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352 lines
12 KiB
352 lines
12 KiB
/**
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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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const 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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const 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(
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instructions,
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elementIndex,
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vertexBuffer,
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indexBuffer,
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customAttributesCount,
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bufferPositions
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) {
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// This is for x, y and index
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const baseVertexAttrsCount = 3;
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const baseInstructionsCount = 2;
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const stride = baseVertexAttrsCount + customAttributesCount;
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const x = instructions[elementIndex + 0];
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const y = instructions[elementIndex + 1];
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// read custom numerical attributes on the feature
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const customAttrs = tmpArray_;
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customAttrs.length = customAttributesCount;
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for (let i = 0; i < customAttrs.length; i++) {
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customAttrs[i] = instructions[elementIndex + baseInstructionsCount + i];
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}
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let vPos = bufferPositions ? bufferPositions.vertexPosition : 0;
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let iPos = bufferPositions ? bufferPositions.indexPosition : 0;
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const 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(
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instructions,
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segmentStartIndex,
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segmentEndIndex,
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beforeSegmentIndex,
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afterSegmentIndex,
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vertexArray,
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indexArray,
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customAttributes,
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instructionsTransform,
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invertInstructionsTransform
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) {
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// compute the stride to determine how many vertices were already pushed
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const baseVertexAttrsCount = 5; // base attributes: x0, y0, x1, y1, params (vertex number [0-3], join angle 1, join angle 2)
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const stride = baseVertexAttrsCount + customAttributes.length;
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const 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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const p0 = [
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instructions[segmentStartIndex + 0],
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instructions[segmentStartIndex + 1],
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];
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const 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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const p0world = applyTransform(invertInstructionsTransform, [...p0]);
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const p1world = applyTransform(invertInstructionsTransform, [...p1]);
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function computeVertexParameters(vertexNumber, joinAngle1, joinAngle2) {
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const shift = 10000;
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const anglePrecision = 1500;
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return (
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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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}
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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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const lenA = Math.sqrt(
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(pA[0] - p0[0]) * (pA[0] - p0[0]) + (pA[1] - p0[1]) * (pA[1] - p0[1])
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);
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const tangentA = [(pA[0] - p0[0]) / lenA, (pA[1] - p0[1]) / lenA];
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const orthoA = [-tangentA[1], tangentA[0]];
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const lenB = Math.sqrt(
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(pB[0] - p0[0]) * (pB[0] - p0[0]) + (pB[1] - p0[1]) * (pB[1] - p0[1])
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);
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const 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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const angle =
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lenA === 0 || lenB === 0
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? 0
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: Math.acos(
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clamp(tangentB[0] * tangentA[0] + tangentB[1] * tangentA[1], -1, 1)
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);
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const 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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const joinBefore = beforeSegmentIndex !== null;
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const joinAfter = afterSegmentIndex !== null;
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let angle0 = 0;
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let 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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const pB = [
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instructions[beforeSegmentIndex],
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instructions[beforeSegmentIndex + 1],
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];
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const pBworld = applyTransform(invertInstructionsTransform, [...pB]);
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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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const pA = [
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instructions[afterSegmentIndex],
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instructions[afterSegmentIndex + 1],
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];
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const pAworld = applyTransform(invertInstructionsTransform, [...pA]);
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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(
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p0[0],
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p0[1],
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p1[0],
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p1[1],
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computeVertexParameters(0, angle0, angle1)
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);
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vertexArray.push(...customAttributes);
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vertexArray.push(
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p0[0],
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p0[1],
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p1[0],
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p1[1],
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computeVertexParameters(1, angle0, angle1)
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);
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vertexArray.push(...customAttributes);
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vertexArray.push(
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p0[0],
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p0[1],
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p1[0],
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p1[1],
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computeVertexParameters(2, angle0, angle1)
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);
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vertexArray.push(...customAttributes);
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vertexArray.push(
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p0[0],
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p0[1],
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p1[0],
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p1[1],
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computeVertexParameters(3, angle0, angle1)
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);
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vertexArray.push(...customAttributes);
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indexArray.push(
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baseIndex,
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baseIndex + 1,
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baseIndex + 2,
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baseIndex + 1,
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baseIndex + 3,
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baseIndex + 2
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);
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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(
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instructions,
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polygonStartIndex,
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vertexArray,
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indexArray,
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customAttributesCount
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) {
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const instructionsPerVertex = 2; // x, y
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const attributesPerVertex = 2 + customAttributesCount;
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let instructionsIndex = polygonStartIndex;
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const customAttributes = instructions.slice(
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instructionsIndex,
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instructionsIndex + customAttributesCount
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);
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instructionsIndex += customAttributesCount;
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const ringsCount = instructions[instructionsIndex++];
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let verticesCount = 0;
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const holes = new Array(ringsCount - 1);
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for (let 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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const flatCoords = instructions.slice(
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instructionsIndex,
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instructionsIndex + verticesCount * instructionsPerVertex
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);
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// pushing to vertices and indices!! this is where the magic happens
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const result = earcut(flatCoords, holes, instructionsPerVertex);
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for (let 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 (let i = 0; i < flatCoords.length; i += 2) {
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vertexArray.push(flatCoords[i], flatCoords[i + 1], ...customAttributes);
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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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const canvas = document.createElement('canvas');
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const 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;
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image.data[3] = 255;
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return image;
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}
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/**
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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>} [array] Reusable array
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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, array) {
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array = array || [];
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const radix = 256;
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const divide = radix - 1;
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array[0] = Math.floor(id / radix / radix / radix) / divide;
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array[1] = (Math.floor(id / radix / radix) % radix) / divide;
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array[2] = (Math.floor(id / radix) % radix) / divide;
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array[3] = (id % radix) / divide;
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return array;
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}
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/**
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* Reads an id from a color-encoded array
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* Note: the expected range for each component is 0 to 1 with 256 steps.
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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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*/
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export function colorDecodeId(color) {
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let id = 0;
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const radix = 256;
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const mult = radix - 1;
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id += Math.round(color[0] * radix * radix * radix * mult);
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id += Math.round(color[1] * radix * radix * mult);
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id += Math.round(color[2] * radix * mult);
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id += Math.round(color[3] * mult);
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return id;
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}
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