0, 0, 0, 10, 11]);
});
it('writes correctly to the buffers (without custom attributes)', function() {
const stride = POINT_VERTEX_STRIDE;
const positions = writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer);
const stride = 3;
const positions = writePointFeatureToBuffers(instructions, 4, vertexBuffer, indexBuffer, 0);
expect(vertexBuffer[0]).to.eql(1);
expect(vertexBuffer[1]).to.eql(2);
expect(vertexBuffer[2]).to.eql(-3.5);
expect(vertexBuffer[3]).to.eql(-3.5);
expect(vertexBuffer[4]).to.eql(3);
expect(vertexBuffer[5]).to.eql(4);
expect(vertexBuffer[6]).to.eql(8);
expect(vertexBuffer[7]).to.eql(1);
expect(vertexBuffer[8]).to.eql(10);
expect(vertexBuffer[9]).to.eql(11);
expect(vertexBuffer[10]).to.eql(12);
expect(vertexBuffer[11]).to.eql(13);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[stride + 0]).to.eql(1);
expect(vertexBuffer[stride + 1]).to.eql(2);
expect(vertexBuffer[stride + 2]).to.eql(+3.5);
expect(vertexBuffer[stride + 3]).to.eql(-3.5);
expect(vertexBuffer[stride + 4]).to.eql(5);
expect(vertexBuffer[stride + 5]).to.eql(4);
expect(vertexBuffer[stride + 0]).to.eql(10);
expect(vertexBuffer[stride + 1]).to.eql(11);
expect(vertexBuffer[stride + 2]).to.eql(1);
expect(vertexBuffer[stride * 2 + 0]).to.eql(1);
expect(vertexBuffer[stride * 2 + 1]).to.eql(2);
expect(vertexBuffer[stride * 2 + 2]).to.eql(+3.5);
expect(vertexBuffer[stride * 2 + 3]).to.eql(+3.5);
expect(vertexBuffer[stride * 2 + 4]).to.eql(5);
expect(vertexBuffer[stride * 2 + 5]).to.eql(6);
expect(vertexBuffer[stride * 2 + 0]).to.eql(10);
expect(vertexBuffer[stride * 2 + 1]).to.eql(11);
expect(vertexBuffer[stride * 2 + 2]).to.eql(2);
expect(vertexBuffer[stride * 3 + 0]).to.eql(1);
expect(vertexBuffer[stride * 3 + 1]).to.eql(2);
expect(vertexBuffer[stride * 3 + 2]).to.eql(-3.5);
expect(vertexBuffer[stride * 3 + 3]).to.eql(+3.5);
expect(vertexBuffer[stride * 3 + 4]).to.eql(3);
expect(vertexBuffer[stride * 3 + 5]).to.eql(6);
expect(vertexBuffer[stride * 3 + 0]).to.eql(10);
expect(vertexBuffer[stride * 3 + 1]).to.eql(11);
expect(vertexBuffer[stride * 3 + 2]).to.eql(3);
expect(indexBuffer[0]).to.eql(0);
expect(indexBuffer[1]).to.eql(1);
@@ -149,43 +74,34 @@ describe('ol.renderer.webgl.Layer', function() {
expect(positions.vertexPosition).to.eql(stride * 4);
});
it('writes correctly to the buffers (with custom attributes)', function() {
instructions[elementIndex + POINT_INSTRUCTIONS_COUNT] = 101;
instructions[elementIndex + POINT_INSTRUCTIONS_COUNT + 1] = 102;
instructions[elementIndex + POINT_INSTRUCTIONS_COUNT + 2] = 103;
it('writes correctly to the buffers (with 2 custom attributes)', function() {
instructions.set([0, 0, 0, 0, 0, 0, 0, 0, 10, 11, 12, 13]);
const stride = 5;
const positions = writePointFeatureToBuffers(instructions, 8, vertexBuffer, indexBuffer, 2);
const stride = POINT_VERTEX_STRIDE + 3;
const positions = writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer,
undefined, POINT_INSTRUCTIONS_COUNT + 3);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[3]).to.eql(12);
expect(vertexBuffer[4]).to.eql(13);
expect(vertexBuffer[0]).to.eql(1);
expect(vertexBuffer[1]).to.eql(2);
expect(vertexBuffer[2]).to.eql(-3.5);
expect(vertexBuffer[3]).to.eql(-3.5);
expect(vertexBuffer[4]).to.eql(3);
expect(vertexBuffer[5]).to.eql(4);
expect(vertexBuffer[6]).to.eql(8);
expect(vertexBuffer[7]).to.eql(1);
expect(vertexBuffer[8]).to.eql(10);
expect(vertexBuffer[9]).to.eql(11);
expect(vertexBuffer[10]).to.eql(12);
expect(vertexBuffer[11]).to.eql(13);
expect(vertexBuffer[stride + 0]).to.eql(10);
