Use triangles to draw points with WebGL
This commit is contained in:
@@ -21,13 +21,25 @@ ol.render.webgl.Replay = function(tolerance) {
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* @protected
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* @protected
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* @type {Array.<number>}
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* @type {Array.<number>}
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*/
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*/
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this.coordinates = [];
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this.vertices = [];
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/**
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* @protected
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* @type {Array.<number>}
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*/
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this.indices = [];
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/**
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/**
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* @protected
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* @protected
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* @type {WebGLBuffer}
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* @type {WebGLBuffer}
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*/
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*/
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this.buffer = null;
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this.verticesBuffer = null;
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/**
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* @protected
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* @type {WebGLBuffer}
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*/
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this.indicesBuffer = null;
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/**
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/**
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* @private
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* @private
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@@ -44,22 +56,57 @@ ol.render.webgl.Replay = function(tolerance) {
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* @param {number} end End.
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* @param {number} end End.
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* @param {number} stride Stride.
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* @param {number} stride Stride.
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* @param {boolean} close Close.
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* @param {boolean} close Close.
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* @protected
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* @return {number} My end.
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* @return {number} My end.
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* @protected
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*/
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*/
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ol.render.webgl.Replay.prototype.appendFlatCoordinates =
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ol.render.webgl.Replay.prototype.appendFlatCoordinates =
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function(flatCoordinates, offset, end, stride, close) {
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function(flatCoordinates, offset, end, stride, close) {
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var myEnd = this.coordinates.length;
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var numIndices = this.indices.length;
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var i;
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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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for (i = offset; i < end; i += stride) {
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this.coordinates[myEnd++] = flatCoordinates[i];
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x = flatCoordinates[i];
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this.coordinates[myEnd++] = flatCoordinates[i + 1];
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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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}
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if (close) {
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if (close) {
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this.coordinates[myEnd++] = flatCoordinates[offset];
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// FIXME
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this.coordinates[myEnd++] = flatCoordinates[offset + 1];
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goog.asserts.fail();
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}
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}
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return myEnd;
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return numVertices;
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};
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};
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@@ -71,7 +118,8 @@ ol.render.webgl.Replay.prototype.finish = goog.nullFunction;
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/**
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/**
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* @param {ol.webgl.Context} context Context.
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* @param {ol.webgl.Context} context Context.
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* @param {number} attribLocation Attribute location.
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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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* @param {WebGLUniformLocation} projectionMatrixLocation Projection
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* matrix location.
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* matrix location.
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* @param {number} pixelRatio Pixel ratio.
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* @param {number} pixelRatio Pixel ratio.
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@@ -81,16 +129,23 @@ ol.render.webgl.Replay.prototype.finish = goog.nullFunction;
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* @template T
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* @template T
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*/
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*/
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ol.render.webgl.Replay.prototype.replay =
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ol.render.webgl.Replay.prototype.replay =
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function(context, attribLocation, projectionMatrixLocation,
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function(context, positionAttribLocation, offsetsAttribLocation,
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pixelRatio, transform, skippedFeaturesHash) {
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projectionMatrixLocation, pixelRatio, transform,
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skippedFeaturesHash) {
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var gl = context.getGL();
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var gl = context.getGL();
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gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.buffer);
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gl.uniformMatrix4fv(projectionMatrixLocation, false,
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gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer);
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transform);
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gl.enableVertexAttribArray(positionAttribLocation);
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gl.enableVertexAttribArray(attribLocation);
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gl.vertexAttribPointer(positionAttribLocation, 2, goog.webgl.FLOAT,
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gl.vertexAttribPointer(attribLocation, 2, goog.webgl.FLOAT,
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false, 16, 0);
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false, 0, 0);
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gl.enableVertexAttribArray(offsetsAttribLocation);
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gl.drawArrays(goog.webgl.POINTS, 0, this.coordinates.length / 2);
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gl.vertexAttribPointer(offsetsAttribLocation, 2, goog.webgl.FLOAT,
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false, 16, 8);
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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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};
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@@ -243,10 +298,14 @@ ol.render.webgl.ImageReplay.prototype.drawMultiPointGeometry =
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*/
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*/
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ol.render.webgl.ImageReplay.prototype.finish = function(context) {
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ol.render.webgl.ImageReplay.prototype.finish = function(context) {
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var gl = context.getGL();
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var gl = context.getGL();
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this.buffer = gl.createBuffer();
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this.verticesBuffer = gl.createBuffer();
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gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.buffer);
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gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer);
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gl.bufferData(goog.webgl.ARRAY_BUFFER,
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gl.bufferData(goog.webgl.ARRAY_BUFFER,
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new Float32Array(this.coordinates), goog.webgl.STATIC_DRAW);
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new Float32Array(this.vertices), goog.webgl.STATIC_DRAW);
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this.indicesBuffer = gl.createBuffer();
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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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};
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};
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@@ -326,7 +385,8 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
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/**
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/**
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* @param {ol.webgl.Context} context Context.
