Webgl points / add hit detection buffers generation
Hit detection is done by rendering features with their id encoded in the color attribute. A parallel set of render instructions and a second vertex buffer is used specifically for that.
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@@ -6,6 +6,7 @@ import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../web
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import {DefaultAttrib, DefaultUniform} from '../../webgl/Helper.js';
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import GeometryType from '../../geom/GeometryType.js';
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import WebGLLayerRenderer, {
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colorEncodeId,
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getBlankTexture,
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POINT_INSTRUCTIONS_COUNT, POINT_VERTEX_STRIDE, WebGLWorkerMessageType,
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writePointFeatureInstructions
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@@ -19,6 +20,7 @@ import {
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apply as applyTransform
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} from '../../transform.js';
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import {create as createWebGLWorker} from '../../worker/webgl.js';
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import {getUid} from '../../util.js';
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const VERTEX_SHADER = `
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precision mediump float;
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@@ -68,6 +70,26 @@ const FRAGMENT_SHADER = `
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gl_FragColor.rgb *= gl_FragColor.a;
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}`;
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const HIT_FRAGMENT_SHADER = `
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precision mediump float;
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uniform sampler2D u_texture;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying vec4 v_color;
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void main(void) {
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if (v_opacity == 0.0) {
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discard;
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}
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vec4 textureColor = texture2D(u_texture, v_texCoord);
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if (textureColor.a < 0.1) {
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discard;
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}
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gl_FragColor = v_color;
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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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@@ -212,6 +234,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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this.sourceRevision_ = -1;
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this.verticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
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this.hitVerticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
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this.indicesBuffer_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW);
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this.program_ = this.helper.getProgram(
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@@ -274,21 +297,49 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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*/
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this.renderInstructions_ = new Float32Array(0);
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/**
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* @type {import("../../transform.js").Transform}
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* @private
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*/
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this.hitRenderTransform_ = createTransform();
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/**
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* @type {import("../../transform.js").Transform}
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* @private
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*/
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this.invertHitRenderTransform_ = createTransform();
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/**
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* These instructions are used for hit detection
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* @type {Float32Array}
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* @private
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*/
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this.hitRenderInstructions_ = new Float32Array(0);
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this.worker_ = createWebGLWorker();
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this.worker_.addEventListener('message', function(event) {
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const received = event.data;
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if (received.type === WebGLWorkerMessageType.GENERATE_BUFFERS) {
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const projectionTransform = received.projectionTransform;
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this.verticesBuffer_.fromArrayBuffer(received.vertexBuffer);
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if (received.hitDetection) {
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this.hitVerticesBuffer_.fromArrayBuffer(received.vertexBuffer);
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this.helper.flushBufferData(this.hitVerticesBuffer_);
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} else {
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this.verticesBuffer_.fromArrayBuffer(received.vertexBuffer);
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this.helper.flushBufferData(this.verticesBuffer_);
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}
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this.indicesBuffer_.fromArrayBuffer(received.indexBuffer);
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this.helper.flushBufferData(this.verticesBuffer_);
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this.helper.flushBufferData(this.indicesBuffer_);
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// saves the projection transform for the current frame state
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this.renderTransform_ = projectionTransform;
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makeInverseTransform(this.invertRenderTransform_, this.renderTransform_);
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this.renderInstructions_ = new Float32Array(event.data.renderInstructions);
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if (received.hitDetection) {
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this.hitRenderTransform_ = projectionTransform;
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makeInverseTransform(this.invertHitRenderTransform_, this.hitRenderTransform_);
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this.hitRenderInstructions_ = new Float32Array(event.data.renderInstructions);
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} else {
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this.renderTransform_ = projectionTransform;
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makeInverseTransform(this.invertRenderTransform_, this.renderTransform_);
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this.renderInstructions_ = new Float32Array(event.data.renderInstructions);
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}
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}
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}.bind(this));
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}
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@@ -384,11 +435,16 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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if (!this.renderInstructions_ || this.renderInstructions_.length !== totalInstructionsCount) {
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this.renderInstructions_ = new Float32Array(totalInstructionsCount);
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}
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if (!this.hitRenderInstructions_ || this.hitRenderInstructions_.length !== totalInstructionsCount) {
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this.hitRenderInstructions_ = new Float32Array(totalInstructionsCount);
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}
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// loop on features to fill the buffer
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let feature;
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const tmpCoords = [];
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const tmpColor = [];
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let elementIndex = 0;
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let u0, v0, u1, v1, size, opacity, rotateWithView, color;
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for (let i = 0; i < features.length; i++) {
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feature = features[i];
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if (!feature.getGeometry() || feature.getGeometry().getType() !== GeometryType.POINT) {
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@@ -399,19 +455,43 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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tmpCoords[1] = this.coordCallback_(feature, 1);
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applyTransform(projectionTransform, tmpCoords);
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elementIndex = writePointFeatureInstructions(
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u0 = this.texCoordCallback_(feature, 0);
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v0 = this.texCoordCallback_(feature, 1);
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u1 = this.texCoordCallback_(feature, 2);
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v1 = this.texCoordCallback_(feature, 3);
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size = this.sizeCallback_(feature);
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opacity = this.opacityCallback_(feature);
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rotateWithView = this.rotateWithViewCallback_(feature);
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color = this.colorCallback_(feature, this.colorArray_);
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writePointFeatureInstructions(
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this.renderInstructions_,
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elementIndex,
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tmpCoords[0],
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tmpCoords[1],
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this.texCoordCallback_(feature, 0),
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this.texCoordCallback_(feature, 1),
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this.texCoordCallback_(feature, 2),
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this.texCoordCallback_(feature, 3),
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this.sizeCallback_(feature),
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this.opacityCallback_(feature),
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this.rotateWithViewCallback_(feature),
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this.colorCallback_(feature, this.colorArray_)
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u0,
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v0,
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u1,
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v1,
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size,
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opacity,
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rotateWithView,
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color
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);
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elementIndex = writePointFeatureInstructions(
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this.hitRenderInstructions_,
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elementIndex,
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tmpCoords[0],
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tmpCoords[1],
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u0,
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v0,
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u1,
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v1,
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size,
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opacity,
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rotateWithView,
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colorEncodeId(parseInt(getUid(feature)), tmpColor)
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);
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}
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@@ -422,9 +502,19 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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};
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// additional properties will be sent back as-is by the worker
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message['projectionTransform'] = projectionTransform;
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this.worker_.postMessage(message, [this.renderInstructions_.buffer]);
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this.renderInstructions_ = null;
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/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
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const hitMessage = {
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type: WebGLWorkerMessageType.GENERATE_BUFFERS,
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renderInstructions: this.hitRenderInstructions_.buffer,
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useShortIndices: !this.helper.getElementIndexUintEnabled()
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};
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hitMessage['projectionTransform'] = projectionTransform;
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hitMessage['hitDetection'] = true;
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this.worker_.postMessage(hitMessage, [this.hitRenderInstructions_.buffer]);
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this.hitRenderInstructions_ = null;
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}
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