expect(vertexBuffer[stride + 1]).to.eql(11);
expect(vertexBuffer[stride + 2]).to.eql(1);
expect(vertexBuffer[stride + 3]).to.eql(12);
expect(vertexBuffer[stride + 4]).to.eql(13);
expect(vertexBuffer[12]).to.eql(101);
expect(vertexBuffer[13]).to.eql(102);
expect(vertexBuffer[14]).to.eql(103);
expect(vertexBuffer[stride * 2 + 0]).to.eql(10);
expect(vertexBuffer[stride * 2 + 1]).to.eql(11);
expect(vertexBuffer[stride * 2 + 2]).to.eql(2);
expect(vertexBuffer[stride * 2 + 3]).to.eql(12);
expect(vertexBuffer[stride * 2 + 4]).to.eql(13);
expect(vertexBuffer[stride + 12]).to.eql(101);
expect(vertexBuffer[stride + 13]).to.eql(102);
expect(vertexBuffer[stride + 14]).to.eql(103);
expect(vertexBuffer[stride * 2 + 12]).to.eql(101);
expect(vertexBuffer[stride * 2 + 13]).to.eql(102);
expect(vertexBuffer[stride * 2 + 14]).to.eql(103);
expect(vertexBuffer[stride * 3 + 12]).to.eql(101);
expect(vertexBuffer[stride * 3 + 13]).to.eql(102);
expect(vertexBuffer[stride * 3 + 14]).to.eql(103);
expect(vertexBuffer[stride * 3 + 0]).to.eql(10);
expect(vertexBuffer[stride * 3 + 1]).to.eql(11);
expect(vertexBuffer[stride * 3 + 2]).to.eql(3);
expect(vertexBuffer[stride * 3 + 3]).to.eql(12);
expect(vertexBuffer[stride * 3 + 4]).to.eql(13);
expect(indexBuffer[0]).to.eql(0);
expect(indexBuffer[1]).to.eql(1);
@@ -199,25 +115,23 @@ describe('ol.renderer.webgl.Layer', function() {
});
it('correctly chains buffer writes', function() {
const stride = POINT_VERTEX_STRIDE;
let positions = writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer);
positions = writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, positions);
positions = writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, positions);
instructions.set([10, 11, 20, 21, 30, 31]);
const stride = 3;
let positions = writePointFeatureToBuffers(instructions, 0, vertexBuffer, indexBuffer, 0);
positions = writePointFeatureToBuffers(instructions, 2, vertexBuffer, indexBuffer, 0, positions);
positions = writePointFeatureToBuffers(instructions, 4, vertexBuffer, indexBuffer, 0, positions);
expect(vertexBuffer[0]).to.eql(1);
expect(vertexBuffer[1]).to.eql(2);
expect(vertexBuffer[2]).to.eql(-3.5);
expect(vertexBuffer[3]).to.eql(-3.5);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[stride * 4 + 0]).to.eql(1);
expect(vertexBuffer[stride * 4 + 1]).to.eql(2);
expect(vertexBuffer[stride * 4 + 2]).to.eql(-3.5);
expect(vertexBuffer[stride * 4 + 3]).to.eql(-3.5);
expect(vertexBuffer[stride * 4 + 0]).to.eql(20);
expect(vertexBuffer[stride * 4 + 1]).to.eql(21);
expect(vertexBuffer[stride * 4 + 2]).to.eql(0);
expect(vertexBuffer[stride * 8 + 0]).to.eql(1);
expect(vertexBuffer[stride * 8 + 1]).to.eql(2);
expect(vertexBuffer[stride * 8 + 2]).to.eql(-3.5);
expect(vertexBuffer[stride * 8 + 3]).to.eql(-3.5);
expect(vertexBuffer[stride * 8 + 0]).to.eql(30);
expect(vertexBuffer[stride * 8 + 1]).to.eql(31);
expect(vertexBuffer[stride * 8 + 2]).to.eql(0);
expect(indexBuffer[6 + 0]).to.eql(4);
expect(indexBuffer[6 + 1]).to.eql(5);

View File

@@ -5,8 +5,8 @@ import VectorSource from '../../../../../src/ol/source/Vector.js';
import WebGLPointsLayerRenderer from '../../../../../src/ol/renderer/webgl/PointsLayer.js';
import {get as getProjection} from '../../../../../src/ol/proj.js';
import ViewHint from '../../../../../src/ol/ViewHint.js';
import {POINT_VERTEX_STRIDE, WebGLWorkerMessageType} from '../../../../../src/ol/renderer/webgl/Layer.js';
import {create as createTransform, compose as composeTransform} from '../../../../../src/ol/transform.js';
import {WebGLWorkerMessageType} from '../../../../../src/ol/renderer/webgl/Layer.js';
