ol 7.0.0-dev.1658443472213 → 7.0.0-dev.1658733468997
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Overlay.d.ts +3 -25
- package/Overlay.d.ts.map +1 -1
- package/Overlay.js +3 -25
- package/Overlay.js.map +1 -1
- package/package.json +2 -1
- package/render/webgl/BatchRenderer.d.ts +92 -0
- package/render/webgl/BatchRenderer.d.ts.map +1 -0
- package/render/webgl/BatchRenderer.js +165 -0
- package/render/webgl/BatchRenderer.js.map +1 -0
- package/render/webgl/LineStringBatchRenderer.d.ts +27 -0
- package/render/webgl/LineStringBatchRenderer.d.ts.map +1 -0
- package/render/webgl/LineStringBatchRenderer.js +114 -0
- package/render/webgl/LineStringBatchRenderer.js.map +1 -0
- package/render/webgl/MixedGeometryBatch.d.ts +306 -0
- package/render/webgl/MixedGeometryBatch.d.ts.map +1 -0
- package/render/webgl/MixedGeometryBatch.js +342 -0
- package/render/webgl/MixedGeometryBatch.js.map +1 -0
- package/render/webgl/PointBatchRenderer.d.ts +26 -0
- package/render/webgl/PointBatchRenderer.d.ts.map +1 -0
- package/render/webgl/PointBatchRenderer.js +102 -0
- package/render/webgl/PointBatchRenderer.js.map +1 -0
- package/render/webgl/PolygonBatchRenderer.d.ts +25 -0
- package/render/webgl/PolygonBatchRenderer.d.ts.map +1 -0
- package/render/webgl/PolygonBatchRenderer.js +110 -0
- package/render/webgl/PolygonBatchRenderer.js.map +1 -0
- package/render/webgl/constants.d.ts +43 -0
- package/render/webgl/constants.d.ts.map +1 -0
- package/render/webgl/constants.js +26 -0
- package/render/webgl/constants.js.map +1 -0
- package/render/webgl/utils.d.ts +76 -0
- package/render/webgl/utils.d.ts.map +1 -0
- package/render/webgl/utils.js +257 -0
- package/render/webgl/utils.js.map +1 -0
- package/renderer/webgl/Layer.d.ts +0 -98
- package/renderer/webgl/Layer.d.ts.map +1 -1
- package/renderer/webgl/Layer.js +0 -134
- package/renderer/webgl/Layer.js.map +1 -1
- package/renderer/webgl/PointsLayer.d.ts +4 -1
- package/renderer/webgl/PointsLayer.d.ts.map +1 -1
- package/renderer/webgl/PointsLayer.js +15 -8
- package/renderer/webgl/PointsLayer.js.map +1 -1
- package/renderer/webgl/TileLayer.js +1 -1
- package/renderer/webgl/TileLayer.js.map +1 -1
- package/renderer/webgl/VectorLayer.d.ts +142 -0
- package/renderer/webgl/VectorLayer.d.ts.map +1 -0
- package/renderer/webgl/VectorLayer.js +304 -0
- package/renderer/webgl/VectorLayer.js.map +1 -0
- package/renderer/webgl/shaders.d.ts +43 -0
- package/renderer/webgl/shaders.d.ts.map +1 -0
- package/renderer/webgl/shaders.js +53 -0
- package/renderer/webgl/shaders.js.map +1 -0
- package/src/Overlay.js +3 -25
- package/src/render/webgl/BatchRenderer.js +201 -0
- package/src/render/webgl/LineStringBatchRenderer.js +116 -0
- package/src/render/webgl/MixedGeometryBatch.js +364 -0
- package/src/render/webgl/PointBatchRenderer.js +97 -0
- package/src/render/webgl/PolygonBatchRenderer.js +117 -0
- package/src/render/webgl/constants.js +27 -0
- package/src/render/webgl/utils.js +351 -0
- package/src/renderer/webgl/Layer.js +0 -160
- package/src/renderer/webgl/PointsLayer.js +16 -12
- package/src/renderer/webgl/TileLayer.js +1 -1
- package/src/renderer/webgl/VectorLayer.js +409 -0
- package/src/renderer/webgl/shaders.js +198 -0
- package/src/webgl/Helper.js +30 -45
- package/src/worker/webgl.js +1 -1
- package/util.js +1 -1
- package/webgl/Helper.d.ts +17 -25
- package/webgl/Helper.d.ts.map +1 -1
- package/webgl/Helper.js +29 -43
- package/webgl/Helper.js.map +1 -1
- package/worker/webgl.js +1 -1
- package/worker/webgl.js.map +1 -1
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var __spreadArray = (this && this.__spreadArray) || function (to, from, pack) {
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if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {
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if (ar || !(i in from)) {
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if (!ar) ar = Array.prototype.slice.call(from, 0, i);
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ar[i] = from[i];
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}
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}
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return to.concat(ar || Array.prototype.slice.call(from));
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};
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/**
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* @module ol/render/webgl/utils
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*/
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import earcut from 'earcut';
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import { apply as applyTransform } from '../../transform.js';
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import { clamp } from '../../math.js';
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var tmpArray_ = [];
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/**
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* An object holding positions both in an index and a vertex buffer.
