Use texture to draw points with WebGL
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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');
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};
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