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/**
* @typedef {Object} StyleParseResult
* @property {ShaderBuilder} builder Shader builder pre-configured according to a given style
* @property {Object<string,import("./Helper").UniformValue>} uniforms Uniform definitions.
* @property {Array<import("../renderer/webgl/PointsLayer").CustomAttribute>} attributes Attribute descriptions.
*/
/**
* Parses a {@link import("../style/literal").LiteralStyle} object and returns a {@link ShaderBuilder}
* object that has been configured according to the given style, as well as `attributes` and `uniforms`
* arrays to be fed to the `WebGLPointsRenderer` class.
*
* Also returns `uniforms` and `attributes` properties as expected by the
* {@link module:ol/renderer/webgl/PointsLayer~WebGLPointsLayerRenderer}.
*
* @param {import("../style/literal").LiteralStyle} style Literal style.
* @return {StyleParseResult} Result containing shader params, attributes and uniforms.
*/
export function parseLiteralStyle(style: import("../style/literal").LiteralStyle): StyleParseResult;
/**
* @typedef {Object} VaryingDescription
* @property {string} name Varying name, as will be declared in the header.
* @property {string} type Varying type, either `float`, `vec2`, `vec4`...
* @property {string} expression Expression which will be assigned to the varying in the vertex shader, and
* passed on to the fragment shader.
*/
/**
* @classdesc
* This class implements a classic builder pattern for generating many different types of shaders.
* Methods can be chained, e. g.:
*
* ```js
* const shader = new ShaderBuilder()
* .addVarying('v_width', 'float', 'a_width')
* .addUniform('u_time')
* .setColorExpression('...')
* .setSizeExpression('...')
* .outputSymbolFragmentShader();
* ```
*/
export class ShaderBuilder {
/**
* Uniforms; these will be declared in the header (should include the type).
* @type {Array<string>}
* @private
*/
private uniforms;
/**
* Attributes; these will be declared in the header (should include the type).
* @type {Array<string>}
* @private
*/
private attributes;
/**
* Varyings with a name, a type and an expression.
* @type {Array<VaryingDescription>}
* @private
*/
private varyings;
/**
* @type {string}
* @private
*/
private sizeExpression;
/**
* @type {string}
* @private
*/
private rotationExpression;
/**
* @type {string}
* @private
*/
private offsetExpression;
/**
* @type {string}
* @private
*/
private colorExpression;
/**
* @type {string}
* @private
*/
private texCoordExpression;
/**
* @type {string}
* @private
*/
private discardExpression;
/**
* @type {boolean}
* @private
*/
private rotateWithView;
/**
* Adds a uniform accessible in both fragment and vertex shaders.
* The given name should include a type, such as `sampler2D u_texture`.
* @param {string} name Uniform name
* @return {ShaderBuilder} the builder object
*/
addUniform(name: string): ShaderBuilder;
/**
* Adds an attribute accessible in the vertex shader, read from the geometry buffer.
* The given name should include a type, such as `vec2 a_position`.
* @param {string} name Attribute name
* @return {ShaderBuilder} the builder object
*/
addAttribute(name: string): ShaderBuilder;
/**
* Adds a varying defined in the vertex shader and accessible from the fragment shader.
* The type and expression of the varying have to be specified separately.
* @param {string} name Varying name
* @param {'float'|'vec2'|'vec3'|'vec4'} type Type
* @param {string} expression Expression used to assign a value to the varying.
* @return {ShaderBuilder} the builder object
*/
addVarying(name: string, type: 'float' | 'vec2' | 'vec3' | 'vec4', expression: string): ShaderBuilder;
/**
* Sets an expression to compute the size of the shape.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `vec2` value.
* @param {string} expression Size expression
* @return {ShaderBuilder} the builder object
*/
setSizeExpression(expression: string): ShaderBuilder;
/**
* Sets an expression to compute the rotation of the shape.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `float` value in radians.
* @param {string} expression Size expression
* @return {ShaderBuilder} the builder object
*/
setRotationExpression(expression: string): ShaderBuilder;
/**
* Sets an expression to compute the offset of the symbol from the point center.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `vec2` value.