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* @typedef {Object} BufferPositions
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* @property {number} vertexPosition Position in the vertex buffer
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* @property {number} indexPosition Position in the index buffer
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*/
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var bufferPositions_ = { vertexPosition: 0, indexPosition: 0 };
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function writePointVertex(buffer, pos, x, y, index) {
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buffer[pos + 0] = x;
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buffer[pos + 1] = y;
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buffer[pos + 2] = index;
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}
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/**
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* Pushes a quad (two triangles) based on a point geometry
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* @param {Float32Array} instructions Array of render instructions for points.
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* @param {number} elementIndex Index from which render instructions will be read.
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* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
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* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
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* @param {number} customAttributesCount Amount of custom attributes for each element.
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* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
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* @return {BufferPositions} New buffer positions where to write next
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* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
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* @property {number} indexPosition New position in the index buffer where future writes should start.
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* @private
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*/
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export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, customAttributesCount, bufferPositions) {
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// This is for x, y and index
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var baseVertexAttrsCount = 3;
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var baseInstructionsCount = 2;
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var stride = baseVertexAttrsCount + customAttributesCount;
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var x = instructions[elementIndex + 0];
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var y = instructions[elementIndex + 1];
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// read custom numerical attributes on the feature
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var customAttrs = tmpArray_;
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customAttrs.length = customAttributesCount;
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for (var i = 0; i < customAttrs.length; i++) {
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customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
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}
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var vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
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var iPos = bufferPositions ? bufferPositions.indexPosition : 0;
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var baseIndex = vPos / stride;
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// push vertices for each of the four quad corners (first standard then custom attributes)
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writePointVertex(vertexBuffer, vPos, x, y, 0);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, 1);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, 2);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, 3);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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indexBuffer[iPos++] = baseIndex;
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indexBuffer[iPos++] = baseIndex + 1;
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indexBuffer[iPos++] = baseIndex + 3;
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indexBuffer[iPos++] = baseIndex + 1;
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indexBuffer[iPos++] = baseIndex + 2;
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indexBuffer[iPos++] = baseIndex + 3;
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bufferPositions_.vertexPosition = vPos;
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bufferPositions_.indexPosition = iPos;
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return bufferPositions_;
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}
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/**
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* Pushes a single quad to form a line segment; also includes a computation for the join angles with previous and next
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* segment, in order to be able to offset the vertices correctly in the shader
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* @param {Float32Array} instructions Array of render instructions for lines.
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* @param {number} segmentStartIndex Index of the segment start point from which render instructions will be read.
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* @param {number} segmentEndIndex Index of the segment start point from which render instructions will be read.
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* @param {number|null} beforeSegmentIndex Index of the point right before the segment (null if none, e.g this is a line start)
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* @param {number|null} afterSegmentIndex Index of the point right after the segment (null if none, e.g this is a line end)
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* @param {Array<number>} vertexArray Array containing vertices.
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* @param {Array<number>} indexArray Array containing indices.
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* @param {Array<number>} customAttributes Array of custom attributes value
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* @param {import('../../transform.js').Transform} instructionsTransform Transform matrix used to project coordinates in instructions
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* @param {import('../../transform.js').Transform} invertInstructionsTransform Transform matrix used to project coordinates in instructions
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* @private
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*/
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export function writeLineSegmentToBuffers(instructions, segmentStartIndex, segmentEndIndex, beforeSegmentIndex, afterSegmentIndex, vertexArray, indexArray, customAttributes, instructionsTransform, invertInstructionsTransform) {
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// compute the stride to determine how many vertices were already pushed
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var baseVertexAttrsCount = 5; // base attributes: x0, y0, x1, y1, params (vertex number [0-3], join angle 1, join angle 2)
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var stride = baseVertexAttrsCount + customAttributes.length;
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var baseIndex = vertexArray.length / stride;
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// The segment is composed of two positions called P0[x0, y0] and P1[x1, y1]
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// Depending on whether there are points before and after the segment, its final shape
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// will be different
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var p0 = [
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instructions[segmentStartIndex + 0],
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instructions[segmentStartIndex + 1],
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];
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var p1 = [instructions[segmentEndIndex], instructions[segmentEndIndex + 1]];
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// to compute offsets from the line center we need to reproject
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// coordinates back in world units and compute the length of the segment
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var p0world = applyTransform(invertInstructionsTransform, __spreadArray([], p0, true));
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var p1world = applyTransform(invertInstructionsTransform, __spreadArray([], p1, true));
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function computeVertexParameters(vertexNumber, joinAngle1, joinAngle2) {
