/** * @module ol/webgl/Context */ import {getUid} from '../util.js'; import {EXTENSIONS as WEBGL_EXTENSIONS} from '../webgl.js'; import Disposable from '../Disposable.js'; import {includes} from '../array.js'; import {listen, unlistenAll} from '../events.js'; import {clear} from '../obj.js'; import {ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, TEXTURE_2D, TEXTURE_WRAP_S, TEXTURE_WRAP_T} from '../webgl.js'; import ContextEventType from '../webgl/ContextEventType.js'; import {FLOAT, TRIANGLES, UNSIGNED_INT, UNSIGNED_SHORT} from "../webgl"; import { create as createTransform, reset as resetTransform, rotate as rotateTransform, scale as scaleTransform, translate as translateTransform } from "../transform"; import {create, fromTransform} from "../vec/mat4"; /** * @typedef {Object} BufferCacheEntry * @property {import("./Buffer.js").default} buf * @property {WebGLBuffer} buffer */ export const DefaultUniform = { PROJECTION_MATRIX: 'u_projectionMatrix', OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix', OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix', OPACITY: 'u_opacity' }; export const DefaultAttrib = { POSITION: 'a_position', TEX_COORD: 'a_texCoord', OPACITY: 'a_opacity', ROTATE_WITH_VIEW: 'a_rotateWithView' }; /** * @classdesc * A WebGL context for accessing low-level WebGL capabilities. */ class WebGLContext extends Disposable { /** * @param {HTMLCanvasElement} canvas Canvas. */ constructor(canvas) { super(); /** * @private * @type {HTMLCanvasElement} */ this.canvas_ = canvas; /** * @private * @type {WebGLRenderingContext} */ this.gl_ = canvas.getContext('webgl'); /** * @private * @type {!Object} */ this.bufferCache_ = {}; /** * @private * @type {!Object} */ this.shaderCache_ = {}; /** * @private * @type {!Object} */ this.programCache_ = {}; /** * @private * @type {WebGLProgram} */ this.currentProgram_ = null; /** * @type {boolean} */ this.hasOESElementIndexUint = includes(WEBGL_EXTENSIONS, 'OES_element_index_uint'); // use the OES_element_index_uint extension if available if (this.hasOESElementIndexUint) { this.gl_.getExtension('OES_element_index_uint'); } listen(this.canvas_, ContextEventType.LOST, this.handleWebGLContextLost, this); listen(this.canvas_, ContextEventType.RESTORED, this.handleWebGLContextRestored, this); /** * @private * @type {import("../transform.js").Transform} */ this.projectionMatrix_ = createTransform(); /** * @private * @type {import("../transform.js").Transform} */ this.offsetRotateMatrix_ = createTransform(); /** * @private * @type {import("../transform.js").Transform} */ this.offsetScaleMatrix_ = createTransform(); /** * @private * @type {Array} */ this.tmpMat4_ = create(); /** * @private * @type {Object.} */ this.uniformLocations_; /** * @private * @type {Object.} */ this.attribLocations_; } /** * Just bind the buffer if it's in the cache. Otherwise create * the WebGL buffer, bind it, populate it, and add an entry to * the cache. * TODO: improve this, the logic is unclear: we want A/ to bind a buffer and B/ to flush data in it * @param {number} target Target. * @param {import("./Buffer.js").default} buf Buffer. */ bindBuffer(target, buf) { const gl = this.getGL(); const arr = buf.getArray(); const bufferKey = getUid(buf); if (bufferKey in this.bufferCache_) { const bufferCacheEntry = this.bufferCache_[bufferKey]; gl.bindBuffer(target, bufferCacheEntry.buffer); } else { const buffer = gl.createBuffer(); gl.bindBuffer(target, buffer); let /** @type {ArrayBufferView} */ arrayBuffer; if (target == ARRAY_BUFFER) { arrayBuffer = new Float32Array(arr); } else if (target == ELEMENT_ARRAY_BUFFER) { arrayBuffer = this.hasOESElementIndexUint ? new Uint32Array(arr) : new Uint16Array(arr); } gl.bufferData(target, arrayBuffer, buf.getUsage()); this.bufferCache_[bufferKey] = { buf: buf, buffer: buffer }; } } /** * @param {import("./Buffer.js").default} buf Buffer. */ deleteBuffer(buf) { const gl = this.getGL(); const bufferKey = getUid(buf); const bufferCacheEntry = this.bufferCache_[bufferKey]; if (!gl.isContextLost()) { gl.deleteBuffer(bufferCacheEntry.buffer); } delete this.bufferCache_[bufferKey]; } /** * @inheritDoc */ disposeInternal() { unlistenAll(this.canvas_); const gl = this.getGL(); if (!gl.isContextLost()) { for (const key in this.bufferCache_) { gl.deleteBuffer(this.bufferCache_[key].buffer); } for (const key in this.programCache_) { gl.deleteProgram(this.programCache_[key]); } for (const key in this.shaderCache_) { gl.deleteShader(this.shaderCache_[key]); } } } /** * @protected * @param {number} start Start index. * @param {number} end End index. */ drawElements(start, end) { const elementType = this.hasOESElementIndexUint ? UNSIGNED_INT : UNSIGNED_SHORT; const elementSize = this.hasOESElementIndexUint ? 4 : 2; const numItems = end - start; const offsetInBytes = start * elementSize; this.getGL().drawElements(TRIANGLES, numItems, elementType, offsetInBytes); } /** * @return {HTMLCanvasElement} Canvas. */ getCanvas() { return this.canvas_; } /** * Get the WebGL rendering context * @return {WebGLRenderingContext} The rendering context. * @api */ getGL() { return this.gl_; } /** * Get shader from the cache if it's in the cache. Otherwise, create * the WebGL shader, compile it, and add entry to cache. * @param {import("./Shader.js").default} shaderObject Shader object. * @return {WebGLShader} Shader. */ getShader(shaderObject) { const shaderKey = getUid(shaderObject); if (shaderKey in this.shaderCache_) { return this.shaderCache_[shaderKey]; } else { const gl = this.getGL(); const shader = gl.createShader(shaderObject.getType()); gl.shaderSource(shader, shaderObject.getSource()); gl.compileShader(shader); this.shaderCache_[shaderKey] = shader; return shader; } } /** * Get the program from the cache if it's in the cache. Otherwise create * the WebGL program, attach the shaders to it, and add an entry to the * cache. * @param {import("./Fragment.js").default} fragmentShaderObject Fragment shader. * @param {import("./Vertex.js").default} vertexShaderObject Vertex shader. * @return {WebGLProgram} Program. */ getProgram(fragmentShaderObject, vertexShaderObject) { const programKey = getUid(fragmentShaderObject) + '/' + getUid(vertexShaderObject); if (programKey in this.programCache_) { return this.programCache_[programKey]; } else { const gl = this.getGL(); const program = gl.createProgram(); gl.attachShader(program, this.getShader(fragmentShaderObject)); gl.attachShader(program, this.getShader(vertexShaderObject)); gl.linkProgram(program); this.programCache_[programKey] = program; return program; } } /** * Sets the matrices uniforms for a given frame state * @param {import("../PluggableMap.js").FrameState} frameState Frame state. */ applyFrameState(frameState) { const size = frameState.size; const rotation = frameState.viewState.rotation; const resolution = frameState.viewState.resolution; const center = frameState.viewState.center; // set the "uniform" values (coordinates 0,0 are the center of the view const projectionMatrix = resetTransform(this.projectionMatrix_); scaleTransform(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1])); rotateTransform(projectionMatrix, -rotation); translateTransform(projectionMatrix, -center[0], -center[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); } this.setUniformMatrixValue(DefaultUniform.PROJECTION_MATRIX, fromTransform(this.tmpMat4_, projectionMatrix)); this.setUniformMatrixValue(DefaultUniform.OFFSET_SCALE_MATRIX, fromTransform(this.tmpMat4_, offsetScaleMatrix)); this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix)); } /** * Will