import {compose as composeTransform, create as createTransform} from '../../../../../src/ol/transform.js';
const baseFrameState = {
viewHints: [],
@@ -21,6 +21,54 @@ const baseFrameState = {
pixelRatio: 1
};
const simpleVertexShader = `
precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
attribute vec2 a_position;
attribute float a_index;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
float offsetX = a_index == 0.0 || a_index == 3.0 ? -2.0 : 2.0;
float offsetY = a_index == 0.0 || a_index == 1.0 ? -2.0 : 2.0;
vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
}`;
const simpleFragmentShader = `
precision mediump float;
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}`;
// these shaders support hit detection
// they have a built-in size value of 4
const hitVertexShader = `
precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
attribute vec2 a_position;
attribute float a_index;
attribute vec4 a_hitColor;
varying vec4 v_hitColor;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
float offsetX = a_index == 0.0 || a_index == 3.0 ? -2.0 : 2.0;
float offsetY = a_index == 0.0 || a_index == 1.0 ? -2.0 : 2.0;
vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
v_hitColor = a_hitColor;
}`;
const hitFragmentShader = `
precision mediump float;
varying vec4 v_hitColor;
void main(void) {
gl_FragColor = v_hitColor;
}`;
describe('ol.renderer.webgl.PointsLayer', function() {
describe('constructor', function() {
@@ -42,7 +90,10 @@ describe('ol.renderer.webgl.PointsLayer', function() {
const layer = new VectorLayer({
source: new VectorSource()
});
const renderer = new WebGLPointsLayerRenderer(layer);
const renderer = new WebGLPointsLayerRenderer(layer, {
vertexShader: simpleVertexShader,
fragmentShader: simpleFragmentShader
});
expect(renderer).to.be.a(WebGLPointsLayerRenderer);
});
@@ -55,7 +106,12 @@ describe('ol.renderer.webgl.PointsLayer', function() {
layer = new VectorLayer({
source: new VectorSource()
});
renderer = new WebGLPointsLayerRenderer(layer);
renderer = new WebGLPointsLayerRenderer(layer, {
vertexShader: simpleVertexShader,
fragmentShader: simpleFragmentShader,
hitVertexShader: hitVertexShader,
hitFragmentShader: hitFragmentShader
});
frameState = Object.assign({
size: [2, 2],
extent: [-100, -100, 100, 100]
@@ -77,7 +133,7 @@ describe('ol.renderer.webgl.PointsLayer', function() {
}));
renderer.prepareFrame(frameState);
const attributePerVertex = POINT_VERTEX_STRIDE;
const attributePerVertex = 3;
renderer.worker_.addEventListener('message', function(event) {
if (event.data.type !== WebGLWorkerMessageType.GENERATE_BUFFERS) {
@@ -94,6 +150,35 @@ describe('ol.renderer.webgl.PointsLayer', function() {
});
});
it('fills up the hit render buffer with 2 triangles per point', function(done) {
layer.getSource().addFeature(new Feature({
geometry: new Point([10, 20])
}));
layer.getSource().addFeature(new Feature({
geometry: new Point([30, 40])
}));
renderer.prepareFrame(frameState);
const attributePerVertex = 8;
renderer.worker_.addEventListener('message', function(event) {
if (event.data.type !== WebGLWorkerMessageType.GENERATE_BUFFERS) {
return;
}
if (!renderer.hitVerticesBuffer_.getArray()) {
return;
}
expect(renderer.hitVerticesBuffer_.getArray().length).to.eql(2 * 4 * attributePerVertex);
expect(renderer.indicesBuffer_.getArray().length).to.eql(2 * 6);
expect(renderer.hitVerticesBuffer_.getArray()[0]).to.eql(10);
expect(renderer.hitVerticesBuffer_.getArray()[1]).to.eql(20);
expect(renderer.hitVerticesBuffer_.getArray()[4 * attributePerVertex + 0]).to.eql(30);
