Merge pull request #10235 from jahow/webgl-optimizations
Various optimizations and fixes for the WebGL points renderer
This commit is contained in:
@@ -59,7 +59,7 @@ const style = {
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rotateWithView: false,
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offset: [
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0,
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9
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0
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],
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textureCoord: [
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'match',
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@@ -144,7 +144,7 @@ map.addLayer(
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const info = document.getElementById('info');
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map.on('pointermove', function(evt) {
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if (map.getView().getInteracting()) {
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if (map.getView().getInteracting() || map.getView().getAnimating()) {
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return;
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}
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const pixel = evt.pixel;
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@@ -124,6 +124,7 @@ function refreshLayer(newStyle) {
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if (previousLayer) {
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map.removeLayer(previousLayer);
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previousLayer.dispose();
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}
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literalStyle = newStyle;
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}
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@@ -320,6 +320,17 @@ class BaseLayer extends BaseObject {
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setZIndex(zindex) {
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this.set(LayerProperty.Z_INDEX, zindex);
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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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if (this.state_) {
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this.state_.layer = null;
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this.state_ = null;
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}
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super.disposeInternal();
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}
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}
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@@ -287,6 +287,13 @@ class Layer extends BaseLayer {
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return null;
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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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this.setSource(null);
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super.disposeInternal();
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}
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}
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@@ -57,6 +57,9 @@ import Layer from './Layer.js';
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* }
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* ```
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*
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* **Important: a `WebGLPoints` layer must be manually disposed when removed, otherwise the underlying WebGL context
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* will not be garbage collected.**
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*
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* Note that any property set in the options is set as a {@link module:ol/Object~BaseObject}
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* property on the layer object; for example, setting `title: 'My Title'` in the
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* options means that `title` is observable, and has get/set accessors.
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@@ -100,6 +103,15 @@ class WebGLPointsLayer extends Layer {
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attributes: this.parseResult_.attributes
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});
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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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this.renderer_.dispose();
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super.disposeInternal();
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}
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}
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export default WebGLPointsLayer;
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@@ -71,7 +71,7 @@ class WebGLLayerRenderer extends LayerRenderer {
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* @inheritDoc
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*/
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disposeInternal() {
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this.helper.disposeInternal();
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this.helper.dispose();
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super.disposeInternal();
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}
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@@ -19,13 +19,23 @@ import {getUid} from '../../util.js';
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import WebGLRenderTarget from '../../webgl/RenderTarget.js';
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import {assert} from '../../asserts.js';
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import BaseVector from '../../layer/BaseVector.js';
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import {listen, unlistenByKey} from '../../events.js';
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import VectorEventType from '../../source/VectorEventType.js';
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/**
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* @typedef {Object} CustomAttribute A description of a custom attribute to be passed on to the GPU, with a value different
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* for each feature.
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* @property {string} name Attribute name.
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* @property {function(import("../../Feature").default):number} callback This callback computes the numerical value of the
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* attribute for a given feature.
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* @property {function(import("../../Feature").default, Object<string, *>):number} callback This callback computes the numerical value of the
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* attribute for a given feature (properties are available as 2nd arg for quicker access).
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*/
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/**
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* @typedef {Object} FeatureCacheItem Object that holds a reference to a feature, its geometry and properties. Used to optimize
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* rebuildBuffers by accessing these objects quicker.
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* @property {import("../../Feature").default} feature Feature
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* @property {Object<string, *>} properties Feature properties
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* @property {import("../../geom").Geometry} geometry Feature geometry
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*/
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/**
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@@ -269,6 +279,72 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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this.getLayer().changed();
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}
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}.bind(this));
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/**
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* This object will be updated when the source changes. Key is uid.
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* @type {Object<string, FeatureCacheItem>}
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* @private
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*/
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this.featureCache_ = {};
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/**
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* Amount of features in the cache.
