Use texture to draw points with WebGL
This commit is contained in:
@@ -41,6 +41,12 @@ ol.render.webgl.Replay = function(tolerance) {
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*/
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this.indicesBuffer = null;
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/**
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* @protected
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* @type {WebGLTexture}
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*/
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this.texture = null;
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/**
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* @private
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* @type {ol.Extent}
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@@ -50,66 +56,6 @@ ol.render.webgl.Replay = function(tolerance) {
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};
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/**
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* @param {Array.<number>} flatCoordinates Flat coordinates.
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* @param {number} offset Offset.
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* @param {number} end End.
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* @param {number} stride Stride.
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* @param {boolean} close Close.
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* @return {number} My end.
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* @protected
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*/
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ol.render.webgl.Replay.prototype.appendFlatCoordinates =
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function(flatCoordinates, offset, end, stride, close) {
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var numIndices = this.indices.length;
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var numVertices = this.vertices.length;
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var i, x, y, n;
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var oy = 0.05;
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var ox = 0.01;
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for (i = offset; i < end; i += stride) {
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x = flatCoordinates[i];
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y = flatCoordinates[i + 1];
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n = numVertices / 4;
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// create 4 vertices per coordinate
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = -ox;
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this.vertices[numVertices++] = -oy;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = ox;
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this.vertices[numVertices++] = -oy;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = ox;
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this.vertices[numVertices++] = oy;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = -ox;
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this.vertices[numVertices++] = oy;
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this.indices[numIndices++] = n;
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this.indices[numIndices++] = n + 1;
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this.indices[numIndices++] = n + 2;
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this.indices[numIndices++] = n;
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this.indices[numIndices++] = n + 2;
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this.indices[numIndices++] = n + 3;
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}
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if (close) {
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// FIXME
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goog.asserts.fail();
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}
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return numVertices;
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};
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/**
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* @param {ol.webgl.Context} context Context.
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*/
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@@ -120,30 +66,43 @@ ol.render.webgl.Replay.prototype.finish = goog.nullFunction;
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* @param {ol.webgl.Context} context Context.
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* @param {number} positionAttribLocation Attribute location for positions.
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* @param {number} offsetsAttribLocation Attribute location for offsets.
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* @param {WebGLUniformLocation} projectionMatrixLocation Projection
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* matrix location.
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* @param {number} texCoordAttribLocation Attribute location for texCoord.
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* @param {WebGLUniformLocation} projectionMatrixLocation Proj matrix location.
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* @param {WebGLUniformLocation} sizeMatrixLocation Size matrix location.
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* @param {number} pixelRatio Pixel ratio.
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* @param {Array.<number>} size Size.
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* @param {goog.vec.Mat4.Number} transform Transform.
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* @param {Object} skippedFeaturesHash Ids of features to skip.
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* @return {T|undefined} Callback result.
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* @template T
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*/
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ol.render.webgl.Replay.prototype.replay =
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function(context, positionAttribLocation, offsetsAttribLocation,
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projectionMatrixLocation, pixelRatio, transform,
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skippedFeaturesHash) {
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ol.render.webgl.Replay.prototype.replay = function(context,
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positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
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projectionMatrixLocation, sizeMatrixLocation,
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pixelRatio, size, transform, skippedFeaturesHash) {
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var gl = context.getGL();
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gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer);
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gl.enableVertexAttribArray(positionAttribLocation);
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gl.vertexAttribPointer(positionAttribLocation, 2, goog.webgl.FLOAT,
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false, 16, 0);
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false, 24, 0);
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gl.enableVertexAttribArray(offsetsAttribLocation);
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gl.vertexAttribPointer(offsetsAttribLocation, 2, goog.webgl.FLOAT,
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false, 16, 8);
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false, 24, 8);
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gl.enableVertexAttribArray(texCoordAttribLocation);
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gl.vertexAttribPointer(texCoordAttribLocation, 2, goog.webgl.FLOAT,
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false, 24, 16);
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gl.bindTexture(goog.webgl.TEXTURE_2D, this.texture);
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gl.uniformMatrix4fv(projectionMatrixLocation, false, transform);
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gl.uniformMatrix2fv(sizeMatrixLocation, false,
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new Float32Array([1 / size[0], 0.0, 0.0, 1 / size[1]]));
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gl.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
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gl.uniformMatrix4fv(projectionMatrixLocation, false, transform);
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gl.drawElements(goog.webgl.TRIANGLES, this.indices.length,
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goog.webgl.UNSIGNED_SHORT, 0);
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};
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@@ -248,6 +207,24 @@ ol.render.webgl.ImageReplay = function(tolerance) {
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goog.base(this, tolerance);
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/**
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* @private
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* @type {number|undefined}
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*/
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this.height_ = undefined;
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/**
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* @private
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* @type {HTMLCanvasElement|HTMLVideoElement|Image}
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*/
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this.image_ = null;
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/**
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* @private
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* @type {number|undefined}
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*/
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this.width_ = undefined;
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};
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goog.inherits(ol.render.webgl.ImageReplay, ol.render.webgl.Replay);
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@@ -257,13 +234,63 @@ goog.inherits(ol.render.webgl.ImageReplay, ol.render.webgl.Replay);
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* @param {number} offset Offset.
