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coopgo/node_modules/ol/webgl/Helper.js
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JavaScript

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/webgl/Helper
*/
import ContextEventType from '../webgl/ContextEventType.js';
import Disposable from '../Disposable.js';
import WebGLPostProcessingPass from './PostProcessingPass.js';
import { FLOAT, UNSIGNED_BYTE, UNSIGNED_INT, UNSIGNED_SHORT, getContext, } from '../webgl.js';
import { clear } from '../obj.js';
import { compose as composeTransform, create as createTransform, reset as resetTransform, rotate as rotateTransform, scale as scaleTransform, } from '../transform.js';
import { create, fromTransform } from '../vec/mat4.js';
import { getUid } from '../util.js';
/**
* @typedef {Object} BufferCacheEntry
* @property {import("./Buffer.js").default} buffer Buffer.
* @property {WebGLBuffer} webGlBuffer WebGlBuffer.
*/
/**
* Shader types, either `FRAGMENT_SHADER` or `VERTEX_SHADER`.
* @enum {number}
*/
export var ShaderType = {
FRAGMENT_SHADER: 0x8b30,
VERTEX_SHADER: 0x8b31,
};
/**
* Uniform names used in the default shaders: `PROJECTION_MATRIX`, `OFFSET_SCALE_MATRIX`.
* and `OFFSET_ROTATION_MATRIX`.
* @enum {string}
*/
export var DefaultUniform = {
PROJECTION_MATRIX: 'u_projectionMatrix',
OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix',
OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix',
TIME: 'u_time',
ZOOM: 'u_zoom',
RESOLUTION: 'u_resolution',
};
/**
* Attribute types, either `UNSIGNED_BYTE`, `UNSIGNED_SHORT`, `UNSIGNED_INT` or `FLOAT`
* Note: an attribute stored in a `Float32Array` should be of type `FLOAT`.
* @enum {number}
*/
export var AttributeType = {
UNSIGNED_BYTE: UNSIGNED_BYTE,
UNSIGNED_SHORT: UNSIGNED_SHORT,
UNSIGNED_INT: UNSIGNED_INT,
FLOAT: FLOAT,
};
/**
* Description of an attribute in a buffer
* @typedef {Object} AttributeDescription
* @property {string} name Attribute name to use in shaders
* @property {number} size Number of components per attributes
* @property {AttributeType} [type] Attribute type, i.e. number of bytes used to store the value. This is
* determined by the class of typed array which the buffer uses (eg. `Float32Array` for a `FLOAT` attribute).
* Default is `FLOAT`.
*/
/**
* @typedef {number|Array<number>|HTMLCanvasElement|HTMLImageElement|ImageData|import("../transform").Transform} UniformLiteralValue
*/
/**
* Uniform value can be a number, array of numbers (2 to 4), canvas element or a callback returning
* one of the previous types.
* @typedef {UniformLiteralValue|function(import("../PluggableMap.js").FrameState):UniformLiteralValue} UniformValue
*/
/**
* @typedef {Object} PostProcessesOptions
* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
* the main canvas which will then be sampled up (useful for saving resource on blur steps).
* @property {string} [vertexShader] Vertex shader source
* @property {string} [fragmentShader] Fragment shader source
* @property {Object<string,UniformValue>} [uniforms] Uniform definitions for the post process step
*/
/**
* @typedef {Object} Options
* @property {Object<string,UniformValue>} [uniforms] Uniform definitions; property names must match the uniform
* names in the provided or default shaders.
* @property {Array<PostProcessesOptions>} [postProcesses] Post-processes definitions
* @property {string} [canvasCacheKey] The cache key for the canvas.
*/
/**
* @typedef {Object} UniformInternalDescription
* @property {string} name Name
* @property {UniformValue} [value] Value
* @property {WebGLTexture} [texture] Texture
* @private
*/
/**
* @typedef {Object} CanvasCacheItem
* @property {HTMLCanvasElement} canvas Canvas element.
* @property {number} users The count of users of this canvas.
