From: Robert Kaiser Date: Sun, 9 Mar 2014 02:57:12 +0000 (+0100) Subject: move GL map rendering stuff into an object X-Git-Tag: producution~47 X-Git-Url: https://git-public.kairo.at/?p=lantea.git;a=commitdiff_plain;h=edc3be711416b6cbbccd73833c892de4fb3882c8;hp=ecde0af25609bcc783811244c4c93400c2054bd5 move GL map rendering stuff into an object --- diff --git a/js/map.js b/js/map.js index 9d2ecdb..a25a1f5 100644 --- a/js/map.js +++ b/js/map.js @@ -2,7 +2,7 @@ * License, v. 2.0. If a copy of the MPL was not distributed with this file, * You can obtain one at http://mozilla.org/MPL/2.0/. */ -var gMapCanvas, gMapContext, gGLMapCanvas, gMapGL, gTrackCanvas, gTrackContext, gGeolocation; +var gMapCanvas, gMapContext, gGLMapCanvas, gTrackCanvas, gTrackContext, gGeolocation; var gDebug = false; var gTileSize = 256; @@ -79,15 +79,14 @@ function initMap() { try { // Try to grab the standard context. If it fails, fallback to experimental. // We also try to tell it we do not need a depth buffer. - gMapGL = gGLMapCanvas.getContext("webgl", {depth: false}) || - gGLMapCanvas.getContext("experimental-webgl", {depth: false}); - gMapGL.viewport(0, 0, gMapGL.drawingBufferWidth, gMapGL.drawingBufferHeight); + gMap.gl = gGLMapCanvas.getContext("webgl", {depth: false}) || + gGLMapCanvas.getContext("experimental-webgl", {depth: false}); } catch(e) {} // If we don't have a GL context, give up now - if (!gMapGL) { + if (!gMap.gl) { showGLWarningDialog(); - gMapGL = null; + gMap.gl = null; } gTrackCanvas = document.getElementById("track"); gTrackContext = gTrackCanvas.getContext("2d"); @@ -104,7 +103,7 @@ function initMap() { } } - gAction.addEventListener("prefload-done", initGL, false); + gAction.addEventListener("prefload-done", gMap.initGL, false); console.log("map vars set, loading prefs..."); loadPrefs(); @@ -207,113 +206,160 @@ function loadPrefs(aEvent) { } } -function initGL() { - if (gMapGL) { - gMapGL.clearColor(0.0, 0.0, 0.0, 0.5); // Set clear color to black, fully opaque. - gMapGL.clear(gMapGL.COLOR_BUFFER_BIT|gMapGL.DEPTH_BUFFER_BIT); // Clear the color. - - // Create and initialize the shaders. - var vertShader = gMapGL.createShader(gMapGL.VERTEX_SHADER); - var vertShaderSource = - 'attribute vec2 aVertexPosition;\n' + - 'attribute vec2 aTextureCoord;\n\n' + - 'uniform vec2 uResolution;\n\n' + - 'varying highp vec2 vTextureCoord;\n\n' + - 'void main(void) {\n' + - // convert the rectangle from pixels to -1.0 to +1.0 (clipspace) 0.0 to 1.0 - ' vec2 clipSpace = aVertexPosition * 2.0 / uResolution - 1.0;\n' + - ' gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n' + - ' vTextureCoord = aTextureCoord;\n' + - '}'; - var fragShader = gMapGL.createShader(gMapGL.FRAGMENT_SHADER); - var fragShaderSource = - 'varying highp vec2 vTextureCoord;\n\n' + - 'uniform sampler2D uImage;\n\n' + - 'void main(void) {\n' + - ' gl_FragColor = texture2D(uImage, vTextureCoord);\n' + - '}'; - - gMapGL.shaderSource(vertShader, vertShaderSource); - // Compile the shader program. - gMapGL.compileShader(vertShader); - // See if it compiled successfully. - if (!gMapGL.getShaderParameter(vertShader, gMapGL.COMPILE_STATUS)) { - console.log("An error occurred compiling