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
+3 -4
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);
}
@@ -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,
@@ -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}