Dispatch precompose and postcompose events for WebGL layers
This commit is contained in:
@@ -21,16 +21,18 @@ export default {
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POSTRENDER: 'postrender',
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/**
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* Triggered before layers are rendered.
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* The event object will not have a `context` set.
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* Triggered before layers are composed. When dispatched by the map, the event object will not have
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* a `context` set. When dispatched by a layer, the event object will have a `context` set. Only
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* WebGL layers currently dispatch this event.
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* @event module:ol/render/Event~RenderEvent#precompose
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* @api
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*/
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PRECOMPOSE: 'precompose',
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/**
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* Triggered after all layers are rendered.
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* The event object will not have a `context` set.
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* Triggered after layers are composed. When dispatched by the map, the event object will not have
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* a `context` set. When dispatched by a layer, the event object will have a `context` set. Only
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* WebGL layers currently dispatch this event.
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* @event module:ol/render/Event~RenderEvent#postcompose
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* @api
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*/
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@@ -88,6 +88,45 @@ class WebGLLayerRenderer extends LayerRenderer {
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this.helper;
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layer.addChangeListener(LayerProperty.MAP, this.removeHelper_.bind(this));
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this.dispatchPreComposeEvent = this.dispatchPreComposeEvent.bind(this);
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this.dispatchPostComposeEvent = this.dispatchPostComposeEvent.bind(this);
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}
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/**
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* @param {WebGLRenderingContext} context The WebGL rendering context.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @protected
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*/
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dispatchPreComposeEvent(context, frameState) {
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const layer = this.getLayer();
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if (layer.hasListener(RenderEventType.PRECOMPOSE)) {
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const event = new RenderEvent(
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RenderEventType.PRECOMPOSE,
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undefined,
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frameState,
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context
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);
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layer.dispatchEvent(event);
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}
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}
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/**
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* @param {WebGLRenderingContext} context The WebGL rendering context.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @protected
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*/
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dispatchPostComposeEvent(context, frameState) {
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const layer = this.getLayer();
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if (layer.hasListener(RenderEventType.POSTCOMPOSE)) {
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const event = new RenderEvent(
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RenderEventType.POSTCOMPOSE,
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undefined,
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frameState,
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context
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);
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layer.dispatchEvent(event);
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}
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}
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/**
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@@ -450,7 +450,11 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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const renderCount = this.indicesBuffer_.getSize();
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this.helper.drawElements(0, renderCount);
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this.helper.finalizeDraw(frameState);
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this.helper.finalizeDraw(
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frameState,
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this.dispatchPreComposeEvent,
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this.dispatchPostComposeEvent
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);
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const canvas = this.helper.getCanvas();
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if (this.hitDetectionEnabled_) {
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@@ -552,7 +552,11 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
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}
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}
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this.helper.finalizeDraw(frameState);
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this.helper.finalizeDraw(
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frameState,
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this.dispatchPreComposeEvent,
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this.dispatchPostComposeEvent
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);
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const canvas = this.helper.getCanvas();
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@@ -637,15 +637,25 @@ class WebGLHelper extends Disposable {
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/**
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* Apply the successive post process passes which will eventually render to the actual canvas.
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* @param {import("../PluggableMap.js").FrameState} frameState current frame state
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* @api
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* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [preCompose] Called before composing.
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* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [postCompose] Called before composing.
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*/
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finalizeDraw(frameState) {
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finalizeDraw(frameState, preCompose, postCompose) {
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// apply post processes using the next one as target
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for (let i = 0; i < this.postProcessPasses_.length; i++) {
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this.postProcessPasses_[i].apply(
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frameState,
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this.postProcessPasses_[i + 1] || null
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);
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for (let i = 0, ii = this.postProcessPasses_.length; i < ii; i++) {
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if (i === ii - 1) {
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this.postProcessPasses_[i].apply(
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frameState,
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null,
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preCompose,
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postCompose
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);
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} else {
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this.postProcessPasses_[i].apply(
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frameState,
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this.postProcessPasses_[i + 1]
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);
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}
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}
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}
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@@ -250,9 +250,11 @@ class WebGLPostProcessingPass {
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* Render to the next postprocessing pass (or to the canvas if final pass).
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* @param {import("../PluggableMap.js").FrameState} frameState current frame state
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* @param {WebGLPostProcessingPass} [nextPass] Next pass, optional
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* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [preCompose] Called before composing.
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* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [postCompose] Called before composing.
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* @api
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*/
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apply(frameState, nextPass) {
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apply(frameState, nextPass, preCompose, postCompose) {
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const gl = this.getGL();
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const size = frameState.size;
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@@ -288,7 +290,13 @@ class WebGLPostProcessingPass {
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this.applyUniforms(frameState);
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if (preCompose) {
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preCompose(gl, frameState);
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}
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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if (postCompose) {
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postCompose(gl, frameState);
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}
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}
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/**
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