*/
/**
* @type {Object<string,CanvasCacheItem>}
*/
var canvasCache = {};
/**
* @param {string} key The cache key for the canvas.
* @return {string} The shared cache key.
*/
function getSharedCanvasCacheKey(key) {
return 'shared/' + key;
}
var uniqueCanvasCacheKeyCount = 0;
/**
* @return {string} The unique cache key.
*/
function getUniqueCanvasCacheKey() {
var key = 'unique/' + uniqueCanvasCacheKeyCount;
uniqueCanvasCacheKeyCount += 1;
return key;
}
/**
* @param {string} key The cache key for the canvas.
* @return {HTMLCanvasElement} The canvas.
*/
function getCanvas(key) {
var cacheItem = canvasCache[key];
if (!cacheItem) {
var canvas = document.createElement('canvas');
canvas.style.position = 'absolute';
canvas.style.left = '0';
cacheItem = { users: 0, canvas: canvas };
canvasCache[key] = cacheItem;
}
cacheItem.users += 1;
return cacheItem.canvas;
}
/**
* @param {string} key The cache key for the canvas.
*/
function releaseCanvas(key) {
var cacheItem = canvasCache[key];
if (!cacheItem) {
return;
}
cacheItem.users -= 1;
if (cacheItem.users > 0) {
return;
}
var canvas = cacheItem.canvas;
var gl = getContext(canvas);
var extension = gl.getExtension('WEBGL_lose_context');
if (extension) {
extension.loseContext();
}
delete canvasCache[key];
}
/**
* @classdesc
* This class is intended to provide low-level functions related to WebGL rendering, so that accessing
* directly the WebGL API should not be required anymore.
*
* Several operations are handled by the `WebGLHelper` class:
*
* ### Define custom shaders and uniforms
*
* *Shaders* are low-level programs executed on the GPU and written in GLSL. There are two types of shaders:
*
* Vertex shaders are used to manipulate the position and attribute of *vertices* of rendered primitives (ie. corners of a square).
* Outputs are:
*
* * `gl_Position`: position of the vertex in screen space
*
* * Varyings usually prefixed with `v_` are passed on to the fragment shader
*
* Fragment shaders are used to control the actual color of the pixels drawn on screen. Their only output is `gl_FragColor`.
*
* Both shaders can take *uniforms* or *attributes* as input. Attributes are explained later. Uniforms are common, read-only values that
* can be changed at every frame and can be of type float, arrays of float or images.
*
* Shaders must be compiled and assembled into a program like so:
* ```js
* // here we simply create two shaders and assemble them in a program which is then used
* // for subsequent rendering calls
* const vertexShader = new WebGLVertex(VERTEX_SHADER);
* const fragmentShader = new WebGLFragment(FRAGMENT_SHADER);
* const program = this.context.getProgram(fragmentShader, vertexShader);
* helper.useProgram(this.program);
* ```
*
* Uniforms are defined using the `uniforms` option and can either be explicit values or callbacks taking the frame state as argument.
* You can also change their value along the way like so:
* ```js
* helper.setUniformFloatValue('u_value', valueAsNumber);
* ```
*
* ### Defining post processing passes
*
* *Post processing* describes the act of rendering primitives to a texture, and then rendering this texture to the final canvas
* while applying special effects in screen space.
* Typical uses are: blurring, color manipulation, depth of field, filtering...
*
* The `WebGLHelper` class offers the possibility to define post processes at creation time using the `postProcesses` option.
* A post process step accepts the following options:
*
* * `fragmentShader` and `vertexShader`: text literals in GLSL language that will be compiled and used in the post processing step.
* * `uniforms`: uniforms can be defined for the post processing steps just like for the main render.
* * `scaleRatio`: allows using an intermediate texture smaller or higher than the final canvas in the post processing step.
* This is typically used in blur steps to reduce the performance overhead by using an already downsampled texture as input.
*
* The {@link module:ol/webgl/PostProcessingPass~WebGLPostProcessingPass} class is used internally, refer to its documentation for more info.
*
* ### Binding WebGL buffers and flushing data into them
*
* Data that must be passed to the GPU has to be transferred using {@link module:ol/webgl/Buffer~WebGLArrayBuffer} objects.
