Implement skipping features for drawReplay
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@@ -669,7 +669,7 @@ ol.render.webgl.ImageReplay.prototype.replay = function(context,
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// draw!
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var result;
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if (!goog.isDef(featureCallback)) {
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this.drawReplay_(gl, context);
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this.drawReplay_(gl, context, skippedFeaturesHash);
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} else {
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// draw feature by feature for the hit-detection
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result = this.drawHitDetectionReplay_(gl, context, featureCallback,
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@@ -691,26 +691,114 @@ ol.render.webgl.ImageReplay.prototype.replay = function(context,
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* @private
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* @param {WebGLRenderingContext} gl gl.
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* @param {ol.webgl.Context} context Context.
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* @param {Object} skippedFeaturesHash Ids of features to skip.
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*/
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ol.render.webgl.ImageReplay.prototype.drawReplay_ =
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function(gl, context) {
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function(gl, context, skippedFeaturesHash) {
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goog.asserts.assert(this.textures_.length === this.groupIndices_.length);
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var elementType = context.hasOESElementIndexUint ?
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goog.webgl.UNSIGNED_INT : goog.webgl.UNSIGNED_SHORT;
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var elementSize = context.hasOESElementIndexUint ? 4 : 2;
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var i, ii, start;
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for (i = 0, ii = this.textures_.length, start = 0; i < ii; ++i) {
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gl.bindTexture(goog.webgl.TEXTURE_2D, this.textures_[i]);
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var end = this.groupIndices_[i];
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var numItems = end - start;
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var offsetInBytes = start * elementSize;
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gl.drawElements(goog.webgl.TRIANGLES, numItems, elementType, offsetInBytes);
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start = end;
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if (!goog.object.isEmpty(skippedFeaturesHash)) {
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this.drawReplaySkipping_(
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gl, skippedFeaturesHash, elementType, elementSize);
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} else {
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var i, ii, start;
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for (i = 0, ii = this.textures_.length, start = 0; i < ii; ++i) {
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gl.bindTexture(goog.webgl.TEXTURE_2D, this.textures_[i]);
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var end = this.groupIndices_[i];
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this.drawElements_(gl, start, end, elementType, elementSize);
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start = end;
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}
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}
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};
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/**
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* Draw the replay while paying attention to skipped features.
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*
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* This functions creates groups of features that can be drawn to together,
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* so that the number of `drawElements` calls is minimized.
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*
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* For example given the following texture groups:
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*
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* Group 1: A B C
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* Group 2: D [E] F G
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*
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* If feature E should be skipped, the following `drawElements` calls will be
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* made:
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*
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* drawElements with feature A, B and C
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* drawElements with feature D
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* drawElements with feature F and G
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*
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* @private
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* @param {WebGLRenderingContext} gl gl.
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* @param {Object} skippedFeaturesHash Ids of features to skip.
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* @param {number} elementType Element type.
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* @param {number} elementSize Element Size.
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*/
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ol.render.webgl.ImageReplay.prototype.drawReplaySkipping_ =
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function(gl, skippedFeaturesHash, elementType, elementSize) {
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var featureIndex = 0;
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var i, ii;
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for (i = 0, ii = this.textures_.length; i < ii; ++i) {
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gl.bindTexture(goog.webgl.TEXTURE_2D, this.textures_[i]);
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var groupStart = (i > 0) ? this.groupIndices_[i - 1] : 0;
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var groupEnd = this.groupIndices_[i];
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var start = groupStart;
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var end = groupStart;
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while (featureIndex < this.startIndices_.length &&
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this.startIndices_[featureIndex] <= groupEnd) {
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var feature = this.startIndicesFeature_[featureIndex];
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var featureUid = goog.getUid(feature).toString();
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if (goog.isDef(skippedFeaturesHash[featureUid])) {
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// feature should be skipped
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if (start !== end) {
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// draw the features so far
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this.drawElements_(gl, start, end, elementType, elementSize);
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}
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// continue with the next feature
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start = (featureIndex === this.startIndices_.length - 1) ?
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groupEnd : this.startIndices_[featureIndex + 1];
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end = start;
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} else {
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// the feature is not skipped, augment the end index
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end = (featureIndex === this.startIndices_.length - 1) ?
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groupEnd : this.startIndices_[featureIndex + 1];
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}
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featureIndex++;
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}
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if (start !== end) {
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// draw the remaining features (in case there was no skipped feature
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// in this texture group, all features of a group are drawn together)
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this.drawElements_(gl, start, end, elementType, elementSize);
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}
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}
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};
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/**
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* @private
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* @param {WebGLRenderingContext} gl gl.
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* @param {number} start Start index.
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* @param {number} end End index.
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* @param {number} elementType Element type.
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* @param {number} elementSize Element Size.
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*/
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ol.render.webgl.ImageReplay.prototype.drawElements_ = function(
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gl, start, end, elementType, elementSize) {
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var numItems = end - start;
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var offsetInBytes = start * elementSize;
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gl.drawElements(goog.webgl.TRIANGLES, numItems, elementType, offsetInBytes);
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};
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/**
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* @private
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* @param {WebGLRenderingContext} gl gl.
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