Merge pull request #9994 from jahow/add-webgl-layer-type
Add a new layer type: WebGLPointsLayer
This commit is contained in:
@@ -177,38 +177,47 @@ class Heatmap extends VectorLayer {
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*/
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createRenderer() {
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return new WebGLPointsLayerRenderer(this, {
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attributes: [
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{
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name: 'weight',
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callback: this.weightFunction_
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}
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],
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vertexShader: `
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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 vec2 a_offsets;
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attribute float a_opacity;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform float u_size;
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attribute vec2 a_position;
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attribute float a_index;
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attribute float a_weight;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying float v_weight;
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void main(void) {
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vec4 offsets = u_offsetScaleMatrix * vec4(a_offsets, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets * u_size;
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v_texCoord = a_texCoord;
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v_opacity = a_opacity;
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mat4 offsetMatrix = u_offsetScaleMatrix;
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float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;
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float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;
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vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;
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v_texCoord = vec2(u, v);
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v_weight = a_weight;
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}`,
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fragmentShader: `
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precision mediump float;
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uniform float u_blurSlope;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying float v_weight;
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void main(void) {
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vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
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float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
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float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
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float alpha = smoothstep(0.0, 1.0, value) * v_opacity;
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float alpha = smoothstep(0.0, 1.0, value) * v_weight;
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gl_FragColor = vec4(alpha, alpha, alpha, alpha);
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}`,
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uniforms: {
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@@ -239,8 +248,7 @@ class Heatmap extends VectorLayer {
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u_gradientTexture: this.gradient_
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}
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}
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],
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opacityCallback: this.weightFunction_
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]
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});
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}
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}
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133
src/ol/layer/WebGLPoints.js
Normal file
133
src/ol/layer/WebGLPoints.js
Normal file
@@ -0,0 +1,133 @@
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/**
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* @module ol/layer/WebGLPoints
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*/
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import {assign} from '../obj.js';
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import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js';
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import {
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formatArray,
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formatColor,
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formatNumber,
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getSymbolFragmentShader,
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getSymbolVertexShader
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} from '../webgl/ShaderBuilder.js';
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import {assert} from '../asserts.js';
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import {asArray} from '../color.js';
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import Layer from './Layer.js';
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/**
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* @typedef {Object} Options
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* @property {import('../style/LiteralStyle.js').LiteralStyle} style Literal style to apply to the layer features.
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* @property {string} [className='ol-layer'] A CSS class name to set to the layer element.
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* @property {number} [opacity=1] Opacity (0, 1).
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* @property {boolean} [visible=true] Visibility.
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* @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be
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* rendered outside of this extent.
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* @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers
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* will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed
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* for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()`
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* method was used.
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* @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be
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* visible.
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* @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will
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* be visible.
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* @property {import("../source/Vector.js").default} [source] Source.
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*/
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/**
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* @classdesc
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* Layer optimized for rendering large point datasets. Takes a `style` property which
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* is a serializable JSON object describing how the layer should be rendered.
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*
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* Here are a few samples of literal style objects:
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* ```js
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* const style = {
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* symbol: {
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* symbolType: 'circle',
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* size: 8,
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* color: '#33AAFF',
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* opacity: 0.9
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* }
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* }
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* ```
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*
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* ```js
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* const style = {
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* symbol: {
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* symbolType: 'image',
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* offset: [0, 12],
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* size: [4, 8],
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* src: '../static/exclamation-mark.png'
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* }
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* }
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* ```
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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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*
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* @fires import("../render/Event.js").RenderEvent
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*/
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class WebGLPointsLayer extends Layer {
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/**
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* @param {Options} options Options.
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*/
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constructor(options) {
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const baseOptions = assign({}, options);
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super(baseOptions);
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/**
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* @type {import('../style/LiteralStyle.js').LiteralStyle}
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*/
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this.style = options.style;
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assert(this.style.symbol !== undefined, 65);
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}
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/**
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* @inheritDoc
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*/
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createRenderer() {
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const symbolStyle = this.style.symbol;
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const size = Array.isArray(symbolStyle.size) ?
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formatArray(symbolStyle.size) : formatNumber(symbolStyle.size);
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const color = symbolStyle.color !== undefined ?
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(typeof symbolStyle.color === 'string' ? asArray(symbolStyle.color) : symbolStyle.color) :
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[255, 255, 255, 1];
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const texCoord = symbolStyle.textureCoord || [0, 0, 1, 1];
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const offset = symbolStyle.offset || [0, 0];
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const opacity = symbolStyle.opacity !== undefined ? symbolStyle.opacity : 1;
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/** @type {import('../webgl/ShaderBuilder.js').ShaderParameters} */
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const params = {
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uniforms: [],
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colorExpression: 'vec4(' + formatColor(color) + ') * vec4(1.0, 1.0, 1.0, ' + formatNumber(opacity) + ')',
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sizeExpression: 'vec2(' + size + ')',
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offsetExpression: 'vec2(' + formatArray(offset) + ')',
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texCoordExpression: 'vec4(' + formatArray(texCoord) + ')',
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rotateWithView: !!symbolStyle.rotateWithView
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};
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/** @type {Object.<string,import("../webgl/Helper").UniformValue>} */
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const uniforms = {};
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if (symbolStyle.symbolType === 'image' && symbolStyle.src) {
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const texture = new Image();
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texture.src = symbolStyle.src;
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params.uniforms.push('sampler2D u_texture');
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params.colorExpression = params.colorExpression +
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' * texture2D(u_texture, v_texCoord);';
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uniforms['u_texture'] = texture;
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}
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return new WebGLPointsLayerRenderer(this, {
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vertexShader: getSymbolVertexShader(params),
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fragmentShader: getSymbolFragmentShader(params),
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uniforms: uniforms
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});
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}
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}
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export default WebGLPointsLayer;
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@@ -71,6 +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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super.disposeInternal();
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}
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@@ -85,66 +86,13 @@ class WebGLLayerRenderer extends LayerRenderer {
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}
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/**
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* @param {Float32Array} instructions Instructons array in which to write.
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* @param {number} elementIndex Index from which render instructions will be written.
