Use triangles to draw points with WebGL

This commit is contained in:
Éric Lemoine
2014-10-23 15:29:28 +02:00
parent 9f108391ae
commit c8225e49b1
4 changed files with 105 additions and 37 deletions

View File

@@ -21,13 +21,25 @@ ol.render.webgl.Replay = function(tolerance) {
* @protected
* @type {Array.<number>}
*/
this.coordinates = [];
this.vertices = [];
/**
* @protected
* @type {Array.<number>}
*/
this.indices = [];
/**
* @protected
* @type {WebGLBuffer}
*/
this.buffer = null;
this.verticesBuffer = null;
/**
* @protected
* @type {WebGLBuffer}
*/
this.indicesBuffer = null;
/**
* @private
@@ -44,22 +56,57 @@ ol.render.webgl.Replay = function(tolerance) {
* @param {number} end End.
* @param {number} stride Stride.
* @param {boolean} close Close.
* @protected
* @return {number} My end.
* @protected
*/
ol.render.webgl.Replay.prototype.appendFlatCoordinates =
function(flatCoordinates, offset, end, stride, close) {
var myEnd = this.coordinates.length;
var i;
var numIndices = this.indices.length;
var numVertices = this.vertices.length;
var i, x, y, n;
var oy = 0.05;
var ox = 0.01;
for (i = offset; i < end; i += stride) {
this.coordinates[myEnd++] = flatCoordinates[i];
this.coordinates[myEnd++] = flatCoordinates[i + 1];
x = flatCoordinates[i];
y = flatCoordinates[i + 1];
n = numVertices / 4;
// create 4 vertices per coordinate
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = -ox;
this.vertices[numVertices++] = -oy;
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = ox;
this.vertices[numVertices++] = -oy;
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = ox;
this.vertices[numVertices++] = oy;
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = -ox;
this.vertices[numVertices++] = oy;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n + 3;
}
if (close) {
this.coordinates[myEnd++] = flatCoordinates[offset];
this.coordinates[myEnd++] = flatCoordinates[offset + 1];
// FIXME
goog.asserts.fail();
}
return myEnd;
return numVertices;
};
@@ -71,7 +118,8 @@ ol.render.webgl.Replay.prototype.finish = goog.nullFunction;
/**
* @param {ol.webgl.Context} context Context.
* @param {number} attribLocation Attribute location.
* @param {number} positionAttribLocation Attribute location for positions.
* @param {number} offsetsAttribLocation Attribute location for offsets.
* @param {WebGLUniformLocation} projectionMatrixLocation Projection
* matrix location.
* @param {number} pixelRatio Pixel ratio.
@@ -81,16 +129,23 @@ ol.render.webgl.Replay.prototype.finish = goog.nullFunction;
* @template T
*/
ol.render.webgl.Replay.prototype.replay =
function(context, attribLocation, projectionMatrixLocation,
pixelRatio, transform, skippedFeaturesHash) {
function(context, positionAttribLocation, offsetsAttribLocation,
projectionMatrixLocation, pixelRatio, transform,
skippedFeaturesHash) {
var gl = context.getGL();
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.buffer);
gl.uniformMatrix4fv(projectionMatrixLocation, false,
transform);
gl.enableVertexAttribArray(attribLocation);
gl.vertexAttribPointer(attribLocation, 2, goog.webgl.FLOAT,
false, 0, 0);
gl.drawArrays(goog.webgl.POINTS, 0, this.coordinates.length / 2);
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer);
gl.enableVertexAttribArray(positionAttribLocation);
gl.vertexAttribPointer(positionAttribLocation, 2, goog.webgl.FLOAT,
false, 16, 0);
gl.enableVertexAttribArray(offsetsAttribLocation);
gl.vertexAttribPointer(offsetsAttribLocation, 2, goog.webgl.FLOAT,
false, 16, 8);
gl.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
gl.uniformMatrix4fv(projectionMatrixLocation, false, transform);
gl.drawElements(goog.webgl.TRIANGLES, this.indices.length,
goog.webgl.UNSIGNED_SHORT, 0);
};
@@ -243,10 +298,14 @@ ol.render.webgl.ImageReplay.prototype.drawMultiPointGeometry =
*/
ol.render.webgl.ImageReplay.prototype.finish = function(context) {
var gl = context.getGL();
this.buffer = gl.createBuffer();
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.buffer);
this.verticesBuffer = gl.createBuffer();
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer);
gl.bufferData(goog.webgl.ARRAY_BUFFER,
new Float32Array(this.coordinates), goog.webgl.STATIC_DRAW);
new Float32Array(this.vertices), goog.webgl.STATIC_DRAW);
this.indicesBuffer = gl.createBuffer();
gl.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
gl.bufferData(goog.webgl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(this.indices), goog.webgl.STATIC_DRAW);
};
@@ -326,7 +385,8 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
/**
* @param {ol.webgl.Context} context Context.
* @param {number} attribLocation Attribute location.
* @param {number} positionAttribLocation Attribute location for positions.
* @param {number} offsetsAttribLocation Attribute location for offsets.
* @param {WebGLUniformLocation} projectionMatrixLocation Projection
* matrix location.
* @param {ol.Extent} extent Extent.
@@ -337,16 +397,18 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
* @template T
*/
ol.render.webgl.ReplayGroup.prototype.replay = function(
context, attribLocation, projectionMatrixLocation, extent,
pixelRatio, transform, skippedFeaturesHash) {
context, positionAttribLocation, offsetsAttribLocation,
projectionMatrixLocation, extent, pixelRatio, transform,
skippedFeaturesHash) {
var i, ii, replay, result;
for (i = 0, ii = ol.render.REPLAY_ORDER.length; i < ii; ++i) {
replay = this.replays_[ol.render.REPLAY_ORDER[i]];
if (goog.isDef(replay) &&
ol.extent.intersects(extent, replay.getExtent())) {
result = replay.replay(
context, attribLocation, projectionMatrixLocation,
pixelRatio, transform, skippedFeaturesHash);
context, positionAttribLocation, offsetsAttribLocation,
projectionMatrixLocation, pixelRatio, transform,
skippedFeaturesHash);
if (result) {
return result;
}

