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;
}