Fix provide/require structure for autogenerated shader files

This commit is contained in:
Andreas Hocevar
2017-08-29 21:51:27 +02:00
parent 5cfb1e4099
commit cf8c72c992
28 changed files with 482 additions and 909 deletions

View File

@@ -7,6 +7,7 @@ cache:
- node_modules
before_script:
- rm src/ol/renderer/webgl/*shader.js
- rm src/ol/renderer/webgl/*shader/locations.js
script: make ci
after_success:
- cat coverage/lcov.info | coveralls

View File

@@ -3,7 +3,8 @@ BRANCH := $(shell git rev-parse --abbrev-ref HEAD)
SRC_GLSL := $(shell find src -type f -name '*.glsl')
SRC_SHADER_JS := $(patsubst %shader.glsl,%shader.js,$(SRC_GLSL))
SRC_JS := $(filter-out $(SRC_SHADER_JS),$(shell find src -name '*.js'))
SRC_SHADERLOCATIONS_JS := $(patsubst %shader.glsl,%shader/locations.js,$(SRC_GLSL))
SRC_JS := $(filter-out $(SRC_SHADER_JS) $(SRC_SHADERLOCATIONS_JS),$(shell find src -name '*.js'))
SRC_JSDOC = $(shell find src -type f -name '*.jsdoc')
EXAMPLES := $(shell find examples -type f)
@@ -116,7 +117,7 @@ install: build/timestamps/node-modules-timestamp
npm-install: build/timestamps/node-modules-timestamp
.PHONY: shaders
shaders: $(SRC_SHADER_JS)
shaders: $(SRC_SHADER_JS $(SRC_SHADERLOCATIONS_JS)
.PHONY: serve
serve:
@@ -167,7 +168,7 @@ build/compiled-examples/all.js: $(EXAMPLES_JS)
@python bin/combine-examples.py $^ > $@
build/compiled-examples/all.combined.js: config/examples-all.json build/compiled-examples/all.js \
$(SRC_JS) $(SRC_SHADER_JS) \
$(SRC_JS) $(SRC_SHADER_JS) $(SRC_SHADERLOCATIONS_JS) \
build/timestamps/node-modules-timestamp
@mkdir -p $(@D)
node tasks/build.js $< $@
@@ -178,14 +179,14 @@ build/compiled-examples/%.json: config/example.json build/examples/%.js \
@sed -e 's|{{id}}|$*|' $< > $@
build/compiled-examples/%.combined.js: build/compiled-examples/%.json \
$(SRC_JS) $(SRC_SHADER_JS) \
$(SRC_JS) $(SRC_SHADER_JS) $(SRC_SHADERLOCATIONS_JS)\
build/timestamps/node-modules-timestamp
@mkdir -p $(@D)
node tasks/build.js $< $@
build/timestamps/jsdoc-$(BRANCH)-timestamp: config/jsdoc/api/index.md \
config/jsdoc/api/conf.json $(SRC_JS) \
$(SRC_SHADER_JS) \
$(SRC_SHADER_JS) $(SRC_SHADERLOCATIONS_JS) \
$(shell find config/jsdoc/api/template -type f) \
build/timestamps/node-modules-timestamp
@mkdir -p $(@D)
@@ -236,7 +237,7 @@ build/ol.css: css/ol.css build/timestamps/node-modules-timestamp
@echo "Running cleancss..."
@./node_modules/.bin/cleancss $< > $@
build/ol.js: config/ol.json $(SRC_JS) $(SRC_SHADER_JS) \
build/ol.js: config/ol.json $(SRC_JS) $(SRC_SHADER_JS) $(SRC_SHADERLOCATIONS_JS) \
build/timestamps/node-modules-timestamp
@mkdir -p $(@D)
node tasks/build.js $< $@
@@ -246,12 +247,12 @@ build/ol.js: config/ol.json $(SRC_JS) $(SRC_SHADER_JS) \
@$(STAT_COMPRESSED) /tmp/ol.js.gz
@rm /tmp/ol.js.gz
build/ol.js.map: config/ol.json $(SRC_JS) $(SRC_SHADER_JS) \
build/ol.js.map: config/ol.json $(SRC_JS) $(SRC_SHADER_JS) $(SRC_SHADERLOCATIONS_JS) \
build/timestamps/node-modules-timestamp
@mkdir -p $(@D)
node tasks/build.js $< $@
build/ol-debug.js: config/ol-debug.json $(SRC_JS) $(SRC_SHADER_JS) \
build/ol-debug.js: config/ol-debug.json $(SRC_JS) $(SRC_SHADER_JS) $(SRC_SHADERLOCATIONS_JS) \
build/timestamps/node-modules-timestamp
@mkdir -p $(@D)
node tasks/build.js $< $@
@@ -264,6 +265,10 @@ build/ol-debug.js: config/ol-debug.json $(SRC_JS) $(SRC_SHADER_JS) \
%shader.js: %shader.glsl src/ol/webgl/shader.mustache bin/pyglslunit.py build/timestamps/node-modules-timestamp
@python bin/pyglslunit.py --input $< | ./node_modules/.bin/mustache - src/ol/webgl/shader.mustache > $@
%shader/locations.js: %shader.glsl src/ol/webgl/shaderlocations.mustache bin/pyglslunit.py build/timestamps/node-modules-timestamp
@mkdir -p $(@D)
@python bin/pyglslunit.py --input $< | ./node_modules/.bin/mustache - src/ol/webgl/shaderlocations.mustache > $@
.PHONY: package
package:
@rm -rf build/package

