s2maps-gpu
Version:
S2 Maps GPU - An open source, high-performance, and GPU-accelerated map engine for rendering large-scale, interactive maps.
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TypeScript
import Workflow, { Feature } from './workflow.js';
import type { BBox } from 'gis-tools/index.js';
import type { ColorArray } from 'style/color/index.js';
import type Context from '../context/context.js';
import type { GlyphData } from 'workers/worker.spec.js';
import type { TileGL as Tile } from 'source/tile.spec.js';
import type { GlyphDefinition, GlyphStyle, GlyphWorkflowLayerGuide, LayerDefinitionBase } from 'style/style.spec.js';
import type { GlyphFeature as GlyphFeatureSpec, GlyphFilterWorkflow, GlyphSource, GlyphWorkflow as GlyphWorkflowSpec, GlyphWorkflowUniforms } from './workflow.spec.js';
/** Glyph Feature is a standalone glyph render storage unit that can be drawn to the GPU */
export declare class GlyphFeature extends Feature implements GlyphFeatureSpec {
workflow: GlyphWorkflowSpec;
source: GlyphSource;
tile: Tile;
layerGuide: GlyphWorkflowLayerGuide;
count: number;
offset: number;
filterCount: number;
filterOffset: number;
isPath: boolean;
isIcon: boolean;
featureCode: number[];
parent?: Tile | undefined;
bounds?: BBox | undefined;
type: "glyph";
size?: number;
fill?: ColorArray;
stroke?: ColorArray;
strokeWidth?: number;
/**
* @param workflow - the glyph workflow
* @param source - the glyph source
* @param tile - the tile that the feature is drawn on
* @param layerGuide - layer guide for this feature
* @param count - the number of glyphs
* @param offset - the offset of the glyphs
* @param filterCount - the number of filter glyphs
* @param filterOffset - the offset of the filter glyphs
* @param isPath - whether or not the glyph is a path or a point
* @param isIcon - whether or not the glyph is an icon or a standard glyph
* @param featureCode - the encoded feature code that tells the GPU how to compute it's properties
* @param parent - the parent tile if applicable
* @param bounds - the bounds of the tile if applicable
*/
constructor(workflow: GlyphWorkflowSpec, source: GlyphSource, tile: Tile, layerGuide: GlyphWorkflowLayerGuide, count: number, offset: number, filterCount: number, filterOffset: number, isPath: boolean, isIcon: boolean, featureCode: number[], parent?: Tile | undefined, bounds?: BBox | undefined);
/**
* Draw the feature to the GPU
* @param interactive - whether or not the feature is interactive
*/
draw(interactive?: boolean): void;
/**
* Duplicate this feature
* @param tile - the tile that the feature is drawn on
* @param parent - the parent tile if applicable
* @param bounds - the bounds of the tile if applicable
* @returns the duplicated feature
*/
duplicate(tile: Tile, parent?: Tile, bounds?: BBox): GlyphFeature;
/**
* Set the attributes of the feature if the context is webgl1
* @param size - size
* @param fill - fill
* @param stroke - stroke
* @param strokeWidth - stroke width
*/
setWebGL1Attributes(size?: number, fill?: ColorArray, stroke?: ColorArray, strokeWidth?: number): void;
}
/** Glyph Workflow */
export default class GlyphWorkflow extends Workflow implements GlyphWorkflowSpec {
#private;
label: "glyph";
stepBuffer?: WebGLBuffer;
uvBuffer?: WebGLBuffer;
glyphFilterWorkflow: GlyphFilterWorkflow;
layerGuides: Map<number, GlyphWorkflowLayerGuide>;
uniforms: {
[key in GlyphWorkflowUniforms]: WebGLUniformLocation;
};
/** @param context - The WebGL(1|2) context */
constructor(context: Context);
/**
* Inject the glyph filter workflow to share the glyph filter texture
* @param glyphFilterWorkflow - The glyph filter workflow
*/
injectFilter(glyphFilterWorkflow: GlyphFilterWorkflow): void;
/**
* Build features from the glyph source sent from the Tile Worker
* @param glyphData - The glyph data from the Tile Worker
* @param tile - The tile that the feature is drawn on
*/
buildSource(glyphData: GlyphData, tile: Tile): void;
/**
* Build the layer definition for this workflow given the user input layer
* @param layerBase - the common layer attributes
* @param layer - the user defined layer attributes
* @returns a built layer definition that's ready to describe how to render a feature
*/
buildLayerDefinition(layerBase: LayerDefinitionBase, layer: GlyphStyle): GlyphDefinition;
/**
* Compute the glyph filters so that we know which glyphs to render
* @param glyphFeatures - the glyph features that need to be computed
*/
computeFilters(glyphFeatures: GlyphFeatureSpec[]): void;
/** Use this workflow as the current shaders for the GPU */
use(): void;
/**
* Draw the glyph feature
* @param feature - the glyph feature guide
* @param interactive - whether or not the feature is interactive
*/
draw(feature: GlyphFeatureSpec, interactive?: boolean): void;
/** Delete the glyph workflow */
delete(): void;
}