var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); /** * @module ol/layer/WebGLPoints */ import Layer from './Layer.js'; import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js'; import { assign } from '../obj.js'; import { parseLiteralStyle } from '../webgl/ShaderBuilder.js'; /** * @template {import("../source/Vector.js").default} VectorSourceType * @typedef {Object} Options * @property {import('../style/literal.js').LiteralStyle} style Literal style to apply to the layer features. * @property {string} [className='ol-layer'] A CSS class name to set to the layer element. * @property {number} [opacity=1] Opacity (0, 1). * @property {boolean} [visible=true] Visibility. * @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be * rendered outside of this extent. * @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers * will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed * for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()` * method was used. * @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be * visible. * @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will * be visible. * @property {number} [minZoom] The minimum view zoom level (exclusive) above which this layer will be * visible. * @property {number} [maxZoom] The maximum view zoom level (inclusive) at which this layer will * be visible. * @property {VectorSourceType} [source] Point source. * @property {boolean} [disableHitDetection=false] Setting this to true will provide a slight performance boost, but will * prevent all hit detection on the layer. * @property {Object} [properties] Arbitrary observable properties. Can be accessed with `#get()` and `#set()`. */ /** * @classdesc * Layer optimized for rendering large point datasets. Takes a `style` property which * is a serializable JSON object describing how the layer should be rendered. * * Here are a few samples of literal style objects: * ```js * const style = { * symbol: { * symbolType: 'circle', * size: 8, * color: '#33AAFF', * opacity: 0.9 * } * } * ``` * * ```js * const style = { * symbol: { * symbolType: 'image', * offset: [0, 12], * size: [4, 8], * src: '../static/exclamation-mark.png' * } * } * ``` * * **Important: a `WebGLPoints` layer must be manually disposed when removed, otherwise the underlying WebGL context * will not be garbage collected.** * * Note that any property set in the options is set as a {@link module:ol/Object~BaseObject} * property on the layer object; for example, setting `title: 'My Title'` in the * options means that `title` is observable, and has get/set accessors. * * @template {import("../source/Vector.js").default} VectorSourceType * @extends {Layer} * @fires import("../render/Event.js").RenderEvent */ var WebGLPointsLayer = /** @class */ (function (_super) { __extends(WebGLPointsLayer, _super); /** * @param {Options} options Options. */ function WebGLPointsLayer(options) { var _this = this; var baseOptions = assign({}, options); _this = _super.call(this, baseOptions) || this; /** * @private * @type {import('../webgl/ShaderBuilder.js').StyleParseResult} */ _this.parseResult_ = parseLiteralStyle(options.style); /** * @type {Object} * @private */ _this.styleVariables_ = options.style.variables || {}; /** * @private * @type {boolean} */ _this.hitDetectionDisabled_ = !!options.disableHitDetection; return _this; } WebGLPointsLayer.prototype.createRenderer = function () { return new WebGLPointsLayerRenderer(this, { vertexShader: this.parseResult_.builder.getSymbolVertexShader(), fragmentShader: this.parseResult_.builder.getSymbolFragmentShader(), hitVertexShader: !this.hitDetectionDisabled_ && this.parseResult_.builder.getSymbolVertexShader(true), hitFragmentShader: !this.hitDetectionDisabled_ && this.parseResult_.builder.getSymbolFragmentShader(true), uniforms: this.parseResult_.uniforms, attributes: this.parseResult_.attributes, }); }; /** * Update any variables used by the layer style and trigger a re-render. * @param {Object} variables Variables to update. */ WebGLPointsLayer.prototype.updateStyleVariables = function (variables) { assign(this.styleVariables_, variables); this.changed(); }; return WebGLPointsLayer; }(Layer)); export default WebGLPointsLayer; //# sourceMappingURL=WebGLPoints.js.map