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@@ -7,6 +7,7 @@ goog.require('ol.extent');
goog.require('ol.obj');
goog.require('ol.geom.flat.transform');
goog.require('ol.render.webgl.circlereplay.defaultshader');
goog.require('ol.render.webgl.circlereplay.defaultshader.Locations');
goog.require('ol.render.webgl.Replay');
goog.require('ol.render.webgl');
goog.require('ol.webgl');
@@ -202,7 +203,6 @@ ol.render.webgl.CircleReplay.prototype.setUpProgram = function(gl, context, size
// get the locations
var locations;
if (!this.defaultLocations_) {
// eslint-disable-next-line openlayers-internal/no-missing-requires
locations = new ol.render.webgl.circlereplay.defaultshader.Locations(gl, program);
this.defaultLocations_ = locations;
} else {

View File

@@ -1,5 +1,4 @@
//! NAMESPACE=ol.render.webgl.circlereplay.defaultshader
//! CLASS=ol.render.webgl.circlereplay.defaultshader
//! COMMON

View File

@@ -1,162 +1,15 @@
// This file is automatically generated, do not edit
/* eslint openlayers-internal/no-missing-requires: 0 */
goog.provide('ol.render.webgl.circlereplay.defaultshader');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
ol.render.webgl.circlereplay.defaultshader.Fragment = function() {
ol.webgl.Fragment.call(this, ol.render.webgl.circlereplay.defaultshader.Fragment.SOURCE);
};
ol.inherits(ol.render.webgl.circlereplay.defaultshader.Fragment, ol.webgl.Fragment);
ol.render.webgl.circlereplay.defaultshader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
'precision mediump float;\nvarying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\n\nuniform float u_opacity;\nuniform vec4 u_fillColor;\nuniform vec4 u_strokeColor;\nuniform vec2 u_size;\n\nvoid main(void) {\n vec2 windowCenter = vec2((v_center.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_center.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n vec2 windowOffset = vec2((v_offset.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_offset.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n float radius = length(windowCenter - windowOffset);\n float dist = length(windowCenter - gl_FragCoord.xy);\n if (dist > radius + v_halfWidth) {\n if (u_strokeColor.a == 0.0) {\n gl_FragColor = u_fillColor;\n } else {\n gl_FragColor = u_strokeColor;\n }\n gl_FragColor.a = gl_FragColor.a - (dist - (radius + v_halfWidth));\n } else if (u_fillColor.a == 0.0) {\n // Hooray, no fill, just stroke. We can use real antialiasing.\n gl_FragColor = u_strokeColor;\n if (dist < radius - v_halfWidth) {\n gl_FragColor.a = gl_FragColor.a - (radius - v_halfWidth - dist);\n }\n } else {\n gl_FragColor = u_fillColor;\n float strokeDist = radius - v_halfWidth;\n float antialias = 2.0 * v_pixelRatio;\n if (dist > strokeDist) {\n gl_FragColor = u_strokeColor;\n } else if (dist >= strokeDist - antialias) {\n float step = smoothstep(strokeDist - antialias, strokeDist, dist);\n gl_FragColor = mix(u_fillColor, u_strokeColor, step);\n }\n }\n gl_FragColor.a = gl_FragColor.a * u_opacity;\n if (gl_FragColor.a <= 0.0) {\n discard;\n }\n}\n' :
'precision mediump float;varying vec2 a;varying vec2 b;varying float c;varying float d;uniform float m;uniform vec4 n;uniform vec4 o;uniform vec2 p;void main(void){vec2 windowCenter=vec2((a.x+1.0)/2.0*p.x*d,(a.y+1.0)/2.0*p.y*d);vec2 windowOffset=vec2((b.x+1.0)/2.0*p.x*d,(b.y+1.0)/2.0*p.y*d);float radius=length(windowCenter-windowOffset);float dist=length(windowCenter-gl_FragCoord.xy);if(dist>radius+c){if(o.a==0.0){gl_FragColor=n;}else{gl_FragColor=o;}gl_FragColor.a=gl_FragColor.a-(dist-(radius+c));}else if(n.a==0.0){gl_FragColor=o;if(dist<radius-c){gl_FragColor.a=gl_FragColor.a-(radius-c-dist);}} else{gl_FragColor=n;float strokeDist=radius-c;float antialias=2.0*d;if(dist>strokeDist){gl_FragColor=o;}else if(dist>=strokeDist-antialias){float step=smoothstep(strokeDist-antialias,strokeDist,dist);gl_FragColor=mix(n,o,step);}} gl_FragColor.a=gl_FragColor.a*m;if(gl_FragColor.a<=0.0){discard;}}');
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\n\nuniform float u_opacity;\nuniform vec4 u_fillColor;\nuniform vec4 u_strokeColor;\nuniform vec2 u_size;\n\nvoid main(void) {\n vec2 windowCenter = vec2((v_center.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_center.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n vec2 windowOffset = vec2((v_offset.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_offset.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n float radius = length(windowCenter - windowOffset);\n float dist = length(windowCenter - gl_FragCoord.xy);\n if (dist > radius + v_halfWidth) {\n if (u_strokeColor.a == 0.0) {\n gl_FragColor = u_fillColor;\n } else {\n gl_FragColor = u_strokeColor;\n }\n gl_FragColor.a = gl_FragColor.a - (dist - (radius + v_halfWidth));\n } else if (u_fillColor.a == 0.0) {\n // Hooray, no fill, just stroke. We can use real antialiasing.\n gl_FragColor = u_strokeColor;\n if (dist < radius - v_halfWidth) {\n gl_FragColor.a = gl_FragColor.a - (radius - v_halfWidth - dist);\n }\n } else {\n gl_FragColor = u_fillColor;\n float strokeDist = radius - v_halfWidth;\n float antialias = 2.0 * v_pixelRatio;\n if (dist > strokeDist) {\n gl_FragColor = u_strokeColor;\n } else if (dist >= strokeDist - antialias) {\n float step = smoothstep(strokeDist - antialias, strokeDist, dist);\n gl_FragColor = mix(u_fillColor, u_strokeColor, step);\n }\n }\n gl_FragColor.a = gl_FragColor.a * u_opacity;\n if (gl_FragColor.a <= 0.0) {\n discard;\n }\n}\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;varying vec2 b;varying float c;varying float d;uniform float m;uniform vec4 n;uniform vec4 o;uniform vec2 p;void main(void){vec2 windowCenter=vec2((a.x+1.0)/2.0*p.x*d,(a.y+1.0)/2.0*p.y*d);vec2 windowOffset=vec2((b.x+1.0)/2.0*p.x*d,(b.y+1.0)/2.0*p.y*d);float radius=length(windowCenter-windowOffset);float dist=length(windowCenter-gl_FragCoord.xy);if(dist>radius+c){if(o.a==0.0){gl_FragColor=n;}else{gl_FragColor=o;}gl_FragColor.a=gl_FragColor.a-(dist-(radius+c));}else if(n.a==0.0){gl_FragColor=o;if(dist<radius-c){gl_FragColor.a=gl_FragColor.a-(radius-c-dist);}} else{gl_FragColor=n;float strokeDist=radius-c;float antialias=2.0*d;if(dist>strokeDist){gl_FragColor=o;}else if(dist>=strokeDist-antialias){float step=smoothstep(strokeDist-antialias,strokeDist,dist);gl_FragColor=mix(n,o,step);}} gl_FragColor.a=gl_FragColor.a*m;if(gl_FragColor.a<=0.0){discard;}}';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Fragment.SOURCE = ol.DEBUG_WEBGL ?
ol.render.webgl.circlereplay.defaultshader.Fragment.DEBUG_SOURCE :
