This commit is contained in:
486
node_modules/ol/src/renderer/webgl/Layer.js
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486
node_modules/ol/src/renderer/webgl/Layer.js
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/**
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* @module ol/renderer/webgl/Layer
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*/
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import LayerProperty from '../../layer/Property.js';
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import LayerRenderer from '../Layer.js';
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import RenderEvent from '../../render/Event.js';
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import RenderEventType from '../../render/EventType.js';
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import WebGLHelper from '../../webgl/Helper.js';
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import {
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apply as applyTransform,
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compose as composeTransform,
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create as createTransform,
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} from '../../transform.js';
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import {containsCoordinate} from '../../extent.js';
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/**
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* @enum {string}
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*/
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export const WebGLWorkerMessageType = {
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GENERATE_BUFFERS: 'GENERATE_BUFFERS',
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};
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/**
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* @typedef {Object} WebGLWorkerGenerateBuffersMessage
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* This message will trigger the generation of a vertex and an index buffer based on the given render instructions.
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* When the buffers are generated, the worked will send a message of the same type to the main thread, with
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* the generated buffers in it.
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* Note that any addition properties present in the message *will* be sent back to the main thread.
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* @property {WebGLWorkerMessageType} type Message type
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* @property {ArrayBuffer} renderInstructions Render instructions raw binary buffer.
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* @property {ArrayBuffer} [vertexBuffer] Vertices array raw binary buffer (sent by the worker).
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* @property {ArrayBuffer} [indexBuffer] Indices array raw binary buffer (sent by the worker).
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* @property {number} [customAttributesCount] Amount of custom attributes count in the render instructions.
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*/
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/**
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* @typedef {Object} PostProcessesOptions
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* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
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* the main canvas that will then be sampled up (useful for saving resource on blur steps).
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* @property {string} [vertexShader] Vertex shader source
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* @property {string} [fragmentShader] Fragment shader source
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* @property {Object<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process step
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*/
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/**
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* @typedef {Object} Options
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* @property {Object<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
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* @property {Array<PostProcessesOptions>} [postProcesses] Post-processes definitions
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*/
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/**
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* @classdesc
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* Base WebGL renderer class.
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* Holds all logic related to data manipulation & some common rendering logic
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* @template {import("../../layer/Layer.js").default} LayerType
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* @extends {LayerRenderer<LayerType>}
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*/
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class WebGLLayerRenderer extends LayerRenderer {
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/**
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* @param {LayerType} layer Layer.
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* @param {Options} [opt_options] Options.
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*/
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constructor(layer, opt_options) {
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super(layer);
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const options = opt_options || {};
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/**
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* The transform for viewport CSS pixels to rendered pixels. This transform is only
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* set before dispatching rendering events.
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* @private
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* @type {import("../../transform.js").Transform}
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*/
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this.inversePixelTransform_ = createTransform();
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/**
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* @private
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* @type {CanvasRenderingContext2D}
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*/
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this.pixelContext_ = null;
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/**
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* @private
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*/
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this.postProcesses_ = options.postProcesses;
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/**
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* @private
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*/
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this.uniforms_ = options.uniforms;
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/**
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* @type {WebGLHelper}
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* @protected
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*/
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this.helper;
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layer.addChangeListener(LayerProperty.MAP, this.removeHelper.bind(this));
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this.dispatchPreComposeEvent = this.dispatchPreComposeEvent.bind(this);
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this.dispatchPostComposeEvent = this.dispatchPostComposeEvent.bind(this);
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}
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/**
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* @param {WebGLRenderingContext} context The WebGL rendering context.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @protected
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*/
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dispatchPreComposeEvent(context, frameState) {
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const layer = this.getLayer();
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if (layer.hasListener(RenderEventType.PRECOMPOSE)) {
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const event = new RenderEvent(
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RenderEventType.PRECOMPOSE,
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undefined,
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frameState,
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context
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);
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layer.dispatchEvent(event);
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}
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}
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/**
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* @param {WebGLRenderingContext} context The WebGL rendering context.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @protected
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*/
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dispatchPostComposeEvent(context, frameState) {
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const layer = this.getLayer();
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if (layer.hasListener(RenderEventType.POSTCOMPOSE)) {
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const event = new RenderEvent(
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RenderEventType.POSTCOMPOSE,
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undefined,
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frameState,
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context
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);
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layer.dispatchEvent(event);
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}
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}
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/**
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* Reset options (only handles uniforms).
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* @param {Options} options Options.
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*/
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reset(options) {
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this.uniforms_ = options.uniforms;
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if (this.helper) {
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this.helper.setUniforms(this.uniforms_);
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}
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}
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/**
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* @protected
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*/
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removeHelper() {
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if (this.helper) {
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this.helper.dispose();
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delete this.helper;
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}
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}
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/**
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* Determine whether renderFrame should be called.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @return {boolean} Layer is ready to be rendered.
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*/
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prepareFrame(frameState) {
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if (this.getLayer().getRenderSource()) {
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let incrementGroup = true;
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let groupNumber = -1;
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let className;
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for (let i = 0, ii = frameState.layerStatesArray.length; i < ii; i++) {
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const layer = frameState.layerStatesArray[i].layer;
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const renderer = layer.getRenderer();
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if (!(renderer instanceof WebGLLayerRenderer)) {
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incrementGroup = true;
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continue;
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}
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const layerClassName = layer.getClassName();
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if (incrementGroup || layerClassName !== className) {
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groupNumber += 1;
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incrementGroup = false;
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}
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className = layerClassName;
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if (renderer === this) {
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break;
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}
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}
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const canvasCacheKey =
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'map/' + frameState.mapId + '/group/' + groupNumber;
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if (!this.helper || !this.helper.canvasCacheKeyMatches(canvasCacheKey)) {
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this.removeHelper();
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this.helper = new WebGLHelper({
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postProcesses: this.postProcesses_,
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uniforms: this.uniforms_,
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canvasCacheKey: canvasCacheKey,
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});
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if (className) {
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this.helper.getCanvas().className = className;
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}
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this.afterHelperCreated();
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}
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}
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return this.prepareFrameInternal(frameState);
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}
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/**
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* @protected
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*/
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afterHelperCreated() {}
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/**
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* Determine whether renderFrame should be called.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @return {boolean} Layer is ready to be rendered.
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* @protected
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*/
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prepareFrameInternal(frameState) {
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return true;
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}
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/**
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* Clean up.
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*/
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disposeInternal() {
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this.removeHelper();
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super.disposeInternal();
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}
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/**
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* @param {import("../../render/EventType.js").default} type Event type.
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* @param {WebGLRenderingContext} context The rendering context.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @private
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*/
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dispatchRenderEvent_(type, context, frameState) {
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const layer = this.getLayer();
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if (layer.hasListener(type)) {
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composeTransform(
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this.inversePixelTransform_,
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0,
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0,
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frameState.pixelRatio,
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-frameState.pixelRatio,
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0,
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0,
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-frameState.size[1]
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);
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const event = new RenderEvent(
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type,
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this.inversePixelTransform_,
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frameState,
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context
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);
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layer.dispatchEvent(event);
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}
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}
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/**
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* @param {WebGLRenderingContext} context The rendering context.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @protected
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*/
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preRender(context, frameState) {
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this.dispatchRenderEvent_(RenderEventType.PRERENDER, context, frameState);
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}
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/**
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* @param {WebGLRenderingContext} context The rendering context.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @protected
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*/
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postRender(context, frameState) {
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this.dispatchRenderEvent_(RenderEventType.POSTRENDER, context, frameState);
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}
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/**
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* @param {import("../../pixel.js").Pixel} pixel Pixel.
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* @param {import("../../PluggableMap.js").FrameState} frameState FrameState.
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* @param {number} hitTolerance Hit tolerance in pixels.
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* @return {Uint8ClampedArray|Uint8Array} The result. If there is no data at the pixel
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* location, null will be returned. If there is data, but pixel values cannot be
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* returned, and empty array will be returned.
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*/
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getDataAtPixel(pixel, frameState, hitTolerance) {
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const renderPixel = applyTransform(
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[frameState.pixelRatio, 0, 0, frameState.pixelRatio, 0, 0],
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pixel.slice()
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);
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const gl = this.helper.getGL();
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if (!gl) {
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return null;
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}
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const layer = this.getLayer();
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const layerExtent = layer.getExtent();
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if (layerExtent) {
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const renderCoordinate = applyTransform(
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frameState.pixelToCoordinateTransform,
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pixel.slice()
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);
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/** get only data inside of the layer extent */
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if (!containsCoordinate(layerExtent, renderCoordinate)) {
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return null;
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}
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}
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const attributes = gl.getContextAttributes();
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if (!attributes || !attributes.preserveDrawingBuffer) {
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// we assume there is data at the given pixel (although there might not be)
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return new Uint8Array();
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}
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const x = Math.round(renderPixel[0]);
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const y = Math.round(renderPixel[1]);
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let pixelContext = this.pixelContext_;
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if (!pixelContext) {
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const pixelCanvas = document.createElement('canvas');
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pixelCanvas.width = 1;
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pixelCanvas.height = 1;
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pixelContext = pixelCanvas.getContext('2d');
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this.pixelContext_ = pixelContext;
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}
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pixelContext.clearRect(0, 0, 1, 1);
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let data;
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try {
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pixelContext.drawImage(gl.canvas, x, y, 1, 1, 0, 0, 1, 1);
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data = pixelContext.getImageData(0, 0, 1, 1).data;
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} catch (err) {
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return data;
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}
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if (data[3] === 0) {
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return null;
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}
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return data;
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}
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}
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const tmpArray_ = [];
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const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
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function writePointVertex(buffer, pos, x, y, index) {
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buffer[pos + 0] = x;
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buffer[pos + 1] = y;
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buffer[pos + 2] = index;
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}
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/**
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* An object holding positions both in an index and a vertex buffer.
