Files
openlayers/src/ol/webgl/Helper.js

585 lines
17 KiB
JavaScript

/**
* @module ol/webgl/Helper
*/
import {getUid} from '../util.js';
import {EXTENSIONS as WEBGL_EXTENSIONS} from '../webgl.js';
import Disposable from '../Disposable.js';
import {includes} from '../array.js';
import {listen, unlistenAll} from '../events.js';
import {clear} from '../obj.js';
import {ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, TEXTURE_2D, TEXTURE_WRAP_S, TEXTURE_WRAP_T} from '../webgl.js';
import ContextEventType from '../webgl/ContextEventType.js';
import {
create as createTransform,
reset as resetTransform,
rotate as rotateTransform,
scale as scaleTransform,
translate as translateTransform
} from "../transform";
import {create, fromTransform} from "../vec/mat4";
import WebGLBuffer from "./Buffer";
import WebGLVertex from "./Vertex";
import WebGLFragment from "./Fragment";
import WebGLPostProcessingPass from "./PostProcessingPass";
/**
* @typedef {Object} BufferCacheEntry
* @property {import("./Buffer.js").default} buf
* @property {WebGLBuffer} buffer
*/
export const DefaultUniform = {
PROJECTION_MATRIX: 'u_projectionMatrix',
OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix',
OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix',
OPACITY: 'u_opacity'
};
export const DefaultAttrib = {
POSITION: 'a_position',
TEX_COORD: 'a_texCoord',
OPACITY: 'a_opacity',
ROTATE_WITH_VIEW: 'a_rotateWithView',
OFFSETS: 'a_offsets'
};
/**
* @classdesc
* A WebGL context for accessing low-level WebGL capabilities.
* Will handle attributes, uniforms, buffers, textures, frame buffers.
* The context will always render to a frame buffer in order to allow post-processing.
*/
class WebGLHelper extends Disposable {
/**
*/
constructor(opt_options) {
super();
const options = opt_options || {};
/**
* @private
* @type {HTMLCanvasElement}
*/
this.canvas_ = document.createElement('canvas');
this.canvas_.style.position = 'absolute';
/**
* @private
* @type {WebGLRenderingContext}
*/
this.gl_ = this.canvas_.getContext('webgl');
/**
* @private
* @type {!Object<string, BufferCacheEntry>}
*/
this.bufferCache_ = {};
/**
* @private
* @type {!Object<string, WebGLShader>}
*/
this.shaderCache_ = {};
/**
* @private
* @type {!Object<string, WebGLProgram>}
*/
this.programCache_ = {};
/**
* @private
* @type {WebGLProgram}
*/
this.currentProgram_ = null;
/**
* @type {boolean}
*/
this.hasOESElementIndexUint = includes(WEBGL_EXTENSIONS, 'OES_element_index_uint');
// use the OES_element_index_uint extension if available
if (this.hasOESElementIndexUint) {
this.gl_.getExtension('OES_element_index_uint');
}
listen(this.canvas_, ContextEventType.LOST,
this.handleWebGLContextLost, this);
listen(this.canvas_, ContextEventType.RESTORED,
this.handleWebGLContextRestored, this);
/**
* @private
* @type {import("../transform.js").Transform}
*/
this.projectionMatrix_ = createTransform();
/**
* @private
* @type {import("../transform.js").Transform}
*/
this.offsetRotateMatrix_ = createTransform();
/**
* @private
* @type {import("../transform.js").Transform}
*/
this.offsetScaleMatrix_ = createTransform();
/**
* @private
* @type {Array<number>}
*/
this.tmpMat4_ = create();
/**
* @private
* @type {Object.<string, WebGLUniformLocation>}
*/
this.uniformLocations_;
/**
* @private
* @type {Object.<string, number>}
*/
this.attribLocations_;
/**
* Holds info about custom uniforms used in the post processing pass
* @type {Array<{value: *, texture?: WebGLTexture}>}
* @private
*/
this.uniforms_ = [];
options.uniforms && Object.keys(options.uniforms).forEach(function(name) {
this.uniforms_.push({
name: name,
value: options.uniforms[name]
});
}.bind(this));
// initialize post processes from options
// if none given, use a default one
const gl = this.getGL();
this.postProcessPasses = options.postProcesses ? options.postProcesses.map(function(options) {
return new WebGLPostProcessingPass({
webGlContext: gl,
scaleRatio: options.scaleRatio,
vertexShader: options.vertexShader,
fragmentShader: options.fragmentShader,
uniforms: options.uniforms
});
}) : [new WebGLPostProcessingPass({ webGlContext: gl })];
}
/**
* Just bind the buffer if it's in the cache. Otherwise create
* the WebGL buffer, bind it, populate it, and add an entry to
* the cache.