ol.render.webgl.circlereplay.defaultshader.Fragment.OPTIMIZED_SOURCE;
ol.render.webgl.circlereplay.defaultshader.fragment = new ol.render.webgl.circlereplay.defaultshader.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
ol.render.webgl.circlereplay.defaultshader.Vertex = function() {
ol.webgl.Vertex.call(this, ol.render.webgl.circlereplay.defaultshader.Vertex.SOURCE);
};
ol.inherits(ol.render.webgl.circlereplay.defaultshader.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\nattribute vec2 a_position;\nattribute float a_instruction;\nattribute float a_radius;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\nuniform float u_lineWidth;\nuniform float u_pixelRatio;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n v_center = vec4(u_projectionMatrix * vec4(a_position, 0.0, 1.0)).xy;\n v_pixelRatio = u_pixelRatio;\n float lineWidth = u_lineWidth * u_pixelRatio;\n v_halfWidth = lineWidth / 2.0;\n if (lineWidth == 0.0) {\n lineWidth = 2.0 * u_pixelRatio;\n }\n vec2 offset;\n // Radius with anitaliasing (roughly).\n float radius = a_radius + 3.0 * u_pixelRatio;\n // Until we get gl_VertexID in WebGL, we store an instruction.\n if (a_instruction == 0.0) {\n // Offsetting the edges of the triangle by lineWidth / 2 is necessary, however\n // we should also leave some space for the antialiasing, thus we offset by lineWidth.\n offset = vec2(-1.0, 1.0);\n } else if (a_instruction == 1.0) {\n offset = vec2(-1.0, -1.0);\n } else if (a_instruction == 2.0) {\n offset = vec2(1.0, -1.0);\n } else {\n offset = vec2(1.0, 1.0);\n }\n\n gl_Position = u_projectionMatrix * vec4(a_position + offset * radius, 0.0, 1.0) +\n offsetMatrix * vec4(offset * lineWidth, 0.0, 0.0);\n v_offset = vec4(u_projectionMatrix * vec4(a_position.x + a_radius, a_position.y,\n 0.0, 1.0)).xy;\n\n if (distance(v_center, v_offset) > 20000.0) {\n gl_Position = vec4(v_center, 0.0, 1.0);\n }\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying vec2 b;varying float c;varying float d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;uniform float k;uniform float l;void main(void){mat4 offsetMatrix=i*j;a=vec4(h*vec4(e,0.0,1.0)).xy;d=l;float lineWidth=k*l;c=lineWidth/2.0;if(lineWidth==0.0){lineWidth=2.0*l;}vec2 offset;float radius=g+3.0*l;if(f==0.0){offset=vec2(-1.0,1.0);}else if(f==1.0){offset=vec2(-1.0,-1.0);}else if(f==2.0){offset=vec2(1.0,-1.0);}else{offset=vec2(1.0,1.0);}gl_Position=h*vec4(e+offset*radius,0.0,1.0)+offsetMatrix*vec4(offset*lineWidth,0.0,0.0);b=vec4(h*vec4(e.x+g,e.y,0.0,1.0)).xy;if(distance(a,b)>20000.0){gl_Position=vec4(a,0.0,1.0);}}';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Vertex.SOURCE = ol.DEBUG_WEBGL ?
ol.render.webgl.circlereplay.defaultshader.Vertex.DEBUG_SOURCE :
ol.render.webgl.circlereplay.defaultshader.Vertex.OPTIMIZED_SOURCE;
ol.render.webgl.circlereplay.defaultshader.vertex = new ol.render.webgl.circlereplay.defaultshader.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.circlereplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_fillColor = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_fillColor' : 'n');
/**
* @type {WebGLUniformLocation}
*/
this.u_lineWidth = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_lineWidth' : 'k');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'j');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'i');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'm');
/**
* @type {WebGLUniformLocation}
*/
this.u_pixelRatio = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_pixelRatio' : 'l');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'h');
/**
* @type {WebGLUniformLocation}
*/
this.u_size = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_size' : 'p');
/**
* @type {WebGLUniformLocation}
*/
this.u_strokeColor = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_strokeColor' : 'o');
/**
* @type {number}
*/
this.a_instruction = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_instruction' : 'f');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'e');
/**
* @type {number}
*/
this.a_radius = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_radius' : 'g');
};
ol.render.webgl.circlereplay.defaultshader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
'varying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\nattribute vec2 a_position;\nattribute float a_instruction;\nattribute float a_radius;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\nuniform float u_lineWidth;\nuniform float u_pixelRatio;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n v_center = vec4(u_projectionMatrix * vec4(a_position, 0.0, 1.0)).xy;\n v_pixelRatio = u_pixelRatio;\n float lineWidth = u_lineWidth * u_pixelRatio;\n v_halfWidth = lineWidth / 2.0;\n if (lineWidth == 0.0) {\n lineWidth = 2.0 * u_pixelRatio;\n }\n vec2 offset;\n // Radius with anitaliasing (roughly).\n float radius = a_radius + 3.0 * u_pixelRatio;\n // Until we get gl_VertexID in WebGL, we store an instruction.\n if (a_instruction == 0.0) {\n // Offsetting the edges of the triangle by lineWidth / 2 is necessary, however\n // we should also leave some space for the antialiasing, thus we offset by lineWidth.\n offset = vec2(-1.0, 1.0);\n } else if (a_instruction == 1.0) {\n offset = vec2(-1.0, -1.0);\n } else if (a_instruction == 2.0) {\n offset = vec2(1.0, -1.0);\n } else {\n offset = vec2(1.0, 1.0);\n }\n\n gl_Position = u_projectionMatrix * vec4(a_position + offset * radius, 0.0, 1.0) +\n offsetMatrix * vec4(offset * lineWidth, 0.0, 0.0);\n v_offset = vec4(u_projectionMatrix * vec4(a_position.x + a_radius, a_position.y,\n 0.0, 1.0)).xy;\n\n if (distance(v_center, v_offset) > 20000.0) {\n gl_Position = vec4(v_center, 0.0, 1.0);\n }\n}\n\n\n' :
'varying vec2 a;varying vec2 b;varying float c;varying float d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;uniform float k;uniform float l;void main(void){mat4 offsetMatrix=i*j;a=vec4(h*vec4(e,0.0,1.0)).xy;d=l;float lineWidth=k*l;c=lineWidth/2.0;if(lineWidth==0.0){lineWidth=2.0*l;}vec2 offset;float radius=g+3.0*l;//Until we get gl_VertexID in WebGL,we store an instruction.if(f==0.0){//Offsetting the edges of the triangle by lineWidth/2 is necessary,however//we should also leave some space for the antialiasing,thus we offset by lineWidth.offset=vec2(-1.0,1.0);}else if(f==1.0){offset=vec2(-1.0,-1.0);}else if(f==2.0){offset=vec2(1.0,-1.0);}else{offset=vec2(1.0,1.0);}gl_Position=h*vec4(e+offset*radius,0.0,1.0)+offsetMatrix*vec4(offset*lineWidth,0.0,0.0);b=vec4(h*vec4(e.x+g,e.y,0.0,1.0)).xy;if(distance(a,b)>20000.0){gl_Position=vec4(a,0.0,1.0);}}');

