goog.provide('ol.render.webgl.ImageReplay'); goog.provide('ol.render.webgl.LineStringReplay'); goog.provide('ol.render.webgl.PolygonReplay'); goog.provide('ol.render.webgl.Replay'); goog.provide('ol.render.webgl.ReplayGroup'); goog.require('ol'); goog.require('ol.color'); goog.require('ol.extent'); goog.require('ol.obj'); goog.require('ol.render.ReplayGroup'); goog.require('ol.geom.flat.orient'); goog.require('ol.geom.flat.transform'); goog.require('ol.geom.flat.topology'); goog.require('ol.render.VectorContext'); goog.require('ol.render.replay'); goog.require('ol.render.webgl.imagereplay.defaultshader'); goog.require('ol.transform'); goog.require('ol.render.webgl'); goog.require('ol.render.webgl.linestringreplay.shader.Default'); goog.require('ol.render.webgl.linestringreplay.shader.Default.Locations'); goog.require('ol.render.webgl.linestringreplay.shader.DefaultFragment'); goog.require('ol.render.webgl.linestringreplay.shader.DefaultVertex'); goog.require('ol.render.webgl.polygonreplay.shader.Default'); goog.require('ol.render.webgl.polygonreplay.shader.Default.Locations'); goog.require('ol.render.webgl.polygonreplay.shader.DefaultFragment'); goog.require('ol.render.webgl.polygonreplay.shader.DefaultVertex'); goog.require('ol.style.Stroke'); goog.require('ol.structs.LinkedList'); goog.require('ol.structs.RBush'); goog.require('ol.vec.Mat4'); goog.require('ol.webgl'); goog.require('ol.webgl.Buffer'); goog.require('ol.webgl.Context'); /** * @constructor * @extends {ol.render.VectorContext} * @param {number} tolerance Tolerance. * @param {ol.Extent} maxExtent Max extent. * @protected * @struct */ ol.render.webgl.Replay = function(tolerance, maxExtent) { ol.render.VectorContext.call(this); /** * @protected * @type {number} */ this.tolerance = tolerance; /** * @protected * @const * @type {ol.Extent} */ this.maxExtent = maxExtent; /** * @private * @type {ol.Extent} */ this.bufferedMaxExtent_ = null; /** * 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. * @private * @type {ol.Coordinate} */ this.origin_ = ol.extent.getCenter(maxExtent); /** * @type {ol.Transform} * @private */ this.projectionMatrix_ = ol.transform.create(); /** * @type {ol.Transform} * @private */ this.offsetRotateMatrix_ = ol.transform.create(); /** * @type {ol.Transform} * @private */ this.offsetScaleMatrix_ = ol.transform.create(); /** * @type {Array.} * @private */ this.tmpMat4_ = ol.vec.Mat4.create(); /** * @type {Array.} * @private */ this.indices_ = []; /** * @type {ol.webgl.Buffer} * @private */ this.indicesBuffer_ = null; /** * Start index per feature (the index). * @type {Array.} * @private */ this.startIndices_ = []; /** * Start index per feature (the feature). * @type {Array.} * @private */ this.startIndicesFeature_ = []; /** * @type {Array.} * @private */ this.vertices_ = []; /** * @type {ol.webgl.Buffer} * @private */ this.verticesBuffer_ = null; /** * Optional parameter for PolygonReplay instances. * @type {ol.render.webgl.LineStringReplay|undefined} * @private */ this.lineStringReplay_ = undefined; }; ol.inherits(ol.render.webgl.Replay, ol.render.VectorContext); ol.render.webgl.Replay.prototype.getDeleteResourcesFunction = goog.abstractMethod; ol.render.webgl.Replay.prototype.finish = goog.abstractMethod; ol.render.webgl.Replay.prototype.setUpProgram_ = goog.abstractMethod; ol.render.webgl.Replay.prototype.drawReplay_ = goog.abstractMethod; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @param {boolean} oneByOne Draw features one-by-one for the hit-detecion. * @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.Replay.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); } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.Replay.prototype.drawHitDetectionReplayAll_ = function(gl, context, skippedFeaturesHash, featureCallback) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); this.drawReplay_(gl, context, skippedFeaturesHash, true); var result = featureCallback(null); if (result) { return result; } else { return undefined; } }; ol.render.webgl.Replay.prototype.drawHitDetectionReplayOneByOne_ = goog.abstractMethod; /** * @param {ol.webgl.Context} context Context. * @param {ol.Coordinate} center Center. * @param {number} resolution Resolution. * @param {number} rotation Rotation. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @param {number} opacity Global opacity. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @param {boolean} oneByOne Draw features one-by-one for the hit-detecion. * @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.Replay.prototype.replay = function(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent) { var gl = context.getGL(); // bind the vertices buffer goog.asserts.assert(this.verticesBuffer_, 'verticesBuffer must not be null'); context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer_); // bind the indices buffer goog.asserts.assert(this.indicesBuffer_, 'indicesBuffer must not be null'); context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_); var locations = this.setUpProgram_(gl, context, size, pixelRatio); // set the "uniform" values var projectionMatrix = ol.transform.reset(this.projectionMatrix_); ol.transform.scale(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1])); ol.transform.rotate(projectionMatrix, -rotation); ol.transform.translate(projectionMatrix, -(center[0] - this.origin_[0]), -(center[1] - this.origin_[1])); var offsetScaleMatrix = ol.transform.reset(this.offsetScaleMatrix_); ol.transform.scale(offsetScaleMatrix, 2 / size[0], 2 / size[1]); var offsetRotateMatrix = ol.transform.reset(this.offsetRotateMatrix_); if (rotation !== 0) { ol.transform.rotate(offsetRotateMatrix, -rotation); } gl.uniformMatrix4fv(locations.u_projectionMatrix, false, ol.vec.Mat4.fromTransform(this.tmpMat4_, projectionMatrix)); gl.uniformMatrix4fv(locations.u_offsetScaleMatrix, false, ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetScaleMatrix)); gl.uniformMatrix4fv(locations.u_offsetRotateMatrix, false, ol.vec.Mat4.fromTransform(this.tmpMat4_, offsetRotateMatrix)); gl.uniform1f(locations.u_opacity, opacity); // draw! var result; if (featureCallback === undefined) { this.drawReplay_(gl, context, skippedFeaturesHash); } else { // draw feature by feature for the hit-detection result = this.drawHitDetectionReplay_(gl, context, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent); } // disable the vertex attrib arrays for (var i in locations) { if (typeof locations[i] === 'number') { gl.disableVertexAttribArray(locations[i]); } } if (this.lineStringReplay_) { this.lineStringReplay_.replay(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent); } return result; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {number} start Start index. * @param {number} end End index. */ ol.render.webgl.Replay.prototype.drawElements_ = function( gl, context, start, end) { var elementType = context.hasOESElementIndexUint ? ol.webgl.UNSIGNED_INT : ol.webgl.UNSIGNED_SHORT; var elementSize = context.hasOESElementIndexUint ? 4 : 2; var numItems = end - start; var offsetInBytes = start * elementSize; gl.drawElements(ol.webgl.TRIANGLES, numItems, elementType, offsetInBytes); }; /** * @constructor * @extends {ol.render.webgl.Replay} * @param {number} tolerance Tolerance. * @param {ol.Extent} maxExtent Max extent. * @protected * @struct */ ol.render.webgl.ImageReplay = function(tolerance, maxExtent) { ol.render.webgl.Replay.call(this, tolerance, maxExtent); /** * @type {number|undefined} * @private */ this.anchorX_ = undefined; /** * @type {number|undefined} * @private */ this.anchorY_ = undefined; /** * @type {Array.} * @private */ this.groupIndices_ = []; /** * @type {Array.} * @private */ this.hitDetectionGroupIndices_ = []; /** * @type {number|undefined} * @private */ this.height_ = undefined; /** * @type {Array.} * @private */ this.images_ = []; /** * @type {Array.} * @private */ this.hitDetectionImages_ = []; /** * @type {number|undefined} * @private */ this.imageHeight_ = undefined; /** * @type {number|undefined} * @private */ this.imageWidth_ = undefined; /** * @private * @type {ol.render.webgl.imagereplay.defaultshader.Locations} */ this.defaultLocations_ = null; /** * @private * @type {number|undefined} */ this.opacity_ = undefined; /** * @type {number|undefined} * @private */ this.originX_ = undefined; /** * @type {number|undefined} * @private */ this.originY_ = undefined; /** * @private * @type {boolean|undefined} */ this.rotateWithView_ = undefined; /** * @private * @type {number|undefined} */ this.rotation_ = undefined; /** * @private * @type {number|undefined} */ this.scale_ = undefined; /** * @type {Array.} * @private */ this.textures_ = []; /** * @type {Array.} * @private */ this.hitDetectionTextures_ = []; /** * @type {number|undefined} * @private */ this.width_ = undefined; }; ol.inherits(ol.render.webgl.ImageReplay, ol.render.webgl.Replay); /** * @param {ol.webgl.Context} context WebGL context. * @return {function()} Delete resources function. */ ol.render.webgl.ImageReplay.prototype.getDeleteResourcesFunction = function(context) { // We only delete our stuff here. The shaders and the program may // be used by other ImageReplay instances (for other layers). And // they will be deleted when disposing of the ol.webgl.Context // object. ol.DEBUG && console.assert(this.verticesBuffer_, 'verticesBuffer must not be null'); ol.DEBUG && console.assert(this.indicesBuffer_, 'indicesBuffer must not be null'); var verticesBuffer = this.verticesBuffer_; var indicesBuffer = this.indicesBuffer_; var textures = this.textures_; var hitDetectionTextures = this.hitDetectionTextures_; var gl = context.getGL(); return function() { if (!gl.isContextLost()) { var i, ii; for (i = 0, ii = textures.length; i < ii; ++i) { gl.deleteTexture(textures[i]); } for (i = 0, ii = hitDetectionTextures.length; i < ii; ++i) { gl.deleteTexture(hitDetectionTextures[i]); } } context.deleteBuffer(verticesBuffer); context.deleteBuffer(indicesBuffer); }; }; /** * @param {Array.} flatCoordinates Flat coordinates. * @param {number} offset Offset. * @param {number} end End. * @param {number} stride Stride. * @return {number} My end. * @private */ ol.render.webgl.ImageReplay.prototype.drawCoordinates_ = function(flatCoordinates, offset, end, stride) { ol.DEBUG && console.assert(this.anchorX_ !