* TODO: improve this, the logic is unclear: we want A/ to bind a buffer and B/ to flush data in it
* @param {number} target Target.
* @param {WebGLBuffer} buf Buffer.
*/
bindBuffer(target, buf) {
const gl = this.getGL();
const arr = buf.getArray();
const bufferKey = getUid(buf);
let bufferCache = this.bufferCache_[bufferKey];
if (!bufferCache) {
const buffer = gl.createBuffer();
bufferCache = this.bufferCache_[bufferKey] = {
buf: buf,
buffer: buffer
};
}
gl.bindBuffer(target, bufferCache.buffer);
let /** @type {ArrayBufferView} */ arrayBuffer;
if (target == ARRAY_BUFFER) {
arrayBuffer = new Float32Array(arr);
} else if (target == ELEMENT_ARRAY_BUFFER) {
arrayBuffer = this.hasOESElementIndexUint ?
new Uint32Array(arr) : new Uint16Array(arr);
}
gl.bufferData(target, arrayBuffer, buf.getUsage());
}
/**
* @param {import("./Buffer.js").default} buf Buffer.
*/
deleteBuffer(buf) {
const gl = this.getGL();
const bufferKey = getUid(buf);
const bufferCacheEntry = this.bufferCache_[bufferKey];
if (!gl.isContextLost()) {
gl.deleteBuffer(bufferCacheEntry.buffer);
}
delete this.bufferCache_[bufferKey];
}
/**
* @inheritDoc
*/
disposeInternal() {
unlistenAll(this.canvas_);
const gl = this.getGL();
if (!gl.isContextLost()) {
for (const key in this.bufferCache_) {
gl.deleteBuffer(this.bufferCache_[key].buffer);
}
for (const key in this.programCache_) {
gl.deleteProgram(this.programCache_[key]);
}
for (const key in this.shaderCache_) {
gl.deleteShader(this.shaderCache_[key]);
}
}
}
/**
* Clear the buffer & set the viewport to draw
*/
prepareDraw(frameState) {
const gl = this.getGL();
const canvas = this.getCanvas();
const size = frameState.size;
const pixelRatio = frameState.pixelRatio;
canvas.width = size[0] * pixelRatio;
canvas.height = size[1] * pixelRatio;
canvas.style.width = size[0] + 'px';
canvas.style.height = size[1] + 'px';
gl.useProgram(this.currentProgram_);
// loop backwards in post processes list
for (let i = this.postProcessPasses.length - 1; i >= 0; i--) {
this.postProcessPasses[i].init(size, pixelRatio);
}
gl.bindTexture(gl.TEXTURE_2D, null);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
this.applyFrameState(frameState)
this.applyUniforms(frameState);
}
/**
* @protected
* @param {number} start Start index.
* @param {number} end End index.
*/
drawElements(start, end) {
const gl = this.getGL();
const elementType = this.hasOESElementIndexUint ?
gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;
const elementSize = this.hasOESElementIndexUint ? 4 : 2;
const numItems = end - start;
const offsetInBytes = start * elementSize;
gl.drawElements(gl.TRIANGLES, numItems, elementType, offsetInBytes);
}
/**
* Copy the frame buffer to the canvas
*/
finalizeDraw() {
// apply post processes using the next one as target
for (let i = 0; i < this.postProcessPasses.length; i++) {
this.postProcessPasses[i].apply(this.postProcessPasses[i + 1] || null);
}
}
/**
* @return {HTMLCanvasElement} Canvas.
*/
getCanvas() {
return this.canvas_;
}
/**
* Get the WebGL rendering context
* @return {WebGLRenderingContext} The rendering context.
