Files
openlayers/test/spec/ol/webgl/shaderbuilder.test.js
Olivier Guyot 6c46eb1dd0 Webgl / add support for a rotation parameter in LiteralStyle
The ShaderBuilder can now take a rotation expression.
2019-12-20 17:39:40 +01:00

566 lines
22 KiB
JavaScript

import {parseLiteralStyle, ShaderBuilder} from '../../../../src/ol/webgl/ShaderBuilder.js';
import {arrayToGlsl, colorToGlsl, numberToGlsl} from '../../../../src/ol/style/expressions.js';
describe('ol.webgl.ShaderBuilder', function() {
describe('getSymbolVertexShader', function() {
it('generates a symbol vertex shader (with varying)', function() {
const builder = new ShaderBuilder();
builder.addVarying('v_opacity', 'float', numberToGlsl(0.4));
builder.addVarying('v_test', 'vec3', arrayToGlsl([1, 2, 3]));
builder.setSizeExpression(`vec2(${numberToGlsl(6)})`);
builder.setSymbolOffsetExpression(arrayToGlsl([5, -7]));
builder.setColorExpression(colorToGlsl([80, 0, 255, 1]));
builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1]));
expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
attribute vec2 a_position;
attribute float a_index;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
varying float v_opacity;
varying vec3 v_test;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
vec2 halfSize = vec2(6.0) * 0.5;
vec2 offset = vec2(5.0, -7.0);
float angle = 0.0;
float offsetX;
float offsetY;
if (a_index == 0.0) {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
} else if (a_index == 1.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else if (a_index == 2.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
}
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, 0.5, 0.5, 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_opacity = 0.4;
v_test = vec3(1.0, 2.0, 3.0);
}`);
});
it('generates a symbol vertex shader (with uniforms and attributes)', function() {
const builder = new ShaderBuilder();
builder.addUniform('float u_myUniform');
builder.addAttribute('vec2 a_myAttr');
builder.setSizeExpression(`vec2(${numberToGlsl(6)})`);
builder.setSymbolOffsetExpression(arrayToGlsl([5, -7]));
builder.setColorExpression(colorToGlsl([80, 0, 255, 1]));
builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1]));
expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
uniform float u_myUniform;
attribute vec2 a_position;
attribute float a_index;
attribute vec2 a_myAttr;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
vec2 halfSize = vec2(6.0) * 0.5;
vec2 offset = vec2(5.0, -7.0);
float angle = 0.0;
float offsetX;
float offsetY;
if (a_index == 0.0) {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
} else if (a_index == 1.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else if (a_index == 2.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
}
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, 0.5, 0.5, 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);
}`);
});
it('generates a symbol vertex shader (with rotateWithView)', function() {
const builder = new ShaderBuilder();
builder.setSizeExpression(`vec2(${numberToGlsl(6)})`);
builder.setSymbolOffsetExpression(arrayToGlsl([5, -7]));
builder.setColorExpression(colorToGlsl([80, 0, 255, 1]));
builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1]));
builder.setSymbolRotateWithView(true);
expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
attribute vec2 a_position;
attribute float a_index;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
vec2 halfSize = vec2(6.0) * 0.5;
vec2 offset = vec2(5.0, -7.0);
float angle = 0.0;
float offsetX;
float offsetY;
if (a_index == 0.0) {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
} else if (a_index == 1.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else if (a_index == 2.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
}
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, 0.5, 0.5, 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);
}`);
});
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;
uniform float u_zoom;
uniform float u_resolution;
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 halfSize = vec2(1.0) * 0.5;
vec2 offset = vec2(0.0);
float angle = 0.0;
float offsetX;
float offsetY;
if (a_index == 0.0) {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
} else if (a_index == 1.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else if (a_index == 2.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
}
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;
}`);
});
it('generates a symbol vertex shader (with a rotation expression)', function() {
const builder = new ShaderBuilder();
builder.setSizeExpression(`vec2(${numberToGlsl(6)})`);
builder.setSymbolOffsetExpression(arrayToGlsl([5, -7]));