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* @param {number} x Point center X coordinate
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* @param {number} y Point center Y coordinate
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* @param {number} u0 Left texture coordinate
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* @param {number} v0 Bottom texture coordinate
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* @param {number} u1 Right texture coordinate
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* @param {number} v1 Top texture coordinate
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* @param {number} size Radius of the point
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* @param {number} opacity Opacity
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* @param {boolean} rotateWithView If true, the point will stay aligned with the view
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* @param {Array<number>} color Array holding red, green, blue, alpha values
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* @return {number} Index from which the next element should be written
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* @private
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*/
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export function writePointFeatureInstructions(instructions, elementIndex, x, y, u0, v0, u1, v1, size, opacity, rotateWithView, color) {
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let i = elementIndex;
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instructions[i++] = x;
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instructions[i++] = y;
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instructions[i++] = u0;
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instructions[i++] = v0;
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instructions[i++] = u1;
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instructions[i++] = v1;
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instructions[i++] = size;
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instructions[i++] = opacity;
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instructions[i++] = rotateWithView ? 1 : 0;
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instructions[i++] = color[0];
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instructions[i++] = color[1];
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instructions[i++] = color[2];
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instructions[i++] = color[3];
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return i;
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}
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const tmpArray_ = [];
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const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
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export const POINT_INSTRUCTIONS_COUNT = 13;
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export const POINT_VERTEX_STRIDE = 12;
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function writePointVertex(buffer, pos, x, y, offsetX, offsetY, u, v, opacity, rotateWithView, red, green, blue, alpha) {
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function writePointVertex(buffer, pos, x, y, index) {
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buffer[pos + 0] = x;
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buffer[pos + 1] = y;
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buffer[pos + 2] = offsetX;
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buffer[pos + 3] = offsetY;
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buffer[pos + 4] = u;
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buffer[pos + 5] = v;
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buffer[pos + 6] = opacity;
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buffer[pos + 7] = rotateWithView;
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buffer[pos + 8] = red;
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buffer[pos + 9] = green;
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buffer[pos + 10] = blue;
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buffer[pos + 11] = alpha;
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}
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function writeCustomAttrs(buffer, pos, customAttrs) {
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if (customAttrs.length) {
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buffer.set(customAttrs, pos);
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}
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buffer[pos + 2] = index;
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}
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/**
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@@ -160,42 +108,27 @@ function writeCustomAttrs(buffer, pos, customAttrs) {
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* @param {number} elementIndex Index from which render instructions will be read.
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* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
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* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
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* @param {number} customAttributesCount Amount of custom attributes for each element.
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* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
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* @param {number} [count] Amount of render instructions that will be read. Default value is POINT_INSTRUCTIONS_COUNT
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* but a higher value can be provided; all values beyond the default count will be put in the vertices buffer as
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* is, thus allowing specifying custom attributes. Please note: this value should not vary inside the same buffer or
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* rendering will break.
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* @return {BufferPositions} New buffer positions where to write next
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* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
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* @property {number} indexPosition New position in the index buffer where future writes should start.
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* @private
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*/
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export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, bufferPositions, count) {
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const count_ = count > POINT_INSTRUCTIONS_COUNT ? count : POINT_INSTRUCTIONS_COUNT;
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export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, customAttributesCount, bufferPositions) {
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// This is for x, y and index
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const baseVertexAttrsCount = 3;
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const baseInstructionsCount = 2;
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const stride = baseVertexAttrsCount + customAttributesCount;
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const x = instructions[elementIndex + 0];
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const y = instructions[elementIndex + 1];
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const u0 = instructions[elementIndex + 2];
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const v0 = instructions[elementIndex + 3];
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const u1 = instructions[elementIndex + 4];
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const v1 = instructions[elementIndex + 5];
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const size = instructions[elementIndex + 6];
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const opacity = instructions[elementIndex + 7];
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const rotateWithView = instructions[elementIndex + 8];
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const red = instructions[elementIndex + 9];
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const green = instructions[elementIndex + 10];
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const blue = instructions[elementIndex + 11];
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const alpha = instructions[elementIndex + 12];
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// the default vertex buffer stride is 12, plus additional custom values if any
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const baseStride = POINT_VERTEX_STRIDE;
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const stride = baseStride + count_ - POINT_INSTRUCTIONS_COUNT;
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// read custom numerical attributes on the feature
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const customAttrs = tmpArray_;
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customAttrs.length = count_ - POINT_INSTRUCTIONS_COUNT;
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customAttrs.length = customAttributesCount;
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for (let i = 0; i < customAttrs.length; i++) {
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customAttrs[i] = instructions[elementIndex + POINT_INSTRUCTIONS_COUNT + i];
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customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
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}
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let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
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@@ -203,20 +136,20 @@ export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuf
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const baseIndex = vPos / stride;
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// push vertices for each of the four quad corners (first standard then custom attributes)
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writePointVertex(vertexBuffer, vPos, x, y, -size / 2, -size / 2, u0, v0, opacity, rotateWithView, red, green, blue, alpha);
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writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
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writePointVertex(vertexBuffer, vPos, x, y, 0);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, +size / 2, -size / 2, u1, v0, opacity, rotateWithView, red, green, blue, alpha);
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writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
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writePointVertex(vertexBuffer, vPos, x, y, 1);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, +size / 2, +size / 2, u1, v1, opacity, rotateWithView, red, green, blue, alpha);
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writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
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writePointVertex(vertexBuffer, vPos, x, y, 2);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, -size / 2, +size / 2, u0, v1, opacity, rotateWithView, red, green, blue, alpha);
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writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
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writePointVertex(vertexBuffer, vPos, x, y, 3);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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indexBuffer[iPos++] = baseIndex; indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 3;
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@@ -2,121 +2,42 @@
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* @module ol/renderer/webgl/PointsLayer
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*/
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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 {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js';
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import {AttributeType, 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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colorDecodeId,
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colorEncodeId,
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getBlankImageData,
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POINT_INSTRUCTIONS_COUNT, POINT_VERTEX_STRIDE, WebGLWorkerMessageType,
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writePointFeatureInstructions
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} from './Layer.js';
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import WebGLLayerRenderer, {colorDecodeId, colorEncodeId, WebGLWorkerMessageType} 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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apply as applyTransform,
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create as createTransform,
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makeInverse as makeInverseTransform,
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multiply as multiplyTransform,
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apply as applyTransform
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multiply as multiplyTransform
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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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import WebGLRenderTarget from '../../webgl/RenderTarget.js';
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import {assert} from '../../asserts.js';
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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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attribute float a_opacity;
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attribute vec4 a_color;
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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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varying float v_opacity;
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varying vec4 v_color;
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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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v_opacity = a_opacity;
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v_color = a_color;
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}`;
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const FRAGMENT_SHADER = `
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precision mediump float;
|
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|
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uniform sampler2D u_texture;
|
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|
||||
varying vec2 v_texCoord;
|
||||
varying float v_opacity;
|
||||
varying vec4 v_color;
|
||||
|
||||
void main(void) {
|
||||
if (v_opacity == 0.0) {
|
||||
discard;
|
||||
}
|
||||
vec4 textureColor = texture2D(u_texture, v_texCoord);
|
||||
gl_FragColor = v_color * textureColor;
|
||||
gl_FragColor.a *= v_opacity;
|
||||
gl_FragColor.rgb *= gl_FragColor.a;
|
||||
}`;
|
||||
|
||||
const HIT_FRAGMENT_SHADER = `
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
varying vec2 v_texCoord;
|
||||
varying float v_opacity;
|
||||
varying vec4 v_color;
|
||||
|
||||
void main(void) {
|
||||
if (v_opacity == 0.0) {
|
||||
discard;
|
||||
}
|
||||
vec4 textureColor = texture2D(u_texture, v_texCoord);
|
||||
if (textureColor.a < 0.1) {
|
||||
discard;
|
||||
}
|
||||
gl_FragColor = v_color;
|
||||
}`;
|
||||
/**
|
||||
* @typedef {Object} CustomAttribute A description of a custom attribute to be passed on to the GPU, with a value different
|
||||
* for each feature.
|
||||
* @property {string} name Attribute name.
|
||||
* @property {function(import("../../Feature").default):number} callback This callback computes the numerical value of the
|
||||
* attribute for a given feature.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {Object} Options
|
||||
* @property {function(import("../../Feature").default):number} [sizeCallback] Will be called on every feature in the
|
||||
* source to compute the size of the quad on screen (in pixels). This is only done on source change.