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* @typedef {Object} BufferPositions
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* @property {number} vertexPosition Position in the vertex buffer
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* @property {number} indexPosition Position in the index buffer
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*/
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/**
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* Pushes a quad (two triangles) based on a point geometry
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* @param {Float32Array} instructions Array of render instructions for points.
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* @param {number} elementIndex Index from which render instructions will be read.
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* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
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* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
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* @param {number} customAttributesCount Amount of custom attributes for each element.
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* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
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* @return {BufferPositions} New buffer positions where to write next
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||||
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
|
||||
* @property {number} indexPosition New position in the index buffer where future writes should start.
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* @private
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*/
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export function writePointFeatureToBuffers(
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instructions,
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elementIndex,
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vertexBuffer,
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indexBuffer,
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customAttributesCount,
|
||||
bufferPositions
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) {
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// This is for x, y and index
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const baseVertexAttrsCount = 3;
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const baseInstructionsCount = 2;
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const stride = baseVertexAttrsCount + customAttributesCount;
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||||
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||||
const x = instructions[elementIndex + 0];
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||||
const y = instructions[elementIndex + 1];
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// read custom numerical attributes on the feature
|
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const customAttrs = tmpArray_;
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customAttrs.length = customAttributesCount;
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for (let i = 0; i < customAttrs.length; i++) {
|
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customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
|
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}
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||||
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let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
|
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let iPos = bufferPositions ? bufferPositions.indexPosition : 0;
|
||||
const baseIndex = vPos / stride;
|
||||
|
||||
// push vertices for each of the four quad corners (first standard then custom attributes)
|
||||
writePointVertex(vertexBuffer, vPos, x, y, 0);
|
||||
customAttrs.length &&
|
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
||||
vPos += stride;
|
||||
|
||||
writePointVertex(vertexBuffer, vPos, x, y, 1);
|
||||
customAttrs.length &&
|
||||
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
||||
vPos += stride;
|
||||
|
||||
writePointVertex(vertexBuffer, vPos, x, y, 2);
|
||||
customAttrs.length &&
|
||||
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
||||
vPos += stride;
|
||||
|
||||
writePointVertex(vertexBuffer, vPos, x, y, 3);
|
||||
customAttrs.length &&
|
||||
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
||||
vPos += stride;
|
||||
|
||||
indexBuffer[iPos++] = baseIndex;
|
||||
indexBuffer[iPos++] = baseIndex + 1;
|
||||
indexBuffer[iPos++] = baseIndex + 3;
|
||||
indexBuffer[iPos++] = baseIndex + 1;
|
||||
indexBuffer[iPos++] = baseIndex + 2;
|
||||
indexBuffer[iPos++] = baseIndex + 3;
|
||||
|
||||
bufferPositions_.vertexPosition = vPos;
|
||||
bufferPositions_.indexPosition = iPos;
|
||||
|
||||
return bufferPositions_;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a texture of 1x1 pixel, white
|
||||
* @private
|
||||
* @return {ImageData} Image data.
|
||||
*/
|
||||
export function getBlankImageData() {
|
||||
const canvas = document.createElement('canvas');
|
||||
const image = canvas.getContext('2d').createImageData(1, 1);
|
||||
image.data[0] = 255;
|
||||
image.data[1] = 255;
|
||||
image.data[2] = 255;
|
||||
image.data[3] = 255;
|
||||
return image;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a color array based on a numerical id
|
||||
* Note: the range for each component is 0 to 1 with 256 steps
|
||||
* @param {number} id Id
|
||||
* @param {Array<number>} [opt_array] Reusable array
|
||||
* @return {Array<number>} Color array containing the encoded id
|
||||
*/
|
||||
export function colorEncodeId(id, opt_array) {
|
||||
const array = opt_array || [];
|
||||
const radix = 256;
|
||||
const divide = radix - 1;
|
||||
array[0] = Math.floor(id / radix / radix / radix) / divide;
|
||||
array[1] = (Math.floor(id / radix / radix) % radix) / divide;
|
||||
array[2] = (Math.floor(id / radix) % radix) / divide;
|
||||
array[3] = (id % radix) / divide;
|
||||
return array;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reads an id from a color-encoded array
|
||||
* Note: the expected range for each component is 0 to 1 with 256 steps.
|
||||
* @param {Array<number>} color Color array containing the encoded id
|
||||
* @return {number} Decoded id
|
||||
*/
|
||||
export function colorDecodeId(color) {
|
||||
let id = 0;
|
||||
const radix = 256;
|
||||
const mult = radix - 1;
|
||||
id += Math.round(color[0] * radix * radix * radix * mult);
|
||||
id += Math.round(color[1] * radix * radix * mult);
|
||||
id += Math.round(color[2] * radix * mult);
|
||||
id += Math.round(color[3] * mult);
|
||||
return id;
|
||||
}
|
||||
|
||||
export default WebGLLayerRenderer;
|
||||
765
node_modules/ol/src/renderer/webgl/PointsLayer.js
generated
vendored
Normal file
765
node_modules/ol/src/renderer/webgl/PointsLayer.js
generated
vendored
Normal file
@@ -0,0 +1,765 @@
|
||||
/**
|
||||
* @module ol/renderer/webgl/PointsLayer
|
||||
*/
|
||||
import BaseVector from '../../layer/BaseVector.js';
|
||||
import VectorEventType from '../../source/VectorEventType.js';
|
||||
import ViewHint from '../../ViewHint.js';
|
||||
import WebGLArrayBuffer from '../../webgl/Buffer.js';
|
||||
import WebGLLayerRenderer, {
|
||||
WebGLWorkerMessageType,
|
||||
colorDecodeId,
|
||||
colorEncodeId,
|
||||
} from './Layer.js';
|
||||
import WebGLRenderTarget from '../../webgl/RenderTarget.js';
|
||||
import {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js';
|
||||
import {AttributeType, DefaultUniform} from '../../webgl/Helper.js';
|
||||
import {
|
||||
apply as applyTransform,
|
||||
create as createTransform,
|
||||
makeInverse as makeInverseTransform,
|
||||
multiply as multiplyTransform,
|
||||
translate as translateTransform,
|
||||
} from '../../transform.js';
|
||||
import {assert} from '../../asserts.js';
|
||||
import {buffer, createEmpty, equals, getWidth} from '../../extent.js';
|
||||
import {create as createWebGLWorker} from '../../worker/webgl.js';
|
||||
import {getUid} from '../../util.js';
|
||||
import {listen, unlistenByKey} from '../../events.js';
|
||||
|
||||
/**
|
||||
* @typedef {Object} CustomAttribute A description of a custom attribute to be passed on to the GPU, with a value different
|
||||
* for each feature.
|
||||
* @property {string} name Attribute name.
|
||||
* @property {function(import("../../Feature").default, Object<string, *>):number} callback This callback computes the numerical value of the
|
||||
* attribute for a given feature (properties are available as 2nd arg for quicker access).
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {Object} FeatureCacheItem Object that holds a reference to a feature, its geometry and properties. Used to optimize
|
||||
* rebuildBuffers by accessing these objects quicker.
|
||||
* @property {import("../../Feature").default} feature Feature
|
||||
* @property {Object<string, *>} properties Feature properties
|
||||
* @property {import("../../geom").Geometry} geometry Feature geometry
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {Object} Options
|
||||
* @property {string} [className='ol-layer'] A CSS class name to set to the canvas element.
|
||||
* @property {Array<CustomAttribute>} [attributes] These attributes will be read from the features in the source and then
|
||||
* passed to the GPU. The `name` property of each attribute will serve as its identifier:
|
||||
* * In the vertex shader as an `attribute` by prefixing it with `a_`
|
||||
* * In the fragment shader as a `varying` by prefixing it with `v_`
|
||||
* Please note that these can only be numerical values.
|
||||
* @property {string} vertexShader Vertex shader source, mandatory.
|
||||
* @property {string} fragmentShader Fragment shader source, mandatory.
|
||||
* @property {string} [hitVertexShader] Vertex shader source for hit detection rendering.
|
||||
* @property {string} [hitFragmentShader] Fragment shader source for hit detection rendering.
|
||||
* @property {Object<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
|
||||
* Please note that `u_texture` is reserved for the main texture slot and `u_opacity` is reserved for the layer opacity.
|
||||
* @property {Array<import("./Layer").PostProcessesOptions>} [postProcesses] Post-processes definitions
|
||||
*/
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* WebGL vector renderer optimized for points.
|
||||
* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
|
||||
* every time the vector source changes.
|
||||
*
|
||||
* You need to provide vertex and fragment shaders for rendering. This can be done using
|
||||
* {@link module:ol/webgl/ShaderBuilder~ShaderBuilder} utilities. These shaders shall expect a `a_position` attribute
|
||||
* containing the screen-space projected center of the quad, as well as a `a_index` attribute
|
||||
* whose value (0, 1, 2 or 3) indicates which quad vertex is currently getting processed (see structure below).
