Files
openlayers/src/ol/renderer/webgl/PointsLayer.js
2019-02-04 09:58:49 +01:00

364 lines
14 KiB
JavaScript

/**
* @module ol/renderer/webgl/PointsLayer
*/
import LayerRenderer from '../Layer';
import WebGLArrayBuffer from '../../webgl/Buffer';
import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl';
import WebGLHelper, {DefaultAttrib} from '../../webgl/Helper';
import GeometryType from '../../geom/GeometryType';
const VERTEX_SHADER = `
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute float a_rotateWithView;
attribute vec2 a_offsets;
attribute float a_opacity;
attribute vec4 a_color;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform mat4 u_offsetRotateMatrix;
varying vec2 v_texCoord;
varying float v_opacity;
varying vec4 v_color;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
if (a_rotateWithView == 1.0) {
offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
}
vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
v_texCoord = a_texCoord;
v_opacity = a_opacity;
v_color = a_color;
}`;
const FRAGMENT_SHADER = `
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying float v_opacity;
varying vec4 v_color;
void main(void) {
if (v_opacity == 0.0) {
discard;
}
vec4 textureColor = texture2D(u_texture, v_texCoord);
gl_FragColor = v_color * textureColor;
gl_FragColor.a *= v_opacity;
gl_FragColor.rgb *= gl_FragColor.a;
}`;
/**
* @typedef {Object} PostProcessesOptions
* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
* the main canvas that will then be sampled up (useful for saving resource on blur steps).
* @property {string} [vertexShader] Vertex shader source
* @property {string} [fragmentShader] Fragment shader source
* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process step
*/
/**
* @typedef {Object} Options
* @property {function(import("../../Feature").default):number} [sizeCallback] Will be called on every feature in the
* source to compute the size of the quad on screen (in pixels). This is only done on source change.
* @property {function(import("../../Feature").default, number):number} [coordCallback] Will be called on every feature in the
* source to compute the coordinate of the quad center on screen (in pixels). This is only done on source change.
* The second argument is 0 for `x` component and 1 for `y`.
* @property {function(import("../../Feature").default, number):number} [texCoordCallback] Will be called on every feature in the
* source to compute the texture coordinates of each corner of the quad (without effect if no `texture` option defined). This is only done on source change.
* The second argument is 0 for `u0` component, 1 for `v0`, 2 for `u1`, and 3 for `v1`.
* @property {function(import("../../Feature").default, number, number):number} [colorCallback] Will be called on every feature in the
* source to compute the color of each corner of the quad. This is only done on source change.
* The second argument is 0 for bottom left, 1 for bottom right, 2 for top right and 3 for top left
* The third argument is 0 for red, 1 for green, 2 for blue and 3 for alpha
* The return value should be between 0 and 1.
* @property {function(import("../../Feature").default):number} [opacityCallback] Will be called on every feature in the
* source to compute the opacity of the quad on screen (from 0 to 1). This is only done on source change.
* Note: this is multiplied with the color of the point which can also have an alpha value < 1.
* @property {function(import("../../Feature").default):boolean} [rotateWithViewCallback] Will be called on every feature in the
* source to compute whether the quad on screen must stay upwards (`false`) or follow the view rotation (`true`).
* This is only done on source change.
* @property {HTMLCanvasElement|HTMLImageElement|ImageData} [texture] Texture to use on points. `texCoordCallback` and `sizeCallback`
* must be defined for this to have any effect.
* @property {string} [vertexShader] Vertex shader source
* @property {string} [fragmentShader] Fragment shader source
* @property {Object.<string,import("../../webgl/Helper").UniformValue>} [uniforms] Uniform definitions for the post process steps
* Please note that `u_texture` is reserved for the main texture slot.
* @property {Array<PostProcessesOptions>} [postProcesses] Post-processes definitions
*/
/**
* @classdesc
* WebGL vector renderer optimized for points.
* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
* every time the vector source changes.
