Merge pull request #5462 from GaborFarkas/webgl_vector

WebGL vector support
This commit is contained in:
Marc Jansen
2016-11-25 09:01:10 +01:00
committed by GitHub
48 changed files with 6296 additions and 791 deletions

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@@ -0,0 +1,20 @@
goog.provide('ol.geom.flat.topology');
goog.require('ol.geom.flat.area');
/**
* Check if the linestring is a boundary.
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
* @return {boolean} The linestring is a boundary.
*/
ol.geom.flat.topology.lineStringIsClosed = function(flatCoordinates, offset, end, stride) {
var lastCoord = end - stride;
if (flatCoordinates[offset] === flatCoordinates[lastCoord] &&
flatCoordinates[offset + 1] === flatCoordinates[lastCoord + 1] && (end - offset) / stride > 3) {
return !!ol.geom.flat.area.linearRing(flatCoordinates, offset, end, stride);
}
return false;
};

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@@ -282,6 +282,7 @@ ol.render.canvas.ReplayGroup.prototype.replayHitDetection_ = function(
* number, boolean)>}
*/
ol.render.canvas.ReplayGroup.BATCH_CONSTRUCTORS_ = {
'Circle': ol.render.canvas.PolygonReplay,
'Image': ol.render.canvas.ImageReplay,
'LineString': ol.render.canvas.LineStringReplay,
'Polygon': ol.render.canvas.PolygonReplay,

View File

@@ -9,6 +9,7 @@ goog.require('ol.render.ReplayType');
*/
ol.render.replay.ORDER = [
ol.render.ReplayType.POLYGON,
ol.render.ReplayType.CIRCLE,
ol.render.ReplayType.LINE_STRING,
ol.render.ReplayType.IMAGE,
ol.render.ReplayType.TEXT

View File

@@ -5,6 +5,7 @@ goog.provide('ol.render.ReplayType');
* @enum {string}
*/
ol.render.ReplayType = {
CIRCLE: 'Circle',
IMAGE: 'Image',
LINE_STRING: 'LineString',
POLYGON: 'Polygon',

View File

@@ -85,7 +85,7 @@ ol.render.VectorContext.prototype.drawMultiPoint = function(multiPointGeometry,
/**
* @abstract
* @param {ol.geom.MultiPolygon} multiPolygonGeometry MultiPolygon geometry.
* @param {ol.Feature} feature Feature.
* @param {ol.Feature|ol.render.Feature} feature Feature.
*/
ol.render.VectorContext.prototype.drawMultiPolygon = function(multiPolygonGeometry, feature) {};

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@@ -0,0 +1,101 @@
//! NAMESPACE=ol.render.webgl.circlereplay.defaultshader
//! CLASS=ol.render.webgl.circlereplay.defaultshader
//! COMMON
varying vec2 v_center;
varying vec2 v_offset;
varying float v_halfWidth;
varying float v_pixelRatio;
//! VERTEX
attribute vec2 a_position;
attribute float a_instruction;
attribute float a_radius;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_lineWidth;
uniform float u_pixelRatio;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
v_center = vec4(u_projectionMatrix * vec4(a_position, 0.0, 1.0)).xy;
v_pixelRatio = u_pixelRatio;
float lineWidth = u_lineWidth * u_pixelRatio;
v_halfWidth = lineWidth / 2.0;
if (lineWidth == 0.0) {
lineWidth = 2.0 * u_pixelRatio;
}
vec2 offset;
// Radius with anitaliasing (roughly).
float radius = a_radius + 3.0 * u_pixelRatio;
// Until we get gl_VertexID in WebGL, we store an instruction.
if (a_instruction == 0.0) {
// Offsetting the edges of the triangle by lineWidth / 2 is necessary, however
// we should also leave some space for the antialiasing, thus we offset by lineWidth.
offset = vec2(-1.0, 1.0);
} else if (a_instruction == 1.0) {
offset = vec2(-1.0, -1.0);
} else if (a_instruction == 2.0) {
offset = vec2(1.0, -1.0);
} else {
offset = vec2(1.0, 1.0);
}
gl_Position = u_projectionMatrix * vec4(a_position + offset * radius, 0.0, 1.0) +
offsetMatrix * vec4(offset * lineWidth, 0.0, 0.0);
v_offset = vec4(u_projectionMatrix * vec4(a_position.x + a_radius, a_position.y,
0.0, 1.0)).xy;
if (distance(v_center, v_offset) > 20000.0) {
gl_Position = vec4(v_center, 0.0, 1.0);
}
}
//! FRAGMENT
uniform float u_opacity;
uniform vec4 u_fillColor;
uniform vec4 u_strokeColor;
uniform vec2 u_size;
void main(void) {
vec2 windowCenter = vec2((v_center.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,
(v_center.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);
vec2 windowOffset = vec2((v_offset.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,
(v_offset.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);
float radius = length(windowCenter - windowOffset);
float dist = length(windowCenter - gl_FragCoord.xy);
if (dist > radius + v_halfWidth) {
if (u_strokeColor.a == 0.0) {
gl_FragColor = u_fillColor;
} else {
gl_FragColor = u_strokeColor;
}
gl_FragColor.a = gl_FragColor.a - (dist - (radius + v_halfWidth));
} else if (u_fillColor.a == 0.0) {
// Hooray, no fill, just stroke. We can use real antialiasing.
gl_FragColor = u_strokeColor;
if (dist < radius - v_halfWidth) {
gl_FragColor.a = gl_FragColor.a - (radius - v_halfWidth - dist);
}
} else {
gl_FragColor = u_fillColor;
float strokeDist = radius - v_halfWidth;
float antialias = 2.0 * v_pixelRatio;
if (dist > strokeDist) {
gl_FragColor = u_strokeColor;
} else if (dist >= strokeDist - antialias) {
float step = smoothstep(strokeDist - antialias, strokeDist, dist);
gl_FragColor = mix(u_fillColor, u_strokeColor, step);
}
}
gl_FragColor.a = gl_FragColor.a * u_opacity;
if (gl_FragColor.a <= 0.0) {
discard;
}
}

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@@ -0,0 +1,162 @@
// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.circlereplay.defaultshader');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
ol.render.webgl.circlereplay.defaultshader.Fragment = function() {
ol.webgl.Fragment.call(this, ol.render.webgl.circlereplay.defaultshader.Fragment.SOURCE);
};
ol.inherits(ol.render.webgl.circlereplay.defaultshader.Fragment, ol.webgl.Fragment);
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\n\nuniform float u_opacity;\nuniform vec4 u_fillColor;\nuniform vec4 u_strokeColor;\nuniform vec2 u_size;\n\nvoid main(void) {\n vec2 windowCenter = vec2((v_center.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_center.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n vec2 windowOffset = vec2((v_offset.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_offset.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n float radius = length(windowCenter - windowOffset);\n float dist = length(windowCenter - gl_FragCoord.xy);\n if (dist > radius + v_halfWidth) {\n if (u_strokeColor.a == 0.0) {\n gl_FragColor = u_fillColor;\n } else {\n gl_FragColor = u_strokeColor;\n }\n gl_FragColor.a = gl_FragColor.a - (dist - (radius + v_halfWidth));\n } else if (u_fillColor.a == 0.0) {\n // Hooray, no fill, just stroke. We can use real antialiasing.\n gl_FragColor = u_strokeColor;\n if (dist < radius - v_halfWidth) {\n gl_FragColor.a = gl_FragColor.a - (radius - v_halfWidth - dist);\n }\n } else {\n gl_FragColor = u_fillColor;\n float strokeDist = radius - v_halfWidth;\n float antialias = 2.0 * v_pixelRatio;\n if (dist > strokeDist) {\n gl_FragColor = u_strokeColor;\n } else if (dist >= strokeDist - antialias) {\n float step = smoothstep(strokeDist - antialias, strokeDist, dist);\n gl_FragColor = mix(u_fillColor, u_strokeColor, step);\n }\n }\n gl_FragColor.a = gl_FragColor.a * u_opacity;\n if (gl_FragColor.a <= 0.0) {\n discard;\n }\n}\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;varying vec2 b;varying float c;varying float d;uniform float m;uniform vec4 n;uniform vec4 o;uniform vec2 p;void main(void){vec2 windowCenter=vec2((a.x+1.0)/2.0*p.x*d,(a.y+1.0)/2.0*p.y*d);vec2 windowOffset=vec2((b.x+1.0)/2.0*p.x*d,(b.y+1.0)/2.0*p.y*d);float radius=length(windowCenter-windowOffset);float dist=length(windowCenter-gl_FragCoord.xy);if(dist>radius+c){if(o.a==0.0){gl_FragColor=n;}else{gl_FragColor=o;}gl_FragColor.a=gl_FragColor.a-(dist-(radius+c));}else if(n.a==0.0){gl_FragColor=o;if(dist<radius-c){gl_FragColor.a=gl_FragColor.a-(radius-c-dist);}} else{gl_FragColor=n;float strokeDist=radius-c;float antialias=2.0*d;if(dist>strokeDist){gl_FragColor=o;}else if(dist>=strokeDist-antialias){float step=smoothstep(strokeDist-antialias,strokeDist,dist);gl_FragColor=mix(n,o,step);}} gl_FragColor.a=gl_FragColor.a*m;if(gl_FragColor.a<=0.0){discard;}}';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Fragment.SOURCE = ol.DEBUG ?
ol.render.webgl.circlereplay.defaultshader.Fragment.DEBUG_SOURCE :
ol.render.webgl.circlereplay.defaultshader.Fragment.OPTIMIZED_SOURCE;
ol.render.webgl.circlereplay.defaultshader.fragment = new ol.render.webgl.circlereplay.defaultshader.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
ol.render.webgl.circlereplay.defaultshader.Vertex = function() {
ol.webgl.Vertex.call(this, ol.render.webgl.circlereplay.defaultshader.Vertex.SOURCE);
};
ol.inherits(ol.render.webgl.circlereplay.defaultshader.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\nattribute vec2 a_position;\nattribute float a_instruction;\nattribute float a_radius;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\nuniform float u_lineWidth;\nuniform float u_pixelRatio;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n v_center = vec4(u_projectionMatrix * vec4(a_position, 0.0, 1.0)).xy;\n v_pixelRatio = u_pixelRatio;\n float lineWidth = u_lineWidth * u_pixelRatio;\n v_halfWidth = lineWidth / 2.0;\n if (lineWidth == 0.0) {\n lineWidth = 2.0 * u_pixelRatio;\n }\n vec2 offset;\n // Radius with anitaliasing (roughly).\n float radius = a_radius + 3.0 * u_pixelRatio;\n // Until we get gl_VertexID in WebGL, we store an instruction.\n if (a_instruction == 0.0) {\n // Offsetting the edges of the triangle by lineWidth / 2 is necessary, however\n // we should also leave some space for the antialiasing, thus we offset by lineWidth.\n offset = vec2(-1.0, 1.0);\n } else if (a_instruction == 1.0) {\n offset = vec2(-1.0, -1.0);\n } else if (a_instruction == 2.0) {\n offset = vec2(1.0, -1.0);\n } else {\n offset = vec2(1.0, 1.0);\n }\n\n gl_Position = u_projectionMatrix * vec4(a_position + offset * radius, 0.0, 1.0) +\n offsetMatrix * vec4(offset * lineWidth, 0.0, 0.0);\n v_offset = vec4(u_projectionMatrix * vec4(a_position.x + a_radius, a_position.y,\n 0.0, 1.0)).xy;\n\n if (distance(v_center, v_offset) > 20000.0) {\n gl_Position = vec4(v_center, 0.0, 1.0);\n }\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying vec2 b;varying float c;varying float d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;uniform float k;uniform float l;void main(void){mat4 offsetMatrix=i*j;a=vec4(h*vec4(e,0.0,1.0)).xy;d=l;float lineWidth=k*l;c=lineWidth/2.0;if(lineWidth==0.0){lineWidth=2.0*l;}vec2 offset;float radius=g+3.0*l;if(f==0.0){offset=vec2(-1.0,1.0);}else if(f==1.0){offset=vec2(-1.0,-1.0);}else if(f==2.0){offset=vec2(1.0,-1.0);}else{offset=vec2(1.0,1.0);}gl_Position=h*vec4(e+offset*radius,0.0,1.0)+offsetMatrix*vec4(offset*lineWidth,0.0,0.0);b=vec4(h*vec4(e.x+g,e.y,0.0,1.0)).xy;if(distance(a,b)>20000.0){gl_Position=vec4(a,0.0,1.0);}}';
/**
* @const
* @type {string}
*/
ol.render.webgl.circlereplay.defaultshader.Vertex.SOURCE = ol.DEBUG ?
ol.render.webgl.circlereplay.defaultshader.Vertex.DEBUG_SOURCE :
ol.render.webgl.circlereplay.defaultshader.Vertex.OPTIMIZED_SOURCE;
ol.render.webgl.circlereplay.defaultshader.vertex = new ol.render.webgl.circlereplay.defaultshader.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.circlereplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_fillColor = gl.getUniformLocation(
program, ol.DEBUG ? 'u_fillColor' : 'n');
/**
* @type {WebGLUniformLocation}
*/
this.u_lineWidth = gl.getUniformLocation(
program, ol.DEBUG ? 'u_lineWidth' : 'k');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG ? 'u_offsetRotateMatrix' : 'j');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG ? 'u_offsetScaleMatrix' : 'i');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG ? 'u_opacity' : 'm');
/**
* @type {WebGLUniformLocation}
*/
this.u_pixelRatio = gl.getUniformLocation(
program, ol.DEBUG ? 'u_pixelRatio' : 'l');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG ? 'u_projectionMatrix' : 'h');
/**
* @type {WebGLUniformLocation}
*/
this.u_size = gl.getUniformLocation(
program, ol.DEBUG ? 'u_size' : 'p');
/**
* @type {WebGLUniformLocation}
*/
this.u_strokeColor = gl.getUniformLocation(
program, ol.DEBUG ? 'u_strokeColor' : 'o');
/**
* @type {number}
*/
this.a_instruction = gl.getAttribLocation(
program, ol.DEBUG ? 'a_instruction' : 'f');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG ? 'a_position' : 'e');
/**
* @type {number}
*/
this.a_radius = gl.getAttribLocation(
program, ol.DEBUG ? 'a_radius' : 'g');
};

