Webgl / refactor utilities to work only on typed arrays

The base webgl renderer module now has two types of utilities:
* `writeXFeatureInstructions` will write a series of values in a given
typed array, which represent how a given feature will be rendered; for points,
this means position, size, color, etc.
* `writeXFeatureToBuffers` will fill up the given index & vertex buffers
with values based on the provided render instructions

As such, the logic for rendering features is:
user-input style > instructions array >(*) index/vertex buffers > draw

(*) this transformation is intended to be done on a worker.
This commit is contained in:
Olivier Guyot
2019-05-16 22:04:55 +02:00
parent 245ded43d4
commit eb912d95ca
2 changed files with 316 additions and 159 deletions
+120 -65
View File
@@ -61,90 +61,145 @@ class WebGLLayerRenderer extends LayerRenderer {
/**
* Pushes vertices and indices to the given buffers using the geometry coordinates and the following properties
* from the feature:
* - `color`
* - `opacity`
* - `size` (for points)
* - `u0`, `v0`, `u1`, `v1` (for points)
* - `rotateWithView` (for points)
* - `width` (for lines)
* Custom attributes can be designated using the `opt_attributes` argument, otherwise other properties on the
* feature will be ignored.
* @param {import("../../webgl/Buffer").default} vertexBuffer WebGL buffer in which new vertices will be pushed.
* @param {import("../../webgl/Buffer").default} indexBuffer WebGL buffer in which new indices will be pushed.
* @param {import("../../format/GeoJSON").GeoJSONFeature} geojsonFeature Feature in geojson format, coordinates
* expressed in EPSG:4326.
* @param {Array<string>} [opt_attributes] Custom attributes. An array of properties which will be read from the
* feature and pushed in the buffer in the given order. Note: attributes can only be numerical! Any other type or
* NaN will result in `0` being pushed in the buffer.
* @param {Float32Array} instructions Instructons array in which to write.
* @param {number} elementIndex Index from which render instructions will be written.
* @param {number} x Point center X coordinate
* @param {number} y Point center Y coordinate
* @param {number} u0 Left texture coordinate
* @param {number} v0 Bottom texture coordinate
* @param {number} u1 Right texture coordinate
* @param {number} v1 Top texture coordinate
* @param {number} size Radius of the point
* @param {number} opacity Opacity
* @param {boolean} rotateWithView If true, the point will stay aligned with the view
* @param {Array<number>} color Array holding red, green, blue, alpha values
* @return {number} Index from which the next element should be written
* @private
*/
export function pushFeatureToBuffer(vertexBuffer, indexBuffer, geojsonFeature, opt_attributes) {
if (!geojsonFeature.geometry) {
return;
}
switch (geojsonFeature.geometry.type) {
case 'Point':
pushPointFeatureToBuffer_(vertexBuffer, indexBuffer, geojsonFeature, opt_attributes);
return;
default:
return;
}
export function writePointFeatureInstructions(instructions, elementIndex, x, y, u0, v0, u1, v1, size, opacity, rotateWithView, color) {
let i = elementIndex;
instructions[i++] = x;
instructions[i++] = y;
instructions[i++] = u0;
instructions[i++] = v0;
instructions[i++] = u1;
instructions[i++] = v1;
instructions[i++] = size;
instructions[i++] = opacity;
instructions[i++] = rotateWithView ? 1 : 0;
instructions[i++] = color[0];
instructions[i++] = color[1];
instructions[i++] = color[2];
instructions[i++] = color[3];
return i;
}
const tmpArray_ = [];
const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
export const POINT_INSTRUCTIONS_COUNT = 13;
export const POINT_VERTEX_STRIDE = 12;
function writePointVertex(buffer, pos, x, y, offsetX, offsetY, u, v, opacity, rotateWithView, red, green, blue, alpha) {
buffer[pos + 0] = x;
buffer[pos + 1] = y;
buffer[pos + 2] = offsetX;
buffer[pos + 3] = offsetY;
buffer[pos + 4] = u;
buffer[pos + 5] = v;
buffer[pos + 6] = opacity;
buffer[pos + 7] = rotateWithView;
buffer[pos + 8] = red;
buffer[pos + 9] = green;
buffer[pos + 10] = blue;
buffer[pos + 11] = alpha;
}
function writeCustomAttrs(buffer, pos, customAttrs) {
if (customAttrs.length) {
buffer.set(customAttrs, pos);
}
}
/**
* An object holding positions both in an index and a vertex buffer.
* @typedef {Object} BufferPositions
* @property {number} vertexPosition Position in the vertex buffer
* @property {number} indexPosition Position in the index buffer
*/
/**
* Pushes a quad (two triangles) based on a point geometry
* @param {import("../../webgl/Buffer").default} vertexBuffer WebGL buffer
* @param {import("../../webgl/Buffer").default} indexBuffer WebGL buffer
* @param {import("../../format/GeoJSON").GeoJSONFeature} geojsonFeature Feature
* @param {Array<string>} [opt_attributes] Custom attributes
* @param {Float32Array} instructions Array of render instructions for points.
* @param {number} elementIndex Index from which render instructions will be read.
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
