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/**
 * @module ol/renderer/webgl/PointsLayer
 */
import BaseVector from '../../layer/BaseVector.js';
import VectorEventType from '../../source/VectorEventType.js';
import ViewHint from '../../ViewHint.js';
import WebGLArrayBuffer from '../../webgl/Buffer.js';
import WebGLLayerRenderer from './Layer.js';
import WebGLRenderTarget from '../../webgl/RenderTarget.js';
import {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js';
import {AttributeType, DefaultUniform} from '../../webgl/Helper.js';
import {WebGLWorkerMessageType} from '../../render/webgl/constants.js';
import {
  apply as applyTransform,
  create as createTransform,
  makeInverse as makeInverseTransform,
  multiply as multiplyTransform,
  translate as translateTransform,
} from '../../transform.js';
import {assert} from '../../asserts.js';
import {buffer, createEmpty, equals} from '../../extent.js';
import {colorDecodeId, colorEncodeId} from '../../render/webgl/utils.js';
import {create as createWebGLWorker} from '../../worker/webgl.js';
import {fromUserCoordinate, getUserProjection} from '../../proj.js';
import {getUid} from '../../util.js';
import {getWorldParameters} from './worldUtil.js';
import {listen, unlistenByKey} from '../../events.js';

/**
 * @typedef {Object} CustomAttribute A description of a custom attribute to be passed on to the GPU, with a value different
 * for each feature.
 * @property {string} name Attribute name.
 * @property {function(import("../../Feature").default, Object):number} callback This callback computes the numerical value of the
 * attribute for a given feature (properties are available as 2nd arg for quicker access).
 */

/**
 * @typedef {Object} FeatureCacheItem Object that holds a reference to a feature, its geometry and properties. Used to optimize
 * rebuildBuffers by accessing these objects quicker.
 * @property {import("../../Feature").default} feature Feature
 * @property {Object} properties Feature properties
 * @property {import("../../geom").Geometry} geometry Feature geometry
 */

/**
 * @typedef {Object} Options
 * @property {string} [className='ol-layer'] A CSS class name to set to the canvas element.
 * @property {Array} [attributes] These attributes will be read from the features in the source and then
 * passed to the GPU. The `name` property of each attribute will serve as its identifier:
 *  * In the vertex shader as an `attribute` by prefixing it with `a_`
 *  * In the fragment shader as a `varying` by prefixing it with `v_`
 * Please note that these can only be numerical values.
 * @property {string} vertexShader Vertex shader source, mandatory.
 * @property {string} fragmentShader Fragment shader source, mandatory.
 * @property {boolean} [hitDetectionEnabled] Whether shader is hit detection aware.
 * @property {Object} [uniforms] Uniform definitions for the post process steps
 * Please note that `u_texture` is reserved for the main texture slot and `u_opacity` is reserved for the layer opacity.
 * @property {Array} [postProcesses] Post-processes definitions
 */

/**
 * @classdesc
 * WebGL vector renderer optimized for points.
 * All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
 * every time the vector source changes.
 *
 * You need to provide vertex and fragment shaders for rendering. This can be done using
 * {@link module:ol/webgl/ShaderBuilder~ShaderBuilder} utilities. These shaders shall expect a `a_position` attribute
 * containing the screen-space projected center of the quad, as well as a `a_index` attribute
 * whose value (0, 1, 2 or 3) indicates which quad vertex is currently getting processed (see structure below).
 *
 * To include variable attributes in the shaders, you need to declare them using the `attributes` property of
 * the options object like so:
 * ```js
 * new WebGLPointsLayerRenderer(layer, {
 *   attributes: [
 *     {
 *       name: 'size',
 *       callback: function(feature) {
 *         // compute something with the feature
 *       }
 *     },
 *     {
 *       name: 'weight',
 *       callback: function(feature) {
 *         // compute something with the feature
 *       }
 *     },
 *   ],
 *   vertexShader:
 *     // shader using attribute a_weight and a_size
 *   fragmentShader:
 *     // shader using varying v_weight and v_size
 * ```
 *
 * To enable hit detection, you must as well provide dedicated shaders using the `hitVertexShader`
 * and `hitFragmentShader` properties. These shall expect the `a_hitColor` attribute to contain
 * the final color that will have to be output for hit detection to work.
 *
 * The following uniform is used for the main texture: `u_texture`.
 * The following uniform is used for the layer opacity: `u_opacity`.
 *
 * Please note that the main shader output should have premultiplied alpha, otherwise visual anomalies may occur.
 *
 * Points are rendered as quads with the following structure:
 *
 * ```
 *   (u0, v1)      (u1, v1)
 *  [3]----------[2]
 *   |`           |
 *   |  `         |
 *   |    `       |
 *   |      `     |
 *   |        `   |
 *   |          ` |
 *  [0]----------[1]
 *   (u0, v0)      (u1, v0)
 *  ```
 *
 * This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
 *
 * @api
 */
class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
  /**
   * @param {import("../../layer/Layer.js").default} layer Layer.
   * @param {Options} options Options.
   */
  constructor(layer, options) {
    const uniforms = options.uniforms || {};
    const projectionMatrixTransform = createTransform();
    uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;