* A buffer has to be created only once, but must be bound every time the buffer content will be used for rendering.
* This is done using {@link bindBuffer}.
* When the buffer's array content has changed, the new data has to be flushed to the GPU memory; this is done using
* {@link flushBufferData}. Note: this operation is expensive and should be done as infrequently as possible.
*
* When binding an array buffer, a `target` parameter must be given: it should be either {@link module:ol/webgl.ARRAY_BUFFER}
* (if the buffer contains vertices data) or {@link module:ol/webgl.ELEMENT_ARRAY_BUFFER} (if the buffer contains indices data).
*
* Examples below:
* ```js
* // at initialization phase
* const verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
* const indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
*
* // when array values have changed
* helper.flushBufferData(ARRAY_BUFFER, this.verticesBuffer);
* helper.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
*
* // at rendering phase
* helper.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
* helper.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
* ```
*
* ### Specifying attributes
*
* The GPU only receives the data as arrays of numbers. These numbers must be handled differently depending on what it describes (position, texture coordinate...).
* Attributes are used to specify these uses. Specify the attribute names with
* {@link module:ol/webgl/Helper~WebGLHelper#enableAttributes enableAttributes()} (see code snippet below).
*
* Please note that you will have to specify the type and offset of the attributes in the data array. You can refer to the documentation of [WebGLRenderingContext.vertexAttribPointer](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer) for more explanation.
* ```js
* // here we indicate that the data array has the following structure:
* // [posX, posY, offsetX, offsetY, texCoordU, texCoordV, posX, posY, ...]
* helper.enableAttributes([
* {
* name: 'a_position',
* size: 2
* },
* {
* name: 'a_offset',
* size: 2
* },
* {
* name: 'a_texCoord',
* size: 2
* }
* ])
* ```
*
* ### Rendering primitives
*
* Once all the steps above have been achieved, rendering primitives to the screen is done using {@link prepareDraw}, {@link drawElements} and {@link finalizeDraw}.
* ```js
* // frame preparation step
* helper.prepareDraw(frameState);
*
* // call this for every data array that has to be rendered on screen
* helper.drawElements(0, this.indicesBuffer.getArray().length);
*
* // finalize the rendering by applying post processes
* helper.finalizeDraw(frameState);
* ```
*
* For an example usage of this class, refer to {@link module:ol/renderer/webgl/PointsLayer~WebGLPointsLayerRenderer}.
*
* @api
*/
var WebGLHelper = /** @class */ (function (_super) {
__extends(WebGLHelper, _super);
/**
* @param {Options} [opt_options] Options.
*/
function WebGLHelper(opt_options) {
var _this = _super.call(this) || this;
var options = opt_options || {};
/** @private */
_this.boundHandleWebGLContextLost_ = _this.handleWebGLContextLost.bind(_this);
/** @private */
_this.boundHandleWebGLContextRestored_ =
_this.handleWebGLContextRestored.bind(_this);
/**
* @private
* @type {string}
*/
_this.canvasCacheKey_ = options.canvasCacheKey
? getSharedCanvasCacheKey(options.canvasCacheKey)
: getUniqueCanvasCacheKey();
/**
* @private
* @type {HTMLCanvasElement}
*/
_this.canvas_ = getCanvas(_this.canvasCacheKey_);
/**
* @private
* @type {WebGLRenderingContext}
*/
_this.gl_ = getContext(_this.canvas_);
/**
* @private
* @type {!Object<string, BufferCacheEntry>}
*/
_this.bufferCache_ = {};
/**
* @private
* @type {Object<string, Object>}
*/
_this.extensionCache_ = {};
/**
* @private
* @type {WebGLProgram}
*/
_this.currentProgram_ = null;
_this.canvas_.addEventListener(ContextEventType.LOST, _this.boundHandleWebGLContextLost_);
_this.canvas_.addEventListener(ContextEventType.RESTORED, _this.boundHandleWebGLContextRestored_);
/**
* @private
* @type {import("../transform.js").Transform}
*/
_this.offsetRotateMatrix_ = createTransform();
/**
* @private
* @type {import("../transform.js").Transform}
*/
_this.offsetScaleMatrix_ = createTransform();
/**
* @private
* @type {Array<number>}
*/
_this.tmpMat4_ = create();
/**
* @private
* @type {Object<string, WebGLUniformLocation>}
*/
_this.uniformLocations_ = {};
/**
* @private
* @type {Object<string, number>}
*/
_this.attribLocations_ = {};
/**
* Holds info about custom uniforms used in the post processing pass.
