/** * @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 {import("../source/DataTile.js").default|import("../source/TileImage.js").default} SourceType */ /** * @typedef {Object} Style * Translates tile data to rendered pixels. * * @property {Object} [variables] Style variables. Each variable must hold a number or string. These * variables can be used in the `color`, `brightness`, `contrast`, `exposure`, `saturation` and `gamma` * {@link import("../style/expressions.js").ExpressionValue expressions}, using the `['var', 'varName']` operator. * To update style variables, use the {@link import("./WebGLTile.js").default#updateStyleVariables} method. * @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 {SourceType} [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. * @property {number} [cacheSize=512] The internal texture cache size. This needs to be large enough to render * two zoom levels worth of tiles. */ /** * @typedef {Object} ParsedStyle * @property {string} vertexShader The vertex shader. * @property {string} fragmentShader The fragment shader. * @property {Object} 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} */ 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}; uniform float ${Uniforms.TEXTURE_PIXEL_WIDTH}; uniform float ${Uniforms.TEXTURE_PIXEL_HEIGHT}; uniform float ${Uniforms.RESOLUTION}; uniform float ${Uniforms.ZOOM}; ${uniformDeclarations.join('\n')} void main() { ${colorAssignments.join('\n')} vec4 color = color0; ${pipeline.join('\n')} if (color.a == 0.0) { discard; } gl_FragColor = color; gl_FragColor.rgb *= gl_FragColor.a; gl_FragColor *= ${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. * * @extends BaseTileLayer * @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; const cacheSize = options.cacheSize; delete options.cacheSize; super(options); /** * @type {Style} * @private */ this.style_ = style; /** * @type {number} * @private */ this.cacheSize_ = cacheSize; /** * @type {Object} * @private */ this.styleVariables_ = this.style_.variables || {}; } createRenderer() { const source = this.getSource(); const parsedStyle = parseStyle( this.style_, 'bandCount' in source ? source.bandCount : 4 ); return new WebGLTileLayerRenderer(this, { vertexShader: parsedStyle.vertexShader, fragmentShader: parsedStyle.fragmentShader, uniforms: parsedStyle.uniforms, cacheSize: this.cacheSize_, }); } /** * Update the layer style. The `updateStyleVariables` function is a more efficient * way to update layer rendering. In cases where the whole style needs to be updated, * this method may be called instead. * @param {Style} style The new style. */ setStyle(style) { this.style_ = style; const source = this.getSource(); const parsedStyle = parseStyle( this.style_, 'bandCount' in source ? source.bandCount : 4 ); const renderer = this.getRenderer(); renderer.reset({ vertexShader: parsedStyle.vertexShader, fragmentShader: parsedStyle.fragmentShader, uniforms: parsedStyle.uniforms, }); this.changed(); } /** * Update any variables used by the layer style and trigger a re-render. * @param {Object} variables Variables to update. * @api */ updateStyleVariables(variables) { assign(this.styleVariables_, variables); this.changed(); } } /** * Clean up underlying WebGL resources. * @function * @api */ WebGLTileLayer.prototype.dispose; export default WebGLTileLayer;