For each feature its opacity value index is encoded on 4 bytes in the color values, and the uid is stored in the opacity value, allowing for a much higher range of uids to be read.
598 lines
21 KiB
JavaScript
598 lines
21 KiB
JavaScript
/**
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* @module ol/renderer/webgl/PointsLayer
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*/
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import WebGLArrayBuffer from '../../webgl/Buffer.js';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl.js';
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import {DefaultAttrib, DefaultUniform} from '../../webgl/Helper.js';
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import GeometryType from '../../geom/GeometryType.js';
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import WebGLLayerRenderer, {
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colorDecodeId,
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colorEncodeId,
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getBlankImageData,
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POINT_INSTRUCTIONS_COUNT, POINT_VERTEX_STRIDE, WebGLWorkerMessageType,
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writePointFeatureInstructions
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} from './Layer.js';
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import ViewHint from '../../ViewHint.js';
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import {createEmpty, equals} from '../../extent.js';
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import {
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create as createTransform,
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makeInverse as makeInverseTransform,
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multiply as multiplyTransform,
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apply as applyTransform
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} from '../../transform.js';
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import {create as createWebGLWorker} from '../../worker/webgl.js';
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import {getUid} from '../../util.js';
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import WebGLRenderTarget from '../../webgl/RenderTarget.js';
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const VERTEX_SHADER = `
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precision mediump float;
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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attribute float a_rotateWithView;
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attribute vec2 a_offsets;
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attribute float a_opacity;
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attribute vec4 a_color;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying vec4 v_color;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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if (a_rotateWithView == 1.0) {
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offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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}
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vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
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gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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v_texCoord = a_texCoord;
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v_opacity = a_opacity;
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v_color = a_color;
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}`;
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const FRAGMENT_SHADER = `
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precision mediump float;
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uniform sampler2D u_texture;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying vec4 v_color;
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void main(void) {
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if (v_opacity == 0.0) {
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discard;
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}
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vec4 textureColor = texture2D(u_texture, v_texCoord);
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gl_FragColor = v_color * textureColor;
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gl_FragColor.a *= v_opacity;
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gl_FragColor.rgb *= gl_FragColor.a;
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}`;
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const HIT_FRAGMENT_SHADER = `
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precision mediump float;
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uniform sampler2D u_texture;
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varying vec2 v_texCoord;
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varying float v_opacity;
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varying vec4 v_color;
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void main(void) {
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if (v_opacity == 0.0) {
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discard;
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}
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vec4 textureColor = texture2D(u_texture, v_texCoord);
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if (textureColor.a < 0.1) {
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discard;
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}
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gl_FragColor = v_color;
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}`;
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/**
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* @typedef {Object} Options
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* @property {function(import("../../Feature").default):number} [sizeCallback] Will be called on every feature in the
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* source to compute the size of the quad on screen (in pixels). This is only done on source change.
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* @property {function(import("../../Feature").default, number):number} [coordCallback] Will be called on every feature in the
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* source to compute the coordinate of the quad center on screen (in pixels). This is only done on source change.
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* The second argument is 0 for `x` component and 1 for `y`.
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* @property {function(import("../../Feature").default, number):number} [texCoordCallback] Will be called on every feature in the
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* source to compute the texture coordinates of each corner of the quad (without effect if no `texture` option defined). This is only done on source change.
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* The second argument is 0 for `u0` component, 1 for `v0`, 2 for `u1`, and 3 for `v1`.
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* @property {function(import("../../Feature").default, Array<number>=):Array<number>} [colorCallback] Will be called on every feature in the
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* source to compute the color for use in the fragment shader (available as the `v_color` varying). This is only done on source change.
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* The return value should be between an array of R, G, B, A values between 0 and 1. To reduce unnecessary
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* allocation, the function is called with a reusable array that can serve as the return value after updating
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* the R, G, B, and A values.
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* @property {function(import("../../Feature").default):number} [opacityCallback] Will be called on every feature in the
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* source to compute the opacity of the quad on screen (from 0 to 1). This is only done on source change.
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* Note: this is multiplied with the color of the point which can also have an alpha value < 1.