== undefined, 'anchorX is defined'); ol.DEBUG && console.assert(this.anchorY_ !== undefined, 'anchorY is defined'); ol.DEBUG && console.assert(this.height_ !== undefined, 'height is defined'); ol.DEBUG && console.assert(this.imageHeight_ !== undefined, 'imageHeight is defined'); ol.DEBUG && console.assert(this.imageWidth_ !== undefined, 'imageWidth is defined'); ol.DEBUG && console.assert(this.opacity_ !== undefined, 'opacity is defined'); ol.DEBUG && console.assert(this.originX_ !== undefined, 'originX is defined'); ol.DEBUG && console.assert(this.originY_ !== undefined, 'originY is defined'); ol.DEBUG && console.assert(this.rotateWithView_ !== undefined, 'rotateWithView is defined'); ol.DEBUG && console.assert(this.rotation_ !== undefined, 'rotation is defined'); ol.DEBUG && console.assert(this.scale_ !== undefined, 'scale is defined'); ol.DEBUG && console.assert(this.width_ !== undefined, 'width is defined'); var anchorX = /** @type {number} */ (this.anchorX_); var anchorY = /** @type {number} */ (this.anchorY_); var height = /** @type {number} */ (this.height_); var imageHeight = /** @type {number} */ (this.imageHeight_); var imageWidth = /** @type {number} */ (this.imageWidth_); var opacity = /** @type {number} */ (this.opacity_); var originX = /** @type {number} */ (this.originX_); var originY = /** @type {number} */ (this.originY_); var rotateWithView = this.rotateWithView_ ? 1.0 : 0.0; var rotation = /** @type {number} */ (this.rotation_); var scale = /** @type {number} */ (this.scale_); var width = /** @type {number} */ (this.width_); var cos = Math.cos(rotation); var sin = Math.sin(rotation); var numIndices = this.indices_.length; var numVertices = this.vertices_.length; var i, n, offsetX, offsetY, x, y; for (i = offset; i < end; i += stride) { x = flatCoordinates[i] - this.origin_[0]; y = flatCoordinates[i + 1] - this.origin_[1]; // There are 4 vertices per [x, y] point, one for each corner of the // rectangle we're going to draw. We'd use 1 vertex per [x, y] point if // WebGL supported Geometry Shaders (which can emit new vertices), but that // is not currently the case. // // And each vertex includes 8 values: the x and y coordinates, the x and // y offsets used to calculate the position of the corner, the u and // v texture coordinates for the corner, the opacity, and whether the // the image should be rotated with the view (rotateWithView). n = numVertices / 8; // bottom-left corner offsetX = -scale * anchorX; offsetY = -scale * (height - anchorY); this.vertices_[numVertices++] = x; this.vertices_[numVertices++] = y; this.vertices_[numVertices++] = offsetX * cos - offsetY * sin; this.vertices_[numVertices++] = offsetX * sin + offsetY * cos; this.vertices_[numVertices++] = originX / imageWidth; this.vertices_[numVertices++] = (originY + height) / imageHeight; this.vertices_[numVertices++] = opacity; this.vertices_[numVertices++] = rotateWithView; // bottom-right corner offsetX = scale * (width - anchorX); offsetY = -scale * (height - anchorY); this.vertices_[numVertices++] = x; this.vertices_[numVertices++] = y; this.vertices_[numVertices++] = offsetX * cos - offsetY * sin; this.vertices_[numVertices++] = offsetX * sin + offsetY * cos; this.vertices_[numVertices++] = (originX + width) / imageWidth; this.vertices_[numVertices++] = (originY + height) / imageHeight; this.vertices_[numVertices++] = opacity; this.vertices_[numVertices++] = rotateWithView; // top-right corner offsetX = scale * (width - anchorX); offsetY = scale * anchorY; this.vertices_[numVertices++] = x; this.vertices_[numVertices++] = y; this.vertices_[numVertices++] = offsetX * cos - offsetY * sin; this.vertices_[numVertices++] = offsetX * sin + offsetY * cos; this.vertices_[numVertices++] = (originX + width) / imageWidth; this.vertices_[numVertices++] = originY / imageHeight; this.vertices_[numVertices++] = opacity; this.vertices_[numVertices++] = rotateWithView; // top-left corner offsetX = -scale * anchorX; offsetY = scale * anchorY; this.vertices_[numVertices++] = x; this.vertices_[numVertices++] = y; this.vertices_[numVertices++] = offsetX * cos - offsetY * sin; this.vertices_[numVertices++] = offsetX * sin + offsetY * cos; this.vertices_[numVertices++] = originX / imageWidth; this.vertices_[numVertices++] = originY / imageHeight; this.vertices_[numVertices++] = opacity; this.vertices_[numVertices++] = rotateWithView; this.indices_[numIndices++] = n; this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n + 2; this.indices_[numIndices++] = n; this.indices_[numIndices++] = n + 2; this.indices_[numIndices++] = n + 3; } return numVertices; }; /** * @inheritDoc */ ol.render.webgl.ImageReplay.prototype.drawMultiPoint = function(multiPointGeometry, feature) { this.startIndices_.push(this.indices_.length); this.startIndicesFeature_.push(feature); var flatCoordinates = multiPointGeometry.getFlatCoordinates(); var stride = multiPointGeometry.getStride(); this.drawCoordinates_( flatCoordinates, 0, flatCoordinates.length, stride); }; /** * @inheritDoc */ ol.render.webgl.ImageReplay.prototype.drawPoint = function(pointGeometry, feature) { this.startIndices_.push(this.indices_.length); this.startIndicesFeature_.push(feature); var flatCoordinates = pointGeometry.getFlatCoordinates(); var stride = pointGeometry.getStride(); this.drawCoordinates_( flatCoordinates, 0, flatCoordinates.length, stride); }; /** * @param {ol.webgl.Context} context Context. */ ol.render.webgl.ImageReplay.prototype.finish = function(context) { var gl = context.getGL(); this.groupIndices_.push(this.indices_.length); ol.DEBUG && console.assert(this.images_.length === this.groupIndices_.length, 'number of images and groupIndices match'); this.hitDetectionGroupIndices_.push(this.indices_.length); ol.DEBUG && console.assert(this.hitDetectionImages_.length === this.hitDetectionGroupIndices_.length, 'number of hitDetectionImages and hitDetectionGroupIndices match'); // create, bind, and populate the vertices buffer this.verticesBuffer_ = new ol.webgl.Buffer(this.vertices_); context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer_); var indices = this.indices_; var bits = context.hasOESElementIndexUint ? 32 : 16; ol.DEBUG && console.assert(indices[indices.length - 1] < Math.pow(2, bits), 'Too large element index detected [%s] (OES_element_index_uint "%s")', indices[indices.length - 1], context.hasOESElementIndexUint); // create, bind, and populate the indices buffer this.indicesBuffer_ = new ol.webgl.Buffer(indices); context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_); // create textures /** @type {Object.} */ var texturePerImage = {}; this.createTextures_(this.textures_, this.images_, texturePerImage, gl); ol.DEBUG && console.assert(this.textures_.length === this.groupIndices_.length, 'number of textures and groupIndices match'); this.createTextures_(this.hitDetectionTextures_, this.hitDetectionImages_, texturePerImage, gl); ol.DEBUG && console.assert(this.hitDetectionTextures_.length === this.hitDetectionGroupIndices_.length, 'number of hitDetectionTextures and hitDetectionGroupIndices match'); this.anchorX_ = undefined; this.anchorY_ = undefined; this.height_ = undefined; this.images_ = null; this.hitDetectionImages_ = null; this.imageHeight_ = undefined; this.imageWidth_ = undefined; this.indices_ = null; this.opacity_ = undefined; this.originX_ = undefined; this.originY_ = undefined; this.rotateWithView_ = undefined; this.rotation_ = undefined; this.scale_ = undefined; this.vertices_ = null; this.width_ = undefined; }; /** * @private * @param {Array.} textures Textures. * @param {Array.} images * Images. * @param {Object.} texturePerImage Texture cache. * @param {WebGLRenderingContext} gl Gl. */ ol.render.webgl.ImageReplay.prototype.createTextures_ = function(textures, images, texturePerImage, gl) { ol.DEBUG && console.assert(textures.length === 0, 'upon creation, textures is empty'); var texture, image, uid, i; var ii = images.length; for (i = 0; i < ii; ++i) { image = images[i]; uid = ol.getUid(image).toString(); if (uid in texturePerImage) { texture = texturePerImage[uid]; } else { texture = ol.webgl.Context.createTexture( gl, image, ol.webgl.CLAMP_TO_EDGE, ol.webgl.CLAMP_TO_EDGE); texturePerImage[uid] = texture; } textures[i] = texture; } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @return {ol.render.webgl.imagereplay.shader.Default.Locations} Locations. */ ol.render.webgl.ImageReplay.prototype.setUpProgram_ = function(gl, context, size, pixelRatio) { // get the program var fragmentShader = ol.render.webgl.imagereplay.defaultshader.fragment; var vertexShader = ol.render.webgl.imagereplay.defaultshader.vertex; var program = context.getProgram(fragmentShader, vertexShader); // get the locations var locations; if (!this.defaultLocations_) { locations = new ol.render.webgl.imagereplay.defaultshader.Locations(gl, program); this.defaultLocations_ = locations; } else { locations = this.defaultLocations_; } // use the program (FIXME: use the return value) context.useProgram(program); // enable the vertex attrib arrays gl.enableVertexAttribArray(locations.a_position); gl.vertexAttribPointer(locations.a_position, 2, ol.webgl.FLOAT, false, 32, 0); gl.enableVertexAttribArray(locations.a_offsets); gl.vertexAttribPointer(locations.a_offsets, 2, ol.webgl.FLOAT, false, 32, 8); gl.enableVertexAttribArray(locations.a_texCoord); gl.vertexAttribPointer(locations.a_texCoord, 2, ol.webgl.FLOAT, false, 32, 16); gl.enableVertexAttribArray(locations.a_opacity); gl.vertexAttribPointer(locations.a_opacity, 1, ol.webgl.FLOAT, false, 32, 24); gl.enableVertexAttribArray(locations.a_rotateWithView); gl.vertexAttribPointer(locations.a_rotateWithView, 1, ol.webgl.FLOAT, false, 32, 28); return locations; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {boolean} hitDetection Hit detection mode. */ ol.render.webgl.ImageReplay.prototype.drawReplay_ = function(gl, context, skippedFeaturesHash, hitDetection) { var textures = hitDetection ? this.hitDetectionTextures_ : this.textures_; var groupIndices = hitDetection ? this.hitDetectionGroupIndices_ : this.groupIndices_; ol.DEBUG && console.assert(textures.length === groupIndices.length, 'number of textures and groupIndeces match'); if (!ol.obj.isEmpty(skippedFeaturesHash)) { this.drawReplaySkipping_( gl, context, skippedFeaturesHash, textures, groupIndices); } else { var i, ii, start; for (i = 0, ii = textures.length, start = 0; i < ii; ++i) { gl.bindTexture(ol.webgl.TEXTURE_2D, textures[i]); var end = groupIndices[i]; this.drawElements_(gl, context, start, end); start = end; } } }; /** * Draw the replay while paying attention to skipped features. * * This functions creates groups of features that can be drawn to together, * so that the number of `drawElements` calls is minimized. * * For example given the following texture groups: * * Group 1: A B C * Group 2: D [E] F G * * If feature E should be skipped, the following `drawElements` calls will be * made: * * drawElements with feature A, B and C * drawElements with feature D * drawElements with feature F and G * * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {Array.