builder.setRotationExpression('u_time * 0.2');
expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
attribute vec2 a_position;
attribute float a_index;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
vec2 halfSize = vec2(6.0) * 0.5;
vec2 offset = vec2(5.0, -7.0);
float angle = u_time * 0.2;
float offsetX;
float offsetY;
if (a_index == 0.0) {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
} else if (a_index == 1.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle);
offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else if (a_index == 2.0) {
offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle);
} else {
offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle);
offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle);
}
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);
}`);
});
});
describe('getSymbolFragmentShader', function() {
it('generates a symbol fragment shader (with varying)', function() {
const builder = new ShaderBuilder();
builder.addVarying('v_opacity', 'float', numberToGlsl(0.4));
builder.addVarying('v_test', 'vec3', arrayToGlsl([1, 2, 3]));
builder.setSizeExpression(`vec2(${numberToGlsl(6)})`);
builder.setSymbolOffsetExpression(arrayToGlsl([5, -7]));
builder.setColorExpression(colorToGlsl([80, 0, 255]));
builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1]));
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
varying float v_opacity;
varying vec3 v_test;
void main(void) {
if (false) { discard; }
gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, 1.0);
gl_FragColor.rgb *= gl_FragColor.a;
}`);
});
it('generates a symbol fragment shader (with uniforms)', function() {
const builder = new ShaderBuilder();
builder.addUniform('float u_myUniform');
builder.addUniform('vec2 u_myUniform2');
builder.setSizeExpression(`vec2(${numberToGlsl(6)})`);
builder.setSymbolOffsetExpression(arrayToGlsl([5, -7]));
builder.setColorExpression(colorToGlsl([255, 255, 255, 1]));
builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1]));
builder.setFragmentDiscardExpression('u_myUniform > 0.5');
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
uniform float u_myUniform;
uniform vec2 u_myUniform2;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
void main(void) {
if (u_myUniform > 0.5) { discard; }
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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;
uniform float u_zoom;
uniform float u_resolution;
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;
}`);
});
});
describe('parseSymbolStyle', function() {
it('parses a style without expressions', function() {
const result = parseLiteralStyle({
symbol: {
symbolType: 'square',
size: [4, 8],
color: '#ff0000',
rotateWithView: true
}
});
expect(result.builder.uniforms).to.eql([]);
expect(result.builder.attributes).to.eql([]);
expect(result.builder.varyings).to.eql([]);
expect(result.builder.colorExpression).to.eql(
'vec4(vec4(1.0, 0.0, 0.0, 1.0).rgb, vec4(1.0, 0.0, 0.0, 1.0).a * 1.0 * 1.0)');
expect(result.builder.sizeExpression).to.eql('vec2(vec2(4.0, 8.0))');
expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)');
expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)');
expect(result.builder.rotateWithView).to.eql(true);
expect(result.attributes).to.eql([]);
expect(result.uniforms).to.eql({});
});
it('parses a style with expressions', function() {
const result = parseLiteralStyle({
symbol: {
symbolType: 'square',
size: ['get', 'attr1'],
color: [255, 127.5, 63.75, 0.25],
textureCoord: [0.5, 0.5, 0.5, 1],
offset: ['match', ['get', 'attr3'], 'red', [6, 0], 'green', [3, 0], [0, 0]]
}
});
expect(result.builder.uniforms).to.eql([]);
expect(result.builder.attributes).to.eql(['float a_attr1', 'float a_attr3']);
expect(result.builder.varyings).to.eql([{
name: 'v_attr1',
type: 'float',
expression: 'a_attr1'
}]);
expect(result.builder.colorExpression).to.eql(
'vec4(vec4(1.0, 0.5, 0.25, 0.25).rgb, vec4(1.0, 0.5, 0.25, 0.25).a * 1.0 * 1.0)'
);
expect(result.builder.sizeExpression).to.eql('vec2(a_attr1)');
expect(result.builder.offsetExpression).to.eql('(a_attr3 == 1.0 ? vec2(6.0, 0.0) : (a_attr3 == 0.0 ? vec2(3.0, 0.0) : vec2(0.0, 0.0)))');
expect(result.builder.texCoordExpression).to.eql('vec4(0.5, 0.5, 0.5, 1.0)');
expect(result.builder.rotateWithView).to.eql(false);
expect(result.attributes.length).to.eql(2);
expect(result.attributes[0].name).to.eql('attr1');
expect(result.attributes[1].name).to.eql('attr3');
expect(result.uniforms).to.eql({});
});
it('parses a style with a uniform (texture)', function() {
const result = parseLiteralStyle({
symbol: {
symbolType: 'image',
src: '../data/image.png',
size: 6,
color: '#336699',