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* @property {function(import("../../Feature").default):boolean} [rotateWithViewCallback] Will be called on every feature in the
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* source to compute whether the quad on screen must stay upwards (`false`) or follow the view rotation (`true`).
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* This is only done on source change.
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* @property {HTMLCanvasElement|HTMLImageElement|ImageData} [texture] Texture to use on points. `texCoordCallback` and `sizeCallback`
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* must be defined for this to have any effect.
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* @property {string} [vertexShader] Vertex shader source
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* @property {string} [fragmentShader] Fragment shader source
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* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
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* Please note that `u_texture` is reserved for the main texture slot.
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* @property {Array<import("./Layer").PostProcessesOptions>} [postProcesses] Post-processes definitions
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*/
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/**
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* @classdesc
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* WebGL vector renderer optimized for points.
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* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
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* every time the vector source changes.
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*
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* Use shaders to customize the final output. The following attributes are available:
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* * `vec2 a_position`
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* * `vec2 a_texCoord`
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* * `vec2 a_offsets`
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* * `float a_rotateWithView`
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* * `float a_opacity`
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* * `float a_color`
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*
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* The following uniform is used for the main texture: `u_texture`.
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*
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* Please note that the main shader output should have premultiplied alpha, otherwise visual anomalies may occur.
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*
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* Points are rendered as quads with the following structure:
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*
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* ```
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* (u0, v1) (u1, v1)
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* [3]----------[2]
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* |` |
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* | ` |
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* | ` |
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* | ` |
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* | ` |
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* | ` |
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* [0]----------[1]
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* (u0, v0) (u1, v0)
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* ```
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*
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* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
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*
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* Default shaders are shown hereafter:
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*
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* * Vertex shader:
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* ```
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* precision mediump float;
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*
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* attribute vec2 a_position;
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* attribute vec2 a_texCoord;
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* attribute float a_rotateWithView;
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* attribute vec2 a_offsets;
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* attribute float a_opacity;
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* attribute vec4 a_color;
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*
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* uniform mat4 u_projectionMatrix;
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* uniform mat4 u_offsetScaleMatrix;
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* uniform mat4 u_offsetRotateMatrix;
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*
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* varying vec2 v_texCoord;
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* varying float v_opacity;
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* varying vec4 v_color;
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*
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* void main(void) {
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* mat4 offsetMatrix = u_offsetScaleMatrix;
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* if (a_rotateWithView == 1.0) {
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* offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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* }
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* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
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* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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* v_texCoord = a_texCoord;
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* v_opacity = a_opacity;
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* v_color = a_color;
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* }
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* ```
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*
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* * Fragment shader:
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* ```
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* precision mediump float;
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*
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* uniform sampler2D u_texture;
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*
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* varying vec2 v_texCoord;
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* varying float v_opacity;
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* varying vec4 v_color;
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*
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* void main(void) {
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* if (v_opacity == 0.0) {
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* discard;
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* }
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* vec4 textureColor = texture2D(u_texture, v_texCoord);
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* gl_FragColor = v_color * textureColor;
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* gl_FragColor.a *= v_opacity;
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* gl_FragColor.rgb *= gl_FragColor.a;
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* }
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* ```
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*
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* @api
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*/
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class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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/**
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* @param {import("../../layer/Vector.js").default} vectorLayer Vector layer.
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* @param {Options=} [opt_options] Options.
