ShaderBuilder / formatColor/Array utilities now output vecX(...)

This commit is contained in:
Olivier Guyot
2019-10-22 18:05:18 +02:00
parent 19eadaea24
commit a29fc016f5
2 changed files with 63 additions and 37 deletions

View File

@@ -18,23 +18,32 @@ export function formatNumber(v) {
/**
* Will return the number array as a float with a dot separator, concatenated with ', '.
* @param {Array<number>} array Numerical values array.
* @returns {string} The array as string, e. g.: `1.0, 2.0, 3.0`.
* @returns {string} The array as a vector, e. g.: `vec3(1.0, 2.0, 3.0)`.
*/
export function formatArray(array) {
return array.map(formatNumber).join(', ');
if (array.length < 2 || array.length > 4) {
throw new Error('`formatArray` can only output `vec2`, `vec3` or `vec4` arrays.');
}
return `vec${array.length}(${array.map(formatNumber).join(', ')})`;
}
/**
* Will normalize and converts to string a color array compatible with GLSL.
* Will normalize and converts to string a `vec4` color array compatible with GLSL.
* @param {string|import("../color.js").Color} color Color either in string format or [r, g, b, a] array format,
* with RGB components in the 0..255 range and the alpha component in the 0..1 range. Note that if the A component is
* missing, only 3 values will be output.
* @returns {string} The color components concatenated in `1.0, 1.0, 1.0, 1.0` form.
* with RGB components in the 0..255 range and the alpha component in the 0..1 range.
* Note that the final array will always have 4 components.
* @returns {string} The color expressed in the `vec4(1.0, 1.0, 1.0, 1.0)` form.
*/
export function formatColor(color) {
return asArray(color).map(function(c, i) {
return i < 3 ? c / 255 : c;
}).map(formatNumber).join(', ');
const array = asArray(color).slice();
if (array.length < 4) {
array.push(1);
}
return formatArray(
array.map(function(c, i) {
return i < 3 ? c / 255 : c;
})
);
}
/**