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var shift = 10000;
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var anglePrecision = 1500;
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return (Math.round(joinAngle1 * anglePrecision) +
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Math.round(joinAngle2 * anglePrecision) * shift +
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vertexNumber * shift * shift);
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}
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// compute the angle between p0pA and p0pB
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// returns a value in [0, 2PI]
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function angleBetween(p0, pA, pB) {
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var lenA = Math.sqrt((pA[0] - p0[0]) * (pA[0] - p0[0]) + (pA[1] - p0[1]) * (pA[1] - p0[1]));
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var tangentA = [(pA[0] - p0[0]) / lenA, (pA[1] - p0[1]) / lenA];
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var orthoA = [-tangentA[1], tangentA[0]];
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var lenB = Math.sqrt((pB[0] - p0[0]) * (pB[0] - p0[0]) + (pB[1] - p0[1]) * (pB[1] - p0[1]));
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var tangentB = [(pB[0] - p0[0]) / lenB, (pB[1] - p0[1]) / lenB];
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// this angle can be clockwise or anticlockwise; hence the computation afterwards
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var angle = lenA === 0 || lenB === 0
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? 0
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: Math.acos(clamp(tangentB[0] * tangentA[0] + tangentB[1] * tangentA[1], -1, 1));
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var isClockwise = tangentB[0] * orthoA[0] + tangentB[1] * orthoA[1] > 0;
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return !isClockwise ? Math.PI * 2 - angle : angle;
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}
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var joinBefore = beforeSegmentIndex !== null;
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var joinAfter = afterSegmentIndex !== null;
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var angle0 = 0;
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var angle1 = 0;
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// add vertices and adapt offsets for P0 in case of join
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if (joinBefore) {
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// B for before
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var pB = [
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instructions[beforeSegmentIndex],
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instructions[beforeSegmentIndex + 1],
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];
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var pBworld = applyTransform(invertInstructionsTransform, __spreadArray([], pB, true));
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angle0 = angleBetween(p0world, p1world, pBworld);
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}
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// adapt offsets for P1 in case of join
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if (joinAfter) {
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// A for after
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var pA = [
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instructions[afterSegmentIndex],
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instructions[afterSegmentIndex + 1],
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];
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var pAworld = applyTransform(invertInstructionsTransform, __spreadArray([], pA, true));
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angle1 = angleBetween(p1world, p0world, pAworld);
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}
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// add main segment triangles
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vertexArray.push(p0[0], p0[1], p1[0], p1[1], computeVertexParameters(0, angle0, angle1));
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vertexArray.push.apply(vertexArray, customAttributes);
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vertexArray.push(p0[0], p0[1], p1[0], p1[1], computeVertexParameters(1, angle0, angle1));
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vertexArray.push.apply(vertexArray, customAttributes);
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vertexArray.push(p0[0], p0[1], p1[0], p1[1], computeVertexParameters(2, angle0, angle1));
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vertexArray.push.apply(vertexArray, customAttributes);
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vertexArray.push(p0[0], p0[1], p1[0], p1[1], computeVertexParameters(3, angle0, angle1));
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vertexArray.push.apply(vertexArray, customAttributes);
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indexArray.push(baseIndex, baseIndex + 1, baseIndex + 2, baseIndex + 1, baseIndex + 3, baseIndex + 2);
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}
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/**
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* Pushes several triangles to form a polygon, including holes
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* @param {Float32Array} instructions Array of render instructions for lines.
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* @param {number} polygonStartIndex Index of the polygon start point from which render instructions will be read.
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* @param {Array<number>} vertexArray Array containing vertices.
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* @param {Array<number>} indexArray Array containing indices.
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* @param {number} customAttributesCount Amount of custom attributes for each element.
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* @return {number} Next polygon instructions index
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* @private
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*/
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export function writePolygonTrianglesToBuffers(instructions, polygonStartIndex, vertexArray, indexArray, customAttributesCount) {
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var instructionsPerVertex = 2; // x, y
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var attributesPerVertex = 2 + customAttributesCount;
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var instructionsIndex = polygonStartIndex;
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var customAttributes = instructions.slice(instructionsIndex, instructionsIndex + customAttributesCount);
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instructionsIndex += customAttributesCount;
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var ringsCount = instructions[instructionsIndex++];
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var verticesCount = 0;
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var holes = new Array(ringsCount - 1);
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for (var i = 0; i < ringsCount; i++) {
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verticesCount += instructions[instructionsIndex++];
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if (i < ringsCount - 1) {
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holes[i] = verticesCount;
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}
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}
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var flatCoords = instructions.slice(instructionsIndex, instructionsIndex + verticesCount * instructionsPerVertex);
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// pushing to vertices and indices!! this is where the magic happens
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var result = earcut(flatCoords, holes, instructionsPerVertex);
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for (var i = 0; i < result.length; i++) {
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indexArray.push(result[i] + vertexArray.length / attributesPerVertex);
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}
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for (var i = 0; i < flatCoords.length; i += 2) {
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vertexArray.push.apply(vertexArray, __spreadArray([flatCoords[i], flatCoords[i + 1]], customAttributes, false));
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}
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return instructionsIndex + verticesCount * instructionsPerVertex;
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}
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/**
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* Returns a texture of 1x1 pixel, white
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* @private
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* @return {ImageData} Image data.
