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/WebGLTile */ import BaseTileLayer from './BaseTile.js'; import LayerProperty from '../layer/Property.js'; import WebGLTileLayerRenderer, { Attributes, Uniforms, } from '../renderer/webgl/TileLayer.js'; import { PALETTE_TEXTURE_ARRAY, ValueTypes, expressionToGlsl, getStringNumberEquivalent, uniformNameForVariable, } from '../style/expressions.js'; import { assign } from '../obj.js'; /** * @typedef {import("../source/DataTile.js").default|import("../source/TileImage.js").default} SourceType */ /** * @typedef {Object} Style * Translates tile data to rendered pixels. * * @property {Object} [variables] Style variables. Each variable must hold a number or string. These * variables can be used in the `color`, `brightness`, `contrast`, `exposure`, `saturation` and `gamma` * {@link import("../style/expressions.js").ExpressionValue expressions}, using the `['var', 'varName']` operator. * To update style variables, use the {@link import("./WebGLTile.js").default#updateStyleVariables} method. * @property {import("../style/expressions.js").ExpressionValue} [color] An expression applied to color values. * @property {import("../style/expressions.js").ExpressionValue} [brightness=0] Value used to decrease or increase * the layer brightness. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [contrast=0] Value used to decrease or increase * the layer contrast. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [exposure=0] Value used to decrease or increase * the layer exposure. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [saturation=0] Value used to decrease or increase * the layer saturation. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [gamma=1] Apply a gamma correction to the layer. * Values range from 0 to infinity. */ /** * @typedef {Object} Options * @property {Style} [style] Style to apply to the layer. * @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 {number} [preload=0] Preload. Load low-resolution tiles up to `preload` levels. `0` * means no preloading. * @property {SourceType} [source] Source for this layer. * @property {Array|function(import("../extent.js").Extent, number):Array} [sources] Array * of sources for this layer. Takes precedence over `source`. Can either be an array of sources, or a function that * expects an extent and a resolution (in view projection units per pixel) and returns an array of sources. See * {@link module:ol/source.sourcesFromTileGrid} for a helper function to generate sources that are organized in a * pyramid following the same pattern as a tile grid. **Note:** All sources must have the same band count and content. * @property {import("../PluggableMap.js").default} [map] Sets the layer as overlay on a map. The map will not manage * this layer in its layers collection, and the layer will be rendered on top. This is useful for * temporary layers. The standard way to add a layer to a map and have it managed by the map is to * use {@link module:ol/Map~Map#addLayer}. * @property {boolean} [useInterimTilesOnError=true] Use interim tiles on error. * @property {number} [cacheSize=512] The internal texture cache size. This needs to be large enough to render * two zoom levels worth of tiles. */ /** * @typedef {Object} ParsedStyle * @property {string} vertexShader The vertex shader. * @property {string} fragmentShader The fragment shader. * @property {Object} uniforms Uniform definitions. * @property {Array} paletteTextures Palette textures. */ /** * @param {Style} style The layer style. * @param {number} [bandCount] The number of bands. * @return {ParsedStyle} Shaders and uniforms generated from the style. */ function parseStyle(style, bandCount) { var vertexShader = "\n attribute vec2 ".concat(Attributes.TEXTURE_COORD, ";\n uniform mat4 ").concat(Uniforms.TILE_TRANSFORM, ";\n uniform float ").concat(Uniforms.TEXTURE_PIXEL_WIDTH, ";\n uniform float ").concat(Uniforms.TEXTURE_PIXEL_HEIGHT, ";\n uniform float ").concat(Uniforms.TEXTURE_RESOLUTION, ";\n uniform float ").concat(Uniforms.TEXTURE_ORIGIN_X, ";\n uniform float ").concat(Uniforms.TEXTURE_ORIGIN_Y, ";\n uniform float ").concat(Uniforms.DEPTH, ";\n\n varying vec2 v_textureCoord;\n varying vec2 v_mapCoord;\n\n void main() {\n v_textureCoord = ").concat(Attributes.TEXTURE_COORD, ";\n v_mapCoord = vec2(\n ").concat(Uniforms.TEXTURE_ORIGIN_X, " + ").concat(Uniforms.TEXTURE_RESOLUTION, " * ").concat(Uniforms.TEXTURE_PIXEL_WIDTH, " * v_textureCoord[0],\n ").concat(Uniforms.TEXTURE_ORIGIN_Y, " - ").concat(Uniforms.TEXTURE_RESOLUTION, " * ").concat(Uniforms.TEXTURE_PIXEL_HEIGHT, " * v_textureCoord[1]\n );\n gl_Position = ").concat(Uniforms.TILE_TRANSFORM, " * vec4(").concat(Attributes.TEXTURE_COORD, ", ").concat(Uniforms.DEPTH, ", 1.0);\n }\n "); /** * @type {import("../style/expressions.js").ParsingContext} */ var context = { inFragmentShader: true, variables: [], attributes: [], stringLiteralsMap: {}, functions: {}, bandCount: bandCount, }; var pipeline = []; if (style.color !== undefined) { var color = expressionToGlsl(context, style.color, ValueTypes.COLOR); pipeline.push("color = ".concat(color, ";")); } if (style.contrast !== undefined) { var contrast = expressionToGlsl(context, style.contrast, ValueTypes.NUMBER); pipeline.push("color.rgb = clamp((".concat(contrast, " + 1.0) * color.rgb - (").concat(contrast, " / 2.0), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));")); } if (style.exposure !== undefined) { var exposure = expressionToGlsl(context, style.exposure, ValueTypes.NUMBER); pipeline.push("color.rgb = clamp((".concat(exposure, " + 1.0) * color.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));")); } if (style.saturation !== undefined) { var saturation = expressionToGlsl(context, style.saturation, ValueTypes.NUMBER); pipeline.push("\n float saturation = ".concat(saturation, " + 1.0;\n float sr = (1.0 - saturation) * 0.2126;\n float sg = (1.0 - saturation) * 0.7152;\n float sb = (1.0 - saturation) * 0.0722;\n mat3 saturationMatrix = mat3(\n sr + saturation, sr, sr,\n sg, sg + saturation, sg,\n sb, sb, sb + saturation\n );\n color.rgb = clamp(saturationMatrix * color.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));\n ")); } if (style.gamma !== undefined) { var gamma = expressionToGlsl(context, style.gamma, ValueTypes.NUMBER); pipeline.push("color.rgb = pow(color.rgb, vec3(1.0 / ".concat(gamma, "));")); } if (style.brightness !== undefined) { var brightness = expressionToGlsl(context, style.brightness, ValueTypes.NUMBER); pipeline.push("color.rgb = clamp(color.rgb + ".concat(brightness, ", vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));")); } /** @type {Object} */ var uniforms = {}; var numVariables = context.variables.length; if (numVariables > 1 && !style.variables) { throw new Error("Missing variables in style (expected ".concat(context.variables, ")")); } var _loop_1 = function (i) { var variableName = context.variables[i]; if (!(variableName in style.variables)) { throw new Error("Missing '".concat(variableName, "' in style variables")); } var uniformName = uniformNameForVariable(variableName); uniforms[uniformName] = function () { var value = style.variables[variableName]; if (typeof value === 'string') { value = getStringNumberEquivalent(context, value); } return value !