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

3312 lines
103 KiB
JavaScript

import {
create as create2,
fromTransform
} from "./chunk-L47B4DRW.js";
import {
DataTile_default,
LRUCache_default,
asArrayLike,
asImageLike
} from "./chunk-FPVJKBJO.js";
import {
Tile_default
} from "./chunk-QL7JR4NF.js";
import {
createOrUpdate,
getKey
} from "./chunk-SQ4UGRSZ.js";
import {
ImageTile_default
} from "./chunk-MESSQWK4.js";
import {
TileRange_default
} from "./chunk-LRXO5GLT.js";
import {
Layer_default
} from "./chunk-C66424RK.js";
import {
TileState_default
} from "./chunk-5D2XPBR2.js";
import {
BooleanType,
CallExpression,
ColorType,
NumberArrayType,
NumberType,
Ops,
SizeType,
StringType,
newParsingContext,
parse,
typeName
} from "./chunk-E5F6ZCFZ.js";
import {
EventType_default as EventType_default2,
Event_default,
Property_default
} from "./chunk-S5OMZ56B.js";
import {
asArray
} from "./chunk-GMHZLYJW.js";
import {
toSize
} from "./chunk-PPP4FLHO.js";
import {
createCanvasContext2D
} from "./chunk-YWIWRQT2.js";
import {
SAFARI_BUG_237906
} from "./chunk-5XHD7RSF.js";
import {
apply,
compose,
create,
reset,
rotate,
scale,
translate
} from "./chunk-JFONEOYG.js";
import {
fromUserExtent
} from "./chunk-XZU4LSFD.js";
import {
boundingExtent,
containsCoordinate,
getIntersection,
getRotatedViewport,
isEmpty
} from "./chunk-CKDBVGKM.js";
import {
assert
} from "./chunk-QFCIXVZ3.js";
import {
abstract,
getUid
} from "./chunk-H47PV7W6.js";
import {
Disposable_default,
EventType_default,
Target_default
} from "./chunk-KJXIHBKT.js";
import {
descending
} from "./chunk-FQY6EMA7.js";
import {
clear
} from "./chunk-5RHQVMYD.js";
// node_modules/ol/webgl.js
var ARRAY_BUFFER = 34962;
var ELEMENT_ARRAY_BUFFER = 34963;
var STREAM_DRAW = 35040;
var STATIC_DRAW = 35044;
var DYNAMIC_DRAW = 35048;
var UNSIGNED_BYTE = 5121;
var UNSIGNED_SHORT = 5123;
var UNSIGNED_INT = 5125;
var FLOAT = 5126;
var CONTEXT_IDS = ["experimental-webgl", "webgl", "webkit-3d", "moz-webgl"];
function getContext(canvas, attributes) {
attributes = Object.assign(
{
preserveDrawingBuffer: true,
antialias: SAFARI_BUG_237906 ? false : true
// https://bugs.webkit.org/show_bug.cgi?id=237906
},
attributes
);
const ii = CONTEXT_IDS.length;
for (let i = 0; i < ii; ++i) {
try {
const context = canvas.getContext(CONTEXT_IDS[i], attributes);
if (context) {
return (
/** @type {!WebGLRenderingContext} */
context
);
}
} catch {
}
}
return null;
}
// node_modules/ol/webgl/Buffer.js
var BufferUsage = {
STATIC_DRAW,
STREAM_DRAW,
DYNAMIC_DRAW
};
var WebGLArrayBuffer = class {
/**
* @param {number} type Buffer type, either ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER.
* @param {number} [usage] Intended usage, either `STATIC_DRAW`, `STREAM_DRAW` or `DYNAMIC_DRAW`.
* Default is `STATIC_DRAW`.
*/
constructor(type, usage) {
this.array_ = null;
this.type_ = type;
assert(
type === ARRAY_BUFFER || type === ELEMENT_ARRAY_BUFFER,
"A `WebGLArrayBuffer` must either be of type `ELEMENT_ARRAY_BUFFER` or `ARRAY_BUFFER`"
);
this.usage_ = usage !== void 0 ? usage : BufferUsage.STATIC_DRAW;
}
/**
* Populates the buffer with an array of the given size (all values will be zeroes).
* @param {number} size Array size
* @return {WebGLArrayBuffer} This
*/
ofSize(size) {
this.array_ = new (getArrayClassForType(this.type_))(size);
return this;
}
/**
* Populates the buffer with an array of the given size.
* @param {Array<number>} array Numerical array
* @return {WebGLArrayBuffer} This
*/
fromArray(array) {
this.array_ = getArrayClassForType(this.type_).from(array);
return this;
}
/**
* Populates the buffer with a raw binary array buffer.
* @param {ArrayBuffer} buffer Raw binary buffer to populate the array with. Note that this buffer must have been
* initialized for the same typed array class.
* @return {WebGLArrayBuffer} This
*/
fromArrayBuffer(buffer) {
this.array_ = new (getArrayClassForType(this.type_))(buffer);
return this;
}
/**
* @return {number} Buffer type.
*/
getType() {
return this.type_;
}
/**
* Will return null if the buffer was not initialized
* @return {Float32Array|Uint32Array|null} Array.
*/
getArray() {
return this.array_;
}
/**
* @param {Float32Array|Uint32Array} array Array.
*/
setArray(array) {
const ArrayType = getArrayClassForType(this.type_);
if (!(array instanceof ArrayType)) {
throw new Error(`Expected ${ArrayType}`);
}
this.array_ = array;
}
/**
* @return {number} Usage.
*/
getUsage() {
return this.usage_;
}
/**
* Will return 0 if the buffer is not initialized
* @return {number} Array size
*/
getSize() {
return this.array_ ? this.array_.length : 0;
}
};
function getArrayClassForType(type) {
switch (type) {
case ARRAY_BUFFER:
return Float32Array;
case ELEMENT_ARRAY_BUFFER:
return Uint32Array;
default:
return Float32Array;
}
}
var Buffer_default = WebGLArrayBuffer;
// node_modules/ol/webgl/ContextEventType.js
var ContextEventType_default = {
LOST: "webglcontextlost",
RESTORED: "webglcontextrestored"
};
// node_modules/ol/webgl/PostProcessingPass.js
var DEFAULT_VERTEX_SHADER = `
precision mediump float;
attribute vec2 a_position;
varying vec2 v_texCoord;
varying vec2 v_screenCoord;
uniform vec2 u_screenSize;
void main() {
v_texCoord = a_position * 0.5 + 0.5;
v_screenCoord = v_texCoord * u_screenSize;
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
var DEFAULT_FRAGMENT_SHADER = `
precision mediump float;
uniform sampler2D u_image;
uniform float u_opacity;
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_image, v_texCoord) * u_opacity;
}
`;
var WebGLPostProcessingPass = class {
/**
* @param {Options} options Options.
*/
constructor(options) {
this.gl_ = options.webGlContext;
const gl = this.gl_;
this.scaleRatio_ = options.scaleRatio || 1;
this.renderTargetTexture_ = gl.createTexture();
this.renderTargetTextureSize_ = null;
this.frameBuffer_ = gl.createFramebuffer();
this.depthBuffer_ = gl.createRenderbuffer();
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(
vertexShader,
options.vertexShader || DEFAULT_VERTEX_SHADER
);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(
fragmentShader,
options.fragmentShader || DEFAULT_FRAGMENT_SHADER
);
gl.compileShader(fragmentShader);
this.renderTargetProgram_ = gl.createProgram();
gl.attachShader(this.renderTargetProgram_, vertexShader);
gl.attachShader(this.renderTargetProgram_, fragmentShader);
gl.linkProgram(this.renderTargetProgram_);
this.renderTargetVerticesBuffer_ = gl.createBuffer();
const verticesArray = [-1, -1, 1, -1, -1, 1, 1, -1, 1, 1, -1, 1];
gl.bindBuffer(gl.ARRAY_BUFFER, this.renderTargetVerticesBuffer_);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(verticesArray),
gl.STATIC_DRAW
);
this.renderTargetAttribLocation_ = gl.getAttribLocation(
this.renderTargetProgram_,
"a_position"
);
this.renderTargetUniformLocation_ = gl.getUniformLocation(
this.renderTargetProgram_,
"u_screenSize"
);
this.renderTargetOpacityLocation_ = gl.getUniformLocation(
this.renderTargetProgram_,
"u_opacity"
);
this.renderTargetTextureLocation_ = gl.getUniformLocation(
this.renderTargetProgram_,
"u_image"
);
this.uniforms_ = [];
options.uniforms && Object.keys(options.uniforms).forEach((name) => {
this.uniforms_.push({
value: options.uniforms[name],
location: gl.getUniformLocation(this.renderTargetProgram_, name)
});
});
}
getRenderTargetTexture() {
return this.renderTargetTexture_;
}
/**
* Get the WebGL rendering context
* @return {WebGLRenderingContext} The rendering context.
*/
getGL() {
return this.gl_;
}
/**
* Initialize the render target texture of the post process, make sure it is at the
* right size and bind it as a render target for the next draw calls.
* The last step to be initialized will be the one where the primitives are rendered.
* @param {import("../Map.js").FrameState} frameState current frame state
*/
init(frameState) {
const gl = this.getGL();
const textureSize = [
gl.drawingBufferWidth * this.scaleRatio_,
gl.drawingBufferHeight * this.scaleRatio_
];
gl.bindFramebuffer(gl.FRAMEBUFFER, this.getFrameBuffer());
gl.bindRenderbuffer(gl.RENDERBUFFER, this.getDepthBuffer());
gl.viewport(0, 0, textureSize[0], textureSize[1]);
if (!this.renderTargetTextureSize_ || this.renderTargetTextureSize_[0] !== textureSize[0] || this.renderTargetTextureSize_[1] !== textureSize[1]) {
this.renderTargetTextureSize_ = textureSize;
const level = 0;
const internalFormat = gl.RGBA;
const border = 0;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
const data = null;
gl.bindTexture(gl.TEXTURE_2D, this.renderTargetTexture_);
gl.texImage2D(
gl.TEXTURE_2D,
level,
internalFormat,
textureSize[0],
textureSize[1],
border,
format,
type,
data
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.renderTargetTexture_,
0
);
gl.renderbufferStorage(
gl.RENDERBUFFER,
gl.DEPTH_COMPONENT16,
textureSize[0],
textureSize[1]
);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER,
gl.DEPTH_ATTACHMENT,
gl.RENDERBUFFER,
this.depthBuffer_
);
}
}
/**
* Render to the next postprocessing pass (or to the canvas if final pass).
* @param {import("../Map.js").FrameState} frameState current frame state
* @param {WebGLPostProcessingPass} [nextPass] Next pass, optional
* @param {function(WebGLRenderingContext, import("../Map.js").FrameState):void} [preCompose] Called before composing.
* @param {function(WebGLRenderingContext, import("../Map.js").FrameState):void} [postCompose] Called before composing.