|
||||
* @property {function(import("../../Feature").default, number):number} [coordCallback] Will be called on every feature in the
|
||||
* source to compute the coordinate of the quad center on screen (in pixels). This is only done on source change.
|
||||
* The second argument is 0 for `x` component and 1 for `y`.
|
||||
* @property {function(import("../../Feature").default, number):number} [texCoordCallback] Will be called on every feature in the
|
||||
* source to compute the texture coordinates of each corner of the quad (without effect if no `texture` option defined). This is only done on source change.
|
||||
* The second argument is 0 for `u0` component, 1 for `v0`, 2 for `u1`, and 3 for `v1`.
|
||||
* @property {function(import("../../Feature").default, Array<number>=):Array<number>} [colorCallback] Will be called on every feature in the
|
||||
* source to compute the color for use in the fragment shader (available as the `v_color` varying). This is only done on source change.
|
||||
* The return value should be between an array of R, G, B, A values between 0 and 1. To reduce unnecessary
|
||||
* allocation, the function is called with a reusable array that can serve as the return value after updating
|
||||
* the R, G, B, and A values.
|
||||
* @property {function(import("../../Feature").default):number} [opacityCallback] Will be called on every feature in the
|
||||
* source to compute the opacity of the quad on screen (from 0 to 1). This is only done on source change.
|
||||
* Note: this is multiplied with the color of the point which can also have an alpha value < 1.
|
||||
* @property {function(import("../../Feature").default):boolean} [rotateWithViewCallback] Will be called on every feature in the
|
||||
* source to compute whether the quad on screen must stay upwards (`false`) or follow the view rotation (`true`). Default is `false`.
|
||||
* This is only done on source change.
|
||||
* @property {HTMLCanvasElement|HTMLImageElement|ImageData} [texture] Texture to use on points. `texCoordCallback` and `sizeCallback`
|
||||
* must be defined for this to have any effect.
|
||||
* @property {string} [vertexShader] Vertex shader source
|
||||
* @property {string} [fragmentShader] Fragment shader source
|
||||
* @property {Array<CustomAttribute>} [attributes] These attributes will be read from the features in the source and then
|
||||
* passed to the GPU. The `name` property of each attribute will serve as its identifier:
|
||||
* * In the vertex shader as an `attribute` by prefixing it with `a_`
|
||||
* * In the fragment shader as a `varying` by prefixing it with `v_`
|
||||
* Please note that these can only be numerical values.
|
||||
* @property {string} vertexShader Vertex shader source, mandatory.
|
||||
* @property {string} fragmentShader Fragment shader source, mandatory.
|
||||
* @property {string} [hitVertexShader] Vertex shader source for hit detection rendering.
|
||||
* @property {string} [hitFragmentShader] Fragment shader source for hit detection rendering.
|
||||
* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
|
||||
* Please note that `u_texture` is reserved for the main texture slot.
|
||||
* @property {Array<import("./Layer").PostProcessesOptions>} [postProcesses] Post-processes definitions
|
||||
@@ -128,13 +49,38 @@ const HIT_FRAGMENT_SHADER = `
|
||||
* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
|
||||
* every time the vector source changes.
|
||||
*
|
||||
* Use shaders to customize the final output. The following attributes are available:
|
||||
* * `vec2 a_position`
|
||||
* * `vec2 a_texCoord`
|
||||
* * `vec2 a_offsets`
|
||||
* * `float a_rotateWithView`
|
||||
* * `float a_opacity`
|
||||
* * `float a_color`
|
||||
* You need to provide vertex and fragment shaders for rendering. This can be done using
|
||||
* {@link module:ol/webgl/ShaderBuilder} utilities. These shaders shall expect a `a_position` attribute
|
||||
* containing the screen-space projected center of the quad, as well as a `a_index` attribute
|
||||
* whose value (0, 1, 2 or 3) indicates which quad vertex is currently getting processed (see structure below).
|
||||
*
|
||||
* To include variable attributes in the shaders, you need to declare them using the `attributes` property of
|
||||
* the options object like so:
|
||||
* ```js
|
||||
* new WebGLPointsLayerRenderer(layer, {
|
||||
* attributes: [
|
||||
* {
|
||||
* name: 'size',
|
||||
* callback: function(feature) {
|
||||
* // compute something with the feature
|
||||
* }
|
||||
* },
|
||||
* {
|
||||
* name: 'weight',
|
||||
* callback: function(feature) {
|
||||
* // compute something with the feature
|
||||
* }
|
||||
* },
|
||||
* ],
|
||||
* vertexShader:
|
||||
* // shader using attribute a_weight and a_size
|
||||
* fragmentShader:
|
||||
* // shader using varying v_weight and v_size
|
||||
* ```
|
||||
*
|
||||
* To enable hit detection, you must as well provide dedicated shaders using the `hitVertexShader`
|
||||
* and `hitFragmentShader` properties. These shall expect the `a_hitColor` attribute to contain
|
||||
* the final color that will have to be output for hit detection to work.
|
||||
*
|
||||
* The following uniform is used for the main texture: `u_texture`.
|
||||
*
|
||||
@@ -157,74 +103,16 @@ const HIT_FRAGMENT_SHADER = `
|
||||
*
|
||||
* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
|
||||
*
|
||||
* Default shaders are shown hereafter:
|
||||
*
|
||||
* * Vertex shader:
|
||||
* ```
|
||||
* precision mediump float;
|
||||
*
|
||||
* attribute vec2 a_position;
|
||||
* attribute vec2 a_texCoord;
|
||||
* attribute float a_rotateWithView;
|
||||
* attribute vec2 a_offsets;
|
||||
* attribute float a_opacity;
|
||||
* attribute vec4 a_color;
|
||||
*
|
||||
* uniform mat4 u_projectionMatrix;
|
||||
* uniform mat4 u_offsetScaleMatrix;
|
||||
* uniform mat4 u_offsetRotateMatrix;
|
||||
*
|
||||
* varying vec2 v_texCoord;
|
||||
* varying float v_opacity;
|
||||
* varying vec4 v_color;
|
||||
*
|
||||
* void main(void) {
|
||||
* mat4 offsetMatrix = u_offsetScaleMatrix;
|
||||
* if (a_rotateWithView == 1.0) {
|
||||
* offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
|
||||
* }
|
||||
* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
|
||||
* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
|
||||
* v_texCoord = a_texCoord;
|
||||
* v_opacity = a_opacity;
|
||||
* v_color = a_color;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* * Fragment shader:
|
||||
* ```
|
||||
* precision mediump float;
|
||||
*
|
||||
* uniform sampler2D u_texture;
|
||||
*
|
||||
* varying vec2 v_texCoord;
|
||||
* varying float v_opacity;
|
||||
* varying vec4 v_color;
|
||||
*
|
||||
* void main(void) {
|
||||
* if (v_opacity == 0.0) {
|
||||
* discard;
|
||||
* }
|
||||
* vec4 textureColor = texture2D(u_texture, v_texCoord);
|
||||
* gl_FragColor = v_color * textureColor;
|
||||
* gl_FragColor.a *= v_opacity;
|
||||
* gl_FragColor.rgb *= gl_FragColor.a;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* @api
|
||||
*/
|
||||
class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
|
||||
/**
|
||||
* @param {import("../../layer/Vector.js").default} vectorLayer Vector layer.