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* @type {number}
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* @private
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*/
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this.featureCount_ = 0;
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const source = this.getLayer().getSource();
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this.sourceListenKeys_ = [
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listen(source, VectorEventType.ADDFEATURE, this.handleSourceFeatureAdded_, this),
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listen(source, VectorEventType.CHANGEFEATURE, this.handleSourceFeatureChanged_, this),
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listen(source, VectorEventType.REMOVEFEATURE, this.handleSourceFeatureDelete_, this)
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];
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source.forEachFeature(function(feature) {
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this.featureCache_[getUid(feature)] = {
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feature: feature,
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properties: feature.getProperties(),
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geometry: feature.getGeometry()
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};
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this.featureCount_++;
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}.bind(this));
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}
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/**
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* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
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* @private
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*/
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handleSourceFeatureAdded_(event) {
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const feature = event.feature;
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this.featureCache_[getUid(feature)] = {
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feature: feature,
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properties: feature.getProperties(),
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geometry: feature.getGeometry()
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};
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this.featureCount_++;
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}
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/**
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* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
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* @private
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*/
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handleSourceFeatureChanged_(event) {
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const feature = event.feature;
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this.featureCache_[getUid(feature)] = {
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feature: feature,
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properties: feature.getProperties(),
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geometry: feature.getGeometry()
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};
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}
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/**
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* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
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* @private
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*/
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handleSourceFeatureDelete_(event) {
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const feature = event.feature;
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delete this.featureCache_[getUid(feature)];
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this.featureCount_--;
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}
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/**
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@@ -343,45 +419,41 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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* @private
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*/
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rebuildBuffers_(frameState) {
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const layer = this.getLayer();
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const vectorSource = layer.getSource();
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// saves the projection transform for the current frame state
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const projectionTransform = createTransform();
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this.helper.makeProjectionTransform(frameState, projectionTransform);
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const features = vectorSource.getFeatures();
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// here we anticipate the amount of render instructions that we well generate
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// this can be done since we know that for normal render we only have x, y as base instructions,
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// and x, y, r, g, b, a and featureUid for hit render instructions
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// and we also know the amount of custom attributes to append to these
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const totalInstructionsCount = (2 + this.customAttributes.length) * features.length;
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const totalInstructionsCount = (2 + this.customAttributes.length) * this.featureCount_;
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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.hitDetectionEnabled_) {