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@@ -0,0 +1,86 @@
// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.circlereplay.defaultshader.Locations');
goog.require('ol');
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.circlereplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'h');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'i');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'j');
/**
* @type {WebGLUniformLocation}
*/
this.u_lineWidth = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_lineWidth' : 'k');
/**
* @type {WebGLUniformLocation}
*/
this.u_pixelRatio = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_pixelRatio' : 'l');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'm');
/**
* @type {WebGLUniformLocation}
*/
this.u_fillColor = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_fillColor' : 'n');
/**
* @type {WebGLUniformLocation}
*/
this.u_strokeColor = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_strokeColor' : 'o');
/**
* @type {WebGLUniformLocation}
*/
this.u_size = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_size' : 'p');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'e');
/**
* @type {number}
*/
this.a_instruction = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_instruction' : 'f');
/**
* @type {number}
*/
this.a_radius = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_radius' : 'g');
};

View File

@@ -11,6 +11,7 @@ goog.require('ol.obj');
goog.require('ol.render.webgl');
goog.require('ol.render.webgl.Replay');
goog.require('ol.render.webgl.linestringreplay.defaultshader');
goog.require('ol.render.webgl.linestringreplay.defaultshader.Locations');
goog.require('ol.webgl');
goog.require('ol.webgl.Buffer');
@@ -447,7 +448,6 @@ ol.render.webgl.LineStringReplay.prototype.setUpProgram = function(gl, context,
// get the locations
var locations;
if (!this.defaultLocations_) {
// eslint-disable-next-line openlayers-internal/no-missing-requires
locations = new ol.render.webgl.linestringreplay.defaultshader.Locations(gl, program);
this.defaultLocations_ = locations;
} else {