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*/
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export function getBlankImageData() {
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var canvas = document.createElement('canvas');
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var image = canvas.getContext('2d').createImageData(1, 1);
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image.data[0] = 255;
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image.data[1] = 255;
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image.data[2] = 255;
|
|
221
|
+
image.data[3] = 255;
|
|
222
|
+
return image;
|
|
223
|
+
}
|
|
224
|
+
/**
|
|
225
|
+
* Generates a color array based on a numerical id
|
|
226
|
+
* Note: the range for each component is 0 to 1 with 256 steps
|
|
227
|
+
* @param {number} id Id
|
|
228
|
+
* @param {Array<number>} [opt_array] Reusable array
|
|
229
|
+
* @return {Array<number>} Color array containing the encoded id
|
|
230
|
+
*/
|
|
231
|
+
export function colorEncodeId(id, opt_array) {
|
|
232
|
+
var array = opt_array || [];
|
|
233
|
+
var radix = 256;
|
|
234
|
+
var divide = radix - 1;
|
|
235
|
+
array[0] = Math.floor(id / radix / radix / radix) / divide;
|
|
236
|
+
array[1] = (Math.floor(id / radix / radix) % radix) / divide;
|
|
237
|
+
array[2] = (Math.floor(id / radix) % radix) / divide;
|
|
238
|
+
array[3] = (id % radix) / divide;
|
|
239
|
+
return array;
|
|
240
|
+
}
|
|
241
|
+
/**
|
|
242
|
+
* Reads an id from a color-encoded array
|
|
243
|
+
* Note: the expected range for each component is 0 to 1 with 256 steps.
|
|
244
|
+
* @param {Array<number>} color Color array containing the encoded id
|
|
245
|
+
* @return {number} Decoded id
|
|
246
|
+
*/
|
|
247
|
+
export function colorDecodeId(color) {
|
|
248
|
+
var id = 0;
|
|
249
|
+
var radix = 256;
|
|
250
|
+
var mult = radix - 1;
|
|
251
|
+
id += Math.round(color[0] * radix * radix * radix * mult);
|
|
252
|
+
id += Math.round(color[1] * radix * radix * mult);
|
|
253
|
+
id += Math.round(color[2] * radix * mult);
|
|
254
|
+
id += Math.round(color[3] * mult);
|
|
255
|
+
return id;
|
|
256
|
+
}
|
|
257
|
+
//# sourceMappingURL=utils.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -1,90 +1,4 @@
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|
|
1
|
-
/**
|
|
2
|
-
* An object holding positions both in an index and a vertex buffer.
|
|
3
|
-
* @typedef {Object} BufferPositions
|
|
4
|
-
* @property {number} vertexPosition Position in the vertex buffer
|
|
5
|
-
* @property {number} indexPosition Position in the index buffer
|
|
6
|
-
*/
|
|
7
|
-
/**
|
|
8
|
-
* Pushes a quad (two triangles) based on a point geometry
|
|
9
|
-
* @param {Float32Array} instructions Array of render instructions for points.
|
|
10
|
-
* @param {number} elementIndex Index from which render instructions will be read.
|
|
11
|
-
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
|
|
12
|
-
* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
|
|
13
|
-
* @param {number} customAttributesCount Amount of custom attributes for each element.
|
|
14
|
-
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
|
|
15
|
-
* @return {BufferPositions} New buffer positions where to write next
|
|
16
|
-
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
|
|
17
|
-
* @property {number} indexPosition New position in the index buffer where future writes should start.
|
|
18
|
-
* @private
|
|
19
|
-
*/
|
|
20
|
-
export function writePointFeatureToBuffers(instructions: Float32Array, elementIndex: number, vertexBuffer: Float32Array, indexBuffer: Uint32Array, customAttributesCount: number, bufferPositions?: BufferPositions | undefined): BufferPositions;
|
|
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-
/**
|
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-
* Returns a texture of 1x1 pixel, white
|
|
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* @private
|
|
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-
* @return {ImageData} Image data.
|
|
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-
*/
|
|
26
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-
export function getBlankImageData(): ImageData;
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|
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-
/**
|
|
28
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-
* Generates a color array based on a numerical id
|
|
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-
* Note: the range for each component is 0 to 1 with 256 steps
|
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* @param {number} id Id
|
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-
* @param {Array<number>} [opt_array] Reusable array
|
|
32
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-
* @return {Array<number>} Color array containing the encoded id
|
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*/
|
|
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export function colorEncodeId(id: number, opt_array?: number[] | undefined): Array<number>;
|
|
35
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/**
|
|
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* Reads an id from a color-encoded array
|
|
37
|
-
* Note: the expected range for each component is 0 to 1 with 256 steps.
