ol
Version:
OpenLayers mapping library
251 lines (228 loc) • 9.43 kB
JavaScript
/**
* Utilities for filling WebGL buffers
* @module ol/render/webgl/bufferUtil
*/
import earcut from 'earcut';
import {angleBetween} from '../../coordinate.js';
import {apply as applyTransform} from '../../transform.js';
export const LINESTRING_ANGLE_COSINE_CUTOFF = 0.985;
/** @type {Array<number>} */
const tmpArray_ = [];
/**
* An object holding positions both in an index and a vertex buffer.
* @typedef {Object} BufferPositions
* @property {number} vertexAttributesPosition Position in the vertex buffer
* @property {number} instanceAttributesPosition Position in the vertex buffer
* @property {number} indicesPosition Position in the index buffer
*/
const bufferPositions_ = {
vertexAttributesPosition: 0,
instanceAttributesPosition: 0,
indicesPosition: 0,
};
/**
* Pushes a quad (two triangles) based on a point geometry
* @param {Float32Array} instructions Array of render instructions for points.
* @param {number} elementIndex Index from which render instructions will be read.
* @param {Float32Array} instanceAttributesBuffer Buffer in the form of a typed array.
* @param {number} customAttributesSize Amount of custom attributes for each element.
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
* @return {BufferPositions} New buffer positions where to write next
* @property {number} vertexAttributesPosition New position in the vertex buffer where future writes should start.
* @property {number} indicesPosition New position in the index buffer where future writes should start.
* @private
*/
export function writePointFeatureToBuffers(
instructions,
elementIndex,
instanceAttributesBuffer,
customAttributesSize,
bufferPositions,
) {
const x = instructions[elementIndex++];
const y = instructions[elementIndex++];
// read custom numerical attributes on the feature
const customAttrs = tmpArray_;
customAttrs.length = customAttributesSize;
for (let i = 0; i < customAttrs.length; i++) {
customAttrs[i] = instructions[elementIndex + i];
}
let instPos = bufferPositions
? bufferPositions.instanceAttributesPosition
: 0;
instanceAttributesBuffer[instPos++] = x;
instanceAttributesBuffer[instPos++] = y;
if (customAttrs.length) {
instanceAttributesBuffer.set(customAttrs, instPos);
instPos += customAttrs.length;
}
bufferPositions_.instanceAttributesPosition = instPos;
return bufferPositions_;
}
/**
* Pushes a single quad to form a line segment; also includes a computation for the join angles with previous and next
* segment, in order to be able to offset the vertices correctly in the shader.
* Join angles are between 0 and 2PI.
* This also computes the length of the current segment and the sum of the join angle tangents in order
* to store this information on each subsequent segment along the line. This is necessary to correctly render dashes
* and symbols along the line.
*
* pB (before) pA (after)
* X negative X
* \ offset /
* \ /
* \ join join /
* \ angle 0 angle 1 /
* \←--- ←---/ positive
* \ ←-- ←-- / offset
* \ ↑ ↓ /
* X────┴───────┴─────X
* p0 p1
*
* @param {Float32Array} instructions Array of render instructions for lines.s
* @param {number} segmentStartIndex Index of the segment start point from which render instructions will be read.
* @param {number} segmentEndIndex Index of the segment end point from which render instructions will be read.
* @param {number|null} beforeSegmentIndex Index of the point right before the segment (null if none, e.g this is a line start)
* @param {number|null} afterSegmentIndex Index of the point right after the segment (null if none, e.g this is a line end)
* @param {Array<number>} instanceAttributesArray Array containing instance attributes.
