Add vertex shaders to pointslayer

This commit is contained in:
Olivier Guyot
2018-11-13 18:01:44 +01:00
parent 71270efa75
commit 66efee9e22

View File

@@ -5,6 +5,49 @@ import LayerRenderer from '../Layer';
import WebGLBuffer from '../../webgl/Buffer'; import WebGLBuffer from '../../webgl/Buffer';
import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER} from '../../webgl'; import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER} from '../../webgl';
import WebGLContext, {DefaultUniform} from '../../webgl/Context'; import WebGLContext, {DefaultUniform} from '../../webgl/Context';
import WebGLVertex from "../../webgl/Vertex";
import WebGLFragment from "../../webgl/Fragment";
const VERTEX_SHADER =
'attribute vec2 a_position;' +
'attribute vec2 a_texCoord;' +
'attribute float a_opacity;' +
'attribute float a_rotateWithView;' +
'' +
'uniform mat4 u_projectionMatrix;' +
'uniform mat4 u_offsetScaleMatrix;' +
'uniform mat4 u_offsetRotateMatrix;' +
'' +
'varying vec2 v_texCoord;' +
'varying float v_opacity;' +
'' +
'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;' +
'}';
const FRAGMENT_SHADER =
'uniform float u_opacity;' +
'uniform sampler2D u_image;' +
'' +
'varying vec2 v_texCoord;' +
'varying float v_opacity;' +
'' +
'void main(void) {' +
' vec4 texColor = texture2D(u_image, v_texCoord);' +
' gl_FragColor.rgb = texColor.rgb;' +
' float alpha = texColor.a * v_opacity * u_opacity;' +
' if (alpha == 0.0) {' +
' discard;' +
' }' +
' gl_FragColor.a = alpha;' +
'}';
/** /**
* @classdesc * @classdesc
@@ -28,8 +71,13 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
this.primitiveCount_ = 0; this.primitiveCount_ = 0;
this.verticesBuffer_ = new WebGLBuffer(); this.verticesBuffer_ = new WebGLBuffer([], DYNAMIC_DRAW);
this.indicesBuffer_ = new WebGLBuffer(); this.indicesBuffer_ = new WebGLBuffer([], DYNAMIC_DRAW);
const vertexShader = new WebGLVertex(VERTEX_SHADER);
const fragmentShader = new WebGLFragment(FRAGMENT_SHADER);
const program = this.context_.getProgram(fragmentShader, vertexShader);
this.context_.useProgram(program);
} }
/** /**