c8y-openlayer
Version:
This module is designed to help integrate Openlayer with Cumulocity IoT
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JavaScript
import _ol_ from '../../index.js';
import _ol_extent_ from '../../extent.js';
import _ol_obj_ from '../../obj.js';
import _ol_render_webgl_texturereplay_defaultshader_ from '../webgl/texturereplay/defaultshader.js';
import _ol_render_webgl_texturereplay_defaultshader_Locations_ from '../webgl/texturereplay/defaultshader/locations.js';
import _ol_render_webgl_Replay_ from '../webgl/replay.js';
import _ol_webgl_ from '../../webgl.js';
import _ol_webgl_Context_ from '../../webgl/context.js';
/**
* @constructor
* @abstract
* @extends {ol.render.webgl.Replay}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @struct
*/
var _ol_render_webgl_TextureReplay_ = function(tolerance, maxExtent) {
_ol_render_webgl_Replay_.call(this, tolerance, maxExtent);
/**
* @type {number|undefined}
* @protected
*/
this.anchorX = undefined;
/**
* @type {number|undefined}
* @protected
*/
this.anchorY = undefined;
/**
* @type {Array.<number>}
* @protected
*/
this.groupIndices = [];
/**
* @type {Array.<number>}
* @protected
*/
this.hitDetectionGroupIndices = [];
/**
* @type {number|undefined}
* @protected
*/
this.height = undefined;
/**
* @type {number|undefined}
* @protected
*/
this.imageHeight = undefined;
/**
* @type {number|undefined}
* @protected
*/
this.imageWidth = undefined;
/**
* @protected
* @type {ol.render.webgl.texturereplay.defaultshader.Locations}
*/
this.defaultLocations = null;
/**
* @protected
* @type {number|undefined}
*/
this.opacity = undefined;
/**
* @type {number|undefined}
* @protected
*/
this.originX = undefined;
/**
* @type {number|undefined}
* @protected
*/
this.originY = undefined;
/**
* @protected
* @type {boolean|undefined}
*/
this.rotateWithView = undefined;
/**
* @protected
* @type {number|undefined}
*/
this.rotation = undefined;
/**
* @protected
* @type {number|undefined}
*/
this.scale = undefined;
/**
* @type {number|undefined}
* @protected
*/
this.width = undefined;
};
_ol_.inherits(_ol_render_webgl_TextureReplay_, _ol_render_webgl_Replay_);
/**
* @inheritDoc
*/
_ol_render_webgl_TextureReplay_.prototype.getDeleteResourcesFunction = function(context) {
var verticesBuffer = this.verticesBuffer;
var indicesBuffer = this.indicesBuffer;
var textures = this.getTextures(true);
var gl = context.getGL();
return function() {
if (!gl.isContextLost()) {
var i, ii;
for (i = 0, ii = textures.length; i < ii; ++i) {
gl.deleteTexture(textures[i]);
}
}
context.deleteBuffer(verticesBuffer);
context.deleteBuffer(indicesBuffer);
};
};
/**
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
* @return {number} My end.
* @protected
*/
_ol_render_webgl_TextureReplay_.prototype.drawCoordinates = function(flatCoordinates, offset, end, stride) {
var anchorX = /** @type {number} */ (this.anchorX);
var anchorY = /** @type {number} */ (this.anchorY);
var height = /** @type {number} */ (this.height);
var imageHeight = /** @type {number} */ (this.imageHeight);
var imageWidth = /** @type {number} */ (this.imageWidth);
var opacity = /** @type {number} */ (this.opacity);
var originX = /** @type {number} */ (this.originX);
var originY = /** @type {number} */ (this.originY);
var rotateWithView = this.rotateWithView ? 1.0 : 0.0;
// this.rotation_ is anti-clockwise, but rotation is clockwise
var rotation = /** @type {number} */ (-this.rotation);
var scale = /** @type {number} */ (this.scale);
var width = /** @type {number} */ (this.width);
var cos = Math.cos(rotation);
var sin = Math.sin(rotation);
var numIndices = this.indices.length;
var numVertices = this.vertices.length;
var i, n, offsetX, offsetY, x, y;
for (i = offset; i < end; i += stride) {
x = flatCoordinates[i] - this.origin[0];
y = flatCoordinates[i + 1] - this.origin[1];
// There are 4 vertices per [x, y] point, one for each corner of the
// rectangle we're going to draw. We'd use 1 vertex per [x, y] point if
// WebGL supported Geometry Shaders (which can emit new vertices), but that
// is not currently the case.
