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:
@@ -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,
|
||||
},
|
||||
|
||||
@@ -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,
|
||||
},
|
||||
|
||||
@@ -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,
|
||||
},
|
||||
|
||||
@@ -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 {
|
||||
/**
|
||||
|
||||
@@ -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 = {
|
||||
|
||||
Reference in New Issue
Block a user