WebGL / improve doc for Helper and VectorLayerRenderer

Also created enums for attributes (like uniforms), in an attempt to clarify
what is accessible to the vertex shaders.
This commit is contained in:
Olivier Guyot
2022-06-09 13:28:50 +02:00
parent 52279967c4
commit cd83424867
5 changed files with 51 additions and 46 deletions

View File

@@ -5,6 +5,17 @@ import AbstractBatchRenderer from './BatchRenderer.js';
import {AttributeType} from '../../webgl/Helper.js';
import {transform2D} from '../../geom/flat/transform.js';
/**
* Names of attributes made available to the vertex shader.
* Please note: changing these *will* break custom shaders!
* @enum {string}
*/
export const Attributes = {
SEGMENT_START: 'a_segmentStart',
SEGMENT_END: 'a_segmentEnd',
PARAMETERS: 'a_parameters',
};
class LineStringBatchRenderer extends AbstractBatchRenderer {
/**
* @param {import("../../webgl/Helper.js").default} helper WebGL helper instance
@@ -19,17 +30,17 @@ class LineStringBatchRenderer extends AbstractBatchRenderer {
// vertices for lines must hold both a position (x,y) and an offset (dx,dy)
this.attributes_ = [
{
name: 'a_segmentStart',
name: Attributes.SEGMENT_START,
size: 2,
type: AttributeType.FLOAT,
},
{
name: 'a_segmentEnd',
name: Attributes.SEGMENT_END,
size: 2,
type: AttributeType.FLOAT,
},
{
name: 'a_parameters',
name: Attributes.PARAMETERS,
size: 1,
type: AttributeType.FLOAT,
},

View File

@@ -6,6 +6,16 @@ import AbstractBatchRenderer from './BatchRenderer.js';
import {AttributeType} from '../../webgl/Helper.js';
import {apply as applyTransform} from '../../transform.js';
/**
* Names of attributes made available to the vertex shader.
* Please note: changing these *will* break custom shaders!
* @enum {string}
*/
export const Attributes = {
POSITION: 'a_position',
INDEX: 'a_index',
};
class PointBatchRenderer extends AbstractBatchRenderer {
/**
* @param {import("../../webgl/Helper.js").default} helper WebGL helper instance
@@ -20,12 +30,12 @@ class PointBatchRenderer extends AbstractBatchRenderer {
// vertices for point must hold both a position (x,y) and an index (their position in the quad)
this.attributes_ = [
{
name: 'a_position',
name: Attributes.POSITION,
size: 2,
type: AttributeType.FLOAT,
},
{
name: 'a_index',
name: Attributes.INDEX,
size: 1,
type: AttributeType.FLOAT,
},

View File

@@ -5,6 +5,15 @@ import AbstractBatchRenderer from './BatchRenderer.js';
import {AttributeType} from '../../webgl/Helper.js';
import {transform2D} from '../../geom/flat/transform.js';
/**
* Names of attributes made available to the vertex shader.
* Please note: changing these *will* break custom shaders!
* @enum {string}
*/
export const Attributes = {
POSITION: 'a_position',
};
class PolygonBatchRenderer extends AbstractBatchRenderer {
/**
* @param {import("../../webgl/Helper.js").default} helper WebGL helper instance
@@ -19,7 +28,7 @@ class PolygonBatchRenderer extends AbstractBatchRenderer {
// By default only a position attribute is required to render polygons
this.attributes_ = [
{
name: 'a_position',
name: Attributes.POSITION,
size: 2,
type: AttributeType.FLOAT,
},

View File

@@ -53,48 +53,23 @@ import {listen, unlistenByKey} from '../../events.js';
/**
* @classdesc
* Experimental WebGL vector renderer. Supports polygons and lines.
* Experimental WebGL vector renderer. Supports polygons, lines and points:
* * Polygons are broken down into triangles
* * Lines are rendered as strips of quads
* * Points are rendered as quads
*
* You need to provide vertex and fragment shaders for rendering. This can be done using
* {@link module:ol/webgl/ShaderBuilder} utilities.
* You need to provide vertex and fragment shaders as well as custom attributes for each type of geometry. All shaders
* can access the uniforms in the {@link module:ol/webgl/Helper~DefaultUniform} enum.
* The vertex shaders can access the following attributes depending on the geometry type:
* * For polygons: {@link module:ol/render/webgl/PolygonBatchRenderer~Attributes}
* * For line strings: {@link module:ol/render/webgl/LineStringBatchRenderer~Attributes}
* * For points: {@link module:ol/render/webgl/PointBatchRenderer~Attributes}
*
* To include variable attributes in the shaders, you need to declare them using the `attributes` property of
* the options object like so:
* ```js
* new WebGLPointsLayerRenderer(layer, {
* attributes: [
* {
* name: 'size',
* callback: function(feature) {
* // compute something with the feature
* }
* },
* {
* name: 'weight',
* callback: function(feature) {
* // compute something with the feature
* }
* },
* ],
* vertexShader:
* // shader using attribute a_weight and a_size
* fragmentShader:
* // shader using varying v_weight and v_size
* ```
* Please note that the fragment shaders output should have premultiplied alpha, otherwise visual anomalies may occur.
*
* To enable hit detection, you must as well provide dedicated shaders using the `hitVertexShader`
* and `hitFragmentShader` properties. These shall expect the `a_hitColor` attribute to contain
* the final color that will have to be output for hit detection to work.
* Note: this uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
*
* The following uniform is used for the main texture: `u_texture`.
*
* Please note that the main shader output should have premultiplied alpha, otherwise visual anomalies may occur.
*
* Polygons are broken down into triangles using the @mapbox/earcut package.
* Lines are rendered into strips of quads.
*
*
* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
* @api
*/
class WebGLVectorLayerRenderer extends WebGLLayerRenderer {
/**

View File

@@ -38,8 +38,8 @@ export const ShaderType = {
};
/**
* Uniform names used in the default shaders: `PROJECTION_MATRIX`, `OFFSET_SCALE_MATRIX`.
* and `OFFSET_ROTATION_MATRIX`.
* Names of uniforms made available to all shaders.
* Please note: changing these *will* break custom shaders!
* @enum {string}
*/
export const DefaultUniform = {