Shader Builder / add option to generate hit detection shaders
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@@ -84,6 +84,8 @@ class WebGLPointsLayer extends Layer {
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return new WebGLPointsLayerRenderer(this, {
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vertexShader: this.parseResult_.builder.getSymbolVertexShader(),
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fragmentShader: this.parseResult_.builder.getSymbolFragmentShader(),
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hitVertexShader: this.parseResult_.builder.getSymbolVertexShader(true),
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hitFragmentShader: this.parseResult_.builder.getSymbolFragmentShader(true),
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uniforms: this.parseResult_.uniforms,
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attributes: this.parseResult_.attributes
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});
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@@ -147,6 +147,10 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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options.hitVertexShader
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);
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if (this.getShaderCompileErrors()) {
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throw new Error(this.getShaderCompileErrors());
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}
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const customAttributes = options.attributes ?
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options.attributes.map(function(attribute) {
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return {
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@@ -248,13 +248,27 @@ export class ShaderBuilder {
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* The following varyings are hardcoded and gives the coordinate of the pixel both in the quad and on the texture:
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* `vec2 v_quadCoord`, `vec2 v_texCoord`
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*
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* @param {boolean} [forHitDetection] If true, the shader will be modified to include hit detection variables
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* (namely, hit color with encoded feature id).
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* @returns {string} The full shader as a string.
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*/
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getSymbolVertexShader() {
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getSymbolVertexShader(forHitDetection) {
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const offsetMatrix = this.rotateWithView ?
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'u_offsetScaleMatrix * u_offsetRotateMatrix' :
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'u_offsetScaleMatrix';
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let attributes = this.attributes;
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let varyings = this.varyings;
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if (forHitDetection) {
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attributes = attributes.concat('vec4 a_hitColor');
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varyings = varyings.concat({
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name: 'v_hitColor',
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type: 'vec4',
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expression: 'a_hitColor'
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});
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}
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return `precision mediump float;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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@@ -265,12 +279,12 @@ ${this.uniforms.map(function(uniform) {
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}).join('\n')}
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attribute vec2 a_position;
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attribute float a_index;
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${this.attributes.map(function(attribute) {
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${attributes.map(function(attribute) {
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return 'attribute ' + attribute + ';';
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}).join('\n')}
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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${this.varyings.map(function(varying) {
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${varyings.map(function(varying) {
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return 'varying ' + varying.type + ' ' + varying.name + ';';
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}).join('\n')}
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void main(void) {
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@@ -288,7 +302,7 @@ void main(void) {
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u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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${this.varyings.map(function(varying) {
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${varyings.map(function(varying) {
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return ' ' + varying.name + ' = ' + varying.expression + ';';
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}).join('\n')}
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}`;
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@@ -301,9 +315,24 @@ ${this.varyings.map(function(varying) {
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* Expects the following varyings to be transmitted by the vertex shader:
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* `vec2 v_quadCoord`, `vec2 v_texCoord`
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*
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* @param {boolean} [forHitDetection] If true, the shader will be modified to include hit detection variables
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* (namely, hit color with encoded feature id).
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* @returns {string} The full shader as a string.
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*/
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getSymbolFragmentShader() {
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getSymbolFragmentShader(forHitDetection) {
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const hitDetectionBypass = forHitDetection ?
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' if (gl_FragColor.a < 0.1) { discard; } gl_FragColor = v_hitColor;' : '';
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let varyings = this.varyings;
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if (forHitDetection) {
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varyings = varyings.concat({
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name: 'v_hitColor',
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type: 'vec4',
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expression: 'a_hitColor'
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});
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}
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return `precision mediump float;
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uniform float u_time;
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${this.uniforms.map(function(uniform) {
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@@ -311,13 +340,14 @@ ${this.uniforms.map(function(uniform) {
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}).join('\n')}
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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${this.varyings.map(function(varying) {
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${varyings.map(function(varying) {
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return 'varying ' + varying.type + ' ' + varying.name + ';';
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}).join('\n')}
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void main(void) {
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if (${this.discardExpression}) { discard; }
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gl_FragColor = ${this.colorExpression};
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gl_FragColor.rgb *= gl_FragColor.a;
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${hitDetectionBypass}
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}`;
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}
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}
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@@ -120,6 +120,39 @@ void main(void) {
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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}`);
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});
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it('generates a symbol vertex shader for hitDetection', function() {
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const builder = new ShaderBuilder();
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expect(builder.getSymbolVertexShader(true)).to.eql(`precision mediump float;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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attribute vec2 a_position;
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attribute float a_index;
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attribute vec4 a_hitColor;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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varying vec4 v_hitColor;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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vec2 size = vec2(1.0);
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vec2 offset = vec2(0.0);
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float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 2.0;
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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vec4 texCoord = vec4(0.0, 0.0, 1.0, 1.0);
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q;
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v_texCoord = vec2(u, v);
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u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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v_hitColor = a_hitColor;
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}`);
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});
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});
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@@ -145,6 +178,7 @@ void main(void) {
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if (false) { discard; }
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gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, 1.0);
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gl_FragColor.rgb *= gl_FragColor.a;
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}`);
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});
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it('generates a symbol fragment shader (with uniforms)', function() {
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@@ -168,6 +202,23 @@ void main(void) {
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if (u_myUniform > 0.5) { discard; }
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragColor.rgb *= gl_FragColor.a;
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}`);
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});
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it('generates a symbol fragment shader for hit detection', function() {
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const builder = new ShaderBuilder();
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expect(builder.getSymbolFragmentShader(true)).to.eql(`precision mediump float;
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uniform float u_time;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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varying vec4 v_hitColor;
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void main(void) {
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if (false) { discard; }
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gl_FragColor = vec4(1.0);
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gl_FragColor.rgb *= gl_FragColor.a;
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if (gl_FragColor.a < 0.1) { discard; } gl_FragColor = v_hitColor;
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}`);
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});
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});
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