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const totalHitInstructionsCount = (7 + this.customAttributes.length) * features.length;
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const totalHitInstructionsCount = (7 + this.customAttributes.length) * this.featureCount_;
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if (!this.hitRenderInstructions_ || this.hitRenderInstructions_.length !== totalHitInstructionsCount) {
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this.hitRenderInstructions_ = new Float32Array(totalHitInstructionsCount);
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}
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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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let featureCache, geometry;
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const tmpCoords = [];
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const tmpColor = [];
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let renderIndex = 0;
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let hitIndex = 0;
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let hitColor;
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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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for (const featureUid in this.featureCache_) {
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featureCache = this.featureCache_[featureUid];
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geometry = /** @type {import("../../geom").Point} */(featureCache.geometry);
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if (!geometry || geometry.getType() !== GeometryType.POINT) {
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continue;
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}
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tmpCoords[0] = feature.getGeometry().getFlatCoordinates()[0];
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tmpCoords[1] = feature.getGeometry().getFlatCoordinates()[1];
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tmpCoords[0] = geometry.getFlatCoordinates()[0];
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tmpCoords[1] = geometry.getFlatCoordinates()[1];
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applyTransform(projectionTransform, tmpCoords);
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hitColor = colorEncodeId(hitIndex + 6, tmpColor);
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@@ -398,13 +470,13 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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this.hitRenderInstructions_[hitIndex++] = hitColor[1];
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this.hitRenderInstructions_[hitIndex++] = hitColor[2];
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this.hitRenderInstructions_[hitIndex++] = hitColor[3];
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this.hitRenderInstructions_[hitIndex++] = Number(getUid(feature));
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this.hitRenderInstructions_[hitIndex++] = Number(featureUid);
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}
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// pushing custom attributes
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let value;
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for (let j = 0; j < this.customAttributes.length; j++) {
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value = this.customAttributes[j].callback(feature);
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value = this.customAttributes[j].callback(featureCache.feature, featureCache.properties);
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this.renderInstructions_[renderIndex++] = value;
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if (this.hitDetectionEnabled_) {
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this.hitRenderInstructions_[hitIndex++] = value;
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@@ -448,7 +520,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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const pixel = applyTransform(frameState.coordinateToPixelTransform, coordinate.slice());
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const data = this.hitRenderTarget_.readPixel(pixel[0], pixel[1]);
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const data = this.hitRenderTarget_.readPixel(pixel[0] / 2, pixel[1] / 2);
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const color = [
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data[0] / 255,
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data[1] / 255,
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@@ -476,7 +548,10 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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return;
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}
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this.hitRenderTarget_.setSize(frameState.size);
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this.hitRenderTarget_.setSize([
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Math.floor(frameState.size[0] / 2),
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Math.floor(frameState.size[1] / 2)
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]);
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this.helper.useProgram(this.hitProgram_);
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this.helper.prepareDrawToRenderTarget(frameState, this.hitRenderTarget_, true);
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@@ -495,6 +570,11 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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*/
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disposeInternal() {
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this.worker_.terminate();
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this.layer_ = null;