== undefined ? value : -9999999; // to avoid matching with the first string literal }; }; for (var i = 0; i < numVariables; ++i) { _loop_1(i); } var uniformDeclarations = Object.keys(uniforms).map(function (name) { return "uniform float ".concat(name, ";"); }); var textureCount = Math.ceil(bandCount / 4); uniformDeclarations.push("uniform sampler2D ".concat(Uniforms.TILE_TEXTURE_ARRAY, "[").concat(textureCount, "];")); if (context.paletteTextures) { uniformDeclarations.push("uniform sampler2D ".concat(PALETTE_TEXTURE_ARRAY, "[").concat(context.paletteTextures.length, "];")); } var functionDefintions = Object.keys(context.functions).map(function (name) { return context.functions[name]; }); var fragmentShader = "\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n #else\n precision mediump float;\n #endif\n\n varying vec2 v_textureCoord;\n varying vec2 v_mapCoord;\n uniform vec4 ".concat(Uniforms.RENDER_EXTENT, ";\n uniform float ").concat(Uniforms.TRANSITION_ALPHA, ";\n uniform float ").concat(Uniforms.TEXTURE_PIXEL_WIDTH, ";\n uniform float ").concat(Uniforms.TEXTURE_PIXEL_HEIGHT, ";\n uniform float ").concat(Uniforms.RESOLUTION, ";\n uniform float ").concat(Uniforms.ZOOM, ";\n\n ").concat(uniformDeclarations.join('\n'), "\n\n ").concat(functionDefintions.join('\n'), "\n\n void main() {\n if (\n v_mapCoord[0] < ").concat(Uniforms.RENDER_EXTENT, "[0] ||\n v_mapCoord[1] < ").concat(Uniforms.RENDER_EXTENT, "[1] ||\n v_mapCoord[0] > ").concat(Uniforms.RENDER_EXTENT, "[2] ||\n v_mapCoord[1] > ").concat(Uniforms.RENDER_EXTENT, "[3]\n ) {\n discard;\n }\n\n vec4 color = texture2D(").concat(Uniforms.TILE_TEXTURE_ARRAY, "[0], v_textureCoord);\n\n ").concat(pipeline.join('\n'), "\n\n if (color.a == 0.0) {\n discard;\n }\n\n gl_FragColor = color;\n gl_FragColor.rgb *= gl_FragColor.a;\n gl_FragColor *= ").concat(Uniforms.TRANSITION_ALPHA, ";\n }"); return { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, paletteTextures: context.paletteTextures, }; } /** * @classdesc * For layer sources that provide pre-rendered, tiled images in grids that are * organized by zoom levels for specific resolutions. * 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. * * @extends BaseTileLayer * @fires import("../render/Event.js").RenderEvent * @api */ var WebGLTileLayer = /** @class */ (function (_super) { __extends(WebGLTileLayer, _super); /** * @param {Options} opt_options Tile layer options. */ function WebGLTileLayer(opt_options) { var _this = this; var options = opt_options ? assign({}, opt_options) : {}; var style = options.style || {}; delete options.style; var cacheSize = options.cacheSize; delete options.cacheSize; _this = _super.call(this, options) || this; /** * @type {Array|function(import("../extent.js").Extent, number):Array} * @private */ _this.sources_ = options.sources; /** * @type {SourceType|null} * @private */ _this.renderedSource_ = null; /** * @type {number} * @private */ _this.renderedResolution_ = NaN; /** * @type {Style} * @private */ _this.style_ = style; /** * @type {number} * @private */ _this.cacheSize_ = cacheSize; /** * @type {Object} * @private */ _this.styleVariables_ = _this.style_.variables || {}; _this.addChangeListener(LayerProperty.SOURCE, _this.handleSourceUpdate_); return _this; } /** * Gets the sources for this layer, for a given extent and resolution. * @param {import("../extent.js").Extent} extent Extent. * @param {number} resolution Resolution. * @return {Array} Sources. */ WebGLTileLayer.prototype.getSources = function (extent, resolution) { var source = this.getSource(); return this.sources_ ? typeof this.sources_ === 'function' ? this.sources_(extent, resolution) : this.sources_ : source ? [source] : []; }; /** * @return {SourceType} The source being rendered. */ WebGLTileLayer.prototype.getRenderSource = function () { return this.renderedSource_ || this.getSource(); }; /** * @return {import("../source/Source.js").State} Source state. */ WebGLTileLayer.prototype.getSourceState = function () { var source = this.getRenderSource(); return source ? source.getState() : 'undefined'; }; /** * @private */ WebGLTileLayer.prototype.handleSourceUpdate_ = function () { if (this.getSource()) { this.setStyle(this.style_); } }; /** * @private * @return {number} The number of source