Webgl Helper now handles uniforms with framestate as input

This commit is contained in:
Olivier Guyot
2018-11-16 01:16:20 +01:00
parent 716256e8f3
commit 94524fb431
2 changed files with 55 additions and 53 deletions

View File

@@ -98,7 +98,6 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
* @inheritDoc
*/
renderFrame(frameState, layerState) {
this.context_.applyFrameState(frameState);
this.context_.setUniformFloatValue(DefaultUniform.OPACITY, layerState.opacity);
this.context_.drawElements(0, this.indicesBuffer_.getArray().length);
this.context_.finalizeDraw();
@@ -112,7 +111,7 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
const vectorSource = /** @type {import("../../source/Vector.js").default} */ (vectorLayer.getSource());
this.context_.prepareDraw(frameState.size, frameState.pixelRatio);
this.context_.prepareDraw(frameState);
if (this.sourceRevision_ < vectorSource.getRevision()) {
this.sourceRevision_ = vectorSource.getRevision();

View File

@@ -240,9 +240,11 @@ class WebGLHelper extends Disposable {
/**
* Clear the buffer & set the viewport to draw
*/
prepareDraw(size, pixelRatio) {
prepareDraw(frameState) {
const gl = this.getGL();
const canvas = this.getCanvas();
const size = frameState.size;
const pixelRatio = frameState.pixelRatio;
canvas.width = size[0] * pixelRatio;
canvas.height = size[1] * pixelRatio;
@@ -263,7 +265,8 @@ class WebGLHelper extends Disposable {
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
this.applyUniforms();
this.applyFrameState(frameState)
this.applyUniforms(frameState);
}
/**
@@ -337,6 +340,55 @@ class WebGLHelper extends Disposable {
this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix));
}
// todo
applyUniforms(frameState) {
const gl = this.getGL();
let value;
let textureSlot = 0;
this.uniforms_.forEach(function(uniform) {
value = typeof uniform.value === 'function' ? uniform.value(frameState) : uniform.value;
// apply value based on type
if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
// create a texture & put data
if (!uniform.texture) {
uniform.texture = gl.createTexture();
}
gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (value instanceof ImageData) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0,
gl.UNSIGNED_BYTE, new Uint8Array(value.data));
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
}
// fill texture slots
gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
} else if (Array.isArray(value)) {
switch (value.length) {
case 2:
gl.uniform2f(this.getUniformLocation(uniform.name), value[0], value[1]);
return;
case 3:
gl.uniform3f(this.getUniformLocation(uniform.name), value[0], value[1], value[2]);
return;
case 4:
gl.uniform4f(this.getUniformLocation(uniform.name), value[0], value[1], value[2], value[3]);
return;
}
} else if (typeof value === 'number') {
gl.uniform1f(this.getUniformLocation(uniform.name), value);
}
}.bind(this));
}
/**
* Get shader from the cache if it's in the cache. Otherwise, create
* the WebGL shader, compile it, and add entry to cache.
@@ -476,55 +528,6 @@ class WebGLHelper extends Disposable {
// TODO: shutdown program
// todo
applyUniforms() {
const gl = this.getGL();
let value;
let textureSlot = 0;
this.uniforms_.forEach(function(uniform) {
value = typeof uniform.value === 'function' ? uniform.value() : uniform.value;
// apply value based on type
if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
// create a texture & put data
if (!uniform.texture) {
uniform.texture = gl.createTexture();
}
gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (value instanceof ImageData) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0,
gl.UNSIGNED_BYTE, new Uint8Array(value.data));
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
}
// fill texture slots
gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
} else if (Array.isArray(value)) {
switch (value.length) {
case 2:
gl.uniform2f(this.getUniformLocation(uniform.name), value[0], value[1]);
return;
case 3:
gl.uniform3f(this.getUniformLocation(uniform.name), value[0], value[1], value[2]);
return;
case 4:
gl.uniform4f(this.getUniformLocation(uniform.name), value[0], value[1], value[2], value[3]);
return;
}
} else if (typeof value === 'number') {
gl.uniform1f(this.getUniformLocation(uniform.name), value);
}
}.bind(this));
}
/**
* @param {number=} opt_wrapS wrapS.
* @param {number=} opt_wrapT wrapT.