} textures Textures. * @param {Array.} groupIndices Texture group indices. */ ol.render.webgl.ImageReplay.prototype.drawReplaySkipping_ = function(gl, context, skippedFeaturesHash, textures, groupIndices) { var featureIndex = 0; var i, ii; for (i = 0, ii = textures.length; i < ii; ++i) { gl.bindTexture(ol.webgl.TEXTURE_2D, textures[i]); var groupStart = (i > 0) ? groupIndices[i - 1] : 0; var groupEnd = groupIndices[i]; var start = groupStart; var end = groupStart; while (featureIndex < this.startIndices_.length && this.startIndices_[featureIndex] <= groupEnd) { var feature = this.startIndicesFeature_[featureIndex]; var featureUid = ol.getUid(feature).toString(); if (skippedFeaturesHash[featureUid] !== undefined) { // feature should be skipped if (start !== end) { // draw the features so far this.drawElements_(gl, context, start, end); } // continue with the next feature start = (featureIndex === this.startIndices_.length - 1) ? groupEnd : this.startIndices_[featureIndex + 1]; end = start; } else { // the feature is not skipped, augment the end index end = (featureIndex === this.startIndices_.length - 1) ? groupEnd : this.startIndices_[featureIndex + 1]; } featureIndex++; } if (start !== end) { // draw the remaining features (in case there was no skipped feature // in this texture group, all features of a group are drawn together) this.drawElements_(gl, context, start, end); } } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.ImageReplay.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); } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayAll_ = function(gl, context, skippedFeaturesHash, featureCallback) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); this.drawReplay_(gl, context, skippedFeaturesHash, true); var result = featureCallback(null); if (result) { return result; } else { return undefined; } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.ImageReplay.prototype.drawHitDetectionReplayOneByOne_ = function(gl, context, skippedFeaturesHash, featureCallback, opt_hitExtent) { ol.DEBUG && console.assert(this.hitDetectionTextures_.length === this.hitDetectionGroupIndices_.length, 'number of hitDetectionTextures and hitDetectionGroupIndices match'); var i, groupStart, start, end, feature, featureUid; var featureIndex = this.startIndices_.length - 1; for (i = this.hitDetectionTextures_.length - 1; i >= 0; --i) { gl.bindTexture(ol.webgl.TEXTURE_2D, this.hitDetectionTextures_[i]); groupStart = (i > 0) ? this.hitDetectionGroupIndices_[i - 1] : 0; end = this.hitDetectionGroupIndices_[i]; // draw all features for this texture group while (featureIndex >= 0 && this.startIndices_[featureIndex] >= groupStart) { start = this.startIndices_[featureIndex]; feature = this.startIndicesFeature_[featureIndex]; featureUid = ol.getUid(feature).toString(); if (skippedFeaturesHash[featureUid] === undefined && feature.getGeometry() && (opt_hitExtent === undefined || ol.extent.intersects( /** @type {Array} */ (opt_hitExtent), feature.getGeometry().getExtent()))) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); this.drawElements_(gl, context, start, end); var result = featureCallback(feature); if (result) { return result; } } end = start; featureIndex--; } } return undefined; }; /** * @inheritDoc * @abstract */ ol.render.webgl.ImageReplay.prototype.setFillStrokeStyle = function() {}; /** * @inheritDoc */ ol.render.webgl.ImageReplay.prototype.setImageStyle = function(imageStyle) { var anchor = imageStyle.getAnchor(); var image = imageStyle.getImage(1); var imageSize = imageStyle.getImageSize(); var hitDetectionImage = imageStyle.getHitDetectionImage(1); var hitDetectionImageSize = imageStyle.getHitDetectionImageSize(); var opacity = imageStyle.getOpacity(); var origin = imageStyle.getOrigin(); var rotateWithView = imageStyle.getRotateWithView(); var rotation = imageStyle.getRotation(); var size = imageStyle.getSize(); var scale = imageStyle.getScale(); ol.DEBUG && console.assert(anchor, 'imageStyle anchor is not null'); ol.DEBUG && console.assert(image, 'imageStyle image is not null'); ol.DEBUG && console.assert(imageSize, 'imageStyle imageSize is not null'); ol.DEBUG && console.assert(hitDetectionImage, 'imageStyle hitDetectionImage is not null'); ol.DEBUG && console.assert(hitDetectionImageSize, 'imageStyle hitDetectionImageSize is not null'); ol.DEBUG && console.assert(opacity !== undefined, 'imageStyle opacity is defined'); ol.DEBUG && console.assert(origin, 'imageStyle origin is not null'); ol.DEBUG && console.assert(rotateWithView !== undefined, 'imageStyle rotateWithView is defined'); ol.DEBUG && console.assert(rotation !== undefined, 'imageStyle rotation is defined'); ol.DEBUG && console.assert(size, 'imageStyle size is not null'); ol.DEBUG && console.assert(scale !== undefined, 'imageStyle scale is defined'); var currentImage; if (this.images_.length === 0) { this.images_.push(image); } else { currentImage = this.images_[this.images_.length - 1]; if (ol.getUid(currentImage) != ol.getUid(image)) { this.groupIndices_.push(this.indices_.length); ol.DEBUG && console.assert(this.groupIndices_.length === this.images_.length, 'number of groupIndices and images match'); this.images_.push(image); } } if (this.hitDetectionImages_.length === 0) { this.hitDetectionImages_.push(hitDetectionImage); } else { currentImage = this.hitDetectionImages_[this.hitDetectionImages_.length - 1]; if (ol.getUid(currentImage) != ol.getUid(hitDetectionImage)) { this.hitDetectionGroupIndices_.push(this.indices_.length); ol.DEBUG && console.assert(this.hitDetectionGroupIndices_.length === this.hitDetectionImages_.length, 'number of hitDetectionGroupIndices and hitDetectionImages match'); this.hitDetectionImages_.push(hitDetectionImage); } } this.anchorX_ = anchor[0]; this.anchorY_ = anchor[1]; this.height_ = size[1]; this.imageHeight_ = imageSize[1]; this.imageWidth_ = imageSize[0]; this.opacity_ = opacity; this.originX_ = origin[0]; this.originY_ = origin[1]; this.rotation_ = rotation; this.rotateWithView_ = rotateWithView; this.scale_ = scale; this.width_ = size[0]; }; /** * @constructor * @extends {ol.render.webgl.Replay} * @param {number} tolerance Tolerance. * @param {ol.Extent} maxExtent Max extent. * @protected * @struct */ ol.render.webgl.LineStringReplay = function(tolerance, maxExtent) { ol.render.webgl.Replay.call(this, tolerance, maxExtent); /** * @private * @type {ol.render.webgl.linestringreplay.shader.Default.Locations} */ this.defaultLocations_ = null; /** * @private * @type {Array.>} */ this.styles_ = []; /** * @private * @type {Array.} */ this.styleIndices_ = []; /** * @private * @type {{strokeColor: (Array.|null), * lineCap: (string|undefined), * lineDash: Array., * lineJoin: (string|undefined), * lineWidth: (number|undefined), * miterLimit: (number|undefined), * changed: boolean}|null} */ this.state_ = { strokeColor: null, lineCap: undefined, lineDash: null, lineJoin: undefined, lineWidth: undefined, miterLimit: undefined, changed: false }; }; ol.inherits(ol.render.webgl.LineStringReplay, ol.render.webgl.Replay); /** * Draw one segment. * @param {Array.} flatCoordinates Flat coordinates. * @param {number} offset Offset. * @param {number} end End. * @param {number} stride Stride. * @private */ ol.render.webgl.LineStringReplay.prototype.drawCoordinates_ = function(flatCoordinates, offset, end, stride) { var i, ii; var numVertices = this.vertices_.length; var numIndices = this.indices_.length; //To save a vertex, the direction of a point is a product of the sign (1 or -1), a prime from //ol.render.webgl.lineStringInstruction, and a rounding factor (1 or 2). If the product is even, //we round it. If it is odd, we don't. var lineJoin = this.state_.lineJoin === 'bevel' ? 0 : this.state_.lineJoin === 'miter' ? 1 : 2; var lineCap = this.state_.lineCap === 'butt' ? 0 : this.state_.lineCap === 'square' ? 