Dispatch precompose and postcompose events for WebGL layers

This commit is contained in:
Tim Schaub
2021-12-15 09:41:29 -07:00
parent 848965b25c
commit 68ea485e69
9 changed files with 176 additions and 14 deletions

View File

@@ -637,15 +637,25 @@ class WebGLHelper extends Disposable {
/**
* Apply the successive post process passes which will eventually render to the actual canvas.
* @param {import("../PluggableMap.js").FrameState} frameState current frame state
* @api
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [preCompose] Called before composing.
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [postCompose] Called before composing.
*/
finalizeDraw(frameState) {
finalizeDraw(frameState, preCompose, postCompose) {
// apply post processes using the next one as target
for (let i = 0; i < this.postProcessPasses_.length; i++) {
this.postProcessPasses_[i].apply(
frameState,
this.postProcessPasses_[i + 1] || null
);
for (let i = 0, ii = this.postProcessPasses_.length; i < ii; i++) {
if (i === ii - 1) {
this.postProcessPasses_[i].apply(
frameState,
null,
preCompose,
postCompose
);
} else {
this.postProcessPasses_[i].apply(
frameState,
this.postProcessPasses_[i + 1]
);
}
}
}

View File

@@ -250,9 +250,11 @@ class WebGLPostProcessingPass {
* Render to the next postprocessing pass (or to the canvas if final pass).
* @param {import("../PluggableMap.js").FrameState} frameState current frame state
* @param {WebGLPostProcessingPass} [nextPass] Next pass, optional
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [preCompose] Called before composing.
* @param {function(WebGLRenderingContext, import("../PluggableMap.js").FrameState):void} [postCompose] Called before composing.
* @api
*/
apply(frameState, nextPass) {
apply(frameState, nextPass, preCompose, postCompose) {
const gl = this.getGL();
const size = frameState.size;
@@ -288,7 +290,13 @@ class WebGLPostProcessingPass {
this.applyUniforms(frameState);
if (preCompose) {
preCompose(gl, frameState);
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
if (postCompose) {
postCompose(gl, frameState);
}
}
/**