* @param {Uint16Array|Uint32Array} indexBuffer Buffer in the form of a typed array.
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
* @param {number} [count] Amount of render instructions that will be read. Default value is POINT_INSTRUCTIONS_COUNT
* but a higher value can be provided; all values beyond the default count will be put in the vertices buffer as
* is, thus allowing specifying custom attributes. Please note: this value should not vary inside the same buffer or
* rendering will break.
* @return {BufferPositions} New buffer positions where to write next
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
* @property {number} indexPosition New position in the index buffer where future writes should start.
* @private
*/
function pushPointFeatureToBuffer_(vertexBuffer, indexBuffer, geojsonFeature, opt_attributes) {
const stride = 12 + (opt_attributes !== undefined ? opt_attributes.length : 0);
export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, bufferPositions, count) {
const count_ = count > POINT_INSTRUCTIONS_COUNT ? count : POINT_INSTRUCTIONS_COUNT;
const x = geojsonFeature.geometry.coordinates[0];
const y = geojsonFeature.geometry.coordinates[1];
const u0 = geojsonFeature.properties.u0;
const v0 = geojsonFeature.properties.v0;
const u1 = geojsonFeature.properties.u1;
const v1 = geojsonFeature.properties.v1;
const size = geojsonFeature.properties.size;
const opacity = geojsonFeature.properties.opacity;
const rotateWithView = geojsonFeature.properties.rotateWithView;
const color = geojsonFeature.properties.color;
const red = color[0];
const green = color[1];
const blue = color[2];
const alpha = color[3];
const baseIndex = vertexBuffer.getArray().length / stride;
const x = instructions[elementIndex + 0];
const y = instructions[elementIndex + 1];
const u0 = instructions[elementIndex + 2];
const v0 = instructions[elementIndex + 3];
const u1 = instructions[elementIndex + 4];
const v1 = instructions[elementIndex + 5];
const size = instructions[elementIndex + 6];
const opacity = instructions[elementIndex + 7];
const rotateWithView = instructions[elementIndex + 8];
const red = instructions[elementIndex + 9];
const green = instructions[elementIndex + 10];
const blue = instructions[elementIndex + 11];
const alpha = instructions[elementIndex + 12];
// the default vertex buffer stride is 12, plus additional custom values if any
const baseStride = POINT_VERTEX_STRIDE;
const stride = baseStride + count_ - POINT_INSTRUCTIONS_COUNT;
// read custom numerical attributes on the feature
const customAttributeValues = tmpArray_;
customAttributeValues.length = opt_attributes ? opt_attributes.length : 0;
for (let i = 0; i < customAttributeValues.length; i++) {
customAttributeValues[i] = parseFloat(geojsonFeature.properties[opt_attributes[i]]) || 0;
const customAttrs = tmpArray_;
customAttrs.length = count_ - POINT_INSTRUCTIONS_COUNT;
for (let i = 0; i < customAttrs.length; i++) {
customAttrs[i] = instructions[elementIndex + POINT_INSTRUCTIONS_COUNT + i];
}
let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
let iPos = bufferPositions ? bufferPositions.indexPosition : 0;
const baseIndex = vPos / stride;
// push vertices for each of the four quad corners (first standard then custom attributes)
vertexBuffer.getArray().push(x, y, -size / 2, -size / 2, u0, v0, opacity, rotateWithView, red, green, blue, alpha);
Array.prototype.push.apply(vertexBuffer.getArray(), customAttributeValues);
writePointVertex(vertexBuffer, vPos, x, y, -size / 2, -size / 2, u0, v0, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
vPos += stride;
vertexBuffer.getArray().push(x, y, +size / 2, -size / 2, u1, v0, opacity, rotateWithView, red, green, blue, alpha);
Array.prototype.push.apply(vertexBuffer.getArray(), customAttributeValues);
writePointVertex(vertexBuffer, vPos, x, y, +size / 2, -size / 2, u1, v0, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
vPos += stride;
vertexBuffer.getArray().push(x, y, +size / 2, +size / 2, u1, v1, opacity, rotateWithView, red, green, blue, alpha);
Array.prototype.push.apply(vertexBuffer.getArray(), customAttributeValues);
writePointVertex(vertexBuffer, vPos, x, y, +size / 2, +size / 2, u1, v1, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
vPos += stride;
vertexBuffer.getArray().push(x, y, -size / 2, +size / 2, u0, v1, opacity, rotateWithView, red, green, blue, alpha);
Array.prototype.push.apply(vertexBuffer.getArray(), customAttributeValues);
writePointVertex(vertexBuffer, vPos, x, y, -size / 2, +size / 2, u0, v1, opacity, rotateWithView, red, green, blue, alpha);
writeCustomAttrs(vertexBuffer, vPos + baseStride, customAttrs);
vPos += stride;
indexBuffer.getArray().push(
baseIndex, baseIndex + 1, baseIndex + 3,
baseIndex + 1, baseIndex + 2, baseIndex + 3
);
indexBuffer[iPos++] = baseIndex; indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 3;
indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 2; indexBuffer[iPos++] = baseIndex + 3;
bufferPositions_.vertexPosition = vPos;
bufferPositions_.indexPosition = iPos;
return bufferPositions_;
}
/**