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OpenLayers mapping library
297 lines • 12.4 kB
TypeScript
/**
* Breaks down a vector style into an array of prebuilt shader builders with attributes and uniforms
* @param {FlatStyleLike|StyleShaders|Array<StyleShaders>} style Vector style
* @param {import('../../style/flat.js').StyleVariables} variables Style variables
* @return {Array<StyleShaders>} Array of style shaders
*/
export function convertStyleToShaders(style: FlatStyleLike | StyleShaders | Array<StyleShaders>, variables: import("../../style/flat.js").StyleVariables): Array<StyleShaders>;
/**
* 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 LOCAL_POSITION: string;
let SEGMENT_START: string;
let SEGMENT_END: string;
let MEASURE_START: string;
let MEASURE_END: string;
let ANGLE_TANGENT_SUM: string;
let JOIN_ANGLES: string;
let DISTANCE_LOW: string;
let DISTANCE_HIGH: 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;
};
/**
* Buffers organized like so: [indicesBuffer, vertexAttributesBuffer, instanceAttributesBuffer]
*/
export type WebGLArrayBufferSet = Array<WebGLArrayBuffer>;
export type WebGLBuffers = {
/**
* Array containing indices and vertices buffers for polygons
*/
polygonBuffers: WebGLArrayBufferSet;
/**
* Array containing indices and vertices buffers for line strings
*/
lineStringBuffers: WebGLArrayBufferSet;
/**
* Array containing indices and vertices buffers for points
*/
pointBuffers: WebGLArrayBufferSet;
/**
* 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 StyleShaders = import("./style.js").StyleParseResult;
export type FlatStyleLike = import("../../style/flat.js").FlatStyleLike;
export type FlatStyle = import("../../style/flat.js").FlatStyle;
export type FlatStyleRule = import("../../style/flat.js").Rule;
export type SubRenderPass = {
/**
* Vertex shader
*/
vertexShader: string;
/**
* Fragment shader
*/
fragmentShader: string;
/**
* Attributes description, defined for each primitive vertex
*/
attributesDesc: Array<import("../../webgl/Helper.js").AttributeDescription>;
/**
* Attributes description, defined once per primitive
*/
instancedAttributesDesc: Array<import("../../webgl/Helper.js").AttributeDescription>;
/**
* Number of vertices per instance primitive in this render pass
*/
instancePrimitiveVertexCount: number;
/**
* Program; this has to be recreated if the helper is lost/changed
*/
program?: WebGLProgram | undefined;
};
export type RenderPass = {
/**
* Fill render pass; undefined if no fill in pass
*/
fillRenderPass?: SubRenderPass | undefined;
/**
* Stroke render pass; undefined if no stroke in pass
*/
strokeRenderPass?: SubRenderPass | undefined;
/**
* Symbol render pass; undefined if no symbol in pass
*/
symbolRenderPass?: SubRenderPass | undefined;
};
/**
* @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 {Array<WebGLArrayBuffer>} WebGLArrayBufferSet Buffers organized like so: [indicesBuffer, vertexAttributesBuffer, instanceAttributesBuffer]
*/
/**
* @typedef {Object} WebGLBuffers
* @property {WebGLArrayBufferSet} polygonBuffers Array containing indices and vertices buffers for polygons
* @property {WebGLArrayBufferSet} lineStringBuffers Array containing indices and vertices buffers for line strings
* @property {WebGLArrayBufferSet} 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 {import('./style.js').StyleParseResult} StyleShaders
*/
/**
* @typedef {import('../../style/flat.js').FlatStyleLike} FlatStyleLike
*/
/**
* @typedef {import('../../style/flat.js').FlatStyle} FlatStyle
*/
/**
* @typedef {import('../../style/flat.js').Rule} FlatStyleRule
*/
/**
* @typedef {Object} SubRenderPass
* @property {string} vertexShader Vertex shader
* @property {string} fragmentShader Fragment shader
* @property {Array<import('../../webgl/Helper.js').AttributeDescription>} attributesDesc Attributes description, defined for each primitive vertex
* @property {Array<import('../../webgl/Helper.js').AttributeDescription>} instancedAttributesDesc Attributes description, defined once per primitive
* @property {number} instancePrimitiveVertexCount Number of vertices per instance primitive in this render pass
* @property {WebGLProgram} [program] Program; this has to be recreated if the helper is lost/changed
*/
/**
* @typedef {Object} RenderPass
* @property {SubRenderPass} [fillRenderPass] Fill render pass; undefined if no fill in pass
* @property {SubRenderPass} [strokeRenderPass] Stroke render pass; undefined if no stroke in pass
* @property {SubRenderPass} [symbolRenderPass] Symbol render pass; undefined if no symbol in pass
*/
/**
* @classdesc This class is responsible for:
* 1. generating WebGL buffers according to a provided style, using a MixedGeometryBatch as input
* 2. rendering geometries contained in said buffers
*
* A VectorStyleRenderer instance can be created either from a literal style or from shaders.
* 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 {FlatStyleLike|StyleShaders|Array<StyleShaders>} styles Vector styles expressed as flat styles, flat style rules or style 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)
*/
constructor(styles: FlatStyleLike | StyleShaders | Array<StyleShaders>, variables: import("../../style/flat.js").StyleVariables, helper: import("../../webgl/Helper.js").default, enableHitDetection?: boolean);
/**
* @private
* @type {import('../../webgl/Helper.js').default}
*/
private helper_;
/**
* @private
*/
private hitDetectionEnabled_;
/**
* @type {Array<StyleShaders>}
* @private
*/
private styleShaders;
/**
* @type {AttributeDefinitions}
* @private
*/
private customAttributes_;
/**
@type {UniformDefinitions}
* @private
*/
private uniforms_;
/**
* @type {Array<RenderPass>}
* @private
*/
private renderPasses_;
hasFill_: boolean;
hasStroke_: boolean;
hasSymbol_: boolean;
/**
* @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<WebGLArrayBufferSet>|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} vertexAttributesBuffer Vertex attributes buffer
* @param {WebGLArrayBuffer} instanceAttributesBuffer Instance attributes buffer
* @param {SubRenderPass} subRenderPass Render pass (program, attributes, etc.) specific to one geometry type
* @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