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coopgo/node_modules/ol/webgl/PostProcessingPass.js
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JavaScript

/**
* @module ol/webgl/PostProcessingPass
*/
import { getUid } from '../util.js';
var DEFAULT_VERTEX_SHADER = "\n precision mediump float;\n \n attribute vec2 a_position;\n varying vec2 v_texCoord;\n varying vec2 v_screenCoord;\n \n uniform vec2 u_screenSize;\n \n void main() {\n v_texCoord = a_position * 0.5 + 0.5;\n v_screenCoord = v_texCoord * u_screenSize;\n gl_Position = vec4(a_position, 0.0, 1.0);\n }\n";
var DEFAULT_FRAGMENT_SHADER = "\n precision mediump float;\n \n uniform sampler2D u_image;\n uniform float u_opacity;\n \n varying vec2 v_texCoord;\n \n void main() {\n gl_FragColor = texture2D(u_image, v_texCoord) * u_opacity;\n }\n";
/**
* @typedef {Object} Options
* @property {WebGLRenderingContext} webGlContext WebGL context; mandatory.
* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
* the main canvas that will then be sampled up (useful for saving resource on blur steps).
* @property {string} [vertexShader] Vertex shader source
* @property {string} [fragmentShader] Fragment shader source
* @property {Object<string,import("./Helper").UniformValue>} [uniforms] Uniform definitions for the post process step
*/
/**
* @typedef {Object} UniformInternalDescription
* @property {import("./Helper").UniformValue} value Value
* @property {number} location Location
* @property {WebGLTexture} [texture] Texture
* @private
*/
/**
* @classdesc
* This class is used to define Post Processing passes with custom shaders and uniforms.
* This is used internally by {@link module:ol/webgl/Helper~WebGLHelper}.
*
* Please note that the final output on the DOM canvas is expected to have premultiplied alpha, which means that
* a pixel which is 100% red with an opacity of 50% must have a color of (r=0.5, g=0, b=0, a=0.5).
* Failing to provide pixel colors with premultiplied alpha will result in render anomalies.
*
* The default post-processing pass does *not* multiply color values with alpha value, it expects color values to be
* premultiplied.
*
* Default shaders are shown hereafter:
*
* * Vertex shader:
*
* ```
* precision mediump float;
*
* attribute vec2 a_position;
* varying vec2 v_texCoord;
* varying vec2 v_screenCoord;
*
* uniform vec2 u_screenSize;
*
* void main() {
* v_texCoord = a_position * 0.5 + 0.5;
* v_screenCoord = v_texCoord * u_screenSize;
* gl_Position = vec4(a_position, 0.0, 1.0);
* }
* ```
*
* * Fragment shader:
*
* ```
* precision mediump float;
*
* uniform sampler2D u_image;
* uniform float u_opacity;
*
* varying vec2 v_texCoord;
*
* void main() {
* gl_FragColor = texture2D(u_image, v_texCoord) * u_opacity;
* }
* ```
*
* @api
*/
var WebGLPostProcessingPass = /** @class */ (function () {
/**
* @param {Options} options Options.
*/
function WebGLPostProcessingPass(options) {
this.gl_ = options.webGlContext;
var gl = this.gl_;
this.scaleRatio_ = options.scaleRatio || 1;
this.renderTargetTexture_ = gl.createTexture();
this.renderTargetTextureSize_ = null;
this.frameBuffer_ = gl.createFramebuffer();
// compile the program for the frame buffer
// TODO: make compilation errors show up
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, options.vertexShader || DEFAULT_VERTEX_SHADER);
gl.compileShader(vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, options.fragmentShader || DEFAULT_FRAGMENT_SHADER);
gl.compileShader(fragmentShader);
this.renderTargetProgram_ = gl.createProgram();
gl.attachShader(this.renderTargetProgram_, vertexShader);
gl.attachShader(this.renderTargetProgram_, fragmentShader);
gl.linkProgram(this.renderTargetProgram_);
// bind the vertices buffer for the frame buffer
this.renderTargetVerticesBuffer_ = gl.createBuffer();
var verticesArray = [-1, -1, 1, -1, -1, 1, 1, -1, 1, 1, -1, 1];
gl.bindBuffer(gl.ARRAY_BUFFER, this.renderTargetVerticesBuffer_);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesArray), gl.STATIC_DRAW);
this.renderTargetAttribLocation_ = gl.getAttribLocation(this.renderTargetProgram_, 'a_position');
this.renderTargetUniformLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_screenSize');
this.renderTargetOpacityLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_opacity');
this.renderTargetTextureLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_image');
/**
* Holds info about custom uniforms used in the post processing pass
* @type {Array<UniformInternalDescription>}
* @private
*/
this.uniforms_ = [];
options.uniforms &&
Object.keys(options.uniforms).forEach(function (name) {
this.uniforms_.push({
value: options.uniforms[name],
location: gl.getUniformLocation(this.renderTargetProgram_, name),
});
}.bind(this));
}
/**
* Get the WebGL rendering context
* @return {WebGLRenderingContext} The rendering context.