|
|
38
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-
* @param {Array<number>} color Color array containing the encoded id
|
|
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* @return {number} Decoded id
|
|
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*/
|
|
41
|
-
export function colorDecodeId(color: Array<number>): number;
|
|
42
|
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export type WebGLWorkerMessageType = string;
|
|
43
|
-
export namespace WebGLWorkerMessageType {
|
|
44
|
-
const GENERATE_BUFFERS: string;
|
|
45
|
-
}
|
|
46
1
|
export default WebGLLayerRenderer;
|
|
47
|
-
/**
|
|
48
|
-
* An object holding positions both in an index and a vertex buffer.
|
|
49
|
-
*/
|
|
50
|
-
export type BufferPositions = {
|
|
51
|
-
/**
|
|
52
|
-
* Position in the vertex buffer
|
|
53
|
-
*/
|
|
54
|
-
vertexPosition: number;
|
|
55
|
-
/**
|
|
56
|
-
* Position in the index buffer
|
|
57
|
-
*/
|
|
58
|
-
indexPosition: number;
|
|
59
|
-
};
|
|
60
|
-
/**
|
|
61
|
-
* This message will trigger the generation of a vertex and an index buffer based on the given render instructions.
|
|
62
|
-
* When the buffers are generated, the worked will send a message of the same type to the main thread, with
|
|
63
|
-
* the generated buffers in it.
|
|
64
|
-
* Note that any addition properties present in the message *will* be sent back to the main thread.
|
|
65
|
-
*/
|
|
66
|
-
export type WebGLWorkerGenerateBuffersMessage = {
|
|
67
|
-
/**
|
|
68
|
-
* Message type
|
|
69
|
-
*/
|
|
70
|
-
type: WebGLWorkerMessageType;
|
|
71
|
-
/**
|
|
72
|
-
* Render instructions raw binary buffer.
|
|
73
|
-
*/
|
|
74
|
-
renderInstructions: ArrayBuffer;
|
|
75
|
-
/**
|
|
76
|
-
* Vertices array raw binary buffer (sent by the worker).
|
|
77
|
-
*/
|
|
78
|
-
vertexBuffer?: ArrayBuffer | undefined;
|
|
79
|
-
/**
|
|
80
|
-
* Indices array raw binary buffer (sent by the worker).
|
|
81
|
-
*/
|
|
82
|
-
indexBuffer?: ArrayBuffer | undefined;
|
|
83
|
-
/**
|
|
84
|
-
* Amount of custom attributes count in the render instructions.
|
|
85
|
-
*/
|
|
86
|
-
customAttributesCount?: number | undefined;
|
|
87
|
-
};
|
|
88
2
|
export type PostProcessesOptions = {
|
|
89
3
|
/**
|
|
90
4
|
* Scale ratio; if < 1, the post process will render to a texture smaller than
|
|
@@ -118,18 +32,6 @@ export type Options = {
|
|
|
118
32
|
*/
|
|
119
33
|
postProcesses?: PostProcessesOptions[] | undefined;
|
|
120
34
|
};
|
|
121
|
-
/**
|
|
122
|
-
* @typedef {Object} WebGLWorkerGenerateBuffersMessage
|
|
123
|
-
* This message will trigger the generation of a vertex and an index buffer based on the given render instructions.
|
|
124
|
-
* When the buffers are generated, the worked will send a message of the same type to the main thread, with
|
|
125
|
-
* the generated buffers in it.
|
|
126
|
-
* Note that any addition properties present in the message *will* be sent back to the main thread.
|
|
127
|
-
* @property {WebGLWorkerMessageType} type Message type
|
|
128
|
-
* @property {ArrayBuffer} renderInstructions Render instructions raw binary buffer.
|
|
129
|
-
* @property {ArrayBuffer} [vertexBuffer] Vertices array raw binary buffer (sent by the worker).
|
|
130
|
-
* @property {ArrayBuffer} [indexBuffer] Indices array raw binary buffer (sent by the worker).
|
|
131
|
-
* @property {number} [customAttributesCount] Amount of custom attributes count in the render instructions.
