Files
openlayers/src/ol/renderer/canvas/vectorlayer.js
Andreas Hocevar 7e940e618e Introduce new overlaps option for Vector and VectorTile sources
Instead of deciding whether to batch fills and strokes by looking at the
opacity of the style, we now rely on user input.
2016-08-23 12:05:03 +02:00

353 lines
11 KiB
JavaScript

goog.provide('ol.renderer.canvas.VectorLayer');
goog.require('ol');
goog.require('ol.View');
goog.require('ol.dom');
goog.require('ol.extent');
goog.require('ol.render.EventType');
goog.require('ol.render.canvas');
goog.require('ol.render.canvas.ReplayGroup');
goog.require('ol.renderer.canvas.Layer');
goog.require('ol.renderer.vector');
/**
* @constructor
* @extends {ol.renderer.canvas.Layer}
* @param {ol.layer.Vector} vectorLayer Vector layer.
*/
ol.renderer.canvas.VectorLayer = function(vectorLayer) {
ol.renderer.canvas.Layer.call(this, vectorLayer);
/**
* @private
* @type {boolean}
*/
this.dirty_ = false;
/**
* @private
* @type {number}
*/
this.renderedRevision_ = -1;
/**
* @private
* @type {number}
*/
this.renderedResolution_ = NaN;
/**
* @private
* @type {ol.Extent}
*/
this.renderedExtent_ = ol.extent.createEmpty();
/**
* @private
* @type {function(ol.Feature, ol.Feature): number|null}
*/
this.renderedRenderOrder_ = null;
/**
* @private
* @type {ol.render.canvas.ReplayGroup}
*/
this.replayGroup_ = null;
/**
* @private
* @type {CanvasRenderingContext2D}
*/
this.context_ = ol.dom.createCanvasContext2D();
};
ol.inherits(ol.renderer.canvas.VectorLayer, ol.renderer.canvas.Layer);
/**
* @inheritDoc
*/
ol.renderer.canvas.VectorLayer.prototype.composeFrame = function(frameState, layerState, context) {
var extent = frameState.extent;
var pixelRatio = frameState.pixelRatio;
var skippedFeatureUids = layerState.managed ?
frameState.skippedFeatureUids : {};
var viewState = frameState.viewState;
var projection = viewState.projection;
var rotation = viewState.rotation;
var projectionExtent = projection.getExtent();
var vectorSource = /** @type {ol.source.Vector} */ (this.getLayer().getSource());
var transform = this.getTransform(frameState, 0);
this.dispatchPreComposeEvent(context, frameState, transform);
var replayGroup = this.replayGroup_;
if (replayGroup && !replayGroup.isEmpty()) {
var layer = this.getLayer();
var drawOffsetX = 0;
var drawOffsetY = 0;
var replayContext;
if (layer.hasListener(ol.render.EventType.RENDER)) {
var drawWidth = context.canvas.width;
var drawHeight = context.canvas.height;
if (rotation) {
var drawSize = Math.round(Math.sqrt(drawWidth * drawWidth + drawHeight * drawHeight));
drawOffsetX = (drawSize - drawWidth) / 2;
drawOffsetY = (drawSize - drawHeight) / 2;
drawWidth = drawHeight = drawSize;
}
// resize and clear
this.context_.canvas.width = drawWidth;
this.context_.canvas.height = drawHeight;
replayContext = this.context_;
} else {
replayContext = context;
}
// for performance reasons, context.save / context.restore is not used
// to save and restore the transformation matrix and the opacity.