the vertix shader: " + gMapGL.getShaderInfoLog(vertShader)); - return null; - } - gMapGL.shaderSource(fragShader, fragShaderSource); - // Compile the shader program. - gMapGL.compileShader(fragShader); - // See if it compiled successfully. - if (!gMapGL.getShaderParameter(fragShader, gMapGL.COMPILE_STATUS)) { - console.log("An error occurred compiling the fragment shader: " + gMapGL.getShaderInfoLog(fragShader)); - return null; - } +var gMap = { + gl: null, + glShaderProgram: null, + glVertexPositionAttr: null, + glTextureCoordAttr: null, + glResolutionAttr: null, + glMapTexture: null, + + getVertShaderSource: function() { + return 'attribute vec2 aVertexPosition;\n' + + 'attribute vec2 aTextureCoord;\n\n' + + 'uniform vec2 uResolution;\n\n' + + 'varying highp vec2 vTextureCoord;\n\n' + + 'void main(void) {\n' + + // convert the rectangle from pixels to -1.0 to +1.0 (clipspace) 0.0 to 1.0 + ' vec2 clipSpace = aVertexPosition * 2.0 / uResolution - 1.0;\n' + + ' gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n' + + ' vTextureCoord = aTextureCoord;\n' + + '}'; }, + getFragShaderSource:function() { + return 'varying highp vec2 vTextureCoord;\n\n' + + 'uniform sampler2D uImage;\n\n' + + 'void main(void) {\n' + + ' gl_FragColor = texture2D(uImage, vTextureCoord);\n' + + '}'; }, + + initGL: function() { + // When called from the event listener, the "this" reference doesn't work, so use the object name. + if (gMap.gl) { + gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight); + gMap.gl.clearColor(0.0, 0.0, 0.0, 0.5); // Set clear color to black, fully opaque. + gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT|gMap.gl.DEPTH_BUFFER_BIT); // Clear the color. + + // Create and initialize the shaders. + var vertShader = gMap.gl.createShader(gMap.gl.VERTEX_SHADER); + var fragShader = gMap.gl.createShader(gMap.gl.FRAGMENT_SHADER); + gMap.gl.shaderSource(vertShader, gMap.getVertShaderSource()); + // Compile the shader program. + gMap.gl.compileShader(vertShader); + // See if it compiled successfully. + if (!gMap.gl.getShaderParameter(vertShader, gMap.gl.COMPILE_STATUS)) { + console.log("An error occurred compiling the vertex shader: " + gMap.gl.getShaderInfoLog(vertShader)); + return null; + } + gMap.gl.shaderSource(fragShader, gMap.getFragShaderSource()); + // Compile the shader program. + gMap.gl.compileShader(fragShader); + // See if it compiled successfully. + if (!gMap.gl.getShaderParameter(fragShader, gMap.gl.COMPILE_STATUS)) { + console.log("An error occurred compiling the fragment shader: " + gMap.gl.getShaderInfoLog(fragShader)); + return null; + } - var shaderProgram = gMapGL.createProgram(); - gMapGL.attachShader(shaderProgram, vertShader); - gMapGL.attachShader(shaderProgram, fragShader); - gMapGL.linkProgram(shaderProgram); - // If creating the shader program failed, alert - if (!gMapGL.getProgramParameter(shaderProgram, gMapGL.LINK_STATUS)) { - alert("Unable to initialize the shader program."); + gMap.glShaderProgram = gMap.gl.createProgram(); + gMap.gl.attachShader(gMap.glShaderProgram, vertShader); + gMap.gl.attachShader(gMap.glShaderProgram, fragShader); + gMap.gl.linkProgram(gMap.glShaderProgram); + // If