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*/
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constructor(vectorLayer, opt_options) {
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const options = opt_options || {};
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const uniforms = options.uniforms || {};
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uniforms.u_texture = options.texture || getBlankImageData();
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const projectionMatrixTransform = createTransform();
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uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;
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super(vectorLayer, {
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uniforms: uniforms,
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postProcesses: options.postProcesses
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});
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this.sourceRevision_ = -1;
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this.verticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
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this.hitVerticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
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this.indicesBuffer_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW);
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this.program_ = this.helper.getProgram(
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options.fragmentShader || FRAGMENT_SHADER,
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options.vertexShader || VERTEX_SHADER
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);
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this.hitProgram_ = this.helper.getProgram(
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HIT_FRAGMENT_SHADER,
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options.vertexShader || VERTEX_SHADER
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);
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this.sizeCallback_ = options.sizeCallback || function() {
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return 1;
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};
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this.coordCallback_ = options.coordCallback || function(feature, index) {
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const geom = feature.getGeometry();
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return geom.getCoordinates()[index];
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};
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this.opacityCallback_ = options.opacityCallback || function() {
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return 1;
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};
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this.texCoordCallback_ = options.texCoordCallback || function(feature, index) {
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return index < 2 ? 0 : 1;
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};
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this.colorArray_ = [1, 1, 1, 1];
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this.colorCallback_ = options.colorCallback || function(feature, color) {
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return this.colorArray_;
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};
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this.rotateWithViewCallback_ = options.rotateWithViewCallback || function() {
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return false;
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};
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this.previousExtent_ = createEmpty();
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/**
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* This transform is updated on every frame and is the composition of:
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* - invert of the world->screen transform that was used when rebuilding buffers (see `this.renderTransform_`)
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* - current world->screen transform
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* @type {import("../../transform.js").Transform}
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* @private
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*/
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this.currentTransform_ = projectionMatrixTransform;
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/**
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* This transform is updated when buffers are rebuilt and converts world space coordinates to screen space
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* @type {import("../../transform.js").Transform}
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* @private
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*/
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this.renderTransform_ = createTransform();
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/**
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* @type {import("../../transform.js").Transform}
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* @private
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*/
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this.invertRenderTransform_ = createTransform();
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/**
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* @type {Float32Array}
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* @private
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*/
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this.renderInstructions_ = new Float32Array(0);
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/**
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* @type {import("../../transform.js").Transform}
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* @private
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*/
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this.hitRenderTransform_ = createTransform();
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/**
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* @type {import("../../transform.js").Transform}
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* @private
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*/
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this.invertHitRenderTransform_ = createTransform();
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/**
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* These instructions are used for hit detection
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* @type {Float32Array}
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* @private
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*/
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this.hitRenderInstructions_ = new Float32Array(0);
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/**
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* @type {WebGLRenderTarget}
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* @private
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*/
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this.hitRenderTarget_ = new WebGLRenderTarget(this.helper);
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this.worker_ = createWebGLWorker();
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this.worker_.addEventListener('message', function(event) {
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const received = event.data;
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if (received.type === WebGLWorkerMessageType.GENERATE_BUFFERS) {