*/
apply(frameState, nextPass, preCompose, postCompose) {
const gl = this.getGL();
const size = frameState.size;
gl.bindFramebuffer(
gl.FRAMEBUFFER,
nextPass ? nextPass.getFrameBuffer() : null
);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.renderTargetTexture_);
if (!nextPass) {
const canvasId = getUid(gl.canvas);
if (!frameState.renderTargets[canvasId]) {
const attributes = gl.getContextAttributes();
if (attributes && attributes.preserveDrawingBuffer) {
gl.clearColor(0, 0, 0, 0);
gl.clearDepth(1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
frameState.renderTargets[canvasId] = true;
}
}
gl.disable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.bindBuffer(gl.ARRAY_BUFFER, this.renderTargetVerticesBuffer_);
gl.useProgram(this.renderTargetProgram_);
gl.enableVertexAttribArray(this.renderTargetAttribLocation_);
gl.vertexAttribPointer(
this.renderTargetAttribLocation_,
2,
gl.FLOAT,
false,
0,
0
);
gl.uniform2f(this.renderTargetUniformLocation_, size[0], size[1]);
gl.uniform1i(this.renderTargetTextureLocation_, 0);
const opacity = frameState.layerStatesArray[frameState.layerIndex].opacity;
gl.uniform1f(this.renderTargetOpacityLocation_, opacity);
this.applyUniforms(frameState);
if (preCompose) {
preCompose(gl, frameState);
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
if (postCompose) {
postCompose(gl, frameState);
}
}
/**
* @return {WebGLFramebuffer} Frame buffer
*/
getFrameBuffer() {
return this.frameBuffer_;
}
/**
* @return {WebGLRenderbuffer} Depth buffer
*/
getDepthBuffer() {
return this.depthBuffer_;
}
/**
* Sets the custom uniforms based on what was given in the constructor.
* @param {import("../Map.js").FrameState} frameState Frame state.
* @private
*/
applyUniforms(frameState) {
const gl = this.getGL();
let value;
let textureSlot = 1;
this.uniforms_.forEach(function(uniform) {
value = typeof uniform.value === "function" ? uniform.value(frameState) : uniform.value;
if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
if (!uniform.texture) {
uniform.texture = gl.createTexture();
}
gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (value instanceof ImageData) {
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
value.width,
value.height,
0,
gl.UNSIGNED_BYTE,
new Uint8Array(value.data)
);
} else {
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
gl.UNSIGNED_BYTE,
value
);
}
gl.uniform1i(uniform.location, textureSlot++);
} else if (Array.isArray(value)) {
switch (value.length) {
case 2:
gl.uniform2f(uniform.location, value[0], value[1]);
return;
case 3:
gl.uniform3f(uniform.location, value[0], value[1], value[2]);
return;
case 4:
gl.uniform4f(
uniform.location,
value[0],
value[1],
value[2],
value[3]
);
return;
default:
return;
}
} else if (typeof value === "number") {
gl.uniform1f(uniform.location, value);
}
});
}
};
var PostProcessingPass_default = WebGLPostProcessingPass;
// node_modules/ol/webgl/Helper.js
var DefaultUniform = {
PROJECTION_MATRIX: "u_projectionMatrix",
SCREEN_TO_WORLD_MATRIX: "u_screenToWorldMatrix",
TIME: "u_time",
ZOOM: "u_zoom",
RESOLUTION: "u_resolution",
ROTATION: "u_rotation",
VIEWPORT_SIZE_PX: "u_viewportSizePx",
PIXEL_RATIO: "u_pixelRatio",
HIT_DETECTION: "u_hitDetection"
};
var AttributeType = {
UNSIGNED_BYTE,
UNSIGNED_SHORT,
UNSIGNED_INT,
FLOAT
};
var canvasCache = {};
function getSharedCanvasCacheKey(key) {
return "shared/" + key;
}
var uniqueCanvasCacheKeyCount = 0;
function getUniqueCanvasCacheKey() {
const key = "unique/" + uniqueCanvasCacheKeyCount;
uniqueCanvasCacheKeyCount += 1;
return key;
}
function getOrCreateContext(key) {
let cacheItem = canvasCache[key];
if (!cacheItem) {
const canvas = document.createElement("canvas");
canvas.width = 1;
canvas.height = 1;
canvas.style.position = "absolute";
canvas.style.left = "0";
const context = getContext(canvas);
cacheItem = { users: 0, context };
canvasCache[key] = cacheItem;
}
cacheItem.users += 1;
return cacheItem.context;
}
function releaseCanvas(key) {
const cacheItem = canvasCache[key];
if (!cacheItem) {
return;
}
cacheItem.users -= 1;
if (cacheItem.users > 0) {
return;
}
const gl = cacheItem.context;
const extension = gl.getExtension("WEBGL_lose_context");
if (extension) {
extension.loseContext();
}
const canvas = gl.canvas;
canvas.width = 1;
canvas.height = 1;
delete canvasCache[key];
}
var WebGLHelper = class extends Disposable_default {
/**
* @param {Options} [options] Options.
*/
constructor(options) {
super();
options = options || {};
this.boundHandleWebGLContextLost_ = this.handleWebGLContextLost.bind(this);
this.boundHandleWebGLContextRestored_ = this.handleWebGLContextRestored.bind(this);
this.canvasCacheKey_ = options.canvasCacheKey ? getSharedCanvasCacheKey(options.canvasCacheKey) : getUniqueCanvasCacheKey();
this.gl_ = getOrCreateContext(this.canvasCacheKey_);
this.bufferCache_ = {};
this.extensionCache_ = {};
this.currentProgram_ = null;
this.needsToBeRecreated_ = false;
const canvas = this.gl_.canvas;
canvas.addEventListener(
ContextEventType_default.LOST,
this.boundHandleWebGLContextLost_
);
canvas.addEventListener(
ContextEventType_default.RESTORED,
this.boundHandleWebGLContextRestored_
);
this.offsetRotateMatrix_ = create();
this.offsetScaleMatrix_ = create();
this.tmpMat4_ = create2();
this.uniformLocationsByProgram_ = {};
this.attribLocationsByProgram_ = {};
this.uniforms_ = [];
if (options.uniforms) {
this.setUniforms(options.uniforms);
}
this.postProcessPasses_ = options.postProcesses ? options.postProcesses.map(
(options2) => new PostProcessingPass_default({
webGlContext: this.gl_,
scaleRatio: options2.scaleRatio,
vertexShader: options2.vertexShader,
fragmentShader: options2.fragmentShader,
uniforms: options2.uniforms
})
) : [new PostProcessingPass_default({ webGlContext: this.gl_ })];
this.shaderCompileErrors_ = null;
this.startTime_ = Date.now();
this.maxAttributeCount_ = this.gl_.getParameter(
this.gl_.MAX_VERTEX_ATTRIBS
);
}
/**
* @param {Object<string, UniformValue>} uniforms Uniform definitions.
*/
setUniforms(uniforms) {
this.uniforms_ = [];
this.addUniforms(uniforms);
}
/**
* @param {Object<string, UniformValue>} uniforms Uniform definitions.
*/
addUniforms(uniforms) {
for (const name in uniforms) {
this.uniforms_.push({
name,
value: uniforms[name]
});
}
}
/**
* @param {string} canvasCacheKey The canvas cache key.
* @return {boolean} The provided key matches the one this helper was constructed with.
*/
canvasCacheKeyMatches(canvasCacheKey) {
return this.canvasCacheKey_ === getSharedCanvasCacheKey(canvasCacheKey);
}
/**
* Get a WebGL extension. If the extension is not supported, null is returned.
* Extensions are cached after they are enabled for the first time.
* @param {string} name The extension name.
* @return {Object|null} The extension or null if not supported.
*/
getExtension(name) {
if (name in this.extensionCache_) {
return this.extensionCache_[name];
}
const extension = this.gl_.getExtension(name);
this.extensionCache_[name] = extension;
return extension;
}
/**
* Just bind the buffer if it's in the cache. Otherwise create
* the WebGL buffer, bind it, populate it, and add an entry to
* the cache.
* @param {import("./Buffer").default} buffer Buffer.
*/
bindBuffer(buffer) {
const gl = this.gl_;
const bufferKey = getUid(buffer);
let bufferCache = this.bufferCache_[bufferKey];
if (!bufferCache) {
const webGlBuffer = gl.createBuffer();
bufferCache = {
buffer,
webGlBuffer
};
this.bufferCache_[bufferKey] = bufferCache;
}
gl.bindBuffer(buffer.getType(), bufferCache.webGlBuffer);
}
/**
* Update the data contained in the buffer array; this is required for the
* new data to be rendered
* @param {import("./Buffer").default} buffer Buffer.
*/
flushBufferData(buffer) {
const gl = this.gl_;
this.bindBuffer(buffer);
gl.bufferData(buffer.getType(), buffer.getArray(), buffer.getUsage());
}
/**
* @param {import("./Buffer.js").default} buf Buffer.
*/
deleteBuffer(buf) {
const bufferKey = getUid(buf);
delete this.bufferCache_[bufferKey];
}
/**
* Clean up.
* @override
*/
disposeInternal() {
const canvas = this.gl_.canvas;
canvas.removeEventListener(
ContextEventType_default.LOST,
this.boundHandleWebGLContextLost_
);
canvas.removeEventListener(
ContextEventType_default.RESTORED,
this.boundHandleWebGLContextRestored_
);
releaseCanvas(this.canvasCacheKey_);
delete this.gl_;
}
/**
* Clear the buffer & set the viewport to draw.
* Post process passes will be initialized here, the first one being bound as a render target for
* subsequent draw calls.
* @param {import("../Map.js").FrameState} frameState current frame state
* @param {boolean} [disableAlphaBlend] If true, no alpha blending will happen.
* @param {boolean} [enableDepth] If true, enables depth testing.
*/
prepareDraw(frameState, disableAlphaBlend, enableDepth) {
const gl = this.gl_;
const canvas = this.getCanvas();
const size = frameState.size;
const pixelRatio = frameState.pixelRatio;
if (canvas.width !== size[0] * pixelRatio || canvas.height !== size[1] * pixelRatio) {
canvas.width = size[0] * pixelRatio;
canvas.height = size[1] * pixelRatio;
canvas.style.width = size[0] + "px";
canvas.style.height = size[1] + "px";
}
for (let i = this.postProcessPasses_.length - 1; i >= 0; i--) {
this.postProcessPasses_[i].init(frameState);
}
gl.bindTexture(gl.TEXTURE_2D, null);
gl.clearColor(0, 0, 0, 0);
gl.depthRange(0, 1);
gl.clearDepth(1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, disableAlphaBlend ? gl.ZERO : gl.ONE_MINUS_SRC_ALPHA);
if (enableDepth) {
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
} else {
gl.disable(gl.DEPTH_TEST);
}
}
/**
* @param {WebGLFramebuffer|null} frameBuffer The frame buffer.
* @param {WebGLTexture} [texture] The texture.
*/
bindFrameBuffer(frameBuffer, texture) {
const gl = this.getGL();
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
if (texture) {
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0
);
}
}
/**
* Bind the frame buffer from the initial render.
*/
bindInitialFrameBuffer() {
const gl = this.getGL();
const frameBuffer = this.postProcessPasses_[0].getFrameBuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
const texture = this.postProcessPasses_[0].getRenderTargetTexture();
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0
);
}
/**
* Prepare a program to use a texture.
* @param {WebGLTexture} texture The texture.
* @param {number} slot The texture slot.
* @param {string} uniformName The corresponding uniform name.
*/
bindTexture(texture, slot, uniformName) {
const gl = this.gl_;
gl.activeTexture(gl.TEXTURE0 + slot);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(this.getUniformLocation(uniformName), slot);
}
/**
* Set up an attribute array buffer for use in the vertex shader.
* @param {import("./Buffer").default} buffer The buffer.
* @param {string} attributeName The attribute name.
* @param {number} size The number of components per attribute vertex.