bands. */ WebGLTileLayer.prototype.getSourceBandCount_ = function () { var max = Number.MAX_SAFE_INTEGER; var sources = this.getSources([-max, -max, max, max], max); return sources && sources.length && 'bandCount' in sources[0] ? sources[0].bandCount : 4; }; WebGLTileLayer.prototype.createRenderer = function () { var parsedStyle = parseStyle(this.style_, this.getSourceBandCount_()); return new WebGLTileLayerRenderer(this, { vertexShader: parsedStyle.vertexShader, fragmentShader: parsedStyle.fragmentShader, uniforms: parsedStyle.uniforms, cacheSize: this.cacheSize_, paletteTextures: parsedStyle.paletteTextures, }); }; /** * @param {import("../PluggableMap").FrameState} frameState Frame state. * @param {Array} sources Sources. * @return {HTMLElement} Canvas. */ WebGLTileLayer.prototype.renderSources = function (frameState, sources) { var layerRenderer = this.getRenderer(); var canvas; for (var i = 0, ii = sources.length; i < ii; ++i) { this.renderedSource_ = sources[i]; if (layerRenderer.prepareFrame(frameState)) { canvas = layerRenderer.renderFrame(frameState); } } return canvas; }; /** * @param {?import("../PluggableMap.js").FrameState} frameState Frame state. * @param {HTMLElement} target Target which the renderer may (but need not) use * for rendering its content. * @return {HTMLElement} The rendered element. */ WebGLTileLayer.prototype.render = function (frameState, target) { var _this = this; this.rendered = true; var viewState = frameState.viewState; var sources = this.getSources(frameState.extent, viewState.resolution); var ready = true; var _loop_2 = function (i, ii) { var source = sources[i]; var sourceState = source.getState(); if (sourceState == 'loading') { var onChange_1 = function () { if (source.getState() == 'ready') { source.removeEventListener('change', onChange_1); _this.changed(); } }; source.addEventListener('change', onChange_1); } ready = ready && sourceState == 'ready'; }; for (var i = 0, ii = sources.length; i < ii; ++i) { _loop_2(i, ii); } var canvas = this.renderSources(frameState, sources); if (this.getRenderer().renderComplete && ready) { // Fully rendered, done. this.renderedResolution_ = viewState.resolution; return canvas; } // Render sources from previously fully rendered frames if (this.renderedResolution_ > 0.5 * viewState.resolution) { var altSources = this.getSources(frameState.extent, this.renderedResolution_).filter(function (source) { return !sources.includes(source); }); if (altSources.length > 0) { return this.renderSources(frameState, altSources); } } return canvas; }; /** * Update the layer style. The `updateStyleVariables` function is a more efficient * way to update layer rendering. In cases where the whole style needs to be updated, * this method may be called instead. Note that calling this method will also replace * any previously set variables, so the new style also needs to include new variables, * if needed. * @param {Style} style The new style. */ WebGLTileLayer.prototype.setStyle = function (style) { this.styleVariables_ = style.variables || {}; this.style_ = style; var parsedStyle = parseStyle(this.style_, this.getSourceBandCount_()); var renderer = this.getRenderer(); renderer.reset({ vertexShader: parsedStyle.vertexShader, fragmentShader: parsedStyle.fragmentShader, uniforms: parsedStyle.uniforms, paletteTextures: parsedStyle.paletteTextures, }); this.changed(); }; /** * Update any variables used by the layer style and trigger a re-render. * @param {Object} variables Variables to update. * @api */ WebGLTileLayer.prototype.updateStyleVariables = function (variables) { assign(this.styleVariables_, variables); this.changed(); }; return WebGLTileLayer; }(BaseTileLayer)); /** * Clean up underlying WebGL resources. * @function * @api */ WebGLTileLayer.prototype.dispose; export default WebGLTileLayer; //# sourceMappingURL=WebGLTile.js.map