This also removes goog.events.listen, goog.events.unlisten, goog.events.unlistenByKey and goog.events.BrowserEvent.
413 lines
11 KiB
JavaScript
413 lines
11 KiB
JavaScript
goog.provide('ol.webgl.Context');
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goog.require('goog.asserts');
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goog.require('ol.events');
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goog.require('goog.log');
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goog.require('goog.object');
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goog.require('ol');
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goog.require('ol.array');
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goog.require('ol.webgl.Buffer');
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goog.require('ol.webgl.WebGLContextEventType');
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/**
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* @typedef {{buf: ol.webgl.Buffer,
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* buffer: WebGLBuffer}}
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*/
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ol.webgl.BufferCacheEntry;
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/**
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* @classdesc
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* A WebGL context for accessing low-level WebGL capabilities.
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*
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* @constructor
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* @extends {ol.events.EventTarget}
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* @param {HTMLCanvasElement} canvas Canvas.
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* @param {WebGLRenderingContext} gl GL.
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*/
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ol.webgl.Context = function(canvas, gl) {
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/**
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* @private
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* @type {HTMLCanvasElement}
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*/
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this.canvas_ = canvas;
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/**
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* @private
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* @type {WebGLRenderingContext}
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*/
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this.gl_ = gl;
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/**
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* @private
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* @type {Object.<number, ol.webgl.BufferCacheEntry>}
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*/
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this.bufferCache_ = {};
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/**
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* @private
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* @type {Object.<number, WebGLShader>}
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*/
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this.shaderCache_ = {};
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/**
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* @private
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* @type {Object.<string, WebGLProgram>}
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*/
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this.programCache_ = {};
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/**
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* @private
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* @type {WebGLProgram}
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*/
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this.currentProgram_ = null;
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/**
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* @private
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* @type {WebGLFramebuffer}
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*/
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this.hitDetectionFramebuffer_ = null;
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/**
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* @private
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* @type {WebGLTexture}
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*/
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this.hitDetectionTexture_ = null;
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/**
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* @private
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* @type {WebGLRenderbuffer}
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*/
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this.hitDetectionRenderbuffer_ = null;
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/**
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* @type {boolean}
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*/
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this.hasOESElementIndexUint = ol.array.includes(
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ol.WEBGL_EXTENSIONS, 'OES_element_index_uint');
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// use the OES_element_index_uint extension if available
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if (this.hasOESElementIndexUint) {
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var ext = gl.getExtension('OES_element_index_uint');
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goog.asserts.assert(ext,
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'Failed to get extension "OES_element_index_uint"');
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}
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ol.events.listen(this.canvas_, ol.webgl.WebGLContextEventType.LOST,
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this.handleWebGLContextLost, false, this);
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ol.events.listen(this.canvas_, ol.webgl.WebGLContextEventType.RESTORED,
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this.handleWebGLContextRestored, false, this);
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};
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/**
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* Just bind the buffer if it's in the cache. Otherwise create
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* the WebGL buffer, bind it, populate it, and add an entry to
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* the cache.
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* @param {number} target Target.
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* @param {ol.webgl.Buffer} buf Buffer.
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*/
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ol.webgl.Context.prototype.bindBuffer = function(target, buf) {
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var gl = this.getGL();
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var arr = buf.getArray();
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var bufferKey = goog.getUid(buf);
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if (bufferKey in this.bufferCache_) {
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var bufferCacheEntry = this.bufferCache_[bufferKey];
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gl.bindBuffer(target, bufferCacheEntry.buffer);
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} else {
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var buffer = gl.createBuffer();
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gl.bindBuffer(target, buffer);
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goog.asserts.assert(target == goog.webgl.ARRAY_BUFFER ||
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target == goog.webgl.ELEMENT_ARRAY_BUFFER,
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'target is supposed to be an ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER');
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var /** @type {ArrayBufferView} */ arrayBuffer;
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if (target == goog.webgl.ARRAY_BUFFER) {
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arrayBuffer = new Float32Array(arr);
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} else if (target == goog.webgl.ELEMENT_ARRAY_BUFFER) {
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arrayBuffer = this.hasOESElementIndexUint ?
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new Uint32Array(arr) : new Uint16Array(arr);
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} else {
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goog.asserts.fail();
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}
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gl.bufferData(target, arrayBuffer, buf.getUsage());
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this.bufferCache_[bufferKey] = {
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buf: buf,
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buffer: buffer
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};
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}
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};
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/**
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* @param {ol.webgl.Buffer} buf Buffer.
