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390 lines
20 KiB
JavaScript
390 lines
20 KiB
JavaScript
var __extends = (this && this.__extends) || (function () {
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var extendStatics = function (d, b) {
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extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
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return extendStatics(d, b);
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};
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return function (d, b) {
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if (typeof b !== "function" && b !== null)
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throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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/**
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* @module ol/layer/WebGLTile
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*/
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import BaseTileLayer from './BaseTile.js';
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import LayerProperty from '../layer/Property.js';
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import WebGLTileLayerRenderer, { Attributes, Uniforms, } from '../renderer/webgl/TileLayer.js';
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import { PALETTE_TEXTURE_ARRAY, ValueTypes, expressionToGlsl, getStringNumberEquivalent, uniformNameForVariable, } from '../style/expressions.js';
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import { assign } from '../obj.js';
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/**
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* @typedef {import("../source/DataTile.js").default|import("../source/TileImage.js").default} SourceType
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*/
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/**
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* @typedef {Object} Style
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* Translates tile data to rendered pixels.
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*
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* @property {Object<string, (string|number)>} [variables] Style variables. Each variable must hold a number or string. These
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* variables can be used in the `color`, `brightness`, `contrast`, `exposure`, `saturation` and `gamma`
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* {@link import("../style/expressions.js").ExpressionValue expressions}, using the `['var', 'varName']` operator.
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* To update style variables, use the {@link import("./WebGLTile.js").default#updateStyleVariables} method.
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* @property {import("../style/expressions.js").ExpressionValue} [color] An expression applied to color values.
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* @property {import("../style/expressions.js").ExpressionValue} [brightness=0] Value used to decrease or increase
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* the layer brightness. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [contrast=0] Value used to decrease or increase
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* the layer contrast. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [exposure=0] Value used to decrease or increase
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* the layer exposure. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [saturation=0] Value used to decrease or increase
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* the layer saturation. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [gamma=1] Apply a gamma correction to the layer.
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* Values range from 0 to infinity.
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*/
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/**
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* @typedef {Object} Options
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* @property {Style} [style] Style to apply to the layer.
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* @property {string} [className='ol-layer'] A CSS class name to set to the layer element.
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* @property {number} [opacity=1] Opacity (0, 1).
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* @property {boolean} [visible=true] Visibility.
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* @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be
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* rendered outside of this extent.
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* @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers
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* will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed
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* for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()`
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* method was used.
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* @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be
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* visible.
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* @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will
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* be visible.
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* @property {number} [minZoom] The minimum view zoom level (exclusive) above which this layer will be
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* visible.
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* @property {number} [maxZoom] The maximum view zoom level (inclusive) at which this layer will
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* be visible.
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* @property {number} [preload=0] Preload. Load low-resolution tiles up to `preload` levels. `0`
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* means no preloading.
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* @property {SourceType} [source] Source for this layer.
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* @property {Array<SourceType>|function(import("../extent.js").Extent, number):Array<SourceType>} [sources] Array
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* of sources for this layer. Takes precedence over `source`. Can either be an array of sources, or a function that
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* expects an extent and a resolution (in view projection units per pixel) and returns an array of sources. See
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* {@link module:ol/source.sourcesFromTileGrid} for a helper function to generate sources that are organized in a
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* pyramid following the same pattern as a tile grid. **Note:** All sources must have the same band count and content.
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* @property {import("../PluggableMap.js").default} [map] Sets the layer as overlay on a map. The map will not manage
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* this layer in its layers collection, and the layer will be rendered on top. This is useful for
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* temporary layers. The standard way to add a layer to a map and have it managed by the map is to
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* use {@link module:ol/Map~Map#addLayer}.
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* @property {boolean} [useInterimTilesOnError=true] Use interim tiles on error.
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* @property {number} [cacheSize=512] The internal texture cache size. This needs to be large enough to render
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* two zoom levels worth of tiles.
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*/
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/**
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* @typedef {Object} ParsedStyle
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* @property {string} vertexShader The vertex shader.
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* @property {string} fragmentShader The fragment shader.
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* @property {Object<string,import("../webgl/Helper.js").UniformValue>} uniforms Uniform definitions.
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* @property {Array<import("../webgl/PaletteTexture.js").default>} paletteTextures Palette textures.
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*/
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/**
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* @param {Style} style The layer style.
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* @param {number} [bandCount] The number of bands.
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* @return {ParsedStyle} Shaders and uniforms generated from the style.