*/
bindAttribute(buffer, attributeName, size) {
const gl = this.getGL();
this.bindBuffer(buffer);
const index = this.getAttributeLocation(attributeName);
gl.enableVertexAttribArray(index);
gl.vertexAttribPointer(index, size, gl.FLOAT, false, 0, 0);
}
/**
* Clear the render target & bind it for future draw operations.
* This is similar to `prepareDraw`, only post processes will not be applied.
* Note: the whole viewport will be drawn to the render target, regardless of its size.
* @param {import("../Map.js").FrameState} frameState current frame state
* @param {import("./RenderTarget.js").default} renderTarget Render target to draw to
* @param {boolean} [disableAlphaBlend] If true, no alpha blending will happen.
* @param {boolean} [enableDepth] If true, enables depth testing.
*/
prepareDrawToRenderTarget(frameState, renderTarget, disableAlphaBlend, enableDepth) {
const gl = this.gl_;
const size = renderTarget.getSize();
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTarget.getFramebuffer());
gl.bindRenderbuffer(gl.RENDERBUFFER, renderTarget.getDepthbuffer());
gl.viewport(0, 0, size[0], size[1]);
gl.bindTexture(gl.TEXTURE_2D, renderTarget.getTexture());
gl.clearColor(0, 0, 0, 0);
gl.depthRange(0, 1);
gl.clearDepth(1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, disableAlphaBlend ? gl.ZERO : gl.ONE_MINUS_SRC_ALPHA);
if (enableDepth) {
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
} else {
gl.disable(gl.DEPTH_TEST);
}
}
/**
* Execute a draw call based on the currently bound program, texture, buffers, attributes.
* @param {number} start Start index.
* @param {number} end End index.
*/
drawElements(start, end) {
const gl = this.gl_;
this.getExtension("OES_element_index_uint");
const elementType = gl.UNSIGNED_INT;
const elementSize = 4;
const numItems = end - start;
const offsetInBytes = start * elementSize;
gl.drawElements(gl.TRIANGLES, numItems, elementType, offsetInBytes);
}
/**
* Apply the successive post process passes which will eventually render to the actual canvas.
* @param {import("../Map.js").FrameState} frameState current frame state
* @param {function(WebGLRenderingContext, import("../Map.js").FrameState):void} [preCompose] Called before composing.
* @param {function(WebGLRenderingContext, import("../Map.js").FrameState):void} [postCompose] Called before composing.
*/
finalizeDraw(frameState, preCompose, postCompose) {
for (let i = 0, ii = this.postProcessPasses_.length; i < ii; i++) {
if (i === ii - 1) {
this.postProcessPasses_[i].apply(
frameState,
null,
preCompose,
postCompose
);
} else {
this.postProcessPasses_[i].apply(
frameState,
this.postProcessPasses_[i + 1]
);
}
}
}
/**
* @return {HTMLCanvasElement} Canvas.
*/
getCanvas() {
return (
/** @type {HTMLCanvasElement} */
this.gl_.canvas
);
}
/**
* Get the WebGL rendering context
* @return {WebGLRenderingContext} The rendering context.
*/
getGL() {
return this.gl_;
}
/**
* Sets the default matrix uniforms for a given frame state. This is called internally in `prepareDraw`.
* @param {import("../Map.js").FrameState} frameState Frame state.
*/
applyFrameState(frameState) {
const size = frameState.size;
const rotation = frameState.viewState.rotation;
const pixelRatio = frameState.pixelRatio;
this.setUniformFloatValue(
DefaultUniform.TIME,
(Date.now() - this.startTime_) * 1e-3
);
this.setUniformFloatValue(DefaultUniform.ZOOM, frameState.viewState.zoom);
this.setUniformFloatValue(
DefaultUniform.RESOLUTION,
frameState.viewState.resolution
);
this.setUniformFloatValue(DefaultUniform.PIXEL_RATIO, pixelRatio);
this.setUniformFloatVec2(DefaultUniform.VIEWPORT_SIZE_PX, [
size[0],
size[1]
]);
this.setUniformFloatValue(DefaultUniform.ROTATION, rotation);
}
/**
* Sets the `u_hitDetection` uniform.
* @param {boolean} enabled Whether to enable the hit detection code path
*/
applyHitDetectionUniform(enabled) {
const loc = this.getUniformLocation(DefaultUniform.HIT_DETECTION);
this.getGL().uniform1i(loc, enabled ? 1 : 0);
if (enabled) {
this.setUniformFloatValue(DefaultUniform.PIXEL_RATIO, 0.5);
}
}
/**
* Sets the custom uniforms based on what was given in the constructor. This is called internally in `prepareDraw`.
* @param {import("../Map.js").FrameState} frameState Frame state.
*/
applyUniforms(frameState) {
const gl = this.gl_;
let value;
let textureSlot = 0;
this.uniforms_.forEach((uniform) => {
value = typeof uniform.value === "function" ? uniform.value(frameState) : uniform.value;
if (value instanceof HTMLCanvasElement || value instanceof HTMLImageElement || value instanceof ImageData || value instanceof WebGLTexture) {
if (value instanceof WebGLTexture && !uniform.texture) {
uniform.prevValue = void 0;
uniform.texture = value;
} else if (!uniform.texture) {
uniform.prevValue = void 0;
uniform.texture = gl.createTexture();
}
this.bindTexture(uniform.texture, textureSlot, uniform.name);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const imageReady = !(value instanceof HTMLImageElement) || /** @type {HTMLImageElement} */
value.complete;
if (!(value instanceof WebGLTexture) && imageReady && uniform.prevValue !== value) {
uniform.prevValue = value;
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
gl.UNSIGNED_BYTE,
value
);
}
textureSlot++;
} else if (Array.isArray(value) && value.length === 6) {
this.setUniformMatrixValue(
uniform.name,
fromTransform(this.tmpMat4_, value)
);
} else if (Array.isArray(value) && value.length <= 4) {
switch (value.length) {
case 2:
gl.uniform2f(
this.getUniformLocation(uniform.name),
value[0],
value[1]
);
return;
case 3:
gl.uniform3f(
this.getUniformLocation(uniform.name),
value[0],
value[1],
value[2]
);
return;
case 4:
gl.uniform4f(
this.getUniformLocation(uniform.name),
value[0],
value[1],
value[2],
value[3]
);
return;
default:
return;
}
} else if (typeof value === "number") {
gl.uniform1f(this.getUniformLocation(uniform.name), value);
}
});
}
/**
* Set up a program for use. The program will be set as the current one. Then, the uniforms used
* in the program will be set based on the current frame state and the helper configuration.
* @param {WebGLProgram} program Program.
* @param {import("../Map.js").FrameState} [frameState] Frame state.
*/
useProgram(program, frameState) {
this.disableAllAttributes_();
const gl = this.gl_;
gl.useProgram(program);
this.currentProgram_ = program;
if (frameState) {
this.applyFrameState(frameState);
this.applyUniforms(frameState);
}
}
/**
* Will attempt to compile a vertex or fragment shader based on source
* On error, the shader will be returned but
* `gl.getShaderParameter(shader, gl.COMPILE_STATUS)` will return `true`
* Use `gl.getShaderInfoLog(shader)` to have details
* @param {string} source Shader source
* @param {ShaderType} type VERTEX_SHADER or FRAGMENT_SHADER
* @return {WebGLShader} Shader object
*/
compileShader(source, type) {
const gl = this.gl_;
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
/**
* Create a program for a vertex and fragment shader. Throws if shader compilation fails.
* @param {string} fragmentShaderSource Fragment shader source.
* @param {string} vertexShaderSource Vertex shader source.
* @return {WebGLProgram} Program
*/
getProgram(fragmentShaderSource, vertexShaderSource) {
const gl = this.gl_;
const fragmentShader = this.compileShader(
fragmentShaderSource,
gl.FRAGMENT_SHADER
);
const vertexShader = this.compileShader(
vertexShaderSource,
gl.VERTEX_SHADER
);
const program = gl.createProgram();
gl.attachShader(program, fragmentShader);
gl.attachShader(program, vertexShader);
gl.linkProgram(program);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
const message = `Fragment shader compilation failed: ${gl.getShaderInfoLog(
fragmentShader
)}`;
throw new Error(message);
}
gl.deleteShader(fragmentShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
const message = `Vertex shader compilation failed: ${gl.getShaderInfoLog(
vertexShader
)}`;
throw new Error(message);
}
gl.deleteShader(vertexShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const message = `GL program linking failed: ${gl.getProgramInfoLog(
program
)}`;
throw new Error(message);
}
return program;
}
/**
* Will get the location from the shader or the cache
* @param {string} name Uniform name
* @return {WebGLUniformLocation} uniformLocation
*/
getUniformLocation(name) {
const programUid = getUid(this.currentProgram_);
if (this.uniformLocationsByProgram_[programUid] === void 0) {
this.uniformLocationsByProgram_[programUid] = {};
}
if (this.uniformLocationsByProgram_[programUid][name] === void 0) {
this.uniformLocationsByProgram_[programUid][name] = this.gl_.getUniformLocation(this.currentProgram_, name);
}
return this.uniformLocationsByProgram_[programUid][name];
}
/**
* Will get the location from the shader or the cache
* @param {string} name Attribute name
* @return {number} attribLocation
*/
getAttributeLocation(name) {
const programUid = getUid(this.currentProgram_);
if (this.attribLocationsByProgram_[programUid] === void 0) {
this.attribLocationsByProgram_[programUid] = {};
}
if (this.attribLocationsByProgram_[programUid][name] === void 0) {
this.attribLocationsByProgram_[programUid][name] = this.gl_.getAttribLocation(this.currentProgram_, name);
}
return this.attribLocationsByProgram_[programUid][name];
}
/**
* Sets the given transform to apply the rotation/translation/scaling of the given frame state.
* The resulting transform can be used to convert world space coordinates to view coordinates in the [-1, 1] range.
* @param {import("../Map.js").FrameState} frameState Frame state.
* @param {import("../transform").Transform} transform Transform to update.
* @return {import("../transform").Transform} The updated transform object.
*/
makeProjectionTransform(frameState, transform) {
const size = frameState.size;
const rotation = frameState.viewState.rotation;
const resolution = frameState.viewState.resolution;
const center = frameState.viewState.center;
compose(
transform,
0,
0,
2 / (resolution * size[0]),
2 / (resolution * size[1]),
-rotation,
-center[0],
-center[1]
);
return transform;
}
/**
* Give a value for a standard float uniform
* @param {string} uniform Uniform name
* @param {number} value Value
*/
setUniformFloatValue(uniform, value) {
this.gl_.uniform1f(this.getUniformLocation(uniform), value);
}
/**
* Give a value for a vec2 uniform
* @param {string} uniform Uniform name
* @param {Array<number>} value Array of length 4.
*/
setUniformFloatVec2(uniform, value) {
this.gl_.uniform2fv(this.getUniformLocation(uniform), value);
}
/**
* Give a value for a vec4 uniform
* @param {string} uniform Uniform name
* @param {Array<number>} value Array of length 4.
*/
setUniformFloatVec4(uniform, value) {
this.gl_.uniform4fv(this.getUniformLocation(uniform), value);
}
/**
* Give a value for a standard matrix4 uniform
* @param {string} uniform Uniform name
* @param {Array<number>} value Matrix value
*/
setUniformMatrixValue(uniform, value) {
this.gl_.uniformMatrix4fv(this.getUniformLocation(uniform), false, value);
}
/**
* Disable all vertex attributes.