* If the uniform is a texture, the WebGL Texture object will be stored here.
* @type {Array<UniformInternalDescription>}
* @private
*/
_this.uniforms_ = [];
if (options.uniforms) {
_this.setUniforms(options.uniforms);
}
var gl = _this.getGL();
/**
* An array of PostProcessingPass objects is kept in this variable, built from the steps provided in the
* options. If no post process was given, a default one is used (so as not to have to make an exception to
* the frame buffer logic).
* @type {Array<WebGLPostProcessingPass>}
* @private
*/
_this.postProcessPasses_ = options.postProcesses
? options.postProcesses.map(function (options) {
return new WebGLPostProcessingPass({
webGlContext: gl,
scaleRatio: options.scaleRatio,
vertexShader: options.vertexShader,
fragmentShader: options.fragmentShader,
uniforms: options.uniforms,
});
})
: [new WebGLPostProcessingPass({ webGlContext: gl })];
/**
* @type {string|null}
* @private
*/
_this.shaderCompileErrors_ = null;
/**
* @type {number}
* @private
*/
_this.startTime_ = Date.now();
return _this;
}
/**
* @param {Object<string, UniformValue>} uniforms Uniform definitions.
*/
WebGLHelper.prototype.setUniforms = function (uniforms) {
this.uniforms_ = [];
for (var name_1 in uniforms) {
this.uniforms_.push({
name: name_1,
value: uniforms[name_1],
});
}
this.uniformLocations_ = {};
};
/**
* @param {string} canvasCacheKey The canvas cache key.
* @return {boolean} The provided key matches the one this helper was constructed with.
*/
WebGLHelper.prototype.canvasCacheKeyMatches = function (canvasCacheKey) {
return this.canvasCacheKey_ === getSharedCanvasCacheKey(canvasCacheKey);
};
/**
* Get a WebGL extension. If the extension is not supported, null is returned.
* Extensions are cached after they are enabled for the first time.
* @param {string} name The extension name.
* @return {Object|null} The extension or null if not supported.
*/
WebGLHelper.prototype.getExtension = function (name) {
if (name in this.extensionCache_) {
return this.extensionCache_[name];
}
var extension = this.gl_.getExtension(name);
this.extensionCache_[name] = extension;
return extension;
};
/**
* Just bind the buffer if it's in the cache. Otherwise create
* the WebGL buffer, bind it, populate it, and add an entry to
* the cache.
* @param {import("./Buffer").default} buffer Buffer.
* @api
*/
WebGLHelper.prototype.bindBuffer = function (buffer) {
var gl = this.getGL();
var bufferKey = getUid(buffer);
var bufferCache = this.bufferCache_[bufferKey];
if (!bufferCache) {
var webGlBuffer = gl.createBuffer();
bufferCache = {
buffer: buffer,
webGlBuffer: webGlBuffer,
};
this.bufferCache_[bufferKey] = bufferCache;
}
gl.bindBuffer(buffer.getType(), bufferCache.webGlBuffer);
};
/**
* Update the data contained in the buffer array; this is required for the
* new data to be rendered
* @param {import("./Buffer").default} buffer Buffer.
* @api
*/
WebGLHelper.prototype.flushBufferData = function (buffer) {
var gl = this.getGL();
this.bindBuffer(buffer);
gl.bufferData(buffer.getType(), buffer.getArray(), buffer.getUsage());
};
/**
* @param {import("./Buffer.js").default} buf Buffer.