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this.sourceListenKeys_.forEach(function(key) {
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unlistenByKey(key);
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});
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this.sourceListenKeys_ = null;
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super.disposeInternal();
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}
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}
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@@ -203,6 +203,19 @@ export function colorToGlsl(color) {
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);
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}
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/**
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* Returns a stable equivalent number for the string literal.
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* @param {ParsingContext} context Parsing context
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* @param {string} string String literal value
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* @returns {number} Number equivalent
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*/
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export function getStringNumberEquivalent(context, string) {
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if (context.stringLiteralsMap[string] === undefined) {
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context.stringLiteralsMap[string] = Object.keys(context.stringLiteralsMap).length;
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}
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return context.stringLiteralsMap[string];
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}
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/**
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* Returns a stable equivalent number for the string literal, for use in shaders. This number is then
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* converted to be a GLSL-compatible string.
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@@ -211,10 +224,7 @@ export function colorToGlsl(color) {
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* @returns {string} GLSL-compatible string containing a number
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*/
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export function stringToGlsl(context, string) {
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if (context.stringLiteralsMap[string] === undefined) {
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context.stringLiteralsMap[string] = Object.keys(context.stringLiteralsMap).length;
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}
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return numberToGlsl(context.stringLiteralsMap[string]);
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return numberToGlsl(getStringNumberEquivalent(context, string));
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}
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/**
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@@ -266,18 +266,6 @@ class WebGLHelper extends Disposable {
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*/
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this.bufferCache_ = {};
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/**
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* @private
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* @type {!Array<WebGLShader>}
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*/
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this.shaderCache_ = [];
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/**
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* @private
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* @type {!Array<WebGLProgram>}
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*/
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this.programCache_ = [];
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/**
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* @private
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* @type {WebGLProgram}
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@@ -419,18 +407,6 @@ class WebGLHelper extends Disposable {
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disposeInternal() {
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this.canvas_.removeEventListener(ContextEventType.LOST, this.boundHandleWebGLContextLost_);
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this.canvas_.removeEventListener(ContextEventType.RESTORED, this.boundHandleWebGLContextRestored_);
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const gl = this.getGL();
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if (!gl.isContextLost()) {
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for (const key in this.bufferCache_) {
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gl.deleteBuffer(this.bufferCache_[key].buffer);
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}
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for (const key in this.programCache_) {
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gl.deleteProgram(this.programCache_[key]);
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}
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for (const key in this.shaderCache_) {
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gl.deleteShader(this.shaderCache_[key]);
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}
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}
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}
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/**
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@@ -480,9 +456,10 @@ class WebGLHelper extends Disposable {
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*/
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prepareDrawToRenderTarget(frameState, renderTarget, opt_disableAlphaBlend) {