* @private
*/
disableAllAttributes_() {
for (let i = 0; i < this.maxAttributeCount_; i++) {
this.gl_.disableVertexAttribArray(i);
}
}
/**
* Will set the currently bound buffer to an attribute of the shader program. Used by `#enableAttributes`
* internally.
* @param {string} attribName Attribute name
* @param {number} size Number of components per attributes
* @param {number} type UNSIGNED_INT, UNSIGNED_BYTE, UNSIGNED_SHORT or FLOAT
* @param {number} stride Stride in bytes (0 means attribs are packed)
* @param {number} offset Offset in bytes
* @private
*/
enableAttributeArray_(attribName, size, type, stride, offset) {
const location = this.getAttributeLocation(attribName);
if (location < 0) {
return;
}
this.gl_.enableVertexAttribArray(location);
this.gl_.vertexAttribPointer(location, size, type, false, stride, offset);
}
/**
* Will enable the following attributes to be read from the currently bound buffer,
* i.e. tell the GPU where to read the different attributes in the buffer. An error in the
* size/type/order of attributes will most likely break the rendering and throw a WebGL exception.
* @param {Array<AttributeDescription>} attributes Ordered list of attributes to read from the buffer
*/
enableAttributes(attributes) {
const stride = computeAttributesStride(attributes);
let offset = 0;
for (let i = 0; i < attributes.length; i++) {
const attr = attributes[i];
this.enableAttributeArray_(
attr.name,
attr.size,
attr.type || FLOAT,
stride,
offset
);
offset += attr.size * getByteSizeFromType(attr.type);
}
}
/**
* WebGL context was lost
* @param {WebGLContextEvent} event The context loss event.
* @private
*/
handleWebGLContextLost(event) {
clear(this.bufferCache_);
this.currentProgram_ = null;
event.preventDefault();
}
/**
* WebGL context was restored
* @private
*/
handleWebGLContextRestored() {
this.needsToBeRecreated_ = true;
}
/**
* Returns whether this helper needs to be recreated, as the context was lost and then restored.
* @return {boolean} Whether this helper needs to be recreated.
*/
needsToBeRecreated() {
return this.needsToBeRecreated_;
}
/**
* Will create or reuse a given webgl texture and apply the given size. If no image data
* specified, the texture will be empty, otherwise image data will be used and the `size`
* parameter will be ignored. If a Uint8Array is provided for data, a size must also be provided.
* Note: wrap parameters are set to clamp to edge, min filter is set to linear.
* @param {Array<number>} size Expected size of the texture
* @param {ImageData|HTMLImageElement|HTMLCanvasElement|Uint8Array|null} data Image data/object to bind to the texture
* @param {WebGLTexture} [texture] Existing texture to reuse
* @param {boolean} [nearest] Use gl.NEAREST for min/mag filter.
* @return {WebGLTexture} The generated texture
*/
createTexture(size, data, texture, nearest) {
const gl = this.gl_;
texture = texture || gl.createTexture();
const filter = nearest ? gl.NEAREST : gl.LINEAR;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const level = 0;
const internalFormat = gl.RGBA;
const border = 0;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
if (data instanceof Uint8Array) {
gl.texImage2D(
gl.TEXTURE_2D,
level,
internalFormat,
size[0],
size[1],
border,
format,
type,
data
);
} else if (data) {
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, format, type, data);
} else {
gl.texImage2D(
gl.TEXTURE_2D,
level,
internalFormat,
size[0],
size[1],
border,
format,
type,
null
);
}
return texture;
}
};
function computeAttributesStride(attributes) {
let stride = 0;
for (let i = 0; i < attributes.length; i++) {
const attr = attributes[i];
stride += attr.size * getByteSizeFromType(attr.type);
}
return stride;
}
function getByteSizeFromType(type) {
switch (type) {
case AttributeType.UNSIGNED_BYTE:
return Uint8Array.BYTES_PER_ELEMENT;
case AttributeType.UNSIGNED_SHORT:
return Uint16Array.BYTES_PER_ELEMENT;
case AttributeType.UNSIGNED_INT:
return Uint32Array.BYTES_PER_ELEMENT;
case AttributeType.FLOAT:
default:
return Float32Array.BYTES_PER_ELEMENT;
}
}
var Helper_default = WebGLHelper;
// node_modules/ol/webgl/BaseTileRepresentation.js
var BaseTileRepresentation = class extends Target_default {
/**
* @param {TileRepresentationOptions<TileType>} options The tile representation options.
*/
constructor(options) {
super();
this.tile;
this.handleTileChange_ = this.handleTileChange_.bind(this);
this.gutter = options.gutter || 0;
this.helper = options.helper;
this.loaded = false;
this.ready = false;
}
/**
* @param {TileType} tile Tile.
*/
setTile(tile) {
if (tile !== this.tile) {
if (this.tile) {
this.tile.removeEventListener(EventType_default.CHANGE, this.handleTileChange_);
}
this.tile = tile;
this.loaded = tile.getState() === TileState_default.LOADED;
if (this.loaded) {
this.uploadTile();
} else {
if (tile instanceof ImageTile_default) {
const image = tile.getImage();
if (image instanceof Image && !image.crossOrigin) {
image.crossOrigin = "anonymous";
}
}
tile.addEventListener(EventType_default.CHANGE, this.handleTileChange_);
}
}
}
/**
* @abstract
* @protected
*/
uploadTile() {
abstract();
}
setReady() {
this.ready = true;
this.dispatchEvent(EventType_default.CHANGE);
}
handleTileChange_() {
if (this.tile.getState() === TileState_default.LOADED) {
this.loaded = true;
this.uploadTile();
}
}
/**
* @param {import("./Helper.js").default} helper The WebGL helper.
*/
setHelper(helper) {
this.helper = helper;
if (this.helper && this.loaded) {
this.uploadTile();
}
}
/**
* @override
*/
disposeInternal() {
this.setHelper(null);
this.tile.removeEventListener(EventType_default.CHANGE, this.handleTileChange_);
}
};
var BaseTileRepresentation_default = BaseTileRepresentation;
// node_modules/ol/webgl/TileTexture.js
function bindAndConfigure(gl, texture, interpolate) {
const resampleFilter = interpolate ? gl.LINEAR : gl.NEAREST;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, resampleFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, resampleFilter);
}
function uploadImageTexture(gl, texture, image, interpolate) {
bindAndConfigure(gl, texture, interpolate);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
}
function uploadDataTexture(helper, texture, data, size, bandCount, interpolate) {
const gl = helper.getGL();
let textureType;
let canInterpolate;
if (data instanceof Float32Array) {
textureType = gl.FLOAT;
helper.getExtension("OES_texture_float");
const extension = helper.getExtension("OES_texture_float_linear");
canInterpolate = extension !== null;
} else {
textureType = gl.UNSIGNED_BYTE;
canInterpolate = true;
}
bindAndConfigure(gl, texture, interpolate && canInterpolate);
const bytesPerRow = data.byteLength / size[1];
let unpackAlignment = 1;
if (bytesPerRow % 8 === 0) {
unpackAlignment = 8;
} else if (bytesPerRow % 4 === 0) {
unpackAlignment = 4;
} else if (bytesPerRow % 2 === 0) {
unpackAlignment = 2;
}
let format;
switch (bandCount) {
case 1: {
format = gl.LUMINANCE;
break;
}
case 2: {
format = gl.LUMINANCE_ALPHA;
break;
}
case 3: {
format = gl.RGB;
break;
}
case 4: {
format = gl.RGBA;
break;
}
default: {
throw new Error(`Unsupported number of bands: ${bandCount}`);
}
}
const oldUnpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment);
gl.texImage2D(
gl.TEXTURE_2D,
0,
format,
size[0],
size[1],
0,
format,
textureType,
data
);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, oldUnpackAlignment);
}
var pixelContext = null;
function createPixelContext() {
pixelContext = createCanvasContext2D(1, 1, void 0, {
willReadFrequently: true
});
}
var TileTexture = class extends BaseTileRepresentation_default {
/**
* @param {import("./BaseTileRepresentation.js").TileRepresentationOptions<TileType>} options The tile texture options.
*/
constructor(options) {
super(options);
this.textures = [];
this.renderSize_ = toSize(
options.grid.getTileSize(options.tile.tileCoord[0])
);
this.bandCount = NaN;
const coords = new Buffer_default(ARRAY_BUFFER, STATIC_DRAW);
coords.fromArray([
0,
// P0
1,
1,
// P1
1,
1,
// P2
0,
0,
// P3
0
]);
this.helper.flushBufferData(coords);
this.coords = coords;
this.setTile(options.tile);
}
/**
* @override
* @param {import("./Helper.js").default} helper The WebGL helper.
*/
setHelper(helper) {
var _a;
const gl = (_a = this.helper) == null ? void 0 : _a.getGL();
if (gl) {
this.helper.deleteBuffer(this.coords);
for (let i = 0; i < this.textures.length; ++i) {
gl.deleteTexture(this.textures[i]);
}
}
super.setHelper(helper);
if (helper) {
helper.flushBufferData(this.coords);
}
}
/**
* @override
*/
uploadTile() {
const helper = this.helper;
const gl = helper.getGL();
const tile = this.tile;
this.textures.length = 0;
let data;
if (tile instanceof ImageTile_default || tile instanceof Tile_default) {
data = tile.getImage();
} else {
data = tile.getData();
}
const image = asImageLike(data);
if (image) {
const texture = gl.createTexture();
this.textures.push(texture);
this.bandCount = 4;
uploadImageTexture(gl, texture, image, tile.interpolate);
this.setReady();
return;
}
data = asArrayLike(data);
const sourceTileSize = (
/** @type {DataTile} */
tile.getSize()
);
const pixelSize = [
sourceTileSize[0] + 2 * this.gutter,
sourceTileSize[1] + 2 * this.gutter
];
const isFloat = data instanceof Float32Array;
const pixelCount = pixelSize[0] * pixelSize[1];
const DataType = isFloat ? Float32Array : Uint8Array;
const bytesPerElement = DataType.BYTES_PER_ELEMENT;
const bytesPerRow = data.byteLength / pixelSize[1];
this.bandCount = Math.floor(bytesPerRow / bytesPerElement / pixelSize[0]);
const textureCount = Math.ceil(this.bandCount / 4);
if (textureCount === 1) {
const texture = gl.createTexture();
this.textures.push(texture);
uploadDataTexture(
helper,
texture,
data,
pixelSize,
this.bandCount,
tile.interpolate
);
this.setReady();
return;
}
const textureDataArrays = new Array(textureCount);
for (let textureIndex = 0; textureIndex < textureCount; ++textureIndex) {
const texture = gl.createTexture();
this.textures.push(texture);
const bandCount = textureIndex < textureCount - 1 ? 4 : (this.bandCount - 1) % 4 + 1;
textureDataArrays[textureIndex] = new DataType(pixelCount * bandCount);
}
let dataIndex = 0;
let rowOffset = 0;
const colCount = pixelSize[0] * this.bandCount;
for (let rowIndex = 0; rowIndex < pixelSize[1]; ++rowIndex) {
for (let colIndex = 0; colIndex < colCount; ++colIndex) {
const dataValue = data[rowOffset + colIndex];
const pixelIndex = Math.floor(dataIndex / this.bandCount);
const bandIndex = colIndex % this.bandCount;
const textureIndex = Math.floor(bandIndex / 4);
const textureData = textureDataArrays[textureIndex];
const bandCount = textureData.length / pixelCount;
const textureBandIndex = bandIndex % 4;
textureData[pixelIndex * bandCount + textureBandIndex] = dataValue;
++dataIndex;
}
rowOffset += bytesPerRow / bytesPerElement;
}
for (let textureIndex = 0; textureIndex < textureCount; ++textureIndex) {
const texture = this.textures[textureIndex];
const textureData = textureDataArrays[textureIndex];
const bandCount = textureData.length / pixelCount;
uploadDataTexture(
helper,
texture,
textureData,
pixelSize,
bandCount,
tile.interpolate
);
}
this.setReady();
}
/**
* @param {import("../DataTile.js").ImageLike} image The image.