*/
WebGLHelper.prototype.deleteBuffer = function (buf) {
var gl = this.getGL();
var bufferKey = getUid(buf);
var bufferCacheEntry = this.bufferCache_[bufferKey];
if (bufferCacheEntry && !gl.isContextLost()) {
gl.deleteBuffer(bufferCacheEntry.webGlBuffer);
}
delete this.bufferCache_[bufferKey];
};
/**
* Clean up.
*/
WebGLHelper.prototype.disposeInternal = function () {
this.canvas_.removeEventListener(ContextEventType.LOST, this.boundHandleWebGLContextLost_);
this.canvas_.removeEventListener(ContextEventType.RESTORED, this.boundHandleWebGLContextRestored_);
releaseCanvas(this.canvasCacheKey_);
delete this.gl_;
delete this.canvas_;
};
/**
* Clear the buffer & set the viewport to draw.
* Post process passes will be initialized here, the first one being bound as a render target for
* subsequent draw calls.
* @param {import("../PluggableMap.js").FrameState} frameState current frame state
* @param {boolean} [opt_disableAlphaBlend] If true, no alpha blending will happen.
* @api
*/
WebGLHelper.prototype.prepareDraw = function (frameState, opt_disableAlphaBlend) {
var gl = this.getGL();
var canvas = this.getCanvas();
var size = frameState.size;
var pixelRatio = frameState.pixelRatio;
canvas.width = size[0] * pixelRatio;
canvas.height = size[1] * pixelRatio;
canvas.style.width = size[0] + 'px';
canvas.style.height = size[1] + 'px';
gl.useProgram(this.currentProgram_);
// loop backwards in post processes list
for (var i = this.postProcessPasses_.length - 1; i >= 0; i--) {
this.postProcessPasses_[i].init(frameState);
}
gl.bindTexture(gl.TEXTURE_2D, null);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, opt_disableAlphaBlend ? gl.ZERO : gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(this.currentProgram_);
this.applyFrameState(frameState);
this.applyUniforms(frameState);
};
/**
* Clear the render target & bind it for future draw operations.
* This is similar to `prepareDraw`, only post processes will not be applied.
* Note: the whole viewport will be drawn to the render target, regardless of its size.
* @param {import("../PluggableMap.js").FrameState} frameState current frame state
* @param {import("./RenderTarget.js").default} renderTarget Render target to draw to
* @param {boolean} [opt_disableAlphaBlend] If true, no alpha blending will happen.
*/
WebGLHelper.prototype.prepareDrawToRenderTarget = function (frameState, renderTarget, opt_disableAlphaBlend) {
var gl = this.getGL();
var size = renderTarget.getSize();
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTarget.getFramebuffer());
gl.viewport(0, 0, size[0], size[1]);
gl.bindTexture(gl.TEXTURE_2D, renderTarget.getTexture());
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, opt_disableAlphaBlend ? gl.ZERO : gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(this.currentProgram_);
this.applyFrameState(frameState);
this.applyUniforms(frameState);
};
/**
* Execute a draw call based on the currently bound program, texture, buffers, attributes.
* @param {number} start Start index.
* @param {number} end End index.
* @api
*/
WebGLHelper.prototype.drawElements = function (start, end) {
var gl = this.getGL();
this.getExtension('OES_element_index_uint');
var elementType = gl.UNSIGNED_INT;
var elementSize = 4;
var numItems = end - start;
var offsetInBytes = start * elementSize;
gl.drawElements(gl.TRIANGLES, numItems, elementType, offsetInBytes);
};
/**
* Apply the successive post process passes which will eventually render to the actual canvas.
* @param {import("../PluggableMap.js").FrameState} frameState current frame state
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [preCompose] Called before composing.
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [postCompose] Called before composing.
*/
WebGLHelper.prototype.finalizeDraw = function (frameState, preCompose, postCompose) {
// apply post processes using the next one as target
for (var i = 0, ii = this.postProcessPasses_.length; i < ii; i++) {
if (i === ii - 1) {
this.postProcessPasses_[i].apply(frameState, null, preCompose, postCompose);
}
else {
this.postProcessPasses_[i].apply(frameState, this.postProcessPasses_[i + 1]);
}
}
};
/**
* @return {HTMLCanvasElement} Canvas.
