openlayers
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Build tools and sources for developing OpenLayers based mapping applications
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JavaScript
goog.provide('ol.render.webgl.Replay');
goog.require('ol');
goog.require('ol.extent');
goog.require('ol.render.VectorContext');
goog.require('ol.transform');
goog.require('ol.vec.Mat4');
goog.require('ol.webgl');
/**
* @constructor
* @extends {ol.render.VectorContext}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @struct
*/
ol.render.webgl.Replay = function(tolerance, maxExtent) {
ol.render.VectorContext.call(this);
/**
* @protected
* @type {number}
*/
this.tolerance = tolerance;
/**
* @protected
* @const
* @type {ol.Extent}
*/
this.maxExtent = maxExtent;
/**
* The origin of the coordinate system for the point coordinates sent to
* the GPU. To eliminate jitter caused by precision problems in the GPU
* we use the "Rendering Relative to Eye" technique described in the "3D
* Engine Design for Virtual Globes" book.
* @protected
* @type {ol.Coordinate}
*/
this.origin = ol.extent.getCenter(maxExtent);
/**
* @private
* @type {ol.Transform}
*/
this.projectionMatrix_ = ol.transform.create();
/**
* @private
* @type {ol.Transform}
*/
this.offsetRotateMatrix_ = ol.transform.create();
/**
* @private
* @type {ol.Transform}
*/
this.offsetScaleMatrix_ = ol.transform.create();
/**
* @private
* @type {Array.<number>}
*/
this.tmpMat4_ = ol.vec.Mat4.create();
/**
* @protected
* @type {Array.<number>}
*/
this.indices = [];
/**
* @protected
* @type {?ol.webgl.Buffer}
*/
this.indicesBuffer = null;
/**
* Start index per feature (the index).
* @protected
* @type {Array.<number>}
*/
this.startIndices = [];
/**
* Start index per feature (the feature).
* @protected
* @type {Array.<ol.Feature|ol.render.Feature>}
*/
this.startIndicesFeature = [];
/**
* @protected
* @type {Array.<number>}
*/
this.vertices = [];
/**
* @protected
* @type {?ol.webgl.Buffer}
*/
this.verticesBuffer = null;
/**
* Optional parameter for PolygonReplay instances.
* @protected
* @type {ol.render.webgl.LineStringReplay|undefined}
*/
this.lineStringReplay = undefined;
};
ol.inherits(ol.render.webgl.Replay, ol.render.VectorContext);
/**
* @abstract
* @param {ol.webgl.Context} context WebGL context.
* @return {function()} Delete resources function.
*/
ol.render.webgl.Replay.prototype.getDeleteResourcesFunction = function(context) {};
/**
* @abstract
* @param {ol.webgl.Context} context Context.
*/
ol.render.webgl.Replay.prototype.finish = function(context) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @return {ol.render.webgl.circlereplay.defaultshader.Locations|
ol.render.webgl.imagereplay.defaultshader.Locations|
ol.render.webgl.linestringreplay.defaultshader.Locations|
ol.render.webgl.polygonreplay.defaultshader.Locations} Locations.
*/
ol.render.webgl.Replay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.render.webgl.circlereplay.defaultshader.Locations|
ol.render.webgl.imagereplay.defaultshader.Locations|
ol.render.webgl.linestringreplay.defaultshader.Locations|
ol.render.webgl.polygonreplay.defaultshader.Locations} locations Locations.
*/
ol.render.webgl.Replay.prototype.shutDownProgram = function(gl, locations) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {boolean} hitDetection Hit detection mode.