* @param {number} renderCol The column index (in rendered tile space).
* @param {number} renderRow The row index (in rendered tile space).
* @return {Uint8ClampedArray|null} The data.
* @private
*/
getImagePixelData_(image, renderCol, renderRow) {
const gutter = this.gutter;
const renderWidth = this.renderSize_[0];
const renderHeight = this.renderSize_[1];
if (!pixelContext) {
createPixelContext();
}
pixelContext.clearRect(0, 0, 1, 1);
const sourceWidth = image.width;
const sourceHeight = image.height;
const sourceWidthWithoutGutter = sourceWidth - 2 * gutter;
const sourceHeightWithoutGutter = sourceHeight - 2 * gutter;
const sourceCol = gutter + Math.floor(sourceWidthWithoutGutter * (renderCol / renderWidth));
const sourceRow = gutter + Math.floor(sourceHeightWithoutGutter * (renderRow / renderHeight));
let data;
try {
pixelContext.drawImage(image, sourceCol, sourceRow, 1, 1, 0, 0, 1, 1);
data = pixelContext.getImageData(0, 0, 1, 1).data;
} catch {
pixelContext = null;
return null;
}
return data;
}
/**
* @param {import("../DataTile.js").ArrayLike} data The data.
* @param {import("../size.js").Size} sourceSize The size.
* @param {number} renderCol The column index (in rendered tile space).
* @param {number} renderRow The row index (in rendered tile space).
* @return {import("../DataTile.js").ArrayLike|null} The data.
* @private
*/
getArrayPixelData_(data, sourceSize, renderCol, renderRow) {
const gutter = this.gutter;
const renderWidth = this.renderSize_[0];
const renderHeight = this.renderSize_[1];
const sourceWidthWithoutGutter = sourceSize[0];
const sourceHeightWithoutGutter = sourceSize[1];
const sourceWidth = sourceWidthWithoutGutter + 2 * gutter;
const sourceHeight = sourceHeightWithoutGutter + 2 * gutter;
const sourceCol = gutter + Math.floor(sourceWidthWithoutGutter * (renderCol / renderWidth));
const sourceRow = gutter + Math.floor(sourceHeightWithoutGutter * (renderRow / renderHeight));
if (data instanceof DataView) {
const bytesPerPixel = data.byteLength / (sourceWidth * sourceHeight);
const offset2 = bytesPerPixel * (sourceRow * sourceWidth + sourceCol);
const buffer = data.buffer.slice(offset2, offset2 + bytesPerPixel);
return new DataView(buffer);
}
const offset = this.bandCount * (sourceRow * sourceWidth + sourceCol);
return data.slice(offset, offset + this.bandCount);
}
/**
* Get data for a pixel. If the tile is not loaded, null is returned.
* @param {number} renderCol The column index (in rendered tile space).
* @param {number} renderRow The row index (in rendered tile space).
* @return {import("../DataTile.js").ArrayLike|null} The data.
*/
getPixelData(renderCol, renderRow) {
if (!this.loaded) {
return null;
}
if (this.tile instanceof DataTile_default) {
const data = this.tile.getData();
const arrayData = asArrayLike(data);
if (arrayData) {
const sourceSize = this.tile.getSize();
return this.getArrayPixelData_(
arrayData,
sourceSize,
renderCol,
renderRow
);
}
return this.getImagePixelData_(asImageLike(data), renderCol, renderRow);
}
return this.getImagePixelData_(this.tile.getImage(), renderCol, renderRow);
}
};
var TileTexture_default = TileTexture;
// node_modules/ol/renderer/webgl/Layer.js
var WebGLLayerRenderer = class _WebGLLayerRenderer extends Layer_default {
/**
* @param {LayerType} layer Layer.
* @param {Options} [options] Options.
*/
constructor(layer, options) {
super(layer);
options = options || {};
this.inversePixelTransform_ = create();
this.postProcesses_ = options.postProcesses;
this.uniforms_ = options.uniforms;
this.helper;
this.onMapChanged_ = () => {
this.clearCache();
this.removeHelper();
};
layer.addChangeListener(Property_default.MAP, this.onMapChanged_);
this.dispatchPreComposeEvent = this.dispatchPreComposeEvent.bind(this);
this.dispatchPostComposeEvent = this.dispatchPostComposeEvent.bind(this);
}
/**
* @param {WebGLRenderingContext} context The WebGL rendering context.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @protected
*/
dispatchPreComposeEvent(context, frameState) {
const layer = this.getLayer();
if (layer.hasListener(EventType_default2.PRECOMPOSE)) {
const event = new Event_default(
EventType_default2.PRECOMPOSE,
void 0,
frameState,
context
);
layer.dispatchEvent(event);
}
}
/**
* @param {WebGLRenderingContext} context The WebGL rendering context.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @protected
*/
dispatchPostComposeEvent(context, frameState) {
const layer = this.getLayer();
if (layer.hasListener(EventType_default2.POSTCOMPOSE)) {
const event = new Event_default(
EventType_default2.POSTCOMPOSE,
void 0,
frameState,
context
);
layer.dispatchEvent(event);
}
}
/**
* Reset options (only handles uniforms).
* @param {Options} options Options.
*/
reset(options) {
this.uniforms_ = options.uniforms;
if (this.helper) {
this.helper.setUniforms(this.uniforms_);
}
}
/**
* @protected
*/
removeHelper() {
if (this.helper) {
this.helper.dispose();
delete this.helper;
}
}
/**
* Determine whether renderFrame should be called.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {boolean} Layer is ready to be rendered.
* @override
*/
prepareFrame(frameState) {
if (this.getLayer().getRenderSource()) {
let incrementGroup = true;
let groupNumber = -1;
let className;
for (let i = 0, ii = frameState.layerStatesArray.length; i < ii; i++) {
const layer = frameState.layerStatesArray[i].layer;
const renderer = layer.getRenderer();
if (!(renderer instanceof _WebGLLayerRenderer)) {
incrementGroup = true;
continue;
}
const layerClassName = layer.getClassName();
if (incrementGroup || layerClassName !== className) {
groupNumber += 1;
incrementGroup = false;
}
className = layerClassName;
if (renderer === this) {
break;
}
}
const canvasCacheKey = "map/" + frameState.mapId + "/group/" + groupNumber;
if (!this.helper || !this.helper.canvasCacheKeyMatches(canvasCacheKey) || this.helper.needsToBeRecreated()) {
this.removeHelper();
this.helper = new Helper_default({
postProcesses: this.postProcesses_,
uniforms: this.uniforms_,
canvasCacheKey
});
if (className) {
this.helper.getCanvas().className = className;
}
this.afterHelperCreated();
}
}
return this.prepareFrameInternal(frameState);
}
/**
* @protected
*/
afterHelperCreated() {
}
/**
* Determine whether renderFrame should be called.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {boolean} Layer is ready to be rendered.
* @protected
*/
prepareFrameInternal(frameState) {
return true;
}
/**
* @protected
*/
clearCache() {
}
/**
* Clean up.
* @override
*/
disposeInternal() {
var _a;
this.clearCache();
this.removeHelper();
(_a = this.getLayer()) == null ? void 0 : _a.removeChangeListener(
Property_default.MAP,
this.onMapChanged_
);
super.disposeInternal();
}
/**
* @param {import("../../render/EventType.js").default} type Event type.
* @param {WebGLRenderingContext} context The rendering context.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @private
*/
dispatchRenderEvent_(type, context, frameState) {
const layer = this.getLayer();
if (layer.hasListener(type)) {
compose(
this.inversePixelTransform_,
0,
0,
frameState.pixelRatio,
-frameState.pixelRatio,
0,
0,
-frameState.size[1]
);
const event = new Event_default(
type,
this.inversePixelTransform_,
frameState,
context
);
layer.dispatchEvent(event);
}
}
/**
* @param {WebGLRenderingContext} context The rendering context.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @protected
*/
preRender(context, frameState) {
this.dispatchRenderEvent_(EventType_default2.PRERENDER, context, frameState);
}
/**
* @param {WebGLRenderingContext} context The rendering context.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @protected
*/
postRender(context, frameState) {
this.dispatchRenderEvent_(EventType_default2.POSTRENDER, context, frameState);
}
};
var Layer_default2 = WebGLLayerRenderer;
// node_modules/ol/renderer/webgl/TileLayerBase.js
var Uniforms = {
TILE_TRANSFORM: "u_tileTransform",
TRANSITION_ALPHA: "u_transitionAlpha",
DEPTH: "u_depth",
RENDER_EXTENT: "u_renderExtent",
// intersection of layer, source, and view extent
PATTERN_ORIGIN: "u_patternOrigin",
RESOLUTION: "u_resolution",
ZOOM: "u_zoom",
GLOBAL_ALPHA: "u_globalAlpha",
PROJECTION_MATRIX: "u_projectionMatrix",
SCREEN_TO_WORLD_MATRIX: "u_screenToWorldMatrix"
};
function depthForZ(z) {
return 1 / (z + 2);
}
function newTileRepresentationLookup() {
return { tileIds: /* @__PURE__ */ new Set(), representationsByZ: {} };
}
function lookupHasTile(tileRepresentationLookup, tile) {
return tileRepresentationLookup.tileIds.has(getUid(tile));
}
function addTileRepresentationToLookup(tileRepresentationLookup, tileRepresentation, z) {
const representationsByZ = tileRepresentationLookup.representationsByZ;
if (!(z in representationsByZ)) {
representationsByZ[z] = /* @__PURE__ */ new Set();
}
representationsByZ[z].add(tileRepresentation);
tileRepresentationLookup.tileIds.add(getUid(tileRepresentation.tile));
}
function getRenderExtent(frameState, extent) {
const layerState = frameState.layerStatesArray[frameState.layerIndex];
if (layerState.extent) {
extent = getIntersection(
extent,
fromUserExtent(layerState.extent, frameState.viewState.projection)
);
}
const source = (
/** @type {import("../../source/Tile.js").default} */
layerState.layer.getRenderSource()
);
if (!source.getWrapX()) {
const gridExtent = source.getTileGridForProjection(frameState.viewState.projection).getExtent();
if (gridExtent) {
extent = getIntersection(extent, gridExtent);
}
}
return extent;
}
function getCacheKey(source, tileCoord) {
return `${getUid(source)},${source.getKey()},${source.getRevision()},${getKey(tileCoord)}`;
}
var WebGLBaseTileLayerRenderer = class extends Layer_default2 {
/**
* @param {LayerType} tileLayer Tile layer.
* @param {Options} options Options.