* @api
*/
WebGLHelper.prototype.getCanvas = function () {
return this.canvas_;
};
/**
* Get the WebGL rendering context
* @return {WebGLRenderingContext} The rendering context.
* @api
*/
WebGLHelper.prototype.getGL = function () {
return this.gl_;
};
/**
* Sets the default matrix uniforms for a given frame state. This is called internally in `prepareDraw`.
* @param {import("../PluggableMap.js").FrameState} frameState Frame state.
*/
WebGLHelper.prototype.applyFrameState = function (frameState) {
var size = frameState.size;
var rotation = frameState.viewState.rotation;
var offsetScaleMatrix = resetTransform(this.offsetScaleMatrix_);
scaleTransform(offsetScaleMatrix, 2 / size[0], 2 / size[1]);
var offsetRotateMatrix = resetTransform(this.offsetRotateMatrix_);
if (rotation !== 0) {
rotateTransform(offsetRotateMatrix, -rotation);
}
this.setUniformMatrixValue(DefaultUniform.OFFSET_SCALE_MATRIX, fromTransform(this.tmpMat4_, offsetScaleMatrix));
this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix));
this.setUniformFloatValue(DefaultUniform.TIME, (Date.now() - this.startTime_) * 0.001);
this.setUniformFloatValue(DefaultUniform.ZOOM, frameState.viewState.zoom);
this.setUniformFloatValue(DefaultUniform.RESOLUTION, frameState.viewState.resolution);
};
/**
* Sets the custom uniforms based on what was given in the constructor. This is called internally in `prepareDraw`.
* @param {import("../PluggableMap.js").FrameState} frameState Frame state.
*/
WebGLHelper.prototype.applyUniforms = function (frameState) {
var gl = this.getGL();
var value;
var textureSlot = 0;
this.uniforms_.forEach(function (uniform) {
value =
typeof uniform.value === 'function'
? uniform.value(frameState)
: uniform.value;
// apply value based on type
if (value instanceof HTMLCanvasElement ||
value instanceof HTMLImageElement ||
value instanceof ImageData) {
// create a texture & put data
if (!uniform.texture) {
uniform.prevValue = undefined;
uniform.texture = gl.createTexture();
}
gl.activeTexture(gl["TEXTURE".concat(textureSlot)]);
gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
var imageReady = !(value instanceof HTMLImageElement) ||
/** @type {HTMLImageElement} */ (value).complete;
if (imageReady && uniform.prevValue !== value) {
uniform.prevValue = value;
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
}
// fill texture slots by increasing index
gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
}
else if (Array.isArray(value) && value.length === 6) {
this.setUniformMatrixValue(uniform.name, fromTransform(this.tmpMat4_, value));
}
else if (Array.isArray(value) && value.length <= 4) {
switch (value.length) {
case 2:
gl.uniform2f(this.getUniformLocation(uniform.name), value[0], value[1]);
return;
case 3:
gl.uniform3f(this.getUniformLocation(uniform.name), value[0], value[1], value[2]);
return;
case 4:
gl.uniform4f(this.getUniformLocation(uniform.name), value[0], value[1], value[2], value[3]);
return;
default:
return;
}
}
else if (typeof value === 'number') {
gl.uniform1f(this.getUniformLocation(uniform.name), value);
}
}.bind(this));
};
/**
* Use a program. If the program is already in use, this will return `false`.
* @param {WebGLProgram} program Program.
* @return {boolean} Changed.
* @api
*/
WebGLHelper.prototype.useProgram = function (program) {
if (program == this.currentProgram_) {
return false;
}
else {
var gl = this.getGL();
gl.useProgram(program);
this.currentProgram_ = program;
this.uniformLocations_ = {};
this.attribLocations_ = {};
return true;
}
};
/**
* Will attempt to compile a vertex or fragment shader based on source
* On error, the shader will be returned but
* `gl.getShaderParameter(shader, gl.COMPILE_STATUS)` will return `true`
* Use `gl.getShaderInfoLog(shader)` to have details
* @param {string} source Shader source
* @param {ShaderType} type VERTEX_SHADER or FRAGMENT_SHADER
* @return {WebGLShader} Shader object
*/
WebGLHelper.prototype.compileShader = function (source, type) {
var gl = this.getGL();
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
};
/**
* Create a program for a vertex and fragment shader. Throws if shader compilation fails.
