Update the icon-sprite-webgl example to use a WebGLPoints layer
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@@ -3,13 +3,13 @@ layout: example.html
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title: Icon Sprites with WebGL
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shortdesc: Rendering many icons with WebGL
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docs: >
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This example shows how to use `ol/renderer/webgl/PointsLayer` to render
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This example shows how to use `ol/layer/WebGLPoints` to render
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a very large amount of sprites. The above map is based on a dataset from the National UFO Reporting Center: each
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icon marks a UFO sighting according to its reported shape (disk, light, fireball...). The older the sighting, the redder
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the icon.
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A very simple sprite atlas is used in the form of a PNG file containing all icons on a grid. Then, the `texCoordCallback`
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option of the `ol/renderer/webgl/PointsLayer` constructor is used to specify which sprite to use according to the sighting shape.
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A very simple sprite atlas is used in the form of a PNG file containing all icons on a grid. Then, the `style` object
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given to the `ol/layer/WebGLPoints` constructor is used to specify which sprite to use according to the sighting shape.
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The dataset contains around 80k points and can be found here: https://www.kaggle.com/NUFORC/ufo-sightings
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tags: "webgl, icon, sprite, point, ufo"
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@@ -4,11 +4,9 @@ import TileLayer from '../src/ol/layer/Tile.js';
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import TileJSON from '../src/ol/source/TileJSON.js';
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import Feature from '../src/ol/Feature.js';
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import Point from '../src/ol/geom/Point.js';
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import VectorLayer from '../src/ol/layer/Vector.js';
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import {Vector} from '../src/ol/source.js';
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import {fromLonLat} from '../src/ol/proj.js';
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import WebGLPointsLayerRenderer from '../src/ol/renderer/webgl/PointsLayer.js';
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import {colorToGlsl, numberToGlsl} from '../src/ol/style/expressions.js';
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import WebGLPointsLayer from '../src/ol/layer/WebGLPoints.js';
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const key = 'pk.eyJ1IjoidHNjaGF1YiIsImEiOiJjaW5zYW5lNHkxMTNmdWttM3JyOHZtMmNtIn0.CDIBD8H-G2Gf-cPkIuWtRg';
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@@ -17,161 +15,40 @@ const vectorSource = new Vector({
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attributions: 'National UFO Reporting Center'
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});
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const texture = new Image();
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texture.src = 'data/ufo_shapes.png';
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// This describes the content of the associated sprite sheet
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// coords are u0, v0 for a given shape (all icons have a size of 0.25 x 0.5)
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const shapeTextureCoords = {
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'light': [0, 0],
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'sphere': [0.25, 0],
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'circle': [0.25, 0],
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'disc': [0.5, 0],
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'oval': [0.5, 0],
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'triangle': [0.75, 0],
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'fireball': [0, 0.5],
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'default': [0.75, 0.5]
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};
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const oldColor = [255, 160, 110];
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const newColor = [180, 255, 200];
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const size = 16;
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class WebglPointsLayer extends VectorLayer {
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createRenderer() {
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return new WebGLPointsLayerRenderer(this, {
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attributes: [
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{
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name: 'year',
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callback: function(feature) {
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return feature.get('year');
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}
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},
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{
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name: 'texCoordU',
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callback: function(feature) {
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let coords = shapeTextureCoords[feature.get('shape')];
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if (!coords) {
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coords = shapeTextureCoords['default'];
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}
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return coords[0];
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}
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},
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{
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name: 'texCoordV',
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callback: function(feature) {
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let coords = shapeTextureCoords[feature.get('shape')];
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if (!coords) {
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coords = shapeTextureCoords['default'];
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}
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return coords[1];
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}
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}
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],
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uniforms: {
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u_texture: texture
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},
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vertexShader: [
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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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'attribute vec2 a_position;',
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'attribute float a_index;',
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'attribute float a_year;',
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'attribute float a_texCoordU;',
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'attribute float a_texCoordV;',
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'varying vec2 v_texCoord;',
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'varying float v_year;',
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'void main(void) {',
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' mat4 offsetMatrix = u_offsetScaleMatrix;',
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' float offsetX = a_index == 0.0 || a_index == 3.0 ? ',
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' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
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' float offsetY = a_index == 0.0 || a_index == 1.0 ? ',
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' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
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' vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);',
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' gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;',
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' float u = a_index == 0.0 || a_index == 3.0 ? a_texCoordU : a_texCoordU + 0.25;',
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' float v = a_index == 2.0 || a_index == 3.0 ? a_texCoordV : a_texCoordV + 0.5;',
