Add getDataAtPixel() method for WebGL

This commit is contained in:
mike-000
2022-01-03 12:30:49 +00:00
parent d85be48da2
commit 766a336650

View File

@@ -7,9 +7,11 @@ import RenderEvent from '../../render/Event.js';
import RenderEventType from '../../render/EventType.js';
import WebGLHelper from '../../webgl/Helper.js';
import {
apply as applyTransform,
compose as composeTransform,
create as createTransform,
} from '../../transform.js';
import {containsCoordinate} from '../../extent.js';
/**
* @enum {string}
@@ -71,6 +73,12 @@ class WebGLLayerRenderer extends LayerRenderer {
*/
this.inversePixelTransform_ = createTransform();
/**
* @private
* @type {CanvasRenderingContext2D}
*/
this.pixelContext_ = null;
/**
* @private
*/
@@ -270,6 +278,68 @@ class WebGLLayerRenderer extends LayerRenderer {
postRender(context, frameState) {
this.dispatchRenderEvent_(RenderEventType.POSTRENDER, context, frameState);
}
/**
* @param {import("../../pixel.js").Pixel} pixel Pixel.
* @param {import("../../PluggableMap.js").FrameState} frameState FrameState.
* @param {number} hitTolerance Hit tolerance in pixels.
* @return {Uint8ClampedArray|Uint8Array} The result. If there is no data at the pixel
* location, null will be returned. If there is data, but pixel values cannot be
* returned, and empty array will be returned.
*/
getDataAtPixel(pixel, frameState, hitTolerance) {
const renderPixel = applyTransform(
[frameState.pixelRatio, 0, 0, frameState.pixelRatio, 0, 0],
pixel.slice()
);
const gl = this.helper.getGL();
if (!gl) {
return null;
}
const layer = this.getLayer();
const layerExtent = layer.getExtent();
if (layerExtent) {
const renderCoordinate = applyTransform(
frameState.pixelToCoordinateTransform,
pixel.slice()
);
/** get only data inside of the layer extent */
if (!containsCoordinate(layerExtent, renderCoordinate)) {
return null;
}
}
const attributes = gl.getContextAttributes();
if (!attributes || !attributes.preserveDrawingBuffer) {
// we assume there is data at the given pixel (although there might not be)
return new Uint8Array();
}
const x = Math.round(renderPixel[0]);
const y = Math.round(renderPixel[1]);
let pixelContext = this.pixelContext_;
if (!pixelContext) {
const pixelCanvas = document.createElement('canvas');
pixelCanvas.width = 1;
pixelCanvas.height = 1;
pixelContext = pixelCanvas.getContext('2d');
this.pixelContext_ = pixelContext;
}
pixelContext.clearRect(0, 0, 1, 1);
let data;
try {
pixelContext.drawImage(gl.canvas, x, y, 1, 1, 0, 0, 1, 1);
data = pixelContext.getImageData(0, 0, 1, 1).data;
} catch (err) {
return data;
}
if (data[3] === 0) {
return null;
}
return data;
}
}
const tmpArray_ = [];