File: /var/www/ai-notam/laravel/node_modules/ol/render/webgl/VectorStyleRenderer.js
/**
* @module ol/render/webgl/VectorStyleRenderer
*/
import {buildExpression, newEvaluationContext} from '../../expr/cpu.js';
import {
BooleanType,
computeGeometryType,
newParsingContext,
} from '../../expr/expression.js';
import {
create as createTransform,
makeInverse as makeInverseTransform,
} from '../../transform.js';
import WebGLArrayBuffer from '../../webgl/Buffer.js';
import {AttributeType} from '../../webgl/Helper.js';
import {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js';
import {create as createWebGLWorker} from '../../worker/webgl.js';
import {WebGLWorkerMessageType} from './constants.js';
import {colorEncodeId} from './encodeUtil.js';
import {
generateLineStringRenderInstructions,
generatePointRenderInstructions,
generatePolygonRenderInstructions,
getCustomAttributesSize,
} from './renderinstructions.js';
import {parseLiteralStyle} from './style.js';
const tmpColor = [];
/** @type {Worker|undefined} */
let WEBGL_WORKER;
function getWebGLWorker() {
if (!WEBGL_WORKER) {
WEBGL_WORKER = createWebGLWorker();
}
return WEBGL_WORKER;
}
let workerMessageCounter = 0;
/**
* Names of attributes made available to the vertex shader.
* Please note: changing these *will* break custom shaders!
* @enum {string}
*/
export const Attributes = {
POSITION: 'a_position',
INDEX: 'a_index',
SEGMENT_START: 'a_segmentStart',
SEGMENT_END: 'a_segmentEnd',
MEASURE_START: 'a_measureStart',
MEASURE_END: 'a_measureEnd',
PARAMETERS: 'a_parameters',
JOIN_ANGLES: 'a_joinAngles',
DISTANCE: 'a_distance',
};
/**
* @typedef {Object} AttributeDefinition A description of a custom attribute to be passed on to the GPU, with a value different
* for each feature.
* @property {number} [size] Amount of numerical values composing the attribute, either 1, 2, 3 or 4; in case size is > 1, the return value
* of the callback should be an array; if unspecified, assumed to be a single float value
* @property {function(this:import("./MixedGeometryBatch.js").GeometryBatchItem, import("../../Feature").FeatureLike):number|Array<number>} callback This callback computes the numerical value of the
* attribute for a given feature.
*/
/**
* @typedef {Object<string, AttributeDefinition>} AttributeDefinitions
* @typedef {Object<string, import("../../webgl/Helper").UniformValue>} UniformDefinitions
*/
/**
* @typedef {Object} WebGLBuffers
* @property {Array<WebGLArrayBuffer>} polygonBuffers Array containing indices and vertices buffers for polygons
* @property {Array<WebGLArrayBuffer>} lineStringBuffers Array containing indices and vertices buffers for line strings
* @property {Array<WebGLArrayBuffer>} pointBuffers Array containing indices and vertices buffers for points
* @property {import("../../transform.js").Transform} invertVerticesTransform Inverse of the transform applied when generating buffers
*/
/**
* @typedef {Object} RenderInstructions
* @property {Float32Array|null} polygonInstructions Polygon instructions; null if nothing to render
* @property {Float32Array|null} lineStringInstructions LineString instructions; null if nothing to render
* @property {Float32Array|null} pointInstructions Point instructions; null if nothing to render
*/
/**
* @typedef {Object} ShaderProgram An object containing both shaders (vertex and fragment)
* @property {string} vertex Vertex shader source
* @property {string} fragment Fragment shader source
*/
/**
* @typedef {Object} AsShaders
* @property {import("./ShaderBuilder.js").ShaderBuilder} builder Shader builder with the appropriate presets.
* @property {AttributeDefinitions} [attributes] Custom attributes made available in the vertex shaders.
* Default shaders rely on the attributes in {@link Attributes}.
* @property {UniformDefinitions} [uniforms] Additional uniforms usable in shaders.
*/
/**
* @typedef {Object} AsRule
* @property {import('../../style/flat.js').FlatStyle} style Style
* @property {import("../../expr/expression.js").EncodedExpression} [filter] Filter
*/
/**
* @typedef {AsRule|AsShaders} VectorStyle
*/
/**
* @classdesc This class is responsible for:
* 1. generate WebGL buffers according to a provided style, using a MixedGeometryBatch as input
* 2. rendering geometries contained in said buffers
*
* A layer renderer will typically maintain several of these in order to have several styles rendered separately.
