Avoid rendering outside WebGL layer and source extent

This commit is contained in:
Tim Schaub
2022-02-05 15:20:07 -07:00
parent 459cd51ae2
commit adbbc05159
8 changed files with 171 additions and 1 deletions

View File

@@ -96,12 +96,22 @@ function parseStyle(style, bandCount) {
const vertexShader = `
attribute vec2 ${Attributes.TEXTURE_COORD};
uniform mat4 ${Uniforms.TILE_TRANSFORM};
uniform float ${Uniforms.TEXTURE_PIXEL_WIDTH};
uniform float ${Uniforms.TEXTURE_PIXEL_HEIGHT};
uniform float ${Uniforms.TEXTURE_RESOLUTION};
uniform float ${Uniforms.TEXTURE_ORIGIN_X};
uniform float ${Uniforms.TEXTURE_ORIGIN_Y};
uniform float ${Uniforms.DEPTH};
varying vec2 v_textureCoord;
varying vec2 v_mapCoord;
void main() {
v_textureCoord = ${Attributes.TEXTURE_COORD};
v_mapCoord = vec2(
${Uniforms.TEXTURE_ORIGIN_X} + ${Uniforms.TEXTURE_RESOLUTION} * ${Uniforms.TEXTURE_PIXEL_WIDTH} * v_textureCoord[0],
${Uniforms.TEXTURE_ORIGIN_Y} - ${Uniforms.TEXTURE_RESOLUTION} * ${Uniforms.TEXTURE_PIXEL_HEIGHT} * v_textureCoord[1]
);
gl_Position = ${Uniforms.TILE_TRANSFORM} * vec4(${Attributes.TEXTURE_COORD}, ${Uniforms.DEPTH}, 1.0);
}
`;
@@ -237,6 +247,8 @@ function parseStyle(style, bandCount) {
#endif
varying vec2 v_textureCoord;
varying vec2 v_mapCoord;
uniform vec4 ${Uniforms.RENDER_EXTENT};
uniform float ${Uniforms.TRANSITION_ALPHA};
uniform float ${Uniforms.TEXTURE_PIXEL_WIDTH};
uniform float ${Uniforms.TEXTURE_PIXEL_HEIGHT};
@@ -248,6 +260,15 @@ function parseStyle(style, bandCount) {
${functionDefintions.join('\n')}
void main() {
if (
v_mapCoord[0] < ${Uniforms.RENDER_EXTENT}[0] ||
v_mapCoord[1] < ${Uniforms.RENDER_EXTENT}[1] ||
v_mapCoord[0] > ${Uniforms.RENDER_EXTENT}[2] ||
v_mapCoord[1] > ${Uniforms.RENDER_EXTENT}[3]
) {
discard;
}
vec4 color = texture2D(${
Uniforms.TILE_TEXTURE_ARRAY
}[0], v_textureCoord);