creating the shader program failed, alert + if (!gMap.gl.getProgramParameter(gMap.glShaderProgram, gMap.gl.LINK_STATUS)) { + alert("Unable to initialize the shader program."); + } + gMap.gl.useProgram(gMap.glShaderProgram); + // Get locations of the attributes. + gMap.glVertexPositionAttr = gMap.gl.getAttribLocation(gMap.glShaderProgram, "aVertexPosition"); + gMap.glTextureCoordAttr = gMap.gl.getAttribLocation(gMap.glShaderProgram, "aTextureCoord"); + gMap.glResolutionAttr = gMap.gl.getUniformLocation(gMap.glShaderProgram, "uResolution"); + + var tileVerticesBuffer = gMap.gl.createBuffer(); + gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, tileVerticesBuffer); + // The vertices are the coordinates of the corner points of the square. + var vertices = [ + 0.0, 0.0, + 1.0, 0.0, + 0.0, 1.0, + 0.0, 1.0, + 1.0, 0.0, + 1.0, 1.0, + ]; + gMap.gl.bufferData(gMap.gl.ARRAY_BUFFER, new Float32Array(vertices), gMap.gl.STATIC_DRAW); + gMap.gl.enableVertexAttribArray(gMap.glTextureCoordAttr); + gMap.gl.vertexAttribPointer(gMap.glTextureCoordAttr, 2, gMap.gl.FLOAT, false, 0, 0); + + // Map Texture + gMap.glMapTexture = gMap.gl.createTexture(); + gMap.gl.activeTexture(gMap.gl.TEXTURE0); + gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glMapTexture); + gMap.gl.uniform1i(gMap.gl.getUniformLocation(gMap.glShaderProgram, "uImage"), 0); + // Set params for how the texture minifies and magnifies (wrap params are not needed as we're power-of-two). + gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MIN_FILTER, gMap.gl.NEAREST); + gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MAG_FILTER, gMap.gl.NEAREST); + // Upload the image into the texture. + gMap.gl.texImage2D(gMap.gl.TEXTURE_2D, 0, gMap.gl.RGBA, gMap.gl.RGBA, gMap.gl.UNSIGNED_BYTE, gLoadingTile); + + gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height); + + // Create a buffer for the position of the rectangle corners. + var mapVerticesTextureCoordBuffer = gMap.gl.createBuffer(); + gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, mapVerticesTextureCoordBuffer); + gMap.gl.enableVertexAttribArray(gMap.glVertexPositionAttr); + gMap.gl.vertexAttribPointer(gMap.glVertexPositionAttr, 2, gMap.gl.FLOAT, false, 0, 0); } - gMapGL.useProgram(shaderProgram); - var vertexPositionAttribute = gMapGL.getAttribLocation(shaderProgram, "aVertexPosition"); - var textureCoordAttribute = gMapGL.getAttribLocation(shaderProgram, "aTextureCoord"); - var resolutionAttribute = gMapGL.getUniformLocation(shaderProgram, "uResolution"); - - var tileVerticesBuffer = gMapGL.createBuffer(); - gMapGL.bindBuffer(gMapGL.ARRAY_BUFFER, tileVerticesBuffer); - // The vertices are the coordinates of the corner points of the square. - var vertices = [ - 0.0, 0.0, - 1.0, 0.0, - 0.0, 1.0, - 0.0, 1.0, - 1.0, 0.0, - 1.0, 1.0]; - gMapGL.bufferData(gMapGL.ARRAY_BUFFER, new Float32Array(vertices), gMapGL.STATIC_DRAW); - gMapGL.enableVertexAttribArray(textureCoordAttribute); - gMapGL.vertexAttribPointer(textureCoordAttribute, 2, gMapGL.FLOAT, false, 0, 0); - - // Map Texture - var mapTexture = gMapGL.createTexture(); - gMapGL.bindTexture(gMapGL.TEXTURE_2D, mapTexture); - // Set the parameters