/** * @module ol/render/webgl/VectorStyleRenderer */ import WebGLArrayBuffer from '../../webgl/Buffer.js'; import {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js'; import {AttributeType} from '../../webgl/Helper.js'; import {WebGLWorkerMessageType} from './constants.js'; import { create as createTransform, makeInverse as makeInverseTransform, } from '../../transform.js'; import {create as createWebGLWorker} from '../../worker/webgl.js'; import { generateLineStringRenderInstructions, generatePointRenderInstructions, generatePolygonRenderInstructions, getCustomAttributesSize, } from './renderinstructions.js'; import {parseLiteralStyle} from '../../webgl/styleparser.js'; const WEBGL_WORKER = createWebGLWorker(); let workerMessageCounter = 0; /** * Names of attributes made available to the vertex shader. * Please note: changing these *will* break custom shaders! * @enum {string} */ export const Attributes = { POSITION: 'a_position', INDEX: 'a_index', SEGMENT_START: 'a_segmentStart', SEGMENT_END: 'a_segmentEnd', PARAMETERS: 'a_parameters', }; /** * @typedef {Object} AttributeDefinition A description of a custom attribute to be passed on to the GPU, with a value different * for each feature. * @property {number} [size] Amount of numerical values composing the attribute, either 1, 2, 3 or 4; in case size is > 1, the return value * of the callback should be an array; if unspecified, assumed to be a single float value * @property {function(import("../../Feature").FeatureLike):number|Array} callback This callback computes the numerical value of the * attribute for a given feature. */ /** * @typedef {Object} AttributeDefinitions * @typedef {Object} UniformDefinitions */ /** * @typedef {Object} WebGLBuffers * @property {Array} polygonBuffers Array containing indices and vertices buffers for polygons * @property {Array} lineStringBuffers Array containing indices and vertices buffers for line strings * @property {Array} pointBuffers Array containing indices and vertices buffers for points * @property {import("../../transform.js").Transform} invertVerticesTransform Inverse of the transform applied when generating buffers */ /** * @typedef {Object} RenderInstructions * @property {Float32Array|null} polygonInstructions Polygon instructions; null if nothing to render * @property {Float32Array|null} lineStringInstructions LineString instructions; null if nothing to render * @property {Float32Array|null} pointInstructions Point instructions; null if nothing to render */ /** * @typedef {Object} ShaderProgram An object containing both shaders (vertex and fragment) * @property {string} vertex Vertex shader source * @property {string} fragment Fragment shader source */ /** * @typedef {Object} StyleShaders * @property {ShaderProgram} [fill] Shaders for filling polygons. * @property {ShaderProgram} [stroke] Shaders for line strings and polygon strokes. * @property {ShaderProgram} [symbol] Shaders for symbols. * @property {AttributeDefinitions} [attributes] Custom attributes made available in the vertex shaders. * Default shaders rely on the attributes in {@link Attributes}. * @property {UniformDefinitions} [uniforms] Additional uniforms usable in shaders. */ /** * @typedef {import('../../style/literal.js').LiteralStyle|StyleShaders} VectorStyle */ /** * @classdesc This class is responsible for: * 1. generate WebGL buffers according to a provided style, using a MixedGeometryBatch as input * 2. rendering geometries contained in said buffers * * A layer renderer will typically maintain several of these in order to have several styles rendered separately. * * A VectorStyleRenderer instance can be created either from a literal style or from shaders using either * `VectorStyleRenderer.fromStyle` or `VectorStyleRenderer.fromShaders`. * * The `generateBuffers` method returns a promise resolving to WebGL buffers that are intended to be rendered by the * same renderer. */ class VectorStyleRenderer { /** * @param {VectorStyle} styleOrShaders Literal style or custom shaders * @param {import('../../webgl/Helper.js').default} helper Helper */ constructor(styleOrShaders, helper) { this.helper_ = helper; let shaders = /** @type {StyleShaders} */ (styleOrShaders); // TODO: improve discrimination between shaders and style const isShaders = 'fill' in styleOrShaders || 'stroke' in styleOrShaders || ('symbol' in styleOrShaders && 'vertex' in styleOrShaders.symbol); if (!isShaders) { const parseResult = parseLiteralStyle( /** @type {import('../../style/literal.js').LiteralStyle} */ ( styleOrShaders ) ); shaders = { fill: { vertex: parseResult.builder.getFillVertexShader(), fragment: parseResult.builder.getFillFragmentShader(), }, stroke: { vertex: parseResult.builder.getStrokeVertexShader(), fragment: parseResult.builder.getStrokeFragmentShader(), }, symbol: { vertex: parseResult.builder.getSymbolVertexShader(), fragment: parseResult.builder.getSymbolFragmentShader(), }, attributes: parseResult.attributes, uniforms: parseResult.uniforms, }; } /** * @type {boolean} * @private */ this.hasFill_ = !!shaders.fill?.vertex; if (this.hasFill_) { this.fillVertexShader_ = shaders.fill.vertex; this.fillFragmentShader_ = shaders.fill.fragment; this.fillProgram_ = this.helper_.getProgram( this.fillFragmentShader_, this.fillVertexShader_ ); } /** * @type {boolean} * @private */ this.hasStroke_ = !!shaders.stroke?.vertex; if (this.hasStroke_) { this.strokeVertexShader_ = shaders.stroke && shaders.stroke.vertex; this.strokeFragmentShader_ = shaders.stroke && shaders.stroke.fragment; this.strokeProgram_ = this.helper_.getProgram( this.strokeFragmentShader_, this.strokeVertexShader_ ); } /** * @type {boolean} * @private */ this.hasSymbol_ = !!shaders.symbol?.vertex; if (this.hasSymbol_) { this.symbolVertexShader_ = shaders.symbol && shaders.symbol.vertex; this.symbolFragmentShader_ = shaders.symbol && shaders.symbol.fragment; this.symbolProgram_ = this.helper_.getProgram( this.symbolFragmentShader_, this.symbolVertexShader_ ); } this.customAttributes_ = shaders.attributes; this.uniforms_ = shaders.uniforms; const customAttributesDesc = Object.keys(this.customAttributes_).map( (name) => ({ name: `a_${name}`, size: this.customAttributes_[name].size || 1, type: AttributeType.FLOAT, }) ); /** * @type {Array} * @private */ this.polygonAttributesDesc_ = [ { name: Attributes.POSITION, size: 2, type: AttributeType.FLOAT, }, ...customAttributesDesc, ]; /** * @type {Array} * @private */ this.lineStringAttributesDesc_ = [ { name: Attributes.SEGMENT_START, size: 2, type: AttributeType.FLOAT, }, { name: Attributes.SEGMENT_END, size: 2, type: AttributeType.FLOAT, }, { name: Attributes.PARAMETERS, size: 1, type: AttributeType.FLOAT, }, ...customAttributesDesc, ]; /** * @type {Array} * @private */ this.pointAttributesDesc_ = [ { name: Attributes.POSITION, size: 2, type: AttributeType.FLOAT, }, { name: Attributes.INDEX, size: 1, type: AttributeType.FLOAT, }, ...customAttributesDesc, ]; } /** * @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch * @param {import("../../transform.js").Transform} transform Transform to apply to coordinates * @return {Promise} A promise resolving to WebGL buffers */ async generateBuffers(geometryBatch, transform) { const renderInstructions = this.generateRenderInstructions_( geometryBatch, transform ); const [polygonBuffers, lineStringBuffers, pointBuffers] = await Promise.all( [ this.generateBuffersForType_( renderInstructions.polygonInstructions, 'Polygon', transform ), this.generateBuffersForType_( renderInstructions.lineStringInstructions, 'LineString', transform ), this.generateBuffersForType_( renderInstructions.pointInstructions, 'Point', transform ), ] ); // also return the inverse of the transform that was applied when generating buffers const invertVerticesTransform = makeInverseTransform( createTransform(), transform ); return { polygonBuffers: polygonBuffers, lineStringBuffers: lineStringBuffers, pointBuffers: pointBuffers, invertVerticesTransform: invertVerticesTransform, }; } /** * @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch * @param {import("../../transform.js").Transform} transform Transform to apply to coordinates * @return {RenderInstructions} Render instructions * @private */ generateRenderInstructions_(geometryBatch, transform) { const polygonInstructions = this.hasFill_ ? generatePolygonRenderInstructions( geometryBatch.polygonBatch, new Float32Array(0), this.customAttributes_, transform ) : null; const lineStringInstructions = this.hasStroke_ ? generateLineStringRenderInstructions( geometryBatch.lineStringBatch, new Float32Array(0), this.customAttributes_, transform ) : null; const pointInstructions = this.hasSymbol_ ? generatePointRenderInstructions( geometryBatch.pointBatch, new Float32Array(0), this.customAttributes_, transform ) : null; return { polygonInstructions, lineStringInstructions, pointInstructions, }; } /** * @param {Float32Array|null} renderInstructions Render instructions * @param {import("../../geom/Geometry.js").Type} geometryType Geometry type * @param {import("../../transform.js").Transform} transform Transform to apply to coordinates * @return {Promise>|null} Indices buffer and vertices buffer; null if nothing to render * @private */ generateBuffersForType_(renderInstructions, geometryType, transform) { if (renderInstructions === null) { return null; } const messageId = workerMessageCounter++; let messageType; switch (geometryType) { case 'Polygon': messageType = WebGLWorkerMessageType.GENERATE_POLYGON_BUFFERS; break; case 'LineString': messageType = WebGLWorkerMessageType.GENERATE_LINE_STRING_BUFFERS; break; case 'Point': messageType = WebGLWorkerMessageType.GENERATE_POINT_BUFFERS; break; default: // pass } /** @type {import('./constants.js').WebGLWorkerGenerateBuffersMessage} */ const message = { id: messageId, type: messageType, renderInstructions: renderInstructions.buffer, renderInstructionsTransform: transform, customAttributesSize: getCustomAttributesSize(this.customAttributes_), }; WEBGL_WORKER.postMessage(message, [renderInstructions.buffer]); // leave ownership of render instructions renderInstructions = null; return new Promise((resolve) => { /** * @param {*} event Event. */ const handleMessage = (event) => { const received = event.data; // this is not the response to our request: skip if (received.id !== messageId) { return; } // we've received our response: stop listening WEBGL_WORKER.removeEventListener('message', handleMessage); // the helper has disposed in the meantime; the promise will not be resolved if (!this.helper_.getGL()) { return; } // copy & flush received buffers to GPU const verticesBuffer = new WebGLArrayBuffer( ARRAY_BUFFER, DYNAMIC_DRAW ).fromArrayBuffer(received.vertexBuffer); const indicesBuffer = new WebGLArrayBuffer( ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW ).fromArrayBuffer(received.indexBuffer); this.helper_.flushBufferData(verticesBuffer); this.helper_.flushBufferData(indicesBuffer); resolve([indicesBuffer, verticesBuffer]); }; WEBGL_WORKER.addEventListener('message', handleMessage); }); } /** * Render the geometries in the given buffers. * @param {WebGLBuffers} buffers WebGL Buffers to draw * @param {import("../../Map.js").FrameState} frameState Frame state * @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms */ render(buffers, frameState, preRenderCallback) { this.hasFill_ && this.renderInternal_( buffers.polygonBuffers[0], buffers.polygonBuffers[1], this.fillProgram_, this.polygonAttributesDesc_, frameState, preRenderCallback ); this.hasStroke_ && this.renderInternal_( buffers.lineStringBuffers[0], buffers.lineStringBuffers[1], this.strokeProgram_, this.lineStringAttributesDesc_, frameState, preRenderCallback ); this.hasSymbol_ && this.renderInternal_( buffers.pointBuffers[0], buffers.pointBuffers[1], this.symbolProgram_, this.pointAttributesDesc_, frameState, preRenderCallback ); } /** * @param {WebGLArrayBuffer} indicesBuffer Indices buffer * @param {WebGLArrayBuffer} verticesBuffer Vertices buffer * @param {WebGLProgram} program Program * @param {Array} attributes Attribute descriptions * @param {import("../../Map.js").FrameState} frameState Frame state. * @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms * @private */ renderInternal_( indicesBuffer, verticesBuffer, program, attributes, frameState, preRenderCallback ) { this.helper_.useProgram(program, frameState); this.helper_.bindBuffer(verticesBuffer); this.helper_.bindBuffer(indicesBuffer); this.helper_.enableAttributes(attributes); preRenderCallback(); const renderCount = indicesBuffer.getSize(); this.helper_.drawElements(0, renderCount); } } export default VectorStyleRenderer;