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* @param {ol.webgl.Context} context Context.
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* @param {number} attribLocation Attribute location.
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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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* @param {WebGLUniformLocation} projectionMatrixLocation Projection
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* matrix location.
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* matrix location.
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* @param {ol.Extent} extent Extent.
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* @param {ol.Extent} extent Extent.
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@@ -337,16 +397,18 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
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* @template T
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* @template T
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*/
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*/
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ol.render.webgl.ReplayGroup.prototype.replay = function(
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ol.render.webgl.ReplayGroup.prototype.replay = function(
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context, attribLocation, projectionMatrixLocation, extent,
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context, positionAttribLocation, offsetsAttribLocation,
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pixelRatio, transform, skippedFeaturesHash) {
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projectionMatrixLocation, extent, pixelRatio, transform,
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skippedFeaturesHash) {
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var i, ii, replay, result;
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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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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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replay = this.replays_[ol.render.REPLAY_ORDER[i]];
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if (goog.isDef(replay) &&
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if (goog.isDef(replay) &&
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ol.extent.intersects(extent, replay.getExtent())) {
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ol.extent.intersects(extent, replay.getExtent())) {
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result = replay.replay(
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result = replay.replay(
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context, attribLocation, projectionMatrixLocation,
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context, positionAttribLocation, offsetsAttribLocation,
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pixelRatio, transform, skippedFeaturesHash);
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projectionMatrixLocation, pixelRatio, transform,
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skippedFeaturesHash);
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if (result) {
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if (result) {
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return result;
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return result;
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}
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}
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@@ -4,20 +4,19 @@
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//! COMMON
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//! COMMON
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//! VERTEX
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//! VERTEX
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attribute vec2 a_position;
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attribute vec2 a_position;
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attribute vec2 a_offsets;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_projectionMatrix;
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void main(void) {
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void main(void) {
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gl_PointSize = 10.0;
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(a_offsets, 0., 0.);
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);
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}
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}
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//! FRAGMENT
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//! FRAGMENT
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void main(void) {
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void main(void) {
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gl_FragColor = vec4(1.0, 1.0, 0.0, 0.7);
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gl_FragColor = vec4(1.0, 1.0, 0.0, 1);
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}
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}
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@@ -114,6 +114,7 @@ ol.renderer.webgl.VectorLayer.prototype.composeFrame =
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if (!goog.isNull(replayGroup) && !replayGroup.isEmpty()) {
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if (!goog.isNull(replayGroup) && !replayGroup.isEmpty()) {
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replayGroup.replay(context,
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replayGroup.replay(context,
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this.locations_.a_position,
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this.locations_.a_position,
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this.locations_.a_offsets,
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this.locations_.u_projectionMatrix,
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this.locations_.u_projectionMatrix,
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frameState.extent, frameState.pixelRatio,
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frameState.extent, frameState.pixelRatio,
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this.projectionMatrix,
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this.projectionMatrix,
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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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* @const
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* @type {string}
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* @type {string}
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*/
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*/
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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';
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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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/**
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/**
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* @const
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* @const
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* @type {string}
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* @type {string}
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*/
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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(1.0,1.0,0.0,0.7);}';
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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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/**
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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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* @const
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* @type {string}
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* @type {string}
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*/
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*/
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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';
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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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/**
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/**
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* @const
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* @const
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* @type {string}
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* @type {string}
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*/
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*/
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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.);}';
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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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/**
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/**
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@@ -89,7 +89,13 @@ ol.renderer.webgl.vectorlayer.shader.Locations = function(gl, program) {
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* @type {WebGLUniformLocation}
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* @type {WebGLUniformLocation}
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*/
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*/
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this.u_projectionMatrix = gl.getUniformLocation(
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this.u_projectionMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_projectionMatrix' : 'b');
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program, goog.DEBUG ? 'u_projectionMatrix' : 'c');
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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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/**
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/**
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* @type {number}
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* @type {number}
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Block a user