export const COMMON_HEADER: "#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\nuniform float u_one;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_invertProjectionMatrix;\nuniform vec2 u_viewportSizePx;\nuniform float u_pixelRatio;\nuniform float u_globalAlpha;\nuniform float u_time;\nuniform float u_zoom;\nuniform float u_resolution;\nuniform float u_rotation;\nuniform vec4 u_renderExtent;\nuniform float u_depth;\nuniform mediump int u_hitDetection;\n\n// these 64-bits floats are split into high/low\nuniform vec2 u_df_patternOriginX;\nuniform vec2 u_df_patternOriginY;\nuniform vec2 u_df_patternScaleRatio;\n\nconst float PI = 3.141592653589793238;\nconst float TWO_PI = 2.0 * PI;\nfloat currentLineMetric = 0.; // an actual value will be used in the stroke shaders\n\nvec2 pxToWorld(vec2 pxPos) {\n vec2 screenPos = 2.0 * pxPos / u_viewportSizePx - 1.0;\n return (u_invertProjectionMatrix * vec4(screenPos, 0.0, 1.0)).xy;\n}\n\nvec2 worldToPx(vec2 worldPos) {\n vec4 screenPos = u_projectionMatrix * vec4(worldPos, 0.0, 1.0);\n return (0.5 * screenPos.xy + 0.5) * u_viewportSizePx;\n}\nvec4 unpackColor(vec2 packedColor) {\n return vec4(\n min(floor(packedColor[0] / 256.0) / 255.0, 1.0),\n min(mod(packedColor[0], 256.0) / 255.0, 1.0),\n min(floor(packedColor[1] / 256.0) / 255.0, 1.0),\n min(mod(packedColor[1], 256.0) / 255.0, 1.0)\n );\n}\n\nvec2 df_from(float value) {\n return vec2(value, 0.);\n}\n\nfloat df_float(vec2 df) {\n return df.x;\n}\n\nvec2 df_add(vec2 dfa, vec2 dfb) {\n vec2 dfc;\n float t1, t2, e;\n \n t1 = dfa.x * u_one + dfb.x * u_one;\n e = t1 * u_one - dfa.x * u_one;\n t2 = ((dfb.x - e) + (dfa.x - (t1 - e))) * u_one + dfa.y + dfb.y * u_one;\n \n dfc.x = t1 * u_one + t2 * u_one;\n dfc.y = t2 - (dfc.x - t1) * u_one;\n return dfc;\n}\n\nvec2 df_sub(vec2 dfa, vec2 dfb) {\n vec2 dfc;\n float e, t1, t2;\n \n t1 = dfa.x - dfb.x;\n e = t1 - dfa.x;\n t2 = ((-dfb.x - e) + (dfa.x - (t1 - e))) + dfa.y - dfb.y;\n \n dfc.x = t1 + t2;\n dfc.y = t2 - (dfc.x - t1);\n return dfc;\n}\n\nvec2 df_mul(vec2 dfa, vec2 dfb) {\n vec2 dfc;\n float c11, c21, c2, e, t1, t2;\n float a1, a2, b1, b2, cona, conb, split = 4097.;\n\n cona = dfa.x * split * u_one;\n conb = dfb.x * split * u_one;\n a1 = cona * u_one - (cona - dfa.x);\n b1 = conb * u_one - (conb - dfb.x);\n a2 = dfa.x * u_one - a1;\n b2 = dfb.x * u_one - b1 * u_one;\n\n c11 = dfa.x * u_one * dfb.x * u_one;\n c21 = a2 * b2 * u_one + (a2 * b1 + (a1 * b2 + (a1 * b1 - c11))) * u_one;\n\n c2 = dfa.x * dfb.y * u_one + dfa.y * dfb.x * u_one;\n\n t1 = c11 + c2 * u_one;\n e = t1 - c11 * u_one;\n t2 = dfa.y * dfb.y * u_one + ((c2 - e) + (c11 - (t1 - e))) + c21 * u_one;\n\n dfc.x = t1 * u_one + t2 * u_one;\n dfc.y = t2 - (dfc.x - t1) * u_one;\n\n return dfc;\n}\n\nvec2 df_div(vec2 dfa, vec2 dfb) {\n vec2 dfc;\n float c11, c21, c2, e, t1, t2, t11, t12, t21, t22;\n float a1, a2, b1, b2, cona, conb, split = 4097.;\n float s1, s2;\n \n s1 = dfa.x / dfb.x * u_one;\n cona = s1 * split * u_one;\n conb = dfb.x * split * u_one;\n a1 = cona - (cona - s1) * u_one;\n b1 = conb - (conb - dfb.x) * u_one;\n a2 = s1 - a1 * u_one;\n b2 = dfb.x - b1 * u_one;\n \n c11 = s1 * dfb.x * u_one;\n c21 = (((a1 * b1 - c11) + a1 * b2) + a2 * b1) + a2 * b2 * u_one;\n \n c2 = s1 * dfb.y * u_one;\n \n t1 = c11 + c2 * u_one;\n e = t1 - c11 * u_one;\n t2 = ((c2 - e) + (c11 - (t1 - e))) + c21 * u_one;\n \n t12 = t1 + t2 * u_one;\n t22 = t2 - (t12 - t1) * u_one;\n \n t11 = dfa.x - t12 * u_one;\n e = t11 - dfa.x * u_one;\n t21 = ((-t12 - e) + (dfa.x - (t11 - e))) + dfa.y - t22 * u_one;\n \n s2 = (t11 + t21) / dfb.x * u_one;\n \n dfc.x = s1 + s2 * u_one;\n dfc.y = s2 - (dfc.x - s1) * u_one;\n \n return dfc;\n}\n\nfloat df_mod(vec2 df, vec2 m) {\n vec2 q = df_div(df, m) * u_one;\n float qf = floor(q.x);\n float frac = q.x - qf + q.y * u_one;\n if (frac < 0.0) qf -= 1.0;\n if (frac >= 1.0) qf += 1.0;\n vec2 prod = df_mul(df_from(qf), m);\n vec2 rem = df_add(df_from(df.x), df_from(-prod.x)) * u_one;\n rem.y += df.y - prod.y;\n return rem.x + rem.y * u_one;\n}\n\n"; /** * @typedef {Object} AttributeDescription * @property {string} name Attribute name, as will be declared in the header of the vertex shader (including a_) * @property {string} type Attribute GLSL type, either `float`, `vec2`, `vec4`... * @property {string} varyingName Varying name, as will be declared in the header of both shaders (including v_) * @property {string} varyingType Varying type, either `float`, `vec2`, `vec4`... * @property {string} varyingExpression GLSL expression to assign to the varying in the vertex shader (e.g. `unpackColor(a_myAttr)`) */ /** * @typedef {Object} UniformDescription * @property {string} name Uniform name, as will be declared in the header of the vertex shader (including u_) * @property {string} type Uniform GLSL type, either `float`, `vec2`, `vec4`... */ /** * @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() * .addAttribute('a_width', 'float') * .addUniform('u_time', 'float) * .setColorExpression('...') * .setSymbolSizeExpression('...') * .getSymbolFragmentShader(); * ``` * * A note on [alpha premultiplication](https://en.wikipedia.org/wiki/Alpha_compositing#Straight_versus_premultiplied): * The ShaderBuilder class expects all colors to **not having been alpha-premultiplied!** This is because alpha * premultiplication is done at the end of each fragment shader. */ export class ShaderBuilder { /** * Uniforms; these will be declared in the header (should include the type). * @type {Array} * @private */ private uniforms_; /** * Attributes; these will be declared in the header (should include the type). * @type {Array} * @private */ private attributes_; /** * @type {boolean} * @private */ private hasSymbol_; /** * @type {string} * @private */ private symbolSizeExpression_; /** * @type {string} * @private */ private symbolRotationExpression_; /** * @type {string} * @private */ private symbolOffsetExpression_; /** * @type {string} * @private */ private symbolColorExpression_; /** * @type {string} * @private */ private texCoordExpression_; /** * @type {string} * @private */ private fragmentDiscardExpression_; /** * @type {string} * @private */ private shapeDiscardExpression_; /** * @type {boolean} * @private */ private symbolRotateWithView_; /** * @type {boolean} * @private */ private hasStroke_; /** * @type {string} * @private */ private strokeWidthExpression_; /** * @type {string} * @private */ private strokeColorExpression_; /** * @private */ private strokeOffsetExpression_; /** * @private */ private strokeCapExpression_; /** * @private */ private strokeJoinExpression_; /** * @private */ private strokeMiterLimitExpression_; /** * @private */ private strokeDistanceFieldExpression_; /** * @private * @type {string} */ private strokePatternLengthExpression_; /** * @type {boolean} * @private */ private hasFill_; /** * @type {string} * @private */ private fillColorExpression_; /** * @private * @type {string} */ private fillPatternSizeExpression_; /** * @type {Array} * @private */ private vertexShaderFunctions_; /** * @type {Array} * @private */ private fragmentShaderFunctions_; /** * 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, including the `u_` prefix * @param {'float'|'vec2'|'vec3'|'vec4'|'sampler2D'} type GLSL type * @return {ShaderBuilder} the builder object */ addUniform(name: string, type: "float" | "vec2" | "vec3" | "vec4" | "sampler2D"): 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`. * Attributes will also be made available under the same name in fragment shaders. * @param {string} name Attribute name, including the `a_` prefix * @param {'float'|'vec2'|'vec3'|'vec4'} type GLSL type * @param {string} [varyingExpression] Expression which will be assigned to the varying in the vertex shader, and * passed on to the fragment shader. * @param {'float'|'vec2'|'vec3'|'vec4'} [varyingType] Type of the attribute after transformation; * e.g. `vec4` after unpacking color components * @return {ShaderBuilder} the builder object */ addAttribute(name: string, type: "float" | "vec2" | "vec3" | "vec4", varyingExpression?: string, varyingType?: "float" | "vec2" | "vec3" | "vec4"): 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 */ setSymbolSizeExpression(expression: string): ShaderBuilder; /** * @return {string} The current symbol size expression */ getSymbolSizeExpression(): string; /** * 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 */ setSymbolRotationExpression(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. * @param {string} expression Offset expression * @return {ShaderBuilder} the builder object */ setSymbolOffsetExpression(expression: string): ShaderBuilder; /** * @return {string} The current symbol offset expression */ getSymbolOffsetExpression(): string; /** * 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 */ setSymbolColorExpression(expression: string): ShaderBuilder; /** * @return {string} The current symbol color expression */ getSymbolColorExpression(): string; /** * 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. If the expression evaluates to `true`, the fragment is discarded. * 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; /** * @return {string} The current fragment discard expression; null if none has been set */ getFragmentDiscardExpression(): string; /** * Sets an expression to determine whether a whole shape (triangle) should be filtered out * and not rasterized at all. If the expression evaluates to `true`, the shape is discarded. * This is more performant than the fragment discard expression because the fragment shader will not run at all. * This expression can use all the uniforms, varyings and attributes available * in the vertex shader, and should evaluate to a `bool` value. * @param {string} expression Shape discard expression * @return {ShaderBuilder} the builder object */ setShapeDiscardExpression(expression: string): ShaderBuilder; /** * @return {string} The current shape discard expression; null if none has been set */ getShapeDiscardExpression(): string; /** * 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; /** * @param {string} expression Stroke width expression, returning value in pixels * @return {ShaderBuilder} the builder object */ setStrokeWidthExpression(expression: string): ShaderBuilder; /** * @param {string} expression Stroke color expression, evaluate to `vec4`: can rely on currentLengthPx and currentRadiusPx * @return {ShaderBuilder} the builder object */ setStrokeColorExpression(expression: string): ShaderBuilder; /** * @return {string} The current stroke color expression */ getStrokeColorExpression(): string; /** * @param {string} expression Stroke color expression, evaluate to `float` * @return {ShaderBuilder} the builder object */ setStrokeOffsetExpression(expression: string): ShaderBuilder; /** * @param {string} expression Stroke line cap expression, evaluate to `float` * @return {ShaderBuilder} the builder object */ setStrokeCapExpression(expression: string): ShaderBuilder; /** * @param {string} expression Stroke line join expression, evaluate to `float` * @return {ShaderBuilder} the builder object */ setStrokeJoinExpression(expression: string): ShaderBuilder; /** * @param {string} expression Stroke miter limit expression, evaluate to `float` * @return {ShaderBuilder} the builder object */ setStrokeMiterLimitExpression(expression: string): ShaderBuilder; /** * @param {string} expression Stroke distance field expression, evaluate to `float` * This can override the default distance