Files
openlayers/src/ol/render/webgl/imagereplay/index.js
T
2016-11-23 09:51:36 +01:00

2886 lines
94 KiB
JavaScript

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