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@@ -0,0 +1,431 @@
goog.provide('ol.render.webgl.CircleReplay');
goog.require('ol');
goog.require('ol.array');
goog.require('ol.color');
goog.require('ol.extent');
goog.require('ol.obj');
goog.require('ol.geom.flat.transform');
goog.require('ol.render.webgl.circlereplay.defaultshader');
goog.require('ol.render.webgl.Replay');
goog.require('ol.render.webgl');
goog.require('ol.webgl');
goog.require('ol.webgl.Buffer');
/**
* @constructor
* @extends {ol.render.webgl.Replay}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @struct
*/
ol.render.webgl.CircleReplay = function(tolerance, maxExtent) {
ol.render.webgl.Replay.call(this, tolerance, maxExtent);
/**
* @private
* @type {ol.render.webgl.circlereplay.defaultshader.Locations}
*/
this.defaultLocations_ = null;
/**
* @private
* @type {Array.<Array.<Array.<number>|number>>}
*/
this.styles_ = [];
/**
* @private
* @type {Array.<number>}
*/
this.styleIndices_ = [];
/**
* @private
* @type {number}
*/
this.radius_ = 0;
/**
* @private
* @type {{fillColor: (Array.<number>|null),
* strokeColor: (Array.<number>|null),
* lineDash: Array.<number>,
* lineWidth: (number|undefined),
* changed: boolean}|null}
*/
this.state_ = {
fillColor: null,
strokeColor: null,
lineDash: null,
lineWidth: undefined,
changed: false
};
};
ol.inherits(ol.render.webgl.CircleReplay, ol.render.webgl.Replay);
/**
* @private
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
*/
ol.render.webgl.CircleReplay.prototype.drawCoordinates_ = function(
flatCoordinates, offset, end, stride) {
var numVertices = this.vertices.length;
var numIndices = this.indices.length;
var n = numVertices / 4;
var i, ii;
for (i = offset, ii = end; i < ii; i += stride) {
this.vertices[numVertices++] = flatCoordinates[i];
this.vertices[numVertices++] = flatCoordinates[i + 1];
this.vertices[numVertices++] = 0;
this.vertices[numVertices++] = this.radius_;
this.vertices[numVertices++] = flatCoordinates[i];
this.vertices[numVertices++] = flatCoordinates[i + 1];
this.vertices[numVertices++] = 1;
this.vertices[numVertices++] = this.radius_;
this.vertices[numVertices++] = flatCoordinates[i];
this.vertices[numVertices++] = flatCoordinates[i + 1];
this.vertices[numVertices++] = 2;
this.vertices[numVertices++] = this.radius_;
this.vertices[numVertices++] = flatCoordinates[i];
this.vertices[numVertices++] = flatCoordinates[i + 1];
this.vertices[numVertices++] = 3;
this.vertices[numVertices++] = this.radius_;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n + 3;
this.indices[numIndices++] = n;
n += 4;
}
};
/**
* @inheritDoc
*/
ol.render.webgl.CircleReplay.prototype.drawCircle = function(circleGeometry, feature) {
var radius = circleGeometry.getRadius();
var stride = circleGeometry.getStride();
if (radius) {
this.startIndices.push(this.indices.length);
this.startIndicesFeature.push(feature);
if (this.state_.changed) {
this.styleIndices_.push(this.indices.length);
this.state_.changed = false;
}
this.radius_ = radius;
var flatCoordinates = circleGeometry.getFlatCoordinates();
flatCoordinates = ol.geom.flat.transform.translate(flatCoordinates, 0, 2,
stride, -this.origin[0], -this.origin[1]);
this.drawCoordinates_(flatCoordinates, 0, 2, stride);
} else {
if (this.state_.changed) {
this.styles_.pop();
if (this.styles_.length) {
var lastState = this.styles_[this.styles_.length - 1];
this.state_.fillColor = /** @type {Array.<number>} */ (lastState[0]);
this.state_.strokeColor = /** @type {Array.<number>} */ (lastState[1]);
this.state_.lineWidth = /** @type {number} */ (lastState[2]);
this.state_.changed = false;
}
}
}
};
/**
* @inheritDoc
**/
ol.render.webgl.CircleReplay.prototype.finish = function(context) {
// create, bind, and populate the vertices buffer
this.verticesBuffer = new ol.webgl.Buffer(this.vertices);
// create, bind, and populate the indices buffer
this.indicesBuffer = new ol.webgl.Buffer(this.indices);
this.startIndices.push(this.indices.length);
//Clean up, if there is nothing to draw
if (this.styleIndices_.length === 0 && this.styles_.length > 0) {
this.styles_ = [];
}
this.vertices = null;
this.indices = null;
};
/**
* @inheritDoc
*/
ol.render.webgl.CircleReplay.prototype.getDeleteResourcesFunction = function(context) {
// We only delete our stuff here. The shaders and the program may
// be used by other CircleReplay instances (for other layers). And
// they will be deleted when disposing of the ol.webgl.Context
// object.
ol.DEBUG && console.assert(this.verticesBuffer,
'verticesBuffer must not be null');
ol.DEBUG && console.assert(this.indicesBuffer,
'indicesBuffer must not be null');
var verticesBuffer = this.verticesBuffer;
var indicesBuffer = this.indicesBuffer;
return function() {
context.deleteBuffer(verticesBuffer);
context.deleteBuffer(indicesBuffer);
};
};
/**
* @inheritDoc
*/
ol.render.webgl.CircleReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
var fragmentShader, vertexShader;
fragmentShader = ol.render.webgl.circlereplay.defaultshader.fragment;
vertexShader = ol.render.webgl.circlereplay.defaultshader.vertex;
var program = context.getProgram(fragmentShader, vertexShader);
// get the locations
var locations;
if (!this.defaultLocations_) {
locations =
new ol.render.webgl.circlereplay.defaultshader.Locations(gl, program);
this.defaultLocations_ = locations;
} else {
locations = this.defaultLocations_;
}
context.useProgram(program);
// enable the vertex attrib arrays
gl.enableVertexAttribArray(locations.a_position);
gl.vertexAttribPointer(locations.a_position, 2, ol.webgl.FLOAT,
false, 16, 0);
gl.enableVertexAttribArray(locations.a_instruction);
gl.vertexAttribPointer(locations.a_instruction, 1, ol.webgl.FLOAT,
false, 16, 8);
gl.enableVertexAttribArray(locations.a_radius);
gl.vertexAttribPointer(locations.a_radius, 1, ol.webgl.FLOAT,
false, 16, 12);
// Enable renderer specific uniforms.
gl.uniform2fv(locations.u_size, size);
gl.uniform1f(locations.u_pixelRatio, pixelRatio);
return locations;
};
/**
* @inheritDoc
*/
ol.render.webgl.CircleReplay.prototype.shutDownProgram = function(gl, locations) {
gl.disableVertexAttribArray(locations.a_position);
gl.disableVertexAttribArray(locations.a_instruction);
gl.disableVertexAttribArray(locations.a_radius);
};
/**
* @inheritDoc
*/
ol.render.webgl.CircleReplay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {
if (!ol.obj.isEmpty(skippedFeaturesHash)) {
this.drawReplaySkipping_(gl, context, skippedFeaturesHash);
} else {
ol.DEBUG && console.assert(this.styles_.length === this.styleIndices_.length,
'number of styles and styleIndices match');
//Draw by style groups to minimize drawElements() calls.
var i, start, end, nextStyle;
end = this.startIndices[this.startIndices.length - 1];
for (i = this.styleIndices_.length - 1; i >= 0; --i) {
start = this.styleIndices_[i];
nextStyle = this.styles_[i];
this.setFillStyle_(gl, /** @type {Array.<number>} */ (nextStyle[0]));
this.setStrokeStyle_(gl, /** @type {Array.<number>} */ (nextStyle[1]),
/** @type {number} */ (nextStyle[2]));
this.drawElements(gl, context, start, end);
end = start;
}
}
};
/**
* @inheritDoc
*/
ol.render.webgl.CircleReplay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash,
featureCallback, opt_hitExtent) {
ol.DEBUG && console.assert(this.styles_.length === this.styleIndices_.length,
'number of styles and styleIndices match');
ol.DEBUG && console.assert(this.startIndices.length - 1 === this.startIndicesFeature.length,
'number of startIndices and startIndicesFeature match');
var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex;
featureIndex = this.startIndices.length - 2;
end = this.startIndices[featureIndex + 1];
for (i = this.styleIndices_.length - 1; i >= 0; --i) {
nextStyle = this.styles_[i];
this.setFillStyle_(gl, /** @type {Array.<number>} */ (nextStyle[0]));
this.setStrokeStyle_(gl, /** @type {Array.<number>} */ (nextStyle[1]),
/** @type {number} */ (nextStyle[2]));
groupStart = this.styleIndices_[i];
while (featureIndex >= 0 &&
this.startIndices[featureIndex] >= groupStart) {
start = this.startIndices[featureIndex];
feature = this.startIndicesFeature[featureIndex];
featureUid = ol.getUid(feature).toString();
if (skippedFeaturesHash[featureUid] === undefined &&
feature.getGeometry() &&
(opt_hitExtent === undefined || ol.extent.intersects(
/** @type {Array<number>} */ (opt_hitExtent),
feature.getGeometry().getExtent()))) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawElements(gl, context, start, end);
var result = featureCallback(feature);
if (result) {
return result;
}
}
featureIndex--;
end = start;
}
}
return undefined;
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object} skippedFeaturesHash Ids of features to skip.
*/
ol.render.webgl.CircleReplay.prototype.drawReplaySkipping_ = function(gl, context, skippedFeaturesHash) {
ol.DEBUG && console.assert(this.startIndices.length - 1 === this.startIndicesFeature.length,
'number of startIndices and startIndicesFeature match');
var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex, featureStart;
featureIndex = this.startIndices.length - 2;
end = start = this.startIndices[featureIndex + 1];
for (i = this.styleIndices_.length - 1; i >= 0; --i) {
nextStyle = this.styles_[i];
this.setFillStyle_(gl, /** @type {Array.<number>} */ (nextStyle[0]));
this.setStrokeStyle_(gl, /** @type {Array.<number>} */ (nextStyle[1]),
/** @type {number} */ (nextStyle[2]));
groupStart = this.styleIndices_[i];
while (featureIndex >= 0 &&
this.startIndices[featureIndex] >= groupStart) {
featureStart = this.startIndices[featureIndex];
feature = this.startIndicesFeature[featureIndex];
featureUid = ol.getUid(feature).toString();
if (skippedFeaturesHash[featureUid]) {
if (start !== end) {
this.drawElements(gl, context, start, end);
}
end = featureStart;
}
featureIndex--;
start = featureStart;
}
if (start !== end) {
this.drawElements(gl, context, start, end);
}
start = end = groupStart;
}
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {Array.<number>} color Color.
*/
ol.render.webgl.CircleReplay.prototype.setFillStyle_ = function(gl, color) {
gl.uniform4fv(this.defaultLocations_.u_fillColor, color);
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {Array.<number>} color Color.
* @param {number} lineWidth Line width.
*/
ol.render.webgl.CircleReplay.prototype.setStrokeStyle_ = function(gl, color, lineWidth) {
gl.uniform4fv(this.defaultLocations_.u_strokeColor, color);
gl.uniform1f(this.defaultLocations_.u_lineWidth, lineWidth);
};
/**
* @inheritDoc
*/
ol.render.webgl.CircleReplay.prototype.setFillStrokeStyle = function(fillStyle, strokeStyle) {
ol.DEBUG && console.assert(this.state_, 'this.state_ should not be null');
var strokeStyleColor, strokeStyleWidth;
if (strokeStyle) {
var strokeStyleLineDash = strokeStyle.getLineDash();
this.state_.lineDash = strokeStyleLineDash ?
strokeStyleLineDash : ol.render.webgl.defaultLineDash;
strokeStyleColor = strokeStyle.getColor();
if (!(strokeStyleColor instanceof CanvasGradient) &&
!(strokeStyleColor instanceof CanvasPattern)) {
strokeStyleColor = ol.color.asArray(strokeStyleColor).map(function(c, i) {
return i != 3 ? c / 255 : c;
}) || ol.render.webgl.defaultStrokeStyle;
} else {
strokeStyleColor = ol.render.webgl.defaultStrokeStyle;
}
strokeStyleWidth = strokeStyle.getWidth();
strokeStyleWidth = strokeStyleWidth !== undefined ?
strokeStyleWidth : ol.render.webgl.defaultLineWidth;
} else {
strokeStyleColor = [0, 0, 0, 0];
strokeStyleWidth = 0;
}
var fillStyleColor = fillStyle ? fillStyle.getColor() : [0, 0, 0, 0];
if (!(fillStyleColor instanceof CanvasGradient) &&
!(fillStyleColor instanceof CanvasPattern)) {
fillStyleColor = ol.color.asArray(fillStyleColor).map(function(c, i) {
return i != 3 ? c / 255 : c;
}) || ol.render.webgl.defaultFillStyle;
} else {
fillStyleColor = ol.render.webgl.defaultFillStyle;
}
if (!this.state_.strokeColor || !ol.array.equals(this.state_.strokeColor, strokeStyleColor) ||
!this.state_.fillColor || !ol.array.equals(this.state_.fillColor, fillStyleColor) ||
this.state_.lineWidth !== strokeStyleWidth) {
this.state_.changed = true;
this.state_.fillColor = fillStyleColor;
this.state_.strokeColor = strokeStyleColor;
this.state_.lineWidth = strokeStyleWidth;
this.styles_.push([fillStyleColor, strokeStyleColor, strokeStyleWidth]);
}
};

View File

@@ -22,8 +22,8 @@ void main(void) {
if (a_rotateWithView == 1.0) {
offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
}
vec4 offsets = offsetMatrix * vec4(a_offsets, 0., 0.);
gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;
vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
v_texCoord = a_texCoord;
v_opacity = a_opacity;
}

View File

@@ -58,14 +58,14 @@ ol.inherits(ol.render.webgl.imagereplay.defaultshader.Vertex, ol.webgl.Vertex);
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.defaultshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0., 0.);\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n';
ol.render.webgl.imagereplay.defaultshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.,0.);gl_Position=h*vec4(c,0.,1.)+offsets;a=d;b=f;}';
ol.render.webgl.imagereplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.0,0.0);gl_Position=h*vec4(c,0.0,1.0)+offsets;a=d;b=f;}';
/**