//
// And each vertex includes 8 values: the x and y coordinates, the x and
// y offsets used to calculate the position of the corner, the u and
// v texture coordinates for the corner, the opacity, and whether the
// the image should be rotated with the view (rotateWithView).
n = numVertices / 8;
// bottom-left corner
offsetX = -scale * anchorX;
offsetY = -scale * (height - anchorY);
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = originX / imageWidth;
this.vertices[numVertices++] = (originY + height) / imageHeight;
this.vertices[numVertices++] = opacity;
this.vertices[numVertices++] = rotateWithView;
// bottom-right corner
offsetX = scale * (width - anchorX);
offsetY = -scale * (height - anchorY);
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = (originX + width) / imageWidth;
this.vertices[numVertices++] = (originY + height) / imageHeight;
this.vertices[numVertices++] = opacity;
this.vertices[numVertices++] = rotateWithView;
// top-right corner
offsetX = scale * (width - anchorX);
offsetY = scale * anchorY;
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = (originX + width) / imageWidth;
this.vertices[numVertices++] = originY / imageHeight;
this.vertices[numVertices++] = opacity;
this.vertices[numVertices++] = rotateWithView;
// top-left corner
offsetX = -scale * anchorX;
offsetY = scale * anchorY;
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = originX / imageWidth;
this.vertices[numVertices++] = originY / imageHeight;
this.vertices[numVertices++] = opacity;
this.vertices[numVertices++] = rotateWithView;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n + 3;
}
return numVertices;
};
/**
* @protected
* @param {Array.<WebGLTexture>} textures Textures.
* @param {Array.<HTMLCanvasElement|HTMLImageElement|HTMLVideoElement>} images
* Images.
* @param {Object.<string, WebGLTexture>} texturePerImage Texture cache.
* @param {WebGLRenderingContext} gl Gl.
*/
_ol_render_webgl_TextureReplay_.prototype.createTextures = function(textures, images, texturePerImage, gl) {
var texture, image, uid, i;
var ii = images.length;
for (i = 0; i < ii; ++i) {
image = images[i];
uid = _ol_.getUid(image).toString();
if (uid in texturePerImage) {
texture = texturePerImage[uid];
} else {
texture = _ol_webgl_Context_.createTexture(
gl, image, _ol_webgl_.CLAMP_TO_EDGE, _ol_webgl_.CLAMP_TO_EDGE);
texturePerImage[uid] = texture;
}
textures[i] = texture;
}
};
/**
* @inheritDoc
*/
_ol_render_webgl_TextureReplay_.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
var fragmentShader = _ol_render_webgl_texturereplay_defaultshader_.fragment;
var vertexShader = _ol_render_webgl_texturereplay_defaultshader_.vertex;
var program = context.getProgram(fragmentShader, vertexShader);
// get the locations
var locations;
if (!this.defaultLocations) {
locations = new _ol_render_webgl_texturereplay_defaultshader_Locations_(gl, program);
this.defaultLocations = locations;
} else {
locations = this.defaultLocations;
}
// use the program (FIXME: use the return value)
context.useProgram(program);
// enable the vertex attrib arrays
gl.enableVertexAttribArray(locations.a_position);
gl.vertexAttribPointer(locations.a_position, 2, _ol_webgl_.FLOAT,
false, 32, 0);
gl.enableVertexAttribArray(locations.a_offsets);
gl.vertexAttribPointer(locations.a_offsets, 2, _ol_webgl_.FLOAT,
false, 32, 8);
gl.enableVertexAttribArray(locations.a_texCoord);
gl.vertexAttribPointer(locations.a_texCoord, 2, _ol_webgl_.FLOAT,
false, 32, 16);
gl.enableVertexAttribArray(locations.a_opacity);
gl.vertexAttribPointer(locations.a_opacity, 1, _ol_webgl_.FLOAT,
false, 32, 24);
gl.enableVertexAttribArray(locations.a_rotateWithView);
gl.vertexAttribPointer(locations.a_rotateWithView, 1, _ol_webgl_.FLOAT,
false, 32, 28);
return locations;
};
/**
* @inheritDoc
*/
_ol_render_webgl_TextureReplay_.prototype.shutDownProgram = function(gl, locations) {
gl.disableVertexAttribArray(locations.a_position);
gl.disableVertexAttribArray(locations.a_offsets);
gl.disableVertexAttribArray(locations.a_texCoord);
gl.disableVertexAttribArray(locations.a_opacity);
gl.disableVertexAttribArray(locations.a_rotateWithView);
};
/**
* @inheritDoc
*/
_ol_render_webgl_TextureReplay_.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {
var textures = hitDetection ? this.getHitDetectionTextures() : this.getTextures();
var groupIndices = hitDetection ? this.hitDetectionGroupIndices : this.groupIndices;
if (!_ol_obj_.isEmpty(skippedFeaturesHash)) {
this.drawReplaySkipping(
gl, context, skippedFeaturesHash, textures, groupIndices);
} else {
var i, ii, start;
for (i = 0, ii = textures.length, start = 0; i < ii; ++i) {
gl.bindTexture(_ol_webgl_.TEXTURE_2D, textures[i]);
var end = groupIndices[i];
this.drawElements(gl, context, start, end);
start = end;
}
}
};
/**
* Draw the replay while paying attention to skipped features.
