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/**
* @module ol/render/webgl/MixedGeometryBatch
*/
import WebGLArrayBuffer from '../../webgl/Buffer.js';
import {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js';
import {create as createTransform} from '../../transform.js';
import {getUid} from '../../util.js';
/**
* @typedef {Object} GeometryBatchItem Object that holds a reference to a feature as well as the raw coordinates of its various geometries
* @property {import("../../Feature").default} feature Feature
* @property {Array<Array<number>>} flatCoordss Array of flat coordinates arrays, one for each geometry related to the feature
* @property {number} [verticesCount] Only defined for linestring and polygon batches
* @property {number} [ringsCount] Only defined for polygon batches
* @property {Array<Array<number>>} [ringsVerticesCounts] Array of vertices counts in each ring for each geometry; only defined for polygons batches
*/
/**
* @typedef {PointGeometryBatch|LineStringGeometryBatch|PolygonGeometryBatch} GeometryBatch
*/
/**
* @typedef {Object} PolygonGeometryBatch A geometry batch specific to polygons
* @property {Object<string, GeometryBatchItem>} entries Dictionary of all entries in the batch with associated computed values.
* One entry corresponds to one feature. Key is feature uid.
* @property {number} geometriesCount Amount of geometries in the batch.
* @property {Float32Array} renderInstructions Render instructions for polygons are structured like so:
* [ numberOfRings, numberOfVerticesInRing0, ..., numberOfVerticesInRingN, x0, y0, customAttr0, ..., xN, yN, customAttrN, numberOfRings,... ]
* @property {WebGLArrayBuffer} verticesBuffer Vertices WebGL buffer
* @property {WebGLArrayBuffer} indicesBuffer Indices WebGL buffer
* @property {import("../../transform.js").Transform} renderInstructionsTransform Converts world space coordinates to screen space; applies to the rendering instructions
* @property {import("../../transform.js").Transform} verticesBufferTransform Converts world space coordinates to screen space; applies to the webgl vertices buffer
* @property {import("../../transform.js").Transform} invertVerticesBufferTransform Screen space to world space; applies to the webgl vertices buffer
* @property {number} verticesCount Amount of vertices from geometries in the batch.
* @property {number} ringsCount How many outer and inner rings in this batch.
*/
/**
* @typedef {Object} LineStringGeometryBatch A geometry batch specific to lines
* @property {Object<string, GeometryBatchItem>} entries Dictionary of all entries in the batch with associated computed values.
* One entry corresponds to one feature. Key is feature uid.
* @property {number} geometriesCount Amount of geometries in the batch.
* @property {Float32Array} renderInstructions Render instructions for polygons are structured like so:
* [ numberOfRings, numberOfVerticesInRing0, ..., numberOfVerticesInRingN, x0, y0, customAttr0, ..., xN, yN, customAttrN, numberOfRings,... ]
* @property {WebGLArrayBuffer} verticesBuffer Vertices WebGL buffer
* @property {WebGLArrayBuffer} indicesBuffer Indices WebGL buffer
* @property {import("../../transform.js").Transform} renderInstructionsTransform Converts world space coordinates to screen space; applies to the rendering instructions
* @property {import("../../transform.js").Transform} verticesBufferTransform Converts world space coordinates to screen space; applies to the webgl vertices buffer
* @property {import("../../transform.js").Transform} invertVerticesBufferTransform Screen space to world space; applies to the webgl vertices buffer
* @property {number} verticesCount Amount of vertices from geometries in the batch.
*/
/**
* @typedef {Object} PointGeometryBatch A geometry batch specific to points
* @property {Object<string, GeometryBatchItem>} entries Dictionary of all entries in the batch with associated computed values.
* One entry corresponds to one feature. Key is feature uid.
* @property {number} geometriesCount Amount of geometries in the batch.
* @property {Float32Array} renderInstructions Render instructions for polygons are structured like so:
* [ numberOfRings, numberOfVerticesInRing0, ..., numberOfVerticesInRingN, x0, y0, customAttr0, ..., xN, yN, customAttrN, numberOfRings,... ]
* @property {WebGLArrayBuffer} verticesBuffer Vertices WebGL buffer
* @property {WebGLArrayBuffer} indicesBuffer Indices WebGL buffer
* @property {import("../../transform.js").Transform} renderInstructionsTransform Converts world space coordinates to screen space; applies to the rendering instructions
* @property {import("../../transform.js").Transform} verticesBufferTransform Converts world space coordinates to screen space; applies to the webgl vertices buffer
* @property {import("../../transform.js").Transform} invertVerticesBufferTransform Screen space to world space; applies to the webgl vertices buffer
*/
/**
* @classdesc This class is used to group several geometries of various types together for faster rendering.