// see http://jsperf.com/context-save-restore-versus-variable
var alpha = replayContext.globalAlpha;
replayContext.globalAlpha = layerState.opacity;
if (replayContext != context) {
replayContext.translate(drawOffsetX, drawOffsetY);
}
var width = frameState.size[0] * pixelRatio;
var height = frameState.size[1] * pixelRatio;
ol.render.canvas.rotateAtOffset(replayContext, -rotation,
width / 2, height / 2);
replayGroup.replay(replayContext, pixelRatio, transform, rotation,
skippedFeatureUids);
if (vectorSource.getWrapX() && projection.canWrapX() &&
!ol.extent.containsExtent(projectionExtent, extent)) {
var startX = extent[0];
var worldWidth = ol.extent.getWidth(projectionExtent);
var world = 0;
var offsetX;
while (startX < projectionExtent[0]) {
--world;
offsetX = worldWidth * world;
transform = this.getTransform(frameState, offsetX);
replayGroup.replay(replayContext, pixelRatio, transform, rotation,
skippedFeatureUids);
startX += worldWidth;
}
world = 0;
startX = extent[2];
while (startX > projectionExtent[2]) {
++world;
offsetX = worldWidth * world;
transform = this.getTransform(frameState, offsetX);
replayGroup.replay(replayContext, pixelRatio, transform, rotation,
skippedFeatureUids);
startX -= worldWidth;
}
// restore original transform for render and compose events
transform = this.getTransform(frameState, 0);
}
ol.render.canvas.rotateAtOffset(replayContext, rotation,
width / 2, height / 2);
if (replayContext != context) {
this.dispatchRenderEvent(replayContext, frameState, transform);
context.drawImage(replayContext.canvas, -drawOffsetX, -drawOffsetY);
replayContext.translate(-drawOffsetX, -drawOffsetY);
}
replayContext.globalAlpha = alpha;
}
this.dispatchPostComposeEvent(context, frameState, transform);
};
/**
* @inheritDoc
*/
ol.renderer.canvas.VectorLayer.prototype.forEachFeatureAtCoordinate = function(coordinate, frameState, callback, thisArg) {
if (!this.replayGroup_) {
return undefined;
} else {
var resolution = frameState.viewState.resolution;
var rotation = frameState.viewState.rotation;
var layer = this.getLayer();
/** @type {Object.<string, boolean>} */
var features = {};
return this.replayGroup_.forEachFeatureAtCoordinate(coordinate, resolution,
rotation, {},
/**
* @param {ol.Feature|ol.render.Feature} feature Feature.
* @return {?} Callback result.
*/
function(feature) {
var key = ol.getUid(feature).toString();
if (!(key in features)) {
features[key] = true;
return callback.call(thisArg, feature, layer);
}
});
}
};
/**
* Handle changes in image style state.
* @param {ol.events.Event} event Image style change event.
* @private
*/
ol.renderer.canvas.VectorLayer.prototype.handleStyleImageChange_ = function(event) {
this.renderIfReadyAndVisible();
};
/**
* @inheritDoc
*/
ol.renderer.canvas.VectorLayer.prototype.prepareFrame = function(frameState, layerState) {
var vectorLayer = /** @type {ol.layer.Vector} */ (this.getLayer());
var vectorSource = vectorLayer.getSource();
this.updateAttributions(
frameState.attributions, vectorSource.getAttributions());
this.updateLogos(frameState, vectorSource);
var animating = frameState.viewHints[ol.View.Hint.ANIMATING];
var interacting = frameState.viewHints[ol.View.Hint.INTERACTING];
var updateWhileAnimating = vectorLayer.getUpdateWhileAnimating();
var updateWhileInteracting = vectorLayer.getUpdateWhileInteracting();
if (!this.dirty_ && (!updateWhileAnimating && animating) ||
(!updateWhileInteracting && interacting)) {
return true;
}
var frameStateExtent = frameState.extent;
var viewState = frameState.viewState;
var projection = viewState.projection;
var resolution = viewState.resolution;
var pixelRatio = frameState.pixelRatio;
var vectorLayerRevision = vectorLayer.getRevision();
var vectorLayerRenderBuffer = vectorLayer.getRenderBuffer();
var vectorLayerRenderOrder = vectorLayer.getRenderOrder();
if (vectorLayerRenderOrder === undefined) {
vectorLayerRenderOrder = ol.renderer.vector.defaultOrder;
}
var extent = ol.extent.buffer(frameStateExtent,
vectorLayerRenderBuffer * resolution);
var projectionExtent = viewState.projection.getExtent();
if (vectorSource.getWrapX() && viewState.projection.canWrapX() &&
!ol.extent.containsExtent(projectionExtent, frameState.extent)) {
// For the replay group, we need an extent that intersects the real world
// (-180° to +180°). To support geometries in a coordinate range from -540°
// to +540°, we add at least 1 world width on each side of the projection
// extent. If the viewport is wider than the world, we need to add half of
// the viewport width to make sure we cover the whole viewport.