*/
constructor(tileLayer, options) {
super(tileLayer, {
uniforms: options.uniforms,
postProcesses: options.postProcesses
});
this.renderComplete = false;
this.tileTransform_ = create();
this.tempMat4 = create2();
this.tempTileRange_ = new TileRange_default(0, 0, 0, 0);
this.tempTileCoord_ = createOrUpdate(0, 0, 0);
this.tempSize_ = [0, 0];
const cacheSize = options.cacheSize !== void 0 ? options.cacheSize : 512;
this.tileRepresentationCache = new LRUCache_default(cacheSize);
this.frameState = null;
this.renderedProjection_ = void 0;
}
/**
* @param {Options} options Options.
* @override
*/
reset(options) {
super.reset({
uniforms: options.uniforms
});
}
/**
* 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) {
if (!this.renderedProjection_) {
this.renderedProjection_ = frameState.viewState.projection;
} else if (frameState.viewState.projection !== this.renderedProjection_) {
this.clearCache();
this.renderedProjection_ = frameState.viewState.projection;
}
const layer = this.getLayer();
const source = layer.getRenderSource();
if (!source) {
return false;
}
if (isEmpty(getRenderExtent(frameState, frameState.extent))) {
return false;
}
return source.getState() === "ready";
}
/**
* @abstract
* @param {import("../../webgl/BaseTileRepresentation.js").TileRepresentationOptions<TileType>} options tile representation options
* @return {TileRepresentation} A new tile representation
* @protected
*/
createTileRepresentation(options) {
return abstract();
}
/**
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {import("../../extent.js").Extent} extent The extent to be rendered.
* @param {number} initialZ The zoom level.
* @param {TileRepresentationLookup} tileRepresentationLookup The zoom level.
* @param {number} preload Number of additional levels to load.
*/
enqueueTiles(frameState, extent, initialZ, tileRepresentationLookup, preload) {
const viewState = frameState.viewState;
const tileLayer = this.getLayer();
const tileSource = tileLayer.getRenderSource();
const tileGrid = tileSource.getTileGridForProjection(viewState.projection);
const gutter = tileSource.getGutterForProjection(viewState.projection);
const tileSourceKey = getUid(tileSource);
if (!(tileSourceKey in frameState.wantedTiles)) {
frameState.wantedTiles[tileSourceKey] = {};
}
const wantedTiles = frameState.wantedTiles[tileSourceKey];
const tileRepresentationCache = this.tileRepresentationCache;
const map = tileLayer.getMapInternal();
const minZ = Math.max(
initialZ - preload,
tileGrid.getMinZoom(),
tileGrid.getZForResolution(
Math.min(
tileLayer.getMaxResolution(),
map ? map.getView().getResolutionForZoom(Math.max(tileLayer.getMinZoom(), 0)) : tileGrid.getResolution(0)
),
tileSource.zDirection
)
);
const rotation = viewState.rotation;
const viewport = rotation ? getRotatedViewport(
viewState.center,
viewState.resolution,
rotation,
frameState.size
) : void 0;
for (let z = initialZ; z >= minZ; --z) {
const tileRange = tileGrid.getTileRangeForExtentAndZ(
extent,
z,
this.tempTileRange_
);
const tileResolution = tileGrid.getResolution(z);
for (let x = tileRange.minX; x <= tileRange.maxX; ++x) {
for (let y = tileRange.minY; y <= tileRange.maxY; ++y) {
if (rotation && !tileGrid.tileCoordIntersectsViewport([z, x, y], viewport)) {
continue;
}
const tileCoord = createOrUpdate(z, x, y, this.tempTileCoord_);
const cacheKey = getCacheKey(tileSource, tileCoord);
let tileRepresentation;
let tile;
if (tileRepresentationCache.containsKey(cacheKey)) {
tileRepresentation = tileRepresentationCache.get(cacheKey);
tile = tileRepresentation.tile;
}
if (!tileRepresentation || tileRepresentation.tile.key !== tileSource.getKey()) {
tile = tileSource.getTile(
z,
x,
y,
frameState.pixelRatio,
viewState.projection
);
if (!tile) {
continue;
}
}
if (lookupHasTile(tileRepresentationLookup, tile)) {
continue;
}
if (!tileRepresentation) {
tileRepresentation = this.createTileRepresentation({
tile,
grid: tileGrid,
helper: this.helper,
gutter
});
tileRepresentationCache.set(cacheKey, tileRepresentation);
} else {
tileRepresentation.setTile(tile);
}
addTileRepresentationToLookup(
tileRepresentationLookup,
tileRepresentation,
z
);
const tileQueueKey = tile.getKey();
wantedTiles[tileQueueKey] = true;
if (tile.getState() === TileState_default.IDLE) {
if (!frameState.tileQueue.isKeyQueued(tileQueueKey)) {
frameState.tileQueue.enqueue([
tile,
tileSourceKey,
tileGrid.getTileCoordCenter(tileCoord),
tileResolution
]);
}
}
}
}
}
}
/**
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {boolean} tilesWithAlpha True if at least one of the rendered tiles has alpha
* @protected
*/
beforeTilesRender(frameState, tilesWithAlpha) {
this.helper.prepareDraw(this.frameState, !tilesWithAlpha, true);
}
/**
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {boolean} If returns false, tile mask rendering will be skipped
* @protected
*/
beforeTilesMaskRender(frameState) {
return false;
}
/**
* @param {TileRepresentation} tileRepresentation Tile representation
* @param {import("../../transform.js").Transform} tileTransform Tile transform
* @param {import("../../Map.js").FrameState} frameState Frame state
* @param {import("../../extent.js").Extent} renderExtent Render extent
* @param {number} tileResolution Tile resolution
* @param {import("../../size.js").Size} tileSize Tile size
* @param {import("../../coordinate.js").Coordinate} tileOrigin Tile origin
* @param {import("../../extent.js").Extent} tileExtent tile Extent
* @param {number} depth Depth
* @param {number} gutter Gutter
* @param {number} alpha Alpha
* @protected
*/
renderTile(tileRepresentation, tileTransform, frameState, renderExtent, tileResolution, tileSize, tileOrigin, tileExtent, depth, gutter, alpha) {
}
/**
* @param {TileRepresentation} tileRepresentation Tile representation
* @param {number} tileZ Tile Z
* @param {import("../../extent.js").Extent} extent Render extent
* @param {number} depth Depth
* @protected
*/
renderTileMask(tileRepresentation, tileZ, extent, depth) {
}
drawTile_(frameState, tileRepresentation, tileZ, gutter, extent, alphaLookup, tileGrid) {
if (!tileRepresentation.ready) {
return;
}
const tile = tileRepresentation.tile;
const tileCoord = tile.tileCoord;
const tileCoordKey = getKey(tileCoord);
const alpha = tileCoordKey in alphaLookup ? alphaLookup[tileCoordKey] : 1;
const tileResolution = tileGrid.getResolution(tileZ);
const tileSize = toSize(tileGrid.getTileSize(tileZ), this.tempSize_);
const tileOrigin = tileGrid.getOrigin(tileZ);
const tileExtent = tileGrid.getTileCoordExtent(tileCoord);
const depth = alpha < 1 ? -1 : depthForZ(tileZ);
if (alpha < 1) {
frameState.animate = true;
}
const viewState = frameState.viewState;
const centerX = viewState.center[0];
const centerY = viewState.center[1];
const tileWidthWithGutter = tileSize[0] + 2 * gutter;
const tileHeightWithGutter = tileSize[1] + 2 * gutter;
const aspectRatio = tileWidthWithGutter / tileHeightWithGutter;
const centerI = (centerX - tileOrigin[0]) / (tileSize[0] * tileResolution);
const centerJ = (tileOrigin[1] - centerY) / (tileSize[1] * tileResolution);
const tileScale = viewState.resolution / tileResolution;
const tileCenterI = tileCoord[1];
const tileCenterJ = tileCoord[2];
reset(this.tileTransform_);
scale(
this.tileTransform_,
2 / (frameState.size[0] * tileScale / tileWidthWithGutter),
-2 / (frameState.size[1] * tileScale / tileWidthWithGutter)
);
rotate(this.tileTransform_, viewState.rotation);
scale(this.tileTransform_, 1, 1 / aspectRatio);
translate(
this.tileTransform_,
(tileSize[0] * (tileCenterI - centerI) - gutter) / tileWidthWithGutter,
(tileSize[1] * (tileCenterJ - centerJ) - gutter) / tileHeightWithGutter
);
this.renderTile(
/** @type {TileRepresentation} */
tileRepresentation,
this.tileTransform_,
frameState,
extent,
tileResolution,
tileSize,
tileOrigin,
tileExtent,
depth,
gutter,
alpha
);
}
/**
* Render the layer.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {HTMLElement} The rendered element.
* @override
*/
renderFrame(frameState) {
this.frameState = frameState;
this.renderComplete = true;
const gl = this.helper.getGL();
this.preRender(gl, frameState);
const viewState = frameState.viewState;
const tileLayer = this.getLayer();
const tileSource = tileLayer.getRenderSource();
const tileGrid = tileSource.getTileGridForProjection(viewState.projection);
const gutter = tileSource.getGutterForProjection(viewState.projection);
const extent = getRenderExtent(frameState, frameState.extent);
const z = tileGrid.getZForResolution(
viewState.resolution,
tileSource.zDirection
);
const tileRepresentationLookup = newTileRepresentationLookup();
const preload = tileLayer.getPreload();
if (frameState.nextExtent) {
const targetZ = tileGrid.getZForResolution(
viewState.nextResolution,
tileSource.zDirection
);
const nextExtent = getRenderExtent(frameState, frameState.nextExtent);
this.enqueueTiles(
frameState,
nextExtent,
targetZ,
tileRepresentationLookup,
preload
);
}
this.enqueueTiles(frameState, extent, z, tileRepresentationLookup, 0);
if (preload > 0) {
setTimeout(() => {
this.enqueueTiles(
frameState,
extent,
z - 1,
tileRepresentationLookup,
preload - 1
);
}, 0);
}
const alphaLookup = {};
let blend = false;
const representationsByZ = tileRepresentationLookup.representationsByZ;
if (z in representationsByZ) {
const uid = getUid(this);
const time = frameState.time;
for (const tileRepresentation of representationsByZ[z]) {
const tile = tileRepresentation.tile;
if (tile.getState() === TileState_default.EMPTY) {
continue;
}
const tileCoord = tile.tileCoord;
if (tileRepresentation.ready) {
const alpha = tile.getAlpha(uid, time);
if (alpha === 1) {
tile.endTransition(uid);
continue;
}
blend = true;
const tileCoordKey = getKey(tileCoord);
alphaLookup[tileCoordKey] = alpha;
}
this.renderComplete = false;
const coveredByChildren = this.findAltTiles_(
tileGrid,
tileCoord,
z + 1,
tileRepresentationLookup
);
if (coveredByChildren) {
continue;
}
const minZoom = tileGrid.getMinZoom();
for (let parentZ = z - 1; parentZ >= minZoom; --parentZ) {
const coveredByParent = this.findAltTiles_(
tileGrid,
tileCoord,
parentZ,
tileRepresentationLookup
);
if (coveredByParent) {
break;
}
}
}
}
const zs = Object.keys(representationsByZ).map(Number).sort(descending);
const renderTileMask = this.beforeTilesMaskRender(frameState);
if (renderTileMask) {
for (let j = 0, jj = zs.length; j < jj; ++j) {
const tileZ = zs[j];
for (const tileRepresentation of representationsByZ[tileZ]) {
const tileCoord = tileRepresentation.tile.tileCoord;
const tileCoordKey = getKey(tileCoord);
if (tileCoordKey in alphaLookup) {
continue;
}
const tileExtent = tileGrid.getTileCoordExtent(tileCoord);
this.renderTileMask(
/** @type {TileRepresentation} */
tileRepresentation,
tileZ,
tileExtent,
depthForZ(tileZ)
);
}
}
}
this.beforeTilesRender(frameState, blend);
for (let j = 0, jj = zs.length; j < jj; ++j) {
const tileZ = zs[j];
for (const tileRepresentation of representationsByZ[tileZ]) {
const tileCoord = tileRepresentation.tile.tileCoord;
const tileCoordKey = getKey(tileCoord);
if (tileCoordKey in alphaLookup) {
continue;
}
this.drawTile_(
frameState,
tileRepresentation,
tileZ,
gutter,
extent,
alphaLookup,
tileGrid
);
}
}
if (z in representationsByZ) {
for (const tileRepresentation of representationsByZ[z]) {
const tileCoord = tileRepresentation.tile.tileCoord;
const tileCoordKey = getKey(tileCoord);
if (tileCoordKey in alphaLookup) {
this.drawTile_(
frameState,
tileRepresentation,
z,
gutter,
extent,
alphaLookup,
tileGrid
);
}
}
}
this.beforeFinalize(frameState);
this.helper.finalizeDraw(
frameState,
this.dispatchPreComposeEvent,
this.dispatchPostComposeEvent
);
const canvas = this.helper.getCanvas();
const tileRepresentationCache = this.tileRepresentationCache;
while (tileRepresentationCache.canExpireCache()) {
const tileRepresentation = tileRepresentationCache.pop();
tileRepresentation.dispose();
}
this.postRender(gl, frameState);
return canvas;
}
/**
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @protected
*/
beforeFinalize(frameState) {
return;
}
/**
* Look for tiles covering the provided tile coordinate at an alternate
* zoom level. Loaded tiles will be added to the provided tile representation lookup.