* Three inner batches are maintained for polygons, lines and points. Each time a feature is added, changed or removed
* from the batch, these inner batches are modified accordingly in order to keep them up-to-date.
*
* A feature can be present in several inner batches, for example a polygon geometry will be present in the polygon batch
* and its linar rings will be present in the line batch. Multi geometries are also broken down into individual geometries
* and added to the corresponding batches in a recursive manner.
*
* Corresponding {@link module:ol/render/webgl/BatchRenderer} instances are then used to generate the render instructions
* and WebGL buffers (vertices and indices) for each inner batches; render instructions are stored on the inner batches,
* alongside the transform used to convert world coords to screen coords at the time these instructions were generated.
* The resulting WebGL buffers are stored on the batches as well.
*
* An important aspect of geometry batches is that there is no guarantee that render instructions and WebGL buffers
* are synchronized, i.e. render instructions can describe a new state while WebGL buffers might not have been written yet.
* This is why two world-to-screen transforms are stored on each batch: one for the render instructions and one for
* the WebGL buffers.
*/
class MixedGeometryBatch {
constructor() {
/**
* @type {PolygonGeometryBatch}
*/
this.polygonBatch = {
entries: {},
geometriesCount: 0,
verticesCount: 0,
ringsCount: 0,
renderInstructions: new Float32Array(0),
verticesBuffer: new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW),
indicesBuffer: new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW),
renderInstructionsTransform: createTransform(),
verticesBufferTransform: createTransform(),
invertVerticesBufferTransform: createTransform(),
};
/**
* @type {PointGeometryBatch}
*/
this.pointBatch = {
entries: {},
geometriesCount: 0,
renderInstructions: new Float32Array(0),
verticesBuffer: new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW),
indicesBuffer: new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW),
renderInstructionsTransform: createTransform(),
verticesBufferTransform: createTransform(),
invertVerticesBufferTransform: createTransform(),
};
/**
* @type {LineStringGeometryBatch}
*/
this.lineStringBatch = {
entries: {},
geometriesCount: 0,
verticesCount: 0,
renderInstructions: new Float32Array(0),
verticesBuffer: new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW),
indicesBuffer: new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW),
renderInstructionsTransform: createTransform(),
verticesBufferTransform: createTransform(),
invertVerticesBufferTransform: createTransform(),
};
}
/**
* @param {Array<import("../../Feature").default>} features Array of features to add to the batch
*/
addFeatures(features) {
for (let i = 0; i < features.length; i++) {
this.addFeature(features[i]);
}
}
/**
* @param {import("../../Feature").default} feature Feature to add to the batch
*/
addFeature(feature) {
const geometry = feature.getGeometry();
if (!geometry) {
return;
}
this.addGeometry_(geometry, feature);
}
/**
* @param {import("../../Feature").default} feature Feature
* @return {GeometryBatchItem} Batch item added (or existing one)
* @private
*/
addFeatureEntryInPointBatch_(feature) {
const uid = getUid(feature);
if (!(uid in this.pointBatch.entries)) {
this.pointBatch.entries[uid] = {
feature: feature,
flatCoordss: [],
};
}
return this.pointBatch.entries[uid];
}
/**
* @param {import("../../Feature").default} feature Feature
* @return {GeometryBatchItem} Batch item added (or existing one)
* @private
*/
addFeatureEntryInLineStringBatch_(feature) {
const uid = getUid(feature);
if (!(uid in this.lineStringBatch.entries)) {
this.lineStringBatch.entries[uid] = {
feature: feature,
flatCoordss: [],
verticesCount: 0,
};
}
return this.lineStringBatch.entries[uid];
}
/**
* @param {import("../../Feature").default} feature Feature
* @return {GeometryBatchItem} Batch item added (or existing one)
* @private
*/
addFeatureEntryInPolygonBatch_(feature) {
const uid = getUid(feature);
if (!(uid in this.polygonBatch.entries)) {
this.polygonBatch.entries[uid] = {
feature: feature,
flatCoordss: [],
verticesCount: 0,
ringsCount: 0,
ringsVerticesCounts: [],
};
}
return this.polygonBatch.entries[uid];
}
/**
* @param {import("../../Feature").default} feature Feature
* @private
*/
clearFeatureEntryInPointBatch_(feature) {