1 : 2; var closed = ol.geom.flat.topology.lineStringIsClosed(flatCoordinates, offset, end, stride); var startCoords, sign, n; var lastIndex = numIndices; var lastSign = 1; //We need the adjacent vertices to define normals in joins. p0 = last, p1 = current, p2 = next. //We rotate those points, thus every point is RTE corrected only once. var p0, p1, p2; for (i = offset, ii = end; i < ii; i += stride) { n = numVertices / 7; p0 = p1; p1 = p2 || [flatCoordinates[i], flatCoordinates[i + 1]]; //First vertex. if (i === offset) { p2 = [flatCoordinates[i + stride], flatCoordinates[i + stride + 1]]; if (end - offset === stride * 2 && ol.array.equals(p1, p2)) { break; } if (closed) { //A closed line! Complete the circle. p0 = [flatCoordinates[end - stride * 2], flatCoordinates[end - stride * 2 + 1]]; startCoords = p2; } else { //Add the first two/four vertices. if (lineCap) { numVertices = this.addVertices_([0, 0], p1, p2, lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE_CAP * lineCap, numVertices); numVertices = this.addVertices_([0, 0], p1, p2, -lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE_CAP * lineCap, numVertices); this.indices_[numIndices++] = n + 2; this.indices_[numIndices++] = n; this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n + 3; this.indices_[numIndices++] = n + 2; } numVertices = this.addVertices_([0, 0], p1, p2, lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE * (lineCap || 1), numVertices); numVertices = this.addVertices_([0, 0], p1, p2, -lastSign * ol.render.webgl.lineStringInstruction.BEGIN_LINE * (lineCap || 1), numVertices); lastIndex = numVertices / 7 - 1; continue; } } else if (i === end - stride) { //Last vertex. if (closed) { //Same as the first vertex. p2 = startCoords; break; } else { //For the compiler not to complain. This will never be [0, 0]. p0 = p0 || [0, 0]; numVertices = this.addVertices_(p0, p1, [0, 0], lastSign * ol.render.webgl.lineStringInstruction.END_LINE * (lineCap || 1), numVertices); numVertices = this.addVertices_(p0, p1, [0, 0], -lastSign * ol.render.webgl.lineStringInstruction.END_LINE * (lineCap || 1), numVertices); this.indices_[numIndices++] = n; this.indices_[numIndices++] = lastIndex - 1; this.indices_[numIndices++] = lastIndex; this.indices_[numIndices++] = lastIndex; this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n; if (lineCap) { numVertices = this.addVertices_(p0, p1, [0, 0], lastSign * ol.render.webgl.lineStringInstruction.END_LINE_CAP * lineCap, numVertices); numVertices = this.addVertices_(p0, p1, [0, 0], -lastSign * ol.render.webgl.lineStringInstruction.END_LINE_CAP * lineCap, numVertices); this.indices_[numIndices++] = n + 2; this.indices_[numIndices++] = n; this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n + 3; this.indices_[numIndices++] = n + 2; } break; } } else { p2 = [flatCoordinates[i + stride], flatCoordinates[i + stride + 1]]; } sign = ol.render.webgl.triangleIsCounterClockwise(p0[0], p0[1], p1[0], p1[1], p2[0], p2[1]) ? -1 : 1; numVertices = this.addVertices_(p0, p1, p2, sign * ol.render.webgl.lineStringInstruction.BEVEL_FIRST * (lineJoin || 1), numVertices); numVertices = this.addVertices_(p0, p1, p2, sign * ol.render.webgl.lineStringInstruction.BEVEL_SECOND * (lineJoin || 1), numVertices); numVertices = this.addVertices_(p0, p1, p2, -sign * ol.render.webgl.lineStringInstruction.MITER_BOTTOM * (lineJoin || 1), numVertices); if (i > offset) { this.indices_[numIndices++] = n; this.indices_[numIndices++] = lastIndex - 1; this.indices_[numIndices++] = lastIndex; this.indices_[numIndices++] = n + 2; this.indices_[numIndices++] = n; this.indices_[numIndices++] = lastSign * sign > 0 ? lastIndex : lastIndex - 1; } this.indices_[numIndices++] = n; this.indices_[numIndices++] = n + 2; this.indices_[numIndices++] = n + 1; lastIndex = n + 2; lastSign = sign; //Add miter if (lineJoin) { numVertices = this.addVertices_(p0, p1, p2, sign * ol.render.webgl.lineStringInstruction.MITER_TOP * lineJoin, numVertices); this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n + 3; this.indices_[numIndices++] = n; } } if (closed) { //Link the last triangle/rhombus to the first one. //n will never be numVertices / 7 here. However, the compiler complains otherwise. n = n || numVertices / 7; sign = ol.geom.flat.orient.linearRingIsClockwise([p0[0], p0[1], p1[0], p1[1], p2[0], p2[1]], 0, 6, 2) ? 1 : -1; numVertices = this.addVertices_(p0, p1, p2, sign * ol.render.webgl.lineStringInstruction.BEVEL_FIRST * (lineJoin || 1), numVertices); numVertices = this.addVertices_(p0, p1, p2, -sign * ol.render.webgl.lineStringInstruction.MITER_BOTTOM * (lineJoin || 1), numVertices); this.indices_[numIndices++] = n; this.indices_[numIndices++] = lastIndex - 1; this.indices_[numIndices++] = lastIndex; this.indices_[numIndices++] = n + 1; this.indices_[numIndices++] = n; this.indices_[numIndices++] = lastSign * sign > 0 ? lastIndex : lastIndex - 1; } }; /** * @param {Array.} p0 Last coordinates. * @param {Array.} p1 Current coordinates. * @param {Array.} p2 Next coordinates. * @param {number} product Sign, instruction, and rounding product. * @param {number} numVertices Vertex counter. * @return {number} Vertex counter. * @private */ ol.render.webgl.LineStringReplay.prototype.addVertices_ = function(p0, p1, p2, product, numVertices) { this.vertices_[numVertices++] = p0[0]; this.vertices_[numVertices++] = p0[1]; this.vertices_[numVertices++] = p1[0]; this.vertices_[numVertices++] = p1[1]; this.vertices_[numVertices++] = p2[0]; this.vertices_[numVertices++] = p2[1]; this.vertices_[numVertices++] = product; return numVertices; }; /** * Check if the linestring can be drawn (i. e. valid). * @param {Array.} flatCoordinates Flat coordinates. * @param {number} offset Offset. * @param {number} end End. * @param {number} stride Stride. * @return {boolean} The linestring can be drawn. * @private */ ol.render.webgl.LineStringReplay.prototype.isValid_ = function(flatCoordinates, offset, end, stride) { var range = end - offset; if (range < stride * 2) { return false; } else if (range === stride * 2) { var firstP = [flatCoordinates[offset], flatCoordinates[offset + 1]]; var lastP = [flatCoordinates[offset + stride], flatCoordinates[offset + stride + 1]]; return !ol.array.equals(firstP, lastP); } return true; }; /** * @inheritDoc */ ol.render.webgl.LineStringReplay.prototype.drawLineString = function(lineStringGeometry, feature) { var flatCoordinates = lineStringGeometry.getFlatCoordinates(); var stride = lineStringGeometry.getStride(); if (this.isValid_(flatCoordinates, 0, flatCoordinates.length, stride)) { flatCoordinates = ol.geom.flat.transform.translate(flatCoordinates, 0, flatCoordinates.length, stride, -this.origin_[0], -this.origin_[1]); if (this.state_.changed) { this.styleIndices_.push(this.indices_.length); this.state_.changed = false; } this.startIndices_.push(this.indices_.length); this.startIndicesFeature_.push(feature); this.drawCoordinates_( flatCoordinates, 0, flatCoordinates.length, stride); } }; /** * @inheritDoc */ ol.render.webgl.LineStringReplay.prototype.drawMultiLineString = function(multiLineStringGeometry, feature) { var indexCount = this.indices_.length; var lineStringGeometries = multiLineStringGeometry.getLineStrings(); var i, ii; for (i = 0, ii = lineStringGeometries.length; i < ii; ++i) { var flatCoordinates = lineStringGeometries[i].getFlatCoordinates(); var stride = lineStringGeometries[i].getStride(); if (this.isValid_(flatCoordinates, 0, flatCoordinates.length, stride)) { flatCoordinates = ol.geom.flat.transform.translate(flatCoordinates, 0, flatCoordinates.length, stride, -this.origin_[0], -this.origin_[1]); this.drawCoordinates_( flatCoordinates, 0, flatCoordinates.length, stride); } } if (this.indices_.length > indexCount) { this.startIndices_.push(indexCount); this.startIndicesFeature_.push(feature); if (this.state_.changed) { this.styleIndices_.push(indexCount); this.state_.changed = false; } } }; /** * @param {ol.webgl.Context} context Context. **/ ol.render.webgl.LineStringReplay.prototype.finish = function(context) { // create, bind, and populate the vertices buffer this.verticesBuffer_ = new ol.webgl.Buffer(this.vertices_); context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer_); // create, bind, and populate the indices buffer this.indicesBuffer_ = new ol.webgl.Buffer(this.indices_); context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_); this.startIndices_.push(this.indices_.length); //Clean up, if there is nothing to draw if (this.styleIndices_.length === 0 && this.styles_.length > 0) { this.styles_ = []; } this.vertices_ = null; this.indices_ = null; }; /** * @param {ol.webgl.Context} context WebGL context. * @return {function()} Delete resources function. */ ol.render.webgl.LineStringReplay.prototype.getDeleteResourcesFunction = function(context) { // We only delete our stuff here. The shaders and the program may // be used by other LineStringReplay instances (for other layers). And // they will be deleted when disposing of the ol.webgl.Context // object. goog.asserts.assert(this.verticesBuffer_, 'verticesBuffer must not be null'); var verticesBuffer = this.verticesBuffer_; var indicesBuffer = this.indicesBuffer_; return function() { context.deleteBuffer(verticesBuffer); context.deleteBuffer(indicesBuffer); }; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @return {ol.render.webgl.linestringreplay.shader.Default.Locations} Locations. */ ol.render.webgl.LineStringReplay.prototype.setUpProgram_ = function(gl, context, size, pixelRatio) { // get the program var fragmentShader, vertexShader; fragmentShader = ol.render.webgl.linestringreplay.shader.DefaultFragment.getInstance(); vertexShader = ol.render.webgl.linestringreplay.shader.DefaultVertex.getInstance(); var program = context.getProgram(fragmentShader, vertexShader); // get the locations var locations; if (!this.defaultLocations_) { locations = new ol.render.webgl.linestringreplay.shader.Default .Locations(gl, program); this.defaultLocations_ = locations; } else { locations = this.defaultLocations_; } context.useProgram(program); // enable the vertex attrib arrays gl.enableVertexAttribArray(locations.a_lastPos); gl.vertexAttribPointer(locations.a_lastPos, 2, ol.webgl.FLOAT, false, 28, 0); gl.enableVertexAttribArray(locations.a_position); gl.vertexAttribPointer(locations.a_position, 2, ol.webgl.FLOAT, false, 28, 8); gl.enableVertexAttribArray(locations.a_nextPos); gl.vertexAttribPointer(locations.a_nextPos, 2, ol.webgl.FLOAT, false, 28, 16); gl.enableVertexAttribArray(locations.a_direction); gl.vertexAttribPointer(locations.a_direction, 1, ol.webgl.FLOAT, false, 28, 24); // Enable renderer specific uniforms. If clauses needed, as otherwise the compiler complains. gl.uniform2fv(locations.u_size, size); gl.uniform1f(locations.u_pixelRatio, pixelRatio); return locations; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object} skippedFeaturesHash Ids of features to skip. * @param {boolean} hitDetection Hit detection mode. */ ol.render.webgl.LineStringReplay.prototype.drawReplay_ = function(gl, context, skippedFeaturesHash, hitDetection) { //Save GL parameters. var tmpDepthFunc = /** @type {number} */ (gl.getParameter(gl.DEPTH_FUNC)); var tmpDepthMask = /** @type {boolean} */ (gl.getParameter(gl.DEPTH_WRITEMASK)); if (!hitDetection) { gl.enable(gl.DEPTH_TEST); gl.depthMask(true); gl.depthFunc(gl.NOTEQUAL); } if (!ol.object.isEmpty(skippedFeaturesHash)) { this.drawReplaySkipping_(gl, context, skippedFeaturesHash); } else { goog.asserts.assert(this.styles_.length === this.styleIndices_.length, 'number of styles and styleIndices match'); //Draw by style groups to minimize drawElements() calls. var i, start, end, nextStyle; end = this.startIndices_[this.startIndices_.length - 1]; for (i = this.styleIndices_.length - 1; i >= 0; --i) { start = this.styleIndices_[i]; nextStyle = this.styles_[i]; this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]); this.drawElements_(gl, context, start, end); end = start; } } if (!hitDetection) { gl.clear(gl.DEPTH_BUFFER_BIT); gl.disable(gl.DEPTH_TEST); //Restore GL parameters. gl.depthMask(tmpDepthMask); gl.depthFunc(tmpDepthFunc); } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object} skippedFeaturesHash Ids of features to skip. */ ol.render.webgl.LineStringReplay.prototype.drawReplaySkipping_ = function(gl, context, skippedFeaturesHash) { goog.asserts.assert(this.startIndices_.length - 1 === this.startIndicesFeature_.length, 'number of startIndices and startIndicesFeature match'); var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex, featureStart; featureIndex = this.startIndices_.length - 2; end = start = this.startIndices_[featureIndex + 1]; for (i = this.styleIndices_.length - 1; i >= 0; --i) { nextStyle = this.styles_[i]; this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]); groupStart = this.styleIndices_[i]; while (featureIndex >= 0 && this.startIndices_[featureIndex] >= groupStart) { featureStart = this.startIndices_[featureIndex]; feature = this.startIndicesFeature_[featureIndex]; featureUid = goog.getUid(feature).toString(); if (skippedFeaturesHash[featureUid]) { if (start !== end) { this.drawElements_(gl, context, start, end); } end = featureStart; } featureIndex--; start = featureStart; } if (start !== end) { this.drawElements_(gl, context, start, end); } } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.LineStringReplay.prototype.drawHitDetectionReplayOneByOne_ = function(gl, context, skippedFeaturesHash, featureCallback, opt_hitExtent) { goog.asserts.assert(this.styles_.length === this.styleIndices_.length, 'number of styles and styleIndices match'); goog.asserts.assert(this.startIndices_.length - 1 === this.startIndicesFeature_.length, 'number of startIndices and startIndicesFeature match'); var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex; featureIndex = this.startIndices_.length - 2; end = this.startIndices_[featureIndex + 1]; for (i = this.styleIndices_.length - 1; i >= 0; --i) { nextStyle = this.styles_[i]; this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]); groupStart = this.styleIndices_[i]; while (featureIndex >= 0 && this.startIndices_[featureIndex] >= groupStart) { start = this.startIndices_[featureIndex]; feature = this.startIndicesFeature_[featureIndex]; featureUid = goog.getUid(feature).toString(); if (skippedFeaturesHash[featureUid] === undefined && feature.getGeometry() && (opt_hitExtent === undefined || ol.extent.intersects( /** @type {Array} */ (opt_hitExtent), feature.getGeometry().getExtent()))) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); this.drawElements_(gl, context, start, end); var result = featureCallback(feature); if (result) { return result; } } featureIndex--; end = start; } } return undefined; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {Array.} color Color. * @param {number} lineWidth Line width. * @param {number} miterLimit Miter limit. */ ol.render.webgl.LineStringReplay.prototype.setStrokeStyle_ = function(gl, color, lineWidth, miterLimit) { gl.uniform4fv(this.defaultLocations_.u_color, color); gl.uniform1f(this.defaultLocations_.u_lineWidth, lineWidth); gl.uniform1f(this.defaultLocations_.u_miterLimit, miterLimit); }; /** * @inheritDoc */ ol.render.webgl.LineStringReplay.prototype.setFillStrokeStyle = function(fillStyle, strokeStyle) { goog.asserts.assert(this.state_, 'this.state_ should not be null'); goog.asserts.assert(!fillStyle, 'fillStyle should be null'); goog.asserts.assert(strokeStyle, 'strokeStyle should not be null'); var strokeStyleLineCap = strokeStyle.getLineCap(); this.state_.lineCap = strokeStyleLineCap !== undefined ? strokeStyleLineCap : ol.render.webgl.defaultLineCap; var strokeStyleLineDash = strokeStyle.getLineDash(); this.state_.lineDash = strokeStyleLineDash ? strokeStyleLineDash : ol.render.webgl.defaultLineDash; var strokeStyleLineJoin = strokeStyle.getLineJoin(); this.state_.lineJoin = strokeStyleLineJoin !== undefined ? strokeStyleLineJoin : ol.render.webgl.defaultLineJoin; var strokeStyleColor = ol.color.asArray(strokeStyle.getColor()).map(function(c, i) { return i != 3 ? c / 255 : c; }) || ol.render.webgl.defaultStrokeStyle; var strokeStyleWidth = strokeStyle.getWidth(); strokeStyleWidth = strokeStyleWidth !== undefined ? strokeStyleWidth : ol.render.webgl.defaultLineWidth; var strokeStyleMiterLimit = strokeStyle.getMiterLimit(); strokeStyleMiterLimit = strokeStyleMiterLimit !== undefined ? strokeStyleMiterLimit : ol.render.webgl.defaultMiterLimit; if (!this.state_.strokeColor || !ol.array.equals(this.state_.strokeColor, strokeStyleColor) || this.state_.lineWidth !== strokeStyleWidth || this.state_.miterLimit !== strokeStyleMiterLimit) { this.state_.changed = true; this.state_.strokeColor = strokeStyleColor; this.state_.lineWidth = strokeStyleWidth; this.state_.miterLimit = strokeStyleMiterLimit; this.styles_.push([strokeStyleColor, strokeStyleWidth, strokeStyleMiterLimit]); } }; /** * @constructor * @extends {ol.render.webgl.Replay} * @param {number} tolerance Tolerance. * @param {ol.Extent} maxExtent Max extent. * @protected * @struct */ ol.render.webgl.PolygonReplay = function(tolerance, maxExtent) { ol.render.webgl.Replay.call(this, tolerance, maxExtent); this.lineStringReplay_ = new ol.render.webgl.LineStringReplay( tolerance, maxExtent); /** * @private * @type {ol.render.webgl.polygonreplay.shader.Default.Locations} */ this.defaultLocations_ = null; /** * @private * @type {Array.>} */ this.styles_ = []; /** * @private * @type {Array.} */ this.styleIndices_ = []; /** * @private * @type {{fillColor: (Array.|null), * changed: boolean}|null} */ this.state_ = { fillColor: null, changed: false }; /** * @private */ this.rtree_ = new ol.structs.RBush(); }; ol.inherits(ol.render.webgl.PolygonReplay, ol.render.webgl.Replay); /** * Draw one polygon. * @param {Array.} flatCoordinates Flat coordinates. * @param {Array.>} holeFlatCoordinates Hole flat coordinates. * @param {number} stride Stride. * @private */ ol.render.webgl.PolygonReplay.prototype.drawCoordinates_ = function( flatCoordinates, holeFlatCoordinates, stride) { // Triangulate the polygon var outerRing = new ol.structs.LinkedList(); // Initialize the outer ring var maxX = this.processFlatCoordinates_(flatCoordinates, stride, outerRing, true); // Eliminate holes, if there are any if (holeFlatCoordinates.length) { var i, ii; var holeLists = []; for (i = 0, ii = holeFlatCoordinates.length; i < ii; ++i) { var holeList = { list: new ol.structs.LinkedList(), maxX: undefined }; holeLists.push(holeList); holeList.maxX = this.processFlatCoordinates_(holeFlatCoordinates[i], stride, holeList.list, false); } holeLists.sort(function(a, b) { return b.maxX - a.maxX; }); for (i = 0; i < holeLists.length; ++i) { this.bridgeHole_(holeLists[i].list, holeLists[i].maxX, outerRing, maxX); } } this.classifyPoints_(outerRing, false); this.triangulate_(outerRing); // We clear the R-Tree here, because hit detection does not call finish() this.rtree_.clear(); }; /** * Inserts flat coordinates in a linked list and adds them to the vertex buffer. * @private * @param {Array.} flatCoordinates Flat coordinates. * @param {number} stride Stride. * @param {ol.structs.LinkedList} list Linked list. * @param {boolean} clockwise Coordinate order should be clockwise. * @return {number} Maximum X value. */ ol.render.webgl.PolygonReplay.prototype.processFlatCoordinates_ = function( flatCoordinates, stride, list, clockwise) { var isClockwise = ol.geom.flat.orient.linearRingIsClockwise(flatCoordinates, 0, flatCoordinates.length, stride); var i, ii, maxX; var n = this.vertices_.length / 2; /** @type {ol.WebglPolygonVertex} */ var start; /** @type {ol.WebglPolygonVertex} */ var p0; /** @type {ol.WebglPolygonVertex} */ var p1; var extents = []; var segments = []; if (clockwise === isClockwise) { start = this.createPoint_(flatCoordinates[0], flatCoordinates[1], n++); p0 = start; maxX = flatCoordinates[0]; for (i = stride, ii = flatCoordinates.length; i < ii; i += stride) { p1 = this.createPoint_(flatCoordinates[i], flatCoordinates[i + 1], n++); segments.push(this.insertItem_(p0, p1, list)); extents.push([Math.min(p0.x, p1.x), Math.min(p0.y, p1.y), Math.max(p0.x, p1.x), Math.max(p0.y, p1.y)]); maxX = flatCoordinates[i] > maxX ? flatCoordinates[i] : maxX; p0 = p1; } segments.push(this.insertItem_(p1, start, list)); extents.push([Math.min(p0.x, p1.x), Math.min(p0.y, p1.y), Math.max(p0.x, p1.x), Math.max(p0.y, p1.y)]); } else { var end = flatCoordinates.length - stride; start = this.createPoint_(flatCoordinates[end], flatCoordinates[end + 1], n++); p0 = start; maxX = flatCoordinates[end]; for (i = end - stride, ii = 0; i >= ii; i -= stride) { p1 = this.createPoint_(flatCoordinates[i], flatCoordinates[i + 1], n++); segments.push(this.insertItem_(p0, p1, list)); extents.push([Math.min(p0.x, p1.x), Math.min(p0.y, p1.y), Math.max(p0.x, p1.x), Math.max(p0.y, p1.y)]); maxX = flatCoordinates[i] > maxX ? flatCoordinates[i] : maxX; p0 = p1; } segments.push(this.insertItem_(p1, start, list)); extents.push([Math.min(p0.x, p1.x), Math.min(p0.y, p1.y), Math.max(p0.x, p1.x), Math.max(p0.y, p1.y)]); } this.rtree_.load(extents, segments); return maxX; }; /** * Classifies the points of a polygon list as convex, reflex. Removes collinear vertices. * @private * @param {ol.structs.LinkedList} list Polygon ring. * @param {boolean} ccw The orientation of the polygon is counter-clockwise. * @return {boolean} There were reclassified points. */ ol.render.webgl.PolygonReplay.prototype.classifyPoints_ = function(list, ccw) { var start = list.firstItem(); var s0 = start; var s1 = list.nextItem(); var pointsReclassified = false; do { var reflex = ccw ? ol.render.webgl.triangleIsCounterClockwise(s1.p1.x, s1.p1.y, s0.p1.x, s0.p1.y, s0.p0.x, s0.p0.y) : ol.render.webgl.triangleIsCounterClockwise(s0.p0.x, s0.p0.y, s0.p1.x, s0.p1.y, s1.p1.x, s1.p1.y); if (reflex === undefined) { this.removeItem_(s0, s1, list); pointsReclassified = true; if (s1 === start) { start = list.getNextItem(); } s1 = s0; list.prevItem(); } else if (s0.p1.reflex !