|
|
132
|
-
*/
|
|
133
35
|
/**
|
|
134
36
|
* @typedef {Object} PostProcessesOptions
|
|
135
37
|
* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"Layer.d.ts","sourceRoot":"","sources":["../../src/renderer/webgl/Layer.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"Layer.d.ts","sourceRoot":"","sources":["../../src/renderer/webgl/Layer.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAeA;;;;;;;GAOG;AAEH;;;;GAIG;AAEH;;;;;;GAMG;AACH;IACE;;;OAGG;IACH,mBAHW,SAAS,qCA0CnB;IAlCC;;;;;OAKG;IACH,+BAA+C;IAE/C;;;OAGG;IACH,sBAAyB;IAEzB;;OAEG;IACH,uBAA2C;IAE3C;;OAEG;IACH,kBAAiC;IAEjC;;;OAGG;IACH,kBAHU,WAAW,CAGV;IAQb;;;;OAIG;IACH,2CAJW,qBAAqB,cACrB,OAAO,uBAAuB,EAAE,UAAU,QAcpD;IAED;;;;OAIG;IACH,4CAJW,qBAAqB,cACrB,OAAO,uBAAuB,EAAE,UAAU,QAcpD;IAED;;;OAGG;IACH,eAFW,OAAO,QAOjB;IAED;;OAEG;IACH,+BAKC;IAqDD;;OAEG;IACH,qCAAuB;IAEvB;;;;;OAKG;IACH,2CAJW,OAAO,uBAAuB,EAAE,UAAU,GACzC,OAAO,CAKlB;IAUD;;;;;OAKG;IACH,6BAsBC;IAED;;;;OAIG;IACH,6BAJW,qBAAqB,cACrB,OAAO,uBAAuB,EAAE,UAAU,QAKpD;IAED;;;;OAIG;IACH,8BAJW,qBAAqB,cACrB,OAAO,uBAAuB,EAAE,UAAU,QAKpD;CA+DF"}
|
package/renderer/webgl/Layer.js
CHANGED
|
@@ -23,24 +23,6 @@ import RenderEventType from '../../render/EventType.js';
|
|
|
23
23
|
import WebGLHelper from '../../webgl/Helper.js';
|
|
24
24
|
import { apply as applyTransform, compose as composeTransform, create as createTransform, } from '../../transform.js';
|
|
25
25
|
import { containsCoordinate } from '../../extent.js';
|
|
26
|
-
/**
|
|
27
|
-
* @enum {string}
|
|
28
|
-
*/
|
|
29
|
-
export var WebGLWorkerMessageType = {
|
|
30
|
-
GENERATE_BUFFERS: 'GENERATE_BUFFERS',
|
|
31
|
-
};
|
|
32
|
-
/**
|
|
33
|
-
* @typedef {Object} WebGLWorkerGenerateBuffersMessage
|
|
34
|
-
* This message will trigger the generation of a vertex and an index buffer based on the given render instructions.
|
|
35
|
-
* When the buffers are generated, the worked will send a message of the same type to the main thread, with
|
|
36
|
-
* the generated buffers in it.
|
|
37
|
-
* Note that any addition properties present in the message *will* be sent back to the main thread.
|
|
38
|
-
* @property {WebGLWorkerMessageType} type Message type
|
|
39
|
-
* @property {ArrayBuffer} renderInstructions Render instructions raw binary buffer.
|
|
40
|
-
* @property {ArrayBuffer} [vertexBuffer] Vertices array raw binary buffer (sent by the worker).
|
|
41
|
-
* @property {ArrayBuffer} [indexBuffer] Indices array raw binary buffer (sent by the worker).
|
|
42
|
-
* @property {number} [customAttributesCount] Amount of custom attributes count in the render instructions.
|
|
43
|
-
*/
|
|
44
26
|
/**
|
|
45
27
|
* @typedef {Object} PostProcessesOptions
|
|
46
28
|
* @property {number} [scaleRatio] Scale ratio; if < 1, the post process will render to a texture smaller than
|
|
@@ -290,121 +272,5 @@ var WebGLLayerRenderer = /** @class */ (function (_super) {
|
|
|
290
272
|
};
|
|
291
273
|
return WebGLLayerRenderer;
|
|
292
274
|
}(LayerRenderer));
|
|
293
|
-
var tmpArray_ = [];
|
|
294
|
-
var bufferPositions_ = { vertexPosition: 0, indexPosition: 0 };
|
|
295
|
-
function writePointVertex(buffer, pos, x, y, index) {
|
|
296
|
-
buffer[pos + 0] = x;
|
|
297
|
-
buffer[pos + 1] = y;
|
|
298
|
-
buffer[pos + 2] = index;
|
|
299
|
-
}
|
|
300
|
-
/**
|
|
301
|
-
* An object holding positions both in an index and a vertex buffer.
|
|
302
|
-
* @typedef {Object} BufferPositions
|
|
303
|
-
* @property {number} vertexPosition Position in the vertex buffer
|
|
304
|
-
* @property {number} indexPosition Position in the index buffer
|
|
305
|
-
*/
|
|
306
|
-
/**
|
|
307
|
-
* Pushes a quad (two triangles) based on a point geometry
|
|
308
|
-
* @param {Float32Array} instructions Array of render instructions for points.
|
|
309
|
-
* @param {number} elementIndex Index from which render instructions will be read.
|
|
310
|
-
* @param {Float32Array} vertexBuffer Buffer in the form of a typed array.
|
|
311
|
-
* @param {Uint32Array} indexBuffer Buffer in the form of a typed array.
|
|
312
|
-
* @param {number} customAttributesCount Amount of custom attributes for each element.
|
|
313
|
-
* @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0.