* @param {string} fragmentShaderSource Fragment shader source.
* @param {string} vertexShaderSource Vertex shader source.
* @return {WebGLProgram} Program
* @api
*/
WebGLHelper.prototype.getProgram = function (fragmentShaderSource, vertexShaderSource) {
var gl = this.getGL();
var fragmentShader = this.compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);
var vertexShader = this.compileShader(vertexShaderSource, gl.VERTEX_SHADER);
var program = gl.createProgram();
gl.attachShader(program, fragmentShader);
gl.attachShader(program, vertexShader);
gl.linkProgram(program);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
var message = "Fragment shader compliation failed: ".concat(gl.getShaderInfoLog(fragmentShader));
throw new Error(message);
}
gl.deleteShader(fragmentShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
var message = "Vertex shader compilation failed: ".concat(gl.getShaderInfoLog(vertexShader));
throw new Error(message);
}
gl.deleteShader(vertexShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var message = "GL program linking failed: ".concat(gl.getShaderInfoLog(vertexShader));
throw new Error(message);
}
return program;
};
/**
* Will get the location from the shader or the cache
* @param {string} name Uniform name
* @return {WebGLUniformLocation} uniformLocation
* @api
*/
WebGLHelper.prototype.getUniformLocation = function (name) {
if (this.uniformLocations_[name] === undefined) {
this.uniformLocations_[name] = this.getGL().getUniformLocation(this.currentProgram_, name);
}
return this.uniformLocations_[name];
};
/**
* Will get the location from the shader or the cache
* @param {string} name Attribute name
* @return {number} attribLocation
* @api
*/
WebGLHelper.prototype.getAttributeLocation = function (name) {
if (this.attribLocations_[name] === undefined) {
this.attribLocations_[name] = this.getGL().getAttribLocation(this.currentProgram_, name);
}
return this.attribLocations_[name];
};
/**
* Modifies the given transform to apply the rotation/translation/scaling of the given frame state.
* The resulting transform can be used to convert world space coordinates to view coordinates.
* @param {import("../PluggableMap.js").FrameState} frameState Frame state.
* @param {import("../transform").Transform} transform Transform to update.
* @return {import("../transform").Transform} The updated transform object.
* @api
*/
WebGLHelper.prototype.makeProjectionTransform = function (frameState, transform) {
var size = frameState.size;
var rotation = frameState.viewState.rotation;
var resolution = frameState.viewState.resolution;
var center = frameState.viewState.center;
resetTransform(transform);
composeTransform(transform, 0, 0, 2 / (resolution * size[0]), 2 / (resolution * size[1]), -rotation, -center[0], -center[1]);
return transform;
};
/**
* Give a value for a standard float uniform
* @param {string} uniform Uniform name
* @param {number} value Value
* @api
*/
WebGLHelper.prototype.setUniformFloatValue = function (uniform, value) {
this.getGL().uniform1f(this.getUniformLocation(uniform), value);
};
/**
* Give a value for a vec4 uniform
* @param {string} uniform Uniform name
* @param {Array<number>} value Array of length 4.
*/
WebGLHelper.prototype.setUniformFloatVec4 = function (uniform, value) {
this.getGL().uniform4fv(this.getUniformLocation(uniform), value);
};
/**
* Give a value for a standard matrix4 uniform
* @param {string} uniform Uniform name
* @param {Array<number>} value Matrix value
* @api
*/
WebGLHelper.prototype.setUniformMatrixValue = function (uniform, value) {
this.getGL().uniformMatrix4fv(this.getUniformLocation(uniform), false, value);
};
/**
* Will set the currently bound buffer to an attribute of the shader program. Used by `#enableAttributes`
* internally.