* @api
*/
getGL() {
return this.gl_;
}
/**
* Sets the matrices uniforms for a given frame state
* @param {import("../PluggableMap.js").FrameState} frameState Frame state.
*/
applyFrameState(frameState) {
const size = frameState.size;
const rotation = frameState.viewState.rotation;
const resolution = frameState.viewState.resolution;
const center = frameState.viewState.center;
// set the "uniform" values (coordinates 0,0 are the center of the view)
const projectionMatrix = resetTransform(this.projectionMatrix_);
scaleTransform(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1]));
rotateTransform(projectionMatrix, -rotation);
translateTransform(projectionMatrix, -center[0], -center[1]);
const offsetScaleMatrix = resetTransform(this.offsetScaleMatrix_);
scaleTransform(offsetScaleMatrix, 2 / size[0], 2 / size[1]);
const offsetRotateMatrix = resetTransform(this.offsetRotateMatrix_);
if (rotation !== 0) {
rotateTransform(offsetRotateMatrix, -rotation);
}
this.setUniformMatrixValue(DefaultUniform.PROJECTION_MATRIX, fromTransform(this.tmpMat4_, projectionMatrix));
this.setUniformMatrixValue(DefaultUniform.OFFSET_SCALE_MATRIX, fromTransform(this.tmpMat4_, offsetScaleMatrix));
this.setUniformMatrixValue(DefaultUniform.OFFSET_ROTATION_MATRIX, fromTransform(this.tmpMat4_, offsetRotateMatrix));
}
// todo
applyUniforms(frameState) {
const gl = this.getGL();
let value;
let textureSlot = 0;
this.uniforms_.forEach(function(uniform) {
value = typeof uniform.value === 'function' ? uniform.value(frameState) : uniform.value;
// apply value based on type
if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
// create a texture & put data
if (!uniform.texture) {
uniform.texture = gl.createTexture();
}
gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (value instanceof ImageData) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0,
gl.UNSIGNED_BYTE, new Uint8Array(value.data));
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
}
// fill texture slots
gl.uniform1i(this.getUniformLocation(uniform.name), textureSlot++);
} else if (Array.isArray(value)) {
switch (value.length) {
case 2:
gl.uniform2f(this.getUniformLocation(uniform.name), value[0], value[1]);
return;
case 3:
gl.uniform3f(this.getUniformLocation(uniform.name), value[0], value[1], value[2]);
return;
case 4:
gl.uniform4f(this.getUniformLocation(uniform.name), value[0], value[1], value[2], value[3]);
return;
}
} else if (typeof value === 'number') {
gl.uniform1f(this.getUniformLocation(uniform.name), value);
}
}.bind(this));
}
/**
* Get shader from the cache if it's in the cache. Otherwise, create
* the WebGL shader, compile it, and add entry to cache.
* @param {import("./Shader.js").default} shaderObject Shader object.
* @return {WebGLShader} Shader.
*/
getShader(shaderObject) {
const shaderKey = getUid(shaderObject);
if (shaderKey in this.shaderCache_) {
return this.shaderCache_[shaderKey];
} else {
const gl = this.getGL();
const shader = gl.createShader(shaderObject.getType());
gl.shaderSource(shader, shaderObject.getSource());
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(`Shader compilation failed - log:\n${gl.getShaderInfoLog(shader)}`);
}
this.shaderCache_[shaderKey] = shader;
return shader;
}
}
/**
* Use a program. If the program is already in use, this will return `false`.
* @param {WebGLProgram} program Program.
* @return {boolean} Changed.
* @api
*/
useProgram(program) {
if (program == this.currentProgram_) {
return false;
} else {
const gl = this.getGL();
gl.useProgram(program);
this.currentProgram_ = program;
this.uniformLocations_ = {};
this.attribLocations_ = {};
return true;
}
}
/**
* Get the program from the cache if it's in the cache. Otherwise create
* the WebGL program, attach the shaders to it, and add an entry to the
* cache.
* @param {import("./Fragment.js").default} fragmentShaderObject Fragment shader.
* @param {import("./Vertex.js").default} vertexShaderObject Vertex shader.
