Webgl Helper now handles uniforms with framestate as input
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@@ -98,7 +98,6 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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* @inheritDoc
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*/
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renderFrame(frameState, layerState) {
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this.context_.applyFrameState(frameState);
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this.context_.setUniformFloatValue(DefaultUniform.OPACITY, layerState.opacity);
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this.context_.drawElements(0, this.indicesBuffer_.getArray().length);
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this.context_.finalizeDraw();
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@@ -112,7 +111,7 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
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const vectorSource = /** @type {import("../../source/Vector.js").default} */ (vectorLayer.getSource());
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this.context_.prepareDraw(frameState.size, frameState.pixelRatio);
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this.context_.prepareDraw(frameState);
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if (this.sourceRevision_ < vectorSource.getRevision()) {
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this.sourceRevision_ = vectorSource.getRevision();
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@@ -240,9 +240,11 @@ class WebGLHelper extends Disposable {
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/**
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* Clear the buffer & set the viewport to draw
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*/
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prepareDraw(size, pixelRatio) {
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prepareDraw(frameState) {
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const gl = this.getGL();
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const canvas = this.getCanvas();
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const size = frameState.size;
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const pixelRatio = frameState.pixelRatio;
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canvas.width = size[0] * pixelRatio;
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canvas.height = size[1] * pixelRatio;
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@@ -263,7 +265,8 @@ class WebGLHelper extends Disposable {
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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this.applyUniforms();
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this.applyFrameState(frameState)
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this.applyUniforms(frameState);
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}
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/**
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@@ -337,6 +340,55 @@ class WebGLHelper extends Disposable {
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this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix));
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}
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// todo
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applyUniforms(frameState) {
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const gl = this.getGL();
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let value;
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let textureSlot = 0;
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this.uniforms_.forEach(function(uniform) {
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value = typeof uniform.value === 'function' ? uniform.value(frameState) : uniform.value;
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// apply value based on type
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if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
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// create a texture & put data
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if (!uniform.texture) {
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uniform.texture = gl.createTexture();
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}
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gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
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gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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if (value instanceof ImageData) {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0,
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gl.UNSIGNED_BYTE, new Uint8Array(value.data));
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} else {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
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}
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// fill texture slots
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gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
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} else if (Array.isArray(value)) {
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switch (value.length) {
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case 2:
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gl.uniform2f(this.getUniformLocation(uniform.name), value[0], value[1]);
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return;
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case 3:
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gl.uniform3f(this.getUniformLocation(uniform.name), value[0], value[1], value[2]);
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return;
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case 4:
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gl.uniform4f(this.getUniformLocation(uniform.name), value[0], value[1], value[2], value[3]);
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return;
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}
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} else if (typeof value === 'number') {
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gl.uniform1f(this.getUniformLocation(uniform.name), value);
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}
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}.bind(this));
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}
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/**
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* Get shader from the cache if it's in the cache. Otherwise, create
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* the WebGL shader, compile it, and add entry to cache.
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@@ -476,55 +528,6 @@ class WebGLHelper extends Disposable {
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// TODO: shutdown program
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// todo
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applyUniforms() {
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const gl = this.getGL();
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let value;
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let textureSlot = 0;
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this.uniforms_.forEach(function(uniform) {
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value = typeof uniform.value === 'function' ? uniform.value() : uniform.value;
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// apply value based on type
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if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
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// create a texture & put data
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if (!uniform.texture) {
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uniform.texture = gl.createTexture();
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}
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gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
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gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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if (value instanceof ImageData) {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0,
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gl.UNSIGNED_BYTE, new Uint8Array(value.data));
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} else {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
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}
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// fill texture slots
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gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
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} else if (Array.isArray(value)) {
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switch (value.length) {
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case 2:
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gl.uniform2f(this.getUniformLocation(uniform.name), value[0], value[1]);
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return;
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case 3:
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gl.uniform3f(this.getUniformLocation(uniform.name), value[0], value[1], value[2]);
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return;
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case 4:
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gl.uniform4f(this.getUniformLocation(uniform.name), value[0], value[1], value[2], value[3]);
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return;
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}
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} else if (typeof value === 'number') {
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gl.uniform1f(this.getUniformLocation(uniform.name), value);
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}
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}.bind(this));
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}
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/**
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* @param {number=} opt_wrapS wrapS.
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* @param {number=} opt_wrapT wrapT.
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