Webgl / add support for a time operator in literal styles

This required adding `u_time` as one of the default uniforms provided by the
webgl helper.
This commit is contained in:
Olivier Guyot
2019-10-22 13:39:07 +02:00
parent 0c0c8c5d56
commit 94b8cf6af3
4 changed files with 31 additions and 6 deletions

View File

@@ -42,7 +42,8 @@ export const ShaderType = {
export const DefaultUniform = {
PROJECTION_MATRIX: 'u_projectionMatrix',
OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix',
OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix'
OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix',
TIME: 'u_time'
};
/**
@@ -355,6 +356,12 @@ class WebGLHelper extends Disposable {
* @private
*/
this.shaderCompileErrors_ = null;
/**
* @type {number}
* @private
*/
this.startTime_ = Date.now();
}
/**
@@ -548,6 +555,8 @@ class WebGLHelper extends Disposable {
this.setUniformMatrixValue(DefaultUniform.OFFSET_SCALE_MATRIX, fromTransform(this.tmpMat4_, offsetScaleMatrix));
this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix));
this.setUniformFloatValue(DefaultUniform.TIME, (Date.now() - this.startTime_) * 0.001);
}
/**

View File

@@ -66,6 +66,8 @@ export function parse(value, attributes, attributePrefix) {
attributes.push(v[1]);
}
return attributePrefix + v[1];
case 'time':
return 'u_time';
// math operators
case '*': return `(${p(v[1])} * ${p(v[2])})`;
@@ -328,8 +330,8 @@ export class ShaderBuilder {
* Generates a symbol vertex shader from the builder parameters,
* intended to be used on point geometries.
*
* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix` and
* `u_offsetRotateMatrix`.
* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix`,
* `u_offsetRotateMatrix`, `u_time`.
*
* The following attributes are hardcoded and expected to be present in the vertex buffers:
* `vec2 a_position`, `float a_index` (being the index of the vertex in the quad, 0 to 3).
@@ -348,6 +350,7 @@ export class ShaderBuilder {
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
${this.uniforms.map(function(uniform) {
return 'uniform ' + uniform + ';';
}).join('\n')}
@@ -393,6 +396,7 @@ ${this.varyings.map(function(varying) {
*/
getSymbolFragmentShader() {
return `precision mediump float;
uniform float u_time;
${this.uniforms.map(function(uniform) {
return 'uniform ' + uniform + ';';
}).join('\n')}

View File

@@ -1,4 +1,4 @@
import WebGLHelper from '../../../../src/ol/webgl/Helper.js';
import WebGLHelper, {DefaultUniform} from '../../../../src/ol/webgl/Helper.js';
import {
create as createTransform,
rotate as rotateTransform,
@@ -11,9 +11,9 @@ import {FLOAT} from '../../../../src/ol/webgl.js';
const VERTEX_SHADER = `
precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
attribute float a_test;
uniform float u_test;
@@ -25,9 +25,9 @@ const VERTEX_SHADER = `
const INVALID_VERTEX_SHADER = `
precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
bla
uniform float u_test;
@@ -123,6 +123,12 @@ describe('ol.webgl.WebGLHelper', function() {
expect(h.getCanvas().height).to.eql(160);
});
it('has processed default uniforms', function() {
expect(h.uniformLocations_[DefaultUniform.OFFSET_ROTATION_MATRIX]).not.to.eql(undefined);
expect(h.uniformLocations_[DefaultUniform.OFFSET_SCALE_MATRIX]).not.to.eql(undefined);
expect(h.uniformLocations_[DefaultUniform.TIME]).not.to.eql(undefined);
});
it('has processed uniforms', function() {
expect(h.uniforms_.length).to.eql(4);
expect(h.uniforms_[0].name).to.eql('u_test1');

View File

@@ -45,6 +45,7 @@ describe('ol.webgl.ShaderBuilder', function() {
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
attribute vec2 a_position;
attribute float a_index;
@@ -85,6 +86,7 @@ void main(void) {
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
uniform float u_myUniform;
attribute vec2 a_position;
attribute float a_index;
@@ -122,6 +124,7 @@ void main(void) {
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
attribute vec2 a_position;
attribute float a_index;
@@ -160,6 +163,7 @@ void main(void) {
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
uniform float u_time;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
@@ -182,6 +186,7 @@ void main(void) {
builder.setFragmentDiscardExpression('u_myUniform > 0.5');
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
uniform float u_time;
uniform float u_myUniform;
uniform vec2 u_myUniform2;
varying vec2 v_texCoord;
@@ -209,6 +214,7 @@ void main(void) {
it('parses expressions & literal values', function() {
expect(parseFn(1)).to.eql('1.0');
expect(parseFn(['get', 'myAttr'])).to.eql('a_myAttr');
expect(parseFn(['time'])).to.eql('u_time');
expect(parseFn(['+', ['*', ['get', 'size'], 0.001], 12])).to.eql('((a_size * 0.001) + 12.0)');
expect(parseFn(['clamp', ['get', 'attr2'], ['get', 'attr3'], 20])).to.eql('clamp(a_attr2, a_attr3, 20.0)');
expect(parseFn(['stretch', ['get', 'size'], 10, 100, 4, 8])).to.eql('(clamp(a_size, 10.0, 100.0) * ((8.0 - 4.0) / (100.0 - 10.0)) + 4.0)');