Conform TextReplay to the new structure

This commit is contained in:
GaborFarkas
2017-06-07 12:58:29 +02:00
parent bd87ec7c83
commit 7b9833fdce
2 changed files with 100 additions and 335 deletions

View File

@@ -3,45 +3,23 @@ goog.provide('ol.render.webgl.TextReplay');
goog.require('ol');
goog.require('ol.colorlike');
goog.require('ol.dom');
goog.require('ol.extent');
goog.require('ol.has');
goog.require('ol.render.webgl');
goog.require('ol.render.webgl.textreplay.defaultshader');
goog.require('ol.render.webgl.Replay');
goog.require('ol.webgl');
goog.require('ol.render.webgl.TextureReplay');
goog.require('ol.webgl.Buffer');
goog.require('ol.webgl.Context');
if (ol.ENABLE_WEBGL) {
/**
* @constructor
* @extends {ol.render.webgl.Replay}
* @extends {ol.render.webgl.TextureReplay}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @struct
*/
ol.render.webgl.TextReplay = function(tolerance, maxExtent) {
ol.render.webgl.Replay.call(this, tolerance, maxExtent);
/**
* @private
* @type {ol.render.webgl.textreplay.defaultshader.Locations}
*/
this.defaultLocations_ = null;
/**
* @private
* @type {Array.<Array.<?>>}
*/
this.styles_ = [];
/**
* @private
* @type {Array.<number>}
*/
this.styleIndices_ = [];
ol.render.webgl.TextureReplay.call(this, tolerance, maxExtent);
/**
* @private
@@ -71,17 +49,13 @@ if (ol.ENABLE_WEBGL) {
* lineWidth: number,
* miterLimit: (number|undefined),
* fillColor: (ol.ColorLike|null),
* text: string,
* text: (string|undefined),
* font: (string|undefined),
* textAlign: (string|undefined),
* textBaseline: (string|undefined),
* textAlign: (number|undefined),
* textBaseline: (number|undefined),
* offsetX: (number|undefined),
* offsetY: (number|undefined),
* scale: (number|undefined),
* rotation: (number|undefined),
* rotateWithView: (boolean|undefined),
* height: (number|undefined),
* width: (number|undefined)}}
* scale: (number|undefined)}}
*/
this.state_ = {
strokeColor: null,
@@ -98,15 +72,19 @@ if (ol.ENABLE_WEBGL) {
textBaseline: undefined,
offsetX: undefined,
offsetY: undefined,
scale: undefined,
rotation: undefined,
rotateWithView: undefined,
height: undefined,
width: undefined
scale: undefined
};
this.originX = 0;
this.originY = 0;
this.scale = 1;
this.opacity = 1;
};
ol.inherits(ol.render.webgl.TextReplay, ol.render.webgl.Replay);
ol.inherits(ol.render.webgl.TextReplay, ol.render.webgl.TextureReplay);
/**
@@ -117,12 +95,11 @@ if (ol.ENABLE_WEBGL) {
//For now we create one texture per feature. That is, only multiparts are grouped.
