Rendering raster tiles with WebGL

This commit is contained in:
Tim Schaub
2021-01-05 14:13:57 -07:00
committed by Andreas Hocevar
parent 2dd212cdac
commit af80477c1d
26 changed files with 2412 additions and 41 deletions

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