Move webgl utils out of ol/renderer/webgl/Layer module into their own module

This commit is contained in:
Olivier Guyot
2022-03-16 18:06:15 +01:00
parent eb0db9e3df
commit a18ffaed54
4 changed files with 353 additions and 362 deletions

View File

@@ -0,0 +1,142 @@
/**
* @module ol/render/webgl/utils
*/
const tmpArray_ = [];
const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
function writePointVertex(buffer, pos, x, y, index) {
buffer[pos + 0] = x;
buffer[pos + 1] = y;
buffer[pos + 2] = index;
}
/**
* An object holding positions both in an index and a vertex buffer.
* @typedef {Object} BufferPositions
* @property {number} vertexPosition Position in the vertex buffer
* @property {number} indexPosition Position in the index buffer
*/
/**
* Pushes a quad (two triangles) based on a point geometry
* @param {Float32Array} instructions Array of render instructions for points.
* @param {number} elementIndex Index from which render instructions will be read.
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
* @param {number} customAttributesCount Amount of custom attributes for each element.
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
* @return {BufferPositions} New buffer positions where to write next
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
* @property {number} indexPosition New position in the index buffer where future writes should start.
* @private
*/
export function writePointFeatureToBuffers(
instructions,
elementIndex,
vertexBuffer,
indexBuffer,
customAttributesCount,
bufferPositions
) {
// This is for x, y and index
const baseVertexAttrsCount = 3;
const baseInstructionsCount = 2;
const stride = baseVertexAttrsCount + customAttributesCount;
const x = instructions[elementIndex + 0];
const y = instructions[elementIndex + 1];
// read custom numerical attributes on the feature
const customAttrs = tmpArray_;
customAttrs.length = customAttributesCount;
for (let i = 0; i < customAttrs.length; i++) {
customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
}
let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
let iPos = bufferPositions ? bufferPositions.indexPosition : 0;
const baseIndex = vPos / stride;
// push vertices for each of the four quad corners (first standard then custom attributes)
writePointVertex(vertexBuffer, vPos, x, y, 0);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 1);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 2);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 3);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
indexBuffer[iPos++] = baseIndex;
indexBuffer[iPos++] = baseIndex + 1;
indexBuffer[iPos++] = baseIndex + 3;
indexBuffer[iPos++] = baseIndex + 1;
indexBuffer[iPos++] = baseIndex + 2;
indexBuffer[iPos++] = baseIndex + 3;
bufferPositions_.vertexPosition = vPos;
bufferPositions_.indexPosition = iPos;
return bufferPositions_;
}
/**
* Returns a texture of 1x1 pixel, white
* @private
* @return {ImageData} Image data.
*/
export function getBlankImageData() {
const canvas = document.createElement('canvas');
const image = canvas.getContext('2d').createImageData(1, 1);
image.data[0] = 255;
image.data[1] = 255;
image.data[2] = 255;
image.data[3] = 255;
return image;
}
/**
* Generates a color array based on a numerical id
* Note: the range for each component is 0 to 1 with 256 steps
* @param {number} id Id
* @param {Array<number>} [opt_array] Reusable array
* @return {Array<number>} Color array containing the encoded id
*/
export function colorEncodeId(id, opt_array) {
const array = opt_array || [];
const radix = 256;
const divide = radix - 1;
array[0] = Math.floor(id / radix / radix / radix) / divide;
array[1] = (Math.floor(id / radix / radix) % radix) / divide;
array[2] = (Math.floor(id / radix) % radix) / divide;
array[3] = (id % radix) / divide;
return array;
}
/**
* Reads an id from a color-encoded array
* Note: the expected range for each component is 0 to 1 with 256 steps.
* @param {Array<number>} color Color array containing the encoded id
* @return {number} Decoded id
*/
export function colorDecodeId(color) {
let id = 0;
const radix = 256;
const mult = radix - 1;
id += Math.round(color[0] * radix * radix * radix * mult);
id += Math.round(color[1] * radix * radix * mult);
id += Math.round(color[2] * radix * mult);
id += Math.round(color[3] * mult);
return id;
}

View File

@@ -13,26 +13,6 @@ import {
} from '../../transform.js';
import {containsCoordinate} from '../../extent.js';
/**
* @enum {string}
*/
export const WebGLWorkerMessageType = {
GENERATE_BUFFERS: 'GENERATE_BUFFERS',
};
/**
* @typedef {Object} WebGLWorkerGenerateBuffersMessage
* This message will trigger the generation of a vertex and an index buffer based on the given render instructions.