    super(layer, {
      uniforms: uniforms,
      postProcesses: options.postProcesses,
    });

    /**
     * @private
     */
    this.sourceRevision_ = -1;

    /**
     * @private
     */
    this.verticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
    /**
     * @private
     */
    this.indicesBuffer_ = new WebGLArrayBuffer(
      ELEMENT_ARRAY_BUFFER,
      DYNAMIC_DRAW,
    );

    /**
     * @private
     */
    this.vertexShader_ = options.vertexShader;

    /**
     * @private
     */
    this.fragmentShader_ = options.fragmentShader;

    /**
     * @type {WebGLProgram}
     * @private
     */
    this.program_;

    /**
     * @type {boolean}
     * @private
     */
    this.hitDetectionEnabled_ = options.hitDetectionEnabled ?? true;

    const customAttributes = options.attributes
      ? options.attributes.map(function (attribute) {
          return {
            name: 'a_prop_' + attribute.name,
            size: 1,
            type: AttributeType.FLOAT,
          };
        })
      : [];

    /**
     * A list of attributes used by the renderer. By default only the position and
     * index of the vertex (0 to 3) are required.
     * @type {Array}
     */
    this.attributes = [
      {
        name: 'a_position',
        size: 2,
        type: AttributeType.FLOAT,
      },
      {
        name: 'a_index',
        size: 1,
        type: AttributeType.FLOAT,
      },
    ];

    if (this.hitDetectionEnabled_) {
      this.attributes.push({
        name: 'a_prop_hitColor',
        size: 4,
        type: AttributeType.FLOAT,
      });
      this.attributes.push({
        name: 'a_featureUid',
        size: 1,
        type: AttributeType.FLOAT,
      });
    }
    this.attributes.push(...customAttributes);

    this.customAttributes = options.attributes ? options.attributes : [];

    /**
     * @private
     */
    this.previousExtent_ = createEmpty();

    /**
     * This transform is updated on every frame and is the composition of:
     * - invert of the world->screen transform that was used when rebuilding buffers (see `this.renderTransform_`)
     * - current world->screen transform
     * @type {import("../../transform.js").Transform}
     * @private
     */
    this.currentTransform_ = projectionMatrixTransform;

    /**
     * This transform is updated when buffers are rebuilt and converts world space coordinates to screen space
     * @type {import("../../transform.js").Transform}
     * @private
     */
    this.renderTransform_ = createTransform();

    /**
     * @type {import("../../transform.js").Transform}
     * @private
     */
    this.invertRenderTransform_ = createTransform();

    /**
     * @type {Float32Array}
     * @private
     */
    this.renderInstructions_ = new Float32Array(0);

    /**
     * @type {WebGLRenderTarget}
     * @private
     */
    this.hitRenderTarget_;

    /**
     * Keep track of latest message sent to worker
     * @type {number}
     * @private
     */
    this.lastSentId = 0;