*
* Use shaders to customize the final output. The following attributes are available:
* * `vec2 a_position`
* * `vec2 a_texCoord`
* * `vec2 a_offsets`
* * `float a_rotateWithView`
* * `float a_opacity`
* * `float a_color`
*
* The following uniform is used for the main texture: `u_texture`.
*
* Please note that the main shader output should have premultiplied alpha, otherwise the colors will be blended
* additively.
*
* Points are rendered as quads with the following structure:
*
* (u0, v1) (u1, v1)
* [3]----------[2]
* |` |
* | ` |
* | ` |
* | ` |
* | ` |
* | ` |
* [0]----------[1]
* (u0, v0) (u1, v0)
*
* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
*
* Default shaders are shown hereafter:
*
* * Vertex shader:
* ```
* precision mediump float;
*
* attribute vec2 a_position;
* attribute vec2 a_texCoord;
* attribute float a_rotateWithView;
* attribute vec2 a_offsets;
* attribute float a_opacity;
* attribute vec4 a_color;
*
* uniform mat4 u_projectionMatrix;
* uniform mat4 u_offsetScaleMatrix;
* uniform mat4 u_offsetRotateMatrix;
*
* varying vec2 v_texCoord;
* varying float v_opacity;
* varying vec4 v_color;
*
* void main(void) {
* mat4 offsetMatrix = u_offsetScaleMatrix;
* if (a_rotateWithView == 1.0) {
* offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
* }
* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
* v_texCoord = a_texCoord;
* v_opacity = a_opacity;
* v_color = a_color;
* }
* ```
*
* * Fragment shader:
* ```
* precision mediump float;
*
* uniform sampler2D u_texture;
*
* varying vec2 v_texCoord;
* varying float v_opacity;
* varying vec4 v_color;
*
* void main(void) {
* if (v_opacity == 0.0) {
* discard;
* }
* vec4 textureColor = texture2D(u_texture, v_texCoord);
* gl_FragColor = v_color * textureColor;
* gl_FragColor.a *= v_opacity;
* gl_FragColor.rgb *= gl_FragColor.a;
* }
* ```
*
* @api
*/
class WebGLPointsLayerRenderer extends LayerRenderer {
/**
* @param {import("../../layer/Vector.js").default} vectorLayer Vector layer.
* @param {Options=} [opt_options] Options.
*/
constructor(vectorLayer, opt_options) {
super(vectorLayer);
const options = opt_options || {};
const uniforms = options.uniforms || {};
uniforms.u_texture = options.texture || this.getDefaultTexture();
this.helper_ = new WebGLHelper({
postProcesses: options.postProcesses,
uniforms: uniforms
});
this.sourceRevision_ = -1;
this.verticesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
this.indicesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
this.program_ = this.helper_.getProgram(
options.fragmentShader || FRAGMENT_SHADER,
options.vertexShader || VERTEX_SHADER
);
this.helper_.useProgram(this.program_);
this.sizeCallback_ = options.sizeCallback || function() {
return 1;
};
this.coordCallback_ = options.coordCallback || function(feature, index) {
const geom = /** @type {import("../../geom/Point").default} */ (feature.getGeometry());
return geom.getCoordinates()[index];
};
this.opacityCallback_ = options.opacityCallback || function() {
return 1;
};
this.texCoordCallback_ = options.texCoordCallback || function(feature, index) {
return index < 2 ? 0 : 1;
};
this.colorCallback_ = options.colorCallback || function(feature, index, component) {
return 1;
};
this.rotateWithViewCallback_ = options.rotateWithViewCallback || function() {
return false;
};
}
/**
* @inheritDoc
*/
disposeInternal() {
super.disposeInternal();
}
/**
* @inheritDoc
*/
renderFrame(frameState, layerState) {
this.helper_.drawElements(0, this.indicesBuffer_.getArray().length);
this.helper_.finalizeDraw(frameState);
const canvas = this.helper_.getCanvas();
const opacity = layerState.opacity;
if (opacity !== parseFloat(canvas.style.opacity)) {
canvas.style.opacity = opacity;