|
|
314
|
-
* @return {BufferPositions} New buffer positions where to write next
|
|
315
|
-
* @property {number} vertexPosition New position in the vertex buffer where future writes should start.
|
|
316
|
-
* @property {number} indexPosition New position in the index buffer where future writes should start.
|
|
317
|
-
* @private
|
|
318
|
-
*/
|
|
319
|
-
export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, customAttributesCount, bufferPositions) {
|
|
320
|
-
// This is for x, y and index
|
|
321
|
-
var baseVertexAttrsCount = 3;
|
|
322
|
-
var baseInstructionsCount = 2;
|
|
323
|
-
var stride = baseVertexAttrsCount + customAttributesCount;
|
|
324
|
-
var x = instructions[elementIndex + 0];
|
|
325
|
-
var y = instructions[elementIndex + 1];
|
|
326
|
-
// read custom numerical attributes on the feature
|
|
327
|
-
var customAttrs = tmpArray_;
|
|
328
|
-
customAttrs.length = customAttributesCount;
|
|
329
|
-
for (var i = 0; i < customAttrs.length; i++) {
|
|
330
|
-
customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
|
|
331
|
-
}
|
|
332
|
-
var vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
|
|
333
|
-
var iPos = bufferPositions ? bufferPositions.indexPosition : 0;
|
|
334
|
-
var baseIndex = vPos / stride;
|
|
335
|
-
// push vertices for each of the four quad corners (first standard then custom attributes)
|
|
336
|
-
writePointVertex(vertexBuffer, vPos, x, y, 0);
|
|
337
|
-
customAttrs.length &&
|
|
338
|
-
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
|
339
|
-
vPos += stride;
|
|
340
|
-
writePointVertex(vertexBuffer, vPos, x, y, 1);
|
|
341
|
-
customAttrs.length &&
|
|
342
|
-
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
|
343
|
-
vPos += stride;
|
|
344
|
-
writePointVertex(vertexBuffer, vPos, x, y, 2);
|
|
345
|
-
customAttrs.length &&
|
|
346
|
-
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
|
347
|
-
vPos += stride;
|
|
348
|
-
writePointVertex(vertexBuffer, vPos, x, y, 3);
|
|
349
|
-
customAttrs.length &&
|
|
350
|
-
vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
|
|
351
|
-
vPos += stride;
|
|
352
|
-
indexBuffer[iPos++] = baseIndex;
|
|
353
|
-
indexBuffer[iPos++] = baseIndex + 1;
|
|
354
|
-
indexBuffer[iPos++] = baseIndex + 3;
|
|
355
|
-
indexBuffer[iPos++] = baseIndex + 1;
|
|
356
|
-
indexBuffer[iPos++] = baseIndex + 2;
|
|
357
|
-
indexBuffer[iPos++] = baseIndex + 3;
|
|
358
|
-
bufferPositions_.vertexPosition = vPos;
|
|
359
|
-
bufferPositions_.indexPosition = iPos;
|
|
360
|
-
return bufferPositions_;
|
|
361
|
-
}
|
|
362
|
-
/**
|
|
363
|
-
* Returns a texture of 1x1 pixel, white
|
|
364
|
-
* @private
|
|
365
|
-
* @return {ImageData} Image data.
|
|
366
|
-
*/
|
|
367
|
-
export function getBlankImageData() {
|
|
368
|
-
var canvas = document.createElement('canvas');
|
|
369
|
-
var image = canvas.getContext('2d').createImageData(1, 1);
|
|
370
|
-
image.data[0] = 255;
|
|
371
|
-
image.data[1] = 255;
|
|
372
|
-
image.data[2] = 255;
|
|
373
|
-
image.data[3] = 255;
|
|
374
|
-
return image;
|
|
375
|
-
}
|
|
376
|
-
/**
|
|
377
|
-
* Generates a color array based on a numerical id
|
|
378
|
-
* Note: the range for each component is 0 to 1 with 256 steps
|
|
379
|
-
* @param {number} id Id
|
|
380
|
-
* @param {Array<number>} [opt_array] Reusable array
|
|
381
|
-
* @return {Array<number>} Color array containing the encoded id
|
|
382
|
-
*/
|
|
383
|
-
export function colorEncodeId(id, opt_array) {
|
|
384
|
-
var array = opt_array || [];
|
|
385
|
-
var radix = 256;
|
|
386
|
-
var divide = radix - 1;
|
|
387
|
-
array[0] = Math.floor(id / radix / radix / radix) / divide;
|
|
388
|
-
array[1] = (Math.floor(id / radix / radix) % radix) / divide;
|
|
389
|
-
array[2] = (Math.floor(id / radix) % radix) / divide;
|
|
390
|
-
array[3] = (id % radix) / divide;
|
|
391
|
-
return array;
|
|
392
|
-
}
|
|
393
|
-
/**
|
|
394
|
-
* Reads an id from a color-encoded array
|
|
395
|
-
* Note: the expected range for each component is 0 to 1 with 256 steps.