*
* A VectorStyleRenderer instance can be created either from a literal style or from shaders using either
* `VectorStyleRenderer.fromStyle` or `VectorStyleRenderer.fromShaders`. The shaders should not be provided explicitly
* but instead as a preconfigured ShaderBuilder instance.
*
* The `generateBuffers` method returns a promise resolving to WebGL buffers that are intended to be rendered by the
* same renderer.
*/
class VectorStyleRenderer {
/**
* @param {VectorStyle} styleOrShaders Literal style or custom shaders
* @param {import('../../style/flat.js').StyleVariables} variables Style variables
* @param {import('../../webgl/Helper.js').default} helper Helper
* @param {boolean} [enableHitDetection] Whether to enable the hit detection (needs compatible shader)
* @param {import("../../expr/expression.js").ExpressionValue} [filter] Optional filter expression
*/
constructor(styleOrShaders, variables, helper, enableHitDetection, filter) {
/**
* @private
* @type {import('../../webgl/Helper.js').default}
*/
this.helper_;
/**
* @private
*/
this.hitDetectionEnabled_ = !!enableHitDetection;
let asShaders = /** @type {AsShaders} */ (styleOrShaders);
const isShaders = 'builder' in styleOrShaders;
if (!isShaders) {
const asRule = /** @type {AsRule} */ (styleOrShaders);
const parseResult = parseLiteralStyle(
asRule.style,
variables,
asRule.filter,
);
asShaders = {
builder: parseResult.builder,
attributes: parseResult.attributes,
uniforms: parseResult.uniforms,
};
}
/**
* @private
* @type {WebGLProgram}
*/
this.fillProgram_;
/**
* @private
* @type {WebGLProgram}
*/
this.strokeProgram_;
/**
* @private
* @type {WebGLProgram}
*/
this.symbolProgram_;
/**
* @type {boolean}
* @private
*/
this.hasFill_ = !!asShaders.builder.getFillVertexShader();
if (this.hasFill_) {
/**
* @private
*/
this.fillVertexShader_ = asShaders.builder.getFillVertexShader();
/**
* @private
*/
this.fillFragmentShader_ = asShaders.builder.getFillFragmentShader();
}
/**
* @type {boolean}
* @private
*/
this.hasStroke_ = !!asShaders.builder.getStrokeVertexShader();
if (this.hasStroke_) {
/**
* @private
*/
this.strokeVertexShader_ = asShaders.builder.getStrokeVertexShader();
/**
* @private
*/
this.strokeFragmentShader_ = asShaders.builder.getStrokeFragmentShader();
}
/**
* @type {boolean}
* @private
*/
this.hasSymbol_ = !!asShaders.builder.getSymbolVertexShader();
if (this.hasSymbol_) {
/**
* @private
*/
this.symbolVertexShader_ = asShaders.builder.getSymbolVertexShader();
/**
* @private
*/
this.symbolFragmentShader_ = asShaders.builder.getSymbolFragmentShader();
}
/**
* @type {function(import('../../Feature.js').FeatureLike): boolean}
* @private
*/
this.featureFilter_ = null;
if (filter) {
this.featureFilter_ = this.computeFeatureFilter(filter);
}
const hitDetectionAttributes = this.hitDetectionEnabled_
? {
hitColor: {
callback() {
return colorEncodeId(this.ref, tmpColor);
},
size: 4,
},
}
: {};
/**
* @private
*/
this.customAttributes_ = Object.assign(
{},
hitDetectionAttributes,
asShaders.attributes,
);
/**
* @private
*/
this.uniforms_ = asShaders.uniforms;
const customAttributesDesc = Object.entries(this.customAttributes_).map(
([name, value]) => ({
name: `a_${name}`,
size: value.size || 1,
type: AttributeType.FLOAT,
}),
);
/**
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
* @private
*/
this.polygonAttributesDesc_ = [
{
name: Attributes.POSITION,
size: 2,
type: AttributeType.FLOAT,
},
...customAttributesDesc,
];
/**
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
* @private
*/
this.lineStringAttributesDesc_ = [
{
name: Attributes.SEGMENT_START,
size: 2,
type: AttributeType.FLOAT,
},
{
name: Attributes.MEASURE_START,
size: 1,
type: AttributeType.FLOAT,
},
{
name: Attributes.SEGMENT_END,
size: 2,
type: AttributeType.FLOAT,
},
{
name: Attributes.MEASURE_END,
size: 1,
type: AttributeType.FLOAT,
},
{
name: Attributes.JOIN_ANGLES,
size: 2,
type: AttributeType.FLOAT,
},
{
name: Attributes.DISTANCE,
size: 1,
type: AttributeType.FLOAT,
},
{
name: Attributes.PARAMETERS,
size: 1,
type: AttributeType.FLOAT,
},
...customAttributesDesc,
];
/**
* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
* @private
*/
this.pointAttributesDesc_ = [
{
name: Attributes.POSITION,
size: 2,
type: AttributeType.FLOAT,
},
{
name: Attributes.INDEX,
size: 1,
type: AttributeType.FLOAT,
},
...customAttributesDesc,
];
this.setHelper(helper);
}
/**
