Better handle uniform locations in shaders
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@@ -8,46 +8,46 @@ import WebGLContext, {DefaultUniform} from '../../webgl/Context';
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import WebGLVertex from "../../webgl/Vertex";
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import WebGLFragment from "../../webgl/Fragment";
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const VERTEX_SHADER =
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'attribute vec2 a_position;' +
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'attribute vec2 a_texCoord;' +
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'attribute float a_opacity;' +
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'attribute float a_rotateWithView;' +
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'' +
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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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'' +
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'varying vec2 v_texCoord;' +
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'varying float v_opacity;' +
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'' +
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'void main(void) {' +
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' mat4 offsetMatrix = u_offsetScaleMatrix;' +
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' if (a_rotateWithView == 1.0) {' +
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' offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;' +
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' }' +
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' vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);' +
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' gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;' +
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' v_texCoord = a_texCoord;' +
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' v_opacity = a_opacity;' +
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'}';
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const VERTEX_SHADER = `
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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attribute float a_opacity;
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attribute float a_rotateWithView;
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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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varying vec2 v_texCoord;
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varying float v_opacity;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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if (a_rotateWithView == 1.0) {
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offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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}
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vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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v_texCoord = a_texCoord;
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v_opacity = a_opacity;
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}`;
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const FRAGMENT_SHADER =
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'uniform float u_opacity;' +
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'uniform sampler2D u_image;' +
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'' +
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'varying vec2 v_texCoord;' +
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'varying float v_opacity;' +
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'' +
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'void main(void) {' +
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' vec4 texColor = texture2D(u_image, v_texCoord);' +
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' gl_FragColor.rgb = texColor.rgb;' +
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' float alpha = texColor.a * v_opacity * u_opacity;' +
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' if (alpha == 0.0) {' +
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' discard;' +
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' }' +
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' gl_FragColor.a = alpha;' +
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'}';
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const FRAGMENT_SHADER = `
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uniform float u_opacity;
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uniform sampler2D u_image;
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varying vec2 v_texCoord;
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varying float v_opacity;
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void main(void) {
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vec4 texColor = texture2D(u_image, v_texCoord);
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gl_FragColor.rgb = texColor.rgb;
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float alpha = texColor.a * v_opacity * u_opacity;
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if (alpha == 0.0) {
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discard;
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}
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gl_FragColor.a = alpha;
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}`;
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/**
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* @classdesc
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@@ -100,8 +100,8 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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* @inheritDoc
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*/
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prepareFrame(frameState) {
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const vectorLayer = this.getLayer();
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const vectorSource = vectorLayer.getSource();
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const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
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const vectorSource = /** @type {import("../../source/Vector.js").default} */ (vectorLayer.getSource());
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if (this.sourceRevision_ >= vectorSource.getRevision()) {
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return false;
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@@ -28,7 +28,7 @@ import {create, fromTransform} from "../vec/mat4";
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export const DefaultUniform = {
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PROJECTION_MATRIX: 'u_projectionMatrix',
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SCALE_MATRIX: 'u_offsetScaleMatrix',
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OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix',
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OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix',
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OPACITY: 'u_opacity'
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};
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@@ -115,9 +115,17 @@ class WebGLContext extends Disposable {
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*/
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this.offsetScaleMatrix_ = createTransform();
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/**
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* @private
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* @type {Array<number>}
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*/
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this.tmpMat4_ = create();
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this.locations_ = {};
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/**
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* @private
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* @type {Object.<string, WebGLUniformLocation>}
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*/
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this.locations_;
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}
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/**
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@@ -284,12 +292,21 @@ class WebGLContext extends Disposable {
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rotateTransform(offsetRotateMatrix, -rotation);
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}
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this.getGL().uniformMatrix4fv(locations.u_projectionMatrix, false,
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fromTransform(this.tmpMat4_, projectionMatrix));
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this.getGL().uniformMatrix4fv(locations.u_offsetScaleMatrix, false,
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fromTransform(this.tmpMat4_, offsetScaleMatrix));
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this.getGL().uniformMatrix4fv(locations.u_offsetRotateMatrix, false,
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fromTransform(this.tmpMat4_, offsetRotateMatrix));
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this.setUniformMatrixValue(DefaultUniform.PROJECTION_MATRIX, fromTransform(this.tmpMat4_, projectionMatrix));
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this.setUniformMatrixValue(DefaultUniform.OFFSET_SCALE_MATRIX, fromTransform(this.tmpMat4_, offsetScaleMatrix));
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this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix));
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}
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/**
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* Will get the location from the shader or the cache
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* @param {string} name Uniform name
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* @return {WebGLUniformLocation} uniformLocation
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*/
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getUniformLocation(name) {
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if (!this.locations_[name]) {
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this.locations_[name] = this.getGL().getUniformLocation(this.currentProgram_, name);
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}
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return this.locations_[name];
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}
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/**
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@@ -298,7 +315,16 @@ class WebGLContext extends Disposable {
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* @param {number} value Value
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*/
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setUniformFloatValue(uniform, value) {
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this.getGL().uniformMatrix4fv(this.locations_[uniform], false, value);
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this.getGL().uniform1f(this.getUniformLocation(uniform), value);
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}
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/**
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* Give a value for a standard matrix4 uniform
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* @param {string} uniform Uniform name
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* @param {Array<number>} value Matrix value
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*/
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setUniformMatrixValue(uniform, value) {
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this.getGL().uniformMatrix4fv(this.getUniformLocation(uniform), false, value);
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}
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/**
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@@ -330,6 +356,7 @@ class WebGLContext extends Disposable {
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const gl = this.getGL();
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gl.useProgram(program);
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this.currentProgram_ = program;
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this.locations_ = {};
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return true;
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}
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}
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