* @return {WebGLProgram} Program.
*/
getProgram(fragmentShaderObject, vertexShaderObject) {
const programKey = getUid(fragmentShaderObject) + '/' + getUid(vertexShaderObject);
if (programKey in this.programCache_) {
return this.programCache_[programKey];
} else {
const gl = this.getGL();
const program = gl.createProgram();
gl.attachShader(program, this.getShader(fragmentShaderObject));
gl.attachShader(program, this.getShader(vertexShaderObject));
gl.linkProgram(program);
this.programCache_[programKey] = program;
return program;
}
}
/**
* Will get the location from the shader or the cache
* @param {string} name Uniform name
* @return {WebGLUniformLocation} uniformLocation
*/
getUniformLocation(name) {
if (!this.uniformLocations_[name]) {
this.uniformLocations_[name] = this.getGL().getUniformLocation(this.currentProgram_, name);
}
return this.uniformLocations_[name];
}
/**
* Will get the location from the shader or the cache
* @param {string} name Attribute name
* @return {number} attribLocation
*/
getAttributeLocation(name) {
if (!this.attribLocations_[name]) {
this.attribLocations_[name] = this.getGL().getAttribLocation(this.currentProgram_, name);
}
return this.attribLocations_[name];
}
/**
* Give a value for a standard float uniform
* @param {string} uniform Uniform name
* @param {number} value Value
*/
setUniformFloatValue(uniform, value) {
this.getGL().uniform1f(this.getUniformLocation(uniform), value);
}
/**
* Give a value for a standard matrix4 uniform
* @param {string} uniform Uniform name
* @param {Array<number>} value Matrix value
*/
setUniformMatrixValue(uniform, value) {
this.getGL().uniformMatrix4fv(this.getUniformLocation(uniform), false, value);
}
/**
* Will set the currently bound buffer to an attribute of the shader program
* @param {string} attribName
* @param {number} size Number of components per attributes
* @param {number} type UNSIGNED_INT, UNSIGNED_BYTE, UNSIGNED_SHORT or FLOAT
* @param {number} stride Stride in bytes (0 means attribs are packed)
* @param {number} offset Offset in bytes
*/
enableAttributeArray(attribName, size, type, stride, offset) {
this.getGL().enableVertexAttribArray(this.getAttributeLocation(attribName));
this.getGL().vertexAttribPointer(this.getAttributeLocation(attribName), size, type,
false, stride, offset);
}
/**
* FIXME empty description for jsdoc
*/
handleWebGLContextLost() {
clear(this.bufferCache_);
clear(this.shaderCache_);
clear(this.programCache_);
this.currentProgram_ = null;
}
/**
* FIXME empty description for jsdoc
*/
handleWebGLContextRestored() {
}
// TODO: shutdown program
/**
* @param {number=} opt_wrapS wrapS.
* @param {number=} opt_wrapT wrapT.
* @return {WebGLTexture} The texture.
*/
createTextureInternal(opt_wrapS, opt_wrapT) {
const gl = this.getGL();
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
if (opt_wrapS !== undefined) {
gl.texParameteri(
TEXTURE_2D, TEXTURE_WRAP_S, opt_wrapS);
}
if (opt_wrapT !== undefined) {
gl.texParameteri(
TEXTURE_2D, TEXTURE_WRAP_T, opt_wrapT);
}
return texture;
}
/**
* @param {number} width Width.
* @param {number} height Height.
* @param {number=} opt_wrapS wrapS.
* @param {number=} opt_wrapT wrapT.
* @return {WebGLTexture} The texture.
*/
createEmptyTexture(width, height, opt_wrapS, opt_wrapT) {
const gl = this.getGL();
const texture = this.createTextureInternal( opt_wrapS, opt_wrapT);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
return texture;
}
/**
* @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement} image Image.
* @param {number=} opt_wrapS wrapS.
* @param {number=} opt_wrapT wrapT.
* @return {WebGLTexture} The texture.
*/
createTexture(image, opt_wrapS, opt_wrapT) {
const gl = this.getGL();
const texture = this.createTextureInternal(opt_wrapS, opt_wrapT);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
}
export default WebGLHelper;