/** * @module ol/render/webgl/Replay */ import {inherits} from '../../index.js'; import {getCenter} from '../../extent.js'; import VectorContext from '../VectorContext.js'; import { create as createTransform, reset as resetTransform, rotate as rotateTransform, scale as scaleTransform, translate as translateTransform } from '../../transform.js'; import {create, fromTransform} from '../../vec/mat4.js'; import {ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, TRIANGLES, UNSIGNED_INT, UNSIGNED_SHORT} from '../../webgl.js'; /** * @constructor * @abstract * @extends {module:ol/render/VectorContext} * @param {number} tolerance Tolerance. * @param {module:ol/extent~Extent} maxExtent Max extent. * @struct */ const WebGLReplay = function(tolerance, maxExtent) { VectorContext.call(this); /** * @protected * @type {number} */ this.tolerance = tolerance; /** * @protected * @const * @type {module:ol/extent~Extent} */ this.maxExtent = maxExtent; /** * The origin of the coordinate system for the point coordinates sent to * the GPU. To eliminate jitter caused by precision problems in the GPU * we use the "Rendering Relative to Eye" technique described in the "3D * Engine Design for Virtual Globes" book. * @protected * @type {module:ol/coordinate~Coordinate} */ this.origin = getCenter(maxExtent); /** * @private * @type {module:ol/transform~Transform} */ this.projectionMatrix_ = createTransform(); /** * @private * @type {module:ol/transform~Transform} */ this.offsetRotateMatrix_ = createTransform(); /** * @private * @type {module:ol/transform~Transform} */ this.offsetScaleMatrix_ = createTransform(); /** * @private * @type {Array.} */ this.tmpMat4_ = create(); /** * @protected * @type {Array.} */ this.indices = []; /** * @protected * @type {?module:ol/webgl/Buffer} */ this.indicesBuffer = null; /** * Start index per feature (the index). * @protected * @type {Array.} */ this.startIndices = []; /** * Start index per feature (the feature). * @protected * @type {Array.} */ this.startIndicesFeature = []; /** * @protected * @type {Array.} */ this.vertices = []; /** * @protected * @type {?module:ol/webgl/Buffer} */ this.verticesBuffer = null; /** * Optional parameter for PolygonReplay instances. * @protected * @type {module:ol/render/webgl/LineStringReplay|undefined} */ this.lineStringReplay = undefined; }; inherits(WebGLReplay, VectorContext); /** * @abstract * @param {module:ol/webgl/Context} context WebGL context. * @return {function()} Delete resources function. */ WebGLReplay.prototype.getDeleteResourcesFunction = function(context) {}; /** * @abstract * @param {module:ol/webgl/Context} context Context. */ WebGLReplay.prototype.finish = function(context) {}; /** * @abstract * @protected * @param {WebGLRenderingContext} gl gl. * @param {module:ol/webgl/Context} context Context. * @param {module:ol/size~Size} size Size. * @param {number} pixelRatio Pixel ratio. * @return {module:ol/render/webgl/circlereplay/defaultshader/Locations| module:ol/render/webgl/linestringreplay/defaultshader/Locations| module:ol/render/webgl/polygonreplay/defaultshader/Locations| module:ol/render/webgl/texturereplay/defaultshader/Locations} Locations. */ WebGLReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {}; /** * @abstract * @protected * @param {WebGLRenderingContext} gl gl. * @param {module:ol/render/webgl/circlereplay/defaultshader/Locations| module:ol/render/webgl/linestringreplay/defaultshader/Locations| module:ol/render/webgl/polygonreplay/defaultshader/Locations| module:ol/render/webgl/texturereplay/defaultshader/Locations} locations Locations. */ WebGLReplay.prototype.shutDownProgram = function(gl, locations) {}; /** * @abstract * @protected * @param {WebGLRenderingContext} gl gl. * @param {module:ol/webgl/Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features to skip. * @param {boolean} hitDetection Hit detection mode. */ WebGLReplay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {}; /** * @abstract * @protected * @param {WebGLRenderingContext} gl gl. * @param {module:ol/webgl/Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features to skip. * @param {function((module:ol/Feature|module:ol/render/Feature)): T|undefined} featureCallback Feature callback. * @param {module:ol/extent~Extent=} opt_hitExtent Hit extent: Only features intersecting this extent are checked. * @return {T|undefined} Callback result. * @template T */ WebGLReplay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash, featureCallback, opt_hitExtent) {}; /** * @protected * @param {WebGLRenderingContext} gl gl. * @param {module:ol/webgl/Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features to skip. * @param {function((module:ol/Feature|module:ol/render/Feature)): T|undefined} featureCallback Feature callback. * @param {boolean} oneByOne Draw features one-by-one for the hit-detecion. * @param {module:ol/extent~Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ WebGLReplay.prototype.drawHitDetectionReplay = function(gl, context, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent) { if (!oneByOne) { // draw all hit-detection features in "once" (by texture group) return