* @param {import("../../tilegrid/TileGrid.js").default} tileGrid The tile grid.
* @param {import("../../tilecoord.js").TileCoord} tileCoord The target tile coordinate.
* @param {number} altZ The alternate zoom level.
* @param {TileRepresentationLookup} tileRepresentationLookup Lookup of
* tile representations by zoom level.
* @return {boolean} The tile coordinate is covered by loaded tiles at the alternate zoom level.
* @private
*/
findAltTiles_(tileGrid, tileCoord, altZ, tileRepresentationLookup) {
const tileRange = tileGrid.getTileRangeForTileCoordAndZ(
tileCoord,
altZ,
this.tempTileRange_
);
if (!tileRange) {
return false;
}
let covered = true;
const tileRepresentationCache = this.tileRepresentationCache;
const source = this.getLayer().getRenderSource();
for (let x = tileRange.minX; x <= tileRange.maxX; ++x) {
for (let y = tileRange.minY; y <= tileRange.maxY; ++y) {
const cacheKey = getCacheKey(source, [altZ, x, y]);
let loaded = false;
if (tileRepresentationCache.containsKey(cacheKey)) {
const tileRepresentation = tileRepresentationCache.get(cacheKey);
if (tileRepresentation.ready && !lookupHasTile(tileRepresentationLookup, tileRepresentation.tile)) {
addTileRepresentationToLookup(
tileRepresentationLookup,
tileRepresentation,
altZ
);
loaded = true;
}
}
if (!loaded) {
covered = false;
}
}
}
return covered;
}
/**
* @override
*/
clearCache() {
super.clearCache();
const tileRepresentationCache = this.tileRepresentationCache;
tileRepresentationCache.forEach(
(tileRepresentation) => tileRepresentation.dispose()
);
tileRepresentationCache.clear();
}
/**
* @override
*/
afterHelperCreated() {
super.afterHelperCreated();
this.tileRepresentationCache.forEach(
(tileRepresentation) => tileRepresentation.setHelper(this.helper)
);
}
/**
* Clean up.
* @override
*/
disposeInternal() {
super.disposeInternal();
delete this.frameState;
}
};
var TileLayerBase_default = WebGLBaseTileLayerRenderer;
// node_modules/ol/renderer/webgl/TileLayer.js
var Uniforms2 = {
...Uniforms,
TILE_TEXTURE_ARRAY: "u_tileTextures",
TEXTURE_PIXEL_WIDTH: "u_texturePixelWidth",
TEXTURE_PIXEL_HEIGHT: "u_texturePixelHeight",
TEXTURE_RESOLUTION: "u_textureResolution",
// map units per texture pixel
TEXTURE_ORIGIN_X: "u_textureOriginX",
// map x coordinate of left edge of texture
TEXTURE_ORIGIN_Y: "u_textureOriginY"
// map y coordinate of top edge of texture
};
var Attributes = {
TEXTURE_COORD: "a_textureCoord"
};
var attributeDescriptions = [
{
name: Attributes.TEXTURE_COORD,
size: 2,
type: AttributeType.FLOAT
}
];
var WebGLTileLayerRenderer = class extends TileLayerBase_default {
/**
* @param {LayerType} tileLayer Tile layer.
* @param {Options} options Options.
*/
constructor(tileLayer, options) {
super(tileLayer, options);
this.program_;
this.vertexShader_ = options.vertexShader;
this.fragmentShader_ = options.fragmentShader;
this.indices_ = new Buffer_default(ELEMENT_ARRAY_BUFFER, STATIC_DRAW);
this.indices_.fromArray([0, 1, 3, 1, 2, 3]);
this.paletteTextures_ = options.paletteTextures || [];
}
/**
* @param {Options} options Options.
* @override
*/
reset(options) {
super.reset(options);
if (this.helper) {
const gl = this.helper.getGL();
for (const paletteTexture of this.paletteTextures_) {
paletteTexture.delete(gl);
}
}
this.vertexShader_ = options.vertexShader;
this.fragmentShader_ = options.fragmentShader;
this.paletteTextures_ = options.paletteTextures || [];
if (this.helper) {
this.program_ = this.helper.getProgram(
this.fragmentShader_,
this.vertexShader_
);
const gl = this.helper.getGL();
for (const paletteTexture of this.paletteTextures_) {
paletteTexture.getTexture(gl);
}
}
}
/**
* @override
*/
afterHelperCreated() {
super.afterHelperCreated();
const gl = this.helper.getGL();
for (const paletteTexture of this.paletteTextures_) {
paletteTexture.getTexture(gl);
}
this.program_ = this.helper.getProgram(
this.fragmentShader_,
this.vertexShader_
);
this.helper.flushBufferData(this.indices_);
}
/**
* @override
*/
removeHelper() {
if (this.helper) {
const gl = this.helper.getGL();
for (const paletteTexture of this.paletteTextures_) {
paletteTexture.delete(gl);
}
}
super.removeHelper();
}
/**
* @override
*/
createTileRepresentation(options) {
return new TileTexture_default(options);
}
/**
* @override
*/
beforeTilesRender(frameState, tilesWithAlpha) {
super.beforeTilesRender(frameState, tilesWithAlpha);
this.helper.useProgram(this.program_, frameState);
}
/**
* @override
*/
renderTile(tileTexture, tileTransform, frameState, renderExtent, tileResolution, tileSize, tileOrigin, tileExtent, depth, gutter, alpha) {
const gl = this.helper.getGL();
this.helper.bindBuffer(tileTexture.coords);
this.helper.bindBuffer(this.indices_);
this.helper.enableAttributes(attributeDescriptions);
let textureSlot = 0;
while (textureSlot < tileTexture.textures.length) {
const uniformName = `${Uniforms2.TILE_TEXTURE_ARRAY}[${textureSlot}]`;
this.helper.bindTexture(
tileTexture.textures[textureSlot],
textureSlot,
uniformName
);
++textureSlot;
}
for (let paletteIndex = 0; paletteIndex < this.paletteTextures_.length; ++paletteIndex) {
const paletteTexture = this.paletteTextures_[paletteIndex];
const texture = paletteTexture.getTexture(gl);
this.helper.bindTexture(texture, textureSlot, paletteTexture.name);
++textureSlot;
}
const viewState = frameState.viewState;
const tileWidthWithGutter = tileSize[0] + 2 * gutter;
const tileHeightWithGutter = tileSize[1] + 2 * gutter;
const tile = tileTexture.tile;
const tileCoord = tile.tileCoord;
const tileCenterI = tileCoord[1];
const tileCenterJ = tileCoord[2];
this.helper.setUniformMatrixValue(
Uniforms2.TILE_TRANSFORM,
fromTransform(this.tempMat4, tileTransform)
);
this.helper.setUniformFloatValue(Uniforms2.TRANSITION_ALPHA, alpha);
this.helper.setUniformFloatValue(Uniforms2.DEPTH, depth);
let gutterExtent = renderExtent;
if (gutter > 0) {
gutterExtent = tileExtent;
getIntersection(gutterExtent, renderExtent, gutterExtent);
}
this.helper.setUniformFloatVec4(Uniforms2.RENDER_EXTENT, gutterExtent);
this.helper.setUniformFloatValue(Uniforms2.RESOLUTION, viewState.resolution);
this.helper.setUniformFloatValue(Uniforms2.ZOOM, viewState.zoom);
this.helper.setUniformFloatValue(
Uniforms2.TEXTURE_PIXEL_WIDTH,
tileWidthWithGutter
);
this.helper.setUniformFloatValue(
Uniforms2.TEXTURE_PIXEL_HEIGHT,
tileHeightWithGutter
);
this.helper.setUniformFloatValue(
Uniforms2.TEXTURE_RESOLUTION,
tileResolution
);
this.helper.setUniformFloatValue(
Uniforms2.TEXTURE_ORIGIN_X,
tileOrigin[0] + tileCenterI * tileSize[0] * tileResolution - gutter * tileResolution
);
this.helper.setUniformFloatValue(
Uniforms2.TEXTURE_ORIGIN_Y,
tileOrigin[1] - tileCenterJ * tileSize[1] * tileResolution + gutter * tileResolution
);
this.helper.drawElements(0, this.indices_.getSize());
}
/**
* @param {import("../../pixel.js").Pixel} pixel Pixel.
* @return {Uint8ClampedArray|Uint8Array|Float32Array|DataView} Data at the pixel location.
* @override
*/
getData(pixel) {
const gl = this.helper.getGL();
if (!gl) {
return null;
}
const frameState = this.frameState;
if (!frameState) {
return null;
}
const layer = this.getLayer();
const coordinate = apply(
frameState.pixelToCoordinateTransform,
pixel.slice()
);
const viewState = frameState.viewState;
const layerExtent = layer.getExtent();
if (layerExtent) {
if (!containsCoordinate(
fromUserExtent(layerExtent, viewState.projection),
coordinate
)) {
return null;
}
}
const sources = layer.getSources(
boundingExtent([coordinate]),
viewState.resolution
);
let i, source, tileGrid;
for (i = sources.length - 1; i >= 0; --i) {
source = sources[i];
if (source.getState() === "ready") {
tileGrid = source.getTileGridForProjection(viewState.projection);
if (source.getWrapX()) {
break;
}
const gridExtent = tileGrid.getExtent();
if (!gridExtent || containsCoordinate(gridExtent, coordinate)) {
break;
}
}
}
if (i < 0) {
return null;
}
const tileTextureCache = this.tileRepresentationCache;
for (let z = tileGrid.getZForResolution(viewState.resolution); z >= tileGrid.getMinZoom(); --z) {
const tileCoord = tileGrid.getTileCoordForCoordAndZ(coordinate, z);
const cacheKey = getCacheKey(source, tileCoord);
if (!tileTextureCache.containsKey(cacheKey)) {
continue;
}
const tileTexture = tileTextureCache.get(cacheKey);
const tile = tileTexture.tile;
if (tile.getState() === TileState_default.EMPTY) {
return null;
}
if (!tileTexture.loaded) {
continue;
}
const tileOrigin = tileGrid.getOrigin(z);
const tileSize = toSize(tileGrid.getTileSize(z));
const tileResolution = tileGrid.getResolution(z);
const col = (coordinate[0] - tileOrigin[0]) / tileResolution - tileCoord[1] * tileSize[0];
const row = (tileOrigin[1] - coordinate[1]) / tileResolution - tileCoord[2] * tileSize[1];
return tileTexture.getPixelData(col, row);
}
return null;
}
/**
* Clean up.