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*/
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ol.webgl.Context.prototype.deleteBuffer = function(buf) {
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var gl = this.getGL();
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var bufferKey = goog.getUid(buf);
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goog.asserts.assert(bufferKey in this.bufferCache_,
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'attempted to delete uncached buffer');
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var bufferCacheEntry = this.bufferCache_[bufferKey];
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if (!gl.isContextLost()) {
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gl.deleteBuffer(bufferCacheEntry.buffer);
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}
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delete this.bufferCache_[bufferKey];
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};
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/**
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* @inheritDoc
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*/
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ol.webgl.Context.prototype.disposeInternal = function() {
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var gl = this.getGL();
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if (!gl.isContextLost()) {
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goog.object.forEach(this.bufferCache_, function(bufferCacheEntry) {
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gl.deleteBuffer(bufferCacheEntry.buffer);
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});
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goog.object.forEach(this.programCache_, function(program) {
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gl.deleteProgram(program);
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});
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goog.object.forEach(this.shaderCache_, function(shader) {
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gl.deleteShader(shader);
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});
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// delete objects for hit-detection
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gl.deleteFramebuffer(this.hitDetectionFramebuffer_);
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gl.deleteRenderbuffer(this.hitDetectionRenderbuffer_);
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gl.deleteTexture(this.hitDetectionTexture_);
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}
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};
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/**
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* @return {HTMLCanvasElement} Canvas.
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*/
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ol.webgl.Context.prototype.getCanvas = function() {
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return this.canvas_;
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};
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/**
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* Get the WebGL rendering context
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* @return {WebGLRenderingContext} The rendering context.
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* @api
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*/
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ol.webgl.Context.prototype.getGL = function() {
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return this.gl_;
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};
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/**
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* Get the frame buffer for hit detection.
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* @return {WebGLFramebuffer} The hit detection frame buffer.
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*/
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ol.webgl.Context.prototype.getHitDetectionFramebuffer = function() {
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if (!this.hitDetectionFramebuffer_) {
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this.initHitDetectionFramebuffer_();
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}
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return this.hitDetectionFramebuffer_;
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};
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/**
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* Get shader from the cache if it's in the cache. Otherwise, create
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* the WebGL shader, compile it, and add entry to cache.
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* @param {ol.webgl.Shader} shaderObject Shader object.
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* @return {WebGLShader} Shader.
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*/
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ol.webgl.Context.prototype.getShader = function(shaderObject) {
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var shaderKey = goog.getUid(shaderObject);
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if (shaderKey in this.shaderCache_) {
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return this.shaderCache_[shaderKey];
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} else {
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var gl = this.getGL();
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var shader = gl.createShader(shaderObject.getType());
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gl.shaderSource(shader, shaderObject.getSource());
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gl.compileShader(shader);
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if (goog.DEBUG) {
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if (!gl.getShaderParameter(shader, goog.webgl.COMPILE_STATUS) &&
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!gl.isContextLost()) {
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goog.log.error(this.logger_, gl.getShaderInfoLog(shader));
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}
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}
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goog.asserts.assert(
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gl.getShaderParameter(shader, goog.webgl.COMPILE_STATUS) ||
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gl.isContextLost(),
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'illegal state, shader not compiled or context lost');
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this.shaderCache_[shaderKey] = shader;
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return shader;
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}
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};
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/**
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* Get the program from the cache if it's in the cache. Otherwise create
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* the WebGL program, attach the shaders to it, and add an entry to the
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* cache.
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* @param {ol.webgl.shader.Fragment} fragmentShaderObject Fragment shader.
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* @param {ol.webgl.shader.Vertex} vertexShaderObject Vertex shader.
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* @return {WebGLProgram} Program.
