File: /var/www/html/laravel/node_modules/ol/render/webgl/bufferUtil.js
/**
* Utilities for filling WebGL buffers
* @module ol/render/webgl/bufferUtil
*/
import earcut from 'earcut';
import {clamp} from '../../math.js';
import {apply as applyTransform} from '../../transform.js';
export const LINESTRING_ANGLE_COSINE_CUTOFF = 0.985;
/** @type {Array<number>} */
const tmpArray_ = [];
/**
* An object holding positions both in an index and a vertex buffer.
* @typedef {Object} BufferPositions
* @property {number} vertexPosition Position in the vertex buffer
* @property {number} indexPosition Position in the index buffer
*/
const bufferPositions_ = {vertexPosition: 0, indexPosition: 0};
/**
* @param {Float32Array} buffer Buffer
* @param {number} pos Position
* @param {number} x X
* @param {number} y Y
* @param {number} index Index
*/
function writePointVertex(buffer, pos, x, y, index) {
buffer[pos + 0] = x;
buffer[pos + 1] = y;
buffer[pos + 2] = index;
}
/**
* Pushes a quad (two triangles) based on a point geometry
* @param {Float32Array} instructions Array of render instructions for points.
* @param {number} elementIndex Index from which render instructions will be read.
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
* @param {number} customAttributesSize Amount of custom attributes for each element.
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
* @return {BufferPositions} New buffer positions where to write next
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
* @property {number} indexPosition New position in the index buffer where future writes should start.
* @private
*/
export function writePointFeatureToBuffers(
instructions,
elementIndex,
vertexBuffer,
indexBuffer,
customAttributesSize,
bufferPositions,
) {
// This is for x, y and index
const baseVertexAttrsCount = 3;
const baseInstructionsCount = 2;
const stride = baseVertexAttrsCount + customAttributesSize;
const x = instructions[elementIndex + 0];
const y = instructions[elementIndex + 1];
// read custom numerical attributes on the feature
const customAttrs = tmpArray_;
customAttrs.length = customAttributesSize;
for (let i = 0; i < customAttrs.length; i++) {
customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
}
let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
let iPos = bufferPositions ? bufferPositions.indexPosition : 0;
const baseIndex = vPos / stride;
// push vertices for each of the four quad corners (first standard then custom attributes)
writePointVertex(vertexBuffer, vPos, x, y, 0);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 1);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 2);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
writePointVertex(vertexBuffer, vPos, x, y, 3);
customAttrs.length &&
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
vPos += stride;
indexBuffer[iPos++] = baseIndex;
indexBuffer[iPos++] = baseIndex + 1;
indexBuffer[iPos++] = baseIndex + 3;
indexBuffer[iPos++] = baseIndex + 1;
indexBuffer[iPos++] = baseIndex + 2;
indexBuffer[iPos++] = baseIndex + 3;
bufferPositions_.vertexPosition = vPos;
bufferPositions_.indexPosition = iPos;
return bufferPositions_;
}
/**
* Pushes a single quad to form a line segment; also includes a computation for the join angles with previous and next
* segment, in order to be able to offset the vertices correctly in the shader.
* Join angles are between 0 and 2PI.
* This also computes the length of the current segment and the sum of the join angle tangents in order
* to store this information on each subsequent segment along the line. This is necessary to correctly render dashes
* and symbols along the line.
*
* pB (before) pA (after)
* X negative X
* \ offset /
* \ /
* \ join join /
* \ angle 0 angle 1 /
* \←--- ←---/ positive
* \ ←-- ←-- / offset
* \ ↑ ↓ /
* X────┴───────┴─────X
* p0 p1
*
* @param {Float32Array} instructions Array of render instructions for lines.s
* @param {number} segmentStartIndex Index of the segment start point from which render instructions will be read.
* @param {number} segmentEndIndex Index of the segment end point from which render instructions will be read.
* @param {number|null} beforeSegmentIndex Index of the point right before the segment (null if none, e.g this is a line start)
* @param {number|null} afterSegmentIndex Index of the point right after the segment (null if none, e.g this is a line end)
* @param {Array<number>} vertexArray Array containing vertices.