//TODO: speed up rendering with SDF, or at least glyph atlases
var state = this.state_;
if (state.text && (state.fillColor || state.strokeColor)) {
if (state.text) {
this.startIndices.push(this.indices.length);
this.startIndicesFeature.push(feature);
this.images_.push(this.createTextImage_());
this.drawCoordinates_(
this.drawCoordinates(
flatCoordinates, offset, end, stride);
}
};
@@ -142,7 +119,9 @@ if (ol.ENABLE_WEBGL) {
var lines = state.text.split('\n');
//FIXME: use pixelRatio
var textHeight = Math.ceil(lineHeight * lines.length * state.scale);
state.height = textHeight;
this.height = textHeight;
this.imageHeight = textHeight;
this.anchorY = Math.round(textHeight * state.textBaseline + state.offsetY);
var longestLine = lines.map(function(str) {
return mCtx.measureText(str).width;
}).reduce(function(max, curr) {
@@ -150,30 +129,33 @@ if (ol.ENABLE_WEBGL) {
});
//FIXME: use pixelRatio
var textWidth = Math.ceil((longestLine + state.lineWidth * 2) * state.scale);
state.width = textWidth;
this.width = textWidth;
this.imageWidth = textWidth;
this.anchorX = Math.round(textWidth * state.textAlign + state.offsetX);
//Create a canvas
var ctx = ol.dom.createCanvasContext2D(textWidth, textHeight);
var canvas = ctx.canvas;
//Parameterize the canvas
ctx.font = state.font;
ctx.font = /** @type {string} */ (state.font);
ctx.fillStyle = state.fillColor;
ctx.strokeStyle = state.strokeColor;
ctx.lineWidth = state.lineWidth;
ctx.lineCap = state.lineCap;
ctx.lineJoin = state.lineJoin;
ctx.miterLimit = state.miterLimit;
ctx.lineCap = /*** @type {string} */ (state.lineCap);
ctx.lineJoin = /** @type {string} */ (state.lineJoin);
ctx.miterLimit = /** @type {number} */ (state.miterLimit);
ctx.textAlign = 'left';
ctx.textBaseline = 'top';
if (ol.has.CANVAS_LINE_DASH && state.lineDash) {
//FIXME: use pixelRatio
ctx.setLineDash(state.lineDash);
ctx.lineDashOffset = state.lineDashOffset;
ctx.lineDashOffset = /** @type {number} */ (state.lineDashOffset);
}
if (state.scale !== 1) {
//FIXME: use pixelRatio
ctx.setTransform(state.scale, 0, 0, state.scale, 0, 0);
ctx.setTransform(/** @type {number} */ (state.scale), 0, 0,
/** @type {number} */ (state.scale), 0, 0);
}
//Draw the text on the canvas
@@ -192,134 +174,14 @@ if (ol.ENABLE_WEBGL) {
};
/**
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
* @return {number} My end.
* @private
*/
ol.render.webgl.TextReplay.prototype.drawCoordinates_ = function(flatCoordinates, offset, end, stride) {
var state = this.state_;
var anchorX, anchorY;
var height = /** @type {number} */ (state.height);
var width = /** @type {number} */ (state.width);
switch (state.textAlign) {
default:
anchorX = width / 2;
break;
case 'left': case 'end':
anchorX = 0;
break;
case 'right': case 'start':
anchorX = width;
break;
}
switch (state.textBaseline) {
default:
anchorY = height / 2;
break;
case 'top':
anchorY = 0;
break;
case 'bottom':
anchorY = height;
break;
case 'hanging':
anchorY = height * 0.2;
break;
case 'alphabetic': case 'ideographic':
anchorY = height * 0.8;
break;
}
var rotateWithView = state.rotateWithView ? 1.0 : 0.0;
// this.rotation_ is anti-clockwise, but rotation is clockwise
var rotation = /** @type {number} */ (-state.rotation);
var cos = Math.cos(rotation);
var sin = Math.sin(rotation);
var numIndices = this.indices.length;
var numVertices = this.vertices.length;
var i, n, offsetX, offsetY, x, y;
for (i = offset; i < end; i += stride) {
x = flatCoordinates[i] - this.origin[0];
y = flatCoordinates[i + 1] - this.origin[1];
// There are 4 vertices per [x, y] point, one for each corner of the
// rectangle we're going to draw. We'd use 1 vertex per [x, y] point if
// WebGL supported Geometry Shaders (which can emit new vertices), but that
// is not currently the case.
//
// And each vertex includes 7 values: the x and y coordinates, the x and
// y offsets used to calculate the position of the corner, the u and
// v texture coordinates for the corner, and whether the
// the image should be rotated with the view (rotateWithView).