|
||||
* @param {Options=} [opt_options] Options.
|
||||
* @param {Options=} options Options.
|
||||
*/
|
||||
constructor(vectorLayer, opt_options) {
|
||||
const options = opt_options || {};
|
||||
|
||||
constructor(vectorLayer, options) {
|
||||
const uniforms = options.uniforms || {};
|
||||
uniforms.u_texture = options.texture || getBlankImageData();
|
||||
const projectionMatrixTransform = createTransform();
|
||||
uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;
|
||||
|
||||
@@ -240,36 +128,68 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
this.indicesBuffer_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW);
|
||||
|
||||
this.program_ = this.helper.getProgram(
|
||||
options.fragmentShader || FRAGMENT_SHADER,
|
||||
options.vertexShader || VERTEX_SHADER
|
||||
);
|
||||
this.hitProgram_ = this.helper.getProgram(
|
||||
HIT_FRAGMENT_SHADER,
|
||||
VERTEX_SHADER
|
||||
options.fragmentShader,
|
||||
options.vertexShader
|
||||
);
|
||||
|
||||
this.sizeCallback_ = options.sizeCallback || function() {
|
||||
return 1;
|
||||
};
|
||||
this.coordCallback_ = options.coordCallback || function(feature, index) {
|
||||
const geom = feature.getGeometry();
|
||||
return geom.getCoordinates()[index];
|
||||
};
|
||||
this.opacityCallback_ = options.opacityCallback || function() {
|
||||
return 1;
|
||||
};
|
||||
this.texCoordCallback_ = options.texCoordCallback || function(feature, index) {
|
||||
return index < 2 ? 0 : 1;
|
||||
};
|
||||
/**
|
||||
* @type {boolean}
|
||||
* @private
|
||||
*/
|
||||
this.hitDetectionEnabled_ = options.hitFragmentShader && options.hitVertexShader ? true : false;
|
||||
|
||||
this.colorArray_ = [1, 1, 1, 1];
|
||||
this.colorCallback_ = options.colorCallback || function(feature, color) {
|
||||
return this.colorArray_;
|
||||
};
|
||||
this.hitProgram_ = this.hitDetectionEnabled_ && this.helper.getProgram(
|
||||
options.hitFragmentShader,
|
||||
options.hitVertexShader
|
||||
);
|
||||
|
||||
this.rotateWithViewCallback_ = options.rotateWithViewCallback || function() {
|
||||
return false;
|
||||
};
|
||||
const customAttributes = options.attributes ?
|
||||
options.attributes.map(function(attribute) {
|
||||
return {
|
||||
name: 'a_' + attribute.name,
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT
|
||||
};
|
||||
}) : [];
|
||||
|
||||
/**
|
||||
* A list of attributes used by the renderer. By default only the position and
|
||||
* index of the vertex (0 to 3) are required.
|
||||
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
|
||||
*/
|
||||
this.attributes = [{
|
||||
name: 'a_position',
|
||||
size: 2,
|
||||
type: AttributeType.FLOAT
|
||||
}, {
|
||||
name: 'a_index',
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT
|
||||
}].concat(customAttributes);
|
||||
|
||||
/**
|
||||
* A list of attributes used for hit detection.
|
||||
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
|
||||
*/
|
||||
this.hitDetectionAttributes = [{
|
||||
name: 'a_position',
|
||||
size: 2,
|
||||
type: AttributeType.FLOAT
|
||||
}, {
|
||||
name: 'a_index',
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT
|
||||
}, {
|
||||
name: 'a_hitColor',
|
||||
size: 4,
|
||||
type: AttributeType.FLOAT
|
||||
}, {
|
||||
name: 'a_featureUid',
|
||||
size: 1,
|
||||
type: AttributeType.FLOAT
|
||||
}].concat(customAttributes);
|
||||
|
||||
this.customAttributes = options.attributes ? options.attributes : [];
|
||||
|
||||
this.previousExtent_ = createEmpty();
|
||||
|
||||
@@ -312,7 +232,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
* @type {WebGLRenderTarget}
|
||||
* @private
|
||||
*/
|
||||
this.hitRenderTarget_ = new WebGLRenderTarget(this.helper);
|
||||
this.hitRenderTarget_ = this.hitDetectionEnabled_ && new WebGLRenderTarget(this.helper);
|
||||
|
||||
this.worker_ = createWebGLWorker();
|
||||
this.worker_.addEventListener('message', function(event) {
|
||||
@@ -357,8 +277,10 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
canvas.style.opacity = opacity;
|
||||
}
|
||||
|
||||
this.renderHitDetection(frameState);
|
||||
this.hitRenderTarget_.clearCachedData();
|
||||
if (this.hitDetectionEnabled_) {
|
||||
this.renderHitDetection(frameState);
|
||||
this.hitRenderTarget_.clearCachedData();
|
||||
}
|
||||
|
||||
return canvas;
|
||||
}
|
||||
@@ -371,8 +293,6 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
const vectorSource = vectorLayer.getSource();
|
||||
const viewState = frameState.viewState;
|
||||
|
||||
const stride = POINT_VERTEX_STRIDE;
|
||||
|
||||
// the source has changed: clear the feature cache & reload features
|
||||
const sourceChanged = this.sourceRevision_ < vectorSource.getRevision();
|
||||
if (sourceChanged) {
|
||||
@@ -401,13 +321,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
this.helper.bindBuffer(this.verticesBuffer_);
|
||||
this.helper.bindBuffer(this.indicesBuffer_);
|
||||
|
||||
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
|
||||
this.helper.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
|
||||
this.helper.enableAttributes(this.attributes);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -426,76 +340,72 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
this.helper.makeProjectionTransform(frameState, projectionTransform);
|
||||
|
||||
const features = vectorSource.getFeatures();
|
||||
const totalInstructionsCount = POINT_INSTRUCTIONS_COUNT * features.length;
|
||||
|
||||
// here we anticipate the amount of render instructions that we well generate
|
||||
// this can be done since we know that for normal render we only have x, y as base instructions,
|
||||
// and x, y, r, g, b, a and featureUid for hit render instructions
|
||||
// and we also know the amount of custom attributes to append to these
|
||||
const totalInstructionsCount = (2 + this.customAttributes.length) * features.length;
|
||||
if (!this.renderInstructions_ || this.renderInstructions_.length !== totalInstructionsCount) {
|
||||
this.renderInstructions_ = new Float32Array(totalInstructionsCount);
|
||||
}
|
||||
if (!this.hitRenderInstructions_ || this.hitRenderInstructions_.length !== totalInstructionsCount) {
|
||||
this.hitRenderInstructions_ = new Float32Array(totalInstructionsCount);
|
||||
if (this.hitDetectionEnabled_) {
|
||||
const totalHitInstructionsCount = (7 + this.customAttributes.length) * features.length;
|
||||
if (!this.hitRenderInstructions_ || this.hitRenderInstructions_.length !== totalHitInstructionsCount) {
|
||||
this.hitRenderInstructions_ = new Float32Array(totalHitInstructionsCount);