* Will apply the style filter when generating geometry batches (if it can be evaluated outside a map context)
* @param {import("../../expr/expression.js").ExpressionValue} filter Style filter
* @return {function(import('../../Feature.js').FeatureLike): boolean} Feature filter
* @private
*/
computeFeatureFilter(filter) {
const parsingContext = newParsingContext();
/**
* @type {import('../../expr/cpu.js').ExpressionEvaluator}
*/
let compiled;
try {
compiled = buildExpression(filter, BooleanType, parsingContext);
} catch {
// filter expression failed to compile for CPU: ignore it
return null;
}
// do not apply the filter if it depends on map state (e.g. zoom level) or any variable
if (parsingContext.mapState || parsingContext.variables.size > 0) {
return null;
}
const evalContext = newEvaluationContext();
return (feature) => {
evalContext.properties = feature.getPropertiesInternal();
if (parsingContext.featureId) {
const id = feature.getId();
if (id !== undefined) {
evalContext.featureId = id;
} else {
evalContext.featureId = null;
}
}
evalContext.geometryType = computeGeometryType(feature.getGeometry());
return /** @type {boolean} */ (compiled(evalContext));
};
}
/**
* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {Promise<WebGLBuffers|null>} A promise resolving to WebGL buffers; returns null if buffers are empty
*/
async generateBuffers(geometryBatch, transform) {
let filteredBatch = geometryBatch;
if (this.featureFilter_) {
filteredBatch = filteredBatch.filter(this.featureFilter_);
if (filteredBatch.isEmpty()) {
return null;
}
}
const renderInstructions = this.generateRenderInstructions_(
filteredBatch,
transform,
);
const [polygonBuffers, lineStringBuffers, pointBuffers] = await Promise.all(
[
this.generateBuffersForType_(
renderInstructions.polygonInstructions,
'Polygon',
transform,
),
this.generateBuffersForType_(
renderInstructions.lineStringInstructions,
'LineString',
transform,
),
this.generateBuffersForType_(
renderInstructions.pointInstructions,
'Point',
transform,
),
],
);
// also return the inverse of the transform that was applied when generating buffers
const invertVerticesTransform = makeInverseTransform(
createTransform(),
transform,
);
return {
polygonBuffers: polygonBuffers,
lineStringBuffers: lineStringBuffers,
pointBuffers: pointBuffers,
invertVerticesTransform: invertVerticesTransform,
};
}
/**
* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {RenderInstructions} Render instructions
* @private
*/
generateRenderInstructions_(geometryBatch, transform) {
const polygonInstructions = this.hasFill_
? generatePolygonRenderInstructions(
geometryBatch.polygonBatch,
new Float32Array(0),
this.customAttributes_,
transform,
)
: null;
const lineStringInstructions = this.hasStroke_
? generateLineStringRenderInstructions(
geometryBatch.lineStringBatch,
new Float32Array(0),
this.customAttributes_,
transform,
)
: null;
const pointInstructions = this.hasSymbol_
? generatePointRenderInstructions(
geometryBatch.pointBatch,
new Float32Array(0),
this.customAttributes_,
transform,
)
: null;
return {
polygonInstructions,
lineStringInstructions,
pointInstructions,
};
}
/**
* @param {Float32Array|null} renderInstructions Render instructions
* @param {import("../../geom/Geometry.js").Type} geometryType Geometry type
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {Promise<Array<WebGLArrayBuffer>>|null} Indices buffer and vertices buffer; null if nothing to render
* @private
*/
generateBuffersForType_(renderInstructions, geometryType, transform) {
if (renderInstructions === null) {
return null;
}
const messageId = workerMessageCounter++;
let messageType;
switch (geometryType) {
case 'Polygon':
messageType = WebGLWorkerMessageType.GENERATE_POLYGON_BUFFERS;
break;
case 'LineString':
messageType = WebGLWorkerMessageType.GENERATE_LINE_STRING_BUFFERS;
break;
case 'Point':
messageType = WebGLWorkerMessageType.GENERATE_POINT_BUFFERS;
break;
default:
// pass
}
/** @type {import('./constants.js').WebGLWorkerGenerateBuffersMessage} */
const message = {
id: messageId,
type: messageType,
renderInstructions: renderInstructions.buffer,
renderInstructionsTransform: transform,
customAttributesSize: getCustomAttributesSize(this.customAttributes_),
};
const WEBGL_WORKER = getWebGLWorker();
WEBGL_WORKER.postMessage(message, [renderInstructions.buffer]);
// leave ownership of render instructions
renderInstructions = null;
return new Promise((resolve) => {
/**
* @param {*} event Event.