|
||||
*
|
||||
* To include variable attributes in the shaders, you need to declare them using the `attributes` property of
|
||||
* the options object like so:
|
||||
* ```js
|
||||
* new WebGLPointsLayerRenderer(layer, {
|
||||
* attributes: [
|
||||
* {
|
||||
* name: 'size',
|
||||
* callback: function(feature) {
|
||||
* // compute something with the feature
|
||||
* }
|
||||
* },
|
||||
* {
|
||||
* name: 'weight',
|
||||
* callback: function(feature) {
|
||||
* // compute something with the feature
|
||||
* }
|
||||
* },
|
||||
* ],
|
||||
* vertexShader:
|
||||
* // shader using attribute a_weight and a_size
|
||||
* fragmentShader:
|
||||
* // shader using varying v_weight and v_size
|
||||
* ```
|
||||
*
|
||||
* To enable hit detection, you must as well provide dedicated shaders using the `hitVertexShader`
|
||||
* and `hitFragmentShader` properties. These shall expect the `a_hitColor` attribute to contain
|
||||
* the final color that will have to be output for hit detection to work.
|
||||
*
|
||||
* The following uniform is used for the main texture: `u_texture`.
|
||||
* The following uniform is used for the layer opacity: `u_opacity`.
|
||||
*
|
||||
* Please note that the main shader output should have premultiplied alpha, otherwise visual anomalies may occur.
|
||||
*
|
||||
* Points are rendered as quads with the following structure:
|
||||
*
|
||||
* ```
|
||||
* (u0, v1) (u1, v1)
|
||||
* [3]----------[2]
|
||||
* |` |
|
||||
* | ` |
|
||||
* | ` |
|
||||
* | ` |
|
||||
* | ` |
|
||||
* | ` |
|
||||
* [0]----------[1]
|
||||
* (u0, v0) (u1, v0)
|
||||
* ```
|
||||
*
|
||||
* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
|
||||
*
|
||||
* @api
|
||||
*/
|
||||
class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
/**
|
||||
* @param {import("../../layer/Layer.js").default} layer Layer.
|
||||
* @param {Options} options Options.
|
||||
*/
|
||||
constructor(layer, options) {
|
||||
const uniforms = options.uniforms || {};
|
||||
const projectionMatrixTransform = createTransform();
|
||||
uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;
|
||||
|
||||
super(layer, {
|
||||
uniforms: uniforms,
|
||||
postProcesses: options.postProcesses,
|
||||
});
|
||||
|
||||
this.ready = false;
|
||||
|
||||
this.sourceRevision_ = -1;
|
||||
|
||||
this.verticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
|
||||
this.hitVerticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
|
||||
this.indicesBuffer_ = new WebGLArrayBuffer(
|
||||
ELEMENT_ARRAY_BUFFER,
|
||||
DYNAMIC_DRAW
|
||||
);
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
this.vertexShader_ = options.vertexShader;
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
this.fragmentShader_ = options.fragmentShader;
|
||||
|
||||
/**
|
||||
* @type {WebGLProgram}
|
||||
* @private
|
||||
*/
|
||||
this.program_;
|
||||
|
||||
/**
|
||||
* @type {boolean}
|
||||
* @private
|
||||
*/
|
||||
this.hitDetectionEnabled_ =
|
||||
options.hitFragmentShader && options.hitVertexShader ? true : false;
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
this.hitVertexShader_ = options.hitVertexShader;
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
this.hitFragmentShader_ = options.hitFragmentShader;
|
||||
|
||||
/**
|
||||
* @type {WebGLProgram}
|
||||
* @private
|
||||
*/
|
||||
this.hitProgram_;
|
||||
|
||||
const customAttributes = options.attributes
|
||||
? options.attributes.map(function (attribute) {
|
||||
return {
|
||||
name: 'a_' + attribute.name,
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT,
|
||||
};
|
||||
})
|
||||
: [];
|
||||
|
||||
/**
|
||||
* A list of attributes used by the renderer. By default only the position and
|
||||
* index of the vertex (0 to 3) are required.
|
||||
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
|
||||
*/
|
||||
this.attributes = [
|
||||
{
|
||||
name: 'a_position',
|
||||
size: 2,
|
||||
type: AttributeType.FLOAT,
|
||||
},
|
||||
{
|
||||
name: 'a_index',
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT,
|
||||
},
|
||||
].concat(customAttributes);
|
||||
|
||||
/**
|
||||
* A list of attributes used for hit detection.
|
||||
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
|
||||
*/
|
||||
this.hitDetectionAttributes = [
|
||||
{
|
||||
name: 'a_position',
|
||||
size: 2,
|
||||
type: AttributeType.FLOAT,
|
||||
},
|
||||
{
|
||||
name: 'a_index',
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT,
|
||||
},
|
||||
{
|
||||
name: 'a_hitColor',
|
||||
size: 4,
|
||||
type: AttributeType.FLOAT,
|
||||
},
|
||||
{
|
||||
name: 'a_featureUid',
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT,
|
||||
},
|
||||
].concat(customAttributes);
|
||||
|
||||
this.customAttributes = options.attributes ? options.attributes : [];
|
||||
|
||||
this.previousExtent_ = createEmpty();
|
||||
|
||||
/**
|
||||
* This transform is updated on every frame and is the composition of:
|
||||
* - invert of the world->screen transform that was used when rebuilding buffers (see `this.renderTransform_`)
|
||||
* - current world->screen transform
|
||||
* @type {import("../../transform.js").Transform}
|
||||
* @private
|
||||
*/
|
||||
this.currentTransform_ = projectionMatrixTransform;
|
||||
|
||||
/**
|
||||
* This transform is updated when buffers are rebuilt and converts world space coordinates to screen space
|
||||
* @type {import("../../transform.js").Transform}
|
||||
* @private
|
||||
*/
|
||||
this.renderTransform_ = createTransform();
|
||||
|
||||
/**
|
||||
* @type {import("../../transform.js").Transform}
|
||||
* @private
|
||||
*/
|
||||
this.invertRenderTransform_ = createTransform();
|
||||
|
||||
/**
|
||||
* @type {Float32Array}
|
||||
* @private
|
||||
*/
|
||||
this.renderInstructions_ = new Float32Array(0);
|
||||
|
||||
/**
|
||||
* These instructions are used for hit detection
|
||||
* @type {Float32Array}
|
||||
* @private
|
||||
*/
|
||||
this.hitRenderInstructions_ = new Float32Array(0);
|
||||
|
||||
/**
|
||||
* @type {WebGLRenderTarget}
|
||||
* @private
|
||||
*/
|
||||
this.hitRenderTarget_;
|
||||
|
||||
/**
|
||||
* Keep track of latest message sent to worker
|
||||
* @type {number}
|
||||
* @private
|
||||
*/
|
||||
this.generateBuffersRun_ = 0;
|
||||
|
||||
this.worker_ = createWebGLWorker();
|
||||
this.worker_.addEventListener(
|
||||
'message',
|
||||
/**
|
||||
* @param {*} event Event.
|
||||
* @this {WebGLPointsLayerRenderer}
|
||||
*/
|
||||
function (event) {
|
||||
const received = event.data;
|
||||
if (received.type === WebGLWorkerMessageType.GENERATE_BUFFERS) {
|
||||
const projectionTransform = received.projectionTransform;
|
||||
if (received.hitDetection) {
|
||||
this.hitVerticesBuffer_.fromArrayBuffer(received.vertexBuffer);
|
||||
this.helper.flushBufferData(this.hitVerticesBuffer_);
|
||||
} else {
|
||||
this.verticesBuffer_.fromArrayBuffer(received.vertexBuffer);
|
||||
this.helper.flushBufferData(this.verticesBuffer_);
|
||||
}
|
||||
this.indicesBuffer_.fromArrayBuffer(received.indexBuffer);
|
||||
this.helper.flushBufferData(this.indicesBuffer_);
|
||||
|
||||
this.renderTransform_ = projectionTransform;
|
||||
makeInverseTransform(
|
||||
this.invertRenderTransform_,
|
||||
this.renderTransform_
|
||||
);
|
||||
if (received.hitDetection) {
|
||||
this.hitRenderInstructions_ = new Float32Array(
|
||||
event.data.renderInstructions
|
||||
);
|
||||
} else {
|
||||
this.renderInstructions_ = new Float32Array(
|
||||
event.data.renderInstructions
|
||||
);
|
||||
if (received.generateBuffersRun === this.generateBuffersRun_) {
|
||||
this.ready = true;
|
||||
}
|
||||
}
|
||||
|
||||
this.getLayer().changed();
|
||||
}
|
||||
}.bind(this)
|
||||
);
|
||||
|
||||
/**
|
||||
* This object will be updated when the source changes. Key is uid.
|
||||
* @type {Object<string, FeatureCacheItem>}
|
||||
* @private
|
||||
*/
|
||||
this.featureCache_ = {};
|
||||
|
||||
/**
|
||||
* Amount of features in the cache.