* When the buffers are generated, the worked will send a message of the same type to the main thread, with
* the generated buffers in it.
* Note that any addition properties present in the message *will* be sent back to the main thread.
* @property {WebGLWorkerMessageType} type Message type
* @property {ArrayBuffer} renderInstructions Render instructions raw binary buffer.
* @property {ArrayBuffer} [vertexBuffer] Vertices array raw binary buffer (sent by the worker).
* @property {ArrayBuffer} [indexBuffer] Indices array raw binary buffer (sent by the worker).
* @property {number} [customAttributesCount] Amount of custom attributes count in the render instructions.
*/
/**
* @typedef {Object} PostProcessesOptions
* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
@@ -343,144 +323,4 @@ class WebGLLayerRenderer extends LayerRenderer {
}
}
const tmpArray_ = [];
const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
function writePointVertex(buffer, pos, x, y, index) {
buffer[pos + 0] = x;
buffer[pos + 1] = y;
buffer[pos + 2] = index;
}
/**
* An object holding positions both in an index and a vertex buffer.
* @typedef {Object} BufferPositions
* @property {number} vertexPosition Position in the vertex buffer
* @property {number} indexPosition Position in the index buffer
*/
/**
* Pushes a quad (two triangles) based on a point geometry
* @param {Float32Array} instructions Array of render instructions for points.
* @param {number} elementIndex Index from which render instructions will be read.
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
* @param {number} customAttributesCount Amount of custom attributes for each element.
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
* @return {BufferPositions} New buffer positions where to write next
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
* @property {number} indexPosition New position in the index buffer where future writes should start.
* @private
*/
export function writePointFeatureToBuffers(
instructions,
elementIndex,
vertexBuffer,
indexBuffer,
customAttributesCount,
bufferPositions
) {
// This is for x, y and index
const baseVertexAttrsCount = 3;
const baseInstructionsCount = 2;
const stride = baseVertexAttrsCount + customAttributesCount;
const x = instructions[elementIndex + 0];
const y = instructions[elementIndex + 1];
// read custom numerical attributes on the feature
const customAttrs = tmpArray_;
customAttrs.length = customAttributesCount;
for (let i = 0; i < customAttrs.length; i++) {
customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
}
let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
let iPos = bufferPositions ? bufferPositions.indexPosition : 0;
const baseIndex = vPos / stride;
// push vertices for each of the four quad corners (first standard then custom attributes)
writePointVertex(vertexBuffer, vPos, x, y, 0);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 1);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 2);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 3);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
indexBuffer[iPos++] = baseIndex;
indexBuffer[iPos++] = baseIndex + 1;
indexBuffer[iPos++] = baseIndex + 3;
indexBuffer[iPos++] = baseIndex + 1;
indexBuffer[iPos++] = baseIndex + 2;
indexBuffer[iPos++] = baseIndex + 3;
bufferPositions_.vertexPosition = vPos;
bufferPositions_.indexPosition = iPos;
return bufferPositions_;
}
/**
* Returns a texture of 1x1 pixel, white
* @private
* @return {ImageData} Image data.
*/
export function getBlankImageData() {
const canvas = document.createElement('canvas');
const image = canvas.getContext('2d').createImageData(1, 1);
image.data[0] = 255;
image.data[1] = 255;
image.data[2] = 255;
image.data[3] = 255;
return image;
}
/**
* Generates a color array based on a numerical id
* Note: the range for each component is 0 to 1 with 256 steps
* @param {number} id Id
* @param {Array<number>} [opt_array] Reusable array
* @return {Array<number>} Color array containing the encoded id
*/
export function colorEncodeId(id, opt_array) {
const array = opt_array || [];
const radix = 256;
const divide = radix - 1;
array[0] = Math.floor(id / radix / radix / radix) / divide;
array[1] = (Math.floor(id / radix / radix) % radix) / divide;
array[2] = (Math.floor(id / radix) % radix) / divide;
array[3] = (id % radix) / divide;
return array;
}
/**
* Reads an id from a color-encoded array
* Note: the expected range for each component is 0 to 1 with 256 steps.