* @param {Array<number>} indexArray Array containing indices.
* @param {Array<number>} customAttributes Array of custom attributes value
* @param {import('../../transform.js').Transform} toWorldTransform Transform matrix used to obtain world coordinates from instructions
* @param {number} currentLength Cumulated length of segments processed so far
* @param {number} currentAngleTangentSum Cumulated tangents of the join angles processed so far
* @return {{length: number, angle: number}} Cumulated length with the newly processed segment (in world units), new sum of the join angle tangents
* @private
*/
export function writeLineSegmentToBuffers(
instructions,
segmentStartIndex,
segmentEndIndex,
beforeSegmentIndex,
afterSegmentIndex,
vertexArray,
indexArray,
customAttributes,
toWorldTransform,
currentLength,
currentAngleTangentSum,
) {
// compute the stride to determine how many vertices were already pushed
const baseVertexAttrsCount = 10; // base attributes: x0, y0, m0, x1, y1, m1, angle0, angle1, distance, params
const stride = baseVertexAttrsCount + customAttributes.length;
const baseIndex = vertexArray.length / stride;
// The segment is composed of two positions called P0[x0, y0] and P1[x1, y1]
// Depending on whether there are points before and after the segment, its final shape
// will be different
const p0 = [
instructions[segmentStartIndex + 0],
instructions[segmentStartIndex + 1],
];
const p1 = [instructions[segmentEndIndex], instructions[segmentEndIndex + 1]];
const m0 = instructions[segmentStartIndex + 2];
const m1 = instructions[segmentEndIndex + 2];
// to compute join angles we need to reproject coordinates back in world units
const p0world = applyTransform(toWorldTransform, [...p0]);
const p1world = applyTransform(toWorldTransform, [...p1]);
/**
* Compute the angle between p0pA and p0pB
* @param {import("../../coordinate.js").Coordinate} p0 Point 0
* @param {import("../../coordinate.js").Coordinate} pA Point A
* @param {import("../../coordinate.js").Coordinate} pB Point B
* @return {number} a value in [0, 2PI]
*/
function angleBetween(p0, pA, pB) {
const lenA = Math.sqrt(
(pA[0] - p0[0]) * (pA[0] - p0[0]) + (pA[1] - p0[1]) * (pA[1] - p0[1]),
);
const tangentA = [(pA[0] - p0[0]) / lenA, (pA[1] - p0[1]) / lenA];
const orthoA = [-tangentA[1], tangentA[0]];
const lenB = Math.sqrt(
(pB[0] - p0[0]) * (pB[0] - p0[0]) + (pB[1] - p0[1]) * (pB[1] - p0[1]),
);
const tangentB = [(pB[0] - p0[0]) / lenB, (pB[1] - p0[1]) / lenB];
// this angle can be clockwise or anticlockwise; hence the computation afterwards
const angle =
lenA === 0 || lenB === 0
? 0
: Math.acos(
clamp(tangentB[0] * tangentA[0] + tangentB[1] * tangentA[1], -1, 1),
);
const isClockwise = tangentB[0] * orthoA[0] + tangentB[1] * orthoA[1] > 0;
return !isClockwise ? Math.PI * 2 - angle : angle;
}
// a negative angle indicates a line cap
let angle0 = -1;
let angle1 = -1;
let newAngleTangentSum = currentAngleTangentSum;
const joinBefore = beforeSegmentIndex !== null;
const joinAfter = afterSegmentIndex !== null;
// add vertices and adapt offsets for P0 in case of join
if (joinBefore) {
// B for before
const pB = [
instructions[beforeSegmentIndex],
instructions[beforeSegmentIndex + 1],
];
const pBworld = applyTransform(toWorldTransform, [...pB]);
angle0 = angleBetween(p0world, p1world, pBworld);
// only add to the sum if the angle isn't too close to 0 or 2PI
if (Math.cos(angle0) <= LINESTRING_ANGLE_COSINE_CUTOFF) {
newAngleTangentSum += Math.tan((angle0 - Math.PI) / 2);
}
}
// adapt offsets for P1 in case of join; add to angle sum
if (joinAfter) {
// A for after
const pA = [