this.drawHitDetectionReplayAll(gl, context, skippedFeaturesHash, featureCallback); } else { // draw hit-detection features one by one return this.drawHitDetectionReplayOneByOne(gl, context, skippedFeaturesHash, featureCallback, opt_hitExtent); } }; /** * @protected * @param {WebGLRenderingContext} gl gl. * @param {module:ol/webgl/Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features to skip. * @param {function((module:ol/Feature|module:ol/render/Feature)): T|undefined} featureCallback Feature callback. * @return {T|undefined} Callback result. * @template T */ WebGLReplay.prototype.drawHitDetectionReplayAll = function(gl, context, skippedFeaturesHash, featureCallback) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); this.drawReplay(gl, context, skippedFeaturesHash, true); const result = featureCallback(null); if (result) { return result; } else { return undefined; } }; /** * @param {module:ol/webgl/Context} context Context. * @param {module:ol/coordinate~Coordinate} center Center. * @param {number} resolution Resolution. * @param {number} rotation Rotation. * @param {module:ol/size~Size} size Size. * @param {number} pixelRatio Pixel ratio. * @param {number} opacity Global opacity. * @param {Object.} skippedFeaturesHash Ids of features to skip. * @param {function((module:ol/Feature|module:ol/render/Feature)): T|undefined} featureCallback Feature callback. * @param {boolean} oneByOne Draw features one-by-one for the hit-detecion. * @param {module:ol/extent~Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ WebGLReplay.prototype.replay = function(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent) { const gl = context.getGL(); let tmpStencil, tmpStencilFunc, tmpStencilMaskVal, tmpStencilRef, tmpStencilMask, tmpStencilOpFail, tmpStencilOpPass, tmpStencilOpZFail; if (this.lineStringReplay) { tmpStencil = gl.isEnabled(gl.STENCIL_TEST); tmpStencilFunc = gl.getParameter(gl.STENCIL_FUNC); tmpStencilMaskVal = gl.getParameter(gl.STENCIL_VALUE_MASK); tmpStencilRef = gl.getParameter(gl.STENCIL_REF); tmpStencilMask = gl.getParameter(gl.STENCIL_WRITEMASK); tmpStencilOpFail = gl.getParameter(gl.STENCIL_FAIL); tmpStencilOpPass = gl.getParameter(gl.STENCIL_PASS_DEPTH_PASS); tmpStencilOpZFail = gl.getParameter(gl.STENCIL_PASS_DEPTH_FAIL); gl.enable(gl.STENCIL_TEST); gl.clear(gl.STENCIL_BUFFER_BIT); gl.stencilMask(255); gl.stencilFunc(gl.ALWAYS, 1, 255); gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); this.lineStringReplay.replay(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent); gl.stencilMask(0); gl.stencilFunc(gl.NOTEQUAL, 1, 255); } context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer); context.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer); const locations = this.setUpProgram(gl, context, size, pixelRatio); // set the "uniform" values const projectionMatrix = resetTransform(this.projectionMatrix_); scaleTransform(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1])); rotateTransform(projectionMatrix, -rotation); translateTransform(projectionMatrix, -(center[0] - this.origin[0]), -(center[1] - this.origin[1])); const offsetScaleMatrix = resetTransform(this.offsetScaleMatrix_); scaleTransform(offsetScaleMatrix, 2 / size[0], 2 / size[1]); const offsetRotateMatrix = resetTransform(this.offsetRotateMatrix_); if (rotation !== 0) { rotateTransform(offsetRotateMatrix, -rotation); } gl.uniformMatrix4fv(locations.u_projectionMatrix, false, fromTransform(this.tmpMat4_, projectionMatrix)); gl.uniformMatrix4fv(locations.u_offsetScaleMatrix, false, fromTransform(this.tmpMat4_, offsetScaleMatrix)); gl.uniformMatrix4fv(locations.u_offsetRotateMatrix, false, fromTransform(this.tmpMat4_, offsetRotateMatrix)); gl.uniform1f(locations.u_opacity, opacity); // draw! let result; if (featureCallback === undefined) { this.drawReplay(gl, context, skippedFeaturesHash, false); } else { // draw feature by feature for the hit-detection result = this.drawHitDetectionReplay(gl, context, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent); } // disable the vertex attrib arrays this.shutDownProgram(gl, locations); if (this.lineStringReplay) { if (!tmpStencil) { gl.disable(gl.STENCIL_TEST); } gl.clear(gl.STENCIL_BUFFER_BIT); gl.stencilFunc(/** @type {number} */ (tmpStencilFunc), /** @type {number} */ (tmpStencilRef), /** @type {number} */ (tmpStencilMaskVal)); gl.stencilMask(/** @type {number} */ (tmpStencilMask)); gl.stencilOp(/** @type {number} */ (tmpStencilOpFail), /** @type {number} */ (tmpStencilOpZFail), /** @type {number} */ (tmpStencilOpPass)); } return result; }; /** * @protected * @param {WebGLRenderingContext} gl gl. * @param {module:ol/webgl/Context} context Context. * @param {number} start Start index. * @param {number} end End index. */ WebGLReplay.prototype.drawElements = function( gl, context, start, end) { const elementType = context.hasOESElementIndexUint ? UNSIGNED_INT : UNSIGNED_SHORT; const elementSize = context.hasOESElementIndexUint ? 4 : 2; const numItems = end - start; const offsetInBytes = start * elementSize; gl.drawElements(TRIANGLES, numItems, elementType, offsetInBytes); }; export default WebGLReplay;