so we can render any size image. - gMapGL.texParameteri(gMapGL.TEXTURE_2D, gMapGL.TEXTURE_WRAP_S, gMapGL.CLAMP_TO_EDGE); - gMapGL.texParameteri(gMapGL.TEXTURE_2D, gMapGL.TEXTURE_WRAP_T, gMapGL.CLAMP_TO_EDGE); - gMapGL.texParameteri(gMapGL.TEXTURE_2D, gMapGL.TEXTURE_MIN_FILTER, gMapGL.NEAREST); - gMapGL.texParameteri(gMapGL.TEXTURE_2D, gMapGL.TEXTURE_MAG_FILTER, gMapGL.NEAREST); - // Upload the image into the texture. - gMapGL.texImage2D(gMapGL.TEXTURE_2D, 0, gMapGL.RGBA, gMapGL.RGBA, gMapGL.UNSIGNED_BYTE, gLoadingTile); - - gMapGL.uniform2f(resolutionAttribute, gGLMapCanvas.width, gGLMapCanvas.height); - - // Create a buffer for the position of the rectangle corners. - var mapVerticesTextureCoordBuffer = gMapGL.createBuffer(); - gMapGL.bindBuffer(gMapGL.ARRAY_BUFFER, mapVerticesTextureCoordBuffer); - var x_start = 10; - var i_width = 512; + + var throwEv = new CustomEvent("mapinit-done"); + gAction.dispatchEvent(throwEv); + }, + + drawGL: function() { + if (!gMap.gl) { return; } + + var x_start = 0; + var i_width = 256; var y_start = 10; - var i_height = 512; + var i_height = 256; var textureCoordinates = [ x_start, y_start, x_start + i_width, y_start, x_start, y_start + i_height, x_start, y_start + i_height, x_start + i_width, y_start, - x_start + i_width, y_start + i_height]; - gMapGL.bufferData(gMapGL.ARRAY_BUFFER, new Float32Array(textureCoordinates), gMapGL.STATIC_DRAW); - gMapGL.enableVertexAttribArray(vertexPositionAttribute); - gMapGL.vertexAttribPointer(vertexPositionAttribute, 2, gMapGL.FLOAT, false, 0, 0); + x_start + i_width, y_start + i_height, + ]; + gMap.gl.bufferData(gMap.gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gMap.gl.STATIC_DRAW); // There are 6 indices in textureCoordinates. - gMapGL.drawArrays(gMapGL.TRIANGLES, 0, 6); - } + gMap.gl.drawArrays(gMap.gl.TRIANGLES, 0, 6); + + var x_start = 400; + var i_width = 256; + var y_start = 10; + var i_height = 256; + var textureCoordinates = [ + x_start, y_start, + x_start + i_width, y_start, + x_start, y_start + i_height, + x_start, y_start + i_height, + x_start + i_width, y_start, + x_start + i_width, y_start + i_height, + ]; + gMap.gl.bufferData(gMap.gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gMap.gl.STATIC_DRAW); + // gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glMapTexture); - var throwEv = new CustomEvent("mapinit-done"); - gAction.dispatchEvent(throwEv); + // There are 6 indices in textureCoordinates. + gMap.gl.drawArrays(gMap.gl.TRIANGLES, 0, 6); + + }, + + resizeAndDrawGL: function() { + if (!gMap.gl) { return; } + + gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight); + gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT); // Clear the color. + gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height); + gMap.drawGL(); + }, } function resizeAndDraw() { @@ -324,10 +370,10 @@ function resizeAndDraw() { gMapCanvas.height = viewportHeight; gGLMapCanvas.width = viewportWidth; gGLMapCanvas.height = viewportHeight; - gMapGL.viewport(0, 0, gMapGL.drawingBufferWidth, gMapGL.drawingBufferHeight); gTrackCanvas.width = viewportWidth; gTrackCanvas.height = viewportHeight; drawMap(); + gMap.resizeAndDrawGL(); showUI(); } }