*/
ol.render.webgl.Replay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash, featureCallback, opt_hitExtent) {};
/**
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.drawHitDetectionReplay = function(gl, context, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent) {
if (!oneByOne) {
// draw all hit-detection features in "once" (by texture group)
return this.drawHitDetectionReplayAll(gl, context,
skippedFeaturesHash, featureCallback);
} else {
// draw hit-detection features one by one
return this.drawHitDetectionReplayOneByOne(gl, context,
skippedFeaturesHash, featureCallback, opt_hitExtent);
}
};
/**
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.drawHitDetectionReplayAll = function(gl, context, skippedFeaturesHash,
featureCallback) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawReplay(gl, context, skippedFeaturesHash, true);
var result = featureCallback(null);
if (result) {
return result;
} else {
return undefined;
}
};
/**
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.replay = function(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent) {
var gl = context.getGL();
var tmpStencil, tmpStencilFunc, tmpStencilMaskVal, tmpStencilRef, tmpStencilMask,
tmpStencilOpFail, tmpStencilOpPass, tmpStencilOpZFail;
if (this.lineStringReplay) {
tmpStencil = gl.isEnabled(gl.STENCIL_TEST);
tmpStencilFunc = gl.getParameter(gl.STENCIL_FUNC);
tmpStencilMaskVal = gl.getParameter(gl.STENCIL_VALUE_MASK);
tmpStencilRef = gl.getParameter(gl.STENCIL_REF);
tmpStencilMask = gl.getParameter(gl.STENCIL_WRITEMASK);
tmpStencilOpFail = gl.getParameter(gl.STENCIL_FAIL);
tmpStencilOpPass = gl.getParameter(gl.STENCIL_PASS_DEPTH_PASS);
tmpStencilOpZFail = gl.getParameter(gl.STENCIL_PASS_DEPTH_FAIL);
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
gl.stencilMask(255);
gl.stencilFunc(gl.ALWAYS, 1, 255);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
this.lineStringReplay.replay(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent);
gl.stencilMask(0);
gl.stencilFunc(gl.NOTEQUAL, 1, 255);
}
// bind the vertices buffer
ol.DEBUG && console.assert(this.verticesBuffer,
'verticesBuffer must not be null');
context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer);
// bind the indices buffer
ol.DEBUG && console.assert(this.indicesBuffer,
'indicesBuffer must not be null');
context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
var locations = this.setUpProgram(gl, context, size, pixelRatio);
// set the "uniform" values
var projectionMatrix = ol.transform.reset(this.projectionMatrix_);
ol.transform.scale(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1]));
ol.transform.rotate(projectionMatrix, -rotation);
ol.transform.translate(projectionMatrix, -(center[0] - this.origin[0]), -(center[1] - this.origin[1]));
var offsetScaleMatrix = ol.transform.reset(this.offsetScaleMatrix_);
ol.transform.scale(offsetScaleMatrix, 2 / size[0], 2 / size[1]);
var offsetRotateMatrix = ol.transform.reset(this.offsetRotateMatrix_);
if (rotation !== 0) {
ol.transform.rotate(offsetRotateMatrix, -rotation);
}
gl.uniformMatrix4fv(locations.u_projectionMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, projectionMatrix));
gl.uniformMatrix4fv(locations.u_offsetScaleMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetScaleMatrix));
gl.uniformMatrix4fv(locations.u_offsetRotateMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetRotateMatrix));
gl.uniform1f(locations.u_opacity, opacity);
// draw!
var result;
if (featureCallback === undefined) {
this.drawReplay(gl, context, skippedFeaturesHash, false);
} else {
// draw feature by feature for the hit-detection
result = this.drawHitDetectionReplay(gl, context, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent);
}
// disable the vertex attrib arrays
this.shutDownProgram(gl, locations);
if (this.lineStringReplay) {
if (!tmpStencil) {
gl.disable(gl.STENCIL_TEST);
}
gl.clear(gl.STENCIL_BUFFER_BIT);
gl.stencilFunc(/** @type {number} */ (tmpStencilFunc),
/** @type {number} */ (tmpStencilRef), /** @type {number} */ (tmpStencilMaskVal));
gl.stencilMask(/** @type {number} */ (tmpStencilMask));
gl.stencilOp(/** @type {number} */ (tmpStencilOpFail),
/** @type {number} */ (tmpStencilOpZFail), /** @type {number} */ (tmpStencilOpPass));
}
return result;
};
/**
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {number} start Start index.
* @param {number} end End index.
*/
ol.render.webgl.Replay.prototype.drawElements = function(
gl, context, start, end) {
var elementType = context.hasOESElementIndexUint ?
ol.webgl.UNSIGNED_INT : ol.webgl.UNSIGNED_SHORT;
var elementSize = context.hasOESElementIndexUint ? 4 : 2;
var numItems = end - start;
var offsetInBytes = start * elementSize;
gl.drawElements(ol.webgl.TRIANGLES, numItems, elementType, offsetInBytes);
};