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* @param {number} end End.
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* @param {number} stride Stride.
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* @private
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* @return {number} My end.
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* @private
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*/
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ol.render.webgl.ImageReplay.prototype.drawCoordinates_ =
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function(flatCoordinates, offset, end, stride) {
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return this.appendFlatCoordinates(
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flatCoordinates, offset, end, stride, false);
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goog.asserts.assert(goog.isDef(this.width_));
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goog.asserts.assert(goog.isDef(this.height_));
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var numIndices = this.indices.length;
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var numVertices = this.vertices.length;
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var i, x, y, n;
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var ox = this.width_;
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var oy = this.height_;
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for (i = offset; i < end; i += stride) {
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x = flatCoordinates[i];
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y = flatCoordinates[i + 1];
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n = numVertices / 6;
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// create 4 vertices per coordinate
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = -ox;
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this.vertices[numVertices++] = -oy;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = ox;
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this.vertices[numVertices++] = -oy;
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this.vertices[numVertices++] = 0;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = ox;
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this.vertices[numVertices++] = oy;
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this.vertices[numVertices++] = 0;
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this.vertices[numVertices++] = 0;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = -ox;
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this.vertices[numVertices++] = oy;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = 0;
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this.indices[numIndices++] = n;
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this.indices[numIndices++] = n + 1;
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this.indices[numIndices++] = n + 2;
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this.indices[numIndices++] = n;
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this.indices[numIndices++] = n + 2;
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this.indices[numIndices++] = n + 3;
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}
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return numVertices;
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};
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@@ -306,6 +333,23 @@ ol.render.webgl.ImageReplay.prototype.finish = function(context) {
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gl.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
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gl.bufferData(goog.webgl.ELEMENT_ARRAY_BUFFER,
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new Uint16Array(this.indices), goog.webgl.STATIC_DRAW);
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this.texture = gl.createTexture();
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gl.bindTexture(goog.webgl.TEXTURE_2D, this.texture);
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gl.texParameteri(goog.webgl.TEXTURE_2D,
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goog.webgl.TEXTURE_WRAP_S, goog.webgl.CLAMP_TO_EDGE);
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gl.texParameteri(goog.webgl.TEXTURE_2D,
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goog.webgl.TEXTURE_WRAP_T, goog.webgl.CLAMP_TO_EDGE);
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gl.texParameteri(goog.webgl.TEXTURE_2D,
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goog.webgl.TEXTURE_MIN_FILTER, goog.webgl.NEAREST);
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gl.texParameteri(goog.webgl.TEXTURE_2D,
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goog.webgl.TEXTURE_MAG_FILTER, goog.webgl.NEAREST);
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gl.texImage2D(goog.webgl.TEXTURE_2D, 0, goog.webgl.RGBA, goog.webgl.RGBA,
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goog.webgl.UNSIGNED_BYTE, this.image_);
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this.image_ = null;
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this.width_ = undefined;
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this.height_ = undefined;
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};
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@@ -321,6 +365,15 @@ ol.render.webgl.Replay.prototype.getExtent = function() {
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* @inheritDoc
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*/
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ol.render.webgl.ImageReplay.prototype.setImageStyle = function(imageStyle) {
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if (goog.isNull(this.image_)) {
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var image = imageStyle.getImage(1);
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goog.asserts.assert(!goog.isNull(image));
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var size = imageStyle.getSize();
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goog.asserts.assert(!goog.isNull(size));
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this.image_ = image;
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this.width_ = size[0];
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this.height_ = size[1];
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}
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};
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@@ -387,28 +440,30 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
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* @param {ol.webgl.Context} context Context.
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* @param {number} positionAttribLocation Attribute location for positions.
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* @param {number} offsetsAttribLocation Attribute location for offsets.
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* @param {WebGLUniformLocation} projectionMatrixLocation Projection
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* matrix location.
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* @param {number} texCoordAttribLocation Attribute location for texCoord.
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* @param {WebGLUniformLocation} projectionMatrixLocation Proj matrix location.
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* @param {WebGLUniformLocation} sizeMatrixLocation Size matrix location.
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* @param {ol.Extent} extent Extent.
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* @param {number} pixelRatio Pixel ratio.
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* @param {Array.<number>} size Size.
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* @param {goog.vec.Mat4.Number} transform Transform.
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* @param {Object} skippedFeaturesHash Ids of features to skip.
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* @return {T|undefined} Callback result.
