Add utils for generating webgl buffers from lines and polygons

Uses @mapbox/earcut for polygon (what else), and a home made logic for lines
This commit is contained in:
Olivier Guyot
2022-03-16 18:09:44 +01:00
parent a18ffaed54
commit 143c19ca03
5 changed files with 523 additions and 7 deletions

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@@ -0,0 +1,27 @@
/**
* @module ol/render/webgl/constants
*/
/**
* @enum {string}
*/
export const WebGLWorkerMessageType = {
GENERATE_POLYGON_BUFFERS: 'GENERATE_POLYGON_BUFFERS',
GENERATE_POINT_BUFFERS: 'GENERATE_POINT_BUFFERS',
GENERATE_LINE_STRING_BUFFERS: 'GENERATE_LINE_STRING_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 {number} id Message id; will be used both in request and response as a means of identification
* @property {WebGLWorkerMessageType} type Message type
* @property {ArrayBuffer} renderInstructions Polygon render instructions raw binary buffer.
* @property {number} [customAttributesCount] Amount of custom attributes count in the polygon render instructions.
* @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 {import("../../transform").Transform} [renderInstructionsTransform] Transformation matrix used to project the instructions coordinates
*/

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@@ -1,14 +1,11 @@
/**
* @module ol/render/webgl/utils
*/
const tmpArray_ = [];
const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
import {apply as applyTransform} from '../../transform.js';
import {clamp} from '../../math.js';
import earcut from 'earcut';
function writePointVertex(buffer, pos, x, y, index) {
buffer[pos + 0] = x;
buffer[pos + 1] = y;
buffer[pos + 2] = index;
}
const tmpArray_ = [];
/**
* An object holding positions both in an index and a vertex buffer.
@@ -16,6 +13,13 @@ function writePointVertex(buffer, pos, x, y, index) {
* @property {number} vertexPosition Position in the vertex buffer
* @property {number} indexPosition Position in the index buffer
*/
const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
function writePointVertex(buffer, pos, x, y, index) {
buffer[pos + 0] = x;
buffer[pos + 1] = y;
buffer[pos + 2] = index;
}
/**
* Pushes a quad (two triangles) based on a point geometry
@@ -91,6 +95,209 @@ export function writePointFeatureToBuffers(
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
* @param {Float32Array} instructions Array of render instructions for lines.
* @param {number} segmentStartIndex Index of the segment start point from which render instructions will be read.
* @param {number} segmentEndIndex Index of the segment start 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 {number[]} vertexArray Array containing vertices.
* @param {number[]} indexArray Array containing indices.
* @param {number[]} customAttributes Array of custom attributes value
* @param {import('../../transform.js').Transform} instructionsTransform Transform matrix used to project coordinates in instructions
* @param {import('../../transform.js').Transform} invertInstructionsTransform Transform matrix used to project coordinates in instructions
* @private
*/
export function writeLineSegmentToBuffers(
instructions,
segmentStartIndex,
segmentEndIndex,
beforeSegmentIndex,
afterSegmentIndex,
vertexArray,
indexArray,
customAttributes,
instructionsTransform,
invertInstructionsTransform
) {
// compute the stride to determine how many vertices were already pushed
const baseVertexAttrsCount = 5; // base attributes: x0, y0, x1, y1, params (vertex number [0-3], join angle 1, join angle 2)
const stride = baseVertexAttrsCount + customAttributes.length;
let baseIndex = vertexArray.length / stride;
// 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 + 0],
instructions[segmentStartIndex + 1],
];
const p1 = [instructions[segmentEndIndex], instructions[segmentEndIndex + 1]];
// to compute offsets from the line center we need to reproject
// coordinates back in world units and compute the length of the segment
const p0world = applyTransform(invertInstructionsTransform, [...p0]);
const p1world = applyTransform(invertInstructionsTransform, [...p1]);
function computeVertexParameters(vertexNumber, joinAngle1, joinAngle2) {
const shift = 10000;
const anglePrecision = 1500;
return (
Math.round(joinAngle1 * anglePrecision) +
Math.round(joinAngle2 * anglePrecision) * shift +
vertexNumber * shift * shift
);
}
// compute the angle between p0pA and p0pB
// returns a value in [0, 2PI]
function angleBetween(p0, pA, pB) {
const lenA = Math.sqrt(
(pA[0] - p0[0]) * (pA[0] - p0[0]) + (pA[1] - p0[1]) * (pA[1] - p0[1])
);
const tangentA = [(pA[0] - p0[0]) / lenA, (pA[1] - p0[1]) / lenA];
const orthoA = [-tangentA[1], tangentA[0]];
const lenB = Math.sqrt(
(pB[0] - p0[0]) * (pB[0] - p0[0]) + (pB[1] - p0[1]) * (pB[1] - p0[1])
);
const tangentB = [(pB[0] - p0[0]) / lenB, (pB[1] - p0[1]) / lenB];
// this angle can be clockwise or anticlockwise; hence the computation afterwards
const angle =
lenA === 0 || lenB === 0
? 0
: Math.acos(
clamp(tangentB[0] * tangentA[0] + tangentB[1] * tangentA[1], -1, 1)
);
const isClockwise = tangentB[0] * orthoA[0] + tangentB[1] * orthoA[1] > 0;
return !isClockwise ? Math.PI * 2 - angle : angle;
}
const joinBefore = beforeSegmentIndex !== null;
const joinAfter = afterSegmentIndex !== null;
let angle0 = 0;
let angle1 = 0;
// 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(invertInstructionsTransform, [...pB]);
angle0 = angleBetween(p0world, p1world, pBworld);
}
// adapt offsets for P1 in case of join
if (joinAfter) {
// A for after
const pA = [
instructions[afterSegmentIndex],
instructions[afterSegmentIndex + 1],
];
const pAworld = applyTransform(invertInstructionsTransform, [...pA]);
angle1 = angleBetween(p1world, p0world, pAworld);
}
// add main segment triangles
vertexArray.push(
p0[0],
p0[1],
p1[0],
p1[1],
computeVertexParameters(0, angle0, angle1)
);
vertexArray.push(...customAttributes);
vertexArray.push(
p0[0],
p0[1],
p1[0],
p1[1],
computeVertexParameters(1, angle0, angle1)
);
vertexArray.push(...customAttributes);
vertexArray.push(
p0[0],
p0[1],
p1[0],
p1[1],
computeVertexParameters(2, angle0, angle1)
);
vertexArray.push(...customAttributes);
vertexArray.push(
p0[0],
p0[1],
p1[0],
p1[1],
computeVertexParameters(3, angle0, angle1)
);
vertexArray.push(...customAttributes);
indexArray.push(
baseIndex,
baseIndex + 1,
baseIndex + 2,
baseIndex + 1,
baseIndex + 3,
baseIndex + 2
);
}
/**
* 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 {number[]} vertexArray Array containing vertices.
* @param {number[]} indexArray Array containing indices.
* @param {number} customAttributesCount Amount of custom attributes for each element.
* @return {number} Next polygon instructions index
* @private
*/
export function writePolygonTrianglesToBuffers(
instructions,
polygonStartIndex,
vertexArray,
indexArray,
customAttributesCount
) {
const instructionsPerVertex = 2; // x, y
const attributesPerVertex = 2 + customAttributesCount;
let instructionsIndex = polygonStartIndex;
const customAttributes = instructions.slice(
instructionsIndex,
instructionsIndex + customAttributesCount
);
instructionsIndex += customAttributesCount;
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;
}
/**
* Returns a texture of 1x1 pixel, white
* @private