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OpenLayers mapping library
326 lines • 12 kB
TypeScript
/**
* Names of attributes made available to the vertex shader.
* Please note: changing these *will* break custom shaders!
*/
export type Attributes = string;
export namespace Attributes {
let POSITION: string;
let INDEX: string;
let SEGMENT_START: string;
let SEGMENT_END: string;
let MEASURE_START: string;
let MEASURE_END: string;
let PARAMETERS: string;
let JOIN_ANGLES: string;
let DISTANCE: string;
}
export default VectorStyleRenderer;
/**
* A description of a custom attribute to be passed on to the GPU, with a value different
* for each feature.
*/
export type AttributeDefinition = {
/**
* Amount of numerical values composing the attribute, either 1, 2, 3 or 4; in case size is > 1, the return value
* of the callback should be an array; if unspecified, assumed to be a single float value
*/
size?: number | undefined;
/**
* This callback computes the numerical value of the
* attribute for a given feature.
*/
callback: (this: import("./MixedGeometryBatch.js").GeometryBatchItem, arg1: import("../../Feature").FeatureLike) => number | Array<number>;
};
export type AttributeDefinitions = {
[x: string]: AttributeDefinition;
};
export type UniformDefinitions = {
[x: string]: import("../../webgl/Helper.js").UniformValue;
};
export type WebGLBuffers = {
/**
* Array containing indices and vertices buffers for polygons
*/
polygonBuffers: Array<WebGLArrayBuffer>;
/**
* Array containing indices and vertices buffers for line strings
*/
lineStringBuffers: Array<WebGLArrayBuffer>;
/**
* Array containing indices and vertices buffers for points
*/
pointBuffers: Array<WebGLArrayBuffer>;
/**
* Inverse of the transform applied when generating buffers
*/
invertVerticesTransform: import("../../transform.js").Transform;
};
export type RenderInstructions = {
/**
* Polygon instructions; null if nothing to render
*/
polygonInstructions: Float32Array | null;
/**
* LineString instructions; null if nothing to render
*/
lineStringInstructions: Float32Array | null;
/**
* Point instructions; null if nothing to render
*/
pointInstructions: Float32Array | null;
};
/**
* An object containing both shaders (vertex and fragment)
*/
export type ShaderProgram = {
/**
* Vertex shader source
*/
vertex: string;
/**
* Fragment shader source
*/
fragment: string;
};
export type AsShaders = {
/**
* Shader builder with the appropriate presets.
*/
builder: import("../../webgl/ShaderBuilder.js").ShaderBuilder;
/**
* Custom attributes made available in the vertex shaders.
* Default shaders rely on the attributes in {@link Attributes}.
*/
attributes?: {
[x: string]: AttributeDefinition;
} | undefined;
/**
* Additional uniforms usable in shaders.
*/
uniforms?: {
[x: string]: import("../../webgl/Helper.js").UniformValue;
} | undefined;
};
export type AsRule = {
/**
* Style
*/
style: import("../../style/flat.js").FlatStyle;
/**
* Filter
*/
filter?: import("../../expr/expression.js").EncodedExpression | undefined;
};
export type VectorStyle = AsRule | AsShaders;
/**
* @typedef {Object} AttributeDefinition A description of a custom attribute to be passed on to the GPU, with a value different
* for each feature.
* @property {number} [size] Amount of numerical values composing the attribute, either 1, 2, 3 or 4; in case size is > 1, the return value
* of the callback should be an array; if unspecified, assumed to be a single float value
* @property {function(this:import("./MixedGeometryBatch.js").GeometryBatchItem, import("../../Feature").FeatureLike):number|Array<number>} callback This callback computes the numerical value of the
* attribute for a given feature.
*/
/**
* @typedef {Object<string, AttributeDefinition>} AttributeDefinitions
* @typedef {Object<string, import("../../webgl/Helper").UniformValue>} UniformDefinitions
*/
/**
* @typedef {Object} WebGLBuffers
* @property {Array<WebGLArrayBuffer>} polygonBuffers Array containing indices and vertices buffers for polygons
* @property {Array<WebGLArrayBuffer>} lineStringBuffers Array containing indices and vertices buffers for line strings
* @property {Array<WebGLArrayBuffer>} pointBuffers Array containing indices and vertices buffers for points
* @property {import("../../transform.js").Transform} invertVerticesTransform Inverse of the transform applied when generating buffers
*/
/**
* @typedef {Object} RenderInstructions
* @property {Float32Array|null} polygonInstructions Polygon instructions; null if nothing to render
* @property {Float32Array|null} lineStringInstructions LineString instructions; null if nothing to render
* @property {Float32Array|null} pointInstructions Point instructions; null if nothing to render
*/
/**
* @typedef {Object} ShaderProgram An object containing both shaders (vertex and fragment)
* @property {string} vertex Vertex shader source
* @property {string} fragment Fragment shader source
*/
/**
* @typedef {Object} AsShaders
* @property {import("../../webgl/ShaderBuilder.js").ShaderBuilder} builder Shader builder with the appropriate presets.
* @property {AttributeDefinitions} [attributes] Custom attributes made available in the vertex shaders.