* Note: will only be used for point geometry shaders.
* @param {string} expression Offset expression
* @return {ShaderBuilder} the builder object
*/
setSymbolOffsetExpression(expression: string): ShaderBuilder;
/**
* Sets an expression to compute the color of the shape.
* This expression can use all the uniforms, varyings and attributes available
* in the fragment shader, and should evaluate to a `vec4` value.
* @param {string} expression Color expression
* @return {ShaderBuilder} the builder object
*/
setColorExpression(expression: string): ShaderBuilder;
/**
* Sets an expression to compute the texture coordinates of the vertices.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `vec4` value.
* @param {string} expression Texture coordinate expression
* @return {ShaderBuilder} the builder object
*/
setTextureCoordinateExpression(expression: string): ShaderBuilder;
/**
* Sets an expression to determine whether a fragment (pixel) should be discarded,
* i.e. not drawn at all.
* This expression can use all the uniforms, varyings and attributes available
* in the fragment shader, and should evaluate to a `bool` value (it will be
* used in an `if` statement)
* @param {string} expression Fragment discard expression
* @return {ShaderBuilder} the builder object
*/
setFragmentDiscardExpression(expression: string): ShaderBuilder;
/**
* Sets whether the symbols should rotate with the view or stay aligned with the map.
* Note: will only be used for point geometry shaders.
* @param {boolean} rotateWithView Rotate with view
* @return {ShaderBuilder} the builder object
*/
setSymbolRotateWithView(rotateWithView: boolean): ShaderBuilder;
/**
* @return {string} Previously set size expression
*/
getSizeExpression(): string;
/**
* @return {string} Previously set symbol offset expression
*/
getOffsetExpression(): string;
/**
* @return {string} Previously set color expression
*/
getColorExpression(): string;
/**
* @return {string} Previously set texture coordinate expression
*/
getTextureCoordinateExpression(): string;
/**
* @return {string} Previously set fragment discard expression
*/
getFragmentDiscardExpression(): string;
/**
* Generates a symbol vertex shader from the builder parameters,
* intended to be used on point geometries.
*
* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix`,
* `u_offsetRotateMatrix`, `u_time`.
*
* The following attributes are hardcoded and expected to be present in the vertex buffers:
* `vec2 a_position`, `float a_index` (being the index of the vertex in the quad, 0 to 3).
*
* The following varyings are hardcoded and gives the coordinate of the pixel both in the quad and on the texture:
* `vec2 v_quadCoord`, `vec2 v_texCoord`
*
* @param {boolean} [forHitDetection] If true, the shader will be modified to include hit detection variables
* (namely, hit color with encoded feature id).
* @return {string} The full shader as a string.
*/
getSymbolVertexShader(forHitDetection?: boolean | undefined): string;
/**
* Generates a symbol fragment shader from the builder parameters,
* intended to be used on point geometries.
*
* Expects the following varyings to be transmitted by the vertex shader:
* `vec2 v_quadCoord`, `vec2 v_texCoord`
*
* @param {boolean} [forHitDetection] If true, the shader will be modified to include hit detection variables
* (namely, hit color with encoded feature id).
* @return {string} The full shader as a string.
*/
getSymbolFragmentShader(forHitDetection?: boolean | undefined): string;
}
export type StyleParseResult = {
/**
* Shader builder pre-configured according to a given style
*/
builder: ShaderBuilder;
/**
* Uniform definitions.
*/
uniforms: {
[x: string]: import("./Helper").UniformValue;
};
/**
* Attribute descriptions.
*/
attributes: Array<import("../renderer/webgl/PointsLayer").CustomAttribute>;
};
export type VaryingDescription = {
/**
* Varying name, as will be declared in the header.
*/
name: string;
/**
* Varying type, either `float`, `vec2`, `vec4`...
*/
type: string;
/**
* Expression which will be assigned to the varying in the vertex shader, and
* passed on to the fragment shader.
*/
expression: string;
};
//# sourceMappingURL=ShaderBuilder.d.ts.map