|
||||
}
|
||||
}
|
||||
|
||||
// loop on features to fill the buffer
|
||||
let feature;
|
||||
const tmpCoords = [];
|
||||
const tmpColor = [];
|
||||
let elementIndex = 0;
|
||||
let u0, v0, u1, v1, size, opacity, rotateWithView, color;
|
||||
let renderIndex = 0;
|
||||
let hitIndex = 0;
|
||||
let hitColor;
|
||||
for (let i = 0; i < features.length; i++) {
|
||||
feature = features[i];
|
||||
if (!feature.getGeometry() || feature.getGeometry().getType() !== GeometryType.POINT) {
|
||||
continue;
|
||||
}
|
||||
|
||||
tmpCoords[0] = this.coordCallback_(feature, 0);
|
||||
tmpCoords[1] = this.coordCallback_(feature, 1);
|
||||
tmpCoords[0] = feature.getGeometry().getFlatCoordinates()[0];
|
||||
tmpCoords[1] = feature.getGeometry().getFlatCoordinates()[1];
|
||||
applyTransform(projectionTransform, tmpCoords);
|
||||
|
||||
u0 = this.texCoordCallback_(feature, 0);
|
||||
v0 = this.texCoordCallback_(feature, 1);
|
||||
u1 = this.texCoordCallback_(feature, 2);
|
||||
v1 = this.texCoordCallback_(feature, 3);
|
||||
size = this.sizeCallback_(feature);
|
||||
opacity = this.opacityCallback_(feature);
|
||||
rotateWithView = this.rotateWithViewCallback_(feature);
|
||||
color = this.colorCallback_(feature, this.colorArray_);
|
||||
hitColor = colorEncodeId(hitIndex + 6, tmpColor);
|
||||
|
||||
writePointFeatureInstructions(
|
||||
this.renderInstructions_,
|
||||
elementIndex,
|
||||
tmpCoords[0],
|
||||
tmpCoords[1],
|
||||
u0,
|
||||
v0,
|
||||
u1,
|
||||
v1,
|
||||
size,
|
||||
opacity,
|
||||
rotateWithView,
|
||||
color
|
||||
);
|
||||
this.renderInstructions_[renderIndex++] = tmpCoords[0];
|
||||
this.renderInstructions_[renderIndex++] = tmpCoords[1];
|
||||
|
||||
// for hit detection, the feature uid is saved in the opacity value
|
||||
// and the index of the opacity value is encoded in the color values
|
||||
elementIndex = writePointFeatureInstructions(
|
||||
this.hitRenderInstructions_,
|
||||
elementIndex,
|
||||
tmpCoords[0],
|
||||
tmpCoords[1],
|
||||
u0,
|
||||
v0,
|
||||
u1,
|
||||
v1,
|
||||
size,
|
||||
opacity > 0 ? Number(getUid(feature)) : 0,
|
||||
rotateWithView,
|
||||
colorEncodeId(elementIndex + 7, tmpColor)
|
||||
);
|
||||
if (this.hitDetectionEnabled_) {
|
||||
this.hitRenderInstructions_[hitIndex++] = tmpCoords[0];
|
||||
this.hitRenderInstructions_[hitIndex++] = tmpCoords[1];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[0];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[1];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[2];
|
||||
this.hitRenderInstructions_[hitIndex++] = hitColor[3];
|
||||
this.hitRenderInstructions_[hitIndex++] = Number(getUid(feature));
|
||||
}
|
||||
|
||||
// pushing custom attributes
|
||||
let value;
|
||||
for (let j = 0; j < this.customAttributes.length; j++) {
|
||||
value = this.customAttributes[j].callback(feature);
|
||||
this.renderInstructions_[renderIndex++] = value;
|
||||
if (this.hitDetectionEnabled_) {
|
||||
this.hitRenderInstructions_[hitIndex++] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
|
||||
const message = {
|
||||
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
|
||||
renderInstructions: this.renderInstructions_.buffer
|
||||
renderInstructions: this.renderInstructions_.buffer,
|
||||
customAttributesCount: this.customAttributes.length
|
||||
};
|
||||
// additional properties will be sent back as-is by the worker
|
||||
message['projectionTransform'] = projectionTransform;
|
||||
@@ -503,20 +413,24 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
this.renderInstructions_ = null;
|
||||
|
||||
/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
|
||||
const hitMessage = {
|
||||
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
|
||||
renderInstructions: this.hitRenderInstructions_.buffer
|
||||
};
|
||||
hitMessage['projectionTransform'] = projectionTransform;
|
||||
hitMessage['hitDetection'] = true;
|
||||
this.worker_.postMessage(hitMessage, [this.hitRenderInstructions_.buffer]);
|
||||
this.hitRenderInstructions_ = null;
|
||||
if (this.hitDetectionEnabled_) {
|
||||
const hitMessage = {
|
||||
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
|
||||
renderInstructions: this.hitRenderInstructions_.buffer,
|
||||
customAttributesCount: 5 + this.customAttributes.length
|
||||
};
|
||||
hitMessage['projectionTransform'] = projectionTransform;
|
||||
hitMessage['hitDetection'] = true;
|
||||
this.worker_.postMessage(hitMessage, [this.hitRenderInstructions_.buffer]);
|
||||
this.hitRenderInstructions_ = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
forEachFeatureAtCoordinate(coordinate, frameState, hitTolerance, callback, declutteredFeatures) {
|
||||
assert(this.hitDetectionEnabled_, 66);
|
||||
if (!this.hitRenderInstructions_) {
|
||||
return;
|
||||
}
|
||||
@@ -546,9 +460,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
* @param {import("../../PluggableMap.js").FrameState} frameState current frame state
|
||||
*/
|
||||
renderHitDetection(frameState) {
|
||||
// skip render entirely if vertices buffers for display & hit detection have different sizes
|
||||
// this typically means both buffers are temporarily out of sync
|
||||
if (this.hitVerticesBuffer_.getSize() !== this.verticesBuffer_.getSize()) {
|
||||
// skip render entirely if vertex buffers not ready/generated yet
|
||||
if (!this.hitVerticesBuffer_.getSize()) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -560,18 +473,19 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
|
||||
this.helper.bindBuffer(this.hitVerticesBuffer_);
|
||||
this.helper.bindBuffer(this.indicesBuffer_);
|
||||
|
||||
const stride = POINT_VERTEX_STRIDE;
|
||||
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
|
||||
this.helper.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
|
||||
this.helper.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
|
||||
this.helper.enableAttributes(this.hitDetectionAttributes);
|
||||
|
||||
const renderCount = this.indicesBuffer_.getSize();
|
||||
this.helper.drawElements(0, renderCount);
|
||||
}
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
disposeInternal() {
|
||||
this.worker_.terminate();
|
||||
super.disposeInternal();
|
||||
}
|
||||
}
|
||||
|
||||
export default WebGLPointsLayerRenderer;
|
||||
|
||||
33
src/ol/style/LiteralStyle.js
Normal file
33
src/ol/style/LiteralStyle.js
Normal file
@@ -0,0 +1,33 @@
|
||||
/**
|
||||
* Literal Style objects differ from standard styles in that they cannot
|
||||
* be functions and are made up of simple objects instead of classes.