View File

@@ -1,15 +1,11 @@
goog.provide('ol.render.webgl.ImageReplay');
goog.provide('ol.render.webgl.ReplayGroup');
goog.require('ol');
goog.require('ol.extent');
goog.require('ol.obj');
goog.require('ol.render.ReplayGroup');
goog.require('ol.render.VectorContext');
goog.require('ol.render.replay');
goog.require('ol.render.webgl.imagereplay.defaultshader');
goog.require('ol.transform');
goog.require('ol.vec.Mat4');
goog.require('ol.render.webgl.Replay');
goog.require('ol.render.webgl');
goog.require('ol.webgl');
goog.require('ol.webgl.Buffer');
goog.require('ol.webgl.Context');
@@ -17,14 +13,13 @@ goog.require('ol.webgl.Context');
/**
* @constructor
* @extends {ol.render.VectorContext}
* @extends {ol.render.webgl.Replay}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @protected
* @struct
*/
ol.render.webgl.ImageReplay = function(tolerance, maxExtent) {
ol.render.VectorContext.call(this);
ol.render.webgl.Replay.call(this, tolerance, maxExtent);
/**
* @type {number|undefined}
@@ -38,16 +33,6 @@ ol.render.webgl.ImageReplay = function(tolerance, maxExtent) {
*/
this.anchorY_ = undefined;
/**
* The origin of the coordinate system for the point coordinates sent to
* the GPU. To eliminate jitter caused by precision problems in the GPU
* we use the "Rendering Relative to Eye" technique described in the "3D
* Engine Design for Virtual Globes" book.
* @private
* @type {ol.Coordinate}
*/
this.origin_ = ol.extent.getCenter(maxExtent);
/**
* @type {Array.<number>}
* @private
@@ -90,18 +75,6 @@ ol.render.webgl.ImageReplay = function(tolerance, maxExtent) {
*/
this.imageWidth_ = undefined;
/**
* @type {Array.<number>}
* @private
*/
this.indices_ = [];
/**
* @type {ol.webgl.Buffer}
* @private
*/
this.indicesBuffer_ = null;
/**
* @private
* @type {ol.render.webgl.imagereplay.defaultshader.Locations}
@@ -114,18 +87,6 @@ ol.render.webgl.ImageReplay = function(tolerance, maxExtent) {
*/
this.opacity_ = undefined;
/**
* @type {ol.Transform}
* @private
*/
this.offsetRotateMatrix_ = ol.transform.create();
/**
* @type {ol.Transform}
* @private
*/
this.offsetScaleMatrix_ = ol.transform.create();
/**
* @type {number|undefined}
* @private
@@ -138,18 +99,6 @@ ol.render.webgl.ImageReplay = function(tolerance, maxExtent) {
*/
this.originY_ = undefined;
/**
* @type {ol.Transform}
* @private
*/
this.projectionMatrix_ = ol.transform.create();
/**
* @type {Array.<number>}
* @private
*/
this.tmpMat4_ = ol.vec.Mat4.create();
/**
* @private
* @type {boolean|undefined}
@@ -180,56 +129,29 @@ ol.render.webgl.ImageReplay = function(tolerance, maxExtent) {
*/
this.hitDetectionTextures_ = [];
/**
* @type {Array.<number>}
* @private
*/
this.vertices_ = [];
/**
* @type {ol.webgl.Buffer}
* @private
*/
this.verticesBuffer_ = null;
/**
* Start index per feature (the index).
* @type {Array.<number>}
* @private
*/
this.startIndices_ = [];
/**
* Start index per feature (the feature).
* @type {Array.<ol.Feature|ol.render.Feature>}
* @private
*/
this.startIndicesFeature_ = [];
/**
* @type {number|undefined}
* @private
*/
this.width_ = undefined;
};
ol.inherits(ol.render.webgl.ImageReplay, ol.render.VectorContext);
ol.inherits(ol.render.webgl.ImageReplay, ol.render.webgl.Replay);
/**
* @param {ol.webgl.Context} context WebGL context.
* @return {function()} Delete resources function.
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.getDeleteResourcesFunction = function(context) {
// We only delete our stuff here. The shaders and the program may
// be used by other ImageReplay instances (for other layers). And
// they will be deleted when disposing of the ol.webgl.Context
// object.
ol.DEBUG && console.assert(this.verticesBuffer_,
ol.DEBUG && console.assert(this.verticesBuffer,
'verticesBuffer must not be null');
ol.DEBUG && console.assert(this.indicesBuffer_,
ol.DEBUG && console.assert(this.indicesBuffer,
'indicesBuffer must not be null');
var verticesBuffer = this.verticesBuffer_;
var indicesBuffer = this.indicesBuffer_;
var verticesBuffer = this.verticesBuffer;
var indicesBuffer = this.indicesBuffer;
var textures = this.textures_;
var hitDetectionTextures = this.hitDetectionTextures_;
var gl = context.getGL();
@@ -286,12 +208,12 @@ ol.render.webgl.ImageReplay.prototype.drawCoordinates_ = function(flatCoordinate
var width = /** @type {number} */ (this.width_);
var cos = Math.cos(rotation);
var sin = Math.sin(rotation);
var numIndices = this.indices_.length;
var numVertices = this.vertices_.length;
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];
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
@@ -308,57 +230,57 @@ ol.render.webgl.ImageReplay.prototype.drawCoordinates_ = function(flatCoordinate
// bottom-left corner
offsetX = -scale * anchorX;
offsetY = -scale * (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++] = originX / imageWidth;
this.vertices_[numVertices++] = (originY + height) / imageHeight;
this.vertices_[numVertices++] = opacity;
this.vertices_[numVertices++] = rotateWithView;
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++] = originX / imageWidth;
this.vertices[numVertices++] = (originY + height) / imageHeight;
this.vertices[numVertices++] = opacity;
this.vertices[numVertices++] = rotateWithView;
// bottom-right corner
offsetX = scale * (width - anchorX);
offsetY = -scale * (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++] = (originX + width) / imageWidth;
this.vertices_[numVertices++] = (originY + height) / imageHeight;
this.vertices_[numVertices++] = opacity;
this.vertices_[numVertices++] = rotateWithView;
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++] = (originX + width) / imageWidth;
this.vertices[numVertices++] = (originY + height) / imageHeight;
this.vertices[numVertices++] = opacity;
this.vertices[numVertices++] = rotateWithView;
// top-right corner
offsetX = scale * (width - anchorX);
offsetY = scale * 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++] = (originX + width) / imageWidth;
this.vertices_[numVertices++] = originY / imageHeight;
this.vertices_[numVertices++] = opacity;
this.vertices_[numVertices++] = rotateWithView;
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++] = (originX + width) / imageWidth;
this.vertices[numVertices++] = originY / imageHeight;
this.vertices[numVertices++] = opacity;
this.vertices[numVertices++] = rotateWithView;
// top-left corner
offsetX = -scale * anchorX;
offsetY = scale * 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++] = originX / imageWidth;
this.vertices_[numVertices++] = originY / imageHeight;
this.vertices_[numVertices++] = opacity;
this.vertices_[numVertices++] = rotateWithView;
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++] = originX / imageWidth;
this.vertices[numVertices++] = originY / imageHeight;
this.vertices[numVertices++] = opacity;
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;
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;
@@ -369,8 +291,8 @@ ol.render.webgl.ImageReplay.prototype.drawCoordinates_ = function(flatCoordinate
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.drawMultiPoint = function(multiPointGeometry, feature) {
this.startIndices_.push(this.indices_.length);
this.startIndicesFeature_.push(feature);
this.startIndices.push(this.indices.length);
this.startIndicesFeature.push(feature);
var flatCoordinates = multiPointGeometry.getFlatCoordinates();
var stride = multiPointGeometry.getStride();
this.drawCoordinates_(
@@ -382,8 +304,8 @@ ol.render.webgl.ImageReplay.prototype.drawMultiPoint = function(multiPointGeomet
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.drawPoint = function(pointGeometry, feature) {
this.startIndices_.push(this.indices_.length);
this.startIndicesFeature_.push(feature);
this.startIndices.push(this.indices.length);
this.startIndicesFeature.push(feature);
var flatCoordinates = pointGeometry.getFlatCoordinates();
var stride = pointGeometry.getStride();
this.drawCoordinates_(
@@ -392,32 +314,30 @@ ol.render.webgl.ImageReplay.prototype.drawPoint = function(pointGeometry, featur
/**
* @param {ol.webgl.Context} context Context.
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.finish = function(context) {
var gl = context.getGL();
this.groupIndices_.push(this.indices_.length);
this.groupIndices_.push(this.indices.length);
ol.DEBUG && console.assert(this.images_.length === this.groupIndices_.length,
'number of images and groupIndices match');
this.hitDetectionGroupIndices_.push(this.indices_.length);
this.hitDetectionGroupIndices_.push(this.indices.length);
ol.DEBUG && console.assert(this.hitDetectionImages_.length ===
this.hitDetectionGroupIndices_.length,
'number of hitDetectionImages and hitDetectionGroupIndices match');
// create, bind, and populate the vertices buffer
this.verticesBuffer_ = new ol.webgl.Buffer(this.vertices_);
context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer_);
this.verticesBuffer = new ol.webgl.Buffer(this.vertices);
var indices = this.indices_;
var indices = this.indices;
var bits = context.hasOESElementIndexUint ? 32 : 16;
ol.DEBUG && console.assert(indices[indices.length - 1] < Math.pow(2, bits),
'Too large element index detected [%s] (OES_element_index_uint "%s")',
indices[indices.length - 1], context.hasOESElementIndexUint);
// create, bind, and populate the indices buffer
this.indicesBuffer_ = new ol.webgl.Buffer(indices);
context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
this.indicesBuffer = new ol.webgl.Buffer(indices);
// create textures
/** @type {Object.<string, WebGLTexture>} */
@@ -440,14 +360,14 @@ ol.render.webgl.ImageReplay.prototype.finish = function(context) {
this.hitDetectionImages_ = null;
this.imageHeight_ = undefined;
this.imageWidth_ = undefined;
this.indices_ = null;
this.indices = null;
this.opacity_ = undefined;
this.originX_ = undefined;
this.originY_ = undefined;
this.rotateWithView_ = undefined;
this.rotation_ = undefined;
this.scale_ = undefined;
this.vertices_ = null;
this.vertices = null;
this.width_ = undefined;
};
@@ -483,38 +403,9 @@ ol.render.webgl.ImageReplay.prototype.createTextures_ = function(textures, image
/**
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.replay = function(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent) {
var gl = context.getGL();
// bind the vertices buffer
ol.DEBUG && console.assert(this.verticesBuffer_,
'verticesBuffer must not be null');
context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer_);
// bind the indices buffer
ol.DEBUG && console.assert(this.indicesBuffer_,
'indecesBuffer must not be null');
context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
ol.render.webgl.ImageReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
var fragmentShader = ol.render.webgl.imagereplay.defaultshader.fragment;
var vertexShader = ol.render.webgl.imagereplay.defaultshader.vertex;
@@ -554,76 +445,40 @@ ol.render.webgl.ImageReplay.prototype.replay = function(context,
gl.vertexAttribPointer(locations.a_rotateWithView, 1, ol.webgl.FLOAT,
false, 32, 28);
// set the "uniform" values
var projectionMatrix = ol.transform.reset(this.projectionMatrix_);
ol.transform.scale(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1]));
ol.transform.rotate(projectionMatrix, -rotation);
ol.transform.translate(projectionMatrix, -(center[0] - this.origin_[0]), -(center[1] - this.origin_[1]));
return locations;
};
var offsetScaleMatrix = ol.transform.reset(this.offsetScaleMatrix_);
ol.transform.scale(offsetScaleMatrix, 2 / size[0], 2 / size[1]);
var offsetRotateMatrix = ol.transform.reset(this.offsetRotateMatrix_);
if (rotation !== 0) {
ol.transform.rotate(offsetRotateMatrix, -rotation);
}
gl.uniformMatrix4fv(locations.u_projectionMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, projectionMatrix));
gl.uniformMatrix4fv(locations.u_offsetScaleMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetScaleMatrix));
gl.uniformMatrix4fv(locations.u_offsetRotateMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetRotateMatrix));
gl.uniform1f(locations.u_opacity, opacity);
// draw!
var result;
if (featureCallback === undefined) {
this.drawReplay_(gl, context, skippedFeaturesHash,
this.textures_, this.groupIndices_);
} else {
// draw feature by feature for the hit-detection
result = this.drawHitDetectionReplay_(gl, context, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent);
}
// disable the vertex attrib arrays
/**
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.shutDownProgram = function(gl, locations) {
gl.disableVertexAttribArray(locations.a_position);
gl.disableVertexAttribArray(locations.a_offsets);
gl.disableVertexAttribArray(locations.a_texCoord);
gl.disableVertexAttribArray(locations.a_opacity);
gl.disableVertexAttribArray(locations.a_rotateWithView);
return result;
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {Array.<WebGLTexture>} textures Textures.
* @param {Array.<number>} groupIndices Texture group indices.
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.drawReplay_ = function(gl, context, skippedFeaturesHash, textures, groupIndices) {
ol.render.webgl.ImageReplay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {
var textures = hitDetection ? this.hitDetectionTextures_ : this.textures_;
var groupIndices = hitDetection ? this.hitDetectionGroupIndices_ : this.groupIndices_;
ol.DEBUG && console.assert(textures.length === groupIndices.length,
'number of textures and groupIndeces match');
var elementType = context.hasOESElementIndexUint ?
ol.webgl.UNSIGNED_INT : ol.webgl.UNSIGNED_SHORT;
var elementSize = context.hasOESElementIndexUint ? 4 : 2;
if (!ol.obj.isEmpty(skippedFeaturesHash)) {
this.drawReplaySkipping_(
gl, skippedFeaturesHash, textures, groupIndices,
elementType, elementSize);
gl, context, skippedFeaturesHash, textures, groupIndices);
} else {
var i, ii, start;
for (i = 0, ii = textures.length, start = 0; i < ii; ++i) {
gl.bindTexture(ol.webgl.TEXTURE_2D, textures[i]);
var end = groupIndices[i];
this.drawElements_(gl, start, end, elementType, elementSize);
this.drawElements(gl, context, start, end);
start = end;
}
}
@@ -650,15 +505,14 @@ ol.render.webgl.ImageReplay.prototype.drawReplay_ = function(gl, context, skippe
*
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {Array.<WebGLTexture>} textures Textures.
* @param {Array.<number>} groupIndices Texture group indices.
* @param {number} elementType Element type.
* @param {number} elementSize Element Size.
*/
ol.render.webgl.ImageReplay.prototype.drawReplaySkipping_ = function(gl, skippedFeaturesHash, textures, groupIndices,
elementType, elementSize) {
ol.render.webgl.ImageReplay.prototype.drawReplaySkipping_ = function(gl, context, skippedFeaturesHash, textures,
groupIndices) {
var featureIndex = 0;
var i, ii;
@@ -669,25 +523,25 @@ ol.render.webgl.ImageReplay.prototype.drawReplaySkipping_ = function(gl, skipped
var start = groupStart;
var end = groupStart;
while (featureIndex < this.startIndices_.length &&
this.startIndices_[featureIndex] <= groupEnd) {
var feature = this.startIndicesFeature_[featureIndex];
while (featureIndex < this.startIndices.length &&
this.startIndices[featureIndex] <= groupEnd) {
var feature = this.startIndicesFeature[featureIndex];
var featureUid = ol.getUid(feature).toString();
if (skippedFeaturesHash[featureUid] !== undefined) {
// feature should be skipped
if (start !== end) {
// draw the features so far
this.drawElements_(gl, start, end, elementType, elementSize);
this.drawElements(gl, context, start, end);
}
// continue with the next feature
start = (featureIndex === this.startIndices_.length - 1) ?
groupEnd : this.startIndices_[featureIndex + 1];
start = (featureIndex === this.startIndices.length - 1) ?
groupEnd : this.startIndices[featureIndex + 1];
end = start;
} else {
// the feature is not skipped, augment the end index
end = (featureIndex === this.startIndices_.length - 1) ?
groupEnd : this.startIndices_[featureIndex + 1];
end = (featureIndex === this.startIndices.length - 1) ?
groupEnd : this.startIndices[featureIndex + 1];
}
featureIndex++;
}
@@ -695,102 +549,23 @@ ol.render.webgl.ImageReplay.prototype.drawReplaySkipping_ = function(gl, skipped
if (start !== end) {
// draw the remaining features (in case there was no skipped feature
// in this texture group, all features of a group are drawn together)
this.drawElements_(gl, start, end, elementType, elementSize);
this.drawElements(gl, context, start, end);
}
}
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {number} start Start index.
* @param {number} end End index.
* @param {number} elementType Element type.
* @param {number} elementSize Element Size.
* @inheritDoc
*/
ol.render.webgl.ImageReplay.prototype.drawElements_ = function(
gl, start, end, elementType, elementSize) {
var numItems = end - start;
var offsetInBytes = start * elementSize;
gl.drawElements(ol.webgl.TRIANGLES, numItems, elementType, offsetInBytes);
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplay_ = function(gl, context, skippedFeaturesHash, featureCallback, oneByOne,
opt_hitExtent) {
if (!oneByOne) {
// draw all hit-detection features in "once" (by texture group)
return this.drawHitDetectionReplayAll_(gl, context,
skippedFeaturesHash, featureCallback);
} else {
// draw hit-detection features one by one
return this.drawHitDetectionReplayOneByOne_(gl, context,
skippedFeaturesHash, featureCallback, opt_hitExtent);
}
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayAll_ = function(gl, context, skippedFeaturesHash, featureCallback) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawReplay_(gl, context, skippedFeaturesHash,
this.hitDetectionTextures_, this.hitDetectionGroupIndices_);
var result = featureCallback(null);
if (result) {
return result;
} else {
return undefined;
}
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayOneByOne_ = function(gl, context, skippedFeaturesHash, featureCallback,
opt_hitExtent) {
ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash,
featureCallback, opt_hitExtent) {
ol.DEBUG && console.assert(this.hitDetectionTextures_.length ===
this.hitDetectionGroupIndices_.length,
'number of hitDetectionTextures and hitDetectionGroupIndices match');
var elementType = context.hasOESElementIndexUint ?
ol.webgl.UNSIGNED_INT : ol.webgl.UNSIGNED_SHORT;
var elementSize = context.hasOESElementIndexUint ? 4 : 2;
var i, groupStart, start, end, feature, featureUid;
var featureIndex = this.startIndices_.length - 1;
var featureIndex = this.startIndices.length - 1;
for (i = this.hitDetectionTextures_.length - 1; i >= 0; --i) {
gl.bindTexture(ol.webgl.TEXTURE_2D, this.hitDetectionTextures_[i]);
groupStart = (i > 0) ? this.hitDetectionGroupIndices_[i - 1] : 0;
@@ -798,9 +573,9 @@ ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayOneByOne_ = function
// draw all features for this texture group
while (featureIndex >= 0 &&
this.startIndices_[featureIndex] >= groupStart) {
start = this.startIndices_[featureIndex];
feature = this.startIndicesFeature_[featureIndex];
this.startIndices[featureIndex] >= groupStart) {
start = this.startIndices[featureIndex];
feature = this.startIndicesFeature[featureIndex];
featureUid = ol.getUid(feature).toString();
if (skippedFeaturesHash[featureUid] === undefined &&
@@ -809,7 +584,7 @@ ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayOneByOne_ = function
/** @type {Array<number>} */ (opt_hitExtent),
feature.getGeometry().getExtent()))) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawElements_(gl, start, end, elementType, elementSize);
this.drawElements(gl, context, start, end);
var result = featureCallback(feature);
if (result) {
@@ -825,13 +600,6 @@ ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayOneByOne_ = function
};
/**
* @inheritDoc
* @abstract
*/
ol.render.webgl.ImageReplay.prototype.setFillStrokeStyle = function() {};
/**
* @inheritDoc
*/
@@ -869,7 +637,7 @@ ol.render.webgl.ImageReplay.prototype.setImageStyle = function(imageStyle) {
} else {
currentImage = this.images_[this.images_.length - 1];
if (ol.getUid(currentImage) != ol.getUid(image)) {
this.groupIndices_.push(this.indices_.length);
this.groupIndices_.push(this.indices.length);
ol.DEBUG && console.assert(this.groupIndices_.length === this.images_.length,
'number of groupIndices and images match');
this.images_.push(image);
@@ -882,7 +650,7 @@ ol.render.webgl.ImageReplay.prototype.setImageStyle = function(imageStyle) {
currentImage =
this.hitDetectionImages_[this.hitDetectionImages_.length - 1];
if (ol.getUid(currentImage) != ol.getUid(hitDetectionImage)) {
this.hitDetectionGroupIndices_.push(this.indices_.length);
this.hitDetectionGroupIndices_.push(this.indices.length);
ol.DEBUG && console.assert(this.hitDetectionGroupIndices_.length ===
this.hitDetectionImages_.length,
'number of hitDetectionGroupIndices and hitDetectionImages match');
@@ -903,276 +671,3 @@ ol.render.webgl.ImageReplay.prototype.setImageStyle = function(imageStyle) {
this.scale_ = scale;
this.width_ = size[0];
};
/**
* @constructor
* @extends {ol.render.ReplayGroup}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @param {number=} opt_renderBuffer Render buffer.
* @struct
*/
ol.render.webgl.ReplayGroup = function(tolerance, maxExtent, opt_renderBuffer) {
ol.render.ReplayGroup.call(this);
/**
* @type {ol.Extent}
* @private
*/
this.maxExtent_ = maxExtent;
/**
* @type {number}
* @private
*/
this.tolerance_ = tolerance;
/**
* @type {number|undefined}
* @private
*/
this.renderBuffer_ = opt_renderBuffer;
/**
* ImageReplay only is supported at this point.
* @type {Object.<ol.render.ReplayType, ol.render.webgl.ImageReplay>}
* @private
*/
this.replays_ = {};
};
ol.inherits(ol.render.webgl.ReplayGroup, ol.render.ReplayGroup);
/**
* @param {ol.webgl.Context} context WebGL context.
* @return {function()} Delete resources function.
*/
ol.render.webgl.ReplayGroup.prototype.getDeleteResourcesFunction = function(context) {
var functions = [];
var replayKey;
for (replayKey in this.replays_) {
functions.push(
this.replays_[replayKey].getDeleteResourcesFunction(context));
}
return function() {
var length = functions.length;
var result;
for (var i = 0; i < length; i++) {
result = functions[i].apply(this, arguments);
}
return result;
};
};
/**
* @param {ol.webgl.Context} context Context.
*/
ol.render.webgl.ReplayGroup.prototype.finish = function(context) {
var replayKey;
for (replayKey in this.replays_) {
this.replays_[replayKey].finish(context);
}
};
/**
* @inheritDoc
*/
ol.render.webgl.ReplayGroup.prototype.getReplay = function(zIndex, replayType) {
var replay = this.replays_[replayType];
if (replay === undefined) {
var constructor = ol.render.webgl.BATCH_CONSTRUCTORS_[replayType];
replay = new constructor(this.tolerance_, this.maxExtent_);
this.replays_[replayType] = replay;
}
return replay;
};
/**
* @inheritDoc
*/
ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
return ol.obj.isEmpty(this.replays_);
};
/**
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
*/
ol.render.webgl.ReplayGroup.prototype.replay = function(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash) {
var i, ii, replay;
for (i = 0, ii = ol.render.replay.ORDER.length; i < ii; ++i) {
replay = this.replays_[ol.render.replay.ORDER[i]];
if (replay !== undefined) {
replay.replay(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
undefined, false);
}
}
};
/**
* @private
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.ReplayGroup.prototype.replayHitDetection_ = function(context,
center, resolution, rotation, size, pixelRatio, opacity,
skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent) {
var i, replay, result;
for (i = ol.render.replay.ORDER.length - 1; i >= 0; --i) {
replay = this.replays_[ol.render.replay.ORDER[i]];
if (replay !== undefined) {
result = replay.replay(context,
center, resolution, rotation, size, pixelRatio, opacity,
skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent);
if (result) {
return result;
}
}
}
return undefined;
};
/**
* @param {ol.Coordinate} coordinate Coordinate.
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} callback Feature callback.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.ReplayGroup.prototype.forEachFeatureAtCoordinate = function(
coordinate, context, center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
callback) {
var gl = context.getGL();
gl.bindFramebuffer(
gl.FRAMEBUFFER, context.getHitDetectionFramebuffer());
/**
* @type {ol.Extent}
*/
var hitExtent;
if (this.renderBuffer_ !== undefined) {
// build an extent around the coordinate, so that only features that
// intersect this extent are checked
hitExtent = ol.extent.buffer(
ol.extent.createOrUpdateFromCoordinate(coordinate),
resolution * this.renderBuffer_);
}
return this.replayHitDetection_(context,
coordinate, resolution, rotation, ol.render.webgl.HIT_DETECTION_SIZE_,
pixelRatio, opacity, skippedFeaturesHash,
/**
* @param {ol.Feature|ol.render.Feature} feature Feature.
* @return {?} Callback result.
*/
function(feature) {
var imageData = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
if (imageData[3] > 0) {
var result = callback(feature);
if (result) {
return result;
}
}
}, true, hitExtent);
};
/**
* @param {ol.Coordinate} coordinate Coordinate.
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @return {boolean} Is there a feature at the given coordinate?
*/
ol.render.webgl.ReplayGroup.prototype.hasFeatureAtCoordinate = function(
coordinate, context, center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash) {
var gl = context.getGL();
gl.bindFramebuffer(
gl.FRAMEBUFFER, context.getHitDetectionFramebuffer());
var hasFeature = this.replayHitDetection_(context,
coordinate, resolution, rotation, ol.render.webgl.HIT_DETECTION_SIZE_,
pixelRatio, opacity, skippedFeaturesHash,
/**
* @param {ol.Feature|ol.render.Feature} feature Feature.
* @return {boolean} Is there a feature?
*/
function(feature) {
var imageData = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
return imageData[3] > 0;
}, false);
return hasFeature !== undefined;
};
/**
* @const
* @private
* @type {Object.<ol.render.ReplayType,
* function(new: ol.render.webgl.ImageReplay, number,
* ol.Extent)>}
*/
ol.render.webgl.BATCH_CONSTRUCTORS_ = {
'Image': ol.render.webgl.ImageReplay
};
/**
* @const
* @private
* @type {Array.<number>}
*/
ol.render.webgl.HIT_DETECTION_SIZE_ = [1, 1];