* @param {Array<number>} color Color array containing the encoded id
* @return {number} Decoded id
*/
export function colorDecodeId(color) {
let id = 0;
const radix = 256;
const mult = radix - 1;
id += Math.round(color[0] * radix * radix * radix * mult);
id += Math.round(color[1] * radix * radix * mult);
id += Math.round(color[2] * radix * mult);
id += Math.round(color[3] * mult);
return id;
}
export default WebGLLayerRenderer;

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@@ -0,0 +1,207 @@
import {
colorDecodeId,
colorEncodeId,
getBlankImageData,
writePointFeatureToBuffers,
} from '../../../../../../src/ol/render/webgl/utils.js';
describe('webgl render utils', function () {
describe('writePointFeatureToBuffers', function () {
let vertexBuffer, indexBuffer, instructions;
beforeEach(function () {
vertexBuffer = new Float32Array(100);
indexBuffer = new Uint32Array(100);
instructions = new Float32Array(100);
instructions.set([0, 0, 0, 0, 10, 11]);
});
it('writes correctly to the buffers (without custom attributes)', function () {
const stride = 3;
const positions = writePointFeatureToBuffers(
instructions,
4,
vertexBuffer,
indexBuffer,
0
);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[stride + 0]).to.eql(10);
expect(vertexBuffer[stride + 1]).to.eql(11);
expect(vertexBuffer[stride + 2]).to.eql(1);
expect(vertexBuffer[stride * 2 + 0]).to.eql(10);
expect(vertexBuffer[stride * 2 + 1]).to.eql(11);
expect(vertexBuffer[stride * 2 + 2]).to.eql(2);
expect(vertexBuffer[stride * 3 + 0]).to.eql(10);
expect(vertexBuffer[stride * 3 + 1]).to.eql(11);
expect(vertexBuffer[stride * 3 + 2]).to.eql(3);
expect(indexBuffer[0]).to.eql(0);
expect(indexBuffer[1]).to.eql(1);
expect(indexBuffer[2]).to.eql(3);
expect(indexBuffer[3]).to.eql(1);
expect(indexBuffer[4]).to.eql(2);
expect(indexBuffer[5]).to.eql(3);
expect(positions.indexPosition).to.eql(6);
expect(positions.vertexPosition).to.eql(stride * 4);
});
it('writes correctly to the buffers (with 2 custom attributes)', function () {
instructions.set([0, 0, 0, 0, 0, 0, 0, 0, 10, 11, 12, 13]);
const stride = 5;
const positions = writePointFeatureToBuffers(
instructions,
8,
vertexBuffer,
indexBuffer,
2
);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[3]).to.eql(12);
expect(vertexBuffer[4]).to.eql(13);
expect(vertexBuffer[stride + 0]).to.eql(10);
expect(vertexBuffer[stride + 1]).to.eql(11);
expect(vertexBuffer[stride + 2]).to.eql(1);
expect(vertexBuffer[stride + 3]).to.eql(12);
expect(vertexBuffer[stride + 4]).to.eql(13);
expect(vertexBuffer[stride * 2 + 0]).to.eql(10);
expect(vertexBuffer[stride * 2 + 1]).to.eql(11);
expect(vertexBuffer[stride * 2 + 2]).to.eql(2);
expect(vertexBuffer[stride * 2 + 3]).to.eql(12);
expect(vertexBuffer[stride * 2 + 4]).to.eql(13);
expect(vertexBuffer[stride * 3 + 0]).to.eql(10);
expect(vertexBuffer[stride * 3 + 1]).to.eql(11);
expect(vertexBuffer[stride * 3 + 2]).to.eql(3);
expect(vertexBuffer[stride * 3 + 3]).to.eql(12);
expect(vertexBuffer[stride * 3 + 4]).to.eql(13);
expect(indexBuffer[0]).to.eql(0);
expect(indexBuffer[1]).to.eql(1);