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const projectionTransform = received.projectionTransform;
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if (received.hitDetection) {
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this.hitVerticesBuffer_.fromArrayBuffer(received.vertexBuffer);
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this.helper.flushBufferData(this.hitVerticesBuffer_);
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} else {
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this.verticesBuffer_.fromArrayBuffer(received.vertexBuffer);
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this.helper.flushBufferData(this.verticesBuffer_);
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}
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this.indicesBuffer_.fromArrayBuffer(received.indexBuffer);
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this.helper.flushBufferData(this.indicesBuffer_);
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if (received.hitDetection) {
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this.hitRenderTransform_ = projectionTransform;
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makeInverseTransform(this.invertHitRenderTransform_, this.hitRenderTransform_);
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this.hitRenderInstructions_ = new Float32Array(event.data.renderInstructions);
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} else {
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this.renderTransform_ = projectionTransform;
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makeInverseTransform(this.invertRenderTransform_, this.renderTransform_);
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this.renderInstructions_ = new Float32Array(event.data.renderInstructions);
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}
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}
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}.bind(this));
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}
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/**
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* @inheritDoc
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*/
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disposeInternal() {
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super.disposeInternal();
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}
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/**
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* @inheritDoc
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*/
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renderFrame(frameState) {
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const renderCount = this.indicesBuffer_.getArray() ? this.indicesBuffer_.getArray().length : 0;
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this.helper.drawElements(0, renderCount);
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this.helper.finalizeDraw(frameState);
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const canvas = this.helper.getCanvas();
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const layerState = frameState.layerStatesArray[frameState.layerIndex];
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const opacity = layerState.opacity;
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if (opacity !== parseFloat(canvas.style.opacity)) {
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canvas.style.opacity = opacity;
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}
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this.renderHitDetection(frameState);
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this.hitRenderTarget_.clearCachedData();
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return canvas;
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}
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/**
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* @inheritDoc
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*/
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prepareFrame(frameState) {
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const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
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const vectorSource = vectorLayer.getSource();
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const viewState = frameState.viewState;
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const stride = POINT_VERTEX_STRIDE;
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// the source has changed: clear the feature cache & reload features
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const sourceChanged = this.sourceRevision_ < vectorSource.getRevision();
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if (sourceChanged) {
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this.sourceRevision_ = vectorSource.getRevision();
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const projection = viewState.projection;
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const resolution = viewState.resolution;
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vectorSource.loadFeatures([-Infinity, -Infinity, Infinity, Infinity], resolution, projection);
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}
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const viewNotMoving = !frameState.viewHints[ViewHint.ANIMATING] && !frameState.viewHints[ViewHint.INTERACTING];
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const extentChanged = !equals(this.previousExtent_, frameState.extent);
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if ((sourceChanged || extentChanged) && viewNotMoving) {
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this.rebuildBuffers_(frameState);
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this.previousExtent_ = frameState.extent.slice();
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}
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// apply the current projection transform with the invert of the one used to fill buffers
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this.helper.makeProjectionTransform(frameState, this.currentTransform_);
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multiplyTransform(this.currentTransform_, this.invertRenderTransform_);
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this.helper.useProgram(this.program_);
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this.helper.prepareDraw(frameState);
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// write new data
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this.helper.bindBuffer(this.verticesBuffer_);
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this.helper.bindBuffer(this.indicesBuffer_);
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const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
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this.helper.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
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this.helper.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
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this.helper.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
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this.helper.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
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this.helper.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
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this.helper.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
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return true;
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}
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/**
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* Rebuild internal webgl buffers based on current view extent; costly, should not be called too much
