Use glsl-unit in WebGL tile layer renderer

This commit is contained in:
Tom Payne
2013-03-23 17:47:02 +01:00
parent 7300051b69
commit 711e4be19e
3 changed files with 120 additions and 59 deletions

View File

@@ -2,7 +2,6 @@
// FIXME animated shaders! check in redraw
goog.provide('ol.renderer.webgl.TileLayer');
goog.provide('ol.renderer.webgl.tilelayer.shader');
goog.require('goog.array');
goog.require('goog.object');
@@ -18,65 +17,12 @@ goog.require('ol.TileRange');
goog.require('ol.TileState');
goog.require('ol.layer.TileLayer');
goog.require('ol.math');
goog.require('ol.renderer.webgl.FragmentShader');
goog.require('ol.renderer.webgl.Layer');
goog.require('ol.renderer.webgl.VertexShader');
goog.require('ol.renderer.webgl.tilelayer.shader');
goog.require('ol.structs.Buffer');
/**
* @constructor
* @extends {ol.renderer.webgl.FragmentShader}
*/
ol.renderer.webgl.tilelayer.shader.Fragment = function() {
goog.base(this, [
'precision mediump float;',
'',
'uniform sampler2D u_texture;',
'',
'varying vec2 v_texCoord;',
'',
'void main(void) {',
' gl_FragColor = texture2D(u_texture, v_texCoord);',
'}'
].join('\n'));
};
goog.inherits(
ol.renderer.webgl.tilelayer.shader.Fragment,
ol.renderer.webgl.FragmentShader);
goog.addSingletonGetter(ol.renderer.webgl.tilelayer.shader.Fragment);
/**
* @constructor
* @extends {ol.renderer.webgl.VertexShader}
*/
ol.renderer.webgl.tilelayer.shader.Vertex = function() {
goog.base(this, [
'attribute vec2 a_position;',
'attribute vec2 a_texCoord;',
'',
'varying vec2 v_texCoord;',
'',
'uniform vec4 u_tileOffset;',
'',
'void main(void) {',
' gl_Position.xy = a_position * u_tileOffset.xy + u_tileOffset.zw;',
' gl_Position.z = 0.;',
' gl_Position.w = 1.;',
' v_texCoord = a_texCoord;',
'}'
].join('\n'));
};
goog.inherits(
ol.renderer.webgl.tilelayer.shader.Vertex,
ol.renderer.webgl.VertexShader);
goog.addSingletonGetter(ol.renderer.webgl.tilelayer.shader.Vertex);
/**
* @constructor
* @extends {ol.renderer.webgl.Layer}
@@ -232,10 +178,14 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
gl.useProgram(program);
if (goog.isNull(this.locations_)) {
this.locations_ = {
a_position: gl.getAttribLocation(program, 'a_position'),
a_texCoord: gl.getAttribLocation(program, 'a_texCoord'),
u_tileOffset: gl.getUniformLocation(program, 'u_tileOffset'),
u_texture: gl.getUniformLocation(program, 'u_texture')
a_position: gl.getAttribLocation(
program, ol.renderer.webgl.tilelayer.shader.attribute.a_position),
a_texCoord: gl.getAttribLocation(
program, ol.renderer.webgl.tilelayer.shader.attribute.a_texCoord),
u_tileOffset: gl.getUniformLocation(
program, ol.renderer.webgl.tilelayer.shader.uniform.u_tileOffset),
u_texture: gl.getUniformLocation(
program, ol.renderer.webgl.tilelayer.shader.uniform.u_texture)
};
}