expect(indexBuffer[2]).to.eql(3);
expect(indexBuffer[3]).to.eql(1);
expect(indexBuffer[4]).to.eql(2);
expect(indexBuffer[5]).to.eql(3);
expect(positions.indexPosition).to.eql(6);
expect(positions.vertexPosition).to.eql(stride * 4);
});
it('correctly chains buffer writes', function () {
instructions.set([10, 11, 20, 21, 30, 31]);
const stride = 3;
let positions = writePointFeatureToBuffers(
instructions,
0,
vertexBuffer,
indexBuffer,
0
);
positions = writePointFeatureToBuffers(
instructions,
2,
vertexBuffer,
indexBuffer,
0,
positions
);
positions = writePointFeatureToBuffers(
instructions,
4,
vertexBuffer,
indexBuffer,
0,
positions
);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[stride * 4 + 0]).to.eql(20);
expect(vertexBuffer[stride * 4 + 1]).to.eql(21);
expect(vertexBuffer[stride * 4 + 2]).to.eql(0);
expect(vertexBuffer[stride * 8 + 0]).to.eql(30);
expect(vertexBuffer[stride * 8 + 1]).to.eql(31);
expect(vertexBuffer[stride * 8 + 2]).to.eql(0);
expect(indexBuffer[6 + 0]).to.eql(4);
expect(indexBuffer[6 + 1]).to.eql(5);
expect(indexBuffer[6 + 2]).to.eql(7);
expect(indexBuffer[6 + 3]).to.eql(5);
expect(indexBuffer[6 + 4]).to.eql(6);
expect(indexBuffer[6 + 5]).to.eql(7);
expect(indexBuffer[6 * 2 + 0]).to.eql(8);
expect(indexBuffer[6 * 2 + 1]).to.eql(9);
expect(indexBuffer[6 * 2 + 2]).to.eql(11);
expect(indexBuffer[6 * 2 + 3]).to.eql(9);
expect(indexBuffer[6 * 2 + 4]).to.eql(10);
expect(indexBuffer[6 * 2 + 5]).to.eql(11);
expect(positions.indexPosition).to.eql(6 * 3);
expect(positions.vertexPosition).to.eql(stride * 4 * 3);
});
});
describe('getBlankImageData', function () {
it('creates a 1x1 white texture', function () {
const texture = getBlankImageData();
expect(texture.height).to.eql(1);
expect(texture.width).to.eql(1);
expect(texture.data[0]).to.eql(255);
expect(texture.data[1]).to.eql(255);
expect(texture.data[2]).to.eql(255);
expect(texture.data[3]).to.eql(255);
});
});
describe('colorEncodeId and colorDecodeId', function () {
it('correctly encodes and decodes ids', function () {
expect(colorDecodeId(colorEncodeId(0))).to.eql(0);
expect(colorDecodeId(colorEncodeId(1))).to.eql(1);
expect(colorDecodeId(colorEncodeId(123))).to.eql(123);
expect(colorDecodeId(colorEncodeId(12345))).to.eql(12345);
expect(colorDecodeId(colorEncodeId(123456))).to.eql(123456);
expect(colorDecodeId(colorEncodeId(91612))).to.eql(91612);
expect(colorDecodeId(colorEncodeId(1234567890))).to.eql(1234567890);
});
it('correctly reuses array', function () {
const arr = [];
expect(colorEncodeId(123, arr)).to.be(arr);
});
it('is compatible with Uint8Array storage', function () {
const encoded = colorEncodeId(91612);
const typed = Uint8Array.of(
encoded[0] * 255,
encoded[1] * 255,
encoded[2] * 255,
encoded[3] * 255
);
const arr = [
typed[0] / 255,
typed[1] / 255,
typed[2] / 255,
typed[3] / 255,
];
const decoded = colorDecodeId(arr);
expect(decoded).to.eql(91612);
});
});
});

View File

@@ -6,13 +6,14 @@ import TileLayer from '../../../../../../src/ol/layer/WebGLTile.js';
import VectorLayer from '../../../../../../src/ol/layer/Vector.js';