const entry = this.pointBatch.entries[getUid(feature)];
if (!entry) {
return;
}
this.pointBatch.geometriesCount -= entry.flatCoordss.length;
delete this.pointBatch.entries[getUid(feature)];
}
/**
* @param {import("../../Feature").default} feature Feature
* @private
*/
clearFeatureEntryInLineStringBatch_(feature) {
const entry = this.lineStringBatch.entries[getUid(feature)];
if (!entry) {
return;
}
this.lineStringBatch.verticesCount -= entry.verticesCount;
this.lineStringBatch.geometriesCount -= entry.flatCoordss.length;
delete this.lineStringBatch.entries[getUid(feature)];
}
/**
* @param {import("../../Feature").default} feature Feature
* @private
*/
clearFeatureEntryInPolygonBatch_(feature) {
const entry = this.polygonBatch.entries[getUid(feature)];
if (!entry) {
return;
}
this.polygonBatch.verticesCount -= entry.verticesCount;
this.polygonBatch.ringsCount -= entry.ringsCount;
this.polygonBatch.geometriesCount -= entry.flatCoordss.length;
delete this.polygonBatch.entries[getUid(feature)];
}
/**
* @param {import("../../geom").Geometry} geometry Geometry
* @param {import("../../Feature").default} feature Feature
* @private
*/
addGeometry_(geometry, feature) {
const type = geometry.getType();
let flatCoords;
let verticesCount;
let batchEntry;
switch (type) {
case 'GeometryCollection':
/** @type {import("../../geom").GeometryCollection} */ (geometry)
.getGeometries()
.map((geom) => this.addGeometry_(geom, feature));
break;
case 'MultiPolygon':
/** @type {import("../../geom").MultiPolygon} */ (geometry)
.getPolygons()
.map((polygon) => this.addGeometry_(polygon, feature));
break;
case 'MultiLineString':
/** @type {import("../../geom").MultiLineString} */ (geometry)
.getLineStrings()
.map((line) => this.addGeometry_(line, feature));
break;
case 'MultiPoint':
/** @type {import("../../geom").MultiPoint} */ (geometry)
.getPoints()
.map((point) => this.addGeometry_(point, feature));
break;
case 'Polygon':
const polygonGeom = /** @type {import("../../geom").Polygon} */ (
geometry
);
batchEntry = this.addFeatureEntryInPolygonBatch_(feature);
flatCoords = polygonGeom.getFlatCoordinates();
verticesCount = flatCoords.length / 2;
const ringsCount = polygonGeom.getLinearRingCount();
const ringsVerticesCount = polygonGeom
.getEnds()
.map((end, ind, arr) =>
ind > 0 ? (end - arr[ind - 1]) / 2 : end / 2
);
this.polygonBatch.verticesCount += verticesCount;
this.polygonBatch.ringsCount += ringsCount;
this.polygonBatch.geometriesCount++;
batchEntry.flatCoordss.push(flatCoords);
batchEntry.ringsVerticesCounts.push(ringsVerticesCount);
batchEntry.verticesCount += verticesCount;
batchEntry.ringsCount += ringsCount;
polygonGeom
.getLinearRings()
.map((ring) => this.addGeometry_(ring, feature));
break;
case 'Point':
const pointGeom = /** @type {import("../../geom").Point} */ (geometry);
batchEntry = this.addFeatureEntryInPointBatch_(feature);
flatCoords = pointGeom.getFlatCoordinates();
this.pointBatch.geometriesCount++;
batchEntry.flatCoordss.push(flatCoords);
break;
case 'LineString':
case 'LinearRing':
const lineGeom = /** @type {import("../../geom").LineString} */ (
geometry
);
batchEntry = this.addFeatureEntryInLineStringBatch_(feature);
flatCoords = lineGeom.getFlatCoordinates();
verticesCount = flatCoords.length / 2;
this.lineStringBatch.verticesCount += verticesCount;
this.lineStringBatch.geometriesCount++;
batchEntry.flatCoordss.push(flatCoords);
batchEntry.verticesCount += verticesCount;
break;
default:
// pass
}
}
/**
* @param {import("../../Feature").default} feature Feature
*/
changeFeature(feature) {
this.clearFeatureEntryInPointBatch_(feature);
this.clearFeatureEntryInPolygonBatch_(feature);
this.clearFeatureEntryInLineStringBatch_(feature);
const geometry = feature.getGeometry();
if (!geometry) {
return;
}
this.addGeometry_(geometry, feature);
}
/**
* @param {import("../../Feature").default} feature Feature
*/
removeFeature(feature) {
this.clearFeatureEntryInPointBatch_(feature);
this.clearFeatureEntryInPolygonBatch_(feature);
this.clearFeatureEntryInLineStringBatch_(feature);
}
clear() {
this.polygonBatch.entries = {};
this.polygonBatch.geometriesCount = 0;
this.polygonBatch.verticesCount = 0;
this.polygonBatch.ringsCount = 0;
this.lineStringBatch.entries = {};
this.lineStringBatch.geometriesCount = 0;
this.lineStringBatch.verticesCount = 0;
this.pointBatch.entries = {};
this.pointBatch.geometriesCount = 0;
}
}
export default MixedGeometryBatch;