View File

@@ -6,6 +6,7 @@ goog.require('ol.geom.GeometryType');
goog.require('ol.render.ReplayType');
goog.require('ol.render.VectorContext');
goog.require('ol.render.webgl.ReplayGroup');
goog.require('ol.render.webgl');
/**
@@ -64,6 +65,18 @@ ol.render.webgl.Immediate = function(context, center, resolution, rotation, size
*/
this.imageStyle_ = null;
/**
* @private
* @type {ol.style.Fill}
*/
this.fillStyle_ = null;
/**
* @private
* @type {ol.style.Stroke}
*/
this.strokeStyle_ = null;
};
ol.inherits(ol.render.webgl.Immediate, ol.render.VectorContext);
@@ -76,6 +89,7 @@ ol.inherits(ol.render.webgl.Immediate, ol.render.VectorContext);
* @api
*/
ol.render.webgl.Immediate.prototype.setStyle = function(style) {
this.setFillStrokeStyle(style.getFill(), style.getStroke());
this.setImageStyle(style.getImage());
};
@@ -93,12 +107,27 @@ ol.render.webgl.Immediate.prototype.drawGeometry = function(geometry) {
case ol.geom.GeometryType.POINT:
this.drawPoint(/** @type {ol.geom.Point} */ (geometry), null);
break;
case ol.geom.GeometryType.LINE_STRING:
this.drawLineString(/** @type {ol.geom.LineString} */ (geometry), null);
break;
case ol.geom.GeometryType.POLYGON:
this.drawPolygon(/** @type {ol.geom.Polygon} */ (geometry), null);
break;
case ol.geom.GeometryType.MULTI_POINT:
this.drawMultiPoint(/** @type {ol.geom.MultiPoint} */ (geometry), null);
break;
case ol.geom.GeometryType.MULTI_LINE_STRING:
this.drawMultiLineString(/** @type {ol.geom.MultiLineString} */ (geometry), null);
break;
case ol.geom.GeometryType.MULTI_POLYGON:
this.drawMultiPolygon(/** @type {ol.geom.MultiPolygon} */ (geometry), null);
break;
case ol.geom.GeometryType.GEOMETRY_COLLECTION:
this.drawGeometryCollection(/** @type {ol.geom.GeometryCollection} */ (geometry), null);
break;
case ol.geom.GeometryType.CIRCLE:
this.drawCircle(/** @type {ol.geom.Circle} */ (geometry), null);
break;
default:
ol.DEBUG && console.assert(false, 'Unsupported geometry type: ' + type);
}
@@ -178,9 +207,128 @@ ol.render.webgl.Immediate.prototype.drawMultiPoint = function(geometry, data) {
};
/**
* @inheritDoc
*/
ol.render.webgl.Immediate.prototype.drawLineString = function(geometry, data) {
var context = this.context_;
var replayGroup = new ol.render.webgl.ReplayGroup(1, this.extent_);
var replay = /** @type {ol.render.webgl.LineStringReplay} */ (
replayGroup.getReplay(0, ol.render.ReplayType.LINE_STRING));
replay.setFillStrokeStyle(null, this.strokeStyle_);
replay.drawLineString(geometry, data);
replay.finish(context);
var opacity = 1;
var skippedFeatures = {};
var featureCallback;
var oneByOne = false;
replay.replay(this.context_, this.center_, this.resolution_, this.rotation_,
this.size_, this.pixelRatio_, opacity, skippedFeatures, featureCallback,
oneByOne);
replay.getDeleteResourcesFunction(context)();
};
/**
* @inheritDoc
*/
ol.render.webgl.Immediate.prototype.drawMultiLineString = function(geometry, data) {
var context = this.context_;
var replayGroup = new ol.render.webgl.ReplayGroup(1, this.extent_);
var replay = /** @type {ol.render.webgl.LineStringReplay} */ (
replayGroup.getReplay(0, ol.render.ReplayType.LINE_STRING));
replay.setFillStrokeStyle(null, this.strokeStyle_);
replay.drawMultiLineString(geometry, data);
replay.finish(context);
var opacity = 1;
var skippedFeatures = {};
var featureCallback;
var oneByOne = false;
replay.replay(this.context_, this.center_, this.resolution_, this.rotation_,
this.size_, this.pixelRatio_, opacity, skippedFeatures, featureCallback,
oneByOne);
replay.getDeleteResourcesFunction(context)();
};
/**
* @inheritDoc
*/
ol.render.webgl.Immediate.prototype.drawPolygon = function(geometry, data) {
var context = this.context_;
var replayGroup = new ol.render.webgl.ReplayGroup(1, this.extent_);
var replay = /** @type {ol.render.webgl.PolygonReplay} */ (
replayGroup.getReplay(0, ol.render.ReplayType.POLYGON));
replay.setFillStrokeStyle(this.fillStyle_, this.strokeStyle_);
replay.drawPolygon(geometry, data);
replay.finish(context);
var opacity = 1;
var skippedFeatures = {};
var featureCallback;
var oneByOne = false;
replay.replay(this.context_, this.center_, this.resolution_, this.rotation_,
this.size_, this.pixelRatio_, opacity, skippedFeatures, featureCallback,
oneByOne);
replay.getDeleteResourcesFunction(context)();
};
/**
* @inheritDoc
*/
ol.render.webgl.Immediate.prototype.drawMultiPolygon = function(geometry, data) {
var context = this.context_;
var replayGroup = new ol.render.webgl.ReplayGroup(1, this.extent_);
var replay = /** @type {ol.render.webgl.PolygonReplay} */ (
replayGroup.getReplay(0, ol.render.ReplayType.POLYGON));
replay.setFillStrokeStyle(this.fillStyle_, this.strokeStyle_);
replay.drawMultiPolygon(geometry, data);
replay.finish(context);
var opacity = 1;
var skippedFeatures = {};
var featureCallback;
var oneByOne = false;
replay.replay(this.context_, this.center_, this.resolution_, this.rotation_,
this.size_, this.pixelRatio_, opacity, skippedFeatures, featureCallback,
oneByOne);
replay.getDeleteResourcesFunction(context)();
};
/**
* @inheritDoc
*/
ol.render.webgl.Immediate.prototype.drawCircle = function(geometry, data) {
var context = this.context_;
var replayGroup = new ol.render.webgl.ReplayGroup(1, this.extent_);
var replay = /** @type {ol.render.webgl.CircleReplay} */ (
replayGroup.getReplay(0, ol.render.ReplayType.CIRCLE));
replay.setFillStrokeStyle(this.fillStyle_, this.strokeStyle_);
replay.drawCircle(geometry, data);
replay.finish(context);
var opacity = 1;
var skippedFeatures = {};
var featureCallback;
var oneByOne = false;
replay.replay(this.context_, this.center_, this.resolution_, this.rotation_,
this.size_, this.pixelRatio_, opacity, skippedFeatures, featureCallback,
oneByOne);
replay.getDeleteResourcesFunction(context)();
};
/**
* @inheritDoc
*/
ol.render.webgl.Immediate.prototype.setImageStyle = function(imageStyle) {
this.imageStyle_ = imageStyle;
};
/**
* @inheritDoc
*/
ol.render.webgl.Immediate.prototype.setFillStrokeStyle = function(fillStyle, strokeStyle) {
this.fillStyle_ = fillStyle;
this.strokeStyle_ = strokeStyle;
};