*/
const handleMessage = (event) => {
const received = event.data;
// this is not the response to our request: skip
if (received.id !== messageId) {
return;
}
// we've received our response: stop listening
WEBGL_WORKER.removeEventListener('message', handleMessage);
// the helper has disposed in the meantime; the promise will not be resolved
if (!this.helper_.getGL()) {
return;
}
// copy & flush received buffers to GPU
const verticesBuffer = new WebGLArrayBuffer(
ARRAY_BUFFER,
DYNAMIC_DRAW,
).fromArrayBuffer(received.vertexBuffer);
const indicesBuffer = new WebGLArrayBuffer(
ELEMENT_ARRAY_BUFFER,
DYNAMIC_DRAW,
).fromArrayBuffer(received.indexBuffer);
this.helper_.flushBufferData(verticesBuffer);
this.helper_.flushBufferData(indicesBuffer);
resolve([indicesBuffer, verticesBuffer]);
};
WEBGL_WORKER.addEventListener('message', handleMessage);
});
}
/**
* Render the geometries in the given buffers.
* @param {WebGLBuffers} buffers WebGL Buffers to draw
* @param {import("../../Map.js").FrameState} frameState Frame state
* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
*/
render(buffers, frameState, preRenderCallback) {
this.hasFill_ &&
this.renderInternal_(
buffers.polygonBuffers[0],
buffers.polygonBuffers[1],
this.fillProgram_,
this.polygonAttributesDesc_,
frameState,
preRenderCallback,
);
this.hasStroke_ &&
this.renderInternal_(
buffers.lineStringBuffers[0],
buffers.lineStringBuffers[1],
this.strokeProgram_,
this.lineStringAttributesDesc_,
frameState,
preRenderCallback,
);
this.hasSymbol_ &&
this.renderInternal_(
buffers.pointBuffers[0],
buffers.pointBuffers[1],
this.symbolProgram_,
this.pointAttributesDesc_,
frameState,
preRenderCallback,
);
}
/**
* @param {WebGLArrayBuffer} indicesBuffer Indices buffer
* @param {WebGLArrayBuffer} verticesBuffer Vertices buffer
* @param {WebGLProgram} program Program
* @param {Array<import('../../webgl/Helper.js').AttributeDescription>} attributes Attribute descriptions
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
* @private
*/
renderInternal_(
indicesBuffer,
verticesBuffer,
program,
attributes,
frameState,
preRenderCallback,
) {
const renderCount = indicesBuffer.getSize();
if (renderCount === 0) {
return;
}
this.helper_.useProgram(program, frameState);
this.helper_.bindBuffer(verticesBuffer);
this.helper_.bindBuffer(indicesBuffer);
this.helper_.enableAttributes(attributes);
preRenderCallback();
this.helper_.drawElements(0, renderCount);
}
/**
* @param {import('../../webgl/Helper.js').default} helper Helper
* @param {WebGLBuffers} buffers WebGL Buffers to reload if any
*/
setHelper(helper, buffers = null) {
this.helper_ = helper;
if (this.hasFill_) {
this.fillProgram_ = this.helper_.getProgram(
this.fillFragmentShader_,
this.fillVertexShader_,
);
}
if (this.hasStroke_) {
this.strokeProgram_ = this.helper_.getProgram(
this.strokeFragmentShader_,
this.strokeVertexShader_,
);
}
if (this.hasSymbol_) {
this.symbolProgram_ = this.helper_.getProgram(
this.symbolFragmentShader_,
this.symbolVertexShader_,
);
}
this.helper_.addUniforms(this.uniforms_);
if (buffers) {
if (buffers.polygonBuffers) {
this.helper_.flushBufferData(buffers.polygonBuffers[0]);
this.helper_.flushBufferData(buffers.polygonBuffers[1]);
}
if (buffers.lineStringBuffers) {
this.helper_.flushBufferData(buffers.lineStringBuffers[0]);
this.helper_.flushBufferData(buffers.lineStringBuffers[1]);
}
if (buffers.pointBuffers) {
this.helper_.flushBufferData(buffers.pointBuffers[0]);
this.helper_.flushBufferData(buffers.pointBuffers[1]);
}
}
}
}
export default VectorStyleRenderer;