|
||||
* @module ol/style/LiteralStyle
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {Object} LiteralStyle
|
||||
* @property {LiteralSymbolStyle} [symbol] Symbol representation.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @enum {string}
|
||||
*/
|
||||
export const SymbolType = {
|
||||
CIRCLE: 'circle',
|
||||
SQUARE: 'square',
|
||||
TRIANGLE: 'triangle',
|
||||
IMAGE: 'image'
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* @typedef {Object} LiteralSymbolStyle
|
||||
* @property {number|Array.<number, number>} size Size, mandatory.
|
||||
* @property {SymbolType} symbolType Symbol type to use, either a regular shape or an image.
|
||||
* @property {string} [src] Path to the image to be used for the symbol. Only required with `symbolType: 'image'`.
|
||||
* @property {import("../color.js").Color|string} [color='#FFFFFF'] Color used for the representation (either fill, line or symbol).
|
||||
* @property {number} [opacity=1] Opacity.
|
||||
* @property {Array.<number, number>} [offset] Offset on X and Y axis for symbols. If not specified, the symbol will be centered.
|
||||
* @property {Array.<number, number, number, number>} [textureCoord] Texture coordinates. If not specified, the whole texture will be used (range for 0 to 1 on both axes).
|
||||
* @property {boolean} [rotateWithView=false] Specify whether the symbol must rotate with the view or stay upwards.
|
||||
*/
|
||||
@@ -14,7 +14,7 @@ import {
|
||||
} from '../transform.js';
|
||||
import {create, fromTransform} from '../vec/mat4.js';
|
||||
import WebGLPostProcessingPass from './PostProcessingPass.js';
|
||||
import {getContext, getSupportedExtensions} from '../webgl.js';
|
||||
import {FLOAT, getContext, getSupportedExtensions, UNSIGNED_BYTE, UNSIGNED_INT, UNSIGNED_SHORT} from '../webgl.js';
|
||||
import {includes} from '../array.js';
|
||||
import {assert} from '../asserts.js';
|
||||
|
||||
@@ -46,19 +46,27 @@ export const DefaultUniform = {
|
||||
};
|
||||
|
||||
/**
|
||||
* Attribute names used in the default shaders: `POSITION`, `TEX_COORD`, `OPACITY`,
|
||||
* `ROTATE_WITH_VIEW`, `OFFSETS` and `COLOR`
|
||||
* @enum {string}
|
||||
* Attribute types, either `UNSIGNED_BYTE`, `UNSIGNED_SHORT`, `UNSIGNED_INT` or `FLOAT`
|
||||
* Note: an attribute stored in a `Float32Array` should be of type `FLOAT`.
|
||||
* @enum {number}
|
||||
*/
|
||||
export const DefaultAttrib = {
|
||||
POSITION: 'a_position',
|
||||
TEX_COORD: 'a_texCoord',
|
||||
OPACITY: 'a_opacity',
|
||||
ROTATE_WITH_VIEW: 'a_rotateWithView',
|
||||
OFFSETS: 'a_offsets',
|
||||
COLOR: 'a_color'
|
||||
export const AttributeType = {
|
||||
UNSIGNED_BYTE: UNSIGNED_BYTE,
|
||||
UNSIGNED_SHORT: UNSIGNED_SHORT,
|
||||
UNSIGNED_INT: UNSIGNED_INT,
|
||||
FLOAT: FLOAT
|
||||
};
|
||||
|
||||
/**
|
||||
* Description of an attribute in a buffer
|
||||
* @typedef {Object} AttributeDescription
|
||||
* @property {string} name Attribute name to use in shaders
|
||||
* @property {number} size Number of components per attributes
|
||||
* @property {AttributeType} [type] Attribute type, i.e. number of bytes used to store the value. This is
|
||||
* determined by the class of typed array which the buffer uses (eg. `Float32Array` for a `FLOAT` attribute).
|
||||
* Default is `FLOAT`.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {number|Array<number>|HTMLCanvasElement|HTMLImageElement|ImageData|import("../transform").Transform} UniformLiteralValue
|
||||
*/
|
||||
@@ -122,14 +130,14 @@ export const DefaultAttrib = {
|
||||
* // for subsequent rendering calls
|
||||
* const vertexShader = new WebGLVertex(VERTEX_SHADER);
|
||||
* const fragmentShader = new WebGLFragment(FRAGMENT_SHADER);
|
||||
* this.program = this.context.getProgram(fragmentShader, vertexShader);
|
||||
* this.context.useProgram(this.program);
|
||||
* const program = this.context.getProgram(fragmentShader, vertexShader);
|
||||
* helper.useProgram(this.program);
|
||||
* ```
|
||||
*
|
||||
* Uniforms are defined using the `uniforms` option and can either be explicit values or callbacks taking the frame state as argument.
|
||||
* You can also change their value along the way like so:
|
||||
* ```js
|
||||
* this.context.setUniformFloatValue('u_value', valueAsNumber);
|
||||
* helper.setUniformFloatValue('u_value', valueAsNumber);
|
||||
* ```
|
||||
*
|
||||
* ### Defining post processing passes
|
||||
@@ -162,32 +170,42 @@ export const DefaultAttrib = {
|
||||
* Examples below:
|
||||
* ```js
|
||||
* // at initialization phase
|
||||
* this.verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
|
||||
* this.indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
|
||||
* const verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
|
||||
* const indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
|
||||
*
|
||||
* // when array values have changed
|
||||
* this.context.flushBufferData(ARRAY_BUFFER, this.verticesBuffer);
|
||||
* this.context.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
|
||||
* helper.flushBufferData(ARRAY_BUFFER, this.verticesBuffer);
|
||||
* helper.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
|
||||
*
|
||||
* // at rendering phase
|
||||
* this.context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
|
||||
* this.context.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
|
||||
* helper.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
|
||||
* helper.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
|
||||
* ```
|
||||
*
|
||||
* ### Specifying attributes
|
||||
*
|
||||
* The GPU only receives the data as arrays of numbers. These numbers must be handled differently depending on what it describes (position, texture coordinate...).
|
||||
* Attributes are used to specify these uses. Use {@link enableAttributeArray} and either
|
||||
* Attributes are used to specify these uses. Use {@link enableAttributeArray_} and either
|
||||
* the default attribute names in {@link module:ol/webgl/Helper.DefaultAttrib} or custom ones.
|
||||
*
|
||||
* Please note that you will have to specify the type and offset of the attributes in the data array. You can refer to the documentation of [WebGLRenderingContext.vertexAttribPointer](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer) for more explanation.
|
||||
* ```js
|
||||
* // here we indicate that the data array has the following structure:
|
||||
* // [posX, posY, offsetX, offsetY, texCoordU, texCoordV, posX, posY, ...]
|
||||
* let bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
|
||||
* this.context.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 6, 0);
|
||||
* this.context.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 2);
|
||||
* this.context.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 4);
|
||||
* helper.enableAttributes([
|
||||
* {
|
||||
* name: 'a_position',
|
||||
* size: 2
|
||||
* },
|
||||
* {
|
||||
* name: 'a_offset',
|
||||
* size: 2
|
||||
* },
|
||||
* {
|
||||
* name: 'a_texCoord',
|
||||
* size: 2
|
||||
* }
|
||||
* ])
|
||||
* ```
|
||||
*
|
||||
* ### Rendering primitives
|
||||
@@ -195,13 +213,13 @@ export const DefaultAttrib = {
|
||||
* Once all the steps above have been achieved, rendering primitives to the screen is done using {@link prepareDraw}, {@link drawElements} and {@link finalizeDraw}.