field; can rely on currentLengthPx and currentRadiusPx * @return {ShaderBuilder} the builder object */ setStrokeDistanceFieldExpression(expression: string): ShaderBuilder; /** * Defining a pattern length for a stroke lets us avoid having visual artifacts when * a linestring is very long and thus has very high "distance" attributes on its vertices. * If we apply a pattern or dash array to a stroke we know for certain that the full distance value * is not necessary and can be trimmed down using `mod(currentDistance, patternLength)`. * @param {string} expression Stroke expression that evaluates to a`float; value is expected to be * in pixels. * @return {ShaderBuilder} the builder object */ setStrokePatternLengthExpression(expression: string): ShaderBuilder; /** * @return {string} The current stroke pattern length expression. */ getStrokePatternLengthExpression(): string; /** * @param {string} expression Fill color expression, evaluate to `vec4` * @return {ShaderBuilder} the builder object */ setFillColorExpression(expression: string): ShaderBuilder; /** * @return {string} The current fill color expression */ getFillColorExpression(): string; /** * Defining a pattern size for a fill pattern lets us avoid having visual artifacts that typically appear * when zoomed in above zoom levels 14~15. If we can compute the fill pattern size we can more efficiently * compute the offset of the pattern on screen, thus avoiding precision issues. * @param {string} expression Size expression that evaluates to a `vec2` in pixels * @return {ShaderBuilder} the builder object */ setFillPatternSizeExpression(expression: string): ShaderBuilder; /** * @return {string} The current fill pattern size expression. */ getFillPatternSizeExpression(): string; addVertexShaderFunction(code: any): this; addFragmentShaderFunction(code: any): this; /** * Generates a symbol vertex shader from the builder parameters * @return {string|null} The full shader as a string; null if no size or color specified */ getSymbolVertexShader(): string | null; /** * Generates a symbol fragment shader from the builder parameters * @return {string|null} The full shader as a string; null if no size or color specified */ getSymbolFragmentShader(): string | null; /** * Generates a stroke vertex shader from the builder parameters * @return {string|null} The full shader as a string; null if no size or color specified */ getStrokeVertexShader(): string | null; /** * Generates a stroke fragment shader from the builder parameters * * @return {string|null} The full shader as a string; null if no size or color specified */ getStrokeFragmentShader(): string | null; /** * Generates a fill vertex shader from the builder parameters * * @return {string|null} The full shader as a string; null if no color specified */ getFillVertexShader(): string | null; /** * Generates a fill fragment shader from the builder parameters * @return {string|null} The full shader as a string; null if no color specified */ getFillFragmentShader(): string | null; } export type AttributeDescription = { /** * Attribute name, as will be declared in the header of the vertex shader (including a_) */ name: string; /** * Attribute GLSL type, either `float`, `vec2`, `vec4`... */ type: string; /** * Varying name, as will be declared in the header of both shaders (including v_) */ varyingName: string; /** * Varying type, either `float`, `vec2`, `vec4`... */ varyingType: string; /** * GLSL expression to assign to the varying in the vertex shader (e.g. `unpackColor(a_myAttr)`) */ varyingExpression: string; }; export type UniformDescription = { /** * Uniform name, as will be declared in the header of the vertex shader (including u_) */ name: string; /** * Uniform GLSL type, either `float`, `vec2`, `vec4`... */ type: string; }; //# sourceMappingURL=ShaderBuilder.d.ts.map