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*/
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function parseStyle(style, bandCount) {
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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 ");
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/**
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* @type {import("../style/expressions.js").ParsingContext}
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*/
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var context = {
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inFragmentShader: true,
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variables: [],
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attributes: [],
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stringLiteralsMap: {},
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functions: {},
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bandCount: bandCount,
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};
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var pipeline = [];
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if (style.color !== undefined) {
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var color = expressionToGlsl(context, style.color, ValueTypes.COLOR);
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pipeline.push("color = ".concat(color, ";"));
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}
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if (style.contrast !== undefined) {
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var contrast = expressionToGlsl(context, style.contrast, ValueTypes.NUMBER);
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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));"));
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}
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if (style.exposure !== undefined) {
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var exposure = expressionToGlsl(context, style.exposure, ValueTypes.NUMBER);
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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));"));
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}
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if (style.saturation !== undefined) {
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var saturation = expressionToGlsl(context, style.saturation, ValueTypes.NUMBER);
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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 "));
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}
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if (style.gamma !== undefined) {
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var gamma = expressionToGlsl(context, style.gamma, ValueTypes.NUMBER);
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pipeline.push("color.rgb = pow(color.rgb, vec3(1.0 / ".concat(gamma, "));"));
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}
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if (style.brightness !== undefined) {
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var brightness = expressionToGlsl(context, style.brightness, ValueTypes.NUMBER);
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pipeline.push("color.rgb = clamp(color.rgb + ".concat(brightness, ", vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));"));
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}
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/** @type {Object<string,import("../webgl/Helper").UniformValue>} */
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var uniforms = {};
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var numVariables = context.variables.length;
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if (numVariables > 1 && !style.variables) {
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throw new Error("Missing variables in style (expected ".concat(context.variables, ")"));
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}
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var _loop_1 = function (i) {
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var variableName = context.variables[i];
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if (!(variableName in style.variables)) {
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throw new Error("Missing '".concat(variableName, "' in style variables"));
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}
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var uniformName = uniformNameForVariable(variableName);
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uniforms[uniformName] = function () {
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var value = style.variables[variableName];
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if (typeof value === 'string') {
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value = getStringNumberEquivalent(context, value);
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}
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return value !== undefined ? value : -9999999; // to avoid matching with the first string literal
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};
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};
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for (var i = 0; i < numVariables; ++i) {
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_loop_1(i);
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}
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var uniformDeclarations = Object.keys(uniforms).map(function (name) {
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return "uniform float ".concat(name, ";");
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});
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var textureCount = Math.ceil(bandCount / 4);
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uniformDeclarations.push("uniform sampler2D ".concat(Uniforms.TILE_TEXTURE_ARRAY, "[").concat(textureCount, "];"));
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if (context.paletteTextures) {
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uniformDeclarations.push("uniform sampler2D ".concat(PALETTE_TEXTURE_ARRAY, "[").concat(context.paletteTextures.length, "];"));
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}
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var functionDefintions = Object.keys(context.functions).map(function (name) {
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return context.functions[name];
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});
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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 }");
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return {
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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uniforms: uniforms,
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paletteTextures: context.paletteTextures,
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};
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}
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/**
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* @classdesc
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* For layer sources that provide pre-rendered, tiled images in grids that are
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* organized by zoom levels for specific resolutions.
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* Note that any property set in the options is set as a {@link module:ol/Object~BaseObject}
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* property on the layer object; for example, setting `title: 'My Title'` in the
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* options means that `title` is observable, and has get/set accessors.
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*
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* @extends BaseTileLayer<SourceType, WebGLTileLayerRenderer>
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* @fires import("../render/Event.js").RenderEvent
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* @api
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*/
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var WebGLTileLayer = /** @class */ (function (_super) {
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__extends(WebGLTileLayer, _super);
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/**
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* @param {Options} opt_options Tile layer options.
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*/
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function WebGLTileLayer(opt_options) {
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var _this = this;
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var options = opt_options ? assign({}, opt_options) : {};
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var style = options.style || {};
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delete options.style;
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var cacheSize = options.cacheSize;
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delete options.cacheSize;
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_this = _super.call(this, options) || this;
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/**
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* @type {Array<SourceType>|function(import("../extent.js").Extent, number):Array<SourceType>}
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* @private
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*/
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_this.sources_ = options.sources;
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/**
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* @type {SourceType|null}
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* @private
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*/
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_this.renderedSource_ = null;
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/**
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* @type {number}
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* @private
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*/
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_this.renderedResolution_ = NaN;
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/**
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* @type {Style}
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* @private
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*/
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_this.style_ = style;
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/**
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* @type {number}
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* @private
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*/
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_this.cacheSize_ = cacheSize;
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/**
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* @type {Object<string, (string|number)>}
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* @private
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*/
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_this.styleVariables_ = _this.style_.variables || {};
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_this.addChangeListener(LayerProperty.SOURCE, _this.handleSourceUpdate_);
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return _this;
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}
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/**
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* Gets the sources for this layer, for a given extent and resolution.
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* @param {import("../extent.js").Extent} extent Extent.
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* @param {number} resolution Resolution.
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* @return {Array<SourceType>} Sources.
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*/
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WebGLTileLayer.prototype.getSources = function (extent, resolution) {
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var source = this.getSource();
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return this.sources_
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? typeof this.sources_ === 'function'
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? this.sources_(extent, resolution)
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: this.sources_
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: source
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? [source]
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: [];
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};
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/**
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* @return {SourceType} The source being rendered.