* @param {Array<number>} customAttributes Array of custom attributes value
* @param {import('../../transform.js').Transform} toWorldTransform Transform matrix used to obtain world coordinates from instructions
* @param {number} currentLength Cumulated length of segments processed so far
* @param {number} currentAngleTangentSum Cumulated tangents of the join angles processed so far
* @return {{length: number, angle: number}} Cumulated length with the newly processed segment (in world units), new sum of the join angle tangents
* @private
*/
export function writeLineSegmentToBuffers(
instructions,
segmentStartIndex,
segmentEndIndex,
beforeSegmentIndex,
afterSegmentIndex,
instanceAttributesArray,
customAttributes,
toWorldTransform,
currentLength,
currentAngleTangentSum,
) {
// The segment is composed of two positions called P0[x0, y0] and P1[x1, y1]
// Depending on whether there are points before and after the segment, its final shape
// will be different
const p0 = [
instructions[segmentStartIndex],
instructions[segmentStartIndex + 1],
];
const p1 = [instructions[segmentEndIndex], instructions[segmentEndIndex + 1]];
const m0 = instructions[segmentStartIndex + 2];
const m1 = instructions[segmentEndIndex + 2];
// to compute join angles we need to reproject coordinates back in world units
const p0world = applyTransform(toWorldTransform, [...p0]);
const p1world = applyTransform(toWorldTransform, [...p1]);
// a negative angle indicates a line cap
let angle0 = -1;
let angle1 = -1;
let newAngleTangentSum = currentAngleTangentSum;
const joinBefore = beforeSegmentIndex !== null;
const joinAfter = afterSegmentIndex !== null;
// add vertices and adapt offsets for P0 in case of join
if (joinBefore) {
// B for before
const pB = [
instructions[beforeSegmentIndex],
instructions[beforeSegmentIndex + 1],
];
const pBworld = applyTransform(toWorldTransform, [...pB]);
angle0 = angleBetween(p0world, p1world, pBworld);
// only add to the sum if the angle isn't too close to 0 or 2PI
if (Math.cos(angle0) <= LINESTRING_ANGLE_COSINE_CUTOFF) {
newAngleTangentSum += Math.tan((angle0 - Math.PI) / 2);
}
}
// adapt offsets for P1 in case of join; add to angle sum
if (joinAfter) {
// A for after
const pA = [
instructions[afterSegmentIndex],
instructions[afterSegmentIndex + 1],
];
const pAworld = applyTransform(toWorldTransform, [...pA]);
angle1 = angleBetween(p1world, p0world, pAworld);
// only add to the sum if the angle isn't too close to 0 or 2PI
if (Math.cos(angle1) <= LINESTRING_ANGLE_COSINE_CUTOFF) {
newAngleTangentSum += Math.tan((Math.PI - angle1) / 2);
}
}
const maxPrecision = Math.pow(2, 24);
const distanceLow = currentLength % maxPrecision;
const distanceHigh = Math.floor(currentLength / maxPrecision) * maxPrecision;
instanceAttributesArray.push(
p0[0],
p0[1],
m0,
p1[0],
p1[1],
m1,
angle0,
angle1,
distanceLow,
distanceHigh,
currentAngleTangentSum,
);
instanceAttributesArray.push(...customAttributes);
return {
length:
currentLength +
Math.sqrt(
(p1world[0] - p0world[0]) * (p1world[0] - p0world[0]) +
(p1world[1] - p0world[1]) * (p1world[1] - p0world[1]),
),
angle: newAngleTangentSum,
};
}
/**
* Pushes several triangles to form a polygon, including holes
* @param {Float32Array} instructions Array of render instructions for lines.
* @param {number} polygonStartIndex Index of the polygon start point from which render instructions will be read.
* @param {Array<number>} vertexArray Array containing vertices.
* @param {Array<number>} indexArray Array containing indices.
* @param {number} customAttributesSize Amount of custom attributes for each element.
* @return {number} Next polygon instructions index
* @private
*/
export function writePolygonTrianglesToBuffers(
instructions,
polygonStartIndex,
vertexArray,
indexArray,
customAttributesSize,
) {
const instructionsPerVertex = 2; // x, y
const attributesPerVertex = 2 + customAttributesSize;
let instructionsIndex = polygonStartIndex;
const customAttributes = instructions.slice(
instructionsIndex,
instructionsIndex + customAttributesSize,
);
instructionsIndex += customAttributesSize;
const ringsCount = instructions[instructionsIndex++];
let verticesCount = 0;
const holes = new Array(ringsCount - 1);
for (let i = 0; i < ringsCount; i++) {
verticesCount += instructions[instructionsIndex++];
if (i < ringsCount - 1) {
holes[i] = verticesCount;
}
}
const flatCoords = instructions.slice(
instructionsIndex,
instructionsIndex + verticesCount * instructionsPerVertex,
);
// pushing to vertices and indices!! this is where the magic happens
const result = earcut(flatCoords, holes, instructionsPerVertex);
for (let i = 0; i < result.length; i++) {
indexArray.push(result[i] + vertexArray.length / attributesPerVertex);
}
for (let i = 0; i < flatCoords.length; i += 2) {
vertexArray.push(flatCoords[i], flatCoords[i + 1], ...customAttributes);
}
return instructionsIndex + verticesCount * instructionsPerVertex;
}