expect(renderer.hitVerticesBuffer_.getArray()[4 * attributePerVertex + 1]).to.eql(40);
done();
});
});
it('clears the buffers when the features are gone', function(done) {
const source = layer.getSource();
source.addFeature(new Feature({
@@ -109,7 +194,7 @@ describe('ol.renderer.webgl.PointsLayer', function() {
if (event.data.type !== WebGLWorkerMessageType.GENERATE_BUFFERS) {
return;
}
const attributePerVertex = 12;
const attributePerVertex = 3;
expect(renderer.verticesBuffer_.getArray().length).to.eql(4 * attributePerVertex);
expect(renderer.indicesBuffer_.getArray().length).to.eql(6);
done();
@@ -162,9 +247,10 @@ describe('ol.renderer.webgl.PointsLayer', function() {
})
});
renderer = new WebGLPointsLayerRenderer(layer, {
sizeCallback: function() {
return 4;
}
vertexShader: simpleVertexShader,
fragmentShader: simpleFragmentShader,
hitVertexShader: hitVertexShader,
hitFragmentShader: hitFragmentShader
});
});
@@ -254,4 +340,22 @@ describe('ol.renderer.webgl.PointsLayer', function() {
});
});
describe('#disposeInternal', function() {
it('terminates the worker and calls dispose on the helper', function() {
const layer = new VectorLayer({
source: new VectorSource()
});
const renderer = new WebGLPointsLayerRenderer(layer, {
vertexShader: simpleVertexShader,
fragmentShader: simpleFragmentShader
});
const spyHelper = sinon.spy(renderer.helper, 'disposeInternal');
const spyWorker = sinon.spy(renderer.worker_, 'terminate');
renderer.disposeInternal();
expect(spyHelper.called).to.be(true);
expect(spyWorker.called).to.be(true);
});
});
});

View File

@@ -2,8 +2,10 @@ import WebGLHelper from '../../../../src/ol/webgl/Helper.js';
import {
create as createTransform,
rotate as rotateTransform,
scale as scaleTransform, translate as translateTransform
scale as scaleTransform,
translate as translateTransform
} from '../../../../src/ol/transform.js';
import {FLOAT} from '../../../../src/ol/webgl.js';
const VERTEX_SHADER = `
@@ -290,4 +292,64 @@ describe('ol.webgl.WebGLHelper', function() {
});
});
});
describe('#enableAttributes', function() {
let baseAttrs, h;
beforeEach(function() {
h = new WebGLHelper();
baseAttrs = [
{
name: 'attr1',
size: 3
},
{
name: 'attr2',
size: 2
},
{
name: 'attr3',
size: 1
}
];
h.useProgram(h.getProgram(FRAGMENT_SHADER, `
precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
attribute vec3 attr1;
attribute vec2 attr2;
attribute float attr3;
uniform float u_test;
void main(void) {
gl_Position = vec4(u_test, a_test, 0.0, 1.0);
}`));
});
it('enables attributes based on the given array (FLOAT)', function() {
const spy = sinon.spy(h, 'enableAttributeArray_');
h.enableAttributes(baseAttrs);
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
expect(spy.callCount).to.eql(3);
expect(spy.getCall(0).args[0]).to.eql('attr1');
expect(spy.getCall(0).args[1]).to.eql(3);
expect(spy.getCall(0).args[2]).to.eql(FLOAT);
expect(spy.getCall(0).args[3]).to.eql(6 * bytesPerFloat);
expect(spy.getCall(0).args[4]).to.eql(0);
expect(spy.getCall(1).args[0]).to.eql('attr2');
expect(spy.getCall(1).args[1]).to.eql(2);
expect(spy.getCall(1).args[2]).to.eql(FLOAT);
expect(spy.getCall(1).args[3]).to.eql(6 * bytesPerFloat);
expect(spy.getCall(1).args[4]).to.eql(3 * bytesPerFloat);
expect(spy.getCall(2).args[0]).to.eql('attr3');
expect(spy.getCall(2).args[1]).to.eql(1);
expect(spy.getCall(2).args[2]).to.eql(FLOAT);
expect(spy.getCall(2).args[3]).to.eql(6 * bytesPerFloat);
expect(spy.getCall(2).args[4]).to.eql(5 * bytesPerFloat);
});
});
});

View File

@@ -0,0 +1,199 @@