== reflex) { s0.p1.reflex = reflex; pointsReclassified = true; } s0 = s1; s1 = list.nextItem(); } while (s0 !== start); return pointsReclassified; }; /** * @private * @param {ol.structs.LinkedList} hole Linked list of the hole. * @param {number} holeMaxX Maximum X value of the hole. * @param {ol.structs.LinkedList} list Linked list of the polygon. * @param {number} listMaxX Maximum X value of the polygon. */ ol.render.webgl.PolygonReplay.prototype.bridgeHole_ = function(hole, holeMaxX, list, listMaxX) { var seg = hole.firstItem(); while (seg.p1.x !== holeMaxX) { seg = hole.nextItem(); } var p1 = seg.p1; /** @type {ol.WebglPolygonVertex} */ var p2 = {x: listMaxX, y: p1.y, i: -1}; var minDist = Infinity; var i, ii, bestPoint; /** @type {ol.WebglPolygonVertex} */ var p5; var intersectingSegments = this.getIntersections_({p0: p1, p1: p2}, true); for (i = 0, ii = intersectingSegments.length; i < ii; ++i) { var currSeg = intersectingSegments[i]; if (currSeg.p0 !== p1 && currSeg.p1 !== p1) { var intersection = this.calculateIntersection_(p1, p2, currSeg.p0, currSeg.p1, true); var dist = Math.abs(p1.x - intersection[0]); if (dist < minDist) { minDist = dist; p5 = {x: intersection[0], y: intersection[1], i: -1}; seg = currSeg; } } } bestPoint = seg.p1; var pointsInTriangle = this.getPointsInTriangle_(p1, p5, seg.p1); if (pointsInTriangle.length) { var theta = Infinity; for (i = 0, ii = pointsInTriangle.length; i < ii; ++i) { var currPoint = pointsInTriangle[i]; var currTheta = Math.atan2(p1.y - currPoint.y, p2.x - currPoint.x); if (currTheta < theta || (currTheta === theta && currPoint.x < bestPoint.x)) { theta = currTheta; bestPoint = currPoint; } } } seg = list.firstItem(); while (seg.p1 !== bestPoint) { seg = list.nextItem(); } //We clone the bridge points as they can have different convexity. var p0Bridge = {x: p1.x, y: p1.y, i: p1.i, reflex: undefined}; var p1Bridge = {x: seg.p1.x, y: seg.p1.y, i: seg.p1.i, reflex: undefined}; hole.getNextItem().p0 = p0Bridge; this.insertItem_(p1, seg.p1, hole, true); this.insertItem_(p1Bridge, p0Bridge, hole, true); seg.p1 = p1Bridge; hole.setFirstItem(); list.concat(hole); }; /** * @private * @param {ol.structs.LinkedList} list Linked list of the polygon. */ ol.render.webgl.PolygonReplay.prototype.triangulate_ = function(list) { var ccw = false; var simple = this.isSimple_(list); var pass = 0; // Start clipping ears while (list.getLength() > 3) { if (simple) { if (!this.clipEars_(list, simple, ccw)) { if (!this.classifyPoints_(list, ccw)) { // We have the wrongly oriented remains of a self-intersecting polygon. pass++; if (pass > 1) { // Something went wrong. break; } ccw = !ccw; this.classifyPoints_(list, ccw); } } } else { if (!this.clipEars_(list, simple, ccw)) { // We ran out of ears, try to reclassify. if (!this.classifyPoints_(list, ccw)) { // We have a bad polygon, try to resolve local self-intersections. if (!this.resolveLocalSelfIntersections_(list)) { simple = this.isSimple_(list); if (!simple) { // We have a really bad polygon, try more time consuming methods. break; } } } } } } if (list.getLength() === 3) { var numIndices = this.indices_.length; this.indices_[numIndices++] = list.getPrevItem().p0.i; this.indices_[numIndices++] = list.getCurrItem().p0.i; this.indices_[numIndices++] = list.getNextItem().p0.i; } }; /** * @private * @param {ol.structs.LinkedList} list Linked list of the polygon. * @param {boolean} simple The polygon is simple. * @param {boolean} ccw Orientation of the polygon is counter-clockwise. * @return {boolean} There were processed ears. */ ol.render.webgl.PolygonReplay.prototype.clipEars_ = function(list, simple, ccw) { var numIndices = this.indices_.length; var start = list.firstItem(); var s0 = list.getPrevItem(); var s1 = start; var s2 = list.nextItem(); var s3 = list.getNextItem(); var p0, p1, p2; var processedEars = false; do { p0 = s1.p0; p1 = s1.p1; p2 = s2.p1; if (p1.reflex === false) { // We might have a valid ear var diagonalIsInside = ccw ? this.diagonalIsInside_(s3.p1, p2, p1, p0, s0.p0) : this.diagonalIsInside_(s0.p0, p0, p1, p2, s3.p1); if ((simple || this.getIntersections_({p0: p0, p1: p2}).length === 0) && diagonalIsInside && this.getPointsInTriangle_(p0, p1, p2, true).length === 0) { //The diagonal is completely inside the polygon if (p0.reflex === false || p2.reflex === false || ol.geom.flat.orient.linearRingIsClockwise([s0.p0.x, s0.p0.y, p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, s3.p1.x, s3.p1.y], 0, 10, 2) === !ccw) { //The diagonal is persumably valid, we have an ear this.indices_[numIndices++] = p0.i; this.indices_[numIndices++] = p1.i; this.indices_[numIndices++] = p2.i; this.removeItem_(s1, s2, list); if (s2 === start) { start = s3; } processedEars = true; } } } // Else we have a reflex point. s0 = list.getPrevItem(); s1 = list.getCurrItem(); s2 = list.nextItem(); s3 = list.getNextItem(); } while (s1 !== start && list.getLength() > 3); return processedEars; }; /** * @private * @param {ol.structs.LinkedList} list Linked list of the polygon. * @return {boolean} There were resolved intersections. */ ol.render.webgl.PolygonReplay.prototype.resolveLocalSelfIntersections_ = function( list) { var start = list.firstItem(); list.nextItem(); var s0 = start; var s1 = list.nextItem(); var resolvedIntersections = false; do { var intersection = this.calculateIntersection_(s0.p0, s0.p1, s1.p0, s1.p1); if (intersection) { var numVertices = this.vertices_.length; var numIndices = this.indices_.length; var n = numVertices / 2; var p = this.createPoint_(intersection[0], intersection[1], n); var seg = list.prevItem(); list.removeItem(); this.rtree_.remove(seg); s0.p1 = p; s1.p0 = p; this.rtree_.update([Math.min(s0.p0.x, s0.p1.x), Math.min(s0.p0.y, s0.p1.y), Math.max(s0.p0.x, s0.p1.x), Math.max(s0.p0.y, s0.p1.y)], s0); this.rtree_.update([Math.min(s1.p0.x, s1.p1.x), Math.min(s1.p0.y, s1.p1.y), Math.max(s1.p0.x, s1.p1.x), Math.max(s1.p0.y, s1.p1.y)], s1); this.indices_[numIndices++] = seg.p0.i; this.indices_[numIndices++] = seg.p1.i; this.indices_[numIndices++] = p.i; resolvedIntersections = true; if (start === seg) { break; } } s0 = list.getPrevItem(); s1 = list.nextItem(); } while (s0 !== start); return resolvedIntersections; }; /** * @private * @param {ol.structs.LinkedList} list Linked list of the polygon. * @return {boolean} The polygon is simple. */ ol.render.webgl.PolygonReplay.prototype.isSimple_ = function(list) { var start = list.firstItem(); var seg = start; do { if (this.getIntersections_(seg).length) { return false; } seg = list.nextItem(); } while (seg !== start); return true; }; /** * @private * @param {number} x X coordinate. * @param {number} y Y coordinate. * @param {number} i Index. * @return {ol.WebglPolygonVertex} List item. */ ol.render.webgl.PolygonReplay.prototype.createPoint_ = function(x, y, i) { var numVertices = this.vertices_.length; this.vertices_[numVertices++] = x; this.vertices_[numVertices++] = y; /** @type {ol.WebglPolygonVertex} */ var p = { x: x, y: y, i: i, reflex: undefined }; return p; }; /** * @private * @param {ol.WebglPolygonVertex} p0 First point of segment. * @param {ol.WebglPolygonVertex} p1 Second point of segment. * @param {ol.structs.LinkedList} list Polygon ring. * @param {boolean=} opt_rtree Insert the segment into the R-Tree. * @return {Object.} segment. */ ol.render.webgl.PolygonReplay.prototype.insertItem_ = function(p0, p1, list, opt_rtree) { var seg = { p0: p0, p1: p1 }; list.insertItem(seg); if (opt_rtree) { this.rtree_.insert([Math.min(p0.x, p1.x), Math.min(p0.y, p1.y), Math.max(p0.x, p1.x), Math.max(p0.y, p1.y)], seg); } return seg; }; /** * @private * @param {Object.} s0 Segment before the remove candidate. * @param {Object.} s1 Remove candidate segment. * @param {ol.structs.LinkedList} list Polygon ring. */ ol.render.webgl.PolygonReplay.prototype.removeItem_ = function(s0, s1, list) { list.removeItem(); s0.p1 = s1.p1; this.rtree_.remove(s1); this.rtree_.update([Math.min(s0.p0.x, s0.p1.x), Math.min(s0.p0.y, s0.p1.y), Math.max(s0.p0.x, s0.p1.x), Math.max(s0.p0.y, s0.p1.y)], s0); }; /** * @private * @param {ol.WebglPolygonVertex} p0 First point. * @param {ol.WebglPolygonVertex} p1 Second point. * @param {ol.WebglPolygonVertex} p2 Third point. * @param {boolean=} opt_reflex Only include reflex points. * @return {Array.>} Points in the triangle. */ ol.render.webgl.PolygonReplay.prototype.getPointsInTriangle_ = function(p0, p1, p2, opt_reflex) { var i, ii, j, p; var result = []; var segmentsInExtent = this.rtree_.getInExtent([Math.min(p0.x, p1.x, p2.x), Math.min(p0.y, p1.y, p2.y), Math.max(p0.x, p1.x, p2.x), Math.max(p0.y, p1.y, p2.y)]); for (i = 0, ii = segmentsInExtent.length; i < ii; ++i) { for (j in segmentsInExtent[i]) { p = segmentsInExtent[i][j]; if (p.x && p.y && (!opt_reflex || p.reflex)) { if ((p.x !== p0.x || p.y !== p0.y) && (p.x !== p1.x || p.y !== p1.y) && (p.x !== p2.x || p.y !== p2.y) && result.indexOf(p) === -1 && ol.geom.flat.contains.linearRingContainsXY([p0.x, p0.y, p1.x, p1.y, p2.x, p2.y], 0, 6, 2, p.x, p.y)) { result.push(p); } } } } return result; }; /** * @private * @param {Object.} segment Segment. * @param {boolean=} opt_touch Touching segments should be considered an intersection. * @return {Array.>} Intersecting segments. */ ol.render.webgl.PolygonReplay.prototype.getIntersections_ = function(segment, opt_touch) { var p0 = segment.p0; var p1 = segment.p1; var segmentsInExtent = this.rtree_.getInExtent([Math.min(p0.x, p1.x), Math.min(p0.y, p1.y), Math.max(p0.x, p1.x), Math.max(p0.y, p1.y)]); var result = []; var i, ii; for (i = 0, ii = segmentsInExtent.length; i < ii; ++i) { var currSeg = segmentsInExtent[i]; if (segment !