Webgl / add support for a rotation parameter in LiteralStyle
The ShaderBuilder can now take a rotation expression.
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@@ -30,10 +30,24 @@ varying float v_opacity;
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varying vec3 v_test;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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vec2 size = vec2(6.0);
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vec2 halfSize = vec2(6.0) * 0.5;
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vec2 offset = vec2(5.0, -7.0);
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 2.0;
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float angle = 0.0;
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float offsetX;
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float offsetY;
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if (a_index == 0.0) {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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} else if (a_index == 1.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else if (a_index == 2.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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}
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0);
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@@ -72,10 +86,24 @@ varying vec2 v_quadCoord;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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vec2 size = vec2(6.0);
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vec2 halfSize = vec2(6.0) * 0.5;
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vec2 offset = vec2(5.0, -7.0);
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 2.0;
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float angle = 0.0;
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float offsetX;
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float offsetY;
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if (a_index == 0.0) {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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} else if (a_index == 1.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else if (a_index == 2.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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}
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0);
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@@ -112,10 +140,24 @@ varying vec2 v_quadCoord;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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vec2 size = vec2(6.0);
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vec2 halfSize = vec2(6.0) * 0.5;
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vec2 offset = vec2(5.0, -7.0);
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 2.0;
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float angle = 0.0;
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float offsetX;
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float offsetY;
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if (a_index == 0.0) {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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} else if (a_index == 1.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else if (a_index == 2.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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}
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0);
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@@ -147,10 +189,24 @@ varying vec2 v_quadCoord;
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varying vec4 v_hitColor;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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vec2 size = vec2(1.0);
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vec2 halfSize = vec2(1.0) * 0.5;
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vec2 offset = vec2(0.0);
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 2.0;
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float angle = 0.0;
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float offsetX;
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float offsetY;
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if (a_index == 0.0) {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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} else if (a_index == 1.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else if (a_index == 2.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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}
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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vec4 texCoord = vec4(0.0, 0.0, 1.0, 1.0);
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@@ -161,6 +217,58 @@ void main(void) {
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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v_hitColor = a_hitColor;
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}`);
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});
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it('generates a symbol vertex shader (with a rotation expression)', function() {
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const builder = new ShaderBuilder();
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builder.setSizeExpression(`vec2(${numberToGlsl(6)})`);
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builder.setSymbolOffsetExpression(arrayToGlsl([5, -7]));
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builder.setRotationExpression('u_time * 0.2');
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expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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attribute vec2 a_position;
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attribute float a_index;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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vec2 halfSize = vec2(6.0) * 0.5;
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vec2 offset = vec2(5.0, -7.0);
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float angle = u_time * 0.2;
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float offsetX;
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float offsetY;
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if (a_index == 0.0) {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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} else if (a_index == 1.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
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offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else if (a_index == 2.0) {
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offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
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} else {
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offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
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offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
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}
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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vec4 texCoord = vec4(0.0, 0.0, 1.0, 1.0);
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q;
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v_texCoord = vec2(u, v);
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u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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}`);
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});
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});
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