/** * @module ol/layer/WebGLTile */ import BaseTileLayer from './BaseTile.js'; import LayerProperty from '../layer/Property.js'; import WebGLTileLayerRenderer, { Attributes, Uniforms, } from '../renderer/webgl/TileLayer.js'; import { PALETTE_TEXTURE_ARRAY, ValueTypes, expressionToGlsl, getStringNumberEquivalent, uniformNameForVariable, } from '../style/expressions.js'; /** * @typedef {import("../source/DataTile.js").default|import("../source/TileImage.js").default} SourceType */ /** * @typedef {Object} Style * Translates tile data to rendered pixels. * * @property {Object<string, (string|number)>} [variables] Style variables. Each variable must hold a number or string. These * variables can be used in the `color`, `brightness`, `contrast`, `exposure`, `saturation` and `gamma` * {@link import("../style/expressions.js").ExpressionValue expressions}, using the `['var', 'varName']` operator. * To update style variables, use the {@link import("./WebGLTile.js").default#updateStyleVariables} method. * @property {import("../style/expressions.js").ExpressionValue} [color] An expression applied to color values. * @property {import("../style/expressions.js").ExpressionValue} [brightness=0] Value used to decrease or increase * the layer brightness. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [contrast=0] Value used to decrease or increase * the layer contrast. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [exposure=0] Value used to decrease or increase * the layer exposure. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [saturation=0] Value used to decrease or increase * the layer saturation. Values range from -1 to 1. * @property {import("../style/expressions.js").ExpressionValue} [gamma=1] Apply a gamma correction to the layer. * Values range from 0 to infinity. */ /** * @typedef {Object} Options * @property {Style} [style] Style to apply to the layer. * @property {string} [className='ol-layer'] A CSS class name to set to the layer element. * @property {number} [opacity=1] Opacity (0, 1). * @property {boolean} [visible=true] Visibility. * @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering. The layer will not be * rendered outside of this extent. * @property {number} [zIndex] The z-index for layer rendering. At rendering time, the layers * will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed * for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()` * method was used. * @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be * visible. * @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will * be visible. * @property {number} [minZoom] The minimum view zoom level (exclusive) above which this layer will be * visible. * @property {number} [maxZoom] The maximum view zoom level (inclusive) at which this layer will * be visible. * @property {number} [preload=0] Preload. Load low-resolution tiles up to `preload` levels. `0` * means no preloading. * @property {SourceType} [source] Source for this layer. * @property {Array<SourceType>|function(import("../extent.js").Extent, number):Array<SourceType>} [sources] Array * of sources for this layer. Takes precedence over `source`. Can either be an array of sources, or a function that * expects an extent and a resolution (in view projection units per pixel) and returns an array of sources. See * {@link module:ol/source.sourcesFromTileGrid} for a helper function to generate sources that are organized in a * pyramid following the same pattern as a tile grid. **Note:** All sources must have the same band count and content. * @property {import("../Map.js").default} [map] Sets the layer as overlay on a map. The map will not manage * this layer in its layers collection, and the layer will be rendered on top. This is useful for * temporary layers. The standard way to add a layer to a map and have it managed by the map is to * use {@link module:ol/Map~Map#addLayer}. * @property {boolean} [useInterimTilesOnError=true] Use interim tiles on error. * @property {number} [cacheSize=512] The internal texture cache size. This needs to be large enough to render * two zoom levels worth of tiles. */ /** * @typedef {Object} ParsedStyle * @property {string} vertexShader The vertex shader. * @property {string} fragmentShader The fragment shader. * @property {Object<string,import("../webgl/Helper.js").UniformValue>} uniforms Uniform definitions. * @property {Array<import("../webgl/PaletteTexture.js").default>} paletteTextures Palette textures. */ /** * @param {Style} style The layer style. * @param {number} [bandCount] The number of bands. * @return {ParsedStyle} Shaders and uniforms generated from the style. */ function parseStyle(style, bandCount) { const vertexShader = ` attribute vec2 ${Attributes.TEXTURE_COORD}; uniform mat4 ${Uniforms.TILE_TRANSFORM}; uniform float ${Uniforms.TEXTURE_PIXEL_WIDTH}; uniform float ${Uniforms.TEXTURE_PIXEL_HEIGHT}; uniform float ${Uniforms.TEXTURE_RESOLUTION}; uniform float ${Uniforms.TEXTURE_ORIGIN_X}; uniform float ${Uniforms.TEXTURE_ORIGIN_Y}; uniform float ${Uniforms.DEPTH}; varying vec2 v_textureCoord; varying vec2 v_mapCoord; void main() { v_textureCoord = ${Attributes.TEXTURE_COORD}; v_mapCoord = vec2( ${Uniforms.TEXTURE_ORIGIN_X} + ${Uniforms.TEXTURE_RESOLUTION} * ${Uniforms.TEXTURE_PIXEL_WIDTH} * v_textureCoord[0], ${Uniforms.TEXTURE_ORIGIN_Y} - ${Uniforms.TEXTURE_RESOLUTION} * ${Uniforms.TEXTURE_PIXEL_HEIGHT} * v_textureCoord[1] ); gl_Position = ${Uniforms.TILE_TRANSFORM} * vec4(${Attributes.TEXTURE_COORD}, ${Uniforms.DEPTH}, 1.0); } `; /** * @type {import("../style/expressions.js").ParsingContext} */ const context = { inFragmentShader: true, variables: [], attributes: [], stringLiteralsMap: {}, functions: {}, bandCount: bandCount, style: style, }; const pipeline = []; if (style.color !