== currSeg && (opt_touch || currSeg.p0 !== p1 || currSeg.p1 !== p0) && this.calculateIntersection_(p0, p1, currSeg.p0, currSeg.p1, opt_touch)) { result.push(currSeg); } } return result; }; /** * Line intersection algorithm by Paul Bourke. * @see http://paulbourke.net/geometry/pointlineplane/ * * @private * @param {ol.WebglPolygonVertex} p0 First point. * @param {ol.WebglPolygonVertex} p1 Second point. * @param {ol.WebglPolygonVertex} p2 Third point. * @param {ol.WebglPolygonVertex} p3 Fourth point. * @param {boolean=} opt_touch Touching segments should be considered an intersection. * @return {Array.|undefined} Intersection coordinates. */ ol.render.webgl.PolygonReplay.prototype.calculateIntersection_ = function(p0, p1, p2, p3, opt_touch) { var denom = (p3.y - p2.y) * (p1.x - p0.x) - (p3.x - p2.x) * (p1.y - p0.y); if (denom !== 0) { var ua = ((p3.x - p2.x) * (p0.y - p2.y) - (p3.y - p2.y) * (p0.x - p2.x)) / denom; var ub = ((p1.x - p0.x) * (p0.y - p2.y) - (p1.y - p0.y) * (p0.x - p2.x)) / denom; if ((!opt_touch && ua > ol.render.webgl.EPSILON && ua < 1 - ol.render.webgl.EPSILON && ub > ol.render.webgl.EPSILON && ub < 1 - ol.render.webgl.EPSILON) || (opt_touch && ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1)) { return [p0.x + ua * (p1.x - p0.x), p0.y + ua * (p1.y - p0.y)]; } } return undefined; }; /** * @private * @param {ol.WebglPolygonVertex} p0 Point before the start of the diagonal. * @param {ol.WebglPolygonVertex} p1 Start point of the diagonal. * @param {ol.WebglPolygonVertex} p2 Ear candidate. * @param {ol.WebglPolygonVertex} p3 End point of the diagonal. * @param {ol.WebglPolygonVertex} p4 Point after the end of the diagonal. * @return {boolean} Diagonal is inside the polygon. */ ol.render.webgl.PolygonReplay.prototype.diagonalIsInside_ = function(p0, p1, p2, p3, p4) { if (p1.reflex === undefined || p3.reflex === undefined) { return false; } var p1IsLeftOf = (p2.x - p3.x) * (p1.y - p3.y) > (p2.y - p3.y) * (p1.x - p3.x); var p1IsRightOf = (p4.x - p3.x) * (p1.y - p3.y) < (p4.y - p3.y) * (p1.x - p3.x); var p3IsLeftOf = (p0.x - p1.x) * (p3.y - p1.y) > (p0.y - p1.y) * (p3.x - p1.x); var p3IsRightOf = (p2.x - p1.x) * (p3.y - p1.y) < (p2.y - p1.y) * (p3.x - p1.x); var p1InCone = p3.reflex ? p1IsRightOf || p1IsLeftOf : p1IsRightOf && p1IsLeftOf; var p3InCone = p1.reflex ? p3IsRightOf || p3IsLeftOf : p3IsRightOf && p3IsLeftOf; return p1InCone && p3InCone; }; /** * @inheritDoc */ ol.render.webgl.PolygonReplay.prototype.drawMultiPolygon = function(multiPolygonGeometry, feature) { var polygons = multiPolygonGeometry.getPolygons(); var stride = multiPolygonGeometry.getStride(); var currIndex = this.indices_.length; var currLineIndex = this.lineStringReplay_.indices_.length; var i, ii, j, jj; for (i = 0, ii = polygons.length; i < ii; ++i) { var linearRings = polygons[i].getLinearRings(); if (linearRings.length > 0) { var flatCoordinates = linearRings[0].getFlatCoordinates(); flatCoordinates = ol.geom.flat.transform.translate(flatCoordinates, 0, flatCoordinates.length, stride, -this.origin_[0], -this.origin_[1]); this.lineStringReplay_.drawCoordinates_(flatCoordinates, 0, flatCoordinates.length, stride); var holes = []; var holeFlatCoords; for (j = 1, jj = linearRings.length; j < jj; ++j) { holeFlatCoords = linearRings[j].getFlatCoordinates(); holeFlatCoords = ol.geom.flat.transform.translate(holeFlatCoords, 0, holeFlatCoords.length, stride, -this.origin_[0], -this.origin_[1]); holes.push(holeFlatCoords); this.lineStringReplay_.drawCoordinates_(holeFlatCoords, 0, holeFlatCoords.length, stride); } this.drawCoordinates_(flatCoordinates, holes, stride); } } if (this.indices_.length > currIndex) { this.startIndices_.push(currIndex); this.startIndicesFeature_.push(feature); if (this.state_.changed) { this.styleIndices_.push(currIndex); this.state_.changed = false; } } if (this.lineStringReplay_.indices_.length > currLineIndex) { this.lineStringReplay_.startIndices_.push(currLineIndex); this.lineStringReplay_.startIndicesFeature_.push(feature); if (this.lineStringReplay_.state_.changed) { this.lineStringReplay_.styleIndices_.push(currLineIndex); this.lineStringReplay_.state_.changed = false; } } }; /** * @inheritDoc */ ol.render.webgl.PolygonReplay.prototype.drawPolygon = function(polygonGeometry, feature) { var linearRings = polygonGeometry.getLinearRings(); var stride = polygonGeometry.getStride(); if (linearRings.length > 0) { this.startIndices_.push(this.indices_.length); this.startIndicesFeature_.push(feature); if (this.state_.changed) { this.styleIndices_.push(this.indices_.length); this.state_.changed = false; } this.lineStringReplay_.startIndices_.push(this.lineStringReplay_.indices_.length); this.lineStringReplay_.startIndicesFeature_.push(feature); if (this.lineStringReplay_.state_.changed) { this.lineStringReplay_.styleIndices_.push(this.lineStringReplay_.indices_.length); this.lineStringReplay_.state_.changed = false; } var flatCoordinates = linearRings[0].getFlatCoordinates(); flatCoordinates = ol.geom.flat.transform.translate(flatCoordinates, 0, flatCoordinates.length, stride, -this.origin_[0], -this.origin_[1]); this.lineStringReplay_.drawCoordinates_(flatCoordinates, 0, flatCoordinates.length, stride); var holes = []; var i, ii, holeFlatCoords; for (i = 1, ii = linearRings.length; i < ii; ++i) { holeFlatCoords = linearRings[i].getFlatCoordinates(); holeFlatCoords = ol.geom.flat.transform.translate(holeFlatCoords, 0, holeFlatCoords.length, stride, -this.origin_[0], -this.origin_[1]); holes.push(holeFlatCoords); this.lineStringReplay_.drawCoordinates_(holeFlatCoords, 0, holeFlatCoords.length, stride); } this.drawCoordinates_(flatCoordinates, holes, stride); } }; /** * @param {ol.webgl.Context} context Context. **/ ol.render.webgl.PolygonReplay.prototype.finish = function(context) { // create, bind, and populate the vertices buffer this.verticesBuffer_ = new ol.webgl.Buffer(this.vertices_); context.bindBuffer(ol.webgl.ARRAY_BUFFER, this.verticesBuffer_); // create, bind, and populate the indices buffer this.indicesBuffer_ = new ol.webgl.Buffer(this.indices_); context.bindBuffer(ol.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_); this.startIndices_.push(this.indices_.length); this.lineStringReplay_.finish(context); //Clean up, if there is nothing to draw if (this.styleIndices_.length === 0 && this.styles_.length > 0) { this.styles_ = []; } this.vertices_ = null; this.indices_ = null; }; /** * @param {ol.webgl.Context} context WebGL context. * @return {function()} Delete resources function. */ ol.render.webgl.PolygonReplay.prototype.getDeleteResourcesFunction = function(context) { // We only delete our stuff here. The shaders and the program may // be used by other PolygonReplay instances (for other layers). And // they will be deleted when disposing of the ol.webgl.Context // object. goog.asserts.assert(!goog.isNull(this.verticesBuffer_), 'verticesBuffer must not be null'); goog.asserts.assert(!goog.isNull(this.indicesBuffer_), 'indicesBuffer must not be null'); var verticesBuffer = this.verticesBuffer_; var indicesBuffer = this.indicesBuffer_; var lineDeleter = this.lineStringReplay_.getDeleteResourcesFunction(context); return function() { context.deleteBuffer(verticesBuffer); context.deleteBuffer(indicesBuffer); lineDeleter(); }; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @return {ol.render.webgl.polygonreplay.shader.Default.Locations} Locations. */ ol.render.webgl.PolygonReplay.prototype.setUpProgram_ = function(gl, context, size, pixelRatio) { // get the program var fragmentShader, vertexShader; fragmentShader = ol.render.webgl.polygonreplay.shader.DefaultFragment.getInstance(); vertexShader = ol.render.webgl.polygonreplay.shader.DefaultVertex.getInstance(); var program = context.getProgram(fragmentShader, vertexShader); // get the locations var locations; if (!this.defaultLocations_) { locations = new ol.render.webgl.polygonreplay.shader.Default .Locations(gl, program); this.defaultLocations_ = locations; } else { locations = this.defaultLocations_; } context.useProgram(program); // enable the vertex attrib arrays gl.enableVertexAttribArray(locations.a_position); gl.vertexAttribPointer(locations.a_position, 2, ol.webgl.FLOAT, false, 8, 0); return locations; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object} skippedFeaturesHash Ids of features to skip. * @param {boolean} hitDetection Hit detection mode. */ ol.render.webgl.PolygonReplay.prototype.drawReplay_ = function(gl, context, skippedFeaturesHash, hitDetection) { //Save GL parameters. var tmpDepthFunc = /** @type {number} */ (gl.getParameter(gl.DEPTH_FUNC)); var tmpDepthMask = /** @type {boolean} */ (gl.getParameter(gl.DEPTH_WRITEMASK)); if (!hitDetection) { gl.enable(gl.DEPTH_TEST); gl.depthMask(true); gl.depthFunc(gl.NOTEQUAL); } if (!ol.object.isEmpty(skippedFeaturesHash)) { this.drawReplaySkipping_(gl, context, skippedFeaturesHash); } else { goog.asserts.assert(this.styles_.length === this.styleIndices_.length, 'number of styles and styleIndices match'); //Draw by style groups to minimize drawElements() calls. var i, start, end, nextStyle; end = this.startIndices_[this.startIndices_.length - 1]; for (i = this.styleIndices_.length - 1; i >= 0; --i) { start = this.styleIndices_[i]; nextStyle = this.styles_[i]; this.setFillStyle_(gl, nextStyle); this.drawElements_(gl, context, start, end); end = start; } } if (!hitDetection) { gl.clear(gl.DEPTH_BUFFER_BIT); gl.disable(gl.DEPTH_TEST); //Restore GL parameters. gl.depthMask(tmpDepthMask); gl.depthFunc(tmpDepthFunc); } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.PolygonReplay.prototype.drawHitDetectionReplayOneByOne_ = function(gl, context, skippedFeaturesHash, featureCallback, opt_hitExtent) { goog.asserts.assert(this.styles_.length === this.styleIndices_.length, 'number of styles and styleIndices match'); goog.asserts.assert(this.startIndices_.length - 1 === this.startIndicesFeature_.length, 'number of startIndices and startIndicesFeature match'); var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex; featureIndex = this.startIndices_.length - 2; end = this.startIndices_[featureIndex + 1]; for (i = this.styleIndices_.length - 1; i >= 0; --i) { nextStyle = this.styles_[i]; this.setFillStyle_(gl, nextStyle); groupStart = this.styleIndices_[i]; while (featureIndex >= 0 && this.startIndices_[featureIndex] >= groupStart) { start = this.startIndices_[featureIndex]; feature = this.startIndicesFeature_[featureIndex]; featureUid = goog.getUid(feature).toString(); if (skippedFeaturesHash[featureUid] === undefined && feature.getGeometry() && (opt_hitExtent === undefined || ol.extent.intersects( /** @type {Array} */ (opt_hitExtent), feature.getGeometry().getExtent()))) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); this.drawElements_(gl, context, start, end); var result = featureCallback(feature); if (result) { return result; } } featureIndex--; end = start; } } return undefined; }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {ol.webgl.Context} context Context. * @param {Object} skippedFeaturesHash Ids of features to skip. */ ol.render.webgl.PolygonReplay.prototype.drawReplaySkipping_ = function(gl, context, skippedFeaturesHash) { goog.asserts.assert(this.startIndices_.length - 1 === this.startIndicesFeature_.length, 'number of startIndices and startIndicesFeature match'); var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex, featureStart; featureIndex = this.startIndices_.length - 2; end = start = this.startIndices_[featureIndex + 1]; for (i = this.styleIndices_.length - 1; i >= 0; --i) { nextStyle = this.styles_[i]; this.setFillStyle_(gl, nextStyle); groupStart = this.styleIndices_[i]; while (featureIndex >= 0 && this.startIndices_[featureIndex] >= groupStart) { featureStart = this.startIndices_[featureIndex]; feature = this.startIndicesFeature_[featureIndex]; featureUid = goog.getUid(feature).toString(); if (skippedFeaturesHash[featureUid]) { if (start !== end) { this.drawElements_(gl, context, start, end); } end = featureStart; } featureIndex--; start = featureStart; } if (start !== end) { this.drawElements_(gl, context, start, end); } } }; /** * @private * @param {WebGLRenderingContext} gl gl. * @param {Array.} color Color. */ ol.render.webgl.PolygonReplay.prototype.setFillStyle_ = function(gl, color) { gl.uniform4fv(this.defaultLocations_.u_color, color); }; /** * @inheritDoc */ ol.render.webgl.PolygonReplay.prototype.setFillStrokeStyle = function(fillStyle, strokeStyle) { goog.asserts.assert(this.state_, 'this.state_ should not be null'); goog.asserts.assert(fillStyle || strokeStyle, 'one of the styles should not be null'); var fillStyleColor = fillStyle ? fillStyle.getColor() : [0, 0, 0, 0]; if (!(fillStyleColor instanceof CanvasGradient) && !(fillStyleColor instanceof CanvasPattern)) { fillStyleColor = ol.color.asArray(fillStyleColor).map(function(c, i) { return i != 3 ? c / 255 : c; }) || ol.render.webgl.defaultFillStyle; } else { fillStyleColor = ol.render.webgl.defaultFillStyle; } if (!this.state_.fillColor || !ol.array.equals(fillStyleColor, this.state_.fillColor)) { this.state_.fillColor = fillStyleColor; this.state_.changed = true; this.styles_.push(fillStyleColor); } //Provide a null stroke style, if no strokeStyle is provided. Required for the draw interaction to work. if (strokeStyle) { this.lineStringReplay_.setFillStrokeStyle(null, strokeStyle); } else { var nullStrokeStyle = new ol.style.Stroke({ color: [0, 0, 0, 0], lineWidth: 0 }); this.lineStringReplay_.setFillStrokeStyle(null, nullStrokeStyle); } }; /** * @constructor * @extends {ol.render.ReplayGroup} * @param {number} tolerance Tolerance. * @param {ol.Extent} maxExtent Max extent. * @param {number=} opt_renderBuffer Render buffer. * @struct */ ol.render.webgl.ReplayGroup = function(tolerance, maxExtent, opt_renderBuffer) { ol.render.ReplayGroup.call(this); /** * @type {ol.Extent} * @private */ this.maxExtent_ = maxExtent; /** * @type {number} * @private */ this.tolerance_ = tolerance; /** * @type {number|undefined} * @private */ this.renderBuffer_ = opt_renderBuffer; /** * ImageReplay only is supported at this point. * @type {Object.} * @private */ this.replays_ = {}; }; ol.inherits(ol.render.webgl.ReplayGroup, ol.render.ReplayGroup); /** * @param {ol.webgl.Context} context WebGL context. * @return {function()} Delete resources function. */ ol.render.webgl.ReplayGroup.prototype.getDeleteResourcesFunction = function(context) { var functions = []; var replayKey; for (replayKey in this.replays_) { functions.push( this.replays_[replayKey].getDeleteResourcesFunction(context)); } return function() { var length = functions.length; var result; for (var i = 0; i < length; i++) { result = functions[i].apply(this, arguments); } return result; }; }; /** * @param {ol.webgl.Context} context Context. */ ol.render.webgl.ReplayGroup.prototype.finish = function(context) { var replayKey; for (replayKey in this.replays_) { this.replays_[replayKey].finish(context); } }; /** * @inheritDoc */ ol.render.webgl.ReplayGroup.prototype.getReplay = function(zIndex, replayType) { var replay = this.replays_[replayType]; if (replay === undefined) { var constructor = ol.render.webgl.BATCH_CONSTRUCTORS_[replayType]; replay = new constructor(this.tolerance_, this.maxExtent_); this.replays_[replayType] = replay; } return replay; }; /** * @inheritDoc */ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() { return ol.obj.isEmpty(this.replays_); }; /** * @param {ol.webgl.Context} context Context. * @param {ol.Coordinate} center Center. * @param {number} resolution Resolution. * @param {number} rotation Rotation. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @param {number} opacity Global opacity. * @param {Object.} skippedFeaturesHash Ids of features * to skip. */ ol.render.webgl.ReplayGroup.prototype.replay = function(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash) { var i, ii, replay; for (i = 0, ii = ol.render.replay.ORDER.length; i < ii; ++i) { replay = this.replays_[ol.render.replay.ORDER[i]]; if (replay !== undefined) { replay.replay(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, undefined, false); } } }; /** * @private * @param {ol.webgl.Context} context Context. * @param {ol.Coordinate} center Center. * @param {number} resolution Resolution. * @param {number} rotation Rotation. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @param {number} opacity Global opacity. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback. * @param {boolean} oneByOne Draw features one-by-one for the hit-detecion. * @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting * this extent are checked. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.ReplayGroup.prototype.replayHitDetection_ = function(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent) { var i, replay, result; for (i = ol.render.replay.ORDER.length - 1; i >= 0; --i) { replay = this.replays_[ol.render.replay.ORDER[i]]; if (replay !== undefined) { result = replay.replay(context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, featureCallback, oneByOne, opt_hitExtent); if (result) { return result; } } } return undefined; }; /** * @param {ol.Coordinate} coordinate Coordinate. * @param {ol.webgl.Context} context Context. * @param {ol.Coordinate} center Center. * @param {number} resolution Resolution. * @param {number} rotation Rotation. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @param {number} opacity Global opacity. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @param {function((ol.Feature|ol.render.Feature)): T|undefined} callback Feature callback. * @return {T|undefined} Callback result. * @template T */ ol.render.webgl.ReplayGroup.prototype.forEachFeatureAtCoordinate = function( coordinate, context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash, callback) { var gl = context.getGL(); gl.bindFramebuffer( gl.FRAMEBUFFER, context.getHitDetectionFramebuffer()); /** * @type {ol.Extent} */ var hitExtent; if (this.renderBuffer_ !== undefined) { // build an extent around the coordinate, so that only features that // intersect this extent are checked hitExtent = ol.extent.buffer( ol.extent.createOrUpdateFromCoordinate(coordinate), resolution * this.renderBuffer_); } return this.replayHitDetection_(context, coordinate, resolution, rotation, ol.render.webgl.HIT_DETECTION_SIZE_, pixelRatio, opacity, skippedFeaturesHash, /** * @param {ol.Feature|ol.render.Feature} feature Feature. * @return {?} Callback result. */ function(feature) { var imageData = new Uint8Array(4); gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, imageData); if (imageData[3] > 0) { var result = callback(feature); if (result) { return result; } } }, true, hitExtent); }; /** * @param {ol.Coordinate} coordinate Coordinate. * @param {ol.webgl.Context} context Context. * @param {ol.Coordinate} center Center. * @param {number} resolution Resolution. * @param {number} rotation Rotation. * @param {ol.Size} size Size. * @param {number} pixelRatio Pixel ratio. * @param {number} opacity Global opacity. * @param {Object.} skippedFeaturesHash Ids of features * to skip. * @return {boolean} Is there a feature at the given coordinate? */ ol.render.webgl.ReplayGroup.prototype.hasFeatureAtCoordinate = function( coordinate, context, center, resolution, rotation, size, pixelRatio, opacity, skippedFeaturesHash) { var gl = context.getGL(); gl.bindFramebuffer( gl.FRAMEBUFFER, context.getHitDetectionFramebuffer()); var hasFeature = this.replayHitDetection_(context, coordinate, resolution, rotation, ol.render.webgl.HIT_DETECTION_SIZE_, pixelRatio, opacity, skippedFeaturesHash, /** * @param {ol.Feature|ol.render.Feature} feature Feature. * @return {boolean} Is there a feature? */ function(feature) { var imageData = new Uint8Array(4); gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, imageData); return imageData[3] > 0; }, false); return hasFeature !== undefined; }; /** * @const * @private * @type {Object.} */ ol.render.webgl.BATCH_CONSTRUCTORS_ = { 'Image': ol.render.webgl.ImageReplay, 'LineString': ol.render.webgl.LineStringReplay, 'Polygon': ol.render.webgl.PolygonReplay }; /** * @const * @private * @type {Array.} */ ol.render.webgl.HIT_DETECTION_SIZE_ = [1, 1];