* @param {string} attribName Attribute name
* @param {number} size Number of components per attributes
* @param {number} type UNSIGNED_INT, UNSIGNED_BYTE, UNSIGNED_SHORT or FLOAT
* @param {number} stride Stride in bytes (0 means attribs are packed)
* @param {number} offset Offset in bytes
* @private
*/
WebGLHelper.prototype.enableAttributeArray_ = function (attribName, size, type, stride, offset) {
var location = this.getAttributeLocation(attribName);
// the attribute has not been found in the shaders; do not enable it
if (location < 0) {
return;
}
this.getGL().enableVertexAttribArray(location);
this.getGL().vertexAttribPointer(location, size, type, false, stride, offset);
};
/**
* Will enable the following attributes to be read from the currently bound buffer,
* i.e. tell the GPU where to read the different attributes in the buffer. An error in the
* size/type/order of attributes will most likely break the rendering and throw a WebGL exception.
* @param {Array<AttributeDescription>} attributes Ordered list of attributes to read from the buffer
* @api
*/
WebGLHelper.prototype.enableAttributes = function (attributes) {
var stride = computeAttributesStride(attributes);
var offset = 0;
for (var i = 0; i < attributes.length; i++) {
var attr = attributes[i];
this.enableAttributeArray_(attr.name, attr.size, attr.type || FLOAT, stride, offset);
offset += attr.size * getByteSizeFromType(attr.type);
}
};
/**
* WebGL context was lost
* @private
*/
WebGLHelper.prototype.handleWebGLContextLost = function () {
clear(this.bufferCache_);
this.currentProgram_ = null;
};
/**
* WebGL context was restored
* @private
*/
WebGLHelper.prototype.handleWebGLContextRestored = function () { };
/**
* Will create or reuse a given webgl texture and apply the given size. If no image data
* specified, the texture will be empty, otherwise image data will be used and the `size`
* parameter will be ignored.
* Note: wrap parameters are set to clamp to edge, min filter is set to linear.
* @param {Array<number>} size Expected size of the texture
* @param {ImageData|HTMLImageElement|HTMLCanvasElement} [opt_data] Image data/object to bind to the texture
* @param {WebGLTexture} [opt_texture] Existing texture to reuse
* @return {WebGLTexture} The generated texture
* @api
*/
WebGLHelper.prototype.createTexture = function (size, opt_data, opt_texture) {
var gl = this.getGL();
var texture = opt_texture || gl.createTexture();
// set params & size
var level = 0;
var internalFormat = gl.RGBA;
var border = 0;
var format = gl.RGBA;
var type = gl.UNSIGNED_BYTE;
gl.bindTexture(gl.TEXTURE_2D, texture);
if (opt_data) {
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, format, type, opt_data);
}
else {
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, size[0], size[1], border, format, type, null);
}
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return texture;
};
return WebGLHelper;
}(Disposable));
/**
* Compute a stride in bytes based on a list of attributes
* @param {Array<AttributeDescription>} attributes Ordered list of attributes
* @return {number} Stride, ie amount of values for each vertex in the vertex buffer
* @api
*/
export function computeAttributesStride(attributes) {
var stride = 0;
for (var i = 0; i < attributes.length; i++) {
var attr = attributes[i];
stride += attr.size * getByteSizeFromType(attr.type);
}
return stride;
}
/**
* Computes the size in byte of an attribute type.
* @param {AttributeType} type Attribute type
* @return {number} The size in bytes
*/
function getByteSizeFromType(type) {
switch (type) {
case AttributeType.UNSIGNED_BYTE:
return Uint8Array.BYTES_PER_ELEMENT;
case AttributeType.UNSIGNED_SHORT:
return Uint16Array.BYTES_PER_ELEMENT;
case AttributeType.UNSIGNED_INT:
return Uint32Array.BYTES_PER_ELEMENT;
case AttributeType.FLOAT:
default:
return Float32Array.BYTES_PER_ELEMENT;
}
}
export default WebGLHelper;
//# sourceMappingURL=Helper.js.map