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goog.provide('ol.render.webgl');
/**
* @const
* @type {ol.Color}
*/
ol.render.webgl.defaultFillStyle = [0.0, 0.0, 0.0, 1.0];
/**
* @const
* @type {string}
*/
ol.render.webgl.defaultLineCap = 'round';
/**
* @const
* @type {Array.<number>}
*/
ol.render.webgl.defaultLineDash = [];
/**
* @const
* @type {string}
*/
ol.render.webgl.defaultLineJoin = 'round';
/**
* @const
* @type {number}
*/
ol.render.webgl.defaultMiterLimit = 10;
/**
* @const
* @type {ol.Color}
*/
ol.render.webgl.defaultStrokeStyle = [0.0, 0.0, 0.0, 1.0];
/**
* @const
* @type {number}
*/
ol.render.webgl.defaultLineWidth = 1;
/**
* @enum {number}
*/
ol.render.webgl.lineStringInstruction = {
ROUND: 2,
BEGIN_LINE: 3,
END_LINE: 5,
BEGIN_LINE_CAP: 7,
END_LINE_CAP : 11,
BEVEL_FIRST: 13,
BEVEL_SECOND: 17,
MITER_BOTTOM: 19,
MITER_TOP: 23
};
/**
* Calculates the orientation of a triangle based on the determinant method.
* @param {number} x1 First X coordinate.
* @param {number} y1 First Y coordinate.
* @param {number} x2 Second X coordinate.
* @param {number} y2 Second Y coordinate.
* @param {number} x3 Third X coordinate.
* @param {number} y3 Third Y coordinate.
* @return {boolean|undefined} Triangle is clockwise.
*/
ol.render.webgl.triangleIsCounterClockwise = function(x1, y1, x2, y2, x3, y3) {
var area = (x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1);
return (area <= ol.render.webgl.EPSILON && area >= -ol.render.webgl.EPSILON) ?
undefined : area > 0;
};
/**
* @const
* @type {number}
*/
ol.render.webgl.EPSILON = Number.EPSILON || 2.220446049250313e-16;

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/**
* @namespace ol.render.webgl
*/

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//! NAMESPACE=ol.render.webgl.linestringreplay.defaultshader
//! CLASS=ol.render.webgl.linestringreplay.defaultshader
//! COMMON
varying float v_round;
varying vec2 v_roundVertex;
varying float v_halfWidth;
//! VERTEX
attribute vec2 a_lastPos;
attribute vec2 a_position;
attribute vec2 a_nextPos;
attribute float a_direction;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
uniform float u_lineWidth;
uniform float u_miterLimit;
bool nearlyEquals(in float value, in float ref) {
float epsilon = 0.000000000001;
return value >= ref - epsilon && value <= ref + epsilon;
}
void alongNormal(out vec2 offset, in vec2 nextP, in float turnDir, in float direction) {
vec2 dirVect = nextP - a_position;
vec2 normal = normalize(vec2(-turnDir * dirVect.y, turnDir * dirVect.x));
offset = u_lineWidth / 2.0 * normal * direction;
}
void miterUp(out vec2 offset, out float round, in bool isRound, in float direction) {
float halfWidth = u_lineWidth / 2.0;
vec2 tangent = normalize(normalize(a_nextPos - a_position) + normalize(a_position - a_lastPos));
vec2 normal = vec2(-tangent.y, tangent.x);
vec2 dirVect = a_nextPos - a_position;
vec2 tmpNormal = normalize(vec2(-dirVect.y, dirVect.x));
float miterLength = abs(halfWidth / dot(normal, tmpNormal));
offset = normal * direction * miterLength;
round = 0.0;
if (isRound) {
round = 1.0;
} else if (miterLength > u_miterLimit + u_lineWidth) {
offset = halfWidth * tmpNormal * direction;
}
}
bool miterDown(out vec2 offset, in vec4 projPos, in mat4 offsetMatrix, in float direction) {
bool degenerate = false;
vec2 tangent = normalize(normalize(a_nextPos - a_position) + normalize(a_position - a_lastPos));
vec2 normal = vec2(-tangent.y, tangent.x);
vec2 dirVect = a_lastPos - a_position;
vec2 tmpNormal = normalize(vec2(-dirVect.y, dirVect.x));
vec2 longOffset, shortOffset, longVertex;
vec4 shortProjVertex;
float halfWidth = u_lineWidth / 2.0;
if (length(a_nextPos - a_position) > length(a_lastPos - a_position)) {
longOffset = tmpNormal * direction * halfWidth;
shortOffset = normalize(vec2(dirVect.y, -dirVect.x)) * direction * halfWidth;
longVertex = a_nextPos;
shortProjVertex = u_projectionMatrix * vec4(a_lastPos, 0.0, 1.0);
} else {
shortOffset = tmpNormal * direction * halfWidth;
longOffset = normalize(vec2(dirVect.y, -dirVect.x)) * direction * halfWidth;
longVertex = a_lastPos;
shortProjVertex = u_projectionMatrix * vec4(a_nextPos, 0.0, 1.0);
}
//Intersection algorithm based on theory by Paul Bourke (http://paulbourke.net/geometry/pointlineplane/).
vec4 p1 = u_projectionMatrix * vec4(longVertex, 0.0, 1.0) + offsetMatrix * vec4(longOffset, 0.0, 0.0);
vec4 p2 = projPos + offsetMatrix * vec4(longOffset, 0.0, 0.0);
vec4 p3 = shortProjVertex + offsetMatrix * vec4(-shortOffset, 0.0, 0.0);
vec4 p4 = shortProjVertex + offsetMatrix * vec4(shortOffset, 0.0, 0.0);
float denom = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
float firstU = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denom;
float secondU = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denom;
float epsilon = 0.000000000001;
if (firstU > epsilon && firstU < 1.0 - epsilon && secondU > epsilon && secondU < 1.0 - epsilon) {
shortProjVertex.x = p1.x + firstU * (p2.x - p1.x);
shortProjVertex.y = p1.y + firstU * (p2.y - p1.y);
offset = shortProjVertex.xy;
degenerate = true;
} else {
float miterLength = abs(halfWidth / dot(normal, tmpNormal));
offset = normal * direction * miterLength;
}
return degenerate;
}
void squareCap(out vec2 offset, out float round, in bool isRound, in vec2 nextP,
in float turnDir, in float direction) {
round = 0.0;
vec2 dirVect = a_position - nextP;
vec2 firstNormal = normalize(dirVect);
vec2 secondNormal = vec2(turnDir * firstNormal.y * direction, -turnDir * firstNormal.x * direction);
vec2 hypotenuse = normalize(firstNormal - secondNormal);
vec2 normal = vec2(turnDir * hypotenuse.y * direction, -turnDir * hypotenuse.x * direction);
float length = sqrt(v_halfWidth * v_halfWidth * 2.0);
offset = normal * length;
if (isRound) {
round = 1.0;
}
}
void main(void) {
bool degenerate = false;
float direction = float(sign(a_direction));
mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
vec2 offset;
vec4 projPos = u_projectionMatrix * vec4(a_position, 0.0, 1.0);
bool round = nearlyEquals(mod(a_direction, 2.0), 0.0);
v_round = 0.0;
v_halfWidth = u_lineWidth / 2.0;
v_roundVertex = projPos.xy;
if (nearlyEquals(mod(a_direction, 3.0), 0.0) || nearlyEquals(mod(a_direction, 17.0), 0.0)) {
alongNormal(offset, a_nextPos, 1.0, direction);
} else if (nearlyEquals(mod(a_direction, 5.0), 0.0) || nearlyEquals(mod(a_direction, 13.0), 0.0)) {
alongNormal(offset, a_lastPos, -1.0, direction);
} else if (nearlyEquals(mod(a_direction, 23.0), 0.0)) {
miterUp(offset, v_round, round, direction);
} else if (nearlyEquals(mod(a_direction, 19.0), 0.0)) {
degenerate = miterDown(offset, projPos, offsetMatrix, direction);
} else if (nearlyEquals(mod(a_direction, 7.0), 0.0)) {
squareCap(offset, v_round, round, a_nextPos, 1.0, direction);
} else if (nearlyEquals(mod(a_direction, 11.0), 0.0)) {
squareCap(offset, v_round, round, a_lastPos, -1.0, direction);
}
if (!degenerate) {
vec4 offsets = offsetMatrix * vec4(offset, 0.0, 0.0);
gl_Position = projPos + offsets;
} else {
gl_Position = vec4(offset, 0.0, 1.0);
}
}
//! FRAGMENT
uniform float u_opacity;
uniform vec4 u_color;
uniform vec2 u_size;
uniform float u_pixelRatio;
void main(void) {
if (v_round > 0.0) {
vec2 windowCoords = vec2((v_roundVertex.x + 1.0) / 2.0 * u_size.x * u_pixelRatio,
(v_roundVertex.y + 1.0) / 2.0 * u_size.y * u_pixelRatio);
if (length(windowCoords - gl_FragCoord.xy) > v_halfWidth * u_pixelRatio) {
discard;
}
}
gl_FragColor = u_color;
float alpha = u_color.a * u_opacity;
if (alpha == 0.0) {
discard;
}
gl_FragColor.a = alpha;
}

