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ol

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OpenLayers mapping library

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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 (b.hasOwnProperty(p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); /** * @module ol/renderer/webgl/Layer */ import LayerRenderer from '../Layer.js'; import WebGLHelper from '../../webgl/Helper.js'; /** * @enum {string} */ export var WebGLWorkerMessageType = { GENERATE_BUFFERS: 'GENERATE_BUFFERS' }; /** * @typedef {Object} WebGLWorkerGenerateBuffersMessage * This message will trigger the generation of a vertex and an index buffer based on the given render instructions. * When the buffers are generated, the worked will send a message of the same type to the main thread, with * the generated buffers in it. * Note that any addition properties present in the message *will* be sent back to the main thread. * @property {WebGLWorkerMessageType} type Message type * @property {ArrayBuffer} renderInstructions Render instructions raw binary buffer. * @property {ArrayBuffer} [vertexBuffer] Vertices array raw binary buffer (sent by the worker). * @property {ArrayBuffer} [indexBuffer] Indices array raw binary buffer (sent by the worker). * @property {number} [customAttributesCount] Amount of custom attributes count in the render instructions. */ /** * @typedef {Object} PostProcessesOptions * @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than * the main canvas that will then be sampled up (useful for saving resource on blur steps). * @property {string} [vertexShader] Vertex shader source * @property {string} [fragmentShader] Fragment shader source * @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process step */ /** * @typedef {Object} Options * @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps * @property {Array<PostProcessesOptions>} [postProcesses] Post-processes definitions */ /** * @classdesc * Base WebGL renderer class. * Holds all logic related to data manipulation & some common rendering logic * @template {import("../../layer/Layer.js").default} LayerType */ var WebGLLayerRenderer = /** @class */ (function (_super) { __extends(WebGLLayerRenderer, _super); /** * @param {LayerType} layer Layer. * @param {Options=} [opt_options] Options. */ function WebGLLayerRenderer(layer, opt_options) { var _this = _super.call(this, layer) || this; var options = opt_options || {}; /** * @type {WebGLHelper} * @protected */ _this.helper = new WebGLHelper({ postProcesses: options.postProcesses, uniforms: options.uniforms }); return _this; } /** * @inheritDoc */ WebGLLayerRenderer.prototype.disposeInternal = function () { this.helper.dispose(); _super.prototype.disposeInternal.call(this); }; /** * Will return the last shader compilation errors. If no error happened, will return null; * @return {string|null} Errors, or null if last compilation was successful * @api */ WebGLLayerRenderer.prototype.getShaderCompileErrors = function () { return this.helper.getShaderCompileErrors(); }; return WebGLLayerRenderer; }(LayerRenderer)); var tmpArray_ = []; var bufferPositions_ = { vertexPosition: 0, indexPosition: 0 }; function writePointVertex(buffer, pos, x, y, index) { buffer[pos + 0] = x; buffer[pos + 1] = y; buffer[pos + 2] = index; } /** * An object holding positions both in an index and a vertex buffer. * @typedef {Object} BufferPositions * @property {number} vertexPosition Position in the vertex buffer * @property {number} indexPosition Position in the index buffer */ /** * 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} vertexBuffer Buffer in the form of a typed array. * @param {Uint32Array} indexBuffer Buffer in the form of a typed array. * @param {number} customAttributesCount 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} vertexPosition New position in the vertex buffer where future writes should start. * @property {number} indexPosition New position in the index buffer where future writes should start. * @private */ export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, customAttributesCount, bufferPositions) { // This is for x, y and index var baseVertexAttrsCount = 3; var baseInstructionsCount = 2; var stride = baseVertexAttrsCount + customAttributesCount; var x = instructions[elementIndex + 0]; var y = instructions[elementIndex + 1]; // read custom numerical attributes on the feature var customAttrs = tmpArray_; customAttrs.length = customAttributesCount; for (var i = 0; i < customAttrs.length; i++) { customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i]; } var vPos = bufferPositions ? bufferPositions.vertexPosition : 0; var iPos = bufferPositions ? bufferPositions.indexPosition : 0; var baseIndex = vPos / stride; // push vertices for each of the four quad corners (first standard then custom attributes) writePointVertex(vertexBuffer, vPos, x, y, 0); customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount); vPos += stride; writePointVertex(vertexBuffer, vPos, x, y, 1); customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount); vPos += stride; writePointVertex(vertexBuffer, vPos, x, y, 2); customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount); vPos += stride; writePointVertex(vertexBuffer, vPos, x, y, 3); customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount); vPos += stride; indexBuffer[iPos++] = baseIndex; indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 3; indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 2; indexBuffer[iPos++] = baseIndex + 3; bufferPositions_.vertexPosition = vPos; bufferPositions_.indexPosition = iPos; return bufferPositions_; } /** * Returns a texture of 1x1 pixel, white * @private * @return {ImageData} Image data. */ export function getBlankImageData() { var canvas = document.createElement('canvas'); var image = canvas.getContext('2d').createImageData(1, 1); image.data[0] = 255; image.data[1] = 255; image.data[2] = 255; image.data[3] = 255; return image; } /** * Generates a color array based on a numerical id * Note: the range for each component is 0 to 1 with 256 steps * @param {number} id Id * @param {Array<number>} [opt_array] Reusable array * @return {Array<number>} Color array containing the encoded id */ export function colorEncodeId(id, opt_array) { var array = opt_array || []; var radix = 256; var divide = radix - 1; array[0] = Math.floor(id / radix / radix / radix) / divide; array[1] = (Math.floor(id / radix / radix) % radix) / divide; array[2] = (Math.floor(id / radix) % radix) / divide; array[3] = (id % radix) / divide; return array; } /** * Reads an id from a color-encoded array * Note: the expected range for each component is 0 to 1 with 256 steps. * @param {Array<number>} color Color array containing the encoded id * @return {number} Decoded id */ export function colorDecodeId(color) { var id = 0; var radix = 256; var mult = radix - 1; id += Math.round(color[0] * radix * radix * radix * mult); id += Math.round(color[1] * radix * radix * mult); id += Math.round(color[2] * radix * mult); id += Math.round(color[3] * mult); return id; } export default WebGLLayerRenderer; //# sourceMappingURL=Layer.js.map