import VectorSource from '../../../../../../src/ol/source/Vector.js';
import View from '../../../../../../src/ol/View.js';
import WebGLLayerRenderer, {
import WebGLLayerRenderer from '../../../../../../src/ol/renderer/webgl/Layer.js';
import {getUid} from '../../../../../../src/ol/util.js';
import {
colorDecodeId,
colorEncodeId,
getBlankImageData,
writePointFeatureToBuffers,
} from '../../../../../../src/ol/renderer/webgl/Layer.js';
import {getUid} from '../../../../../../src/ol/util.js';
} from '../../../../../../src/ol/render/webgl/utils.js';
describe('ol/renderer/webgl/Layer', function () {
describe('constructor', function () {
@@ -36,205 +37,6 @@ describe('ol/renderer/webgl/Layer', function () {
});
});
describe('writePointFeatureToBuffers', function () {
let vertexBuffer, indexBuffer, instructions;
beforeEach(function () {
vertexBuffer = new Float32Array(100);
indexBuffer = new Uint32Array(100);
instructions = new Float32Array(100);
instructions.set([0, 0, 0, 0, 10, 11]);
});
it('writes correctly to the buffers (without custom attributes)', function () {
const stride = 3;
const positions = writePointFeatureToBuffers(
instructions,
4,
vertexBuffer,
indexBuffer,
0
);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[stride + 0]).to.eql(10);
expect(vertexBuffer[stride + 1]).to.eql(11);
expect(vertexBuffer[stride + 2]).to.eql(1);
expect(vertexBuffer[stride * 2 + 0]).to.eql(10);
expect(vertexBuffer[stride * 2 + 1]).to.eql(11);
expect(vertexBuffer[stride * 2 + 2]).to.eql(2);
expect(vertexBuffer[stride * 3 + 0]).to.eql(10);
expect(vertexBuffer[stride * 3 + 1]).to.eql(11);
expect(vertexBuffer[stride * 3 + 2]).to.eql(3);
expect(indexBuffer[0]).to.eql(0);
expect(indexBuffer[1]).to.eql(1);
expect(indexBuffer[2]).to.eql(3);
expect(indexBuffer[3]).to.eql(1);
expect(indexBuffer[4]).to.eql(2);
expect(indexBuffer[5]).to.eql(3);
expect(positions.indexPosition).to.eql(6);
expect(positions.vertexPosition).to.eql(stride * 4);
});
it('writes correctly to the buffers (with 2 custom attributes)', function () {
instructions.set([0, 0, 0, 0, 0, 0, 0, 0, 10, 11, 12, 13]);
const stride = 5;
const positions = writePointFeatureToBuffers(
instructions,
8,
vertexBuffer,
indexBuffer,
2
);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[3]).to.eql(12);
expect(vertexBuffer[4]).to.eql(13);
expect(vertexBuffer[stride + 0]).to.eql(10);
expect(vertexBuffer[stride + 1]).to.eql(11);
expect(vertexBuffer[stride + 2]).to.eql(1);
expect(vertexBuffer[stride + 3]).to.eql(12);
expect(vertexBuffer[stride + 4]).to.eql(13);
expect(vertexBuffer[stride * 2 + 0]).to.eql(10);
expect(vertexBuffer[stride * 2 + 1]).to.eql(11);
expect(vertexBuffer[stride * 2 + 2]).to.eql(2);
expect(vertexBuffer[stride * 2 + 3]).to.eql(12);
expect(vertexBuffer[stride * 2 + 4]).to.eql(13);
expect(vertexBuffer[stride * 3 + 0]).to.eql(10);
expect(vertexBuffer[stride * 3 + 1]).to.eql(11);
expect(vertexBuffer[stride * 3 + 2]).to.eql(3);
expect(vertexBuffer[stride * 3 + 3]).to.eql(12);
expect(vertexBuffer[stride * 3 + 4]).to.eql(13);
expect(indexBuffer[0]).to.eql(0);