var worldWidth = ol.extent.getWidth(projectionExtent);
var buffer = Math.max(ol.extent.getWidth(extent) / 2, worldWidth);
extent[0] = projectionExtent[0] - buffer;
extent[2] = projectionExtent[2] + buffer;
}
if (!this.dirty_ &&
this.renderedResolution_ == resolution &&
this.renderedRevision_ == vectorLayerRevision &&
this.renderedRenderOrder_ == vectorLayerRenderOrder &&
ol.extent.containsExtent(this.renderedExtent_, extent)) {
return true;
}
this.replayGroup_ = null;
this.dirty_ = false;
var replayGroup =
new ol.render.canvas.ReplayGroup(
ol.renderer.vector.getTolerance(resolution, pixelRatio), extent,
resolution, vectorSource.getOverlaps(), vectorLayer.getRenderBuffer());
vectorSource.loadFeatures(extent, resolution, projection);
/**
* @param {ol.Feature} feature Feature.
* @this {ol.renderer.canvas.VectorLayer}
*/
var renderFeature = function(feature) {
var styles;
var styleFunction = feature.getStyleFunction();
if (styleFunction) {
styles = styleFunction.call(feature, resolution);
} else {
styleFunction = vectorLayer.getStyleFunction();
if (styleFunction) {
styles = styleFunction(feature, resolution);
}
}
if (styles) {
var dirty = this.renderFeature(
feature, resolution, pixelRatio, styles, replayGroup);
this.dirty_ = this.dirty_ || dirty;
}
};
if (vectorLayerRenderOrder) {
/** @type {Array.<ol.Feature>} */
var features = [];
vectorSource.forEachFeatureInExtent(extent,
/**
* @param {ol.Feature} feature Feature.
*/
function(feature) {
features.push(feature);
}, this);
features.sort(vectorLayerRenderOrder);
features.forEach(renderFeature, this);
} else {
vectorSource.forEachFeatureInExtent(extent, renderFeature, this);
}
replayGroup.finish();
this.renderedResolution_ = resolution;
this.renderedRevision_ = vectorLayerRevision;
this.renderedRenderOrder_ = vectorLayerRenderOrder;
this.renderedExtent_ = extent;
this.replayGroup_ = replayGroup;
return true;
};
/**
* @param {ol.Feature} feature Feature.
* @param {number} resolution Resolution.
* @param {number} pixelRatio Pixel ratio.
* @param {(ol.style.Style|Array.<ol.style.Style>)} styles The style or array of
* styles.
* @param {ol.render.canvas.ReplayGroup} replayGroup Replay group.
* @return {boolean} `true` if an image is loading.
*/
ol.renderer.canvas.VectorLayer.prototype.renderFeature = function(feature, resolution, pixelRatio, styles, replayGroup) {
if (!styles) {
return false;
}
var loading = false;
if (Array.isArray(styles)) {
for (var i = 0, ii = styles.length; i < ii; ++i) {
loading = ol.renderer.vector.renderFeature(
replayGroup, feature, styles[i],
ol.renderer.vector.getSquaredTolerance(resolution, pixelRatio),
this.handleStyleImageChange_, this) || loading;
}
} else {
loading = ol.renderer.vector.renderFeature(
replayGroup, feature, styles,
ol.renderer.vector.getSquaredTolerance(resolution, pixelRatio),
this.handleStyleImageChange_, this) || loading;
}
return loading;
};