Shader Builder / add option to generate hit detection shaders

This commit is contained in:
Olivier Guyot
2019-10-25 10:24:03 +02:00
parent a39f751981
commit d643951a74
4 changed files with 93 additions and 6 deletions

View File

@@ -248,13 +248,27 @@ export class ShaderBuilder {
* The following varyings are hardcoded and gives the coordinate of the pixel both in the quad and on the texture:
* `vec2 v_quadCoord`, `vec2 v_texCoord`
*
* @param {boolean} [forHitDetection] If true, the shader will be modified to include hit detection variables
* (namely, hit color with encoded feature id).
* @returns {string} The full shader as a string.
*/
getSymbolVertexShader() {
getSymbolVertexShader(forHitDetection) {
const offsetMatrix = this.rotateWithView ?
'u_offsetScaleMatrix * u_offsetRotateMatrix' :
'u_offsetScaleMatrix';
let attributes = this.attributes;
let varyings = this.varyings;
if (forHitDetection) {
attributes = attributes.concat('vec4 a_hitColor');
varyings = varyings.concat({
name: 'v_hitColor',
type: 'vec4',
expression: 'a_hitColor'
});
}
return `precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
@@ -265,12 +279,12 @@ ${this.uniforms.map(function(uniform) {
}).join('\n')}
attribute vec2 a_position;
attribute float a_index;
${this.attributes.map(function(attribute) {
${attributes.map(function(attribute) {
return 'attribute ' + attribute + ';';
}).join('\n')}
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
${this.varyings.map(function(varying) {
${varyings.map(function(varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')}
void main(void) {
@@ -288,7 +302,7 @@ void main(void) {
u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
v_quadCoord = vec2(u, v);
${this.varyings.map(function(varying) {
${varyings.map(function(varying) {
return ' ' + varying.name + ' = ' + varying.expression + ';';
}).join('\n')}
}`;
@@ -301,9 +315,24 @@ ${this.varyings.map(function(varying) {
* Expects the following varyings to be transmitted by the vertex shader:
* `vec2 v_quadCoord`, `vec2 v_texCoord`
*
* @param {boolean} [forHitDetection] If true, the shader will be modified to include hit detection variables
* (namely, hit color with encoded feature id).
* @returns {string} The full shader as a string.
*/
getSymbolFragmentShader() {
getSymbolFragmentShader(forHitDetection) {
const hitDetectionBypass = forHitDetection ?
' if (gl_FragColor.a < 0.1) { discard; } gl_FragColor = v_hitColor;' : '';
let varyings = this.varyings;
if (forHitDetection) {
varyings = varyings.concat({
name: 'v_hitColor',
type: 'vec4',
expression: 'a_hitColor'
});
}
return `precision mediump float;
uniform float u_time;
${this.uniforms.map(function(uniform) {
@@ -311,13 +340,14 @@ ${this.uniforms.map(function(uniform) {
}).join('\n')}
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
${this.varyings.map(function(varying) {
${varyings.map(function(varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')}
void main(void) {
if (${this.discardExpression}) { discard; }
gl_FragColor = ${this.colorExpression};
gl_FragColor.rgb *= gl_FragColor.a;
${hitDetectionBypass}
}`;
}
}