Rendering raster tiles with WebGL
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committed by
Andreas Hocevar
parent
2dd212cdac
commit
af80477c1d
289
src/ol/layer/WebGLTile.js
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289
src/ol/layer/WebGLTile.js
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/**
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* @module ol/layer/WebGLTile
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*/
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import BaseTileLayer from './BaseTile.js';
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import WebGLTileLayerRenderer, {
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Attributes,
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Uniforms,
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} from '../renderer/webgl/TileLayer.js';
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import {
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ValueTypes,
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expressionToGlsl,
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getStringNumberEquivalent,
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uniformNameForVariable,
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} from '../style/expressions.js';
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import {assign} from '../obj.js';
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/**
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* @typedef {Object} Style
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* @property {Object<string, number>} [variables] Style variables. Each variable must hold a number.
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* @property {import("../style/expressions.js").ExpressionValue} [color] An expression applied to color values.
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* @property {import("../style/expressions.js").ExpressionValue} [brightness=0] Value used to decrease or increase
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* the layer brightness. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [contrast=0] Value used to decrease or increase
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* the layer contrast. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [exposure=0] Value used to decrease or increase
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* the layer exposure. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [saturation=0] Value used to decrease or increase
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* the layer saturation. Values range from -1 to 1.
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* @property {import("../style/expressions.js").ExpressionValue} [gamma=1] Apply a gamma correction to the layer.
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* Values range from 0 to infinity.
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*/
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/**
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* @typedef {Object} Options
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* @property {Style} [style] Style to apply to the layer.
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* @property {string} [className='ol-layer'] A CSS class name to set to the layer element.
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* @property {number} [opacity=1] Opacity (0, 1).
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* @property {boolean} [visible=true] Visibility.
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* @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be
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* rendered outside of this extent.
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* @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers
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* will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed
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* for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()`
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* method was used.
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* @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be
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* visible.
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* @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will
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* be visible.
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* @property {number} [minZoom] The minimum view zoom level (exclusive) above which this layer will be
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* visible.
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* @property {number} [maxZoom] The maximum view zoom level (inclusive) at which this layer will
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* be visible.
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* @property {number} [preload=0] Preload. Load low-resolution tiles up to `preload` levels. `0`
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* means no preloading.
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* @property {import("../source/Tile.js").default} [source] Source for this layer.
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* @property {import("../PluggableMap.js").default} [map] Sets the layer as overlay on a map. The map will not manage
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* this layer in its layers collection, and the layer will be rendered on top. This is useful for
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* temporary layers. The standard way to add a layer to a map and have it managed by the map is to
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* use {@link module:ol/Map#addLayer}.
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* @property {boolean} [useInterimTilesOnError=true] Use interim tiles on error.
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*/
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/**
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* @typedef {Object} ParsedStyle
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* @property {string} vertexShader The vertex shader.
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* @property {string} fragmentShader The fragment shader.
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* @property {Object<string,import("../webgl/Helper.js").UniformValue>} uniforms Uniform definitions.
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*/
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/**
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* @param {Style} style The layer style.
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* @param {number} bandCount The number of bands.
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* @return {ParsedStyle} Shaders and uniforms generated from the style.
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*/
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function parseStyle(style, bandCount) {
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const vertexShader = `
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attribute vec2 ${Attributes.TEXTURE_COORD};
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uniform mat4 ${Uniforms.TILE_TRANSFORM};
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uniform float ${Uniforms.DEPTH};
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varying vec2 v_textureCoord;
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void main() {
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v_textureCoord = ${Attributes.TEXTURE_COORD};
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gl_Position = ${Uniforms.TILE_TRANSFORM} * vec4(${Attributes.TEXTURE_COORD}, ${Uniforms.DEPTH}, 1.0);
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}
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`;
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/**
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* @type {import("../style/expressions.js").ParsingContext}
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*/
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const context = {
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inFragmentShader: true,
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variables: [],
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attributes: [],
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stringLiteralsMap: {},
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bandCount: bandCount,
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};
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const pipeline = [];
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if (style.color !== undefined) {
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const color = expressionToGlsl(context, style.color, ValueTypes.COLOR);
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pipeline.push(`color = ${color};`);
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}
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if (style.contrast !== undefined) {
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const contrast = expressionToGlsl(
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context,
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style.contrast,
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ValueTypes.NUMBER
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);
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pipeline.push(
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`color.rgb = clamp((${contrast} + 1.0) * color.rgb - (${contrast} / 2.0), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));`
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);
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}
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if (style.exposure !== undefined) {
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const exposure = expressionToGlsl(
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context,
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style.exposure,
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ValueTypes.NUMBER
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);
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pipeline.push(
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`color.rgb = clamp((${exposure} + 1.0) * color.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));`
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);
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}
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if (style.saturation !== undefined) {
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const saturation = expressionToGlsl(
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context,
