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