|
||||
* @type {number}
|
||||
* @private
|
||||
*/
|
||||
this.featureCount_ = 0;
|
||||
|
||||
const source = this.getLayer().getSource();
|
||||
this.sourceListenKeys_ = [
|
||||
listen(
|
||||
source,
|
||||
VectorEventType.ADDFEATURE,
|
||||
this.handleSourceFeatureAdded_,
|
||||
this
|
||||
),
|
||||
listen(
|
||||
source,
|
||||
VectorEventType.CHANGEFEATURE,
|
||||
this.handleSourceFeatureChanged_,
|
||||
this
|
||||
),
|
||||
listen(
|
||||
source,
|
||||
VectorEventType.REMOVEFEATURE,
|
||||
this.handleSourceFeatureDelete_,
|
||||
this
|
||||
),
|
||||
listen(
|
||||
source,
|
||||
VectorEventType.CLEAR,
|
||||
this.handleSourceFeatureClear_,
|
||||
this
|
||||
),
|
||||
];
|
||||
source.forEachFeature(
|
||||
function (feature) {
|
||||
this.featureCache_[getUid(feature)] = {
|
||||
feature: feature,
|
||||
properties: feature.getProperties(),
|
||||
geometry: feature.getGeometry(),
|
||||
};
|
||||
this.featureCount_++;
|
||||
}.bind(this)
|
||||
);
|
||||
}
|
||||
|
||||
afterHelperCreated() {
|
||||
this.program_ = this.helper.getProgram(
|
||||
this.fragmentShader_,
|
||||
this.vertexShader_
|
||||
);
|
||||
|
||||
if (this.hitDetectionEnabled_) {
|
||||
this.hitProgram_ = this.helper.getProgram(
|
||||
this.hitFragmentShader_,
|
||||
this.hitVertexShader_
|
||||
);
|
||||
|
||||
this.hitRenderTarget_ = new WebGLRenderTarget(this.helper);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
|
||||
* @private
|
||||
*/
|
||||
handleSourceFeatureAdded_(event) {
|
||||
const feature = event.feature;
|
||||
this.featureCache_[getUid(feature)] = {
|
||||
feature: feature,
|
||||
properties: feature.getProperties(),
|
||||
geometry: feature.getGeometry(),
|
||||
};
|
||||
this.featureCount_++;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
|
||||
* @private
|
||||
*/
|
||||
handleSourceFeatureChanged_(event) {
|
||||
const feature = event.feature;
|
||||
this.featureCache_[getUid(feature)] = {
|
||||
feature: feature,
|
||||
properties: feature.getProperties(),
|
||||
geometry: feature.getGeometry(),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
|
||||
* @private
|
||||
*/
|
||||
handleSourceFeatureDelete_(event) {
|
||||
const feature = event.feature;
|
||||
delete this.featureCache_[getUid(feature)];
|
||||
this.featureCount_--;
|
||||
}
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
handleSourceFeatureClear_() {
|
||||
this.featureCache_ = {};
|
||||
this.featureCount_ = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Render the layer.
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
* @return {HTMLElement} The rendered element.
|
||||
*/
|
||||
renderFrame(frameState) {
|
||||
const gl = this.helper.getGL();
|
||||
this.preRender(gl, frameState);
|
||||
|
||||
const projection = frameState.viewState.projection;
|
||||
const layer = this.getLayer();
|
||||
const vectorSource = layer.getSource();
|
||||
// FIXME fix hit detection isn't reliable when rendering multiple worlds
|
||||
const multiWorld = vectorSource.getWrapX() && projection.canWrapX();
|
||||
const projectionExtent = projection.getExtent();
|
||||
|
||||
const extent = frameState.extent;
|
||||
const worldWidth = multiWorld ? getWidth(projectionExtent) : null;
|
||||
const endWorld = multiWorld
|
||||
? Math.ceil((extent[2] - projectionExtent[2]) / worldWidth) + 1
|
||||
: 1;
|
||||
|
||||
const startWorld = multiWorld
|
||||
? Math.floor((extent[0] - projectionExtent[0]) / worldWidth)
|
||||
: 0;
|
||||
|
||||
let world = startWorld;
|
||||
const renderCount = this.indicesBuffer_.getSize();
|
||||
|
||||
do {
|
||||
// apply the current projection transform with the invert of the one used to fill buffers
|
||||
this.helper.makeProjectionTransform(frameState, this.currentTransform_);
|
||||
translateTransform(this.currentTransform_, world * worldWidth, 0);
|
||||
multiplyTransform(this.currentTransform_, this.invertRenderTransform_);
|
||||
this.helper.applyUniforms(frameState);
|
||||
|
||||
this.helper.drawElements(0, renderCount);
|
||||
} while (++world < endWorld);
|
||||
|
||||
this.helper.finalizeDraw(
|
||||
frameState,
|
||||
this.dispatchPreComposeEvent,
|
||||
this.dispatchPostComposeEvent
|
||||
);
|
||||
const canvas = this.helper.getCanvas();
|
||||
|
||||
if (this.hitDetectionEnabled_) {
|
||||
this.renderHitDetection(frameState, startWorld, endWorld, worldWidth);
|
||||
this.hitRenderTarget_.clearCachedData();
|
||||
}
|
||||
|
||||
this.postRender(gl, frameState);
|
||||
|
||||
return canvas;
|
||||
}
|
||||
|
||||
/**
|
||||
* Determine whether renderFrame should be called.
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
* @return {boolean} Layer is ready to be rendered.
|
||||
*/
|
||||
prepareFrameInternal(frameState) {
|
||||
const layer = this.getLayer();
|
||||
const vectorSource = layer.getSource();
|
||||
const viewState = frameState.viewState;
|
||||
const viewNotMoving =
|
||||
!frameState.viewHints[ViewHint.ANIMATING] &&
|
||||
!frameState.viewHints[ViewHint.INTERACTING];
|
||||
const extentChanged = !equals(this.previousExtent_, frameState.extent);
|
||||
const sourceChanged = this.sourceRevision_ < vectorSource.getRevision();
|
||||
|
||||
if (sourceChanged) {
|
||||
this.sourceRevision_ = vectorSource.getRevision();
|
||||
}
|
||||
|
||||
if (viewNotMoving && (extentChanged || sourceChanged)) {
|
||||
const projection = viewState.projection;
|
||||
const resolution = viewState.resolution;
|
||||
|
||||
const renderBuffer =
|
||||
layer instanceof BaseVector ? layer.getRenderBuffer() : 0;
|
||||
const extent = buffer(frameState.extent, renderBuffer * resolution);
|
||||
vectorSource.loadFeatures(extent, resolution, projection);
|
||||
|
||||
this.rebuildBuffers_(frameState);
|
||||
this.previousExtent_ = frameState.extent.slice();
|
||||
}
|
||||
|
||||
this.helper.useProgram(this.program_);
|
||||
this.helper.prepareDraw(frameState);
|
||||
|
||||
// write new data
|
||||
this.helper.bindBuffer(this.verticesBuffer_);
|
||||
this.helper.bindBuffer(this.indicesBuffer_);
|
||||
this.helper.enableAttributes(this.attributes);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Rebuild internal webgl buffers based on current view extent; costly, should not be called too much
|
||||
* @param {import("../../PluggableMap").FrameState} frameState Frame state.
|
||||
* @private
|
||||
*/
|
||||
rebuildBuffers_(frameState) {
|
||||
// saves the projection transform for the current frame state
|
||||
const projectionTransform = createTransform();
|
||||
this.helper.makeProjectionTransform(frameState, projectionTransform);
|
||||
|
||||
// here we anticipate the amount of render instructions that we well generate
|
||||
// this can be done since we know that for normal render we only have x, y as base instructions,
|
||||
// and x, y, r, g, b, a and featureUid for hit render instructions
|
||||
// and we also know the amount of custom attributes to append to these
|
||||
const totalInstructionsCount =
|
||||
(2 + this.customAttributes.length) * this.featureCount_;
|
||||
if (
|
||||
!this.renderInstructions_ ||
|
||||
this.renderInstructions_.length !== totalInstructionsCount
|
||||
) {
|
||||
this.renderInstructions_ = new Float32Array(totalInstructionsCount);
|
||||
}
|
||||
if (this.hitDetectionEnabled_) {
|
||||
const totalHitInstructionsCount =
|
||||
(7 + this.customAttributes.length) * this.featureCount_;
|
||||
if (
|
||||
!this.hitRenderInstructions_ ||
|
||||
this.hitRenderInstructions_.length !== totalHitInstructionsCount
|
||||
) {
|
||||
this.hitRenderInstructions_ = new Float32Array(
|
||||
totalHitInstructionsCount
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// loop on features to fill the buffer
|
||||
let featureCache, geometry;
|
||||
const tmpCoords = [];
|
||||
const tmpColor = [];
|
||||
let renderIndex = 0;
|
||||
let hitIndex = 0;
|
||||
let hitColor;
|
||||
for (const featureUid in this.featureCache_) {
|
||||
featureCache = this.featureCache_[featureUid];
|
||||
geometry = /** @type {import("../../geom").Point} */ (
|
||||
featureCache.geometry
|
||||
);
|
||||
if (!geometry || geometry.getType() !== 'Point') {
|
||||
continue;
|
||||
}
|
||||
|
||||
tmpCoords[0] = geometry.getFlatCoordinates()[0];
|
||||
tmpCoords[1] = geometry.getFlatCoordinates()[1];
|
||||
applyTransform(projectionTransform, tmpCoords);
|
||||
|
||||
hitColor = colorEncodeId(hitIndex + 6, tmpColor);
|
||||
|
||||
this.renderInstructions_[renderIndex++] = tmpCoords[0];
|
||||
this.renderInstructions_[renderIndex++] = tmpCoords[1];
|
||||
|
||||
// for hit detection, the feature uid is saved in the opacity value
|
||||
// and the index of the opacity value is encoded in the color values
|
||||
if (this.hitDetectionEnabled_) {
|
||||
this.hitRenderInstructions_[hitIndex++] = tmpCoords[0];
|
||||
this.hitRenderInstructions_[hitIndex++] = tmpCoords[1];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[0];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[1];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[2];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[3];
|
||||
this.hitRenderInstructions_[hitIndex++] = Number(featureUid);
|
||||
}
|
||||
|
||||
// pushing custom attributes
|
||||
let value;
|
||||
for (let j = 0; j < this.customAttributes.length; j++) {
|
||||
value = this.customAttributes[j].callback(
|
||||
featureCache.feature,
|
||||
featureCache.properties
|
||||
);
|
||||
this.renderInstructions_[renderIndex++] = value;
|
||||
if (this.hitDetectionEnabled_) {
|
||||
this.hitRenderInstructions_[hitIndex++] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** @type {import('./Layer').WebGLWorkerGenerateBuffersMessage} */
|
||||
const message = {
|
||||
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
|
||||
renderInstructions: this.renderInstructions_.buffer,
|
||||
customAttributesCount: this.customAttributes.length,
|
||||
};
|
||||
// additional properties will be sent back as-is by the worker
|
||||
message['projectionTransform'] = projectionTransform;
|
||||
message['generateBuffersRun'] = ++this.generateBuffersRun_;
|
||||
this.ready = false;
|
||||
this.worker_.postMessage(message, [this.renderInstructions_.buffer]);
|
||||
this.renderInstructions_ = null;
|
||||
|
||||
/** @type {import('./Layer').WebGLWorkerGenerateBuffersMessage} */
|
||||
if (this.hitDetectionEnabled_) {
|
||||
const hitMessage = {
|
||||
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
|
||||
renderInstructions: this.hitRenderInstructions_.buffer,
|
||||
customAttributesCount: 5 + this.customAttributes.length,
|
||||
};
|
||||
hitMessage['projectionTransform'] = projectionTransform;
|
||||
hitMessage['hitDetection'] = true;
|
||||
this.worker_.postMessage(hitMessage, [
|
||||
this.hitRenderInstructions_.buffer,
|
||||
]);
|
||||
this.hitRenderInstructions_ = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../coordinate.js").Coordinate} coordinate Coordinate.