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style.saturation,
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ValueTypes.NUMBER
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);
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pipeline.push(`
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float saturation = ${saturation} + 1.0;
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float sr = (1.0 - saturation) * 0.2126;
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float sg = (1.0 - saturation) * 0.7152;
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float sb = (1.0 - saturation) * 0.0722;
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mat3 saturationMatrix = mat3(
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sr + saturation, sr, sr,
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sg, sg + saturation, sg,
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sb, sb, sb + saturation
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);
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color.rgb = clamp(saturationMatrix * color.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
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`);
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}
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if (style.gamma !== undefined) {
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const gamma = expressionToGlsl(context, style.gamma, ValueTypes.NUMBER);
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pipeline.push(`color.rgb = pow(color.rgb, vec3(1.0 / ${gamma}));`);
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}
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if (style.brightness !== undefined) {
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const brightness = expressionToGlsl(
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context,
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style.brightness,
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ValueTypes.NUMBER
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);
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pipeline.push(
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`color.rgb = clamp(color.rgb + ${brightness}, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));`
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);
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}
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/** @type {Object<string,import("../webgl/Helper").UniformValue>} */
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const uniforms = {};
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const numVariables = context.variables.length;
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if (numVariables > 1 && !style.variables) {
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throw new Error(
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`Missing variables in style (expected ${context.variables})`
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);
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}
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for (let i = 0; i < numVariables; ++i) {
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const variableName = context.variables[i];
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if (!(variableName in style.variables)) {
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throw new Error(`Missing '${variableName}' in style variables`);
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}
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const uniformName = uniformNameForVariable(variableName);
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uniforms[uniformName] = function () {
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let value = style.variables[variableName];
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if (typeof value === 'string') {
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value = getStringNumberEquivalent(context, value);
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}
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return value !== undefined ? value : -9999999; // to avoid matching with the first string literal
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};
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}
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const uniformDeclarations = Object.keys(uniforms).map(function (name) {
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return `uniform float ${name};`;
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});
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const textureCount = Math.ceil(bandCount / 4);
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const colorAssignments = new Array(textureCount);
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for (let textureIndex = 0; textureIndex < textureCount; ++textureIndex) {
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const uniformName = Uniforms.TILE_TEXTURE_PREFIX + textureIndex;
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uniformDeclarations.push(`uniform sampler2D ${uniformName};`);
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colorAssignments[
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textureIndex
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] = `vec4 color${textureIndex} = texture2D(${uniformName}, v_textureCoord);`;
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}
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const fragmentShader = `
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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varying vec2 v_textureCoord;
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uniform float ${Uniforms.TRANSITION_ALPHA};
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${uniformDeclarations.join('\n')}
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void main() {
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${colorAssignments.join('\n')}
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vec4 color = color0;
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${pipeline.join('\n')}
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if (color.a == 0.0) {
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discard;
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}
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gl_FragColor = color * ${Uniforms.TRANSITION_ALPHA};
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}`;
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return {
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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uniforms: uniforms,
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};
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}
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/**
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* @classdesc
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* For layer sources that provide pre-rendered, tiled images in grids that are
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* organized by zoom levels for specific resolutions.
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* Note that any property set in the options is set as a {@link module:ol/Object~BaseObject}
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* property on the layer object; for example, setting `title: 'My Title'` in the
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* options means that `title` is observable, and has get/set accessors.
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*
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* @api
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*/
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class WebGLTileLayer extends BaseTileLayer {
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/**
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* @param {Options} opt_options Tile layer options.
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*/
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constructor(opt_options) {
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const options = opt_options ? assign({}, opt_options) : {};
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const style = options.style || {};
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delete options.style;
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super(options);
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const parsedStyle = parseStyle(style || {}, 1); // TODO: get texture count from source
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this.vertexShader_ = parsedStyle.vertexShader;
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this.fragmentShader_ = parsedStyle.fragmentShader;
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this.uniforms_ = parsedStyle.uniforms;
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this.styleVariables_ = style.variables || {};
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}
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/**
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* Create a renderer for this layer.
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* @return {import("../renderer/Layer.js").default} A layer renderer.
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* @protected
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*/
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createRenderer() {
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return new WebGLTileLayerRenderer(this, {
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vertexShader: this.vertexShader_,
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fragmentShader: this.fragmentShader_,
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uniforms: this.uniforms_,
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});
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}
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/**
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* Update any variables used by the layer style and trigger a re-render.
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* @param {Object<string, number>} variables Variables to update.
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*/
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updateStyleVariables(variables) {
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assign(this.styleVariables_, variables);
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this.changed();
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}
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}
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export default WebGLTileLayer;
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