|
||||
* ```js
|
||||
* // frame preparation step
|
||||
* this.context.prepareDraw(frameState);
|
||||
* helper.prepareDraw(frameState);
|
||||
*
|
||||
* // call this for every data array that has to be rendered on screen
|
||||
* this.context.drawElements(0, this.indicesBuffer.getArray().length);
|
||||
* helper.drawElements(0, this.indicesBuffer.getArray().length);
|
||||
*
|
||||
* // finalize the rendering by applying post processes
|
||||
* this.context.finalizeDraw(frameState);
|
||||
* helper.finalizeDraw(frameState);
|
||||
* ```
|
||||
*
|
||||
* For an example usage of this class, refer to {@link module:ol/renderer/webgl/PointsLayer~WebGLPointsLayerRenderer}.
|
||||
@@ -543,6 +561,7 @@ class WebGLHelper extends Disposable {
|
||||
let textureSlot = 0;
|
||||
this.uniforms_.forEach(function(uniform) {
|
||||
value = typeof uniform.value === 'function' ? uniform.value(frameState) : uniform.value;
|
||||
|
||||
// apply value based on type
|
||||
if (value instanceof HTMLCanvasElement || value instanceof HTMLImageElement || value instanceof ImageData) {
|
||||
// create a texture & put data
|
||||
@@ -734,15 +753,16 @@ class WebGLHelper extends Disposable {
|
||||
}
|
||||
|
||||
/**
|
||||
* Will set the currently bound buffer to an attribute of the shader program
|
||||
* Will set the currently bound buffer to an attribute of the shader program. Used by `#enableAttributes`
|
||||
* internally.
|
||||
* @param {string} attribName Attribute name
|
||||
* @param {number} size Number of components per attributes
|
||||
* @param {number} type UNSIGNED_INT, UNSIGNED_BYTE, UNSIGNED_SHORT or FLOAT
|
||||
* @param {number} stride Stride in bytes (0 means attribs are packed)
|
||||
* @param {number} offset Offset in bytes
|
||||
* @api
|
||||
* @private
|
||||
*/
|
||||
enableAttributeArray(attribName, size, type, stride, offset) {
|
||||
enableAttributeArray_(attribName, size, type, stride, offset) {
|
||||
const location = this.getAttributeLocation(attribName);
|
||||
// the attribute has not been found in the shaders; do not enable it
|
||||
if (location < 0) {
|
||||
@@ -753,6 +773,23 @@ class WebGLHelper extends Disposable {
|
||||
false, stride, offset);
|
||||
}
|
||||
|
||||
/**
|
||||
* Will enable the following attributes to be read from the currently bound buffer,
|
||||
* i.e. tell the GPU where to read the different attributes in the buffer. An error in the
|
||||
* size/type/order of attributes will most likely break the rendering and throw a WebGL exception.
|
||||
* @param {Array<AttributeDescription>} attributes Ordered list of attributes to read from the buffer
|
||||
* @api
|
||||
*/
|
||||
enableAttributes(attributes) {
|
||||
const stride = computeAttributesStride(attributes);
|
||||
let offset = 0;
|
||||
for (let i = 0; i < attributes.length; i++) {
|
||||
const attr = attributes[i];
|
||||
this.enableAttributeArray_(attr.name, attr.size, attr.type || FLOAT, stride, offset);
|
||||
offset += attr.size * getByteSizeFromType(attr.type);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* WebGL context was lost
|
||||
* @private
|
||||
@@ -808,4 +845,34 @@ class WebGLHelper extends Disposable {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute a stride in bytes based on a list of attributes
|
||||
* @param {Array<AttributeDescription>} attributes Ordered list of attributes
|
||||
* @returns {number} Stride, ie amount of values for each vertex in the vertex buffer
|
||||
* @api
|
||||
*/
|
||||
export function computeAttributesStride(attributes) {
|
||||
let stride = 0;
|
||||
for (let i = 0; i < attributes.length; i++) {
|
||||
const attr = attributes[i];
|
||||
stride += attr.size * getByteSizeFromType(attr.type);
|
||||
}
|
||||
return stride;
|
||||
}
|
||||
|
||||
/**
|
||||
* Computes the size in byte of an attribute type.
|
||||
* @param {AttributeType} type Attribute type
|
||||
* @returns {number} The size in bytes
|
||||
*/
|
||||
function getByteSizeFromType(type) {
|
||||
switch (type) {
|
||||
case AttributeType.UNSIGNED_BYTE: return Uint8Array.BYTES_PER_ELEMENT;
|
||||
case AttributeType.UNSIGNED_SHORT: return Uint16Array.BYTES_PER_ELEMENT;
|
||||
case AttributeType.UNSIGNED_INT: return Uint32Array.BYTES_PER_ELEMENT;
|
||||
case AttributeType.FLOAT:
|
||||
default: return Float32Array.BYTES_PER_ELEMENT;
|
||||
}
|
||||
}
|
||||
|
||||
export default WebGLHelper;
|
||||
|
||||
143
src/ol/webgl/ShaderBuilder.js
Normal file
143
src/ol/webgl/ShaderBuilder.js
Normal file
@@ -0,0 +1,143 @@
|
||||
/**
|
||||
* Utilities for generating shaders from literal style objects
|
||||
* @module ol/webgl/ShaderBuilder
|
||||
*/
|
||||
|
||||
/**
|
||||
* Will return the number as a float with a dot separator, which is required by GLSL.
|
||||
* @param {number} v Numerical value.
|
||||
* @returns {string} The value as string.
|
||||
*/
|
||||
export function formatNumber(v) {
|
||||
const s = v.toString();
|
||||
return s.indexOf('.') === -1 ? s + '.0' : s;
|
||||
}
|
||||
|
||||
/**
|
||||
* Will return the number array as a float with a dot separator, concatenated with ', '.
|
||||
* @param {Array<number>} array Numerical values array.
|
||||
* @returns {string} The array as string, e. g.: `1.0, 2.0, 3.0`.
|
||||
*/
|
||||
export function formatArray(array) {
|
||||
return array.map(formatNumber).join(', ');
|
||||
}
|
||||
|
||||
/**
|
||||
* Will normalize and converts to string a color array compatible with GLSL.
|
||||
* @param {Array<number>} colorArray Color in [r, g, b, a] array form, with RGB components in the
|
||||
* 0..255 range and the alpha component in the 0..1 range. Note that if the A component is
|
||||
* missing, only 3 values will be output.
|
||||
* @returns {string} The color components concatenated in `1.0, 1.0, 1.0, 1.0` form.
|
||||
*/
|
||||
export function formatColor(colorArray) {
|
||||
return colorArray.map(function(c, i) {
|
||||
return i < 3 ? c / 255 : c;
|
||||
}).map(formatNumber).join(', ');
|
||||
}
|
||||
|
||||
/**
|
||||
* @typedef {Object} VaryingDescription
|
||||
* @property {string} name Varying name, as will be declared in the header.
|
||||
* @property {string} type Varying type, either `float`, `vec2`, `vec4`...