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
* @param {number} hitTolerance Hit tolerance in pixels.
|
||||
* @param {import("../vector.js").FeatureCallback<T>} callback Feature callback.
|
||||
* @param {Array<import("../Map.js").HitMatch<T>>} matches The hit detected matches with tolerance.
|
||||
* @return {T|undefined} Callback result.
|
||||
* @template T
|
||||
*/
|
||||
forEachFeatureAtCoordinate(
|
||||
coordinate,
|
||||
frameState,
|
||||
hitTolerance,
|
||||
callback,
|
||||
matches
|
||||
) {
|
||||
assert(this.hitDetectionEnabled_, 66);
|
||||
if (!this.hitRenderInstructions_) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
const pixel = applyTransform(
|
||||
frameState.coordinateToPixelTransform,
|
||||
coordinate.slice()
|
||||
);
|
||||
|
||||
const data = this.hitRenderTarget_.readPixel(pixel[0] / 2, pixel[1] / 2);
|
||||
const color = [data[0] / 255, data[1] / 255, data[2] / 255, data[3] / 255];
|
||||
const index = colorDecodeId(color);
|
||||
const opacity = this.hitRenderInstructions_[index];
|
||||
const uid = Math.floor(opacity).toString();
|
||||
|
||||
const source = this.getLayer().getSource();
|
||||
const feature = source.getFeatureByUid(uid);
|
||||
if (feature) {
|
||||
return callback(feature, this.getLayer(), null);
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Render the hit detection data to the corresponding render target
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState current frame state
|
||||
* @param {number} startWorld the world to render in the first iteration
|
||||
* @param {number} endWorld the last world to render
|
||||
* @param {number} worldWidth the width of the worlds being rendered
|
||||
*/
|
||||
renderHitDetection(frameState, startWorld, endWorld, worldWidth) {
|
||||
// skip render entirely if vertex buffers not ready/generated yet
|
||||
if (!this.hitVerticesBuffer_.getSize()) {
|
||||
return;
|
||||
}
|
||||
|
||||
let world = startWorld;
|
||||
|
||||
this.hitRenderTarget_.setSize([
|
||||
Math.floor(frameState.size[0] / 2),
|
||||
Math.floor(frameState.size[1] / 2),
|
||||
]);
|
||||
|
||||
this.helper.useProgram(this.hitProgram_);
|
||||
this.helper.prepareDrawToRenderTarget(
|
||||
frameState,
|
||||
this.hitRenderTarget_,
|
||||
true
|
||||
);
|
||||
|
||||
this.helper.bindBuffer(this.hitVerticesBuffer_);
|
||||
this.helper.bindBuffer(this.indicesBuffer_);
|
||||
this.helper.enableAttributes(this.hitDetectionAttributes);
|
||||
|
||||
do {
|
||||
this.helper.makeProjectionTransform(frameState, this.currentTransform_);
|
||||
translateTransform(this.currentTransform_, world * worldWidth, 0);
|
||||
multiplyTransform(this.currentTransform_, this.invertRenderTransform_);
|
||||
this.helper.applyUniforms(frameState);
|
||||
|
||||
const renderCount = this.indicesBuffer_.getSize();
|
||||
this.helper.drawElements(0, renderCount);
|
||||
} while (++world < endWorld);
|
||||
}
|
||||
|
||||
/**
|
||||
* Clean up.
|
||||
*/
|
||||
disposeInternal() {
|
||||
this.worker_.terminate();
|
||||
this.layer_ = null;
|
||||
this.sourceListenKeys_.forEach(function (key) {
|
||||
unlistenByKey(key);
|
||||
});
|
||||
this.sourceListenKeys_ = null;
|
||||
super.disposeInternal();
|
||||
}
|
||||
}
|
||||
|
||||
export default WebGLPointsLayerRenderer;
|
||||
850
node_modules/ol/src/renderer/webgl/TileLayer.js
generated
vendored
Normal file
850
node_modules/ol/src/renderer/webgl/TileLayer.js
generated
vendored
Normal file
@@ -0,0 +1,850 @@
|
||||
/**
|
||||
* @module ol/renderer/webgl/TileLayer
|
||||
*/
|
||||
import LRUCache from '../../structs/LRUCache.js';
|
||||
import TileRange from '../../TileRange.js';
|
||||
import TileState from '../../TileState.js';
|
||||
import TileTexture from '../../webgl/TileTexture.js';
|
||||
import WebGLArrayBuffer from '../../webgl/Buffer.js';
|
||||
import WebGLLayerRenderer from './Layer.js';
|
||||
import {AttributeType} from '../../webgl/Helper.js';
|
||||
import {ELEMENT_ARRAY_BUFFER, STATIC_DRAW} from '../../webgl.js';
|
||||
import {
|
||||
apply as applyTransform,
|
||||
create as createTransform,
|
||||
reset as resetTransform,
|
||||
rotate as rotateTransform,
|
||||
scale as scaleTransform,
|
||||
translate as translateTransform,
|
||||
} from '../../transform.js';
|
||||
import {
|
||||
boundingExtent,
|
||||
containsCoordinate,
|
||||
getIntersection,
|
||||
isEmpty,
|
||||
} from '../../extent.js';
|
||||
import {
|
||||
create as createMat4,
|
||||
fromTransform as mat4FromTransform,
|
||||
} from '../../vec/mat4.js';
|
||||
import {
|
||||
createOrUpdate as createTileCoord,
|
||||
getKey as getTileCoordKey,
|
||||
} from '../../tilecoord.js';
|
||||
import {fromUserExtent} from '../../proj.js';
|
||||
import {getUid} from '../../util.js';
|
||||
import {numberSafeCompareFunction} from '../../array.js';
|
||||
import {toSize} from '../../size.js';
|
||||
|
||||
export const Uniforms = {
|
||||
TILE_TEXTURE_ARRAY: 'u_tileTextures',
|
||||
TILE_TRANSFORM: 'u_tileTransform',
|
||||
TRANSITION_ALPHA: 'u_transitionAlpha',
|
||||
DEPTH: 'u_depth',
|
||||
TEXTURE_PIXEL_WIDTH: 'u_texturePixelWidth',
|
||||
TEXTURE_PIXEL_HEIGHT: 'u_texturePixelHeight',
|
||||
TEXTURE_RESOLUTION: 'u_textureResolution', // map units per texture pixel
|
||||
TEXTURE_ORIGIN_X: 'u_textureOriginX', // map x coordinate of left edge of texture
|
||||
TEXTURE_ORIGIN_Y: 'u_textureOriginY', // map y coordinate of top edge of texture
|
||||
RENDER_EXTENT: 'u_renderExtent', // intersection of layer, source, and view extent
|
||||
RESOLUTION: 'u_resolution',
|
||||
ZOOM: 'u_zoom',
|
||||
};
|
||||
|
||||
export const Attributes = {
|
||||
TEXTURE_COORD: 'a_textureCoord',
|
||||
};
|
||||
|
||||
/**
|
||||
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
|
||||
*/
|
||||
const attributeDescriptions = [
|
||||
{
|
||||
name: Attributes.TEXTURE_COORD,
|
||||
size: 2,
|
||||
type: AttributeType.FLOAT,
|
||||
},
|
||||
];
|
||||
|
||||
/**
|
||||
* @type {Object<string, boolean>}
|
||||
*/
|
||||
const empty = {};
|
||||
|
||||
/**
|
||||
* Transform a zoom level into a depth value ranging from -1 to 1.
|
||||
* @param {number} z A zoom level.
|
||||
* @return {number} A depth value.
|
||||
*/
|
||||
function depthForZ(z) {
|
||||
return 2 * (1 - 1 / (z + 1)) - 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a tile texture to the lookup.
|
||||
* @param {Object<number, Array<import("../../webgl/TileTexture.js").default>>} tileTexturesByZ Lookup of
|
||||
* tile textures by zoom level.
|
||||
* @param {import("../../webgl/TileTexture.js").default} tileTexture A tile texture.
|
||||
* @param {number} z The zoom level.
