From 78028893e25d7572bcff46563bdddd907026ecbf Mon Sep 17 00:00:00 2001 From: jahow Date: Sat, 1 Dec 2018 00:01:52 +0100 Subject: [PATCH] Added missing attributes in PointsLayer Attributes were used in the shader but not bound to a buffer, which made the rendering failed in some implementations. --- src/ol/layer/Heatmap.js | 6 +++++- src/ol/renderer/webgl/PointsLayer.js | 24 +++++++++++++++--------- 2 files changed, 20 insertions(+), 10 deletions(-) diff --git a/src/ol/layer/Heatmap.js b/src/ol/layer/Heatmap.js index 3e179ea03b..15dfa21ecd 100644 --- a/src/ol/layer/Heatmap.js +++ b/src/ol/layer/Heatmap.js @@ -205,6 +205,7 @@ class Heatmap extends VectorLayer { attribute vec2 a_texCoord; attribute float a_rotateWithView; attribute vec2 a_offsets; + attribute float a_opacity; uniform mat4 u_projectionMatrix; uniform mat4 u_offsetScaleMatrix; @@ -212,6 +213,7 @@ class Heatmap extends VectorLayer { uniform float u_size; varying vec2 v_texCoord; + varying float v_opacity; void main(void) { mat4 offsetMatrix = u_offsetScaleMatrix; @@ -221,6 +223,7 @@ class Heatmap extends VectorLayer { vec4 offsets = offsetMatrix * 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; }`, fragmentShader: ` precision mediump float; @@ -229,12 +232,13 @@ class Heatmap extends VectorLayer { uniform float u_blur; varying vec2 v_texCoord; + varying float v_opacity; void main(void) { gl_FragColor.rgb = vec3(1.0, 1.0, 1.0); vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0); float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y; - float alpha = 1.0 - sqRadius * sqRadius; + float alpha = 1.0 - sqRadius * sqRadius * v_opacity; if (alpha <= 0.0) { discard; } diff --git a/src/ol/renderer/webgl/PointsLayer.js b/src/ol/renderer/webgl/PointsLayer.js index 4469307ba9..70c716d6cd 100644 --- a/src/ol/renderer/webgl/PointsLayer.js +++ b/src/ol/renderer/webgl/PointsLayer.js @@ -13,12 +13,14 @@ const VERTEX_SHADER = ` attribute vec2 a_texCoord; attribute float a_rotateWithView; attribute vec2 a_offsets; + attribute float a_opacity; 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; @@ -28,6 +30,7 @@ const VERTEX_SHADER = ` 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 = ` @@ -35,10 +38,11 @@ const FRAGMENT_SHADER = ` uniform float u_opacity; varying vec2 v_texCoord; + varying float v_opacity; void main(void) { gl_FragColor.rgb = vec3(1.0, 1.0, 1.0); - float alpha = u_opacity; + float alpha = u_opacity * v_opacity; if (alpha == 0.0) { discard; } @@ -202,14 +206,14 @@ class WebGLPointsLayerRenderer extends LayerRenderer { const x = this.coordCallback_(feature, 0); const y = this.coordCallback_(feature, 1); const size = this.sizeCallback_(feature); - const stride = 6; + const stride = 8; const baseIndex = this.verticesBuffer_.getArray().length / stride; this.verticesBuffer_.getArray().push( - x, y, -size / 2, -size / 2, 0, 0, - x, y, +size / 2, -size / 2, 1, 0, - x, y, +size / 2, +size / 2, 1, 1, - x, y, -size / 2, +size / 2, 0, 1 + x, y, -size / 2, -size / 2, 0, 0, 1, 1, + x, y, +size / 2, -size / 2, 1, 0, 1, 1, + x, y, +size / 2, +size / 2, 1, 1, 1, 1, + x, y, -size / 2, +size / 2, 0, 1, 1, 1 ); this.indicesBuffer_.getArray().push( baseIndex, baseIndex + 1, baseIndex + 3, @@ -223,9 +227,11 @@ class WebGLPointsLayerRenderer extends LayerRenderer { this.helper_.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_); const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT; - this.helper_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 6, 0); - this.helper_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 2); - this.helper_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 4); + this.helper_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 8, 0); + this.helper_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 8, bytesPerFloat * 2); + this.helper_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 8, bytesPerFloat * 4); + this.helper_.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * 8, bytesPerFloat * 6); + this.helper_.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * 8, bytesPerFloat * 7); return true; }