}
return canvas;
}
/**
* @inheritDoc
*/
prepareFrame(frameState) {
const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
const vectorSource = vectorLayer.getSource();
const stride = 12;
this.helper_.prepareDraw(frameState);
if (this.sourceRevision_ < vectorSource.getRevision()) {
this.sourceRevision_ = vectorSource.getRevision();
const viewState = frameState.viewState;
const projection = viewState.projection;
const resolution = viewState.resolution;
// loop on features to fill the buffer
vectorSource.loadFeatures([-Infinity, -Infinity, Infinity, Infinity], resolution, projection);
vectorSource.forEachFeature((feature) => {
if (!feature.getGeometry() || feature.getGeometry().getType() !== GeometryType.POINT) {
return;
}
const x = this.coordCallback_(feature, 0);
const y = this.coordCallback_(feature, 1);
const u0 = this.texCoordCallback_(feature, 0);
const v0 = this.texCoordCallback_(feature, 1);
const u1 = this.texCoordCallback_(feature, 2);
const v1 = this.texCoordCallback_(feature, 3);
const size = this.sizeCallback_(feature);
const opacity = this.opacityCallback_(feature);
const rotateWithView = this.rotateWithViewCallback_(feature) ? 1 : 0;
const v0_r = this.colorCallback_(feature, 0, 0);
const v0_g = this.colorCallback_(feature, 0, 1);
const v0_b = this.colorCallback_(feature, 0, 2);
const v0_a = this.colorCallback_(feature, 0, 3);
const v1_r = this.colorCallback_(feature, 1, 0);
const v1_g = this.colorCallback_(feature, 1, 1);
const v1_b = this.colorCallback_(feature, 1, 2);
const v1_a = this.colorCallback_(feature, 1, 3);
const v2_r = this.colorCallback_(feature, 2, 0);
const v2_g = this.colorCallback_(feature, 2, 1);
const v2_b = this.colorCallback_(feature, 2, 2);
const v2_a = this.colorCallback_(feature, 2, 3);
const v3_r = this.colorCallback_(feature, 3, 0);
const v3_g = this.colorCallback_(feature, 3, 1);
const v3_b = this.colorCallback_(feature, 3, 2);
const v3_a = this.colorCallback_(feature, 3, 3);
const baseIndex = this.verticesBuffer_.getArray().length / stride;
this.verticesBuffer_.getArray().push(
x, y, -size / 2, -size / 2, u0, v0, opacity, rotateWithView, v0_r, v0_g, v0_b, v0_a,
x, y, +size / 2, -size / 2, u1, v0, opacity, rotateWithView, v1_r, v1_g, v1_b, v1_a,
x, y, +size / 2, +size / 2, u1, v1, opacity, rotateWithView, v2_r, v2_g, v2_b, v2_a,
x, y, -size / 2, +size / 2, u0, v1, opacity, rotateWithView, v3_r, v3_g, v3_b, v3_a
);
this.indicesBuffer_.getArray().push(
baseIndex, baseIndex + 1, baseIndex + 3,
baseIndex + 1, baseIndex + 2, baseIndex + 3
);
});
}
// write new data
this.helper_.bindBuffer(ARRAY_BUFFER, this.verticesBuffer_);
this.helper_.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
this.helper_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
this.helper_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
this.helper_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
this.helper_.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
this.helper_.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
this.helper_.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
return true;
}
/**
* Will return the last shader compilation errors. If no error happened, will return null;
* @return {string|null} Errors, or null if last compilation was successful
* @api
*/
getShaderCompileErrors() {
return this.helper_.getShaderCompileErrors();
}
/**
* Returns a texture of 1x1 pixel, white
* @private
* @return {ImageData} Image data.
*/
getDefaultTexture() {
const canvas = document.createElement('canvas');
const image = canvas.getContext('2d').createImageData(1, 1);
image.data[0] = image.data[1] = image.data[2] = image.data[3] = 255;
return image;
}
}
export default WebGLPointsLayerRenderer;