Webgl / add support for a rotation parameter in LiteralStyle
The ShaderBuilder can now take a rotation expression.
This commit is contained in:
@@ -35,6 +35,7 @@ export const SymbolType = {
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* @property {string} [src] Path to the image to be used for the symbol. Only required with `symbolType: 'image'`.
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* @property {import("../color.js").Color|Array<ExpressionValue>|string} [color='#FFFFFF'] Color used for the representation (either fill, line or symbol).
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* @property {ExpressionValue} [opacity=1] Opacity.
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* @property {ExpressionValue} [rotation=0] Symbol rotation in radians.
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* @property {Array<ExpressionValue, ExpressionValue>} [offset] Offset on X and Y axis for symbols. If not specified, the symbol will be centered.
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* @property {Array<ExpressionValue, ExpressionValue, ExpressionValue, ExpressionValue>} [textureCoord] Texture coordinates. If not specified, the whole texture will be used (range for 0 to 1 on both axes).
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* @property {boolean} [rotateWithView=false] Specify whether the symbol must rotate with the view or stay upwards.
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@@ -56,6 +56,12 @@ export class ShaderBuilder {
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*/
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this.sizeExpression = 'vec2(1.0)';
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/**
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* @type {string}
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* @private
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*/
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this.rotationExpression = '0.0';
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/**
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* @type {string}
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* @private
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@@ -138,6 +144,18 @@ export class ShaderBuilder {
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return this;
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}
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/**
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* Sets an expression to compute the rotation of the shape.
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* This expression can use all the uniforms and attributes available
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* in the vertex shader, and should evaluate to a `float` value in radians.
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* @param {string} expression Size expression
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* @return {ShaderBuilder} the builder object
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*/
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setRotationExpression(expression) {
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this.rotationExpression = expression;
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return this;
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}
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/**
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* Sets an expression to compute the offset of the symbol from the point center.
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* This expression can use all the uniforms and attributes available
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@@ -291,10 +309,24 @@ ${varyings.map(function(varying) {
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}).join('\n')}
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void main(void) {
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mat4 offsetMatrix = ${offsetMatrix};
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vec2 size = ${this.sizeExpression};
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vec2 halfSize = ${this.sizeExpression} * 0.5;
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vec2 offset = ${this.offsetExpression};
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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 = ${this.rotationExpression};
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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 = ${this.texCoordExpression};
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@@ -381,6 +413,7 @@ export function parseLiteralStyle(style) {
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const texCoord = symbStyle.textureCoord || [0, 0, 1, 1];
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const offset = symbStyle.offset || [0, 0];
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const opacity = symbStyle.opacity !== undefined ? symbStyle.opacity : 1;
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const rotation = symbStyle.rotation !== undefined ? symbStyle.rotation : 0;
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/**
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* @type {import("../style/expressions.js").ParsingContext}
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@@ -406,6 +439,7 @@ export function parseLiteralStyle(style) {
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};
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const parsedColor = expressionToGlsl(fragContext, color, ValueTypes.COLOR);
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const parsedOpacity = expressionToGlsl(fragContext, opacity, ValueTypes.NUMBER);
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const parsedRotation = expressionToGlsl(fragContext, rotation, ValueTypes.NUMBER);
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let opacityFilter = '1.0';
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const visibleSize = `vec2(${expressionToGlsl(fragContext, size, ValueTypes.NUMBER_ARRAY | ValueTypes.NUMBER)}).x`;
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@@ -427,6 +461,7 @@ export function parseLiteralStyle(style) {
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const builder = new ShaderBuilder()
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.setSizeExpression(`vec2(${parsedSize})`)
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.setRotationExpression(parsedRotation)
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.setSymbolOffsetExpression(parsedOffset)
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.setTextureCoordinateExpression(parsedTexCoord)
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.setSymbolRotateWithView(!!symbStyle.rotateWithView)
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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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