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goog.provide('ol.render.webgl.LineStringReplay');
goog.require('ol');
goog.require('ol.array');
goog.require('ol.color');
goog.require('ol.extent');
goog.require('ol.geom.flat.orient');
goog.require('ol.geom.flat.transform');
goog.require('ol.geom.flat.topology');
goog.require('ol.obj');
goog.require('ol.render.webgl');
goog.require('ol.render.webgl.Replay');
goog.require('ol.render.webgl.linestringreplay.defaultshader');
goog.require('ol.webgl');
goog.require('ol.webgl.Buffer');
/**
* @constructor
* @extends {ol.render.webgl.Replay}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @struct
*/
ol.render.webgl.LineStringReplay = function(tolerance, maxExtent) {
ol.render.webgl.Replay.call(this, tolerance, maxExtent);
/**
* @private
* @type {ol.render.webgl.linestringreplay.defaultshader.Locations}
*/
this.defaultLocations_ = null;
/**
* @private
* @type {Array.<Array.<?>>}
*/
this.styles_ = [];
/**
* @private
* @type {Array.<number>}
*/
this.styleIndices_ = [];
/**
* @private
* @type {{strokeColor: (Array.<number>|null),
* lineCap: (string|undefined),
* lineDash: Array.<number>,
* lineJoin: (string|undefined),
* lineWidth: (number|undefined),
* miterLimit: (number|undefined),
* changed: boolean}|null}
*/
this.state_ = {
strokeColor: null,
lineCap: undefined,
lineDash: null,
lineJoin: undefined,
lineWidth: undefined,
miterLimit: undefined,
changed: false
};
};
ol.inherits(ol.render.webgl.LineStringReplay, ol.render.webgl.Replay);
/**
* Draw one segment.
* @private
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
*/
ol.render.webgl.LineStringReplay.prototype.drawCoordinates_ = function(flatCoordinates, offset, end, stride) {
var i, ii;
var numVertices = this.vertices.length;
var numIndices = this.indices.length;
//To save a vertex, the direction of a point is a product of the sign (1 or -1), a prime from
//ol.render.webgl.lineStringInstruction, and a rounding factor (1 or 2). If the product is even,
//we round it. If it is odd, we don't.
var lineJoin = this.state_.lineJoin === 'bevel' ? 0 :
this.state_.lineJoin === 'miter' ? 1 : 2;
var lineCap = this.state_.lineCap === 'butt' ? 0 :
this.state_.lineCap === 'square' ? 1 : 2;
var closed = ol.geom.flat.topology.lineStringIsClosed(flatCoordinates, offset, end, stride);
var startCoords, sign, n;
var lastIndex = numIndices;
var lastSign = 1;
//We need the adjacent vertices to define normals in joins. p0 = last, p1 = current, p2 = next.
var p0, p1, p2;
for (i = offset, ii = end; i < ii; i += stride) {
n = numVertices / 7;
p0 = p1;
p1 = p2 || [flatCoordinates[i], flatCoordinates[i + 1]];
//First vertex.
if (i === offset) {
p2 = [flatCoordinates[i + stride], flatCoordinates[i + stride + 1]];
if (end - offset === stride * 2 && ol.array.equals(p1, p2)) {
break;
}
if (closed) {
//A closed line! Complete the circle.
p0 = [flatCoordinates[end - stride * 2],
flatCoordinates[end - stride * 2 + 1]];
startCoords = p2;
} else {
//Add the first two/four vertices.
if (lineCap) {
numVertices = this.addVertices_([0, 0], p1, p2,
lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE_CAP * lineCap, numVertices);
numVertices = this.addVertices_([0, 0], p1, p2,
-lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE_CAP * lineCap, numVertices);
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 3;
this.indices[numIndices++] = n + 2;
}
numVertices = this.addVertices_([0, 0], p1, p2,
lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE * (lineCap || 1), numVertices);
numVertices = this.addVertices_([0, 0], p1, p2,
-lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE * (lineCap || 1), numVertices);
lastIndex = numVertices / 7 - 1;
continue;
}
} else if (i === end - stride) {
//Last vertex.
if (closed) {
//Same as the first vertex.
p2 = startCoords;
break;
} else {
//For the compiler not to complain. This will never be [0, 0].
ol.DEBUG && console.assert(p0, 'p0 should be defined');
p0 = p0 || [0, 0];
numVertices = this.addVertices_(p0, p1, [0, 0],
lastSign * ol.render.webgl.lineStringInstruction.END_LINE * (lineCap || 1), numVertices);
numVertices = this.addVertices_(p0, p1, [0, 0],
-lastSign * ol.render.webgl.lineStringInstruction.END_LINE * (lineCap || 1), numVertices);
this.indices[numIndices++] = n;
this.indices[numIndices++] = lastIndex - 1;
this.indices[numIndices++] = lastIndex;
this.indices[numIndices++] = lastIndex;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n;
if (lineCap) {
numVertices = this.addVertices_(p0, p1, [0, 0],
lastSign * ol.render.webgl.lineStringInstruction.END_LINE_CAP * lineCap, numVertices);
numVertices = this.addVertices_(p0, p1, [0, 0],
-lastSign * ol.render.webgl.lineStringInstruction.END_LINE_CAP * lineCap, numVertices);
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 3;
this.indices[numIndices++] = n + 2;
}
break;
}
} else {
p2 = [flatCoordinates[i + stride], flatCoordinates[i + stride + 1]];
}
// We group CW and straight lines, thus the not so inituitive CCW checking function.
sign = ol.render.webgl.triangleIsCounterClockwise(p0[0], p0[1], p1[0], p1[1], p2[0], p2[1])
? -1 : 1;
numVertices = this.addVertices_(p0, p1, p2,
sign * ol.render.webgl.lineStringInstruction.BEVEL_FIRST * (lineJoin || 1), numVertices);
numVertices = this.addVertices_(p0, p1, p2,
sign * ol.render.webgl.lineStringInstruction.BEVEL_SECOND * (lineJoin || 1), numVertices);
numVertices = this.addVertices_(p0, p1, p2,
-sign * ol.render.webgl.lineStringInstruction.MITER_BOTTOM * (lineJoin || 1), numVertices);
if (i > offset) {
this.indices[numIndices++] = n;
this.indices[numIndices++] = lastIndex - 1;
this.indices[numIndices++] = lastIndex;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n;
this.indices[numIndices++] = lastSign * sign > 0 ? lastIndex : lastIndex - 1;
}
this.indices[numIndices++] = n;
this.indices[numIndices++] = n + 2;
this.indices[numIndices++] = n + 1;
lastIndex = n + 2;
lastSign = sign;
//Add miter
if (lineJoin) {
numVertices = this.addVertices_(p0, p1, p2,
sign * ol.render.webgl.lineStringInstruction.MITER_TOP * lineJoin, numVertices);
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n + 3;
this.indices[numIndices++] = n;
}
}
if (closed) {
//Link the last triangle/rhombus to the first one.
//n will never be numVertices / 7 here. However, the compiler complains otherwise.
ol.DEBUG && console.assert(n, 'n should be defined');
n = n || numVertices / 7;
sign = ol.geom.flat.orient.linearRingIsClockwise([p0[0], p0[1], p1[0], p1[1], p2[0], p2[1]], 0, 6, 2)
? 1 : -1;
numVertices = this.addVertices_(p0, p1, p2,
sign * ol.render.webgl.lineStringInstruction.BEVEL_FIRST * (lineJoin || 1), numVertices);
numVertices = this.addVertices_(p0, p1, p2,
-sign * ol.render.webgl.lineStringInstruction.MITER_BOTTOM * (lineJoin || 1), numVertices);
this.indices[numIndices++] = n;
this.indices[numIndices++] = lastIndex - 1;
this.indices[numIndices++] = lastIndex;
this.indices[numIndices++] = n + 1;
this.indices[numIndices++] = n;
this.indices[numIndices++] = lastSign * sign > 0 ? lastIndex : lastIndex - 1;
}
};
/**
* @param {Array.<number>} p0 Last coordinates.
* @param {Array.<number>} p1 Current coordinates.
* @param {Array.<number>} p2 Next coordinates.
* @param {number} product Sign, instruction, and rounding product.
* @param {number} numVertices Vertex counter.
* @return {number} Vertex counter.
* @private
*/
ol.render.webgl.LineStringReplay.prototype.addVertices_ = function(p0, p1, p2, product, numVertices) {
this.vertices[numVertices++] = p0[0];
this.vertices[numVertices++] = p0[1];
this.vertices[numVertices++] = p1[0];
this.vertices[numVertices++] = p1[1];
this.vertices[numVertices++] = p2[0];
this.vertices[numVertices++] = p2[1];
this.vertices[numVertices++] = product;
return numVertices;
};
/**
* Check if the linestring can be drawn (i. e. valid).
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
* @return {boolean} The linestring can be drawn.
* @private
*/
ol.render.webgl.LineStringReplay.prototype.isValid_ = function(flatCoordinates, offset, end, stride) {
var range = end - offset;
if (range < stride * 2) {
return false;
} else if (range === stride * 2) {
var firstP = [flatCoordinates[offset], flatCoordinates[offset + 1]];
var lastP = [flatCoordinates[offset + stride], flatCoordinates[offset + stride + 1]];
return !ol.array.equals(firstP, lastP);
}
return true;
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.drawLineString = function(lineStringGeometry, feature) {
var flatCoordinates = lineStringGeometry.getFlatCoordinates();
var stride = lineStringGeometry.getStride();
if (this.isValid_(flatCoordinates, 0, flatCoordinates.length, stride)) {
flatCoordinates = ol.geom.flat.transform.translate(flatCoordinates, 0, flatCoordinates.length,
stride, -this.origin[0], -this.origin[1]);
if (this.state_.changed) {
this.styleIndices_.push(this.indices.length);
this.state_.changed = false;
}
this.startIndices.push(this.indices.length);
this.startIndicesFeature.push(feature);
this.drawCoordinates_(
flatCoordinates, 0, flatCoordinates.length, stride);
}
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.drawMultiLineString = function(multiLineStringGeometry, feature) {
var indexCount = this.indices.length;
var lineStringGeometries = multiLineStringGeometry.getLineStrings();
var i, ii;
for (i = 0, ii = lineStringGeometries.length; i < ii; ++i) {
var flatCoordinates = lineStringGeometries[i].getFlatCoordinates();
var stride = lineStringGeometries[i].getStride();
if (this.isValid_(flatCoordinates, 0, flatCoordinates.length, stride)) {
flatCoordinates = ol.geom.flat.transform.translate(flatCoordinates, 0, flatCoordinates.length,
stride, -this.origin[0], -this.origin[1]);
this.drawCoordinates_(
flatCoordinates, 0, flatCoordinates.length, stride);
}
}
if (this.indices.length > indexCount) {
this.startIndices.push(indexCount);
this.startIndicesFeature.push(feature);
if (this.state_.changed) {
this.styleIndices_.push(indexCount);
this.state_.changed = false;
}
}
};
/**
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {Array.<Array.<number>>} holeFlatCoordinates Hole flat coordinates.
* @param {number} stride Stride.
*/
ol.render.webgl.LineStringReplay.prototype.drawPolygonCoordinates = function(
flatCoordinates, holeFlatCoordinates, stride) {
if (!ol.geom.flat.topology.lineStringIsClosed(flatCoordinates, 0,
flatCoordinates.length, stride)) {
flatCoordinates.push(flatCoordinates[0]);
flatCoordinates.push(flatCoordinates[1]);
}
this.drawCoordinates_(flatCoordinates, 0, flatCoordinates.length, stride);
if (holeFlatCoordinates.length) {
var i, ii;
for (i = 0, ii = holeFlatCoordinates.length; i < ii; ++i) {
if (!ol.geom.flat.topology.lineStringIsClosed(holeFlatCoordinates[i], 0,
holeFlatCoordinates[i].length, stride)) {
holeFlatCoordinates[i].push(holeFlatCoordinates[i][0]);
holeFlatCoordinates[i].push(holeFlatCoordinates[i][1]);
}
this.drawCoordinates_(holeFlatCoordinates[i], 0,
holeFlatCoordinates[i].length, stride);
}
}
};
/**
* @param {ol.Feature|ol.render.Feature} feature Feature.
* @param {number=} opt_index Index count.
*/
ol.render.webgl.LineStringReplay.prototype.setPolygonStyle = function(feature, opt_index) {
var index = opt_index === undefined ? this.indices.length : opt_index;
this.startIndices.push(index);
this.startIndicesFeature.push(feature);
if (this.state_.changed) {
this.styleIndices_.push(index);
this.state_.changed = false;
}
};
/**
* @return {number} Current index.
*/
ol.render.webgl.LineStringReplay.prototype.getCurrentIndex = function() {
return this.indices.length;
};
/**
* @inheritDoc
**/
ol.render.webgl.LineStringReplay.prototype.finish = function(context) {
// create, bind, and populate the vertices buffer
this.verticesBuffer = new ol.webgl.Buffer(this.vertices);
// create, bind, and populate the indices buffer
this.indicesBuffer = new ol.webgl.Buffer(this.indices);
this.startIndices.push(this.indices.length);
//Clean up, if there is nothing to draw
if (this.styleIndices_.length === 0 && this.styles_.length > 0) {
this.styles_ = [];
}
this.vertices = null;
this.indices = null;
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.getDeleteResourcesFunction = function(context) {
// We only delete our stuff here. The shaders and the program may
// be used by other LineStringReplay instances (for other layers). And
// they will be deleted when disposing of the ol.webgl.Context
// object.
ol.DEBUG && console.assert(this.verticesBuffer, 'verticesBuffer must not be null');
var verticesBuffer = this.verticesBuffer;
var indicesBuffer = this.indicesBuffer;
return function() {
context.deleteBuffer(verticesBuffer);
context.deleteBuffer(indicesBuffer);
};
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
var fragmentShader, vertexShader;
fragmentShader = ol.render.webgl.linestringreplay.defaultshader.fragment;
vertexShader = ol.render.webgl.linestringreplay.defaultshader.vertex;
var program = context.getProgram(fragmentShader, vertexShader);
// get the locations
var locations;
if (!this.defaultLocations_) {
locations =
new ol.render.webgl.linestringreplay.defaultshader.Locations(gl, program);
this.defaultLocations_ = locations;
} else {
locations = this.defaultLocations_;
}
context.useProgram(program);
// enable the vertex attrib arrays
gl.enableVertexAttribArray(locations.a_lastPos);
gl.vertexAttribPointer(locations.a_lastPos, 2, ol.webgl.FLOAT,
false, 28, 0);
gl.enableVertexAttribArray(locations.a_position);
gl.vertexAttribPointer(locations.a_position, 2, ol.webgl.FLOAT,
false, 28, 8);
gl.enableVertexAttribArray(locations.a_nextPos);
gl.vertexAttribPointer(locations.a_nextPos, 2, ol.webgl.FLOAT,
false, 28, 16);
gl.enableVertexAttribArray(locations.a_direction);
gl.vertexAttribPointer(locations.a_direction, 1, ol.webgl.FLOAT,
false, 28, 24);
// Enable renderer specific uniforms.
gl.uniform2fv(locations.u_size, size);
gl.uniform1f(locations.u_pixelRatio, pixelRatio);
return locations;
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.shutDownProgram = function(gl, locations) {
gl.disableVertexAttribArray(locations.a_lastPos);
gl.disableVertexAttribArray(locations.a_position);
gl.disableVertexAttribArray(locations.a_nextPos);
gl.disableVertexAttribArray(locations.a_direction);
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {
//Save GL parameters.
var tmpDepthFunc = /** @type {number} */ (gl.getParameter(gl.DEPTH_FUNC));
var tmpDepthMask = /** @type {boolean} */ (gl.getParameter(gl.DEPTH_WRITEMASK));
if (!hitDetection) {
gl.enable(gl.DEPTH_TEST);
gl.depthMask(true);
gl.depthFunc(gl.NOTEQUAL);
}
if (!ol.obj.isEmpty(skippedFeaturesHash)) {
this.drawReplaySkipping_(gl, context, skippedFeaturesHash);
} else {
ol.DEBUG && console.assert(this.styles_.length === this.styleIndices_.length,
'number of styles and styleIndices match');
//Draw by style groups to minimize drawElements() calls.
var i, start, end, nextStyle;
end = this.startIndices[this.startIndices.length - 1];
for (i = this.styleIndices_.length - 1; i >= 0; --i) {
start = this.styleIndices_[i];
nextStyle = this.styles_[i];
this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]);
this.drawElements(gl, context, start, end);
gl.clear(gl.DEPTH_BUFFER_BIT);
end = start;
}
}
if (!hitDetection) {
gl.disable(gl.DEPTH_TEST);
gl.clear(gl.DEPTH_BUFFER_BIT);
//Restore GL parameters.
gl.depthMask(tmpDepthMask);
gl.depthFunc(tmpDepthFunc);
}
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object} skippedFeaturesHash Ids of features to skip.
*/
ol.render.webgl.LineStringReplay.prototype.drawReplaySkipping_ = function(gl, context, skippedFeaturesHash) {
ol.DEBUG && console.assert(this.startIndices.length - 1 === this.startIndicesFeature.length,
'number of startIndices and startIndicesFeature match');
var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex, featureStart;
featureIndex = this.startIndices.length - 2;
end = start = this.startIndices[featureIndex + 1];
for (i = this.styleIndices_.length - 1; i >= 0; --i) {
nextStyle = this.styles_[i];
this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]);
groupStart = this.styleIndices_[i];
while (featureIndex >= 0 &&
this.startIndices[featureIndex] >= groupStart) {
featureStart = this.startIndices[featureIndex];
feature = this.startIndicesFeature[featureIndex];
featureUid = ol.getUid(feature).toString();
if (skippedFeaturesHash[featureUid]) {
if (start !== end) {
this.drawElements(gl, context, start, end);
gl.clear(gl.DEPTH_BUFFER_BIT);
}
end = featureStart;
}
featureIndex--;
start = featureStart;
}
if (start !== end) {
this.drawElements(gl, context, start, end);
gl.clear(gl.DEPTH_BUFFER_BIT);
}
start = end = groupStart;
}
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash,
featureCallback, opt_hitExtent) {
ol.DEBUG && console.assert(this.styles_.length === this.styleIndices_.length,
'number of styles and styleIndices match');
ol.DEBUG && console.assert(this.startIndices.length - 1 === this.startIndicesFeature.length,
'number of startIndices and startIndicesFeature match');
var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex;
featureIndex = this.startIndices.length - 2;
end = this.startIndices[featureIndex + 1];
for (i = this.styleIndices_.length - 1; i >= 0; --i) {
nextStyle = this.styles_[i];
this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]);
groupStart = this.styleIndices_[i];
while (featureIndex >= 0 &&
this.startIndices[featureIndex] >= groupStart) {
start = this.startIndices[featureIndex];
feature = this.startIndicesFeature[featureIndex];
featureUid = ol.getUid(feature).toString();
if (skippedFeaturesHash[featureUid] === undefined &&
feature.getGeometry() &&
(opt_hitExtent === undefined || ol.extent.intersects(
/** @type {Array<number>} */ (opt_hitExtent),
feature.getGeometry().getExtent()))) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawElements(gl, context, start, end);
var result = featureCallback(feature);
if (result) {
return result;
}
}
featureIndex--;
end = start;
}
}
return undefined;
};
/**
* @private
* @param {WebGLRenderingContext} gl gl.
* @param {Array.<number>} color Color.
* @param {number} lineWidth Line width.
* @param {number} miterLimit Miter limit.
*/
ol.render.webgl.LineStringReplay.prototype.setStrokeStyle_ = function(gl, color, lineWidth, miterLimit) {
gl.uniform4fv(this.defaultLocations_.u_color, color);
gl.uniform1f(this.defaultLocations_.u_lineWidth, lineWidth);
gl.uniform1f(this.defaultLocations_.u_miterLimit, miterLimit);
};
/**
* @inheritDoc
*/
ol.render.webgl.LineStringReplay.prototype.setFillStrokeStyle = function(fillStyle, strokeStyle) {
ol.DEBUG && console.assert(this.state_, 'this.state_ should not be null');
var strokeStyleLineCap = strokeStyle.getLineCap();
this.state_.lineCap = strokeStyleLineCap !== undefined ?
strokeStyleLineCap : ol.render.webgl.defaultLineCap;
var strokeStyleLineDash = strokeStyle.getLineDash();
this.state_.lineDash = strokeStyleLineDash ?
strokeStyleLineDash : ol.render.webgl.defaultLineDash;
var strokeStyleLineJoin = strokeStyle.getLineJoin();
this.state_.lineJoin = strokeStyleLineJoin !== undefined ?
strokeStyleLineJoin : ol.render.webgl.defaultLineJoin;
var strokeStyleColor = strokeStyle.getColor();
if (!(strokeStyleColor instanceof CanvasGradient) &&
!(strokeStyleColor instanceof CanvasPattern)) {
strokeStyleColor = ol.color.asArray(strokeStyleColor).map(function(c, i) {
return i != 3 ? c / 255 : c;
}) || ol.render.webgl.defaultStrokeStyle;
} else {
strokeStyleColor = ol.render.webgl.defaultStrokeStyle;
}
var strokeStyleWidth = strokeStyle.getWidth();
strokeStyleWidth = strokeStyleWidth !== undefined ?
strokeStyleWidth : ol.render.webgl.defaultLineWidth;
var strokeStyleMiterLimit = strokeStyle.getMiterLimit();
strokeStyleMiterLimit = strokeStyleMiterLimit !== undefined ?
strokeStyleMiterLimit : ol.render.webgl.defaultMiterLimit;
if (!this.state_.strokeColor || !ol.array.equals(this.state_.strokeColor, strokeStyleColor) ||
this.state_.lineWidth !== strokeStyleWidth || this.state_.miterLimit !== strokeStyleMiterLimit) {
this.state_.changed = true;
this.state_.strokeColor = strokeStyleColor;
this.state_.lineWidth = strokeStyleWidth;
this.state_.miterLimit = strokeStyleMiterLimit;
this.styles_.push([strokeStyleColor, strokeStyleWidth, strokeStyleMiterLimit]);
}
};