    /**
     * @private
     */
    this.worker_ = createWebGLWorker();

    this.worker_.addEventListener(
      'message',
      /**
       * @param {*} event Event.
       */
      (event) => {
        const received = event.data;
        if (received.type === WebGLWorkerMessageType.GENERATE_POINT_BUFFERS) {
          const projectionTransform = received.projectionTransform;
          this.verticesBuffer_.fromArrayBuffer(received.vertexBuffer);
          this.helper.flushBufferData(this.verticesBuffer_);
          this.indicesBuffer_.fromArrayBuffer(received.indexBuffer);
          this.helper.flushBufferData(this.indicesBuffer_);

          this.renderTransform_ = projectionTransform;
          makeInverseTransform(
            this.invertRenderTransform_,
            this.renderTransform_,
          );
          this.renderInstructions_ = new Float32Array(
            event.data.renderInstructions,
          );
          if (received.id === this.lastSentId) {
            this.ready = true;
          }
          this.getLayer().changed();
        }
      },
    );

    /**
     * This object will be updated when the source changes. Key is uid.
     * @type {Object}
     * @private
     */
    this.featureCache_ = {};

    /**
     * Amount of features in the cache.
     * @type {number}
     * @private
     */
    this.featureCount_ = 0;

    const source = this.getLayer().getSource();
    /**
     * @private
     */
    this.sourceListenKeys_ = [
      listen(
        source,
        VectorEventType.ADDFEATURE,
        this.handleSourceFeatureAdded_,
        this,
      ),
      listen(
        source,
        VectorEventType.CHANGEFEATURE,
        this.handleSourceFeatureChanged_,
        this,
      ),
      listen(
        source,
        VectorEventType.REMOVEFEATURE,
        this.handleSourceFeatureDelete_,
        this,
      ),
      listen(
        source,
        VectorEventType.CLEAR,
        this.handleSourceFeatureClear_,
        this,
      ),
    ];
    source.forEachFeature((feature) => {
      this.featureCache_[getUid(feature)] = {
        feature: feature,
        properties: feature.getProperties(),
        geometry: feature.getGeometry(),
      };
      this.featureCount_++;
    });
  }

  /**
   * @override
   */
  afterHelperCreated() {
    this.program_ = this.helper.getProgram(
      this.fragmentShader_,
      this.vertexShader_,
    );

    if (this.hitDetectionEnabled_) {
      this.hitRenderTarget_ = new WebGLRenderTarget(this.helper);
    }

    // upload buffers again if any
    if (this.verticesBuffer_.getArray()) {
      this.helper.flushBufferData(this.verticesBuffer_);
    }
    if (this.indicesBuffer_.getArray()) {
      this.helper.flushBufferData(this.indicesBuffer_);
    }
  }

  /**
   * @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
   * @private
   */
  handleSourceFeatureAdded_(event) {
    const feature = event.feature;
    this.featureCache_[getUid(feature)] = {
      feature: feature,
      properties: feature.getProperties(),
      geometry: feature.getGeometry(),
    };
    this.featureCount_++;
  }

  /**
   * @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
   * @private
   */
  handleSourceFeatureChanged_(event) {
    const feature = event.feature;
    this.featureCache_[getUid(feature)] = {
      feature: feature,
      properties: feature.getProperties(),
      geometry: feature.getGeometry(),
    };
  }

  /**
   * @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
   * @private
   */
  handleSourceFeatureDelete_(event) {
    const feature = event.feature;
    delete this.featureCache_[getUid(feature)];
    this.featureCount_--;
  }

  /**
   * @private
   */
  handleSourceFeatureClear_() {
    this.featureCache_ = {};
    this.featureCount_ = 0;
  }

  /**
   * Render the layer.
   * @param {import("../../Map.js").FrameState} frameState Frame state.
   * @return {HTMLElement} The rendered element.
   * @override
   */
  renderFrame(frameState) {
    const gl = this.helper.getGL();
    this.preRender(gl, frameState);
    const [startWorld, endWorld, worldWidth] = getWorldParameters(
      frameState,
      this.getLayer(),
    );

