Rename webgl-new to webgl
This commit is contained in:
234
src/ol/renderer/webgl/PointsLayer.js
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234
src/ol/renderer/webgl/PointsLayer.js
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/**
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* @module ol/renderer/webgl/PointsLayer
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*/
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import LayerRenderer from '../Layer';
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import WebGLArrayBuffer from '../../webgl/Buffer';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl';
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import WebGLHelper, {DefaultAttrib, DefaultUniform} from '../../webgl/Helper';
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import WebGLVertex from '../../webgl/Vertex';
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import WebGLFragment from '../../webgl/Fragment';
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import GeometryType from '../../geom/GeometryType';
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const VERTEX_SHADER = `
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precision mediump float;
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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attribute float a_rotateWithView;
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attribute vec2 a_offsets;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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varying vec2 v_texCoord;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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if (a_rotateWithView == 1.0) {
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offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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}
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vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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v_texCoord = a_texCoord;
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}`;
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const FRAGMENT_SHADER = `
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precision mediump float;
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uniform float u_opacity;
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varying vec2 v_texCoord;
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void main(void) {
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gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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float alpha = u_opacity;
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if (alpha == 0.0) {
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discard;
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}
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gl_FragColor.a = alpha;
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}`;
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/**
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* @typedef {Object} PostProcessesOptions
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* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
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* the main canvas that will then be sampled up (useful for saving resource on blur steps).
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* @property {string} [vertexShader] Vertex shader source
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* @property {string} [fragmentShader] Fragment shader source
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* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process step
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*/
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/**
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* @typedef {Object} Options
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* @property {function(import("../../Feature").default):number} [sizeCallback] Will be called on every feature in the
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* source to compute the size of the quad on screen (in pixels). This only done on source change.
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* @property {function(import("../../Feature").default, number):number} [coordCallback] Will be called on every feature in the
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* source to compute the coordinate of the quad center on screen (in pixels). This only done on source change.
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* The second argument is 0 for `x` component and 1 for `y`.
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* @property {string} [vertexShader] Vertex shader source
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* @property {string} [fragmentShader] Fragment shader source
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* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
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* @property {Array<PostProcessesOptions>} [postProcesses] Post-processes definitions
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*/
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/**
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* @classdesc
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* WebGL vector renderer optimized for points.
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* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
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* every time the vector source changes.
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*
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* Use shaders to customize the final output.
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*
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* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
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*
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* Default shaders are shown hereafter:
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*
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* * Vertex shader:
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* ```
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* precision mediump float;
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* attribute vec2 a_position;
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* attribute vec2 a_texCoord;
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* attribute float a_rotateWithView;
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* attribute vec2 a_offsets;
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*
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* uniform mat4 u_projectionMatrix;
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* uniform mat4 u_offsetScaleMatrix;
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* uniform mat4 u_offsetRotateMatrix;
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*
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* varying vec2 v_texCoord;
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*
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* void main(void) {
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* mat4 offsetMatrix = u_offsetScaleMatrix;
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* if (a_rotateWithView == 1.0) {
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* offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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* }
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* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
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* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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* v_texCoord = a_texCoord;
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* }
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* ```
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*
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* * Fragment shader:
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* ```
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* precision mediump float;
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* uniform float u_opacity;
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*
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* varying vec2 v_texCoord;
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*
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* void main(void) {
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* gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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* float alpha = u_opacity;
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* if (alpha == 0.0) {
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* discard;
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* }
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* gl_FragColor.a = alpha;
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* }
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* ```
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*
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* @api
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*/
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class WebGLPointsLayerRenderer extends LayerRenderer {
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/**
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* @param {import("../../layer/Vector.js").default} vectorLayer Vector layer.
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* @param {Options=} [opt_options] Options.
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*/
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constructor(vectorLayer, opt_options) {
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super(vectorLayer);
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const options = opt_options || {};
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this.context_ = new WebGLHelper({
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postProcesses: options.postProcesses,
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uniforms: options.uniforms
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});
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this.sourceRevision_ = -1;
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this.verticesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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this.indicesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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const vertexShader = new WebGLVertex(options.vertexShader || VERTEX_SHADER);
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const fragmentShader = new WebGLFragment(options.fragmentShader || FRAGMENT_SHADER);
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this.program_ = this.context_.getProgram(fragmentShader, vertexShader);
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this.context_.useProgram(this.program_);
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this.sizeCallback_ = options.sizeCallback || function(feature) {
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return 1;
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};
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this.coordCallback_ = options.coordCallback || function(feature, index) {
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const geom = /** @type {import("../../geom/Point").default} */ (feature.getGeometry());
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return geom.getCoordinates()[index];
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};
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}
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/**
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* @inheritDoc
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*/
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disposeInternal() {
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super.disposeInternal();
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}
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/**
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* @inheritDoc
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*/
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renderFrame(frameState, layerState) {
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this.context_.setUniformFloatValue(DefaultUniform.OPACITY, layerState.opacity);
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this.context_.drawElements(0, this.indicesBuffer_.getArray().length);
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this.context_.finalizeDraw(frameState);
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return this.context_.getCanvas();
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}
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/**
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* @inheritDoc
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*/
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prepareFrame(frameState) {
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const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
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const vectorSource = /** @type {import("../../source/Vector.js").default} */ (vectorLayer.getSource());
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this.context_.prepareDraw(frameState);
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if (this.sourceRevision_ < vectorSource.getRevision()) {
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this.sourceRevision_ = vectorSource.getRevision();
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const viewState = frameState.viewState;
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const projection = viewState.projection;
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const resolution = viewState.resolution;
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// loop on features to fill the buffer
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vectorSource.loadFeatures([-Infinity, -Infinity, Infinity, Infinity], resolution, projection);
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vectorSource.forEachFeature((feature) => {
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if (!feature.getGeometry() || feature.getGeometry().getType() !== GeometryType.POINT) {
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return;
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}
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const x = this.coordCallback_(feature, 0);
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const y = this.coordCallback_(feature, 1);
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const size = this.sizeCallback_(feature);
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const stride = 6;
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const baseIndex = this.verticesBuffer_.getArray().length / stride;
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this.verticesBuffer_.getArray().push(
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x, y, -size / 2, -size / 2, 0, 0,
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x, y, +size / 2, -size / 2, 1, 0,
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x, y, +size / 2, +size / 2, 1, 1,
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x, y, -size / 2, +size / 2, 0, 1
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);
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this.indicesBuffer_.getArray().push(
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baseIndex, baseIndex + 1, baseIndex + 3,
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baseIndex + 1, baseIndex + 2, baseIndex + 3
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);
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});
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}
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// write new data
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this.context_.bindBuffer(ARRAY_BUFFER, this.verticesBuffer_);
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this.context_.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
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this.context_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 6, 0);
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this.context_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 2);
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this.context_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 4);
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return true;
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}
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}
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export default WebGLPointsLayerRenderer;
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