|
||||
*/
|
||||
function addTileTextureToLookup(tileTexturesByZ, tileTexture, z) {
|
||||
if (!(z in tileTexturesByZ)) {
|
||||
tileTexturesByZ[z] = [];
|
||||
}
|
||||
tileTexturesByZ[z].push(tileTexture);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
* @param {import("../../extent.js").Extent} extent The frame extent.
|
||||
* @return {import("../../extent.js").Extent} Frame extent intersected with layer extents.
|
||||
*/
|
||||
function getRenderExtent(frameState, extent) {
|
||||
const layerState = frameState.layerStatesArray[frameState.layerIndex];
|
||||
if (layerState.extent) {
|
||||
extent = getIntersection(
|
||||
extent,
|
||||
fromUserExtent(layerState.extent, frameState.viewState.projection)
|
||||
);
|
||||
}
|
||||
const source = /** @type {import("../../source/Tile.js").default} */ (
|
||||
layerState.layer.getRenderSource()
|
||||
);
|
||||
if (!source.getWrapX()) {
|
||||
const gridExtent = source
|
||||
.getTileGridForProjection(frameState.viewState.projection)
|
||||
.getExtent();
|
||||
if (gridExtent) {
|
||||
extent = getIntersection(extent, gridExtent);
|
||||
}
|
||||
}
|
||||
return extent;
|
||||
}
|
||||
|
||||
function getCacheKey(source, tileCoord) {
|
||||
return `${source.getKey()},${getTileCoordKey(tileCoord)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* @typedef {Object} Options
|
||||
* @property {string} vertexShader Vertex shader source.
|
||||
* @property {string} fragmentShader Fragment shader source.
|
||||
* @property {Object<string, import("../../webgl/Helper").UniformValue>} [uniforms] Additional uniforms
|
||||
* made available to shaders.
|
||||
* @property {Array<import("../../webgl/PaletteTexture.js").default>} [paletteTextures] Palette textures.
|
||||
* @property {number} [cacheSize=512] The texture cache size.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {import("../../layer/WebGLTile.js").default} LayerType
|
||||
*/
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* WebGL renderer for tile layers.
|
||||
* @extends {WebGLLayerRenderer<LayerType>}
|
||||
* @api
|
||||
*/
|
||||
class WebGLTileLayerRenderer extends WebGLLayerRenderer {
|
||||
/**
|
||||
* @param {LayerType} tileLayer Tile layer.
|
||||
* @param {Options} options Options.
|
||||
*/
|
||||
constructor(tileLayer, options) {
|
||||
super(tileLayer, {
|
||||
uniforms: options.uniforms,
|
||||
});
|
||||
|
||||
/**
|
||||
* The last call to `renderFrame` was completed with all tiles loaded
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.renderComplete = false;
|
||||
|
||||
/**
|
||||
* This transform converts texture coordinates to screen coordinates.
|
||||
* @type {import("../../transform.js").Transform}
|
||||
* @private
|
||||
*/
|
||||
this.tileTransform_ = createTransform();
|
||||
|
||||
/**
|
||||
* @type {Array<number>}
|
||||
* @private
|
||||
*/
|
||||
this.tempMat4_ = createMat4();
|
||||
|
||||
/**
|
||||
* @type {import("../../TileRange.js").default}
|
||||
* @private
|
||||
*/
|
||||
this.tempTileRange_ = new TileRange(0, 0, 0, 0);
|
||||
|
||||
/**
|
||||
* @type {import("../../tilecoord.js").TileCoord}
|
||||
* @private
|
||||
*/
|
||||
this.tempTileCoord_ = createTileCoord(0, 0, 0);
|
||||
|
||||
/**
|
||||
* @type {import("../../size.js").Size}
|
||||
* @private
|
||||
*/
|
||||
this.tempSize_ = [0, 0];
|
||||
|
||||
/**
|
||||
* @type {WebGLProgram}
|
||||
* @private
|
||||
*/
|
||||
this.program_;
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
this.vertexShader_ = options.vertexShader;
|
||||
|
||||
/**
|
||||
* @private
|
||||
*/
|
||||
this.fragmentShader_ = options.fragmentShader;
|
||||
|
||||
/**
|
||||
* Tiles are rendered as a quad with the following structure:
|
||||
*
|
||||
* [P3]---------[P2]
|
||||
* |` |
|
||||
* | ` B |
|
||||
* | ` |
|
||||
* | ` |
|
||||
* | A ` |
|
||||
* | ` |
|
||||
* [P0]---------[P1]
|
||||
*
|
||||
* Triangle A: P0, P1, P3
|
||||
* Triangle B: P1, P2, P3
|
||||
*
|
||||
* @private
|
||||
*/
|
||||
this.indices_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, STATIC_DRAW);
|
||||
this.indices_.fromArray([0, 1, 3, 1, 2, 3]);
|
||||
|
||||
const cacheSize = options.cacheSize !== undefined ? options.cacheSize : 512;
|
||||
|
||||
/**
|
||||
* @type {import("../../structs/LRUCache.js").default<import("../../webgl/TileTexture.js").default>}
|
||||
* @private
|
||||
*/
|
||||
this.tileTextureCache_ = new LRUCache(cacheSize);
|
||||
|
||||
/**
|
||||
* @type {Array<import("../../webgl/PaletteTexture.js").default>}
|
||||
* @private
|
||||
*/
|
||||
this.paletteTextures_ = options.paletteTextures || [];
|
||||
|
||||
/**
|
||||
* @private
|
||||
* @type {import("../../PluggableMap.js").FrameState|null}
|
||||
*/
|
||||
this.frameState_ = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Options} options Options.
|
||||
*/
|
||||
reset(options) {
|
||||
super.reset({
|
||||
uniforms: options.uniforms,
|
||||
});
|
||||
this.vertexShader_ = options.vertexShader;
|
||||
this.fragmentShader_ = options.fragmentShader;
|
||||
this.paletteTextures_ = options.paletteTextures || [];
|
||||
|
||||
if (this.helper) {
|
||||
this.program_ = this.helper.getProgram(
|
||||
this.fragmentShader_,
|
||||
this.vertexShader_
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
afterHelperCreated() {
|
||||
this.program_ = this.helper.getProgram(
|
||||
this.fragmentShader_,
|
||||
this.vertexShader_
|
||||
);
|
||||
|
||||
this.helper.flushBufferData(this.indices_);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../webgl/TileTexture").TileType} tile Tile.
|
||||
* @return {boolean} Tile is drawable.
|
||||
* @private
|
||||
*/
|
||||
isDrawableTile_(tile) {
|
||||
const tileLayer = this.getLayer();
|
||||
const tileState = tile.getState();
|
||||
const useInterimTilesOnError = tileLayer.getUseInterimTilesOnError();
|
||||
return (
|
||||
tileState == TileState.LOADED ||
|
||||
tileState == TileState.EMPTY ||
|
||||
(tileState == TileState.ERROR && !useInterimTilesOnError)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Determine whether renderFrame should be called.
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
* @return {boolean} Layer is ready to be rendered.
|
||||
*/
|
||||
prepareFrameInternal(frameState) {
|
||||
const layer = this.getLayer();
|
||||
const source = layer.getRenderSource();
|
||||
if (!source) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (isEmpty(getRenderExtent(frameState, frameState.extent))) {
|
||||
return false;
|
||||
}
|
||||
return source.getState() === 'ready';
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
* @param {import("../../extent.js").Extent} extent The extent to be rendered.
|
||||
* @param {number} initialZ The zoom level.
|
||||
* @param {Object<number, Array<TileTexture>>} tileTexturesByZ The zoom level.
|
||||
*/
|
||||
enqueueTiles(frameState, extent, initialZ, tileTexturesByZ) {
|
||||
const viewState = frameState.viewState;
|
||||
const tileLayer = this.getLayer();
|
||||
const tileSource = tileLayer.getRenderSource();
|
||||
const tileGrid = tileSource.getTileGridForProjection(viewState.projection);
|
||||
const gutter = tileSource.getGutterForProjection(viewState.projection);
|
||||
|
||||
const tileSourceKey = getUid(tileSource);
|
||||
if (!(tileSourceKey in frameState.wantedTiles)) {
|
||||
frameState.wantedTiles[tileSourceKey] = {};
|
||||
}
|
||||
|
||||
const wantedTiles = frameState.wantedTiles[tileSourceKey];
|
||||
|
||||
const tileTextureCache = this.tileTextureCache_;
|
||||
const minZ = Math.max(
|
||||
initialZ - tileLayer.getPreload(),
|
||||
tileGrid.getMinZoom(),
|
||||
tileLayer.getMinZoom()
|
||||
);
|
||||
for (let z = initialZ; z >= minZ; --z) {
|
||||
const tileRange = tileGrid.getTileRangeForExtentAndZ(
|
||||
extent,
|
||||
z,
|
||||
this.tempTileRange_
|
||||
);
|
||||
|
||||
const tileResolution = tileGrid.getResolution(z);
|
||||
|
||||
for (let x = tileRange.minX; x <= tileRange.maxX; ++x) {
|
||||
for (let y = tileRange.minY; y <= tileRange.maxY; ++y) {
|
||||
const tileCoord = createTileCoord(z, x, y, this.tempTileCoord_);
|
||||
const cacheKey = getCacheKey(tileSource, tileCoord);
|
||||
|
||||
/** @type {TileTexture} */
|
||||
let tileTexture;
|
||||
|
||||
/** @type {import("../../webgl/TileTexture").TileType} */
|
||||
let tile;
|
||||
|
||||
if (tileTextureCache.containsKey(cacheKey)) {
|
||||
tileTexture = tileTextureCache.get(cacheKey);
|
||||
tile = tileTexture.tile;
|
||||
}
|
||||
if (!tileTexture || tileTexture.tile.key !== tileSource.getKey()) {
|
||||
tile = tileSource.getTile(
|
||||
z,
|
||||
x,
|
||||
y,
|
||||
frameState.pixelRatio,
|
||||
viewState.projection
|
||||
);
|
||||
if (!tileTexture) {
|
||||
tileTexture = new TileTexture({
|
||||
tile: tile,
|
||||
grid: tileGrid,
|
||||
helper: this.helper,
|
||||
gutter: gutter,
|
||||
});
|
||||
tileTextureCache.set(cacheKey, tileTexture);
|
||||
} else {
|
||||
if (this.isDrawableTile_(tile)) {
|
||||
tileTexture.setTile(tile);
|
||||
} else {
|
||||
const interimTile =
|
||||
/** @type {import("../../webgl/TileTexture").TileType} */ (
|
||||
tile.getInterimTile()
|
||||
);
|
||||
tileTexture.setTile(interimTile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
addTileTextureToLookup(tileTexturesByZ, tileTexture, z);
|
||||
|
||||
const tileQueueKey = tile.getKey();
|
||||
wantedTiles[tileQueueKey] = true;
|
||||
|
||||
if (tile.getState() === TileState.IDLE) {
|
||||
if (!frameState.tileQueue.isKeyQueued(tileQueueKey)) {
|
||||
frameState.tileQueue.enqueue([
|
||||
tile,
|
||||
tileSourceKey,
|
||||
tileGrid.getTileCoordCenter(tileCoord),
|
||||
tileResolution,
|
||||
]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Render the layer.