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* @template T
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*/
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ol.render.webgl.ReplayGroup.prototype.replay = function(
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context, positionAttribLocation, offsetsAttribLocation,
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projectionMatrixLocation, extent, pixelRatio, transform,
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skippedFeaturesHash) {
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ol.render.webgl.ReplayGroup.prototype.replay = function(context,
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positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
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projectionMatrixLocation, sizeMatrixLocation,
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extent, pixelRatio, size, transform, skippedFeaturesHash) {
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var i, ii, replay, result;
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for (i = 0, ii = ol.render.REPLAY_ORDER.length; i < ii; ++i) {
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replay = this.replays_[ol.render.REPLAY_ORDER[i]];
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if (goog.isDef(replay) &&
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ol.extent.intersects(extent, replay.getExtent())) {
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result = replay.replay(
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context, positionAttribLocation, offsetsAttribLocation,
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projectionMatrixLocation, pixelRatio, transform,
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skippedFeaturesHash);
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result = replay.replay(context,
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positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
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projectionMatrixLocation, sizeMatrixLocation,
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pixelRatio, size, transform, skippedFeaturesHash);
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if (result) {
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return result;
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}
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@@ -3,20 +3,26 @@
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//! COMMON
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varying vec2 v_texCoord;
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//! VERTEX
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_offsets;
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uniform mat4 u_projectionMatrix;
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uniform mat2 u_sizeMatrix;
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void main(void) {
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(a_offsets, 0., 0.);
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vec2 offsets = u_sizeMatrix * a_offsets;
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);
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v_texCoord = a_texCoord;
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}
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//! FRAGMENT
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uniform sampler2D u_image;
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void main(void) {
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gl_FragColor = vec4(1.0, 1.0, 0.0, 1);
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gl_FragColor = texture2D(u_image, v_texCoord);
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}
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@@ -115,8 +115,10 @@ ol.renderer.webgl.VectorLayer.prototype.composeFrame =
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replayGroup.replay(context,
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this.locations_.a_position,
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this.locations_.a_offsets,
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this.locations_.a_texCoord,
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this.locations_.u_projectionMatrix,
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frameState.extent, frameState.pixelRatio,
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this.locations_.u_sizeMatrix,
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frameState.extent, frameState.pixelRatio, frameState.size,
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this.projectionMatrix,
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frameState.skippedFeatureUids);
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}
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@@ -21,14 +21,14 @@ goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.Fragment);
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\n\n\nvoid main(void) {\n gl_FragColor = vec4(1.0, 1.0, 0.0, 1);\n}\n';
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ol.renderer.webgl.vectorlayer.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\nuniform sampler2D u_image;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_image, v_texCoord);\n}\n';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;void main(void){gl_FragColor=vec4(1.0,1.0,0.0,1);}';
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ol.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D g;void main(void){gl_FragColor=texture2D(g,a);}';
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/**
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@@ -57,14 +57,14 @@ goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.Vertex);
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer.shader.Vertex.DEBUG_SOURCE = '\nattribute vec2 a_position;\nattribute vec2 a_offsets;\n\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(a_offsets, 0., 0.);\n}\n\n\n';
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ol.renderer.webgl.vectorlayer.shader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\n\nuniform mat4 u_projectionMatrix;\nuniform mat2 u_sizeMatrix;\n\nvoid main(void) {\n vec2 offsets = u_sizeMatrix * a_offsets;\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);\n v_texCoord = a_texCoord;\n}\n\n\n';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer.shader.Vertex.OPTIMIZED_SOURCE = 'attribute vec2 a;attribute vec2 b;uniform mat4 c;void main(void){gl_Position=c*vec4(a,0.,1.)+vec4(b,0.,0.);}';
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ol.renderer.webgl.vectorlayer.shader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;attribute vec2 d;uniform mat4 e;uniform mat2 f;void main(void){vec2 offsets=f*d;gl_Position=e*vec4(b,0.,1.)+vec4(offsets,0.,0.);a=c;}';
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/**
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@@ -85,21 +85,39 @@ ol.renderer.webgl.vectorlayer.shader.Vertex.SOURCE = goog.DEBUG ?
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*/
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ol.renderer.webgl.vectorlayer.shader.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_image = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_image' : 'g');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_projectionMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_projectionMatrix' : 'c');
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program, goog.DEBUG ? 'u_projectionMatrix' : 'e');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_sizeMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_sizeMatrix' : 'f');
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/**
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* @type {number}
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*/
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this.a_offsets = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_offsets' : 'b');
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program, goog.DEBUG ? 'a_offsets' : 'd');
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/**
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* @type {number}
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*/
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this.a_position = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_position' : 'a');
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program, goog.DEBUG ? 'a_position' : 'b');
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/**
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* @type {number}
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*/
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this.a_texCoord = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_texCoord' : 'c');
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user