expect(indexBuffer[1]).to.eql(1);
expect(indexBuffer[2]).to.eql(3);
expect(indexBuffer[3]).to.eql(1);
expect(indexBuffer[4]).to.eql(2);
expect(indexBuffer[5]).to.eql(3);
expect(positions.indexPosition).to.eql(6);
expect(positions.vertexPosition).to.eql(stride * 4);
});
it('correctly chains buffer writes', function () {
instructions.set([10, 11, 20, 21, 30, 31]);
const stride = 3;
let positions = writePointFeatureToBuffers(
instructions,
0,
vertexBuffer,
indexBuffer,
0
);
positions = writePointFeatureToBuffers(
instructions,
2,
vertexBuffer,
indexBuffer,
0,
positions
);
positions = writePointFeatureToBuffers(
instructions,
4,
vertexBuffer,
indexBuffer,
0,
positions
);
expect(vertexBuffer[0]).to.eql(10);
expect(vertexBuffer[1]).to.eql(11);
expect(vertexBuffer[2]).to.eql(0);
expect(vertexBuffer[stride * 4 + 0]).to.eql(20);
expect(vertexBuffer[stride * 4 + 1]).to.eql(21);
expect(vertexBuffer[stride * 4 + 2]).to.eql(0);
expect(vertexBuffer[stride * 8 + 0]).to.eql(30);
expect(vertexBuffer[stride * 8 + 1]).to.eql(31);
expect(vertexBuffer[stride * 8 + 2]).to.eql(0);
expect(indexBuffer[6 + 0]).to.eql(4);
expect(indexBuffer[6 + 1]).to.eql(5);
expect(indexBuffer[6 + 2]).to.eql(7);
expect(indexBuffer[6 + 3]).to.eql(5);
expect(indexBuffer[6 + 4]).to.eql(6);
expect(indexBuffer[6 + 5]).to.eql(7);
expect(indexBuffer[6 * 2 + 0]).to.eql(8);
expect(indexBuffer[6 * 2 + 1]).to.eql(9);
expect(indexBuffer[6 * 2 + 2]).to.eql(11);
expect(indexBuffer[6 * 2 + 3]).to.eql(9);
expect(indexBuffer[6 * 2 + 4]).to.eql(10);
expect(indexBuffer[6 * 2 + 5]).to.eql(11);
expect(positions.indexPosition).to.eql(6 * 3);
expect(positions.vertexPosition).to.eql(stride * 4 * 3);
});
});
describe('getBlankImageData', function () {
it('creates a 1x1 white texture', function () {
const texture = getBlankImageData();
expect(texture.height).to.eql(1);
expect(texture.width).to.eql(1);
expect(texture.data[0]).to.eql(255);
expect(texture.data[1]).to.eql(255);
expect(texture.data[2]).to.eql(255);
expect(texture.data[3]).to.eql(255);
});
});
describe('colorEncodeId and colorDecodeId', function () {
it('correctly encodes and decodes ids', function () {
expect(colorDecodeId(colorEncodeId(0))).to.eql(0);
expect(colorDecodeId(colorEncodeId(1))).to.eql(1);
expect(colorDecodeId(colorEncodeId(123))).to.eql(123);
expect(colorDecodeId(colorEncodeId(12345))).to.eql(12345);
expect(colorDecodeId(colorEncodeId(123456))).to.eql(123456);
expect(colorDecodeId(colorEncodeId(91612))).to.eql(91612);
expect(colorDecodeId(colorEncodeId(1234567890))).to.eql(1234567890);
});
it('correctly reuses array', function () {
const arr = [];
expect(colorEncodeId(123, arr)).to.be(arr);
});
it('is compatible with Uint8Array storage', function () {
const encoded = colorEncodeId(91612);
const typed = Uint8Array.of(
encoded[0] * 255,
encoded[1] * 255,
encoded[2] * 255,
encoded[3] * 255
);
const arr = [
typed[0] / 255,
typed[1] / 255,
typed[2] / 255,
typed[3] / 255,
];
const decoded = colorDecodeId(arr);
expect(decoded).to.eql(91612);
});
});
describe('context sharing', () => {
let target;
beforeEach(() => {