Webgl icon example / restore texture for icons

This commit is contained in:
Olivier Guyot
2019-09-25 13:03:24 +02:00
parent 9e55a8b2f0
commit b8564d503a
2 changed files with 61 additions and 16 deletions

View File

@@ -21,18 +21,17 @@ const texture = new Image();
texture.src = 'data/ufo_shapes.png';
// This describes the content of the associated sprite sheet
// coords are u0, v0, u1, v1 for a given shape
// FIXME: re enable this
// const shapeTextureCoords = {
// 'light': [0, 0.5, 0.25, 0],
// 'sphere': [0.25, 0.5, 0.5, 0],
// 'circle': [0.25, 0.5, 0.5, 0],
// 'disc': [0.5, 0.5, 0.75, 0],
// 'oval': [0.5, 0.5, 0.75, 0],
// 'triangle': [0.75, 0.5, 1, 0],
// 'fireball': [0, 1, 0.25, 0.5],
// 'default': [0.75, 1, 1, 0.5]
// };
// coords are u0, v0 for a given shape (all icons have a size of 0.25 x 0.5)
const shapeTextureCoords = {
'light': [0, 0],
'sphere': [0.25, 0],
'circle': [0.25, 0],
'disc': [0.5, 0],
'oval': [0.5, 0],
'triangle': [0.75, 0],
'fireball': [0, 0.5],
'default': [0.75, 0.5]
};
const oldColor = [255, 160, 110];
const newColor = [180, 255, 200];
@@ -47,8 +46,31 @@ class WebglPointsLayer extends VectorLayer {
callback: function(feature) {
return feature.get('year');
}
},
{
name: 'texCoordU',
callback: function(feature) {
let coords = shapeTextureCoords[feature.get('shape')];
if (!coords) {
coords = shapeTextureCoords['default'];
}
return coords[0];
}
},
{
name: 'texCoordV',
callback: function(feature) {
let coords = shapeTextureCoords[feature.get('shape')];
if (!coords) {
coords = shapeTextureCoords['default'];
}
return coords[1];
}
}
],
uniforms: {
u_texture: texture
},
vertexShader: [
'precision mediump float;',
@@ -58,6 +80,9 @@ class WebglPointsLayer extends VectorLayer {
'attribute vec2 a_position;',
'attribute float a_index;',
'attribute float a_year;',
'attribute float a_texCoordU;',
'attribute float a_texCoordV;',
'varying vec2 v_texCoord;',
'varying float v_year;',
'void main(void) {',
@@ -68,6 +93,9 @@ class WebglPointsLayer extends VectorLayer {
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);',
' gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;',
' float u = a_index == 0.0 || a_index == 3.0 ? a_texCoordU : a_texCoordU + 0.25;',
' float v = a_index == 2.0 || a_index == 3.0 ? a_texCoordV : a_texCoordV + 0.5;',
' v_texCoord = vec2(u, v);',
' v_year = a_year;',
'}'
].join(' '),
@@ -77,16 +105,22 @@ class WebglPointsLayer extends VectorLayer {
'uniform float u_time;',
'uniform float u_minYear;',
'uniform float u_maxYear;',
'uniform sampler2D u_texture;',
'varying vec2 v_texCoord;',
'varying float v_year;',
'void main(void) {',
' vec4 textureColor = texture2D(u_texture, v_texCoord);',
' if (textureColor.a < 0.1) {',
' discard;',
' }',
// color is interpolated based on year
' float ratio = clamp((v_year - 1950.0) / (2013.0 - 1950.0), 0.0, 1.1);',
' vec3 color = mix(vec3(' + formatColor(oldColor) + '),',
' vec3(' + formatColor(newColor) + '), ratio);',
' gl_FragColor = vec4(color, 1.0);',
' gl_FragColor = vec4(color, 1.0) * textureColor;',
' gl_FragColor.rgb *= gl_FragColor.a;',
'}'
].join(' '),
@@ -99,6 +133,9 @@ class WebglPointsLayer extends VectorLayer {
'attribute vec2 a_position;',
'attribute float a_index;',
'attribute vec4 a_hitColor;',
'attribute float a_texCoordU;',
'attribute float a_texCoordV;',
'varying vec2 v_texCoord;',
'varying vec4 v_hitColor;',
'void main(void) {',
@@ -109,19 +146,28 @@ class WebglPointsLayer extends VectorLayer {
' ' + formatNumber(-size / 2) + ' : ' + formatNumber(size / 2) + ';',
' vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);',
' gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;',
' float u = a_index == 0.0 || a_index == 3.0 ? a_texCoordU : a_texCoordU + 0.25;',
' float v = a_index == 2.0 || a_index == 3.0 ? a_texCoordV : a_texCoordV + 0.5;',
' v_texCoord = vec2(u, v);',
' v_hitColor = a_hitColor;',
'}'
].join(' '),
hitFragmentShader: [
'precision mediump float;',
'uniform sampler2D u_texture;',
'varying vec2 v_texCoord;',
'varying vec4 v_hitColor;',
'void main(void) {',
' vec4 textureColor = texture2D(u_texture, v_texCoord);',
' if (textureColor.a < 0.1) {',
' discard;',
' }',
' gl_FragColor = v_hitColor;',
'}'
].join(' '),
texture: texture // FIXME: this doesn't work yet
].join(' ')
});
}
}