Wrap WebGL shader code in define condition

This commit is contained in:
Andreas Hocevar
2017-01-02 22:01:58 +01:00
parent 9c79564676
commit dcbf3a97e8
7 changed files with 700 additions and 672 deletions
+90 -86
View File
@@ -6,101 +6,105 @@ 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);
/**
* @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.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.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) {
if (ol.ENABLE_WEBGL) {
/**
* @type {WebGLUniformLocation}
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
this.u_texture = gl.getUniformLocation(program, 'e');
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);
/**
* @type {WebGLUniformLocation}
* @const
* @type {string}
*/
this.u_tileOffset = gl.getUniformLocation(program, 'd');
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';
/**
* @type {number}
* @const
* @type {string}
*/
this.a_position = gl.getAttribLocation(program, 'b');
ol.renderer.webgl.tilelayershader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}';
/**
* @type {number}
* @const
* @type {string}
*/
this.a_texCoord = gl.getAttribLocation(program, 'c');
};
ol.renderer.webgl.tilelayershader.Fragment.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.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, 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_tileOffset = gl.getUniformLocation(program, 'd');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(program, 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(program, 'c');
};
}