Snapshot ol.webgl.Map
This commit is contained in:
@@ -33,13 +33,13 @@ ol.webgl.map.shader.Fragment = function() {
|
||||
goog.base(this, [
|
||||
'precision mediump float;',
|
||||
'',
|
||||
'uniform float uAlpha;',
|
||||
'uniform float uOpacity;',
|
||||
'uniform sampler2D uTexture;',
|
||||
'',
|
||||
'varying vec2 vTexCoord;',
|
||||
'',
|
||||
'void main(void) {',
|
||||
' gl_FragColor = vec4(texture2D(uTexture, vTexCoord).rgb, uAlpha);',
|
||||
' gl_FragColor = vec4(texture2D(uTexture, vTexCoord).rgb, uOpacity);',
|
||||
'}'
|
||||
].join('\n'));
|
||||
};
|
||||
@@ -59,8 +59,10 @@ ol.webgl.map.shader.Vertex = function() {
|
||||
'',
|
||||
'varying vec2 vTexCoord;',
|
||||
'',
|
||||
'uniform mat4 uMatrix;',
|
||||
'',
|
||||
'void main(void) {',
|
||||
' gl_Position = vec4(aPosition, 0., 1.);',
|
||||
' gl_Position = uMatrix * vec4(aPosition, 0., 1.);',
|
||||
' vTexCoord = aTexCoord;',
|
||||
'}'
|
||||
].join('\n'));
|
||||
@@ -112,6 +114,22 @@ ol.webgl.Map = function(target, opt_values) {
|
||||
goog.events.listen(this.canvas_, ol.webgl.WebGLContextEventType.RESTORED,
|
||||
this.handleWebGLContextRestored, false, this);
|
||||
|
||||
/**
|
||||
* @private
|
||||
* @type {{aPosition: number,
|
||||
* aTexCoord: number,
|
||||
* uMatrix: WebGLUniformLocation,
|
||||
* uOpacity: WebGLUniformLocation,
|
||||
* uTexture: WebGLUniformLocation}|null}
|
||||
*/
|
||||
this.locations_ = null;
|
||||
|
||||
/**
|
||||
* @private
|
||||
* @type {WebGLBuffer}
|
||||
*/
|
||||
this.arrayBuffer_ = null;
|
||||
|
||||
/**
|
||||
* @private
|
||||
* @type {Object.<number, WebGLShader>}
|
||||
@@ -360,6 +378,8 @@ ol.webgl.Map.prototype.handleSizeChanged = function() {
|
||||
*/
|
||||
ol.webgl.Map.prototype.handleWebGLContextLost = function(event) {
|
||||
event.preventDefault();
|
||||
this.locations_ = null;
|
||||
this.arrayBuffer_ = null;
|
||||
this.shaderCache_ = {};
|
||||
this.programCache_ = {};
|
||||
this.tileTextureCache_ = {};
|
||||
@@ -399,11 +419,55 @@ ol.webgl.Map.prototype.redrawInternal = function() {
|
||||
}
|
||||
});
|
||||
|
||||
gl.clear(goog.webgl.COLOR_BUFFER_BIT);
|
||||
var gl = this.getGL();
|
||||
|
||||
gl.bindFramebuffer(goog.webgl.FRAMEBUFFER, null);
|
||||
gl.useProgram(this.getProgram(this.fragmentShader_, this.vertexShader_));
|
||||
gl.clearColor(0, 0, 0, 0);
|
||||
gl.clear(goog.webgl.COLOR_BUFFER_BIT);
|
||||
gl.enable(goog.webgl.BLEND);
|
||||
gl.blendFunc(goog.webgl.SRC_ALPHA, goog.webgl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
var program = this.getProgram(this.fragmentShader_, this.vertexShader_);
|
||||
gl.useProgram(program);
|
||||
if (goog.isNull(this.locations_)) {
|
||||
this.locations_ = {
|
||||
aPosition: gl.getAttribLocation(program, 'aPosition'),
|
||||
aTexCoord: gl.getAttribLocation(program, 'aTexCoord'),
|
||||
uMatrix: gl.getUniformLocation(program, 'uMatrix'),
|
||||
uOpacity: gl.getUniformLocation(program, 'uOpacity'),
|
||||
uTexture: gl.getUniformLocation(program, 'uTexture')
|
||||
};
|
||||
}
|
||||
|
||||
if (goog.isNull(this.arrayBuffer_)) {
|
||||
var arrayBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, arrayBuffer);
|
||||
gl.bufferData(goog.webgl.ARRAY_BUFFER, new Float32Array([
|
||||
0, 0, 0, 0,
|
||||
1, 0, 1, 0,
|
||||
0, 1, 0, 1,
|
||||
1, 1, 1, 1
|
||||
]), goog.webgl.STATIC_DRAW);
|
||||
this.arrayBuffer_ = arrayBuffer;
|
||||
} else {
|
||||
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.arrayBuffer_);
|
||||
}
|
||||
|
||||
gl.enableVertexAttribArray(this.locations_.aPosition);
|
||||
gl.vertexAttribPointer(
|
||||
this.locations_.aPosition, 2, goog.webgl.FLOAT, false, 16, 0);
|
||||
gl.enableVertexAttribArray(this.locations_.aTexCoord);
|
||||
gl.vertexAttribPointer(
|
||||
this.locations_.aTexCoord, 2, goog.webgl.FLOAT, false, 16, 8);
|
||||
gl.uniform1i(this.locations_.uTexture, 0);
|
||||
|
||||
this.forEachVisibleLayer(function(layer, layerRenderer) {
|
||||
gl.uniformMatrix4fv(
|
||||
this.locations_.uMatrix, false, layerRenderer.getMatrix());
|
||||
gl.uniform1f(this.locations_.uOpacity, layer.getOpacity());
|
||||
gl.bindTexture(goog.webgl.TEXTURE_2D, layerRenderer.getTexture());
|
||||
gl.activeTexture(goog.webgl.TEXTURE0);
|
||||
gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
|
||||
}, this);
|
||||
|
||||
return animate;
|
||||
|
||||
Reference in New Issue
Block a user