import {
getSymbolVertexShader,
formatNumber,
getSymbolFragmentShader,
formatColor, formatArray
} from '../../../../src/ol/webgl/ShaderBuilder.js';
describe('ol.webgl.ShaderBuilder', function() {
describe('formatNumber', function() {
it('does a simple transform when a fraction is present', function() {
expect(formatNumber(1.3456)).to.eql('1.3456');
});
it('adds a fraction separator when missing', function() {
expect(formatNumber(1)).to.eql('1.0');
expect(formatNumber(2.0)).to.eql('2.0');
});
});
describe('formatArray', function() {
it('outputs numbers with dot separators', function() {
expect(formatArray([1, 0, 3.45, 0.8888])).to.eql('1.0, 0.0, 3.45, 0.8888');
});
});
describe('formatColor', function() {
it('normalizes color and outputs numbers with dot separators', function() {
expect(formatColor([100, 0, 255, 1])).to.eql('0.39215686274509803, 0.0, 1.0, 1.0');
});
});
describe('getSymbolVertexShader', function() {
it('generates a symbol vertex 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, 1]) + ')',
texCoordExpression: 'vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')',
rotateWithView: false
};
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 vec3 v_test;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
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;
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_test = vec3(1.0, 2.0, 3.0);
}`);
});
it('generates a symbol vertex shader (with uniforms and attributes)', function() {
const parameters = {
uniforms: ['float u_myUniform'],
attributes: ['vec2 a_myAttr'],
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]) + ')'
};
expect(getSymbolVertexShader(parameters)).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_myUniform;
attribute vec2 a_position;
attribute float a_index;
attribute vec2 a_myAttr;
varying vec2 v_texCoord;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
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;
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);
}`);
});
it('generates a symbol vertex shader (with rotateWithView)', function() {
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;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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;
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);
}`);
});
});
describe('getSymbolFragmentShader', function() {
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 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) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor.rgb *= gl_FragColor.a;
}`);
});
});
});

View File

@@ -1,6 +1,5 @@
import {create} from '../../../../src/ol/worker/webgl.js';
import {
POINT_INSTRUCTIONS_COUNT,
WebGLWorkerMessageType
} from '../../../../src/ol/renderer/webgl/Layer.js';
@@ -22,7 +21,9 @@ describe('ol/worker/webgl', function() {
describe('messaging', function() {
describe('GENERATE_BUFFERS', function() {
it('responds with buffer data', function(done) {
worker.addEventListener('error', done);
worker.addEventListener('error', function(error) {
expect().fail(error.message);
});
worker.addEventListener('message', function(event) {
expect(event.data.type).to.eql(WebGLWorkerMessageType.GENERATE_BUFFERS);
@@ -34,11 +35,12 @@ describe('ol/worker/webgl', function() {
done();
});
const instructions = new Float32Array(POINT_INSTRUCTIONS_COUNT);
const instructions = new Float32Array(10);
const message = {
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
renderInstructions: instructions,
customAttributesCount: 0,
testInt: 101,
testString: 'abcd'
};