    // draw the normal canvas
    this.renderWorlds(frameState, false, startWorld, endWorld, worldWidth);
    this.helper.finalizeDraw(
      frameState,
      this.dispatchPreComposeEvent,
      this.dispatchPostComposeEvent,
    );

    if (this.hitDetectionEnabled_) {
      // draw the hit buffer
      this.renderWorlds(frameState, true, startWorld, endWorld, worldWidth);
      this.hitRenderTarget_.clearCachedData();
    }

    this.postRender(gl, frameState);

    const canvas = this.helper.getCanvas();
    return canvas;
  }

  /**
   * Determine whether renderFrame should be called.
   * @param {import("../../Map.js").FrameState} frameState Frame state.
   * @return {boolean} Layer is ready to be rendered.
   * @override
   */
  prepareFrameInternal(frameState) {
    const layer = this.getLayer();
    const vectorSource = layer.getSource();
    const viewState = frameState.viewState;
    const viewNotMoving =
      !frameState.viewHints[ViewHint.ANIMATING] &&
      !frameState.viewHints[ViewHint.INTERACTING];
    const extentChanged = !equals(this.previousExtent_, frameState.extent);
    const sourceChanged = this.sourceRevision_ < vectorSource.getRevision();

    if (sourceChanged) {
      this.sourceRevision_ = vectorSource.getRevision();
    }

    if (viewNotMoving && (extentChanged || sourceChanged)) {
      const projection = viewState.projection;
      const resolution = viewState.resolution;

      const renderBuffer =
        layer instanceof BaseVector ? layer.getRenderBuffer() : 0;
      const extent = buffer(frameState.extent, renderBuffer * resolution);
      vectorSource.loadFeatures(extent, resolution, projection);

      this.rebuildBuffers_(frameState);
      this.previousExtent_ = frameState.extent.slice();
    }

    this.helper.useProgram(this.program_, frameState);
    this.helper.prepareDraw(frameState);

    // write new data
    this.helper.bindBuffer(this.verticesBuffer_);
    this.helper.bindBuffer(this.indicesBuffer_);
    this.helper.enableAttributes(this.attributes);

    return true;
  }

  /**
   * Rebuild internal webgl buffers based on current view extent; costly, should not be called too much
   * @param {import("../../Map").FrameState} frameState Frame state.
   * @private
   */
  rebuildBuffers_(frameState) {
    // saves the projection transform for the current frame state
    const projectionTransform = createTransform();
    this.helper.makeProjectionTransform(frameState, projectionTransform);

    const userProjection = getUserProjection();

    const baseInstructionLength = this.hitDetectionEnabled_ ? 7 : 2; // see below
    const singleInstructionLength =
      baseInstructionLength + this.customAttributes.length;
    const totalSize = singleInstructionLength * this.featureCount_;
    if (
      !this.renderInstructions_ ||
      this.renderInstructions_.length !== totalSize
    ) {
      this.renderInstructions_ = new Float32Array(totalSize);
    }

    // loop on features to fill the buffer
    let featureCache, geometry;
    const tmpCoords = [];
    const tmpColor = [];
    let idx = -1;
    for (const featureUid in this.featureCache_) {
      featureCache = this.featureCache_[featureUid];
      geometry = /** @type {import("../../geom").Point} */ (
        featureCache.geometry
      );
      if (!geometry || geometry.getType() !== 'Point') {
        continue;
      }
      if (userProjection) {
        const userCoords = fromUserCoordinate(
          geometry.getFlatCoordinates(),
          frameState.viewState.projection,
        );
        tmpCoords[0] = userCoords[0];
        tmpCoords[1] = userCoords[1];
      } else {
        tmpCoords[0] = geometry.getFlatCoordinates()[0];
        tmpCoords[1] = geometry.getFlatCoordinates()[1];
      }
      applyTransform(projectionTransform, tmpCoords);

      this.renderInstructions_[++idx] = tmpCoords[0];
      this.renderInstructions_[++idx] = tmpCoords[1];

      // for hit detection, the feature uid is saved in the opacity value
      // and the index of the opacity value is encoded in the color values
      if (this.hitDetectionEnabled_) {
        const hitColor = colorEncodeId(idx + 5, tmpColor);
        this.renderInstructions_[++idx] = hitColor[0];
        this.renderInstructions_[++idx] = hitColor[1];
        this.renderInstructions_[++idx] = hitColor[2];
        this.renderInstructions_[++idx] = hitColor[3];
        this.renderInstructions_[++idx] = Number(featureUid);
      }