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
* @return {HTMLElement} The rendered element.
|
||||
*/
|
||||
renderFrame(frameState) {
|
||||
this.frameState_ = frameState;
|
||||
this.renderComplete = true;
|
||||
const gl = this.helper.getGL();
|
||||
this.preRender(gl, frameState);
|
||||
|
||||
const viewState = frameState.viewState;
|
||||
const tileLayer = this.getLayer();
|
||||
const tileSource = tileLayer.getRenderSource();
|
||||
const tileGrid = tileSource.getTileGridForProjection(viewState.projection);
|
||||
const gutter = tileSource.getGutterForProjection(viewState.projection);
|
||||
const extent = getRenderExtent(frameState, frameState.extent);
|
||||
const z = tileGrid.getZForResolution(
|
||||
viewState.resolution,
|
||||
tileSource.zDirection
|
||||
);
|
||||
|
||||
/**
|
||||
* @type {Object<number, Array<import("../../webgl/TileTexture.js").default>>}
|
||||
*/
|
||||
const tileTexturesByZ = {};
|
||||
|
||||
if (frameState.nextExtent) {
|
||||
const targetZ = tileGrid.getZForResolution(
|
||||
viewState.nextResolution,
|
||||
tileSource.zDirection
|
||||
);
|
||||
const nextExtent = getRenderExtent(frameState, frameState.nextExtent);
|
||||
this.enqueueTiles(frameState, nextExtent, targetZ, tileTexturesByZ);
|
||||
}
|
||||
|
||||
this.enqueueTiles(frameState, extent, z, tileTexturesByZ);
|
||||
|
||||
/**
|
||||
* A lookup of alpha values for tiles at the target rendering resolution
|
||||
* for tiles that are in transition. If a tile coord key is absent from
|
||||
* this lookup, the tile should be rendered at alpha 1.
|
||||
* @type {Object<string, number>}
|
||||
*/
|
||||
const alphaLookup = {};
|
||||
|
||||
const uid = getUid(this);
|
||||
const time = frameState.time;
|
||||
let blend = false;
|
||||
|
||||
// look for cached tiles to use if a target tile is not ready
|
||||
const tileTextures = tileTexturesByZ[z];
|
||||
for (let i = 0, ii = tileTextures.length; i < ii; ++i) {
|
||||
const tileTexture = tileTextures[i];
|
||||
const tile = tileTexture.tile;
|
||||
const tileCoord = tile.tileCoord;
|
||||
|
||||
if (tileTexture.loaded) {
|
||||
const alpha = tile.getAlpha(uid, time);
|
||||
if (alpha === 1) {
|
||||
// no need to look for alt tiles
|
||||
tile.endTransition(uid);
|
||||
continue;
|
||||
}
|
||||
blend = true;
|
||||
const tileCoordKey = getTileCoordKey(tileCoord);
|
||||
alphaLookup[tileCoordKey] = alpha;
|
||||
}
|
||||
this.renderComplete = false;
|
||||
|
||||
// first look for child tiles (at z + 1)
|
||||
const coveredByChildren = this.findAltTiles_(
|
||||
tileGrid,
|
||||
tileCoord,
|
||||
z + 1,
|
||||
tileTexturesByZ
|
||||
);
|
||||
|
||||
if (coveredByChildren) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// next look for parent tiles
|
||||
const minZoom = tileGrid.getMinZoom();
|
||||
for (let parentZ = z - 1; parentZ >= minZoom; --parentZ) {
|
||||
const coveredByParent = this.findAltTiles_(
|
||||
tileGrid,
|
||||
tileCoord,
|
||||
parentZ,
|
||||
tileTexturesByZ
|
||||
);
|
||||
|
||||
if (coveredByParent) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.helper.useProgram(this.program_);
|
||||
this.helper.prepareDraw(frameState, !blend);
|
||||
|
||||
const zs = Object.keys(tileTexturesByZ)
|
||||
.map(Number)
|
||||
.sort(numberSafeCompareFunction);
|
||||
|
||||
const centerX = viewState.center[0];
|
||||
const centerY = viewState.center[1];
|
||||
|
||||
for (let j = 0, jj = zs.length; j < jj; ++j) {
|
||||
const tileZ = zs[j];
|
||||
const tileResolution = tileGrid.getResolution(tileZ);
|
||||
const tileSize = toSize(tileGrid.getTileSize(tileZ), this.tempSize_);
|
||||
const tileOrigin = tileGrid.getOrigin(tileZ);
|
||||
|
||||
const tileWidthWithGutter = tileSize[0] + 2 * gutter;
|
||||
const tileHeightWithGutter = tileSize[1] + 2 * gutter;
|
||||
const aspectRatio = tileWidthWithGutter / tileHeightWithGutter;
|
||||
|
||||
const centerI =
|
||||
(centerX - tileOrigin[0]) / (tileSize[0] * tileResolution);
|
||||
const centerJ =
|
||||
(tileOrigin[1] - centerY) / (tileSize[1] * tileResolution);
|
||||
|
||||
const tileScale = viewState.resolution / tileResolution;
|
||||
|
||||
const depth = depthForZ(tileZ);
|
||||
const tileTextures = tileTexturesByZ[tileZ];
|
||||
for (let i = 0, ii = tileTextures.length; i < ii; ++i) {
|
||||
const tileTexture = tileTextures[i];
|
||||
if (!tileTexture.loaded) {
|
||||
continue;
|
||||
}
|
||||
const tile = tileTexture.tile;
|
||||
const tileCoord = tile.tileCoord;
|
||||
const tileCoordKey = getTileCoordKey(tileCoord);
|
||||
|
||||
const tileCenterI = tileCoord[1];
|
||||
const tileCenterJ = tileCoord[2];
|
||||
|
||||
resetTransform(this.tileTransform_);
|
||||
scaleTransform(
|
||||
this.tileTransform_,
|
||||
2 / ((frameState.size[0] * tileScale) / tileWidthWithGutter),
|
||||
-2 / ((frameState.size[1] * tileScale) / tileWidthWithGutter)
|
||||
);
|
||||
rotateTransform(this.tileTransform_, viewState.rotation);
|
||||
scaleTransform(this.tileTransform_, 1, 1 / aspectRatio);
|
||||
translateTransform(
|
||||
this.tileTransform_,
|
||||
(tileSize[0] * (tileCenterI - centerI) - gutter) /
|
||||
tileWidthWithGutter,
|
||||
(tileSize[1] * (tileCenterJ - centerJ) - gutter) /
|
||||
tileHeightWithGutter
|
||||
);
|
||||
|
||||
this.helper.setUniformMatrixValue(
|
||||
Uniforms.TILE_TRANSFORM,
|
||||
mat4FromTransform(this.tempMat4_, this.tileTransform_)
|
||||
);
|
||||
|
||||
this.helper.bindBuffer(tileTexture.coords);
|
||||
this.helper.bindBuffer(this.indices_);
|
||||
this.helper.enableAttributes(attributeDescriptions);
|
||||
|
||||
let textureSlot = 0;
|
||||
while (textureSlot < tileTexture.textures.length) {
|
||||
const textureProperty = 'TEXTURE' + textureSlot;
|
||||
const uniformName = `${Uniforms.TILE_TEXTURE_ARRAY}[${textureSlot}]`;
|
||||
gl.activeTexture(gl[textureProperty]);
|
||||
gl.bindTexture(gl.TEXTURE_2D, tileTexture.textures[textureSlot]);
|
||||
gl.uniform1i(
|
||||
this.helper.getUniformLocation(uniformName),
|
||||
textureSlot
|
||||
);
|
||||
++textureSlot;
|
||||
}
|
||||
|
||||
for (
|
||||
let paletteIndex = 0;
|
||||
paletteIndex < this.paletteTextures_.length;
|
||||
++paletteIndex
|
||||
) {
|
||||
const paletteTexture = this.paletteTextures_[paletteIndex];
|
||||
gl.activeTexture(gl['TEXTURE' + textureSlot]);
|
||||
const texture = paletteTexture.getTexture(gl);
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
gl.uniform1i(
|
||||
this.helper.getUniformLocation(paletteTexture.name),
|
||||
textureSlot
|
||||
);
|
||||
++textureSlot;
|
||||
}
|
||||
|
||||
const alpha =
|
||||
tileCoordKey in alphaLookup ? alphaLookup[tileCoordKey] : 1;
|
||||
|
||||
if (alpha < 1) {
|
||||
frameState.animate = true;
|
||||
}
|
||||
|
||||
this.helper.setUniformFloatValue(Uniforms.TRANSITION_ALPHA, alpha);
|
||||
this.helper.setUniformFloatValue(Uniforms.DEPTH, depth);
|
||||
this.helper.setUniformFloatValue(
|
||||
Uniforms.TEXTURE_PIXEL_WIDTH,
|
||||
tileWidthWithGutter
|
||||
);
|
||||
this.helper.setUniformFloatValue(
|
||||
Uniforms.TEXTURE_PIXEL_HEIGHT,
|
||||
tileHeightWithGutter
|
||||
);
|
||||
this.helper.setUniformFloatValue(
|
||||