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const gl = this.getGL();
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const size = renderTarget.getSize();
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gl.bindFramebuffer(gl.FRAMEBUFFER, renderTarget.getFramebuffer());
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gl.viewport(0, 0, frameState.size[0], frameState.size[1]);
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gl.viewport(0, 0, size[0], size[1]);
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gl.bindTexture(gl.TEXTURE_2D, renderTarget.getTexture());
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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@@ -652,7 +629,6 @@ class WebGLHelper extends Disposable {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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this.shaderCache_.push(shader);
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return shader;
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}
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@@ -684,7 +660,6 @@ class WebGLHelper extends Disposable {
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gl.attachShader(program, fragmentShader);
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gl.attachShader(program, vertexShader);
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gl.linkProgram(program);
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this.programCache_.push(program);
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return program;
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}
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@@ -811,8 +786,6 @@ class WebGLHelper extends Disposable {
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*/
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handleWebGLContextLost() {
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clear(this.bufferCache_);
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clear(this.shaderCache_);
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clear(this.programCache_);
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this.currentProgram_ = null;
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}
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@@ -823,8 +796,6 @@ class WebGLHelper extends Disposable {
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handleWebGLContextRestored() {
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||||
}
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// TODO: shutdown program
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||||
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||||
/**
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||||
* Will create or reuse a given webgl texture and apply the given size. If no image data
|
||||
* specified, the texture will be empty, otherwise image data will be used and the `size`
|
||||
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@@ -115,12 +115,21 @@ class WebGLRenderTarget {
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||||
/**
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* Reads one pixel of the frame buffer as an array of r, g, b, a components
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||||
* in the 0-255 range (unsigned byte).
|
||||
* If x and/or y are outside of existing data, an array filled with 0 is returned.
|
||||
* @param {number} x Pixel coordinate
|
||||
* @param {number} y Pixel coordinate
|
||||
* @returns {Uint8Array} Integer array with one color value (4 components)
|
||||
* @api
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||||
*/
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||||
readPixel(x, y) {
|
||||
if (x < 0 || y < 0 || x > this.size_[0] || y >= this.size_[1]) {
|
||||
tmpArray4[0] = 0;
|
||||
tmpArray4[1] = 0;
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||||
tmpArray4[2] = 0;
|
||||
tmpArray4[3] = 0;
|
||||
return tmpArray4;
|
||||
}
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||||
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||||
this.readAll();
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||||
const index = Math.floor(x) + (this.size_[1] - Math.floor(y) - 1) * this.size_[0];
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||||
tmpArray4[0] = this.data_[index * 4];
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
* @module ol/webgl/ShaderBuilder
|
||||
*/
|
||||
|
||||
import {expressionToGlsl, stringToGlsl, ValueTypes} from '../style/expressions.js';
|
||||
import {expressionToGlsl, getStringNumberEquivalent, ValueTypes} from '../style/expressions.js';
|
||||
|
||||
/**
|
||||
* @typedef {Object} VaryingDescription
|
||||
@@ -450,7 +450,7 @@ export function parseLiteralStyle(style) {
|
||||
}
|
||||
let value = style.variables[varName];
|
||||
if (typeof value === 'string') {
|
||||
value = parseFloat(stringToGlsl(vertContext, value));
|
||||
value = getStringNumberEquivalent(vertContext, value);
|
||||
}
|
||||
return value !== undefined ? value : -9999999; // to avoid matching with the first string literal
|
||||
};
|
||||
@@ -484,10 +484,10 @@ export function parseLiteralStyle(style) {
|
||||
attributes: vertContext.attributes.map(function(attributeName) {
|
||||
return {
|
||||
name: attributeName,
|
||||
callback: function(feature) {
|
||||
let value = feature.get(attributeName);
|
||||
callback: function(feature, props) {
|
||||
let value = props[attributeName];
|
||||
if (typeof value === 'string') {
|
||||
value = parseFloat(stringToGlsl(vertContext, value));
|
||||
value = getStringNumberEquivalent(vertContext, value);
|
||||
}
|
||||
return value !== undefined ? value : -9999999; // to avoid matching with the first string literal
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ import {get as getProjection} from '../../../../../src/ol/proj.js';
|
||||
import ViewHint from '../../../../../src/ol/ViewHint.js';
|
||||
import {WebGLWorkerMessageType} from '../../../../../src/ol/renderer/webgl/Layer.js';
|
||||