View File

@@ -1,5 +1,4 @@
//! NAMESPACE=ol.render.webgl.linestringreplay.defaultshader
//! CLASS=ol.render.webgl.linestringreplay.defaultshader
//! COMMON

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,92 @@
// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.linestringreplay.defaultshader.Locations');
goog.require('ol');
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.linestringreplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'h');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'i');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'j');
/**
* @type {WebGLUniformLocation}
*/
this.u_lineWidth = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_lineWidth' : 'k');
/**
* @type {WebGLUniformLocation}
*/
this.u_miterLimit = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_miterLimit' : 'l');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'm');
/**
* @type {WebGLUniformLocation}
*/
this.u_color = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_color' : 'n');
/**
* @type {WebGLUniformLocation}
*/
this.u_size = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_size' : 'o');
/**
* @type {WebGLUniformLocation}
*/
this.u_pixelRatio = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_pixelRatio' : 'p');
/**
* @type {number}
*/
this.a_lastPos = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_lastPos' : 'd');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'e');
/**
* @type {number}
*/
this.a_nextPos = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_nextPos' : 'f');
/**
* @type {number}
*/
this.a_direction = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_direction' : 'g');
};

View File

@@ -9,6 +9,7 @@ goog.require('ol.geom.flat.contains');
goog.require('ol.geom.flat.orient');
goog.require('ol.geom.flat.transform');
goog.require('ol.render.webgl.polygonreplay.defaultshader');
goog.require('ol.render.webgl.polygonreplay.defaultshader.Locations');
goog.require('ol.render.webgl.LineStringReplay');
goog.require('ol.render.webgl.Replay');
goog.require('ol.render.webgl');
@@ -884,7 +885,6 @@ ol.render.webgl.PolygonReplay.prototype.setUpProgram = function(gl, context, siz
// get the locations
var locations;
if (!this.defaultLocations_) {
// eslint-disable-next-line openlayers-internal/no-missing-requires
locations = new ol.render.webgl.polygonreplay.defaultshader.Locations(gl, program);
this.defaultLocations_ = locations;
} else {

View File

@@ -1,5 +1,4 @@
//! NAMESPACE=ol.render.webgl.polygonreplay.defaultshader
//! CLASS=ol.render.webgl.polygonreplay.defaultshader
//! COMMON

View File

@@ -1,126 +1,15 @@
// This file is automatically generated, do not edit
/* eslint openlayers-internal/no-missing-requires: 0 */
goog.provide('ol.render.webgl.polygonreplay.defaultshader');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment = function() {
ol.webgl.Fragment.call(this, ol.render.webgl.polygonreplay.defaultshader.Fragment.SOURCE);
};
ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Fragment, ol.webgl.Fragment);
ol.render.webgl.polygonreplay.defaultshader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
'precision mediump float;\n\n\n\nuniform vec4 u_color;\nuniform float u_opacity;\n\nvoid main(void) {\n gl_FragColor = u_color;\n float alpha = u_color.a * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n' :
'precision mediump float;uniform vec4 e;uniform float f;void main(void){gl_FragColor=e;float alpha=e.a*f;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}');
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\n\n\n\nuniform vec4 u_color;\nuniform float u_opacity;\n\nvoid main(void) {\n gl_FragColor = u_color;\n float alpha = u_color.a * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;uniform vec4 e;uniform float f;void main(void){gl_FragColor=e;float alpha=e.a*f;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment.SOURCE = ol.DEBUG_WEBGL ?
ol.render.webgl.polygonreplay.defaultshader.Fragment.DEBUG_SOURCE :
ol.render.webgl.polygonreplay.defaultshader.Fragment.OPTIMIZED_SOURCE;
ol.render.webgl.polygonreplay.defaultshader.fragment = new ol.render.webgl.polygonreplay.defaultshader.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex = function() {
ol.webgl.Vertex.call(this, ol.render.webgl.polygonreplay.defaultshader.Vertex.SOURCE);
};
ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE = '\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0);\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){gl_Position=b*vec4(a,0.0,1.0);}';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex.SOURCE = ol.DEBUG_WEBGL ?
ol.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE :
ol.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE;
ol.render.webgl.polygonreplay.defaultshader.vertex = new ol.render.webgl.polygonreplay.defaultshader.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.polygonreplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_color = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_color' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'd');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'c');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'f');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'b');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'a');
};
ol.render.webgl.polygonreplay.defaultshader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
'\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0);\n}\n\n\n' :
'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){gl_Position=b*vec4(a,0.0,1.0);}');

View File

@@ -0,0 +1,50 @@
// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.polygonreplay.defaultshader.Locations');
goog.require('ol');
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.polygonreplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'b');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'c');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'd');
/**
* @type {WebGLUniformLocation}
*/
this.u_color = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_color' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'f');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'a');
};

View File

@@ -4,6 +4,7 @@ goog.require('ol');
goog.require('ol.extent');
goog.require('ol.obj');
goog.require('ol.render.webgl.texturereplay.defaultshader');
goog.require('ol.render.webgl.texturereplay.defaultshader.Locations');
goog.require('ol.render.webgl.Replay');
goog.require('ol.webgl');
goog.require('ol.webgl.Context');
@@ -275,7 +276,6 @@ ol.render.webgl.TextureReplay.prototype.setUpProgram = function(gl, context, siz
// get the locations
var locations;
if (!this.defaultLocations) {
// eslint-disable-next-line openlayers-internal/no-missing-requires
locations = new ol.render.webgl.texturereplay.defaultshader.Locations(gl, program);
this.defaultLocations = locations;
} else {

