Files
openlayers/test/browser/spec/ol/webgl/shaderbuilder.test.js
2021-04-28 09:23:33 -07:00

653 lines
24 KiB
JavaScript

import {
ShaderBuilder,
parseLiteralStyle,
} from '../../../../../src/ol/webgl/ShaderBuilder.js';
import {
arrayToGlsl,
colorToGlsl,
numberToGlsl,
uniformNameForVariable,
} 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,
},
});
const lowerUniformName = uniformNameForVariable('lower');
const higherUniformName = uniformNameForVariable('higher');
expect(result.builder.uniforms).to.eql([
`float ${lowerUniformName}`,
`float ${higherUniformName}`,
]);
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 - ${lowerUniformName}) / (${higherUniformName} - ${lowerUniformName}), 0.0, 1.0), 1.0)))`
);
expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)');
expect(result.builder.texCoordExpression).to.eql(
'vec4(0.0, 0.0, 1.0, 1.0)'
);
expect(result.builder.rotateWithView).to.eql(false);
expect(result.attributes.length).to.eql(1);
expect(result.attributes[0].name).to.eql('population');
expect(result.uniforms).to.have.property(lowerUniformName);
expect(result.uniforms).to.have.property(higherUniformName);
});
it('parses a style with a filter', function () {
const result = parseLiteralStyle({
filter: ['between', ['get', 'attr0'], 0, 10],
symbol: {
symbolType: 'square',
size: 6,
color: '#336699',
},
});
expect(result.builder.attributes).to.eql(['float a_attr0']);
expect(result.builder.varyings).to.eql([
{
name: 'v_attr0',
type: 'float',
expression: 'a_attr0',
},
]);
expect(result.builder.colorExpression).to.eql(
'vec4(vec4(0.2, 0.4, 0.6, 1.0).rgb, vec4(0.2, 0.4, 0.6, 1.0).a * 1.0 * 1.0)'
);
expect(result.builder.sizeExpression).to.eql('vec2(6.0)');
expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)');
expect(result.builder.texCoordExpression).to.eql(
'vec4(0.0, 0.0, 1.0, 1.0)'
);
expect(result.builder.discardExpression).to.eql(
'!(v_attr0 >= 0.0 && v_attr0 <= 10.0)'
);
expect(result.builder.rotateWithView).to.eql(false);
expect(result.attributes.length).to.eql(1);
expect(result.attributes[0].name).to.eql('attr0');
});
it('parses a style with a color interpolation', function () {
const varName = 'ratio';
const uniformName = uniformNameForVariable(varName);
const result = parseLiteralStyle({
symbol: {
symbolType: 'square',
size: 6,
color: [
'interpolate',
['linear'],
['var', varName],
0,
[255, 255, 0],
1,
'red',
],
},
});
expect(result.builder.attributes).to.eql([]);
expect(result.builder.varyings).to.eql([]);
expect(result.builder.colorExpression).to.eql(
`vec4(mix(vec4(1.0, 1.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), pow(clamp((${uniformName} - 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((${uniformName} - 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(uniformName);
});
it('parses a style with a rotation expression using an attribute', function () {
const result = parseLiteralStyle({
symbol: {
symbolType: 'square',
size: 6,
rotation: ['get', 'heading'],
},
});
expect(result.builder.attributes).to.eql(['float a_heading']);
expect(result.builder.varyings).to.eql([]);
expect(result.builder.rotationExpression).to.eql('a_heading');
});
it('correctly adds string variables to the string literals mapping', function () {
const varName = 'mySize';
const uniformName = uniformNameForVariable(varName);
const result = parseLiteralStyle({
variables: {
mySize: 'abcdef',
},
symbol: {
symbolType: 'square',
size: ['match', ['var', varName], 'abc', 10, 'def', 20, 30],
color: 'red',
},
});
expect(result.uniforms[uniformName]()).to.be.greaterThan(0);
});
it('throws when a variable is requested but not present in the style', function (done) {
const varName = 'mySize';
const uniformName = uniformNameForVariable(varName);
const result = parseLiteralStyle({
variables: {},
symbol: {
symbolType: 'square',
size: ['var', varName],
color: 'red',
},
});
try {
result.uniforms[uniformName]();
} catch (e) {
done();
}
done(true);
});
it('throws when a variable is requested but the style does not have a variables dict', function (done) {
const variableName = 'mySize';
const uniformName = uniformNameForVariable(variableName);
const result = parseLiteralStyle({
symbol: {
symbolType: 'square',
size: ['var', variableName],
color: 'red',
},
});
try {
result.uniforms[uniformName]();
} catch (e) {
done();
}
done(true);
});
});
});