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*/
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ol.webgl.Context.prototype.getProgram = function(
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fragmentShaderObject, vertexShaderObject) {
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var programKey =
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goog.getUid(fragmentShaderObject) + '/' + goog.getUid(vertexShaderObject);
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if (programKey in this.programCache_) {
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return this.programCache_[programKey];
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} else {
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var gl = this.getGL();
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var program = gl.createProgram();
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gl.attachShader(program, this.getShader(fragmentShaderObject));
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gl.attachShader(program, this.getShader(vertexShaderObject));
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gl.linkProgram(program);
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if (goog.DEBUG) {
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if (!gl.getProgramParameter(program, goog.webgl.LINK_STATUS) &&
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!gl.isContextLost()) {
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goog.log.error(this.logger_, gl.getProgramInfoLog(program));
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}
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}
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goog.asserts.assert(
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gl.getProgramParameter(program, goog.webgl.LINK_STATUS) ||
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gl.isContextLost(),
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'illegal state, shader not linked or context lost');
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this.programCache_[programKey] = program;
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return program;
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}
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};
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/**
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* FIXME empy description for jsdoc
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*/
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ol.webgl.Context.prototype.handleWebGLContextLost = function() {
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goog.object.clear(this.bufferCache_);
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goog.object.clear(this.shaderCache_);
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goog.object.clear(this.programCache_);
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this.currentProgram_ = null;
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this.hitDetectionFramebuffer_ = null;
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this.hitDetectionTexture_ = null;
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this.hitDetectionRenderbuffer_ = null;
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};
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/**
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* FIXME empy description for jsdoc
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*/
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ol.webgl.Context.prototype.handleWebGLContextRestored = function() {
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};
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/**
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* Creates a 1x1 pixel framebuffer for the hit-detection.
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* @private
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*/
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ol.webgl.Context.prototype.initHitDetectionFramebuffer_ = function() {
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var gl = this.gl_;
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var framebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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var texture = ol.webgl.Context.createEmptyTexture(gl, 1, 1);
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var renderbuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1, 1);
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gl.framebufferTexture2D(
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gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
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gl.RENDERBUFFER, renderbuffer);
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindRenderbuffer(gl.RENDERBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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this.hitDetectionFramebuffer_ = framebuffer;
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this.hitDetectionTexture_ = texture;
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this.hitDetectionRenderbuffer_ = renderbuffer;
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};
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/**
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* Use a program. If the program is already in use, this will return `false`.
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* @param {WebGLProgram} program Program.
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* @return {boolean} Changed.
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* @api
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*/
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ol.webgl.Context.prototype.useProgram = function(program) {
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if (program == this.currentProgram_) {
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return false;
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} else {
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var gl = this.getGL();
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gl.useProgram(program);
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this.currentProgram_ = program;
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return true;
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}
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};
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/**
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* @private
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* @type {goog.log.Logger}
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*/
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ol.webgl.Context.prototype.logger_ = goog.log.getLogger('ol.webgl.Context');
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/**
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* @param {WebGLRenderingContext} gl WebGL rendering context.
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* @param {number=} opt_wrapS wrapS.
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* @param {number=} opt_wrapT wrapT.
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* @return {WebGLTexture} The texture.
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* @private
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*/
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ol.webgl.Context.createTexture_ = function(gl, opt_wrapS, opt_wrapT) {
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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if (opt_wrapS !== undefined) {
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gl.texParameteri(
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goog.webgl.TEXTURE_2D, goog.webgl.TEXTURE_WRAP_S, opt_wrapS);
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}
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if (opt_wrapT !== undefined) {
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gl.texParameteri(
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goog.webgl.TEXTURE_2D, goog.webgl.TEXTURE_WRAP_T, opt_wrapT);
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}
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return texture;
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};
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/**
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* @param {WebGLRenderingContext} gl WebGL rendering context.
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* @param {number} width Width.
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* @param {number} height Height.
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* @param {number=} opt_wrapS wrapS.
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* @param {number=} opt_wrapT wrapT.
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* @return {WebGLTexture} The texture.
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*/
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ol.webgl.Context.createEmptyTexture = function(
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gl, width, height, opt_wrapS, opt_wrapT) {
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var texture = ol.webgl.Context.createTexture_(gl, opt_wrapS, opt_wrapT);
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gl.texImage2D(
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gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE,
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null);
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return texture;
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};
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/**
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* @param {WebGLRenderingContext} gl WebGL rendering context.
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* @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement} image Image.
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* @param {number=} opt_wrapS wrapS.
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* @param {number=} opt_wrapT wrapT.
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* @return {WebGLTexture} The texture.
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*/
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ol.webgl.Context.createTexture = function(gl, image, opt_wrapS, opt_wrapT) {
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var texture = ol.webgl.Context.createTexture_(gl, opt_wrapS, opt_wrapT);
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gl.texImage2D(
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gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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return texture;
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};
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