|
||||
* @property {string} expression Expression which will be assigned to the varying in the vertex shader, and
|
||||
* passed on to the fragment shader.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {Object} ShaderParameters
|
||||
* @property {Array<string>} [uniforms] Uniforms; these will be declared in the header (should include the type).
|
||||
* @property {Array<string>} [attributes] Attributes; these will be declared in the header (should include the type).
|
||||
* @property {Array<VaryingDescription>} [varyings] Varyings with a name, a type and an expression.
|
||||
* @property {string} sizeExpression This will be assigned to a `vec2 size` variable.
|
||||
* @property {string} offsetExpression This will be assigned to a `vec2 offset` variable.
|
||||
* @property {string} colorExpression This will be the value assigned to gl_FragColor
|
||||
* @property {string} texCoordExpression This will be the value assigned to the `vec4 v_texCoord` varying.
|
||||
* @property {boolean} [rotateWithView=false] Whether symbols should rotate with view
|
||||
*/
|
||||
|
||||
/**
|
||||
* Generates a symbol vertex shader from a set of parameters,
|
||||
* intended to be used on point geometries.
|
||||
*
|
||||
* Three uniforms are hardcoded in all shaders: `u_projectionMatrix`, `u_offsetScaleMatrix` and
|
||||
* `u_offsetRotateMatrix`.
|
||||
*
|
||||
* The following attributes are hardcoded and expected to be present in the vertex buffers:
|
||||
* `vec2 a_position`, `float a_index` (being the index of the vertex in the quad, 0 to 3).
|
||||
*
|
||||
* @param {ShaderParameters} parameters Parameters for the shader.
|
||||
* @returns {string} The full shader as a string.
|
||||
*/
|
||||
export function getSymbolVertexShader(parameters) {
|
||||
const offsetMatrix = parameters.rotateWithView ?
|
||||
'u_offsetScaleMatrix * u_offsetRotateMatrix' :
|
||||
'u_offsetScaleMatrix';
|
||||
|
||||
const uniforms = parameters.uniforms || [];
|
||||
const attributes = parameters.attributes || [];
|
||||
const varyings = parameters.varyings || [];
|
||||
|
||||
const body = `precision mediump float;
|
||||
uniform mat4 u_projectionMatrix;
|
||||
uniform mat4 u_offsetScaleMatrix;
|
||||
uniform mat4 u_offsetRotateMatrix;
|
||||
${uniforms.map(function(uniform) {
|
||||
return 'uniform ' + uniform + ';';
|
||||
}).join('\n')}
|
||||
attribute vec2 a_position;
|
||||
attribute float a_index;
|
||||
${attributes.map(function(attribute) {
|
||||
return 'attribute ' + attribute + ';';
|
||||
}).join('\n')}
|
||||
varying vec2 v_texCoord;
|
||||
${varyings.map(function(varying) {
|
||||
return 'varying ' + varying.type + ' ' + varying.name + ';';
|
||||
}).join('\n')}
|
||||
void main(void) {
|
||||
mat4 offsetMatrix = ${offsetMatrix};
|
||||
vec2 size = ${parameters.sizeExpression};
|
||||
vec2 offset = ${parameters.offsetExpression};
|
||||
float offsetX = a_index == 0.0 || a_index == 3.0 ? offset.x - size.x / 2.0 : offset.x + size.x / 2.0;
|
||||
float offsetY = a_index == 0.0 || a_index == 1.0 ? offset.y - size.y / 2.0 : offset.y + size.y / 2.0;
|
||||
vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
|
||||
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
|
||||
vec4 texCoord = ${parameters.texCoordExpression};
|
||||
float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
|
||||
float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
|
||||
v_texCoord = vec2(u, v);
|
||||
${varyings.map(function(varying) {
|
||||
return ' ' + varying.name + ' = ' + varying.expression + ';';
|
||||
}).join('\n')}
|
||||
}`;
|
||||
|
||||
return body;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a symbol fragment shader intended to be used on point geometries.
|
||||
*
|
||||
* Expected the following varyings to be transmitted by the vertex shader:
|
||||
* `vec2 v_texCoord`
|
||||
*
|
||||
* @param {ShaderParameters} parameters Parameters for the shader.
|
||||
* @returns {string} The full shader as a string.
|
||||
*/
|
||||
export function getSymbolFragmentShader(parameters) {
|
||||
const uniforms = parameters.uniforms || [];
|
||||
const varyings = parameters.varyings || [];
|
||||
|
||||
const body = `precision mediump float;
|
||||
${uniforms.map(function(uniform) {
|
||||
return 'uniform ' + uniform + ';';
|
||||
}).join('\n')}
|
||||
varying vec2 v_texCoord;
|
||||
${varyings.map(function(varying) {
|
||||
return 'varying ' + varying.type + ' ' + varying.name + ';';
|
||||
}).join('\n')}
|
||||
void main(void) {
|
||||
gl_FragColor = ${parameters.colorExpression};
|
||||
gl_FragColor.rgb *= gl_FragColor.a;
|
||||
}`;
|
||||
|
||||
return body;
|
||||
}
|
||||
@@ -3,8 +3,6 @@
|
||||
* @module ol/worker/webgl
|
||||
*/
|
||||
import {
|
||||
POINT_INSTRUCTIONS_COUNT,
|
||||
POINT_VERTEX_STRIDE,
|
||||
WebGLWorkerMessageType,
|
||||
writePointFeatureToBuffers
|
||||
} from '../renderer/webgl/Layer.js';
|
||||
@@ -16,13 +14,17 @@ const worker = self;
|
||||
worker.onmessage = event => {
|
||||
const received = event.data;
|
||||
if (received.type === WebGLWorkerMessageType.GENERATE_BUFFERS) {
|
||||
// This is specific to point features (x, y, index)
|
||||
const baseVertexAttrsCount = 3;
|
||||
const baseInstructionsCount = 2;
|
||||
|
||||
const customAttrsCount = received.customAttributesCount;
|
||||
const instructionsCount = baseInstructionsCount + customAttrsCount;
|
||||
const renderInstructions = new Float32Array(received.renderInstructions);
|
||||
const customAttributesCount = received.customAttributesCount || 0;
|
||||
const instructionsCount = POINT_INSTRUCTIONS_COUNT + customAttributesCount;
|
||||
|
||||
const elementsCount = renderInstructions.length / instructionsCount;
|
||||
const indicesCount = elementsCount * 6;
|
||||
const verticesCount = elementsCount * 4 * (POINT_VERTEX_STRIDE + customAttributesCount);
|
||||
const verticesCount = elementsCount * 4 * (customAttrsCount + baseVertexAttrsCount);
|
||||
const indexBuffer = new Uint32Array(indicesCount);
|
||||
const vertexBuffer = new Float32Array(verticesCount);
|
||||
|
||||
@@ -33,8 +35,8 @@ worker.onmessage = event => {
|
||||
i,
|
||||
vertexBuffer,
|
||||
indexBuffer,
|
||||
bufferPositions,
|
||||
instructionsCount);
|
||||
customAttrsCount,
|
||||
bufferPositions);
|
||||
}
|
||||
|
||||
/** @type {import('../renderer/webgl/Layer').WebGLWorkerGenerateBuffersMessage} */
|
||||
|
||||
Reference in New Issue
Block a user