Use vec4 rather than mat4 for linear tile transforms

This commit is contained in:
Tom Payne
2012-08-05 23:42:43 +02:00
parent a38dc0db28
commit 9cff381149
+16 -23
View File
@@ -55,10 +55,12 @@ ol.webgl.tilelayerrenderer.shader.Vertex = function() {
'',
'varying vec2 vTexCoord;',
'',
'uniform mat4 uMatrix;',
'uniform vec4 uTileOffset;',
'',
'void main(void) {',
' gl_Position = uMatrix * vec4(aPosition, 0., 1.);',
' gl_Position.xy = aPosition * uTileOffset.xy + uTileOffset.zw;',
' gl_Position.z = 0.;',
' gl_Position.w = 1.;',
' vTexCoord = aTexCoord;',
'}'
].join('\n'));
@@ -96,7 +98,7 @@ ol.webgl.TileLayerRenderer = function(map, tileLayer) {
* @private
* @type {{aPosition: number,
* aTexCoord: number,
* uMatrix: WebGLUniformLocation,
* uTileOffset: WebGLUniformLocation,
* uTexture: WebGLUniformLocation}|null}
*/
this.locations_ = null;
@@ -300,6 +302,7 @@ ol.webgl.TileLayerRenderer.prototype.render = function() {
goog.asserts.assert(framebufferTileBounds.containsTileBounds(tileBounds));
var framebufferExtent =
tileGrid.getTileBoundsExtent(z, framebufferTileBounds);
var framebufferExtentSize = framebufferExtent.getSize();
this.bindFramebuffer_(framebufferDimension);
gl.viewport(0, 0, framebufferDimension, framebufferDimension);
@@ -314,7 +317,7 @@ ol.webgl.TileLayerRenderer.prototype.render = function() {
this.locations_ = {
aPosition: gl.getAttribLocation(program, 'aPosition'),
aTexCoord: gl.getAttribLocation(program, 'aTexCoord'),
uMatrix: gl.getUniformLocation(program, 'uMatrix'),
uTileOffset: gl.getUniformLocation(program, 'uTileOffset'),
uTexture: gl.getUniformLocation(program, 'uTexture')
};
}
@@ -387,28 +390,18 @@ ol.webgl.TileLayerRenderer.prototype.render = function() {
var zs = goog.object.getKeys(tilesToDrawByZ);
goog.array.sort(zs);
var uMatrix = goog.vec.Mat4.createFloat32();
var uTileOffset = goog.vec.Vec4.createFloat32();
goog.array.forEach(zs, function(z) {
goog.object.forEach(tilesToDrawByZ[z], function(tile) {
var tileExtent = tileGrid.getTileCoordExtent(tile.tileCoord);
goog.vec.Mat4.makeIdentity(uMatrix);
goog.vec.Mat4.translate(uMatrix,
-1,
-1,
0);
goog.vec.Mat4.scale(uMatrix,
2 / framebufferExtent.getWidth(),
2 / framebufferExtent.getHeight(),
1);
goog.vec.Mat4.translate(uMatrix,
tileExtent.minX - framebufferExtent.minX,
tileExtent.minY - framebufferExtent.minY,
0);
goog.vec.Mat4.scale(uMatrix,
tileExtent.getWidth(),
tileExtent.getHeight(),
1);
gl.uniformMatrix4fv(this.locations_.uMatrix, false, uMatrix);
var sx = 2 * tileExtent.getWidth() / framebufferExtentSize.width;
var sy = 2 * tileExtent.getHeight() / framebufferExtentSize.height;
var tx = 2 * (tileExtent.minX - framebufferExtent.minX) /
framebufferExtentSize.width - 1;
var ty = 2 * (tileExtent.minY - framebufferExtent.minY) /
framebufferExtentSize.height - 1;
goog.vec.Vec4.setFromValues(uTileOffset, sx, sy, tx, ty);
gl.uniform4fv(this.locations_.uTileOffset, uTileOffset);
map.bindImageTexture(
tile.getImage(), goog.webgl.LINEAR, goog.webgl.LINEAR);
gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);