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

@@ -21,16 +21,18 @@ export default {
POSTRENDER: 'postrender',
/**
* Triggered before layers are rendered.
* The event object will not have a `context` set.
* Triggered before layers are composed. When dispatched by the map, the event object will not have
* a `context` set. When dispatched by a layer, the event object will have a `context` set. Only
* WebGL layers currently dispatch this event.
* @event module:ol/render/Event~RenderEvent#precompose
* @api
*/
PRECOMPOSE: 'precompose',
/**
* Triggered after all layers are rendered.
* The event object will not have a `context` set.
* Triggered after layers are composed. When dispatched by the map, the event object will not have
* a `context` set. When dispatched by a layer, the event object will have a `context` set. Only
* WebGL layers currently dispatch this event.
* @event module:ol/render/Event~RenderEvent#postcompose
* @api
*/

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@@ -88,6 +88,45 @@ class WebGLLayerRenderer extends LayerRenderer {
this.helper;
layer.addChangeListener(LayerProperty.MAP, this.removeHelper_.bind(this));
this.dispatchPreComposeEvent = this.dispatchPreComposeEvent.bind(this);
this.dispatchPostComposeEvent = this.dispatchPostComposeEvent.bind(this);
}
/**
* @param {WebGLRenderingContext} context The WebGL rendering context.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @protected
*/
dispatchPreComposeEvent(context, frameState) {
const layer = this.getLayer();
if (layer.hasListener(RenderEventType.PRECOMPOSE)) {
const event = new RenderEvent(
RenderEventType.PRECOMPOSE,
undefined,
frameState,
context
);
layer.dispatchEvent(event);
}
}
/**
* @param {WebGLRenderingContext} context The WebGL rendering context.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @protected
*/
dispatchPostComposeEvent(context, frameState) {
const layer = this.getLayer();
if (layer.hasListener(RenderEventType.POSTCOMPOSE)) {
const event = new RenderEvent(
RenderEventType.POSTCOMPOSE,
undefined,
frameState,
context
);
layer.dispatchEvent(event);
}
}
/**

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@@ -450,7 +450,11 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
const renderCount = this.indicesBuffer_.getSize();
this.helper.drawElements(0, renderCount);
this.helper.finalizeDraw(frameState);
this.helper.finalizeDraw(
frameState,
this.dispatchPreComposeEvent,
this.dispatchPostComposeEvent
);
const canvas = this.helper.getCanvas();
if (this.hitDetectionEnabled_) {

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@@ -552,7 +552,11 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
}
}
this.helper.finalizeDraw(frameState);
this.helper.finalizeDraw(
frameState,
this.dispatchPreComposeEvent,
this.dispatchPostComposeEvent
);
const canvas = this.helper.getCanvas();

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@@ -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++) {
for (let i = 0, ii = this.postProcessPasses_.length; i < ii; i++) {
if (i === ii - 1) {
this.postProcessPasses_[i].apply(
frameState,
this.postProcessPasses_[i + 1] || null
null,
preCompose,
postCompose
);
} else {
this.postProcessPasses_[i].apply(
frameState,
this.postProcessPasses_[i + 1]
);
}
}
}

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@@ -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);
}
}
/**

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@@ -257,6 +257,21 @@ describe('ol/layer/WebGLTile', function () {
});
});
it('dispatches a precompose event with WebGL context', (done) => {
let called = false;
layer.on('precompose', (event) => {
expect(event.context).to.be.a(WebGLRenderingContext);
called = true;
});
map.once('rendercomplete', () => {
expect(called).to.be(true);
done();
});
map.render();
});
it('dispatches a prerender event with WebGL context and inverse pixel transform', (done) => {
let called = false;
layer.on('prerender', (event) => {

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@@ -0,0 +1,80 @@
import DataTileSource from '../../../../src/ol/source/DataTile.js';
import Map from '../../../../src/ol/Map.js';
import TileLayer from '../../../../src/ol/layer/WebGLTile.js';
import View from '../../../../src/ol/View.js';
const high = new Uint8Array(256 * 256).fill(255);
const low = new Uint8Array(256 * 256).fill(0);
const red = new TileLayer({
transition: 0,
source: new DataTileSource({
minZoom: 2,
loader: function (z, x, y) {
if ((x + y) % 2 === 0) {
return high;
}
return low;
},
}),
style: {
color: ['array', ['band', 1], 0, 0, 1],
},
});
const green = new TileLayer({
transition: 0,
source: new DataTileSource({
minZoom: 2,
loader: (z, x) => {
if (x % 2 === 0) {
return high;
}
return low;
},
}),
style: {
color: ['array', 0, ['band', 1], 0, 1],
},
});
green.on('precompose', (event) => {
const gl = event.context;
gl.blendEquation(gl.FUNC_ADD);
gl.blendFunc(gl.ONE, gl.ONE);
});
const blue = new TileLayer({
transition: 0,
source: new DataTileSource({
minZoom: 2,
loader: (z, x, y) => {
if (y % 2 === 0) {
return high;
}
return low;
},
}),
style: {
color: ['array', 0, 0, ['band', 1], 1],
},
});
blue.on('precompose', (event) => {
const gl = event.context;
gl.blendEquation(gl.FUNC_ADD);
gl.blendFunc(gl.ONE, gl.ONE);
});
new Map({
target: 'map',
layers: [red, green, blue],
view: new View({
center: [0, 0],
zoom: 0,
}),
});
render({
message: 'precompose events can be used to change layer blending',
});