instructions[afterSegmentIndex],
instructions[afterSegmentIndex + 1],
];
const pAworld = applyTransform(toWorldTransform, [...pA]);
angle1 = angleBetween(p1world, p0world, pAworld);
// only add to the sum if the angle isn't too close to 0 or 2PI
if (Math.cos(angle1) <= LINESTRING_ANGLE_COSINE_CUTOFF) {
newAngleTangentSum += Math.tan((Math.PI - angle1) / 2);
}
}
/**
* @param {number} vertexIndex From 0 to 3, indicating position in the quad
* @param {number} angleSum Sum of the join angles encountered so far (used to compute distance offset
* @return {number} A float value containing both information
*/
function computeParameters(vertexIndex, angleSum) {
if (angleSum === 0) {
return vertexIndex * 10000;
}
return Math.sign(angleSum) * (vertexIndex * 10000 + Math.abs(angleSum));
}
// add main segment triangles
vertexArray.push(
p0[0],
p0[1],
m0,
p1[0],
p1[1],
m1,
angle0,
angle1,
currentLength,
computeParameters(0, currentAngleTangentSum),
);
vertexArray.push(...customAttributes);
vertexArray.push(
p0[0],
p0[1],
m0,
p1[0],
p1[1],
m1,
angle0,
angle1,
currentLength,
computeParameters(1, currentAngleTangentSum),
);
vertexArray.push(...customAttributes);
vertexArray.push(
p0[0],
p0[1],
m0,
p1[0],
p1[1],
m1,
angle0,
angle1,
currentLength,
computeParameters(2, currentAngleTangentSum),
);
vertexArray.push(...customAttributes);
vertexArray.push(
p0[0],
p0[1],
m0,
p1[0],
p1[1],
m1,
angle0,
angle1,
currentLength,
computeParameters(3, currentAngleTangentSum),
);
vertexArray.push(...customAttributes);
indexArray.push(
baseIndex,
baseIndex + 1,
baseIndex + 2,
baseIndex + 1,
baseIndex + 3,
baseIndex + 2,
);
return {
length:
currentLength +
Math.sqrt(
(p1world[0] - p0world[0]) * (p1world[0] - p0world[0]) +
(p1world[1] - p0world[1]) * (p1world[1] - p0world[1]),
),
angle: newAngleTangentSum,
};
}
/**
* Pushes several triangles to form a polygon, including holes
* @param {Float32Array} instructions Array of render instructions for lines.
* @param {number} polygonStartIndex Index of the polygon start point from which render instructions will be read.
* @param {Array<number>} vertexArray Array containing vertices.
* @param {Array<number>} indexArray Array containing indices.
* @param {number} customAttributesSize Amount of custom attributes for each element.
* @return {number} Next polygon instructions index
* @private
*/
export function writePolygonTrianglesToBuffers(
instructions,
polygonStartIndex,
vertexArray,
indexArray,
customAttributesSize,
) {
const instructionsPerVertex = 2; // x, y
const attributesPerVertex = 2 + customAttributesSize;
let instructionsIndex = polygonStartIndex;
const customAttributes = instructions.slice(
instructionsIndex,
instructionsIndex + customAttributesSize,
);
instructionsIndex += customAttributesSize;
const ringsCount = instructions[instructionsIndex++];
let verticesCount = 0;
const holes = new Array(ringsCount - 1);
for (let i = 0; i < ringsCount; i++) {
verticesCount += instructions[instructionsIndex++];
if (i < ringsCount - 1) {
holes[i] = verticesCount;
}
}
const flatCoords = instructions.slice(
instructionsIndex,
instructionsIndex + verticesCount * instructionsPerVertex,
);
// pushing to vertices and indices!! this is where the magic happens
const result = earcut(flatCoords, holes, instructionsPerVertex);
for (let i = 0; i < result.length; i++) {
indexArray.push(result[i] + vertexArray.length / attributesPerVertex);
}
for (let i = 0; i < flatCoords.length; i += 2) {
vertexArray.push(flatCoords[i], flatCoords[i + 1], ...customAttributes);
}
return instructionsIndex + verticesCount * instructionsPerVertex;
}