* @api
*/
WebGLPostProcessingPass.prototype.getGL = function () {
return this.gl_;
};
/**
* Initialize the render target texture of the post process, make sure it is at the
* right size and bind it as a render target for the next draw calls.
* The last step to be initialized will be the one where the primitives are rendered.
* @param {import("../PluggableMap.js").FrameState} frameState current frame state
* @api
*/
WebGLPostProcessingPass.prototype.init = function (frameState) {
var gl = this.getGL();
var textureSize = [
gl.drawingBufferWidth * this.scaleRatio_,
gl.drawingBufferHeight * this.scaleRatio_,
];
// rendering goes to my buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, this.getFrameBuffer());
gl.viewport(0, 0, textureSize[0], textureSize[1]);
// if size has changed: adjust canvas & render target texture
if (!this.renderTargetTextureSize_ ||
this.renderTargetTextureSize_[0] !== textureSize[0] ||
this.renderTargetTextureSize_[1] !== textureSize[1]) {
this.renderTargetTextureSize_ = textureSize;
// create a new texture
var level = 0;
var internalFormat = gl.RGBA;
var border = 0;
var format = gl.RGBA;
var type = gl.UNSIGNED_BYTE;
var data = null;
gl.bindTexture(gl.TEXTURE_2D, this.renderTargetTexture_);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, textureSize[0], textureSize[1], border, format, type, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// bind the texture to the framebuffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.renderTargetTexture_, 0);
}
};
/**
* Render to the next postprocessing pass (or to the canvas if final pass).
* @param {import("../PluggableMap.js").FrameState} frameState current frame state
* @param {WebGLPostProcessingPass} [nextPass] Next pass, optional
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [preCompose] Called before composing.
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [postCompose] Called before composing.
* @api
*/
WebGLPostProcessingPass.prototype.apply = function (frameState, nextPass, preCompose, postCompose) {
var gl = this.getGL();
var size = frameState.size;
gl.bindFramebuffer(gl.FRAMEBUFFER, nextPass ? nextPass.getFrameBuffer() : null);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.renderTargetTexture_);
if (!nextPass) {
// clear the canvas if we are the first to render to it
// and preserveDrawingBuffer is true
var canvasId = getUid(gl.canvas);
if (!frameState.renderTargets[canvasId]) {
var attributes = gl.getContextAttributes();
if (attributes && attributes.preserveDrawingBuffer) {
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
frameState.renderTargets[canvasId] = true;
}
}
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.bindBuffer(gl.ARRAY_BUFFER, this.renderTargetVerticesBuffer_);
gl.useProgram(this.renderTargetProgram_);
gl.enableVertexAttribArray(this.renderTargetAttribLocation_);
gl.vertexAttribPointer(this.renderTargetAttribLocation_, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(this.renderTargetUniformLocation_, size[0], size[1]);
gl.uniform1i(this.renderTargetTextureLocation_, 0);
var opacity = frameState.layerStatesArray[frameState.layerIndex].opacity;
gl.uniform1f(this.renderTargetOpacityLocation_, opacity);
this.applyUniforms(frameState);
if (preCompose) {
preCompose(gl, frameState);
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
if (postCompose) {
postCompose(gl, frameState);
}
};
/**
* @return {WebGLFramebuffer} Frame buffer
* @api
*/
WebGLPostProcessingPass.prototype.getFrameBuffer = function () {
return this.frameBuffer_;
};
/**
* Sets the custom uniforms based on what was given in the constructor.
* @param {import("../PluggableMap.js").FrameState} frameState Frame state.
* @private
*/
WebGLPostProcessingPass.prototype.applyUniforms = function (frameState) {
var gl = this.getGL();
var value;
var textureSlot = 1;
this.uniforms_.forEach(function (uniform) {
value =
typeof uniform.value === 'function'
? uniform.value(frameState)
: uniform.value;
// apply value based on type
if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
// create a texture & put data
if (!uniform.texture) {
uniform.texture = gl.createTexture();
}
gl.activeTexture(gl["TEXTURE".concat(textureSlot)]);
gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (value instanceof ImageData) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0, gl.UNSIGNED_BYTE, new Uint8Array(value.data));
}
else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
}
// fill texture slots
gl.uniform1i(uniform.location, textureSlot++);
}
else if (Array.isArray(value)) {
switch (value.length) {
case 2:
gl.uniform2f(uniform.location, value[0], value[1]);
return;
case 3:
gl.uniform3f(uniform.location, value[0], value[1], value[2]);
return;
case 4:
gl.uniform4f(uniform.location, value[0], value[1], value[2], value[3]);
return;
default:
return;
}
}
else if (typeof value === 'number') {
gl.uniform1f(uniform.location, value);
}
});
};
return WebGLPostProcessingPass;
}());
export default WebGLPostProcessingPass;
//# sourceMappingURL=PostProcessingPass.js.map