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*/
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WebGLTileLayer.prototype.getRenderSource = function () {
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return this.renderedSource_ || this.getSource();
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};
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/**
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* @return {import("../source/Source.js").State} Source state.
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*/
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WebGLTileLayer.prototype.getSourceState = function () {
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var source = this.getRenderSource();
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return source ? source.getState() : 'undefined';
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};
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/**
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* @private
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*/
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WebGLTileLayer.prototype.handleSourceUpdate_ = function () {
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if (this.getSource()) {
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this.setStyle(this.style_);
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}
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};
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/**
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* @private
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* @return {number} The number of source bands.
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*/
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WebGLTileLayer.prototype.getSourceBandCount_ = function () {
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var max = Number.MAX_SAFE_INTEGER;
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var sources = this.getSources([-max, -max, max, max], max);
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return sources && sources.length && 'bandCount' in sources[0]
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? sources[0].bandCount
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: 4;
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};
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WebGLTileLayer.prototype.createRenderer = function () {
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var parsedStyle = parseStyle(this.style_, this.getSourceBandCount_());
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return new WebGLTileLayerRenderer(this, {
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vertexShader: parsedStyle.vertexShader,
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fragmentShader: parsedStyle.fragmentShader,
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uniforms: parsedStyle.uniforms,
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cacheSize: this.cacheSize_,
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paletteTextures: parsedStyle.paletteTextures,
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});
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};
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/**
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* @param {import("../PluggableMap").FrameState} frameState Frame state.
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* @param {Array<SourceType>} sources Sources.
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* @return {HTMLElement} Canvas.
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*/
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WebGLTileLayer.prototype.renderSources = function (frameState, sources) {
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var layerRenderer = this.getRenderer();
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var canvas;
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for (var i = 0, ii = sources.length; i < ii; ++i) {
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this.renderedSource_ = sources[i];
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if (layerRenderer.prepareFrame(frameState)) {
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canvas = layerRenderer.renderFrame(frameState);
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}
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}
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return canvas;
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};
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/**
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* @param {?import("../PluggableMap.js").FrameState} frameState Frame state.
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* @param {HTMLElement} target Target which the renderer may (but need not) use
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* for rendering its content.
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* @return {HTMLElement} The rendered element.
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*/
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WebGLTileLayer.prototype.render = function (frameState, target) {
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var _this = this;
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this.rendered = true;
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var viewState = frameState.viewState;
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var sources = this.getSources(frameState.extent, viewState.resolution);
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var ready = true;
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var _loop_2 = function (i, ii) {
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var source = sources[i];
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var sourceState = source.getState();
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if (sourceState == 'loading') {
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var onChange_1 = function () {
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if (source.getState() == 'ready') {
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source.removeEventListener('change', onChange_1);
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_this.changed();
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}
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};
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source.addEventListener('change', onChange_1);
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}
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ready = ready && sourceState == 'ready';
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};
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for (var i = 0, ii = sources.length; i < ii; ++i) {
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_loop_2(i, ii);
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}
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var canvas = this.renderSources(frameState, sources);
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if (this.getRenderer().renderComplete && ready) {
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// Fully rendered, done.
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this.renderedResolution_ = viewState.resolution;
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return canvas;
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}
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// Render sources from previously fully rendered frames
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if (this.renderedResolution_ > 0.5 * viewState.resolution) {
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var altSources = this.getSources(frameState.extent, this.renderedResolution_).filter(function (source) { return !sources.includes(source); });
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if (altSources.length > 0) {
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return this.renderSources(frameState, altSources);
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}
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}
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return canvas;
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};
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/**
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* Update the layer style. The `updateStyleVariables` function is a more efficient
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* way to update layer rendering. In cases where the whole style needs to be updated,
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* this method may be called instead. Note that calling this method will also replace
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* any previously set variables, so the new style also needs to include new variables,
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* if needed.
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* @param {Style} style The new style.
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*/
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WebGLTileLayer.prototype.setStyle = function (style) {
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this.styleVariables_ = style.variables || {};
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this.style_ = style;
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var parsedStyle = parseStyle(this.style_, this.getSourceBandCount_());
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var renderer = this.getRenderer();
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renderer.reset({
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vertexShader: parsedStyle.vertexShader,
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fragmentShader: parsedStyle.fragmentShader,
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uniforms: parsedStyle.uniforms,
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paletteTextures: parsedStyle.paletteTextures,
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});
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this.changed();
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};
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/**
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* Update any variables used by the layer style and trigger a re-render.
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* @param {Object<string, number>} variables Variables to update.
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* @api
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*/
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WebGLTileLayer.prototype.updateStyleVariables = function (variables) {
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assign(this.styleVariables_, variables);
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this.changed();
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};
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return WebGLTileLayer;
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}(BaseTileLayer));
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/**
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* Clean up underlying WebGL resources.
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* @function
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* @api
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*/
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WebGLTileLayer.prototype.dispose;
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export default WebGLTileLayer;
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//# sourceMappingURL=WebGLTile.js.map
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