Uniforms.TEXTURE_RESOLUTION,
|
||||
tileResolution
|
||||
);
|
||||
this.helper.setUniformFloatValue(
|
||||
Uniforms.TEXTURE_ORIGIN_X,
|
||||
tileOrigin[0] +
|
||||
tileCenterI * tileSize[0] * tileResolution -
|
||||
gutter * tileResolution
|
||||
);
|
||||
this.helper.setUniformFloatValue(
|
||||
Uniforms.TEXTURE_ORIGIN_Y,
|
||||
tileOrigin[1] -
|
||||
tileCenterJ * tileSize[1] * tileResolution +
|
||||
gutter * tileResolution
|
||||
);
|
||||
let gutterExtent = extent;
|
||||
if (gutter > 0) {
|
||||
gutterExtent = tileGrid.getTileCoordExtent(tileCoord);
|
||||
getIntersection(gutterExtent, extent, gutterExtent);
|
||||
}
|
||||
this.helper.setUniformFloatVec4(Uniforms.RENDER_EXTENT, gutterExtent);
|
||||
this.helper.setUniformFloatValue(
|
||||
Uniforms.RESOLUTION,
|
||||
viewState.resolution
|
||||
);
|
||||
this.helper.setUniformFloatValue(Uniforms.ZOOM, viewState.zoom);
|
||||
|
||||
this.helper.drawElements(0, this.indices_.getSize());
|
||||
}
|
||||
}
|
||||
|
||||
this.helper.finalizeDraw(
|
||||
frameState,
|
||||
this.dispatchPreComposeEvent,
|
||||
this.dispatchPostComposeEvent
|
||||
);
|
||||
|
||||
const canvas = this.helper.getCanvas();
|
||||
|
||||
const tileTextureCache = this.tileTextureCache_;
|
||||
while (tileTextureCache.canExpireCache()) {
|
||||
const tileTexture = tileTextureCache.pop();
|
||||
tileTexture.dispose();
|
||||
}
|
||||
|
||||
// TODO: let the renderers manage their own cache instead of managing the source cache
|
||||
/**
|
||||
* Here we unconditionally expire the source cache since the renderer maintains
|
||||
* its own cache.
|
||||
* @param {import("../../PluggableMap.js").default} map Map.
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
|
||||
*/
|
||||
const postRenderFunction = function (map, frameState) {
|
||||
tileSource.expireCache(frameState.viewState.projection, empty);
|
||||
};
|
||||
|
||||
frameState.postRenderFunctions.push(postRenderFunction);
|
||||
|
||||
this.postRender(gl, frameState);
|
||||
return canvas;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../../pixel.js").Pixel} pixel Pixel.
|
||||
* @return {Uint8ClampedArray|Uint8Array|Float32Array|DataView} Data at the pixel location.
|
||||
*/
|
||||
getData(pixel) {
|
||||
const gl = this.helper.getGL();
|
||||
if (!gl) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const frameState = this.frameState_;
|
||||
if (!frameState) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const layer = this.getLayer();
|
||||
const coordinate = applyTransform(
|
||||
frameState.pixelToCoordinateTransform,
|
||||
pixel.slice()
|
||||
);
|
||||
|
||||
const viewState = frameState.viewState;
|
||||
const layerExtent = layer.getExtent();
|
||||
if (layerExtent) {
|
||||
if (
|
||||
!containsCoordinate(
|
||||
fromUserExtent(layerExtent, viewState.projection),
|
||||
coordinate
|
||||
)
|
||||
) {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// determine last source suitable for rendering at coordinate
|
||||
const sources = layer.getSources(
|
||||
boundingExtent([coordinate]),
|
||||
viewState.resolution
|
||||
);
|
||||
let i, source, tileGrid;
|
||||
for (i = sources.length - 1; i >= 0; --i) {
|
||||
source = sources[i];
|
||||
if (source.getState() === 'ready') {
|
||||
tileGrid = source.getTileGridForProjection(viewState.projection);
|
||||
if (source.getWrapX()) {
|
||||
break;
|
||||
}
|
||||
const gridExtent = tileGrid.getExtent();
|
||||
if (!gridExtent || containsCoordinate(gridExtent, coordinate)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (i < 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const tileTextureCache = this.tileTextureCache_;
|
||||
for (
|
||||
let z = tileGrid.getZForResolution(viewState.resolution);
|
||||
z >= tileGrid.getMinZoom();
|
||||
--z
|
||||
) {
|
||||
const tileCoord = tileGrid.getTileCoordForCoordAndZ(coordinate, z);
|
||||
const cacheKey = getCacheKey(source, tileCoord);
|
||||
if (!tileTextureCache.containsKey(cacheKey)) {
|
||||
continue;
|
||||
}
|
||||
const tileTexture = tileTextureCache.get(cacheKey);
|
||||
if (!tileTexture.loaded) {
|
||||
continue;
|
||||
}
|
||||
const tileOrigin = tileGrid.getOrigin(z);
|
||||
const tileSize = toSize(tileGrid.getTileSize(z));
|
||||
const tileResolution = tileGrid.getResolution(z);
|
||||
|
||||
const col =
|
||||
(coordinate[0] - tileOrigin[0]) / tileResolution -
|
||||
tileCoord[1] * tileSize[0];
|
||||
|
||||
const row =
|
||||
(tileOrigin[1] - coordinate[1]) / tileResolution -
|
||||
tileCoord[2] * tileSize[1];
|
||||
|
||||
return tileTexture.getPixelData(col, row);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Look for tiles covering the provided tile coordinate at an alternate
|
||||
* zoom level. Loaded tiles will be added to the provided tile texture lookup.
|
||||
* @param {import("../../tilegrid/TileGrid.js").default} tileGrid The tile grid.
|
||||
* @param {import("../../tilecoord.js").TileCoord} tileCoord The target tile coordinate.
|
||||
* @param {number} altZ The alternate zoom level.
|
||||
* @param {Object<number, Array<import("../../webgl/TileTexture.js").default>>} tileTexturesByZ Lookup of
|
||||
* tile textures by zoom level.
|
||||
* @return {boolean} The tile coordinate is covered by loaded tiles at the alternate zoom level.
|
||||
* @private
|
||||
*/
|
||||
findAltTiles_(tileGrid, tileCoord, altZ, tileTexturesByZ) {
|
||||
const tileRange = tileGrid.getTileRangeForTileCoordAndZ(
|
||||
tileCoord,
|
||||
altZ,
|
||||
this.tempTileRange_
|
||||
);
|
||||
|
||||
if (!tileRange) {
|
||||
return false;
|
||||
}
|
||||
|
||||
let covered = true;
|
||||
const tileTextureCache = this.tileTextureCache_;
|
||||
const source = this.getLayer().getRenderSource();
|
||||
for (let x = tileRange.minX; x <= tileRange.maxX; ++x) {
|
||||
for (let y = tileRange.minY; y <= tileRange.maxY; ++y) {
|
||||
const cacheKey = getCacheKey(source, [altZ, x, y]);
|
||||
let loaded = false;
|
||||
if (tileTextureCache.containsKey(cacheKey)) {
|
||||
const tileTexture = tileTextureCache.get(cacheKey);
|
||||
if (tileTexture.loaded) {
|
||||
addTileTextureToLookup(tileTexturesByZ, tileTexture, altZ);
|
||||
loaded = true;
|
||||
}
|
||||
}
|
||||
if (!loaded) {
|
||||
covered = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return covered;
|
||||
}
|
||||
|
||||
removeHelper() {
|
||||
if (this.helper) {
|
||||
const tileTextureCache = this.tileTextureCache_;
|
||||
tileTextureCache.forEach((tileTexture) => tileTexture.dispose());
|
||||
tileTextureCache.clear();
|
||||
}
|
||||
|
||||
super.removeHelper();
|
||||
}
|
||||
|
||||
/**
|
||||
* Clean up.
|
||||
*/
|
||||
disposeInternal() {
|
||||
const helper = this.helper;
|
||||
if (helper) {
|
||||
const gl = helper.getGL();
|
||||
gl.deleteProgram(this.program_);
|
||||
delete this.program_;
|
||||
|
||||
helper.deleteBuffer(this.indices_);
|
||||
}
|
||||
|
||||
super.disposeInternal();
|
||||
|
||||
delete this.indices_;
|
||||
delete this.tileTextureCache_;
|
||||
delete this.frameState_;
|
||||
}
|
||||
}
|
||||
|
||||
export default WebGLTileLayerRenderer;
|
||||
Reference in New Issue
Block a user