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//! NAMESPACE=ol.render.webgl.polygonreplay.defaultshader
//! CLASS=ol.render.webgl.polygonreplay.defaultshader
//! COMMON
//! VERTEX
attribute vec2 a_position;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
void main(void) {
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0);
}
//! FRAGMENT
uniform vec4 u_color;
uniform float u_opacity;
void main(void) {
gl_FragColor = u_color;
float alpha = u_color.a * u_opacity;
if (alpha == 0.0) {
discard;
}
gl_FragColor.a = alpha;
}

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// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.polygonreplay.defaultshader');
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
/**
* @constructor
* @extends {ol.webgl.Fragment}
* @struct
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment = function() {
ol.webgl.Fragment.call(this, ol.render.webgl.polygonreplay.defaultshader.Fragment.SOURCE);
};
ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Fragment, ol.webgl.Fragment);
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\n\n\n\nuniform vec4 u_color;\nuniform float u_opacity;\n\nvoid main(void) {\n gl_FragColor = u_color;\n float alpha = u_color.a * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;uniform vec4 e;uniform float f;void main(void){gl_FragColor=e;float alpha=e.a*f;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Fragment.SOURCE = ol.DEBUG ?
ol.render.webgl.polygonreplay.defaultshader.Fragment.DEBUG_SOURCE :
ol.render.webgl.polygonreplay.defaultshader.Fragment.OPTIMIZED_SOURCE;
ol.render.webgl.polygonreplay.defaultshader.fragment = new ol.render.webgl.polygonreplay.defaultshader.Fragment();
/**
* @constructor
* @extends {ol.webgl.Vertex}
* @struct
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex = function() {
ol.webgl.Vertex.call(this, ol.render.webgl.polygonreplay.defaultshader.Vertex.SOURCE);
};
ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Vertex, ol.webgl.Vertex);
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE = '\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0);\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){gl_Position=b*vec4(a,0.0,1.0);}';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.defaultshader.Vertex.SOURCE = ol.DEBUG ?
ol.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE :
ol.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE;
ol.render.webgl.polygonreplay.defaultshader.vertex = new ol.render.webgl.polygonreplay.defaultshader.Vertex();
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.polygonreplay.defaultshader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_color = gl.getUniformLocation(
program, ol.DEBUG ? 'u_color' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, ol.DEBUG ? 'u_offsetRotateMatrix' : 'd');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, ol.DEBUG ? 'u_offsetScaleMatrix' : 'c');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, ol.DEBUG ? 'u_opacity' : 'f');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, ol.DEBUG ? 'u_projectionMatrix' : 'b');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, ol.DEBUG ? 'a_position' : 'a');
};

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goog.provide('ol.render.webgl.Replay');
goog.require('ol');
goog.require('ol.extent');
goog.require('ol.render.VectorContext');
goog.require('ol.transform');
goog.require('ol.vec.Mat4');
goog.require('ol.webgl');
/**
* @constructor
* @extends {ol.render.VectorContext}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @struct
*/
ol.render.webgl.Replay = function(tolerance, maxExtent) {
ol.render.VectorContext.call(this);
/**
* @protected
* @type {number}
*/
this.tolerance = tolerance;
/**
* @protected
* @const
* @type {ol.Extent}
*/
this.maxExtent = maxExtent;
/**
* The origin of the coordinate system for the point coordinates sent to
* the GPU. To eliminate jitter caused by precision problems in the GPU
* we use the "Rendering Relative to Eye" technique described in the "3D
* Engine Design for Virtual Globes" book.
* @protected
* @type {ol.Coordinate}
*/
this.origin = ol.extent.getCenter(maxExtent);
/**
* @private
* @type {ol.Transform}
*/
this.projectionMatrix_ = ol.transform.create();
/**
* @private
* @type {ol.Transform}
*/
this.offsetRotateMatrix_ = ol.transform.create();
/**
* @private
* @type {ol.Transform}
*/
this.offsetScaleMatrix_ = ol.transform.create();
/**
* @private
* @type {Array.<number>}
*/
this.tmpMat4_ = ol.vec.Mat4.create();
/**
* @protected
* @type {Array.<number>}
*/
this.indices = [];
/**
* @protected
* @type {?ol.webgl.Buffer}
*/
this.indicesBuffer = null;
/**
* Start index per feature (the index).
* @protected
* @type {Array.<number>}
*/
this.startIndices = [];
/**
* Start index per feature (the feature).
* @protected
* @type {Array.<ol.Feature|ol.render.Feature>}
*/
this.startIndicesFeature = [];
/**
* @protected
* @type {Array.<number>}
*/
this.vertices = [];
/**
* @protected
* @type {?ol.webgl.Buffer}
*/
this.verticesBuffer = null;
/**
* Optional parameter for PolygonReplay instances.
* @protected
* @type {ol.render.webgl.LineStringReplay|undefined}
*/
this.lineStringReplay = undefined;
};
ol.inherits(ol.render.webgl.Replay, ol.render.VectorContext);
/**
* @abstract
* @param {ol.webgl.Context} context WebGL context.
* @return {function()} Delete resources function.
*/
ol.render.webgl.Replay.prototype.getDeleteResourcesFunction = function(context) {};
/**
* @abstract
* @param {ol.webgl.Context} context Context.
*/
ol.render.webgl.Replay.prototype.finish = function(context) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @return {ol.render.webgl.circlereplay.defaultshader.Locations|
ol.render.webgl.imagereplay.defaultshader.Locations|
ol.render.webgl.linestringreplay.defaultshader.Locations|
ol.render.webgl.polygonreplay.defaultshader.Locations} Locations.
*/
ol.render.webgl.Replay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.render.webgl.circlereplay.defaultshader.Locations|
ol.render.webgl.imagereplay.defaultshader.Locations|
ol.render.webgl.linestringreplay.defaultshader.Locations|
ol.render.webgl.polygonreplay.defaultshader.Locations} locations Locations.
*/
ol.render.webgl.Replay.prototype.shutDownProgram = function(gl, locations) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {boolean} hitDetection Hit detection mode.
*/
ol.render.webgl.Replay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {};
/**
* @abstract
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash, featureCallback, opt_hitExtent) {};
/**
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.drawHitDetectionReplay = function(gl, context, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent) {
if (!oneByOne) {
// draw all hit-detection features in "once" (by texture group)
return this.drawHitDetectionReplayAll(gl, context,
skippedFeaturesHash, featureCallback);
} else {
// draw hit-detection features one by one
return this.drawHitDetectionReplayOneByOne(gl, context,
skippedFeaturesHash, featureCallback, opt_hitExtent);
}
};
/**
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.drawHitDetectionReplayAll = function(gl, context, skippedFeaturesHash,
featureCallback) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
this.drawReplay(gl, context, skippedFeaturesHash, true);
var result = featureCallback(null);
if (result) {
return result;
} else {
return undefined;
}
};
/**
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.Replay.prototype.replay = function(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent) {
var gl = context.getGL();
var tmpStencil, tmpStencilFunc, tmpStencilMaskVal, tmpStencilRef, tmpStencilMask,
tmpStencilOpFail, tmpStencilOpPass, tmpStencilOpZFail;
if (this.lineStringReplay) {
tmpStencil = gl.isEnabled(gl.STENCIL_TEST);
tmpStencilFunc = gl.getParameter(gl.STENCIL_FUNC);
tmpStencilMaskVal = gl.getParameter(gl.STENCIL_VALUE_MASK);
tmpStencilRef = gl.getParameter(gl.STENCIL_REF);
tmpStencilMask = gl.getParameter(gl.STENCIL_WRITEMASK);
tmpStencilOpFail = gl.getParameter(gl.STENCIL_FAIL);
tmpStencilOpPass = gl.getParameter(gl.STENCIL_PASS_DEPTH_PASS);
tmpStencilOpZFail = gl.getParameter(gl.STENCIL_PASS_DEPTH_FAIL);
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
gl.stencilMask(255);
gl.stencilFunc(gl.ALWAYS, 1, 255);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
this.lineStringReplay.replay(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent);
gl.stencilMask(0);
gl.stencilFunc(gl.NOTEQUAL, 1, 255);
}
// bind the vertices buffer
ol.DEBUG && console.assert(this.verticesBuffer,
'verticesBuffer must not be null');
context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer);
// bind the indices buffer
ol.DEBUG && console.assert(this.indicesBuffer,
'indicesBuffer must not be null');
context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
var locations = this.setUpProgram(gl, context, size, pixelRatio);
// set the "uniform" values
var projectionMatrix = ol.transform.reset(this.projectionMatrix_);
ol.transform.scale(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1]));
ol.transform.rotate(projectionMatrix, -rotation);
ol.transform.translate(projectionMatrix, -(center[0] - this.origin[0]), -(center[1] - this.origin[1]));
var offsetScaleMatrix = ol.transform.reset(this.offsetScaleMatrix_);
ol.transform.scale(offsetScaleMatrix, 2 / size[0], 2 / size[1]);
var offsetRotateMatrix = ol.transform.reset(this.offsetRotateMatrix_);
if (rotation !== 0) {
ol.transform.rotate(offsetRotateMatrix, -rotation);
}
gl.uniformMatrix4fv(locations.u_projectionMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, projectionMatrix));
gl.uniformMatrix4fv(locations.u_offsetScaleMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetScaleMatrix));
gl.uniformMatrix4fv(locations.u_offsetRotateMatrix, false,
ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetRotateMatrix));
gl.uniform1f(locations.u_opacity, opacity);
// draw!
var result;
if (featureCallback === undefined) {
this.drawReplay(gl, context, skippedFeaturesHash, false);
} else {
// draw feature by feature for the hit-detection
result = this.drawHitDetectionReplay(gl, context, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent);
}
// disable the vertex attrib arrays
this.shutDownProgram(gl, locations);
if (this.lineStringReplay) {
if (!tmpStencil) {
gl.disable(gl.STENCIL_TEST);
}
gl.clear(gl.STENCIL_BUFFER_BIT);
gl.stencilFunc(/** @type {number} */ (tmpStencilFunc),
/** @type {number} */ (tmpStencilRef), /** @type {number} */ (tmpStencilMaskVal));
gl.stencilMask(/** @type {number} */ (tmpStencilMask));
gl.stencilOp(/** @type {number} */ (tmpStencilOpFail),
/** @type {number} */ (tmpStencilOpZFail), /** @type {number} */ (tmpStencilOpPass));
}
return result;
};
/**
* @protected
* @param {WebGLRenderingContext} gl gl.
* @param {ol.webgl.Context} context Context.
* @param {number} start Start index.
* @param {number} end End index.
*/
ol.render.webgl.Replay.prototype.drawElements = function(
gl, context, start, end) {
var elementType = context.hasOESElementIndexUint ?
ol.webgl.UNSIGNED_INT : ol.webgl.UNSIGNED_SHORT;
var elementSize = context.hasOESElementIndexUint ? 4 : 2;
var numItems = end - start;
var offsetInBytes = start * elementSize;
gl.drawElements(ol.webgl.TRIANGLES, numItems, elementType, offsetInBytes);
};