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|
* @param {import("../../PluggableMap").FrameState} frameState Frame state.
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* @private
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*/
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rebuildBuffers_(frameState) {
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const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
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const vectorSource = vectorLayer.getSource();
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// saves the projection transform for the current frame state
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const projectionTransform = createTransform();
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this.helper.makeProjectionTransform(frameState, projectionTransform);
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const features = vectorSource.getFeatures();
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const totalInstructionsCount = POINT_INSTRUCTIONS_COUNT * features.length;
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if (!this.renderInstructions_ || this.renderInstructions_.length !== totalInstructionsCount) {
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this.renderInstructions_ = new Float32Array(totalInstructionsCount);
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}
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if (!this.hitRenderInstructions_ || this.hitRenderInstructions_.length !== totalInstructionsCount) {
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this.hitRenderInstructions_ = new Float32Array(totalInstructionsCount);
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}
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// loop on features to fill the buffer
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let feature;
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const tmpCoords = [];
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const tmpColor = [];
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let elementIndex = 0;
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let u0, v0, u1, v1, size, opacity, rotateWithView, color;
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for (let i = 0; i < features.length; i++) {
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feature = features[i];
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if (!feature.getGeometry() || feature.getGeometry().getType() !== GeometryType.POINT) {
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continue;
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}
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tmpCoords[0] = this.coordCallback_(feature, 0);
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tmpCoords[1] = this.coordCallback_(feature, 1);
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applyTransform(projectionTransform, tmpCoords);
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u0 = this.texCoordCallback_(feature, 0);
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v0 = this.texCoordCallback_(feature, 1);
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u1 = this.texCoordCallback_(feature, 2);
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v1 = this.texCoordCallback_(feature, 3);
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size = this.sizeCallback_(feature);
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opacity = this.opacityCallback_(feature);
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rotateWithView = this.rotateWithViewCallback_(feature);
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color = this.colorCallback_(feature, this.colorArray_);
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writePointFeatureInstructions(
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this.renderInstructions_,
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elementIndex,
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tmpCoords[0],
|
|
tmpCoords[1],
|
|
u0,
|
|
v0,
|
|
u1,
|
|
v1,
|
|
size,
|
|
opacity,
|
|
rotateWithView,
|
|
color
|
|
);
|
|
|
|
// for hit detection, the feature uid is saved in the opacity value
|
|
// and the index of the opacity value is encoded in the color values
|
|
elementIndex = writePointFeatureInstructions(
|
|
this.hitRenderInstructions_,
|
|
elementIndex,
|
|
tmpCoords[0],
|
|
tmpCoords[1],
|
|
u0,
|
|
v0,
|
|
u1,
|
|
v1,
|
|
size,
|
|
opacity > 0 ? Number(getUid(feature)) : 0,
|
|
rotateWithView,
|
|
colorEncodeId(elementIndex + 7, tmpColor)
|
|
);
|
|
}
|
|
|
|
/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
|
|
const message = {
|
|
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
|
|
renderInstructions: this.renderInstructions_.buffer
|
|
};
|
|
// additional properties will be sent back as-is by the worker
|
|
message['projectionTransform'] = projectionTransform;
|
|
this.worker_.postMessage(message, [this.renderInstructions_.buffer]);
|
|
this.renderInstructions_ = null;
|
|
|
|
/** @type import('./Layer').WebGLWorkerGenerateBuffersMessage */
|
|
const hitMessage = {
|
|
type: WebGLWorkerMessageType.GENERATE_BUFFERS,
|
|
renderInstructions: this.hitRenderInstructions_.buffer
|
|
};
|
|
hitMessage['projectionTransform'] = projectionTransform;
|
|
hitMessage['hitDetection'] = true;
|
|
this.worker_.postMessage(hitMessage, [this.hitRenderInstructions_.buffer]);
|
|
this.hitRenderInstructions_ = null;
|
|
}
|
|
|
|
/**
|
|
* @inheritDoc
|
|
*/
|
|
forEachFeatureAtCoordinate(coordinate, frameState, hitTolerance, callback, declutteredFeatures) {
|
|
if (!this.hitRenderInstructions_) {
|
|
return;
|
|
}
|
|
|
|
const pixel = applyTransform(frameState.coordinateToPixelTransform, coordinate.slice());
|
|
|
|
const data = this.hitRenderTarget_.readPixel(pixel[0], pixel[1]);
|
|
const color = [
|
|
data[0] / 255,
|
|
data[1] / 255,
|
|
data[2] / 255,
|
|
data[3] / 255
|
|
];
|
|
const index = colorDecodeId(color);
|
|
const opacity = this.hitRenderInstructions_[index];
|
|
const uid = Math.floor(opacity).toString();
|
|
|
|
const source = this.getLayer().getSource();
|
|
const feature = source.getFeatureByUid(uid);
|
|
if (feature) {
|
|
return callback(feature, this.getLayer());
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Render the hit detection data to the corresponding render target
|
|
* @param {import("../../PluggableMap.js").FrameState} frameState current frame state
|
|
*/
|
|
renderHitDetection(frameState) {
|
|
const width = frameState.size[0];
|
|
const height = frameState.size[1];
|
|
const size = [width, height];
|
|
|
|
this.hitRenderTarget_.setSize(size);
|
|
|
|
this.helper.useProgram(this.hitProgram_);
|
|
this.helper.prepareDrawToRenderTarget(frameState, this.hitRenderTarget_, true);
|
|
|
|
this.helper.makeProjectionTransform(frameState, this.currentTransform_);
|
|
multiplyTransform(this.currentTransform_, this.invertHitRenderTransform_);
|
|
|
|
this.helper.bindBuffer(this.hitVerticesBuffer_);
|
|
this.helper.bindBuffer(this.indicesBuffer_);
|
|
|
|
const stride = POINT_VERTEX_STRIDE;
|
|
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
|
|
this.helper.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
|
|
this.helper.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
|
|
this.helper.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
|
|
this.helper.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
|
|
this.helper.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
|
|
this.helper.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
|
|
|
|
const renderCount = this.indicesBuffer_.getArray() ? this.indicesBuffer_.getArray().length : 0;
|
|
this.helper.drawElements(0, renderCount);
|
|
}
|
|
}
|
|
|
|
export default WebGLPointsLayerRenderer;
|