|
|
396
|
-
* @param {Array<number>} color Color array containing the encoded id
|
|
397
|
-
* @return {number} Decoded id
|
|
398
|
-
*/
|
|
399
|
-
export function colorDecodeId(color) {
|
|
400
|
-
var id = 0;
|
|
401
|
-
var radix = 256;
|
|
402
|
-
var mult = radix - 1;
|
|
403
|
-
id += Math.round(color[0] * radix * radix * radix * mult);
|
|
404
|
-
id += Math.round(color[1] * radix * radix * mult);
|
|
405
|
-
id += Math.round(color[2] * radix * mult);
|
|
406
|
-
id += Math.round(color[3] * mult);
|
|
407
|
-
return id;
|
|
408
|
-
}
|
|
409
275
|
export default WebGLLayerRenderer;
|
|
410
276
|
//# sourceMappingURL=Layer.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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+
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|
@@ -265,7 +265,10 @@ declare class WebGLPointsLayerRenderer extends WebGLLayerRenderer<any> {
|
|
|
265
265
|
* @private
|
|
266
266
|
*/
|
|
267
267
|
private generateBuffersRun_;
|
|
268
|
-
|
|
268
|
+
/**
|
|
269
|
+
* @private
|
|
270
|
+
*/
|
|
271
|
+
private worker_;
|
|
269
272
|
/**
|
|
270
273
|
* This object will be updated when the source changes. Key is uid.
|
|
271
274
|
* @type {Object<string, FeatureCacheItem>}
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|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"PointsLayer.d.ts","sourceRoot":"","sources":["../../src/renderer/webgl/PointsLayer.js"],"names":[],"mappings":";;;;;;;;;
|
|
1
|
+
{"version":3,"file":"PointsLayer.d.ts","sourceRoot":"","sources":["../../src/renderer/webgl/PointsLayer.js"],"names":[],"mappings":";;;;;;;;;UA6Bc,MAAM;;;;;qBACG,OAAO,eAAe,EAAE,OAAO;YAAS,MAAM;UAAM,MAAM;;;;;;;;;;aAOnE,OAAO,eAAe,EAAE,OAAO;;;;;YACxB,MAAM;;;;;cACb,OAAO,YAAY,EAAE,QAAQ;;;;;;;;;;;;;;;;;;kBAW7B,MAAM;;;;oBACN,MAAM;;;;;;;;;;;;;;;;;;;;;AAzBpB;;;;;;GAMG;AAEH;;;;;;GAMG;AAEH;;;;;;;;;;;;;;;GAeG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8DG;AACH;IACE;;;OAGG;IACH,mBAHW,OAAO,sBAAsB,EAAE,OAAO,WACtC,OAAO,EA4QjB;IA9PC,wBAAyB;IAEzB,kCAAuE;IACvE,qCAA0E;IAC1E,iCAGC;IAED;;OAEG;IACH,sBAAyC;IAEzC;;OAEG;IACH,wBAA6C;IAE7C;;;OAGG;IACH,iBAAa;IAEb;;;OAGG;IACH,6BACqE;IAErE;;OAEG;IACH,yBAA+C;IAE/C;;OAEG;IACH,2BAAmD;IAEnD;;;OAGG;IACH,oBAAgB;IAYhB;;;;OAIG;IACH,YAFU,MAAM,OAAO,uBAAuB,EAAE,oBAAoB,CAAC,CAa3C;IAE1B;;;OAGG;IACH,wBAFU,MAAM,OAAO,uBAAuB,EAAE,oBAAoB,CAAC,CAuB3C;IAE1B,oCAAoE;IAEpE,kDAAoC;IAEpC;;;;;;OAMG;IACH,0BAAkD;IAElD;;;;OAIG;IACH,yBAAyC;IAEzC;;;OAGG;IACH,+BAA+C;IAE/C;;;OAGG;IACH,4BAA8C;IAE9C;;;;OAIG;IACH,+BAAiD;IAEjD;;;OAGG;IACH,yBAAqB;IAErB;;;;OAIG;IACH,4BAA4B;IAE5B;;OAEG;IACH,gBAAkC;IA6ClC;;;;OAIG;IACH,sBAAuB;IAEvB;;;;OAIG;IACH,sBAAsB;IAGtB,yDAyBC;IA6BH;;;OAGG;IACH,kCAQC;IAED;;;OAGG;IACH,oCAOC;IAED;;;OAGG;IACH,mCAIC;IAED;;OAEG;IACH,kCAGC;IAED;;;;OAIG;IACH,wBAHW,OAAO,uBAAuB,EAAE,UAAU,GACzC,WAAW,CAmDtB;IA6CD;;;;OAIG;IACH,wBA8GC;IA0CD;;;;;;OAMG;IACH,+BALW,OAAO,uBAAuB,EAAE,UAAU,cAC1C,MAAM,YACN,MAAM,cACN,MAAM,QAmChB;CAcF"}
|