Extend linestring renderer with GLSL and indexed geometries.
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@@ -15,6 +15,10 @@ goog.require('ol.render.replay');
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goog.require('ol.render.webgl.imagereplay.defaultshader');
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goog.require('ol.transform');
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goog.require('ol.render.webgl');
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goog.require('ol.render.webgl.linestringreplay.shader.Default');
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goog.require('ol.render.webgl.linestringreplay.shader.Default.Locations');
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goog.require('ol.render.webgl.linestringreplay.shader.DefaultFragment');
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goog.require('ol.render.webgl.linestringreplay.shader.DefaultVertex');
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goog.require('ol.render.webgl.polygonreplay.shader.Default');
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goog.require('ol.render.webgl.polygonreplay.shader.Default.Locations');
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goog.require('ol.render.webgl.polygonreplay.shader.DefaultFragment');
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@@ -1009,30 +1013,33 @@ goog.inherits(ol.render.webgl.LineStringReplay, ol.render.webgl.Replay);
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/**
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* Draw one line.
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* @param {Array.<ol.Coordinate>} coordinates Coordinates.
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* @param {Array.<number>} flatCoordinates Flat coordinates.
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* @param {number} offset Offset.
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* @param {number} end End.
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* @param {number} stride Stride.
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* @private
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*/
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ol.render.webgl.LineStringReplay.prototype.drawCoordinates_ = function(coordinates) {
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ol.render.webgl.LineStringReplay.prototype.drawCoordinates_ = function(flatCoordinates, offset, end, stride) {
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var i, ii;
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var numVertices = this.vertices_.length;
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var numIndices = this.indices_.length;
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var n = this.indices_.length > 0 ? this.indices_[numIndices - 1] + 1 : 0;
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// Shift the indices to take into account previously handled lines
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for (i = 0, ii = coordinates.length - 1; i < ii; ++i) {
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var point1 = coordinates[i];
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this.vertices_[numVertices++] = point1[0] - this.origin_[0];
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this.vertices_[numVertices++] = point1[1] - this.origin_[1];
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this.vertices_[numVertices++] = this.state_.strokeColor[0];
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this.vertices_[numVertices++] = this.state_.strokeColor[1];
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this.vertices_[numVertices++] = this.state_.strokeColor[2];
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this.vertices_[numVertices++] = this.state_.strokeColor[3];
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for (i = offset, ii = end - stride; i < ii; i += stride) {
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var point2 = coordinates[i + 1];
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this.vertices_[numVertices++] = point2[0] - this.origin_[0];
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this.vertices_[numVertices++] = point2[1] - this.origin_[1];
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this.vertices_[numVertices++] = this.state_.strokeColor[0];
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this.vertices_[numVertices++] = this.state_.strokeColor[1];
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this.vertices_[numVertices++] = this.state_.strokeColor[2];
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this.vertices_[numVertices++] = this.state_.strokeColor[3];
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if (i == offset) {
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this.vertices_[numVertices++] = flatCoordinates[i] - this.origin_[0];
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this.vertices_[numVertices++] = flatCoordinates[i + 1] - this.origin_[1];
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i += stride;
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}
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this.vertices_[numVertices++] = flatCoordinates[i] - this.origin_[0];
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this.vertices_[numVertices++] = flatCoordinates[i + 1] - this.origin_[1];
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this.indices_[numIndices++] = n++;
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this.indices_[numIndices++] = n;
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}
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};
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@@ -1040,19 +1047,25 @@ ol.render.webgl.LineStringReplay.prototype.drawCoordinates_ = function(coordinat
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/**
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* @inheritDoc
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*/
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ol.render.webgl.LineStringReplay.prototype.drawLineString = function(geometry, feature) {
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this.drawCoordinates_(geometry.getCoordinates());
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ol.render.webgl.LineStringReplay.prototype.drawLineString = function(lineStringGeometry, feature) {
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var flatCoordinates = lineStringGeometry.getFlatCoordinates();
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var stride = lineStringGeometry.getStride();
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this.drawCoordinates_(
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flatCoordinates, 0, flatCoordinates.length, stride);
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.LineStringReplay.prototype.drawMultiLineString = function(geometry, feature) {
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var coordinatess = geometry.getCoordinates();
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ol.render.webgl.LineStringReplay.prototype.drawMultiLineString = function(multiLineStringGeometry, feature) {
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var lineStringGeometries = multiLineStringGeometry.getLineStrings();
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var i, ii;
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for (i = 0, ii = coordinatess.length; i < ii; ++i) {
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this.drawCoordinates_(coordinatess[i]);
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for (i = 0, ii = lineStringGeometries.length; i < ii; ++i) {
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var flatCoordinates = lineStringGeometries[i].getFlatCoordinates();
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var stride = lineStringGeometries[i].getStride();
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this.drawCoordinates_(
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flatCoordinates, 0, flatCoordinates.length, stride);
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}
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};
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@@ -1095,21 +1108,21 @@ ol.render.webgl.LineStringReplay.prototype.getDeleteResourcesFunction = function
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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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* @return {ol.render.webgl.polygonreplay.shader.Default.Locations} Locations.
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* @return {ol.render.webgl.linestringreplay.shader.Default.Locations} Locations.
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*/
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ol.render.webgl.LineStringReplay.prototype.setUpProgram_ = function(gl, context) {
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// get the program
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var fragmentShader, vertexShader;
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fragmentShader =
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ol.render.webgl.polygonreplay.shader.DefaultFragment.getInstance();
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ol.render.webgl.linestringreplay.shader.DefaultFragment.getInstance();
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vertexShader =
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ol.render.webgl.polygonreplay.shader.DefaultVertex.getInstance();
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ol.render.webgl.linestringreplay.shader.DefaultVertex.getInstance();
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var program = context.getProgram(fragmentShader, vertexShader);
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// get the locations
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var locations;
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if (goog.isNull(this.defaultLocations_)) {
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locations = new ol.render.webgl.polygonreplay.shader.Default
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locations = new ol.render.webgl.linestringreplay.shader.Default
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.Locations(gl, program);
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this.defaultLocations_ = locations;
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} else {
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@@ -1121,11 +1134,10 @@ ol.render.webgl.LineStringReplay.prototype.setUpProgram_ = function(gl, context)
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// enable the vertex attrib arrays
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gl.enableVertexAttribArray(locations.a_position);
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gl.vertexAttribPointer(locations.a_position, 2, goog.webgl.FLOAT,
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false, 24, 0);
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false, 8, 0);
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gl.enableVertexAttribArray(locations.a_color);
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gl.vertexAttribPointer(locations.a_color, 4, goog.webgl.FLOAT,
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false, 24, 8);
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// enable renderer specific uniforms
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gl.uniform4fv(locations.u_color, this.state_.strokeColor);
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return locations;
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};
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@@ -1141,12 +1153,12 @@ ol.render.webgl.LineStringReplay.prototype.drawReplay_ = function(gl, context, s
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if (!goog.object.isEmpty(skippedFeaturesHash)) {
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// TODO: draw by blocks to skip features
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} else {
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var numItems = this.vertices_.length / 6;
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var numItems = this.indices_.length;
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// FIXME: not compatible with batching, hardcoding some arbitrary value
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if (this.state_.lineWidth) {
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gl.lineWidth(this.state_.lineWidth);
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}
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gl.drawArrays(goog.webgl.LINES, 0, numItems);
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gl.drawElements(goog.webgl.LINES, numItems, goog.webgl.UNSIGNED_SHORT, 0);
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gl.lineWidth(1);
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}
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};
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