View File

@@ -25,18 +25,35 @@ describe('ol.webgl.ShaderBuilder', function() {
describe('formatArray', function() {
it('outputs numbers with dot separators', function() {
expect(formatArray([1, 0, 3.45, 0.8888])).to.eql('1.0, 0.0, 3.45, 0.8888');
expect(formatArray([1, 0, 3.45, 0.8888])).to.eql('vec4(1.0, 0.0, 3.45, 0.8888)');
expect(formatArray([3, 4])).to.eql('vec2(3.0, 4.0)');
});
it('throws on invalid lengths', function() {
let thrown = false;
try {
formatArray([3]);
} catch (e) {
thrown = true;
}
try {
formatArray([3, 2, 1, 0, -1]);
} catch (e) {
thrown = true;
}
expect(thrown).to.be(true);
});
});
describe('formatColor', function() {
it('normalizes color and outputs numbers with dot separators', function() {
expect(formatColor([100, 0, 255, 1])).to.eql('0.39215686274509803, 0.0, 1.0, 1.0');
expect(formatColor([100, 0, 255])).to.eql('vec4(0.39215686274509803, 0.0, 1.0, 1.0)');
expect(formatColor([100, 0, 255, 1])).to.eql('vec4(0.39215686274509803, 0.0, 1.0, 1.0)');
});
it('handles colors in string format', function() {
expect(formatColor('red')).to.eql('1.0, 0.0, 0.0, 1.0');
expect(formatColor('rgb(100, 0, 255)')).to.eql('0.39215686274509803, 0.0, 1.0, 1.0');
expect(formatColor('rgba(100, 0, 255, 0.3)')).to.eql('0.39215686274509803, 0.0, 1.0, 0.3');
expect(formatColor('red')).to.eql('vec4(1.0, 0.0, 0.0, 1.0)');
expect(formatColor('#00ff99')).to.eql('vec4(0.0, 1.0, 0.6, 1.0)');
expect(formatColor('rgb(100, 0, 255)')).to.eql('vec4(0.39215686274509803, 0.0, 1.0, 1.0)');
expect(formatColor('rgba(100, 0, 255, 0.3)')).to.eql('vec4(0.39215686274509803, 0.0, 1.0, 0.3)');
});
});
@@ -84,11 +101,11 @@ describe('ol.webgl.ShaderBuilder', function() {
it('generates a symbol vertex shader (with varying)', function() {
const builder = new ShaderBuilder();
builder.addVarying('v_opacity', 'float', formatNumber(0.4));
builder.addVarying('v_test', 'vec3', 'vec3(' + formatArray([1, 2, 3]) + ')');
builder.setSizeExpression('vec2(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
builder.addVarying('v_test', 'vec3', formatArray([1, 2, 3]));
builder.setSizeExpression(`vec2(${formatNumber(6)})`);
builder.setSymbolOffsetExpression(formatArray([5, -7]));
builder.setColorExpression(formatColor([80, 0, 255, 1]));
builder.setTextureCoordinateExpression(formatArray([0, 0.5, 0.5, 1]));
expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
@@ -126,10 +143,10 @@ void main(void) {
const builder = new ShaderBuilder();
builder.addUniform('float u_myUniform');
builder.addAttribute('vec2 a_myAttr');
builder.setSizeExpression('vec2(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
builder.setSizeExpression(`vec2(${formatNumber(6)})`);
builder.setSymbolOffsetExpression(formatArray([5, -7]));
builder.setColorExpression(formatColor([80, 0, 255, 1]));
builder.setTextureCoordinateExpression(formatArray([0, 0.5, 0.5, 1]));
expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
@@ -163,10 +180,10 @@ void main(void) {
});
it('generates a symbol vertex shader (with rotateWithView)', function() {
const builder = new ShaderBuilder();
builder.setSizeExpression('vec2(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
builder.setSizeExpression(`vec2(${formatNumber(6)})`);
builder.setSymbolOffsetExpression(formatArray([5, -7]));
builder.setColorExpression(formatColor([80, 0, 255, 1]));
builder.setTextureCoordinateExpression(formatArray([0, 0.5, 0.5, 1]));
builder.setSymbolRotateWithView(true);
expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
@@ -205,11 +222,11 @@ void main(void) {
it('generates a symbol fragment shader (with varying)', function() {
const builder = new ShaderBuilder();
builder.addVarying('v_opacity', 'float', formatNumber(0.4));
builder.addVarying('v_test', 'vec3', 'vec3(' + formatArray([1, 2, 3]) + ')');
builder.setSizeExpression('vec2(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255]) + ', v_opacity)');
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
builder.addVarying('v_test', 'vec3', formatArray([1, 2, 3]));
builder.setSizeExpression(`vec2(${formatNumber(6)})`);
builder.setSymbolOffsetExpression(formatArray([5, -7]));
builder.setColorExpression(formatColor([80, 0, 255]));
builder.setTextureCoordinateExpression(formatArray([0, 0.5, 0.5, 1]));
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
uniform float u_time;
@@ -220,7 +237,7 @@ varying float v_opacity;
varying vec3 v_test;
void main(void) {
if (false) { discard; }
gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, v_opacity);
gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, 1.0);
gl_FragColor.rgb *= gl_FragColor.a;
}`);
});
@@ -228,10 +245,10 @@ void main(void) {
const builder = new ShaderBuilder();
builder.addUniform('float u_myUniform');
builder.addUniform('vec2 u_myUniform2');
builder.setSizeExpression('vec2(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([255, 255, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
builder.setSizeExpression(`vec2(${formatNumber(6)})`);
builder.setSymbolOffsetExpression(formatArray([5, -7]));
builder.setColorExpression(formatColor([255, 255, 255, 1]));
builder.setTextureCoordinateExpression(formatArray([0, 0.5, 0.5, 1]));
builder.setFragmentDiscardExpression('u_myUniform > 0.5');
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;