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coopgo/node_modules/ol/layer/WebGLTile.js
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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<string, (string|number)>} [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<SourceType>|function(import("../extent.js").Extent, number):Array<SourceType>} [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<string,import("../webgl/Helper.js").UniformValue>} uniforms Uniform definitions.
* @property {Array<import("../webgl/PaletteTexture.js").default>} 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<string,import("../webgl/Helper").UniformValue>} */
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<SourceType, WebGLTileLayerRenderer>
* @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<SourceType>|function(import("../extent.js").Extent, number):Array<SourceType>}
* @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<string, (string|number)>}
* @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<SourceType>} 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<SourceType>} 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<string, number>} 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