SourceTermAnalysisSystem_vue/node_modules/.vite/deps/chunk-JV6MJGV5.js
2026-05-15 10:22:44 +08:00

359 lines
11 KiB
JavaScript

import {
BaseTile_default
} from "./chunk-4V7XJAUG.js";
import {
Attributes,
PALETTE_TEXTURE_ARRAY,
TileLayer_default,
Uniforms,
expressionToGlsl,
getStringNumberEquivalent,
newCompilationContext,
uniformNameForVariable
} from "./chunk-PZZAKLYX.js";
import {
ColorType,
NumberType
} from "./chunk-E5F6ZCFZ.js";
import {
Property_default
} from "./chunk-S5OMZ56B.js";
// node_modules/ol/layer/WebGLTile.js
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);
}
`;
const context = {
...newCompilationContext(),
bandCount
};
const pipeline = [];
if (style.color !== void 0) {
const color = expressionToGlsl(context, style.color, ColorType);
pipeline.push(`color = ${color};`);
}
if (style.contrast !== void 0) {
const contrast = expressionToGlsl(context, style.contrast, NumberType);
pipeline.push(
`color.rgb = clamp((${contrast} + 1.0) * color.rgb - (${contrast} / 2.0), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));`
);
}
if (style.exposure !== void 0) {
const exposure = expressionToGlsl(context, style.exposure, NumberType);
pipeline.push(
`color.rgb = clamp((${exposure} + 1.0) * color.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));`
);
}
if (style.saturation !== void 0) {
const saturation = expressionToGlsl(context, style.saturation, NumberType);
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 !== void 0) {
const gamma = expressionToGlsl(context, style.gamma, NumberType);
pipeline.push(`color.rgb = pow(color.rgb, vec3(1.0 / ${gamma}));`);
}
if (style.brightness !== void 0) {
const brightness = expressionToGlsl(context, style.brightness, NumberType);
pipeline.push(
`color.rgb = clamp(color.rgb + ${brightness}, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));`
);
}
const uniforms = {};
const numVariables = Object.keys(context.variables).length;
if (numVariables > 1 && !style.variables) {
throw new Error(
`Missing variables in style (expected ${context.variables})`
);
}
for (let i = 0; i < numVariables; ++i) {
const variable = context.variables[Object.keys(context.variables)[i]];
if (!(variable.name in style.variables)) {
throw new Error(`Missing '${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(value);
}
return value !== void 0 ? value : -9999999;
};
}
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,
fragmentShader,
uniforms,
paletteTextures: context.paletteTextures
};
}
var WebGLTileLayer = class extends BaseTile_default {
/**
* @param {Options} [options] Tile layer options.
*/
constructor(options) {
options = options ? Object.assign({}, options) : {};
const style = options.style || {};
delete options.style;
super(options);
this.sources_ = options.sources;
this.renderedSource_ = null;
this.renderedResolution_ = NaN;
this.style_ = style;
this.styleVariables_ = this.style_.variables || {};
this.handleSourceUpdate_();
this.addChangeListener(Property_default.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.
* @override
*/
getRenderSource() {
return this.renderedSource_ || this.getSource();
}
/**
* @return {import("../source/Source.js").State} Source state.
* @override
*/
getSourceState() {
const source = this.getRenderSource();
return source ? source.getState() : "undefined";
}
/**
* @private
*/
handleSourceUpdate_() {
if (this.hasRenderer()) {
this.getRenderer().clearCache();
}
const source = this.getSource();
if (source) {
if (source.getState() === "loading") {
const onChange = () => {
if (source.getState() === "ready") {
source.removeEventListener("change", onChange);
this.setStyle(this.style_);
}
};
source.addEventListener("change", onChange);
} else {
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;
}
/**
* @override
*/
createRenderer() {
const parsedStyle = parseStyle(this.style_, this.getSourceBandCount_());
return new TileLayer_default(this, {
vertexShader: parsedStyle.vertexShader,
fragmentShader: parsedStyle.fragmentShader,
uniforms: parsedStyle.uniforms,
cacheSize: this.getCacheSize(),
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.
* @override
*/
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) {
this.renderedResolution_ = viewState.resolution;
return canvas;
}
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;
if (this.hasRenderer()) {
const parsedStyle = parseStyle(this.style_, this.getSourceBandCount_());
const renderer = this.getRenderer();
renderer.reset({
vertexShader: parsedStyle.vertexShader,
fragmentShader: parsedStyle.fragmentShader,
uniforms: parsedStyle.uniforms,
paletteTextures: parsedStyle.paletteTextures
});
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();
}
};
WebGLTileLayer.prototype.dispose;
var WebGLTile_default = WebGLTileLayer;
export {
WebGLTile_default
};
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