Files
openlayers/test/spec/ol/webgl/shaderbuilder.test.js
Olivier Guyot 9ee93cd2cf ShaderBuilder / refactoring to use an actual builder pattern
There is now a ShaderBuilder class with chainable methods
to specify more easily the contents of the final shaders.
This is to avoid passing around large objects to different functions,
and allow for a richer API.

The documentation has also been corrected and clarified.
2019-10-22 11:12:06 +02:00

302 lines
12 KiB
JavaScript

import {
formatArray,
formatColor,
formatNumber,
parse,
parseSymbolStyle,
ShaderBuilder
} from '../../../../src/ol/webgl/ShaderBuilder.js';
describe('ol.webgl.ShaderBuilder', function() {
describe('formatNumber', function() {
it('does a simple transform when a fraction is present', function() {
expect(formatNumber(1.3456)).to.eql('1.3456');
});
it('adds a fraction separator when missing', function() {
expect(formatNumber(1)).to.eql('1.0');
expect(formatNumber(2.0)).to.eql('2.0');
});
});
describe('formatArray', function() {
it('outputs numbers with dot separators', function() {
expect(formatArray([1, 0, 3.45, 0.8888])).to.eql('1.0, 0.0, 3.45, 0.8888');
});
});
describe('formatColor', function() {
it('normalizes color and outputs numbers with dot separators', function() {
expect(formatColor([100, 0, 255, 1])).to.eql('0.39215686274509803, 0.0, 1.0, 1.0');
});
});
describe('getSymbolVertexShader', function() {
it('generates a symbol vertex shader (with varying)', function() {
const builder = new ShaderBuilder();
builder.addVarying('v_opacity', 'float', formatNumber(0.4));
builder.addVarying('v_test', 'vec3', 'vec3(' + formatArray([1, 2, 3]) + ')');
builder.setSizeExpression('vec2(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([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;
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 size = vec2(6.0);
vec2 offset = vec2(5.0, -7.0);
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, 0.5, 0.5, 1.0);
float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([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_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 size = vec2(6.0);
vec2 offset = vec2(5.0, -7.0);
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, 0.5, 0.5, 1.0);
float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([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;
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 size = vec2(6.0);
vec2 offset = vec2(5.0, -7.0);
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, 0.5, 0.5, 1.0);
float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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', formatNumber(0.4));
builder.addVarying('v_test', 'vec3', 'vec3(' + formatArray([1, 2, 3]) + ')');
builder.setSizeExpression('vec2(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([80, 0, 255]) + ', v_opacity)');
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
varying float v_opacity;
varying vec3 v_test;
void main(void) {
gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, v_opacity);
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(' + formatNumber(6) + ')');
builder.setSymbolOffsetExpression('vec2(' + formatArray([5, -7]) + ')');
builder.setColorExpression('vec4(' + formatColor([255, 255, 255, 1]) + ')');
builder.setTextureCoordinateExpression('vec4(' + formatArray([0, 0.5, 0.5, 1]) + ')');
expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
uniform float u_myUniform;
uniform vec2 u_myUniform2;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor.rgb *= gl_FragColor.a;
}`);
});
});
describe('parse', function() {
let attributes, prefix, parseFn;
beforeEach(function() {
attributes = [];
prefix = 'a_';
parseFn = function(value) {
return parse(value, attributes, prefix);
};
});
it('parses expressions & literal values', function() {
expect(parseFn(1)).to.eql('1.0');
expect(parseFn(['get', 'myAttr'])).to.eql('a_myAttr');
expect(parseFn(['+', ['*', ['get', 'size'], 0.001], 12])).to.eql('((a_size * 0.001) + 12.0)');
expect(parseFn(['clamp', ['get', 'attr2'], ['get', 'attr3'], 20])).to.eql('clamp(a_attr2, a_attr3, 20.0)');
expect(parseFn(['stretch', ['get', 'size'], 10, 100, 4, 8])).to.eql('(clamp(a_size, 10.0, 100.0) * ((8.0 - 4.0) / (100.0 - 10.0)) + 4.0)');
expect(attributes).to.eql(['myAttr', 'size', 'attr2', 'attr3']);
});
it('does not register an attribute several times', function() {
parseFn(['get', 'myAttr']);
parseFn(['clamp', ['get', 'attr2'], ['get', 'attr2'], ['get', 'myAttr']]);
expect(attributes).to.eql(['myAttr', 'attr2']);
});
});
describe('parseSymbolStyle', function() {
it('parses a style without expressions', function() {
const result = parseSymbolStyle({
symbolType: 'square',
size: [4, 8],
color: '#336699',
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(0.2, 0.4, 0.6, 1.0) * vec4(1.0, 1.0, 1.0, 1.0 * 1.0)');
expect(result.builder.sizeExpression).to.eql('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 = parseSymbolStyle({
symbolType: 'square',
size: ['get', 'attr1'],
color: [
1.0, 0.0, 0.5, ['get', 'attr2']
],
textureCoord: [0.5, 0.5, 0.5, 1],
offset: [3, ['get', 'attr3']]
});
expect(result.builder.uniforms).to.eql([]);
expect(result.builder.attributes).to.eql(['float a_attr1', 'float a_attr3', 'float a_attr2']);
expect(result.builder.varyings).to.eql([{
name: 'v_attr1',
type: 'float',
expression: 'a_attr1'
}, {
name: 'v_attr2',
type: 'float',
expression: 'a_attr2'
}]);
expect(result.builder.colorExpression).to.eql(
'vec4(1.0, 0.0, 0.5, v_attr2) * vec4(1.0, 1.0, 1.0, 1.0 * 1.0)');
expect(result.builder.sizeExpression).to.eql('vec2(a_attr1, a_attr1)');
expect(result.builder.offsetExpression).to.eql('vec2(3.0, a_attr3)');
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(3);
expect(result.attributes[0].name).to.eql('attr1');
expect(result.attributes[1].name).to.eql('attr3');
expect(result.attributes[2].name).to.eql('attr2');
expect(result.uniforms).to.eql({});
});
it('parses a style with a uniform (texture)', function() {
const result = parseSymbolStyle({
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(0.2, 0.4, 0.6, 1.0) * vec4(1.0, 1.0, 1.0, 0.5 * 1.0) * texture2D(u_texture, v_texCoord)');
expect(result.builder.sizeExpression).to.eql('vec2(6.0, 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');
});
});
});