== undefined) { const color = expressionToGlsl(context, style.color, ValueTypes.COLOR); pipeline.push(`color = ${color};`); } if (style.contrast !== undefined) { const contrast = expressionToGlsl( context, style.contrast, ValueTypes.NUMBER ); pipeline.push( `color.rgb = clamp((${contrast} + 1.0) * color.rgb - (${contrast} / 2.0), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));` ); } if (style.exposure !== undefined) { const exposure = expressionToGlsl( context, style.exposure, ValueTypes.NUMBER ); pipeline.push( `color.rgb = clamp((${exposure} + 1.0) * color.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));` ); } if (style.saturation !== undefined) { const saturation = expressionToGlsl( context, style.saturation, ValueTypes.NUMBER ); pipeline.push(` float saturation = ${saturation} + 1.0; float sr = (1.0 - saturation) * 0.2126; float sg = (1.0 - saturation) * 0.7152; float sb = (1.0 - saturation) * 0.0722; mat3 saturationMatrix = mat3( sr + saturation, sr, sr, sg, sg + saturation, sg, sb, sb, sb + saturation ); color.rgb = clamp(saturationMatrix * color.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)); `); } if (style.gamma !== undefined) { const gamma = expressionToGlsl(context, style.gamma, ValueTypes.NUMBER); pipeline.push(`color.rgb = pow(color.rgb, vec3(1.0 / ${gamma}));`); } if (style.brightness !== undefined) { const brightness = expressionToGlsl( context, style.brightness, ValueTypes.NUMBER ); pipeline.push( `color.rgb = clamp(color.rgb + ${brightness}, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));` ); } /** @type {Object<string,import("../webgl/Helper").UniformValue>} */ const uniforms = {}; const numVariables = context.variables.length; if (numVariables > 1 && !style.variables) { throw new Error( `Missing variables in style (expected ${context.variables})` ); } for (let i = 0; i < numVariables; ++i) { const variable = context.variables[i]; if (!(variable.name in style.variables)) { throw new Error(`Missing '${variable.name}' in style variables`); } const uniformName = uniformNameForVariable(variable.name); uniforms[uniformName] = function () { let value = style.variables[variable.name]; if (typeof value === 'string') { value = getStringNumberEquivalent(context, value); } return value !== undefined ? value : -9999999; // to avoid matching with the first string literal }; } const uniformDeclarations = Object.keys(uniforms).map(function (name) { return `uniform float ${name};`; }); const textureCount = Math.ceil(bandCount / 4); uniformDeclarations.push( `uniform sampler2D ${Uniforms.TILE_TEXTURE_ARRAY}[${textureCount}];` ); if (context.paletteTextures) { uniformDeclarations.push( `uniform sampler2D ${PALETTE_TEXTURE_ARRAY}[${context.paletteTextures.length}];` ); } const functionDefintions = Object.keys(context.functions).map(function ( name ) { return context.functions[name]; }); const fragmentShader = ` #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif varying vec2 v_textureCoord; varying vec2 v_mapCoord; uniform vec4 ${Uniforms.RENDER_EXTENT}; uniform float ${Uniforms.TRANSITION_ALPHA}; uniform float ${Uniforms.TEXTURE_PIXEL_WIDTH}; uniform float ${Uniforms.TEXTURE_PIXEL_HEIGHT}; uniform float ${Uniforms.RESOLUTION}; uniform float ${Uniforms.ZOOM}; ${uniformDeclarations.join('\n')} ${functionDefintions.join('\n')} void main() { if ( v_mapCoord[0] < ${Uniforms.RENDER_EXTENT}[0] || v_mapCoord[1] < ${Uniforms.RENDER_EXTENT}[1] || v_mapCoord[0] > ${Uniforms.RENDER_EXTENT}[2] || v_mapCoord[1] > ${Uniforms.RENDER_EXTENT}[3] ) { discard; } vec4 color = texture2D(${ Uniforms.TILE_TEXTURE_ARRAY }[0], v_textureCoord); ${pipeline.join('\n')} gl_FragColor = color; gl_FragColor.rgb *= gl_FragColor.a; gl_FragColor *= ${Uniforms.TRANSITION_ALPHA}; }`; return { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, paletteTextures: context.paletteTextures, }; } /** * @classdesc * For layer sources that provide pre-rendered, tiled images in grids that are * organized by zoom levels for specific resolutions. * Note that any property set in the options is set as a {@link module:ol/Object~BaseObject} * property on the layer object; for example, setting `title: 'My Title'` in the * options means that `title` is observable, and has get/set accessors. * * @extends BaseTileLayer<SourceType, WebGLTileLayerRenderer> * @fires import("../render/Event.js").RenderEvent * @api */ class WebGLTileLayer extends BaseTileLayer { /** * @param {Options} options Tile layer options. */ constructor(options) { options = options ? Object.assign({}, options) : {}; const style = options.style || {}; delete options.style; const cacheSize = options.cacheSize; delete options.cacheSize; super(options); /** * @type {Array<SourceType>|function(import("../extent.js").Extent, number):Array<SourceType>} * @private */ this.sources_ = options.sources; /** * @type {SourceType|null} * @private */ this.renderedSource_ = null; /** * @type {number} * @private */ this.renderedResolution_ = NaN; /** * @type {Style} * @private */ this.style_ = style; /** * @type {number} * @private */ this.cacheSize_ = cacheSize; /** * @type {Object<string, (string|number)>} * @private */ this.styleVariables_ = this.style_.variables || {}; this.addChangeListener(LayerProperty.SOURCE, this.handleSourceUpdate_); } /** * Gets the sources for this layer, for a given extent and resolution. * @param {import("../extent.js").Extent} extent Extent. * @param {number} resolution Resolution. * @return {Array<SourceType>} Sources. */ getSources(extent, resolution) { const source = this.getSource(); return this.sources_ ? typeof this.sources_ === 'function' ? this.sources_(extent, resolution) : this.sources_ : source ? [source] : []; } /** * @return {SourceType} The source being rendered. */ getRenderSource() { return this.renderedSource_ || this.getSource(); } /** * @return {import("../source/Source.js").State} Source state. */ getSourceState() { const source = this.getRenderSource(); return source ? source.getState() : 'undefined'; } /** * @private */ handleSourceUpdate_() { if (this.hasRenderer()) { this.getRenderer().clearCache(); } if (this.getSource()) { this.setStyle(this.style_); } } /** * @private * @return {number} The number of source bands. */ getSourceBandCount_() { const max = Number.MAX_SAFE_INTEGER; const sources = this.getSources([-max, -max, max, max], max); return sources && sources.length && 'bandCount' in sources[0] ? sources[0].bandCount : 4; } createRenderer() { const parsedStyle = parseStyle(this.style_, this.getSourceBandCount_()); return new WebGLTileLayerRenderer(this, { vertexShader: parsedStyle.vertexShader, fragmentShader: parsedStyle.fragmentShader, uniforms: parsedStyle.uniforms, cacheSize: this.cacheSize_, paletteTextures: parsedStyle.paletteTextures, }); } /** * @param {import("../Map").FrameState} frameState Frame state. * @param {Array<SourceType>} sources Sources. * @return {HTMLElement} Canvas. */ renderSources(frameState, sources) { const layerRenderer = this.getRenderer(); let canvas; for (let i = 0, ii = sources.length; i < ii; ++i) { this.renderedSource_ = sources[i]; if (layerRenderer.prepareFrame(frameState)) { canvas = layerRenderer.renderFrame(frameState); } } return canvas; } /** * @param {?import("../Map.js").FrameState} frameState Frame state. * @param {HTMLElement} target Target which the renderer may (but need not) use * for rendering its content. * @return {HTMLElement} The rendered element. */ render(frameState, target) { this.rendered = true; const viewState = frameState.viewState; const sources = this.getSources(frameState.extent, viewState.resolution); let ready = true; for (let i = 0, ii = sources.length; i < ii; ++i) { const source = sources[i]; const sourceState = source.getState(); if (sourceState == 'loading') { const onChange = () => { if (source.getState() == 'ready') { source.removeEventListener('change', onChange); this.changed(); } }; source.addEventListener('change', onChange); } ready = ready && sourceState == 'ready'; } const canvas = this.renderSources(frameState, sources); if (this.getRenderer().renderComplete && ready) { // Fully rendered, done. this.renderedResolution_ = viewState.resolution; return canvas; } // Render sources from previously fully rendered frames if (this.renderedResolution_ > 0.5 * viewState.resolution) { const altSources = this.getSources( frameState.extent, this.renderedResolution_ ).filter((source) => !sources.includes(source)); if (altSources.length > 0) { return this.renderSources(frameState, altSources); } } return canvas; } /** * Update the layer style. The `updateStyleVariables` function is a more efficient * way to update layer rendering. In cases where the whole style needs to be updated, * this method may be called instead. Note that calling this method will also replace * any previously set variables, so the new style also needs to include new variables, * if needed. * @param {Style} style The new style. */ setStyle(style) { this.styleVariables_ = style.variables || {}; this.style_ = style; const parsedStyle = parseStyle(this.style_, this.getSourceBandCount_()); const renderer = this.getRenderer(); renderer.reset({ vertexShader: parsedStyle.vertexShader, fragmentShader: parsedStyle.fragmentShader, uniforms: parsedStyle.uniforms, }); this.changed(); } /** * Update any variables used by the layer style and trigger a re-render. * @param {Object<string, number>} variables Variables to update. * @api */ updateStyleVariables(variables) { Object.assign(this.styleVariables_, variables); this.changed(); } } /** * Clean up underlying WebGL resources. * @function * @api */ WebGLTileLayer.prototype.dispose; export default WebGLTileLayer;