      // pushing custom attributes
      for (let j = 0; j < this.customAttributes.length; j++) {
        const value = this.customAttributes[j].callback(
          featureCache.feature,
          featureCache.properties,
        );
        this.renderInstructions_[++idx] = value;
      }
    }

    /** @type {import('../../render/webgl/constants.js').WebGLWorkerGenerateBuffersMessage} */
    const message = {
      id: ++this.lastSentId,
      type: WebGLWorkerMessageType.GENERATE_POINT_BUFFERS,
      renderInstructions: this.renderInstructions_.buffer,
      customAttributesSize: singleInstructionLength - 2,
    };
    // additional properties will be sent back as-is by the worker
    message['projectionTransform'] = projectionTransform;
    this.ready = false;
    this.worker_.postMessage(message, [this.renderInstructions_.buffer]);
    this.renderInstructions_ = null;
  }

  /**
   * @param {import("../../coordinate.js").Coordinate} coordinate Coordinate.
   * @param {import("../../Map.js").FrameState} frameState Frame state.
   * @param {number} hitTolerance Hit tolerance in pixels.
   * @param {import("../vector.js").FeatureCallback} callback Feature callback.
   * @param {Array>} matches The hit detected matches with tolerance.
   * @return {T|undefined} Callback result.
   * @template T
   * @override
   */
  forEachFeatureAtCoordinate(
    coordinate,
    frameState,
    hitTolerance,
    callback,
    matches,
  ) {
    assert(
      this.hitDetectionEnabled_,
      '`forEachFeatureAtCoordinate` cannot be used on a WebGL layer if the hit detection logic has been disabled using the `disableHitDetection: true` option.',
    );
    if (!this.renderInstructions_ || !this.hitDetectionEnabled_) {
      return undefined;
    }

    const pixel = applyTransform(
      frameState.coordinateToPixelTransform,
      coordinate.slice(),
    );

    const data = this.hitRenderTarget_.readPixel(pixel[0] / 2, pixel[1] / 2);
    const color = [data[0] / 255, data[1] / 255, data[2] / 255, data[3] / 255];
    const index = colorDecodeId(color);
    const opacity = this.renderInstructions_[index];
    const uid = Math.floor(opacity).toString();

    const source = this.getLayer().getSource();
    const feature = source.getFeatureByUid(uid);
    if (feature) {
      return callback(feature, this.getLayer(), null);
    }
    return undefined;
  }

  /**
   * Render the world, either to the main framebuffer or to the hit framebuffer
   * @param {import("../../Map.js").FrameState} frameState current frame state
   * @param {boolean} forHitDetection whether the rendering is for hit detection
   * @param {number} startWorld the world to render in the first iteration
   * @param {number} endWorld the last world to render
   * @param {number} worldWidth the width of the worlds being rendered
   */
  renderWorlds(frameState, forHitDetection, startWorld, endWorld, worldWidth) {
    let world = startWorld;

    this.helper.useProgram(this.program_, frameState);

    if (forHitDetection) {
      this.hitRenderTarget_.setSize([
        Math.floor(frameState.size[0] / 2),
        Math.floor(frameState.size[1] / 2),
      ]);
      this.helper.prepareDrawToRenderTarget(
        frameState,
        this.hitRenderTarget_,
        true,
      );
    }

    this.helper.bindBuffer(this.verticesBuffer_);
    this.helper.bindBuffer(this.indicesBuffer_);
    this.helper.enableAttributes(this.attributes);

    do {
      this.helper.makeProjectionTransform(frameState, this.currentTransform_);
      translateTransform(this.currentTransform_, world * worldWidth, 0);
      multiplyTransform(this.currentTransform_, this.invertRenderTransform_);
      this.helper.applyUniforms(frameState);
      this.helper.applyHitDetectionUniform(forHitDetection);
      const renderCount = this.indicesBuffer_.getSize();
      this.helper.drawElements(0, renderCount);
    } while (++world < endWorld);
  }

  /**
   * Clean up.
   * @override
   */
  disposeInternal() {
    this.worker_.terminate();
    this.sourceListenKeys_.forEach(function (key) {
      unlistenByKey(key);
    });
    this.sourceListenKeys_ = null;
    super.disposeInternal();
  }

  renderDeclutter() {}
}

export default WebGLPointsLayerRenderer;




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