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

@@ -84,6 +84,8 @@ class WebGLPointsLayer extends Layer {
return new WebGLPointsLayerRenderer(this, { return new WebGLPointsLayerRenderer(this, {
vertexShader: this.parseResult_.builder.getSymbolVertexShader(), vertexShader: this.parseResult_.builder.getSymbolVertexShader(),
fragmentShader: this.parseResult_.builder.getSymbolFragmentShader(), fragmentShader: this.parseResult_.builder.getSymbolFragmentShader(),
hitVertexShader: this.parseResult_.builder.getSymbolVertexShader(true),
hitFragmentShader: this.parseResult_.builder.getSymbolFragmentShader(true),
uniforms: this.parseResult_.uniforms, uniforms: this.parseResult_.uniforms,
attributes: this.parseResult_.attributes attributes: this.parseResult_.attributes
}); });

View File

@@ -147,6 +147,10 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
options.hitVertexShader options.hitVertexShader
); );
if (this.getShaderCompileErrors()) {
throw new Error(this.getShaderCompileErrors());
}
const customAttributes = options.attributes ? const customAttributes = options.attributes ?
options.attributes.map(function(attribute) { options.attributes.map(function(attribute) {
return { return {

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: * 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` * `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. * @returns {string} The full shader as a string.
*/ */
getSymbolVertexShader() { getSymbolVertexShader(forHitDetection) {
const offsetMatrix = this.rotateWithView ? const offsetMatrix = this.rotateWithView ?
'u_offsetScaleMatrix * u_offsetRotateMatrix' : 'u_offsetScaleMatrix * u_offsetRotateMatrix' :
'u_offsetScaleMatrix'; '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; return `precision mediump float;
uniform mat4 u_projectionMatrix; uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix; uniform mat4 u_offsetScaleMatrix;
@@ -265,12 +279,12 @@ ${this.uniforms.map(function(uniform) {
}).join('\n')} }).join('\n')}
attribute vec2 a_position; attribute vec2 a_position;
attribute float a_index; attribute float a_index;
${this.attributes.map(function(attribute) { ${attributes.map(function(attribute) {
return 'attribute ' + attribute + ';'; return 'attribute ' + attribute + ';';
}).join('\n')} }).join('\n')}
varying vec2 v_texCoord; varying vec2 v_texCoord;
varying vec2 v_quadCoord; varying vec2 v_quadCoord;
${this.varyings.map(function(varying) { ${varyings.map(function(varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';'; return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')} }).join('\n')}
void main(void) { void main(void) {
@@ -288,7 +302,7 @@ void main(void) {
u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0; 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 = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
v_quadCoord = vec2(u, v); v_quadCoord = vec2(u, v);
${this.varyings.map(function(varying) { ${varyings.map(function(varying) {
return ' ' + varying.name + ' = ' + varying.expression + ';'; return ' ' + varying.name + ' = ' + varying.expression + ';';
}).join('\n')} }).join('\n')}
}`; }`;
@@ -301,9 +315,24 @@ ${this.varyings.map(function(varying) {
* Expects the following varyings to be transmitted by the vertex shader: * Expects the following varyings to be transmitted by the vertex shader:
* `vec2 v_quadCoord`, `vec2 v_texCoord` * `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. * @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; return `precision mediump float;
uniform float u_time; uniform float u_time;
${this.uniforms.map(function(uniform) { ${this.uniforms.map(function(uniform) {
@@ -311,13 +340,14 @@ ${this.uniforms.map(function(uniform) {
}).join('\n')} }).join('\n')}
varying vec2 v_texCoord; varying vec2 v_texCoord;
varying vec2 v_quadCoord; varying vec2 v_quadCoord;
${this.varyings.map(function(varying) { ${varyings.map(function(varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';'; return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')} }).join('\n')}
void main(void) { void main(void) {
if (${this.discardExpression}) { discard; } if (${this.discardExpression}) { discard; }
gl_FragColor = ${this.colorExpression}; gl_FragColor = ${this.colorExpression};
gl_FragColor.rgb *= gl_FragColor.a; gl_FragColor.rgb *= gl_FragColor.a;
${hitDetectionBypass}
}`; }`;
} }
} }

View File

@@ -120,6 +120,39 @@ void main(void) {
v = a_index == 2.0 || 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); v_quadCoord = vec2(u, v);
}`);
});
it('generates a symbol vertex shader for hitDetection', function() {
const builder = new ShaderBuilder();
expect(builder.getSymbolVertexShader(true)).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
attribute vec2 a_position;
attribute float a_index;
attribute vec4 a_hitColor;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
varying vec4 v_hitColor;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
vec2 size = vec2(1.0);
vec2 offset = vec2(0.0);
float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 2.0;
vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
vec4 texCoord = vec4(0.0, 0.0, 1.0, 1.0);
float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p;
float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q;
v_texCoord = vec2(u, v);
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);
v_hitColor = a_hitColor;
}`); }`);
}); });
}); });
@@ -145,6 +178,7 @@ void main(void) {
if (false) { discard; } if (false) { discard; }
gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, 1.0); gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, 1.0);
gl_FragColor.rgb *= gl_FragColor.a; gl_FragColor.rgb *= gl_FragColor.a;
}`); }`);
}); });
it('generates a symbol fragment shader (with uniforms)', function() { it('generates a symbol fragment shader (with uniforms)', function() {
@@ -168,6 +202,23 @@ void main(void) {
if (u_myUniform > 0.5) { discard; } if (u_myUniform > 0.5) { discard; }
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor.rgb *= gl_FragColor.a; gl_FragColor.rgb *= gl_FragColor.a;
}`);
});
it('generates a symbol fragment shader for hit detection', function() {
const builder = new ShaderBuilder();
expect(builder.getSymbolFragmentShader(true)).to.eql(`precision mediump float;
uniform float u_time;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
varying vec4 v_hitColor;
void main(void) {
if (false) { discard; }
gl_FragColor = vec4(1.0);
gl_FragColor.rgb *= gl_FragColor.a;
if (gl_FragColor.a < 0.1) { discard; } gl_FragColor = v_hitColor;
}`); }`);
}); });
}); });