View File

@@ -0,0 +1,318 @@
goog.provide('ol.render.webgl.ReplayGroup');
goog.require('ol');
goog.require('ol.array');
goog.require('ol.render.ReplayGroup');
goog.require('ol.render.webgl');
goog.require('ol.render.webgl.CircleReplay');
goog.require('ol.render.webgl.ImageReplay');
goog.require('ol.render.webgl.LineStringReplay');
goog.require('ol.render.webgl.PolygonReplay');
goog.require('ol.render.webgl.TextReplay');
/**
* @constructor
* @extends {ol.render.ReplayGroup}
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @param {number=} opt_renderBuffer Render buffer.
* @struct
*/
ol.render.webgl.ReplayGroup = function(tolerance, maxExtent, opt_renderBuffer) {
ol.render.ReplayGroup.call(this);
/**
* @type {ol.Extent}
* @private
*/
this.maxExtent_ = maxExtent;
/**
* @type {number}
* @private
*/
this.tolerance_ = tolerance;
/**
* @type {number|undefined}
* @private
*/
this.renderBuffer_ = opt_renderBuffer;
/**
* @private
* @type {!Object.<string,
* Object.<ol.render.ReplayType, ol.render.webgl.Replay>>}
*/
this.replaysByZIndex_ = {};
};
ol.inherits(ol.render.webgl.ReplayGroup, ol.render.ReplayGroup);
/**
* @param {ol.webgl.Context} context WebGL context.
* @return {function()} Delete resources function.
*/
ol.render.webgl.ReplayGroup.prototype.getDeleteResourcesFunction = function(context) {
var functions = [];
var zKey;
for (zKey in this.replaysByZIndex_) {
var replays = this.replaysByZIndex_[zKey];
var replayKey;
for (replayKey in replays) {
functions.push(
replays[replayKey].getDeleteResourcesFunction(context));
}
}
return function() {
var length = functions.length;
var result;
for (var i = 0; i < length; i++) {
result = functions[i].apply(this, arguments);
}
return result;
};
};
/**
* @param {ol.webgl.Context} context Context.
*/
ol.render.webgl.ReplayGroup.prototype.finish = function(context) {
var zKey;
for (zKey in this.replaysByZIndex_) {
var replays = this.replaysByZIndex_[zKey];
var replayKey;
for (replayKey in replays) {
replays[replayKey].finish(context);
}
}
};
/**
* @inheritDoc
*/
ol.render.webgl.ReplayGroup.prototype.getReplay = function(zIndex, replayType) {
var zIndexKey = zIndex !== undefined ? zIndex.toString() : '0';
var replays = this.replaysByZIndex_[zIndexKey];
if (replays === undefined) {
replays = {};
this.replaysByZIndex_[zIndexKey] = replays;
}
var replay = replays[replayType];
if (replay === undefined) {
var Constructor = ol.render.webgl.ReplayGroup.BATCH_CONSTRUCTORS_[replayType];
ol.DEBUG && console.assert(Constructor !== undefined,
replayType +
' constructor missing from ol.render.webgl.ReplayGroup.BATCH_CONSTRUCTORS_');
replay = new Constructor(this.tolerance_, this.maxExtent_);
replays[replayType] = replay;
}
return replay;
};
/**
* @inheritDoc
*/
ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
return ol.obj.isEmpty(this.replaysByZIndex_);
};
/**
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
*/
ol.render.webgl.ReplayGroup.prototype.replay = function(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash) {
/** @type {Array.<number>} */
var zs = Object.keys(this.replaysByZIndex_).map(Number);
zs.sort(ol.array.numberSafeCompareFunction);
var i, ii, j, jj, replays, replay;
for (i = 0, ii = zs.length; i < ii; ++i) {
replays = this.replaysByZIndex_[zs[i].toString()];
for (j = 0, jj = ol.render.replay.ORDER.length; j < jj; ++j) {
replay = replays[ol.render.replay.ORDER[j]];
if (replay !== undefined) {
replay.replay(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
undefined, false);
}
}
}
};
/**
* @private
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.ReplayGroup.prototype.replayHitDetection_ = function(context,
center, resolution, rotation, size, pixelRatio, opacity,
skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent) {
/** @type {Array.<number>} */
var zs = Object.keys(this.replaysByZIndex_).map(Number);
zs.sort(function(a, b) {
return b - a;
});
var i, ii, j, replays, replay, result;
for (i = 0, ii = zs.length; i < ii; ++i) {
replays = this.replaysByZIndex_[zs[i].toString()];
for (j = ol.render.replay.ORDER.length - 1; j >= 0; --j) {
replay = replays[ol.render.replay.ORDER[j]];
if (replay !== undefined) {
result = replay.replay(context,
center, resolution, rotation, size, pixelRatio, opacity,
skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent);
if (result) {
return result;
}
}
}
}
return undefined;
};
/**
* @param {ol.Coordinate} coordinate Coordinate.
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} callback Feature callback.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.ReplayGroup.prototype.forEachFeatureAtCoordinate = function(
coordinate, context, center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
callback) {
var gl = context.getGL();
gl.bindFramebuffer(
gl.FRAMEBUFFER, context.getHitDetectionFramebuffer());
/**
* @type {ol.Extent}
*/
var hitExtent;
if (this.renderBuffer_ !== undefined) {
// build an extent around the coordinate, so that only features that
// intersect this extent are checked
hitExtent = ol.extent.buffer(
ol.extent.createOrUpdateFromCoordinate(coordinate),
resolution * this.renderBuffer_);
}
return this.replayHitDetection_(context,
coordinate, resolution, rotation, ol.render.webgl.ReplayGroup.HIT_DETECTION_SIZE_,
pixelRatio, opacity, skippedFeaturesHash,
/**
* @param {ol.Feature|ol.render.Feature} feature Feature.
* @return {?} Callback result.
*/
function(feature) {
var imageData = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
if (imageData[3] > 0) {
var result = callback(feature);
if (result) {
return result;
}
}
}, true, hitExtent);
};
/**
* @param {ol.Coordinate} coordinate Coordinate.
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @return {boolean} Is there a feature at the given coordinate?
*/
ol.render.webgl.ReplayGroup.prototype.hasFeatureAtCoordinate = function(
coordinate, context, center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash) {
var gl = context.getGL();
gl.bindFramebuffer(
gl.FRAMEBUFFER, context.getHitDetectionFramebuffer());
var hasFeature = this.replayHitDetection_(context,
coordinate, resolution, rotation, ol.render.webgl.ReplayGroup.HIT_DETECTION_SIZE_,
pixelRatio, opacity, skippedFeaturesHash,
/**
* @param {ol.Feature|ol.render.Feature} feature Feature.
* @return {boolean} Is there a feature?
*/
function(feature) {
var imageData = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
return imageData[3] > 0;
}, false);
return hasFeature !== undefined;
};
/**
* @const
* @private
* @type {Array.<number>}
*/
ol.render.webgl.ReplayGroup.HIT_DETECTION_SIZE_ = [1, 1];
/**
* @const
* @private
* @type {Object.<ol.render.ReplayType,
* function(new: ol.render.webgl.Replay, number,
* ol.Extent)>}
*/
ol.render.webgl.ReplayGroup.BATCH_CONSTRUCTORS_ = {
'Circle': ol.render.webgl.CircleReplay,
'Image': ol.render.webgl.ImageReplay,
'LineString': ol.render.webgl.LineStringReplay,
'Polygon': ol.render.webgl.PolygonReplay,
'Text': ol.render.webgl.TextReplay
};

View File

@@ -0,0 +1,65 @@
goog.provide('ol.render.webgl.TextReplay');
goog.require('ol');
/**
* @constructor
* @param {number} tolerance Tolerance.
* @param {ol.Extent} maxExtent Max extent.
* @struct
*/
ol.render.webgl.TextReplay = function(tolerance, maxExtent) {};
/**
* @param {ol.style.Text} textStyle Text style.
*/
ol.render.webgl.TextReplay.prototype.setTextStyle = function(textStyle) {};
/**
* @param {ol.webgl.Context} context Context.
* @param {ol.Coordinate} center Center.
* @param {number} resolution Resolution.
* @param {number} rotation Rotation.
* @param {ol.Size} size Size.
* @param {number} pixelRatio Pixel ratio.
* @param {number} opacity Global opacity.
* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
* to skip.
* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
* this extent are checked.
* @return {T|undefined} Callback result.
* @template T
*/
ol.render.webgl.TextReplay.prototype.replay = function(context,
center, resolution, rotation, size, pixelRatio,
opacity, skippedFeaturesHash,
featureCallback, oneByOne, opt_hitExtent) {
return undefined;
};
/**
* @param {Array.<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
* @param {ol.geom.Geometry|ol.render.Feature} geometry Geometry.
* @param {ol.Feature|ol.render.Feature} feature Feature.
*/
ol.render.webgl.TextReplay.prototype.drawText = function(flatCoordinates, offset,
end, stride, geometry, feature) {};
/**
* @abstract
* @param {ol.webgl.Context} context Context.
*/
ol.render.webgl.TextReplay.prototype.finish = function(context) {};
/**
* @param {ol.webgl.Context} context WebGL context.
* @return {function()} Delete resources function.
*/
ol.render.webgl.TextReplay.prototype.getDeleteResourcesFunction = function(context) {
return ol.nullFunction;
};

View File

@@ -47,10 +47,10 @@ ol.renderer.vector.renderCircleGeometry_ = function(replayGroup, geometry, style
var fillStyle = style.getFill();
var strokeStyle = style.getStroke();
if (fillStyle || strokeStyle) {
var polygonReplay = replayGroup.getReplay(
style.getZIndex(), ol.render.ReplayType.POLYGON);
polygonReplay.setFillStrokeStyle(fillStyle, strokeStyle);
polygonReplay.drawCircle(geometry, feature);
var circleReplay = replayGroup.getReplay(
style.getZIndex(), ol.render.ReplayType.CIRCLE);
circleReplay.setFillStrokeStyle(fillStyle, strokeStyle);
circleReplay.drawCircle(geometry, feature);
}
var textStyle = style.getText();
if (textStyle) {

View File

@@ -171,7 +171,7 @@ ol.renderer.webgl.ImageLayer.prototype.prepareFrame = function(frameState, layer
this.updateLogos(frameState, imageSource);
}
return true;
return !!image;
};

View File

@@ -77,7 +77,7 @@ ol.renderer.webgl.Map = function(container, map) {
*/
this.gl_ = ol.webgl.getContext(this.canvas_, {
antialias: true,
depth: false,
depth: true,
failIfMajorPerformanceCaveat: true,
preserveDrawingBuffer: false,
stencil: true

View File

@@ -73,11 +73,17 @@ ol.renderer.webgl.VectorLayer.prototype.composeFrame = function(frameState, laye
this.layerState_ = layerState;
var viewState = frameState.viewState;
var replayGroup = this.replayGroup_;
var size = frameState.size;
var pixelRatio = frameState.pixelRatio;
var gl = this.mapRenderer.getGL();
if (replayGroup && !replayGroup.isEmpty()) {
gl.enable(gl.SCISSOR_TEST);
gl.scissor(0, 0, size[0] * pixelRatio, size[1] * pixelRatio);
replayGroup.replay(context,
viewState.center, viewState.resolution, viewState.rotation,
frameState.size, frameState.pixelRatio, layerState.opacity,
size, pixelRatio, layerState.opacity,
layerState.managed ? frameState.skippedFeatureUids : {});
gl.disable(gl.SCISSOR_TEST);
}
};
@@ -299,7 +305,7 @@ ol.renderer.webgl.VectorLayer.prototype.renderFeature = function(feature, resolu
}
var loading = false;
if (Array.isArray(styles)) {
for (var i = 0, ii = styles.length; i < ii; ++i) {
for (var i = styles.length - 1, ii = 0; i >= ii; --i) {
loading = ol.renderer.vector.renderFeature(
replayGroup, feature, styles[i],
ol.renderer.vector.getSquaredTolerance(resolution, pixelRatio),

View File

@@ -0,0 +1,248 @@
goog.provide('ol.structs.LinkedList');
/**
* Creates an empty linked list structure.
*
* @constructor
* @struct
* @param {boolean=} opt_circular The last item is connected to the first one,
* and the first item to the last one. Default is true.
*/
ol.structs.LinkedList = function(opt_circular) {
/**
* @private
* @type {ol.LinkedListItem|undefined}
*/
this.first_ = undefined;
/**
* @private
* @type {ol.LinkedListItem|undefined}
*/
this.last_ = undefined;
/**
* @private
* @type {ol.LinkedListItem|undefined}
*/
this.head_ = undefined;
/**
* @private
* @type {boolean}
*/
this.circular_ = opt_circular === undefined ? true : opt_circular;
/**
* @private
* @type {number}
*/
this.length_ = 0;
};
/**
* Inserts an item into the linked list right after the current one.
*
* @param {?} data Item data.
*/
ol.structs.LinkedList.prototype.insertItem = function(data) {
/** @type {ol.LinkedListItem} */
var item = {
prev: undefined,
next: undefined,
data: data
};
var head = this.head_;
//Initialize the list.
if (!head) {
this.first_ = item;
this.last_ = item;
if (this.circular_) {
item.next = item;
item.prev = item;
}
} else {
//Link the new item to the adjacent ones.
var next = head.next;
item.prev = head;
item.next = next;
head.next = item;
if (next) {
next.prev = item;
}
if (head === this.last_) {
this.last_ = item;
}
}
this.head_ = item;
this.length_++;
};
/**
* Removes the current item from the list. Sets the cursor to the next item,
* if possible.
*/
ol.structs.LinkedList.prototype.removeItem = function() {
var head = this.head_;
if (head) {
var next = head.next;
var prev = head.prev;
if (next) {
next.prev = prev;
}
if (prev) {
prev.next = next;
}
this.head_ = next || prev;
if (this.first_ === this.last_) {
this.head_ = undefined;
this.first_ = undefined;
this.last_ = undefined;
} else if (this.first_ === head) {
this.first_ = this.head_;
} else if (this.last_ === head) {
this.last_ = prev ? this.head_.prev : this.head_;
}
this.length_--;
}
};
/**
* Sets the cursor to the first item, and returns the associated data.
*
* @return {?} Item data.
*/
ol.structs.LinkedList.prototype.firstItem = function() {
this.head_ = this.first_;
if (this.head_) {
return this.head_.data;
}
return undefined;
};
/**
* Sets the cursor to the last item, and returns the associated data.
*
* @return {?} Item data.
*/
ol.structs.LinkedList.prototype.lastItem = function() {
this.head_ = this.last_;
if (this.head_) {
return this.head_.data;
}
return undefined;
};
/**
* Sets the cursor to the next item, and returns the associated data.
*
* @return {?} Item data.
*/
ol.structs.LinkedList.prototype.nextItem = function() {
if (this.head_ && this.head_.next) {
this.head_ = this.head_.next;
return this.head_.data;
}
return undefined;
};
/**
* Returns the next item's data without moving the cursor.
*
* @return {?} Item data.
*/
ol.structs.LinkedList.prototype.getNextItem = function() {
if (this.head_ && this.head_.next) {
return this.head_.next.data;
}
return undefined;
};
/**
* Sets the cursor to the previous item, and returns the associated data.
*
* @return {?} Item data.
*/
ol.structs.LinkedList.prototype.prevItem = function() {
if (this.head_ && this.head_.prev) {
this.head_ = this.head_.prev;
return this.head_.data;
}
return undefined;
};
/**
* Returns the previous item's data without moving the cursor.
*
* @return {?} Item data.
*/
ol.structs.LinkedList.prototype.getPrevItem = function() {
if (this.head_ && this.head_.prev) {
return this.head_.prev.data;
}
return undefined;
};
/**
* Returns the current item's data.
*
* @return {?} Item data.
*/
ol.structs.LinkedList.prototype.getCurrItem = function() {
if (this.head_) {
return this.head_.data;
}
return undefined;
};
/**
* Sets the first item of the list. This only works for circular lists, and sets
* the last item accordingly.
*/
ol.structs.LinkedList.prototype.setFirstItem = function() {
if (this.circular_ && this.head_) {
this.first_ = this.head_;
this.last_ = this.head_.prev;
}
};
/**
* Concatenates two lists.
* @param {ol.structs.LinkedList} list List to merge into the current list.
*/
ol.structs.LinkedList.prototype.concat = function(list) {
if (list.head_) {
if (this.head_) {
var end = this.head_.next;
this.head_.next = list.first_;
list.first_.prev = this.head_;
end.prev = list.last_;
list.last_.next = end;
this.length_ += list.length_;
} else {
this.head_ = list.head_;
this.first_ = list.first_;
this.last_ = list.last_;
this.length_ = list.length_;
}
list.head_ = undefined;
list.first_ = undefined;
list.last_ = undefined;
list.length_ = 0;
}
};
/**
* Returns the current length of the list.
*
* @return {number} Length.
*/
ol.structs.LinkedList.prototype.getLength = function() {
return this.length_;
};

View File

@@ -317,6 +317,14 @@ ol.LayerState;
ol.LayoutOptions;
/**
* @typedef {{prev: (ol.LinkedListItem|undefined),
* next: (ol.LinkedListItem|undefined),
* data: ?}}
*/
ol.LinkedListItem;
/**
* A function that takes an {@link ol.Extent} and a resolution as arguments, and
* returns an array of {@link ol.Extent} with the extents to load. Usually this
@@ -686,6 +694,21 @@ ol.ViewAnimation;
ol.WebglBufferCacheEntry;
/**
* @typedef {{p0: ol.WebglPolygonVertex,
* p1: ol.WebglPolygonVertex}}
*/
ol.WebglPolygonSegment;
/**
* @typedef {{x: number,
* y: number,
* i: number,
* reflex: (boolean|undefined)}}
*/
ol.WebglPolygonVertex;
/**
* @typedef {{magFilter: number, minFilter: number, texture: WebGLTexture}}
*/