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:
@@ -42,7 +42,8 @@ export const ShaderType = {
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export const DefaultUniform = {
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PROJECTION_MATRIX: 'u_projectionMatrix',
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OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix',
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OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix'
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OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix',
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TIME: 'u_time'
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};
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/**
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@@ -355,6 +356,12 @@ class WebGLHelper extends Disposable {
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* @private
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*/
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this.shaderCompileErrors_ = null;
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/**
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* @type {number}
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* @private
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*/
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this.startTime_ = Date.now();
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}
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/**
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@@ -548,6 +555,8 @@ class WebGLHelper extends Disposable {
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this.setUniformMatrixValue(DefaultUniform.OFFSET_SCALE_MATRIX, fromTransform(this.tmpMat4_, offsetScaleMatrix));
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this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix));
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this.setUniformFloatValue(DefaultUniform.TIME, (Date.now() - this.startTime_) * 0.001);
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}
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/**
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@@ -66,6 +66,8 @@ export function parse(value, attributes, attributePrefix) {
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attributes.push(v[1]);
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}
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return attributePrefix + v[1];
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case 'time':
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return 'u_time';
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// math operators
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case '*': return `(${p(v[1])} * ${p(v[2])})`;
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@@ -328,8 +330,8 @@ export class ShaderBuilder {
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* Generates a symbol vertex shader from the builder parameters,
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* intended to be used on point geometries.
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*
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* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix` and
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* `u_offsetRotateMatrix`.
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* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix`,
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* `u_offsetRotateMatrix`, `u_time`.
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*
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* The following attributes are hardcoded and expected to be present in the vertex buffers:
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* `vec2 a_position`, `float a_index` (being the index of the vertex in the quad, 0 to 3).
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@@ -348,6 +350,7 @@ export class ShaderBuilder {
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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${this.uniforms.map(function(uniform) {
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return 'uniform ' + uniform + ';';
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}).join('\n')}
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@@ -393,6 +396,7 @@ ${this.varyings.map(function(varying) {
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*/
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getSymbolFragmentShader() {
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return `precision mediump float;
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uniform float u_time;
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${this.uniforms.map(function(uniform) {
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return 'uniform ' + uniform + ';';
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}).join('\n')}
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@@ -1,4 +1,4 @@
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import WebGLHelper from '../../../../src/ol/webgl/Helper.js';
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import WebGLHelper, {DefaultUniform} from '../../../../src/ol/webgl/Helper.js';
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import {
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create as createTransform,
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rotate as rotateTransform,
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@@ -11,9 +11,9 @@ import {FLOAT} from '../../../../src/ol/webgl.js';
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const VERTEX_SHADER = `
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precision mediump float;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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attribute float a_test;
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uniform float u_test;
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@@ -25,9 +25,9 @@ const VERTEX_SHADER = `
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const INVALID_VERTEX_SHADER = `
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precision mediump float;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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bla
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uniform float u_test;
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@@ -123,6 +123,12 @@ describe('ol.webgl.WebGLHelper', function() {
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expect(h.getCanvas().height).to.eql(160);
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});
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it('has processed default uniforms', function() {
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expect(h.uniformLocations_[DefaultUniform.OFFSET_ROTATION_MATRIX]).not.to.eql(undefined);
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expect(h.uniformLocations_[DefaultUniform.OFFSET_SCALE_MATRIX]).not.to.eql(undefined);
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expect(h.uniformLocations_[DefaultUniform.TIME]).not.to.eql(undefined);
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});
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it('has processed uniforms', function() {
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expect(h.uniforms_.length).to.eql(4);
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expect(h.uniforms_[0].name).to.eql('u_test1');
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@@ -45,6 +45,7 @@ describe('ol.webgl.ShaderBuilder', function() {
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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attribute vec2 a_position;
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attribute float a_index;
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@@ -85,6 +86,7 @@ void main(void) {
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_myUniform;
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attribute vec2 a_position;
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attribute float a_index;
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@@ -122,6 +124,7 @@ void main(void) {
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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attribute vec2 a_position;
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attribute float a_index;
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@@ -160,6 +163,7 @@ void main(void) {
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builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
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expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
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uniform float u_time;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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@@ -182,6 +186,7 @@ void main(void) {
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builder.setFragmentDiscardExpression('u_myUniform > 0.5');
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expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
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uniform float u_time;
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uniform float u_myUniform;
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uniform vec2 u_myUniform2;
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varying vec2 v_texCoord;
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@@ -209,6 +214,7 @@ void main(void) {
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it('parses expressions & literal values', function() {
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expect(parseFn(1)).to.eql('1.0');
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expect(parseFn(['get', 'myAttr'])).to.eql('a_myAttr');
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expect(parseFn(['time'])).to.eql('u_time');
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expect(parseFn(['+', ['*', ['get', 'size'], 0.001], 12])).to.eql('((a_size * 0.001) + 12.0)');
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expect(parseFn(['clamp', ['get', 'attr2'], ['get', 'attr3'], 20])).to.eql('clamp(a_attr2, a_attr3, 20.0)');
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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)');
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