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' v_texCoord = vec2(u, v);',
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' v_year = a_year;',
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'}'
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].join(' '),
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fragmentShader: [
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'precision mediump float;',
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'uniform float u_time;',
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'uniform float u_minYear;',
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'uniform float u_maxYear;',
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'uniform sampler2D u_texture;',
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'varying vec2 v_texCoord;',
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'varying float v_year;',
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'void main(void) {',
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' vec4 textureColor = texture2D(u_texture, v_texCoord);',
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' if (textureColor.a < 0.1) {',
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' discard;',
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' }',
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// color is interpolated based on year
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' float ratio = clamp((v_year - 1950.0) / (2013.0 - 1950.0), 0.0, 1.1);',
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' vec3 color = mix(vec3(' + colorToGlsl(oldColor) + '),',
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' vec3(' + colorToGlsl(newColor) + '), ratio);',
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' gl_FragColor = vec4(color, 1.0) * textureColor;',
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' gl_FragColor.rgb *= gl_FragColor.a;',
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'}'
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].join(' '),
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hitVertexShader: [
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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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'attribute vec2 a_position;',
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'attribute float a_index;',
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'attribute vec4 a_hitColor;',
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'attribute float a_texCoordU;',
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'attribute float a_texCoordV;',
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'varying vec2 v_texCoord;',
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'varying vec4 v_hitColor;',
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'void main(void) {',
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' mat4 offsetMatrix = u_offsetScaleMatrix;',
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' float offsetX = a_index == 0.0 || a_index == 3.0 ? ',
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' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
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' float offsetY = a_index == 0.0 || a_index == 1.0 ? ',
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' ' + numberToGlsl(-size / 2) + ' : ' + numberToGlsl(size / 2) + ';',
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' vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);',
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' gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;',
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' float u = a_index == 0.0 || a_index == 3.0 ? a_texCoordU : a_texCoordU + 0.25;',
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' float v = a_index == 2.0 || a_index == 3.0 ? a_texCoordV : a_texCoordV + 0.5;',
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' v_texCoord = vec2(u, v);',
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' v_hitColor = a_hitColor;',
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'}'
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].join(' '),
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hitFragmentShader: [
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'precision mediump float;',
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'uniform sampler2D u_texture;',
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'varying vec2 v_texCoord;',
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'varying vec4 v_hitColor;',
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'void main(void) {',
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' vec4 textureColor = texture2D(u_texture, v_texCoord);',
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' if (textureColor.a < 0.1) {',
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' discard;',
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' }',
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' gl_FragColor = v_hitColor;',
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'}'
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].join(' ')
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});
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const style = {
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symbol: {
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symbolType: 'image',
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src: 'data/ufo_shapes.png',
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size: size,
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color: [
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'interpolate',
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['stretch', ['get', 'year'], 1950, 2013, 0, 1],
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oldColor,
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newColor
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],
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rotateWithView: false,
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offset: [
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0,
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9
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],
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textureCoord: [
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'match',
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['get', 'shape'],
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'light', [0, 0, 0.25, 0.5],
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'sphere', [0.25, 0, 0.5, 0.5],
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'circle', [0.25, 0, 0.5, 0.5],
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'disc', [0.5, 0, 0.75, 0.5],
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'oval', [0.5, 0, 0.75, 0.5],
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'triangle', [0.75, 0, 1, 0.5],
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'fireball', [0, 0.5, 0.25, 1],
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[0.75, 0.5, 1, 1]
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]
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}
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}
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};
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function loadData() {
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const client = new XMLHttpRequest();
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@@ -217,8 +94,9 @@ const map = new Map({
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crossOrigin: 'anonymous'
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})
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}),
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new WebglPointsLayer({
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source: vectorSource
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new WebGLPointsLayer({
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source: vectorSource,
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style: style
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})
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],
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target: document.getElementById('map'),
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@@ -242,7 +120,3 @@ map.on('pointermove', function(evt) {
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info.innerText = 'On ' + datetime + ', lasted ' + duration + ' seconds and had a "' + shape + '" shape.';
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});
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});
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texture.addEventListener('load', function() {
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map.render();
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});
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