View File

@@ -1,5 +1,4 @@
//! NAMESPACE=ol.render.webgl.texturereplay.defaultshader
//! CLASS=ol.render.webgl.texturereplay.defaultshader
//! COMMON

View File

@@ -1,150 +1,15 @@
// This file is automatically generated, do not edit
/* eslint openlayers-internal/no-missing-requires: 0 */
goog.provide('ol.render.webgl.texturereplay.defaultshader');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
ol.render.webgl.texturereplay.defaultshader.Fragment = function() {
ol.webgl.Fragment.call(this, ol.render.webgl.texturereplay.defaultshader.Fragment.SOURCE);
};
ol.inherits(ol.render.webgl.texturereplay.defaultshader.Fragment, ol.webgl.Fragment);
ol.render.webgl.texturereplay.defaultshader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
'precision mediump float;\nvarying vec2 v_texCoord;\nvarying float v_opacity;\n\nuniform float u_opacity;\nuniform sampler2D u_image;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_image, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n float alpha = texColor.a * v_opacity * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n' :
'precision mediump float;varying vec2 a;varying float b;uniform float k;uniform sampler2D l;void main(void){vec4 texColor=texture2D(l,a);gl_FragColor.rgb=texColor.rgb;float alpha=texColor.a*b*k;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}');
/**
* @const
* @type {string}
*/
ol.render.webgl.texturereplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\nvarying float v_opacity;\n\nuniform float u_opacity;\nuniform sampler2D u_image;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_image, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n float alpha = texColor.a * v_opacity * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.texturereplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;varying float b;uniform float k;uniform sampler2D l;void main(void){vec4 texColor=texture2D(l,a);gl_FragColor.rgb=texColor.rgb;float alpha=texColor.a*b*k;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}';
/**
* @const
* @type {string}
*/
ol.render.webgl.texturereplay.defaultshader.Fragment.SOURCE = ol.DEBUG_WEBGL ?
ol.render.webgl.texturereplay.defaultshader.Fragment.DEBUG_SOURCE :
ol.render.webgl.texturereplay.defaultshader.Fragment.OPTIMIZED_SOURCE;
ol.render.webgl.texturereplay.defaultshader.fragment = new ol.render.webgl.texturereplay.defaultshader.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
ol.render.webgl.texturereplay.defaultshader.Vertex = function() {
ol.webgl.Vertex.call(this, ol.render.webgl.texturereplay.defaultshader.Vertex.SOURCE);
};
ol.inherits(ol.render.webgl.texturereplay.defaultshader.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
ol.render.webgl.texturereplay.defaultshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.texturereplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.0,0.0);gl_Position=h*vec4(c,0.0,1.0)+offsets;a=d;b=f;}';
/**
* @const
* @type {string}
*/
ol.render.webgl.texturereplay.defaultshader.Vertex.SOURCE = ol.DEBUG_WEBGL ?
ol.render.webgl.texturereplay.defaultshader.Vertex.DEBUG_SOURCE :
ol.render.webgl.texturereplay.defaultshader.Vertex.OPTIMIZED_SOURCE;
ol.render.webgl.texturereplay.defaultshader.vertex = new ol.render.webgl.texturereplay.defaultshader.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.texturereplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_image = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_image' : 'l');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'j');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'i');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'k');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'h');
/**
* @type {number}
*/
this.a_offsets = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_offsets' : 'e');
/**
* @type {number}
*/
this.a_opacity = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_opacity' : 'f');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'c');
/**
* @type {number}
*/
this.a_rotateWithView = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_rotateWithView' : 'g');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_texCoord' : 'd');
};
ol.render.webgl.texturereplay.defaultshader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n' :
'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.0,0.0);gl_Position=h*vec4(c,0.0,1.0)+offsets;a=d;b=f;}');

View File

@@ -0,0 +1,74 @@
// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.texturereplay.defaultshader.Locations');
goog.require('ol');
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.texturereplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'h');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'i');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'j');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'k');
/**
* @type {WebGLUniformLocation}
*/
this.u_image = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_image' : 'l');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'c');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_texCoord' : 'd');
/**
* @type {number}
*/
this.a_offsets = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_offsets' : 'e');
/**
* @type {number}
*/
this.a_opacity = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_opacity' : 'f');
/**
* @type {number}
*/
this.a_rotateWithView = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_rotateWithView' : 'g');
};

View File

@@ -1,5 +1,4 @@
//! NAMESPACE=ol.renderer.webgl.defaultmapshader
//! CLASS=ol.renderer.webgl.defaultmapshader
//! COMMON