* Default shaders rely on the attributes in {@link Attributes}.
* @property {UniformDefinitions} [uniforms] Additional uniforms usable in shaders.
*/
/**
* @typedef {Object} AsRule
* @property {import('../../style/flat.js').FlatStyle} style Style
* @property {import("../../expr/expression.js").EncodedExpression} [filter] Filter
*/
/**
* @typedef {AsRule|AsShaders} VectorStyle
*/
/**
* @classdesc This class is responsible for:
* 1. generate WebGL buffers according to a provided style, using a MixedGeometryBatch as input
* 2. rendering geometries contained in said buffers
*
* A layer renderer will typically maintain several of these in order to have several styles rendered separately.
*
* A VectorStyleRenderer instance can be created either from a literal style or from shaders using either
* `VectorStyleRenderer.fromStyle` or `VectorStyleRenderer.fromShaders`. The shaders should not be provided explicitly
* but instead as a preconfigured ShaderBuilder instance.
*
* The `generateBuffers` method returns a promise resolving to WebGL buffers that are intended to be rendered by the
* same renderer.
*/
declare class VectorStyleRenderer {
/**
* @param {VectorStyle} styleOrShaders Literal style or custom shaders
* @param {import('../../style/flat.js').StyleVariables} variables Style variables
* @param {import('../../webgl/Helper.js').default} helper Helper
* @param {boolean} [enableHitDetection] Whether to enable the hit detection (needs compatible shader)
* @param {import("../../expr/expression.js").ExpressionValue} [filter] Optional filter expression
*/
constructor(styleOrShaders: VectorStyle, variables: import("../../style/flat.js").StyleVariables, helper: import("../../webgl/Helper.js").default, enableHitDetection?: boolean, filter?: import("../../expr/expression.js").ExpressionValue);
/**
* @private
* @type {import('../../webgl/Helper.js').default}
*/
private helper_;
/**
* @private
*/
private hitDetectionEnabled_;
/**
* @private
* @type {WebGLProgram}
*/
private fillProgram_;
/**
* @private
* @type {WebGLProgram}
*/
private strokeProgram_;
/**
* @private
* @type {WebGLProgram}
*/
private symbolProgram_;
/**
* @type {boolean}
* @private
*/
private hasFill_;
/**
* @private
*/
private fillVertexShader_;
/**
* @private
*/
private fillFragmentShader_;
/**
* @type {boolean}
* @private
*/
private hasStroke_;
/**
* @private
*/
private strokeVertexShader_;
/**
* @private
*/
private strokeFragmentShader_;
/**
* @type {boolean}
* @private
*/
private hasSymbol_;
/**
* @private
*/
private symbolVertexShader_;
/**
* @private
*/
private symbolFragmentShader_;
/**
* @type {function(import('../../Feature.js').FeatureLike): boolean}
* @private
*/
private featureFilter_;
/**
* @private
*/
private customAttributes_;
/**
* @private
*/
private uniforms_;
/**
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
* @private
*/
private polygonAttributesDesc_;
/**
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
* @private
*/
private lineStringAttributesDesc_;
/**
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
* @private
*/
private pointAttributesDesc_;
/**
* Will apply the style filter when generating geometry batches (if it can be evaluated outside a map context)
* @param {import("../../expr/expression.js").ExpressionValue} filter Style filter
* @return {function(import('../../Feature.js').FeatureLike): boolean} Feature filter
* @private
*/
private computeFeatureFilter;
/**
* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {Promise<WebGLBuffers|null>} A promise resolving to WebGL buffers; returns null if buffers are empty
*/
generateBuffers(geometryBatch: import("./MixedGeometryBatch.js").default, transform: import("../../transform.js").Transform): Promise<WebGLBuffers | null>;
/**
* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {RenderInstructions} Render instructions
* @private
*/
private generateRenderInstructions_;
/**
* @param {Float32Array|null} renderInstructions Render instructions
* @param {import("../../geom/Geometry.js").Type} geometryType Geometry type
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {Promise<Array<WebGLArrayBuffer>>|null} Indices buffer and vertices buffer; null if nothing to render
* @private
*/
private generateBuffersForType_;
/**
* Render the geometries in the given buffers.
* @param {WebGLBuffers} buffers WebGL Buffers to draw
* @param {import("../../Map.js").FrameState} frameState Frame state
* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
*/
render(buffers: WebGLBuffers, frameState: import("../../Map.js").FrameState, preRenderCallback: () => void): void;
/**
* @param {WebGLArrayBuffer} indicesBuffer Indices buffer
* @param {WebGLArrayBuffer} verticesBuffer Vertices buffer
* @param {WebGLProgram} program Program
* @param {Array<import('../../webgl/Helper.js').AttributeDescription>} attributes Attribute descriptions
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
* @private
*/
private renderInternal_;
/**
* @param {import('../../webgl/Helper.js').default} helper Helper
* @param {WebGLBuffers} buffers WebGL Buffers to reload if any
*/
setHelper(helper: import("../../webgl/Helper.js").default, buffers?: WebGLBuffers): void;
}
import WebGLArrayBuffer from '../../webgl/Buffer.js';
//# sourceMappingURL=VectorStyleRenderer.d.ts.map