n = numVertices / 7;
// bottom-left corner
offsetX = -anchorX;
offsetY = -(height - anchorY);
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = 0;
this.vertices[numVertices++] = 1;
this.vertices[numVertices++] = rotateWithView;
// bottom-right corner
offsetX = width - anchorX;
offsetY = -(height - anchorY);
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = 1;
this.vertices[numVertices++] = 1;
this.vertices[numVertices++] = rotateWithView;
// top-right corner
offsetX = width - anchorX;
offsetY = anchorY;
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = 1;
this.vertices[numVertices++] = 0;
this.vertices[numVertices++] = rotateWithView;
// top-left corner
offsetX = -anchorX;
offsetY = anchorY;
this.vertices[numVertices++] = x;
this.vertices[numVertices++] = y;
this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
this.vertices[numVertices++] = 0;
this.vertices[numVertices++] = 0;
this.vertices[numVertices++] = rotateWithView;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n + 3;
}
return numVertices;
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.finish = function(context) {
var gl = context.getGL();
this.startIndices.push(this.indices.length);
this.groupIndices.push(this.indices.length);
this.hitDetectionGroupIndices = this.groupIndices;
// create, bind, and populate the vertices buffer
this.verticesBuffer = new ol.webgl.Buffer(this.vertices);
@@ -328,9 +190,11 @@ if (ol.ENABLE_WEBGL) {
this.indicesBuffer = new ol.webgl.Buffer(this.indices);
// create textures
this.createTextures_(gl);
/** @type {Object.<string, WebGLTexture>} */
var texturePerImage = {};
this.createTextures(this.textures_, this.images_, texturePerImage, gl);
this.images_ = [];
this.state_ = {
strokeColor: null,
lineCap: undefined,
@@ -346,155 +210,10 @@ if (ol.ENABLE_WEBGL) {
textBaseline: undefined,
offsetX: undefined,
offsetY: undefined,
scale: undefined,
rotation: undefined,
rotateWithView: undefined,
height: undefined,
width: undefined
scale: undefined
};
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
var fragmentShader = ol.render.webgl.textreplay.defaultshader.fragment;
var vertexShader = ol.render.webgl.textreplay.defaultshader.vertex;
var program = context.getProgram(fragmentShader, vertexShader);
// get the locations
var locations;
if (!this.defaultLocations_) {
// eslint-disable-next-line openlayers-internal/no-missing-requires
locations = new ol.render.webgl.textreplay.defaultshader.Locations(gl, program);
this.defaultLocations_ = locations;
} else {
locations = this.defaultLocations_;
}
// use the program (FIXME: use the return value)
context.useProgram(program);
// enable the vertex attrib arrays
gl.enableVertexAttribArray(locations.a_position);
gl.vertexAttribPointer(locations.a_position, 2, ol.webgl.FLOAT,
false, 28, 0);
gl.enableVertexAttribArray(locations.a_offsets);
gl.vertexAttribPointer(locations.a_offsets, 2, ol.webgl.FLOAT,
false, 28, 8);
gl.enableVertexAttribArray(locations.a_texCoord);
gl.vertexAttribPointer(locations.a_texCoord, 2, ol.webgl.FLOAT,
false, 28, 16);
gl.enableVertexAttribArray(locations.a_rotateWithView);
gl.vertexAttribPointer(locations.a_rotateWithView, 1, ol.webgl.FLOAT,
false, 28, 24);
return locations;
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.shutDownProgram = function(gl, locations) {
gl.disableVertexAttribArray(locations.a_position);
gl.disableVertexAttribArray(locations.a_offsets);
gl.disableVertexAttribArray(locations.a_texCoord);
gl.disableVertexAttribArray(locations.a_rotateWithView);
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {
var textures = this.textures_;
var startIndices = this.startIndices;
var i, ii, start, end, feature, featureUid;
for (i = 0, ii = textures.length, start = 0; i < ii; ++i) {
feature = this.startIndicesFeature[i];
featureUid = ol.getUid(feature).toString();
end = startIndices[i];
if (skippedFeaturesHash[featureUid] === undefined) {
gl.bindTexture(ol.webgl.TEXTURE_2D, textures[i]);
this.drawElements(gl, context, start, end);
}
start = end;
}
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash,
featureCallback, opt_hitExtent) {
var textures = this.textures_;
var startIndices = this.startIndices;
var i, start, end, feature, featureUid;
for (i = textures.length - 1; i >= 0; --i) {
feature = this.startIndicesFeature[i];
featureUid = ol.getUid(feature).toString();
start = (i > 0) ? startIndices[i - 1] : 0;
end = startIndices[i];
if (skippedFeaturesHash[featureUid] === undefined &&
feature.getGeometry() &&
(opt_hitExtent === undefined || ol.extent.intersects(
/** @type {Array<number>} */ (opt_hitExtent),
feature.getGeometry().getExtent()))) {
gl.bindTexture(ol.webgl.TEXTURE_2D, textures[i]);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawElements(gl, context, start, end);
var result = featureCallback(feature);
if (result) {
return result;
}
}
}
return undefined;
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.getDeleteResourcesFunction = function(context) {
var verticesBuffer = this.verticesBuffer;
var indicesBuffer = this.indicesBuffer;
var textures = this.textures_;
var gl = context.getGL();
return function() {
if (!gl.isContextLost()) {
var i, ii;
for (i = 0, ii = textures.length; i < ii; ++i) {
gl.deleteTexture(textures[i]);
}
}
context.deleteBuffer(verticesBuffer);
context.deleteBuffer(indicesBuffer);
};
};
/**
* @private
* @param {WebGLRenderingContext} gl Gl.