View File

@@ -4,20 +4,19 @@
//! COMMON
//! VERTEX
attribute vec2 a_position;
attribute vec2 a_offsets;
uniform mat4 u_projectionMatrix;
void main(void) {
gl_PointSize = 10.0;
gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);
gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(a_offsets, 0., 0.);
}
//! FRAGMENT
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 0.0, 0.7);
gl_FragColor = vec4(1.0, 1.0, 0.0, 1);
}

View File

@@ -114,6 +114,7 @@ ol.renderer.webgl.VectorLayer.prototype.composeFrame =
if (!goog.isNull(replayGroup) && !replayGroup.isEmpty()) {
replayGroup.replay(context,
this.locations_.a_position,
this.locations_.a_offsets,
this.locations_.u_projectionMatrix,
frameState.extent, frameState.pixelRatio,
this.projectionMatrix,

View File

@@ -21,14 +21,14 @@ goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.Fragment);
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\n\n\n\nvoid main(void) {\n gl_FragColor = vec4(1.0, 1.0, 0.0, 0.7);\n}\n';
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';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;void main(void){gl_FragColor=vec4(1.0,1.0,0.0,0.7);}';
ol.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;void main(void){gl_FragColor=vec4(1.0,1.0,0.0,1);}';
/**
@@ -57,14 +57,14 @@ goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.Vertex);
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Vertex.DEBUG_SOURCE = '\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_PointSize = 10.0;\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n}\n\n\n';
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';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.vectorlayer.shader.Vertex.OPTIMIZED_SOURCE = 'attribute vec2 a;uniform mat4 b;void main(void){gl_PointSize=10.0;gl_Position=b*vec4(a,0.,1.);}';
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.);}';
/**
@@ -89,7 +89,13 @@ ol.renderer.webgl.vectorlayer.shader.Locations = function(gl, program) {
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_projectionMatrix' : 'b');
program, goog.DEBUG ? 'u_projectionMatrix' : 'c');
/**
* @type {number}
*/
this.a_offsets = gl.getAttribLocation(
program, goog.DEBUG ? 'a_offsets' : 'b');
/**
* @type {number}