Snapshot ol.webgl.Map

This commit is contained in:
Tom Payne
2012-07-18 00:08:35 +02:00
parent 7febc1c8b3
commit 854280eb11

View File

@@ -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;