get the location from the shader or the cache * @param {string} name Uniform name * @return {WebGLUniformLocation} uniformLocation */ getUniformLocation(name) { if (!this.uniformLocations_[name]) { this.uniformLocations_[name] = this.getGL().getUniformLocation(this.currentProgram_, name); } return this.uniformLocations_[name]; } /** * Will get the location from the shader or the cache * @param {string} name Attribute name * @return {number} attribLocation */ getAttributeLocation(name) { if (!this.attribLocations_[name]) { this.attribLocations_[name] = this.getGL().getAttribLocation(this.currentProgram_, name); } return this.attribLocations_[name]; } /** * Give a value for a standard float uniform * @param {string} uniform Uniform name * @param {number} value Value */ setUniformFloatValue(uniform, value) { this.getGL().uniform1f(this.getUniformLocation(uniform), value); } /** * Give a value for a standard matrix4 uniform * @param {string} uniform Uniform name * @param {Array} value Matrix value */ setUniformMatrixValue(uniform, value) { this.getGL().uniformMatrix4fv(this.getUniformLocation(uniform), false, value); } /** * Will set the currently bound buffer to an attribute of the shader program * @param {string} attribName * @param {number} size Number of components per attributes * @param {number} type UNSIGNED_INT, UNSIGNED_BYTE, UNSIGNED_SHORT or FLOAT * @param {number} offset Offset in bytes */ enableAttributeArray(attribName, size, type, stride, offset) { this.getGL().enableVertexAttribArray(this.getAttributeLocation(attribName)); this.getGL().vertexAttribPointer(this.getAttributeLocation(attribName), size, type, false, 0, offset); } /** * FIXME empty description for jsdoc */ handleWebGLContextLost() { clear(this.bufferCache_); clear(this.shaderCache_); clear(this.programCache_); this.currentProgram_ = null; } /** * FIXME empty description for jsdoc */ handleWebGLContextRestored() { } /** * Use a program. If the program is already in use, this will return `false`. * @param {WebGLProgram} program Program. * @return {boolean} Changed. * @api */ useProgram(program) { if (program == this.currentProgram_) { return false; } else { const gl = this.getGL(); gl.useProgram(program); this.currentProgram_ = program; this.uniformLocations_ = {}; this.attribLocations_ = {}; return true; } } } /** * @param {WebGLRenderingContext} gl WebGL rendering context. * @param {number=} opt_wrapS wrapS. * @param {number=} opt_wrapT wrapT. * @return {WebGLTexture} The texture. */ function createTextureInternal(gl, opt_wrapS, opt_wrapT) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); if (opt_wrapS !== undefined) { gl.texParameteri( TEXTURE_2D, TEXTURE_WRAP_S, opt_wrapS); } if (opt_wrapT !== undefined) { gl.texParameteri( TEXTURE_2D, TEXTURE_WRAP_T, opt_wrapT); } return texture; } /** * @param {WebGLRenderingContext} gl WebGL rendering context. * @param {number} width Width. * @param {number} height Height. * @param {number=} opt_wrapS wrapS. * @param {number=} opt_wrapT wrapT. * @return {WebGLTexture} The texture. */ export function createEmptyTexture(gl, width, height, opt_wrapS, opt_wrapT) { const texture = createTextureInternal(gl, opt_wrapS, opt_wrapT); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); return texture; } /** * @param {WebGLRenderingContext} gl WebGL rendering context. * @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement} image Image. * @param {number=} opt_wrapS wrapS. * @param {number=} opt_wrapT wrapT. * @return {WebGLTexture} The texture. */ export function createTexture(gl, image, opt_wrapS, opt_wrapT) { const texture = createTextureInternal(gl, opt_wrapS, opt_wrapT); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); return texture; } export default WebGLContext;