*
* This functions creates groups of features that can be drawn to together,
* so that the number of `drawElements` calls is minimized.
*
* For example given the following texture groups:
*
* Group 1: A B C
* Group 2: D [E] F G
*
* If feature E should be skipped, the following `drawElements` calls will be
* made:
*
* drawElements with feature A, B and C
* drawElements with feature D
* drawElements with feature F and G
*
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {Array.<WebGLTexture>} textures Textures.
* @param {Array.<number>} groupIndices Texture group indices.
*/
_ol_render_webgl_TextureReplay_.prototype.drawReplaySkipping = function(gl, context, skippedFeaturesHash, textures,
groupIndices) {
var featureIndex = 0;
var i, ii;
for (i = 0, ii = textures.length; i < ii; ++i) {
gl.bindTexture(_ol_webgl_.TEXTURE_2D, textures[i]);
var groupStart = (i > 0) ? groupIndices[i - 1] : 0;
var groupEnd = groupIndices[i];
var start = groupStart;
var end = groupStart;
while (featureIndex < this.startIndices.length &&
this.startIndices[featureIndex] <= groupEnd) {
var feature = this.startIndicesFeature[featureIndex];
var featureUid = _ol_.getUid(feature).toString();
if (skippedFeaturesHash[featureUid] !== undefined) {
// feature should be skipped
if (start !== end) {
// draw the features so far
this.drawElements(gl, context, start, end);
}
// continue with the next feature
start = (featureIndex === this.startIndices.length - 1) ?
groupEnd : this.startIndices[featureIndex + 1];
end = start;
} else {
// the feature is not skipped, augment the end index
end = (featureIndex === this.startIndices.length - 1) ?
groupEnd : this.startIndices[featureIndex + 1];
}
featureIndex++;
}
if (start !== end) {
// draw the remaining features (in case there was no skipped feature
// in this texture group, all features of a group are drawn together)
this.drawElements(gl, context, start, end);
}
}
};
/**
* @inheritDoc
*/
_ol_render_webgl_TextureReplay_.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash,
featureCallback, opt_hitExtent) {
var i, groupStart, start, end, feature, featureUid;
var featureIndex = this.startIndices.length - 1;
var hitDetectionTextures = this.getHitDetectionTextures();
for (i = hitDetectionTextures.length - 1; i >= 0; --i) {
gl.bindTexture(_ol_webgl_.TEXTURE_2D, hitDetectionTextures[i]);
groupStart = (i > 0) ? this.hitDetectionGroupIndices[i - 1] : 0;
end = this.hitDetectionGroupIndices[i];
// draw all features for this texture group
while (featureIndex >= 0 &&
this.startIndices[featureIndex] >= groupStart) {
start = this.startIndices[featureIndex];
feature = this.startIndicesFeature[featureIndex];
featureUid = _ol_.getUid(feature).toString();
if (skippedFeaturesHash[featureUid] === undefined &&
feature.getGeometry() &&
(opt_hitExtent === undefined || _ol_extent_.intersects(
/** @type {Array<number>} */ (opt_hitExtent),
feature.getGeometry().getExtent()))) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawElements(gl, context, start, end);
var result = featureCallback(feature);
if (result) {
return result;
}
}
end = start;
featureIndex--;
}
}
return undefined;
};
/**
* @inheritDoc
*/
_ol_render_webgl_TextureReplay_.prototype.finish = function(context) {
this.anchorX = undefined;
this.anchorY = undefined;
this.height = undefined;
this.imageHeight = undefined;
this.imageWidth = undefined;
this.indices = null;
this.opacity = undefined;
this.originX = undefined;
this.originY = undefined;
this.rotateWithView = undefined;
this.rotation = undefined;
this.scale = undefined;
this.vertices = null;
this.width = undefined;
};
/**
* @abstract
* @protected
* @param {boolean=} opt_all Return hit detection textures with regular ones.
* @returns {Array.<WebGLTexture>} Textures.
*/
_ol_render_webgl_TextureReplay_.prototype.getTextures = function(opt_all) {};
/**
* @abstract
* @protected
* @returns {Array.<WebGLTexture>} Textures.
*/
_ol_render_webgl_TextureReplay_.prototype.getHitDetectionTextures = function() {};
export default _ol_render_webgl_TextureReplay_;