Files
coopgo/node_modules/ol/layer/WebGLPoints.js
sgauthier 6e64e138e2
All checks were successful
Publish To Prod / deploy_and_publish (push) Successful in 35s
planning
2024-10-14 09:15:30 +02:00

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