View File

@@ -1,126 +1,15 @@
// This file is automatically generated, do not edit
/* eslint openlayers-internal/no-missing-requires: 0 */
goog.provide('ol.renderer.webgl.defaultmapshader');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
ol.renderer.webgl.defaultmapshader.Fragment = function() {
ol.webgl.Fragment.call(this, ol.renderer.webgl.defaultmapshader.Fragment.SOURCE);
};
ol.inherits(ol.renderer.webgl.defaultmapshader.Fragment, ol.webgl.Fragment);
ol.renderer.webgl.defaultmapshader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_texture, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n gl_FragColor.a = texColor.a * u_opacity;\n}\n' :
'precision mediump float;varying vec2 a;uniform float f;uniform sampler2D g;void main(void){vec4 texColor=texture2D(g,a);gl_FragColor.rgb=texColor.rgb;gl_FragColor.a=texColor.a*f;}');
/**
* @const
* @type {string}
*/
ol.renderer.webgl.defaultmapshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_texture, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n gl_FragColor.a = texColor.a * u_opacity;\n}\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.defaultmapshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform float f;uniform sampler2D g;void main(void){vec4 texColor=texture2D(g,a);gl_FragColor.rgb=texColor.rgb;gl_FragColor.a=texColor.a*f;}';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.defaultmapshader.Fragment.SOURCE = ol.DEBUG_WEBGL ?
ol.renderer.webgl.defaultmapshader.Fragment.DEBUG_SOURCE :
ol.renderer.webgl.defaultmapshader.Fragment.OPTIMIZED_SOURCE;
ol.renderer.webgl.defaultmapshader.fragment = new ol.renderer.webgl.defaultmapshader.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
ol.renderer.webgl.defaultmapshader.Vertex = function() {
ol.webgl.Vertex.call(this, ol.renderer.webgl.defaultmapshader.Vertex.SOURCE);
};
ol.inherits(ol.renderer.webgl.defaultmapshader.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
ol.renderer.webgl.defaultmapshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\n\nuniform mat4 u_texCoordMatrix;\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n v_texCoord = (u_texCoordMatrix * vec4(a_texCoord, 0., 1.)).st;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.defaultmapshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform mat4 d;uniform mat4 e;void main(void){gl_Position=e*vec4(b,0.,1.);a=(d*vec4(c,0.,1.)).st;}';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.defaultmapshader.Vertex.SOURCE = ol.DEBUG_WEBGL ?
ol.renderer.webgl.defaultmapshader.Vertex.DEBUG_SOURCE :
ol.renderer.webgl.defaultmapshader.Vertex.OPTIMIZED_SOURCE;
ol.renderer.webgl.defaultmapshader.vertex = new ol.renderer.webgl.defaultmapshader.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.renderer.webgl.defaultmapshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'f');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_texCoordMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_texCoordMatrix' : 'd');
/**
* @type {WebGLUniformLocation}
*/
this.u_texture = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_texture' : 'g');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_texCoord' : 'c');
};
ol.renderer.webgl.defaultmapshader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\n\nuniform mat4 u_texCoordMatrix;\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n v_texCoord = (u_texCoordMatrix * vec4(a_texCoord, 0., 1.)).st;\n}\n\n\n' :
'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform mat4 d;uniform mat4 e;void main(void){gl_Position=e*vec4(b,0.,1.);a=(d*vec4(c,0.,1.)).st;}');

View File

@@ -0,0 +1,50 @@
// This file is automatically generated, do not edit
goog.provide('ol.renderer.webgl.defaultmapshader.Locations');
goog.require('ol');
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.renderer.webgl.defaultmapshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_texCoordMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_texCoordMatrix' : 'd');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_projectionMatrix' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_opacity' : 'f');
/**
* @type {WebGLUniformLocation}
*/
this.u_texture = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_texture' : 'g');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_texCoord' : 'c');
};

View File

@@ -6,6 +6,7 @@ goog.require('ol.render.EventType');
goog.require('ol.render.webgl.Immediate');
goog.require('ol.renderer.Layer');
goog.require('ol.renderer.webgl.defaultmapshader');
goog.require('ol.renderer.webgl.defaultmapshader.Locations');
goog.require('ol.transform');
goog.require('ol.vec.Mat4');
goog.require('ol.webgl');
@@ -154,7 +155,6 @@ ol.renderer.webgl.Layer.prototype.composeFrame = function(frameState, layerState
var locations;
if (!this.defaultLocations_) {
// eslint-disable-next-line openlayers-internal/no-missing-requires
locations = new ol.renderer.webgl.defaultmapshader.Locations(gl, program);
this.defaultLocations_ = locations;
} else {

View File

@@ -13,6 +13,7 @@ goog.require('ol.math');
goog.require('ol.renderer.Type');
goog.require('ol.renderer.webgl.Layer');
goog.require('ol.renderer.webgl.tilelayershader');
goog.require('ol.renderer.webgl.tilelayershader.Locations');
goog.require('ol.size');
goog.require('ol.transform');
goog.require('ol.webgl');
@@ -222,7 +223,6 @@ ol.renderer.webgl.TileLayer.prototype.prepareFrame = function(frameState, layerS
var program = context.getProgram(this.fragmentShader_, this.vertexShader_);
context.useProgram(program);
if (!this.locations_) {
// eslint-disable-next-line openlayers-internal/no-missing-requires
this.locations_ = new ol.renderer.webgl.tilelayershader.Locations(gl, program);
}

View File

@@ -1,5 +1,4 @@
//! NAMESPACE=ol.renderer.webgl.tilelayershader
//! CLASS=ol.renderer.webgl.tilelayershader
//! COMMON