*/
ol.render.webgl.TextReplay.prototype.createTextures_ = function(gl) {
for (var i = 0, ii = this.images_.length; i < ii; ++i) {
var image = this.images_[i];
this.textures_.push(ol.webgl.Context.createTexture(
gl, image, ol.webgl.CLAMP_TO_EDGE, ol.webgl.CLAMP_TO_EDGE));
}
this.images_ = null;
ol.render.webgl.TextureReplay.prototype.finish.call(this, context);
};
@@ -503,10 +222,11 @@ if (ol.ENABLE_WEBGL) {
*/
ol.render.webgl.TextReplay.prototype.setTextStyle = function(textStyle) {
var state = this.state_;
if (!textStyle) {
var textFillStyle = textStyle.getFill();
var textStrokeStyle = textStyle.getStroke();
if (!textStyle || !textStyle.getText() || (!textFillStyle && !textStrokeStyle)) {
state.text = '';
} else {
var textFillStyle = textStyle.getFill();
if (!textFillStyle) {
state.fillColor = null;
} else {
@@ -514,7 +234,6 @@ if (ol.ENABLE_WEBGL) {
state.fillColor = ol.colorlike.asColorLike(textFillStyleColor ?
textFillStyleColor : ol.render.webgl.defaultFillStyle);
}
var textStrokeStyle = textStyle.getStroke();
if (!textStrokeStyle) {
state.strokeColor = null;
state.lineWidth = 0;
@@ -531,15 +250,61 @@ if (ol.ENABLE_WEBGL) {
state.lineDash = lineDash ? lineDash.slice() : ol.render.webgl.defaultLineDash;
}
state.font = textStyle.getFont() || ol.render.webgl.defaultFont;
state.scale = textStyle.getScale() || 1;
state.text = textStyle.getText();
var textAlign = ol.render.webgl.TextReplay.Align_[textStyle.getTextAlign()];
var textBaseline = ol.render.webgl.TextReplay.Align_[textStyle.getTextBaseline()];
state.textAlign = textAlign === undefined ?
ol.render.webgl.defaultTextAlign : textAlign;
state.textBaseline = textBaseline === undefined ?
ol.render.webgl.defaultTextBaseline : textBaseline;
state.offsetX = textStyle.getOffsetX() || 0;
state.offsetY = textStyle.getOffsetY() || 0;
state.rotateWithView = !!textStyle.getRotateWithView();
state.rotation = textStyle.getRotation() || 0;
state.scale = textStyle.getScale() || 1;
state.text = textStyle.getText() || '';
state.textAlign = textStyle.getTextAlign() || ol.render.webgl.defaultTextAlign;
state.textBaseline = textStyle.getTextBaseline() || ol.render.webgl.defaultTextBaseline;
this.rotateWithView = !!textStyle.getRotateWithView();
this.rotation = textStyle.getRotation() || 0;
if (this.images_.length === 0) {
this.images_.push(this.createTextImage_());
} else {
this.groupIndices.push(this.indices.length);
this.images_.push(this.createTextImage_());
}
}
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.getTextures = function(opt_all) {
return this.textures_;
};
/**
* @inheritDoc
*/
ol.render.webgl.TextReplay.prototype.getHitDetectionTextures = function() {
return this.textures_;
};
/**
* @enum {number}
* @private
*/
ol.render.webgl.TextReplay.Align_ = {
left: 0,
end: 0,
center: 0.5,
right: 1,
start: 1,
top: 0,
middle: 0.5,
hanging: 0.2,
alphabetic: 0.8,
ideographic: 0.8,
bottom: 1
};
}