import {compose as composeTransform, create as createTransform} from '../../../../../src/ol/transform.js';
|
||||
import {getUid} from '../../../../../src/ol/util.js';
|
||||
|
||||
const baseFrameState = {
|
||||
viewHints: [],
|
||||
@@ -388,4 +389,120 @@ describe('ol.renderer.webgl.PointsLayer', function() {
|
||||
});
|
||||
});
|
||||
|
||||
describe('featureCache_', function() {
|
||||
let source, layer, features;
|
||||
|
||||
function getCache(feature, renderer) {
|
||||
return renderer.featureCache_[getUid(feature)];
|
||||
}
|
||||
|
||||
beforeEach(function() {
|
||||
source = new VectorSource();
|
||||
layer = new VectorLayer({
|
||||
source
|
||||
});
|
||||
features = [
|
||||
new Feature({
|
||||
id: 'A',
|
||||
test: 'abcd',
|
||||
geometry: new Point([0, 1])
|
||||
}),
|
||||
new Feature({
|
||||
id: 'D',
|
||||
test: 'efgh',
|
||||
geometry: new Point([2, 3])
|
||||
}),
|
||||
new Feature({
|
||||
id: 'C',
|
||||
test: 'ijkl',
|
||||
geometry: new Point([4, 5])
|
||||
})
|
||||
];
|
||||
});
|
||||
|
||||
it('contains no features initially', function() {
|
||||
const renderer = new WebGLPointsLayerRenderer(layer, {
|
||||
vertexShader: simpleVertexShader,
|
||||
fragmentShader: simpleFragmentShader
|
||||
});
|
||||
expect(renderer.featureCount_).to.be(0);
|
||||
});
|
||||
|
||||
it('contains the features initially present in the source', function() {
|
||||
source.addFeatures(features);
|
||||
const renderer = new WebGLPointsLayerRenderer(layer, {
|
||||
vertexShader: simpleVertexShader,
|
||||
fragmentShader: simpleFragmentShader
|
||||
});
|
||||
expect(renderer.featureCount_).to.be(3);
|
||||
expect(getCache(features[0], renderer).feature).to.be(features[0]);
|
||||
expect(getCache(features[0], renderer).geometry).to.be(features[0].getGeometry());
|
||||
expect(getCache(features[0], renderer).properties['test']).to.be(features[0].get('test'));
|
||||
expect(getCache(features[1], renderer).feature).to.be(features[1]);
|
||||
expect(getCache(features[1], renderer).geometry).to.be(features[1].getGeometry());
|
||||
expect(getCache(features[1], renderer).properties['test']).to.be(features[1].get('test'));
|
||||
expect(getCache(features[2], renderer).feature).to.be(features[2]);
|
||||
expect(getCache(features[2], renderer).geometry).to.be(features[2].getGeometry());
|
||||
expect(getCache(features[2], renderer).properties['test']).to.be(features[2].get('test'));
|
||||
});
|
||||
|
||||
it('contains the features added to the source', function() {
|
||||
const renderer = new WebGLPointsLayerRenderer(layer, {
|
||||
vertexShader: simpleVertexShader,
|
||||
fragmentShader: simpleFragmentShader
|
||||
});
|
||||
|
||||
source.addFeature(features[0]);
|
||||
expect(renderer.featureCount_).to.be(1);
|
||||
|
||||
source.addFeature(features[1]);
|
||||
expect(renderer.featureCount_).to.be(2);
|
||||
|
||||
expect(getCache(features[0], renderer).feature).to.be(features[0]);
|
||||
expect(getCache(features[0], renderer).geometry).to.be(features[0].getGeometry());
|
||||
expect(getCache(features[0], renderer).properties['test']).to.be(features[0].get('test'));
|
||||
expect(getCache(features[1], renderer).feature).to.be(features[1]);
|
||||
expect(getCache(features[1], renderer).geometry).to.be(features[1].getGeometry());
|
||||
expect(getCache(features[1], renderer).properties['test']).to.be(features[1].get('test'));
|
||||
});
|
||||
|
||||
it('does not contain the features removed to the source', function() {
|
||||
const renderer = new WebGLPointsLayerRenderer(layer, {
|
||||
vertexShader: simpleVertexShader,
|
||||
fragmentShader: simpleFragmentShader
|
||||
});
|
||||
|
||||
source.addFeatures(features);
|
||||
expect(renderer.featureCount_).to.be(3);
|
||||
|
||||
source.removeFeature(features[1]);
|
||||
expect(renderer.featureCount_).to.be(2);
|
||||
|
||||
expect(getCache(features[0], renderer).feature).to.be(features[0]);
|
||||
expect(getCache(features[0], renderer).geometry).to.be(features[0].getGeometry());
|
||||
expect(getCache(features[0], renderer).properties['test']).to.be(features[0].get('test'));
|
||||
expect(getCache(features[2], renderer).feature).to.be(features[2]);
|
||||
expect(getCache(features[2], renderer).geometry).to.be(features[2].getGeometry());
|
||||
expect(getCache(features[2], renderer).properties['test']).to.be(features[2].get('test'));
|
||||
});
|
||||
|
||||
it('contains up to date properties and geometry', function() {
|
||||
const renderer = new WebGLPointsLayerRenderer(layer, {
|
||||
vertexShader: simpleVertexShader,
|
||||
fragmentShader: simpleFragmentShader
|
||||
});
|
||||
|
||||
source.addFeatures(features);
|
||||
features[0].set('test', 'updated');
|
||||
features[0].set('added', true);
|
||||
features[0].getGeometry().setCoordinates([10, 20]);
|
||||
expect(renderer.featureCount_).to.be(3);
|
||||
|
||||
expect(getCache(features[0], renderer).feature).to.be(features[0]);
|
||||
expect(getCache(features[0], renderer).geometry.getCoordinates()).to.eql([10, 20]);
|
||||
expect(getCache(features[0], renderer).properties['test']).to.be(features[0].get('test'));
|
||||
expect(getCache(features[0], renderer).properties['added']).to.be(features[0].get('added'));
|
||||
});
|
||||
});
|
||||
|
||||
});
|
||||
|
||||
@@ -123,6 +123,26 @@ describe('ol.webgl.RenderTarget', function() {
|
||||
expect(spy.callCount).to.eql(2);
|
||||
});
|
||||
|
||||
it('returns an array filled with 0 if outside of range', function() {
|
||||
const rt = new WebGLRenderTarget(helper, [4, 4]);
|
||||
helper.createTexture([4, 4], testImage_4x4, rt.getTexture());
|
||||
|
||||
let data = rt.readPixel(-1, 0);
|
||||
expect(data).to.eql([0, 0, 0, 0]);
|
||||
|
||||
data = rt.readPixel(3, -1);
|
||||
expect(data).to.eql([0, 0, 0, 0]);
|
||||
|
||||
data = rt.readPixel(6, 2);
|
||||
expect(data).to.eql([0, 0, 0, 0]);
|
||||
|
||||
data = rt.readPixel(2, 7);
|
||||
expect(data).to.eql([0, 0, 0, 0]);
|
||||
|
||||
data = rt.readPixel(2, 3);
|
||||
expect(data).not.to.eql([0, 0, 0, 0]);
|
||||
});
|
||||
|
||||
});
|
||||
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user