View File

@@ -1,114 +1,15 @@
// This file is automatically generated, do not edit
/* eslint openlayers-internal/no-missing-requires: 0 */
goog.provide('ol.renderer.webgl.tilelayershader');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
ol.renderer.webgl.tilelayershader.Fragment = function() {
ol.webgl.Fragment.call(this, ol.renderer.webgl.tilelayershader.Fragment.SOURCE);
};
ol.inherits(ol.renderer.webgl.tilelayershader.Fragment, ol.webgl.Fragment);
ol.renderer.webgl.tilelayershader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform sampler2D u_texture;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_texture, v_texCoord);\n}\n' :
'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}');
/**
* @const
* @type {string}
*/
ol.renderer.webgl.tilelayershader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform sampler2D u_texture;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_texture, v_texCoord);\n}\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.tilelayershader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.tilelayershader.Fragment.SOURCE = ol.DEBUG_WEBGL ?
ol.renderer.webgl.tilelayershader.Fragment.DEBUG_SOURCE :
ol.renderer.webgl.tilelayershader.Fragment.OPTIMIZED_SOURCE;
ol.renderer.webgl.tilelayershader.fragment = new ol.renderer.webgl.tilelayershader.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
ol.renderer.webgl.tilelayershader.Vertex = function() {
ol.webgl.Vertex.call(this, ol.renderer.webgl.tilelayershader.Vertex.SOURCE);
};
ol.inherits(ol.renderer.webgl.tilelayershader.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
ol.renderer.webgl.tilelayershader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nuniform vec4 u_tileOffset;\n\nvoid main(void) {\n gl_Position = vec4(a_position * u_tileOffset.xy + u_tileOffset.zw, 0., 1.);\n v_texCoord = a_texCoord;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.tilelayershader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform vec4 d;void main(void){gl_Position=vec4(b*d.xy+d.zw,0.,1.);a=c;}';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.tilelayershader.Vertex.SOURCE = ol.DEBUG_WEBGL ?
ol.renderer.webgl.tilelayershader.Vertex.DEBUG_SOURCE :
ol.renderer.webgl.tilelayershader.Vertex.OPTIMIZED_SOURCE;
ol.renderer.webgl.tilelayershader.vertex = new ol.renderer.webgl.tilelayershader.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.renderer.webgl.tilelayershader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_texture = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_texture' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_tileOffset = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_tileOffset' : 'd');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_texCoord' : 'c');
};
ol.renderer.webgl.tilelayershader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nuniform vec4 u_tileOffset;\n\nvoid main(void) {\n gl_Position = vec4(a_position * u_tileOffset.xy + u_tileOffset.zw, 0., 1.);\n v_texCoord = a_texCoord;\n}\n\n\n' :
'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform vec4 d;void main(void){gl_Position=vec4(b*d.xy+d.zw,0.,1.);a=c;}');

View File

@@ -0,0 +1,38 @@
// This file is automatically generated, do not edit
goog.provide('ol.renderer.webgl.tilelayershader.Locations');
goog.require('ol');
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.renderer.webgl.tilelayershader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_tileOffset = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_tileOffset' : 'd');
/**
* @type {WebGLUniformLocation}
*/
this.u_texture = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? 'u_texture' : 'e');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_position' : 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? 'a_texCoord' : 'c');
};

View File

@@ -1,106 +1,15 @@
// This file is automatically generated, do not edit
/* eslint openlayers-internal/no-missing-requires: 0 */
goog.provide('{{namespace}}');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
{{className}}.Fragment = function() {
ol.webgl.Fragment.call(this, {{className}}.Fragment.SOURCE);
};
ol.inherits({{className}}.Fragment, ol.webgl.Fragment);
{{namespace}}.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
'precision mediump float;\n{{{originalFragmentSource}}}' :
'precision mediump float;{{{fragmentSource}}}');
/**
* @const
* @type {string}
*/
{{className}}.Fragment.DEBUG_SOURCE = 'precision mediump float;\n{{{getOriginalFragmentSource}}}';
/**
* @const
* @type {string}
*/
{{className}}.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;{{{getFragmentSource}}}';
/**
* @const
* @type {string}
*/
{{className}}.Fragment.SOURCE = ol.DEBUG_WEBGL ?
{{className}}.Fragment.DEBUG_SOURCE :
{{className}}.Fragment.OPTIMIZED_SOURCE;
{{className}}.fragment = new {{className}}.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
{{className}}.Vertex = function() {
ol.webgl.Vertex.call(this, {{className}}.Vertex.SOURCE);
};
ol.inherits({{className}}.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
{{className}}.Vertex.DEBUG_SOURCE = '{{{getOriginalVertexSource}}}';
/**
* @const
* @type {string}
*/
{{className}}.Vertex.OPTIMIZED_SOURCE = '{{{getVertexSource}}}';
/**
* @const
* @type {string}
*/
{{className}}.Vertex.SOURCE = ol.DEBUG_WEBGL ?
{{className}}.Vertex.DEBUG_SOURCE :
{{className}}.Vertex.OPTIMIZED_SOURCE;
{{className}}.vertex = new {{className}}.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
{{namespace}}.Locations = function(gl, program) {
{{#getUniforms}}
/**
* @type {WebGLUniformLocation}
*/
this.{{originalName}} = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
{{/getUniforms}}
{{#getAttributes}}
/**
* @type {number}
*/
this.{{originalName}} = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
{{/getAttributes}}
};
{{namespace}}.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
'{{{originalVertexSource}}}' :
'{{{vertexSource}}}');

View File

@@ -0,0 +1,30 @@
// This file is automatically generated, do not edit
goog.provide('{{namespace}}.Locations');
goog.require('ol');
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
{{namespace}}.Locations = function(gl, program) {
{{#uniforms}}
/**
* @type {WebGLUniformLocation}
*/
this.{{originalName}} = gl.getUniformLocation(
program, ol.DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
{{/uniforms}}
{{#attributes}}
/**
* @type {number}
*/
this.{{originalName}} = gl.getAttribLocation(
program, ol.DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
{{/attributes}}
};