Use same clipping method for vector and image tiles
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@@ -663,20 +663,63 @@ class CanvasVectorTileLayerRenderer extends CanvasTileLayerRenderer {
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const replayTypes = VECTOR_REPLAYS[renderMode];
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const replayTypes = VECTOR_REPLAYS[renderMode];
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const viewState = frameState.viewState;
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const viewState = frameState.viewState;
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const rotation = viewState.rotation;
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const rotation = viewState.rotation;
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const tileSource = layer.getSource();
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const tileGrid = tileSource.getTileGridForProjection(viewState.projection);
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const z = tileGrid.getZForResolution(
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viewState.resolution,
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tileSource.zDirection
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);
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const tiles = this.renderedTiles;
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const tiles = this.renderedTiles;
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const clips = [];
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const clipZs = [];
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for (let i = tiles.length - 1; i >= 0; --i) {
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for (let i = tiles.length - 1; i >= 0; --i) {
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const tile = /** @type {import("../../VectorRenderTile.js").default} */ (
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const tile = /** @type {import("../../VectorRenderTile.js").default} */ (
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tiles[i]
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tiles[i]
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);
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);
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const executorGroups = tile.executorGroups[getUid(layer)].filter(
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(group) => group.hasExecutors(replayTypes)
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);
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if (executorGroups.length === 0) {
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continue;
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}
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const transform = this.getTileRenderTransform(tile, frameState);
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const transform = this.getTileRenderTransform(tile, frameState);
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const executorGroups = tile.executorGroups[getUid(layer)];
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const currentZ = tile.tileCoord[0];
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let contextSaved = false;
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// Clip mask for regions in this tile that already filled by a higher z tile
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const currentClip = executorGroups[0].getClipCoords(transform);
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for (let j = 0, jj = clips.length; j < jj; ++j) {
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if (z !== currentZ && currentZ < clipZs[j]) {
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const clip = clips[j];
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if (
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intersects(
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[currentClip[0], currentClip[3], currentClip[4], currentClip[7]],
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[clip[0], clip[3], clip[4], clip[7]]
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)
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) {
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if (!contextSaved) {
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context.save();
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contextSaved = true;
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}
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context.beginPath();
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// counter-clockwise (outer ring) for current tile
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context.moveTo(currentClip[0], currentClip[1]);
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context.lineTo(currentClip[2], currentClip[3]);
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context.lineTo(currentClip[4], currentClip[5]);
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context.lineTo(currentClip[6], currentClip[7]);
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// clockwise (inner ring) for higher z tile
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context.moveTo(clip[6], clip[7]);
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context.lineTo(clip[4], clip[5]);
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context.lineTo(clip[2], clip[3]);
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context.lineTo(clip[0], clip[1]);
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context.clip();
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}
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}
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}
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clips.push(currentClip);
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clipZs.push(currentZ);
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for (let t = 0, tt = executorGroups.length; t < tt; ++t) {
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for (let t = 0, tt = executorGroups.length; t < tt; ++t) {
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const executorGroup = executorGroups[t];
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const executorGroup = executorGroups[t];
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if (!executorGroup.hasExecutors(replayTypes)) {
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// sourceTile has no instructions of the types we want to render
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continue;
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}
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executorGroup.execute(
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executorGroup.execute(
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context,
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context,
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1,
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1,
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@@ -686,6 +729,9 @@ class CanvasVectorTileLayerRenderer extends CanvasTileLayerRenderer {
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replayTypes
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replayTypes
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);
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);
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}
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}
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if (contextSaved) {
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context.restore();
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}
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}
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}
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context.globalAlpha = alpha;
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context.globalAlpha = alpha;
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