Webgl points / use the new typed-array based utils for buffers
`rebuildBuffer` is still a very CPU intensive task and is blocking the main thread.
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@@ -5,9 +5,11 @@ import WebGLArrayBuffer from '../../webgl/Buffer.js';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl.js';
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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, {getBlankTexture, pushFeatureToBuffer} from './Layer.js';
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import GeoJSON from '../../format/GeoJSON.js';
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import {getUid} from '../../util.js';
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import WebGLLayerRenderer, {
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getBlankTexture,
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POINT_INSTRUCTIONS_COUNT, POINT_VERTEX_STRIDE,
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writePointFeatureInstructions, writePointFeatureToBuffers
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} from './Layer.js';
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import ViewHint from '../../ViewHint.js';
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import {createEmpty, equals} from '../../extent.js';
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import {
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@@ -241,14 +243,6 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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return false;
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};
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this.geojsonFormat_ = new GeoJSON();
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/**
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* @type {Object<string, import("../../format/GeoJSON").GeoJSONFeature>}
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* @private
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*/
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this.geojsonFeatureCache_ = {};
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this.previousExtent_ = createEmpty();
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/**
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@@ -272,6 +266,12 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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* @private
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*/
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this.invertRenderTransform_ = createTransform();
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/**
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* @type {Float32Array}
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* @private
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*/
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this.renderInstructions_ = new Float32Array(0);
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}
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/**
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@@ -306,8 +306,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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const vectorSource = vectorLayer.getSource();
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const viewState = frameState.viewState;
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// TODO: get this from somewhere...
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const stride = 12;
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const stride = POINT_VERTEX_STRIDE;
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// the source has changed: clear the feature cache & reload features
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const sourceChanged = this.sourceRevision_ < vectorSource.getRevision();
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@@ -357,46 +356,70 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
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const vectorSource = vectorLayer.getSource();
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this.verticesBuffer_.getArray().length = 0;
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this.indicesBuffer_.getArray().length = 0;
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// saves the projection transform for the current frame state
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this.helper_.makeProjectionTransform(frameState, this.renderTransform_);
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makeInverseTransform(this.invertRenderTransform_, this.renderTransform_);
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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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const totalInstructionsCount = POINT_INSTRUCTIONS_COUNT * features.length;
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if (this.renderInstructions_.length !== totalInstructionsCount) {
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this.renderInstructions_ = new Float32Array(totalInstructionsCount);
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}
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// loop on features to fill the buffer
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const features = vectorSource.getFeatures();
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let feature;
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const tmpCoords = [];
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let elementIndex = 0;
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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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continue;
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}
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let geojsonFeature = this.geojsonFeatureCache_[getUid(feature)];
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if (!geojsonFeature) {
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geojsonFeature = this.geojsonFormat_.writeFeatureObject(feature);
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this.geojsonFeatureCache_[getUid(feature)] = geojsonFeature;
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}
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tmpCoords[0] = this.coordCallback_(feature, 0);
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tmpCoords[1] = this.coordCallback_(feature, 1);
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applyTransform(projectionTransform, tmpCoords);
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geojsonFeature.geometry.coordinates[0] = this.coordCallback_(feature, 0);
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geojsonFeature.geometry.coordinates[1] = this.coordCallback_(feature, 1);
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applyTransform(this.renderTransform_, geojsonFeature.geometry.coordinates);
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geojsonFeature.properties = geojsonFeature.properties || {};
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geojsonFeature.properties.color = this.colorCallback_(feature, this.colorArray_);
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geojsonFeature.properties.u0 = this.texCoordCallback_(feature, 0);
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geojsonFeature.properties.v0 = this.texCoordCallback_(feature, 1);
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geojsonFeature.properties.u1 = this.texCoordCallback_(feature, 2);
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geojsonFeature.properties.v1 = this.texCoordCallback_(feature, 3);
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geojsonFeature.properties.size = this.sizeCallback_(feature);
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geojsonFeature.properties.opacity = this.opacityCallback_(feature);
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geojsonFeature.properties.rotateWithView = this.rotateWithViewCallback_(feature) ? 1 : 0;
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pushFeatureToBuffer(this.verticesBuffer_, this.indicesBuffer_, geojsonFeature);
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elementIndex = 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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);
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}
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const elementsCount = this.renderInstructions_.length / POINT_INSTRUCTIONS_COUNT;
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const indexBuffer = new Uint32Array(elementsCount * 6);
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const vertexBuffer = new Float32Array(elementsCount * 4 * POINT_VERTEX_STRIDE);
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let bufferPositions = null;
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for (let i = 0; i < this.renderInstructions_.length; i += POINT_INSTRUCTIONS_COUNT) {
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bufferPositions = writePointFeatureToBuffers(
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this.renderInstructions_,
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i,
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vertexBuffer,
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indexBuffer,
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bufferPositions,
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POINT_INSTRUCTIONS_COUNT);
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}
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// TODO: improve the WebGLBuffer private api: we shouldn't need to switch back to plain Arrays
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// also we need to handle the case where Uint32 array cannot be used
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this.verticesBuffer_.arr_ = Array.from(vertexBuffer);
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this.indicesBuffer_.arr_ = Array.from(indexBuffer);
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this.helper_.flushBufferData(ARRAY_BUFFER, this.verticesBuffer_);
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this.helper_.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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this.renderTransform_ = projectionTransform;
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makeInverseTransform(this.invertRenderTransform_, this.renderTransform_);
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}
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}
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