opacity: 0.5
}
});
expect(result.builder.uniforms).to.eql(['sampler2D u_texture']);
expect(result.builder.attributes).to.eql([]);
expect(result.builder.varyings).to.eql([]);
expect(result.builder.colorExpression).to.eql(
'vec4(vec4(0.2, 0.4, 0.6, 1.0).rgb, vec4(0.2, 0.4, 0.6, 1.0).a * 0.5 * 1.0) * texture2D(u_texture, v_texCoord)'
);
expect(result.builder.sizeExpression).to.eql('vec2(6.0)');
expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)');
expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)');
expect(result.builder.rotateWithView).to.eql(false);
expect(result.attributes).to.eql([]);
expect(result.uniforms).to.have.property('u_texture');
});
it('parses a style with variables', function() {
const result = parseLiteralStyle({
variables: {
lower: 100,
higher: 400
},
symbol: {
symbolType: 'square',
size: ['interpolate', ['linear'], ['get', 'population'], ['var', 'lower'], 4, ['var', 'higher'], 8],
color: '#336699',
opacity: 0.5
}
});
expect(result.builder.uniforms).to.eql(['float u_lower', 'float u_higher']);
expect(result.builder.attributes).to.eql(['float a_population']);
expect(result.builder.varyings).to.eql([{
name: 'v_population',
type: 'float',
expression: 'a_population'
}]);
expect(result.builder.colorExpression).to.eql(
'vec4(vec4(0.2, 0.4, 0.6, 1.0).rgb, vec4(0.2, 0.4, 0.6, 1.0).a * 0.5 * 1.0)'
);
expect(result.builder.sizeExpression).to.eql(
'vec2(mix(4.0, 8.0, pow(clamp((a_population - u_lower) / (u_higher - u_lower), 0.0, 1.0), 1.0)))'
);
expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)');
expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)');
expect(result.builder.rotateWithView).to.eql(false);
expect(result.attributes.length).to.eql(1);
expect(result.attributes[0].name).to.eql('population');
expect(result.uniforms).to.have.property('u_lower');
expect(result.uniforms).to.have.property('u_higher');
});
it('parses a style with a filter', function() {
const result = parseLiteralStyle({
filter: ['between', ['get', 'attr0'], 0, 10],
symbol: {
symbolType: 'square',
size: 6,
color: '#336699'
}
});
expect(result.builder.attributes).to.eql(['float a_attr0']);
expect(result.builder.varyings).to.eql([{
name: 'v_attr0',
type: 'float',
expression: 'a_attr0'
}]);
expect(result.builder.colorExpression).to.eql(
'vec4(vec4(0.2, 0.4, 0.6, 1.0).rgb, vec4(0.2, 0.4, 0.6, 1.0).a * 1.0 * 1.0)'
);
expect(result.builder.sizeExpression).to.eql('vec2(6.0)');
expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)');
expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)');
expect(result.builder.discardExpression).to.eql('!(v_attr0 >= 0.0 && v_attr0 <= 10.0)');
expect(result.builder.rotateWithView).to.eql(false);
expect(result.attributes.length).to.eql(1);
expect(result.attributes[0].name).to.eql('attr0');
});
it('parses a style with a color interpolation', function() {
const result = parseLiteralStyle({
symbol: {
symbolType: 'square',
size: 6,
color: ['interpolate', ['linear'], ['var', 'ratio'], 0, [255, 255, 0], 1, 'red']
}
});
expect(result.builder.attributes).to.eql([]);
expect(result.builder.varyings).to.eql([]);
expect(result.builder.colorExpression).to.eql(
'vec4(mix(vec4(1.0, 1.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), pow(clamp((u_ratio - 0.0) / (1.0 - 0.0), 0.0, 1.0), 1.0)).rgb, mix(vec4(1.0, 1.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), pow(clamp((u_ratio - 0.0) / (1.0 - 0.0), 0.0, 1.0), 1.0)).a * 1.0 * 1.0)'
);
expect(result.builder.sizeExpression).to.eql('vec2(6.0)');
expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)');
expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)');
expect(result.builder.rotateWithView).to.eql(false);
expect(result.attributes).to.eql([]);
expect(result.uniforms).to.have.property('u_ratio');
});
it('correctly adds string variables to the string literals mapping', function() {
const result = parseLiteralStyle({
variables: {
mySize: 'abcdef'
},
symbol: {
symbolType: 'square',
size: ['match', ['var', 'mySize'], 'abc', 10, 'def', 20, 30],
color: 'red'
}
});
expect(result.uniforms['u_mySize']()).to.be.greaterThan(0);
});
it('throws when a variable is requested but not present in the style', function(done) {
const result = parseLiteralStyle({
variables: {},
symbol: {
symbolType: 'square',
size: ['var', 'mySize'],
color: 'red'
}
});
try {
result.uniforms['u_mySize']();
} catch (e) {
done();
}
done(true);
});
it('throws when a variable is requested but the style does not have a variables dict', function(done) {
const result = parseLiteralStyle({
symbol: {
symbolType: 'square',
size: ['var', 'mySize'],
color: 'red'
}
});
try {
result.uniforms['u_mySize']();
} catch (e) {
done();
}
done(true);
});
});
});