* @override
*/
disposeInternal() {
const helper = this.helper;
if (helper) {
const gl = helper.getGL();
for (const paletteTexture of this.paletteTextures_) {
paletteTexture.delete(gl);
}
this.paletteTextures_.length = 0;
gl.deleteProgram(this.program_);
delete this.program_;
helper.deleteBuffer(this.indices_);
}
super.disposeInternal();
delete this.indices_;
}
};
var TileLayer_default = WebGLTileLayerRenderer;
// node_modules/ol/webgl/PaletteTexture.js
var PaletteTexture = class {
/**
* @param {string} name The name of the texture.
* @param {Uint8Array} data The texture data.
*/
constructor(name, data) {
this.name = name;
this.data = data;
this.texture_ = null;
}
/**
* @param {WebGLRenderingContext} gl Rendering context.
* @return {WebGLTexture} The texture.
*/
getTexture(gl) {
if (!this.texture_) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
this.data.length / 4,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
this.data
);
this.texture_ = texture;
}
return this.texture_;
}
/**
* @param {WebGLRenderingContext} gl Rendering context.
*/
delete(gl) {
if (this.texture_) {
gl.deleteTexture(this.texture_);
}
this.texture_ = null;
}
};
var PaletteTexture_default = PaletteTexture;
// node_modules/ol/expr/gpu.js
function computeOperatorFunctionName(operator, context) {
return `operator_${operator}_${Object.keys(context.functions).length}`;
}
function numberToGlsl(v) {
const s = v.toString();
return s.includes(".") ? s : s + ".0";
}
function arrayToGlsl(array) {
if (array.length < 2 || array.length > 4) {
throw new Error(
"`formatArray` can only output `vec2`, `vec3` or `vec4` arrays."
);
}
return `vec${array.length}(${array.map(numberToGlsl).join(", ")})`;
}
function colorToGlsl(color) {
const array = asArray(color);
const alpha = array.length > 3 ? array[3] : 1;
return arrayToGlsl([array[0] / 255, array[1] / 255, array[2] / 255, alpha]);
}
function sizeToGlsl(size) {
const array = toSize(size);
return arrayToGlsl(array);
}
var stringToFloatMap = {};
var stringToFloatCounter = 0;
function getStringNumberEquivalent(string) {
if (!(string in stringToFloatMap)) {
stringToFloatMap[string] = stringToFloatCounter++;
}
return stringToFloatMap[string];
}
function stringToGlsl(string) {
return numberToGlsl(getStringNumberEquivalent(string));
}
function uniformNameForVariable(variableName) {
return "u_var_" + variableName;
}
function newCompilationContext() {
return {
variables: {},
properties: {},
functions: {},
bandCount: 0,
featureId: false,
geometryType: false
};
}
var GET_BAND_VALUE_FUNC = "getBandValue";
var PALETTE_TEXTURE_ARRAY = "u_paletteTextures";
var FEATURE_ID_PROPERTY_NAME = "featureId";
var GEOMETRY_TYPE_PROPERTY_NAME = "geometryType";
var UNDEFINED_PROP_VALUE = -9999999;
function buildExpression(encoded, type, parsingContext, compilationContext) {
const expression = parse(encoded, type, parsingContext);
return compile(expression, type, compilationContext);
}
function createCompiler(output) {
return (context, expression, type) => {
const length = expression.args.length;
const args = new Array(length);
for (let i = 0; i < length; ++i) {
args[i] = compile(expression.args[i], type, context);
}
return output(args, context);
};
}
var compilers = {
[Ops.Get]: (context, expression) => {
const firstArg = (
/** @type {LiteralExpression} */
expression.args[0]
);
const propName = (
/** @type {string} */
firstArg.value
);
const isExisting = propName in context.properties;
if (!isExisting) {
context.properties[propName] = {
name: propName,
type: expression.type
};
}
return "a_prop_" + propName;
},
[Ops.Id]: (context) => {
context.featureId = true;
return "a_" + FEATURE_ID_PROPERTY_NAME;
},
[Ops.GeometryType]: (context) => {
context.geometryType = true;
return "a_" + GEOMETRY_TYPE_PROPERTY_NAME;
},
[Ops.LineMetric]: () => "currentLineMetric",
// this variable is assumed to always be present in shaders, default is 0.
[Ops.Var]: (context, expression) => {
const firstArg = (
/** @type {LiteralExpression} */
expression.args[0]
);
const varName = (
/** @type {string} */
firstArg.value
);
const isExisting = varName in context.variables;
if (!isExisting) {
context.variables[varName] = {
name: varName,
type: expression.type
};
}
return uniformNameForVariable(varName);
},
[Ops.Has]: (context, expression) => {
const firstArg = (
/** @type {LiteralExpression} */
expression.args[0]
);
const propName = (
/** @type {string} */
firstArg.value
);
const isExisting = propName in context.properties;
if (!isExisting) {
context.properties[propName] = {
name: propName,
type: expression.type
};
}
return `(a_prop_${propName} != ${numberToGlsl(UNDEFINED_PROP_VALUE)})`;
},
[Ops.Resolution]: () => "u_resolution",
[Ops.Zoom]: () => "u_zoom",
[Ops.Time]: () => "u_time",
[Ops.Any]: createCompiler((compiledArgs) => `(${compiledArgs.join(` || `)})`),
[Ops.All]: createCompiler((compiledArgs) => `(${compiledArgs.join(` && `)})`),
[Ops.Not]: createCompiler(([value]) => `(!${value})`),
[Ops.Equal]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} == ${secondValue})`
),
[Ops.NotEqual]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} != ${secondValue})`
),
[Ops.GreaterThan]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} > ${secondValue})`
),
[Ops.GreaterThanOrEqualTo]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} >= ${secondValue})`
),
[Ops.LessThan]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} < ${secondValue})`
),
[Ops.LessThanOrEqualTo]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} <= ${secondValue})`
),
[Ops.Multiply]: createCompiler(
(compiledArgs) => `(${compiledArgs.join(" * ")})`
),
[Ops.Divide]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} / ${secondValue})`
),
[Ops.Add]: createCompiler((compiledArgs) => `(${compiledArgs.join(" + ")})`),
[Ops.Subtract]: createCompiler(
([firstValue, secondValue]) => `(${firstValue} - ${secondValue})`
),
[Ops.Clamp]: createCompiler(
([value, min, max]) => `clamp(${value}, ${min}, ${max})`
),
[Ops.Mod]: createCompiler(([value, modulo]) => `mod(${value}, ${modulo})`),
[Ops.Pow]: createCompiler(([value, power]) => `pow(${value}, ${power})`),
[Ops.Abs]: createCompiler(([value]) => `abs(${value})`),
[Ops.Floor]: createCompiler(([value]) => `floor(${value})`),
[Ops.Ceil]: createCompiler(([value]) => `ceil(${value})`),
[Ops.Round]: createCompiler(([value]) => `floor(${value} + 0.5)`),
[Ops.Sin]: createCompiler(([value]) => `sin(${value})`),
[Ops.Cos]: createCompiler(([value]) => `cos(${value})`),
[Ops.Atan]: createCompiler(([firstValue, secondValue]) => {
return secondValue !== void 0 ? `atan(${firstValue}, ${secondValue})` : `atan(${firstValue})`;
}),
[Ops.Sqrt]: createCompiler(([value]) => `sqrt(${value})`),
[Ops.Match]: createCompiler((compiledArgs) => {
const input = compiledArgs[0];
const fallback = compiledArgs[compiledArgs.length - 1];
let result = null;
for (let i = compiledArgs.length - 3; i >= 1; i -= 2) {
const match = compiledArgs[i];
const output = compiledArgs[i + 1];
result = `(${input} == ${match} ? ${output} : ${result || fallback})`;
}
return result;
}),
[Ops.Between]: createCompiler(
([value, min, max]) => `(${value} >= ${min} && ${value} <= ${max})`
),
[Ops.Interpolate]: createCompiler(([exponent, input, ...compiledArgs]) => {
let result = "";
for (let i = 0; i < compiledArgs.length - 2; i += 2) {
const stop1 = compiledArgs[i];
const output1 = result || compiledArgs[i + 1];
const stop2 = compiledArgs[i + 2];
const output2 = compiledArgs[i + 3];
let ratio;
if (exponent === numberToGlsl(1)) {
ratio = `(${input} - ${stop1}) / (${stop2} - ${stop1})`;
} else {
ratio = `(pow(${exponent}, (${input} - ${stop1})) - 1.0) / (pow(${exponent}, (${stop2} - ${stop1})) - 1.0)`;
}
result = `mix(${output1}, ${output2}, clamp(${ratio}, 0.0, 1.0))`;
}
return result;
}),
[Ops.Case]: createCompiler((compiledArgs) => {
const fallback = compiledArgs[compiledArgs.length - 1];
let result = null;
for (let i = compiledArgs.length - 3; i >= 0; i -= 2) {
const condition = compiledArgs[i];
const output = compiledArgs[i + 1];
result = `(${condition} ? ${output} : ${result || fallback})`;
}
return result;
}),
[Ops.In]: createCompiler(([needle, ...haystack], context) => {
const funcName = computeOperatorFunctionName("in", context);
const tests = [];
for (let i = 0; i < haystack.length; i += 1) {
tests.push(` if (inputValue == ${haystack[i]}) { return true; }`);
}
context.functions[funcName] = `bool ${funcName}(float inputValue) {
${tests.join("\n")}
return false;
}`;
return `${funcName}(${needle})`;
}),
[Ops.Array]: createCompiler(
(args) => `vec${args.length}(${args.join(", ")})`
),
[Ops.Color]: createCompiler((compiledArgs) => {
if (compiledArgs.length === 1) {
return `vec4(vec3(${compiledArgs[0]} / 255.0), 1.0)`;
}
if (compiledArgs.length === 2) {
return `vec4(vec3(${compiledArgs[0]} / 255.0), ${compiledArgs[1]})`;
}
const rgb = compiledArgs.slice(0, 3).map((color) => `${color} / 255.0`);
if (compiledArgs.length === 3) {
return `vec4(${rgb.join(", ")}, 1.0)`;
}
const alpha = compiledArgs[3];
return `vec4(${rgb.join(", ")}, ${alpha})`;
}),
[Ops.Band]: createCompiler(([band, xOffset, yOffset], context) => {
if (!(GET_BAND_VALUE_FUNC in context.functions)) {
let ifBlocks = "";
const bandCount = context.bandCount || 1;
for (let i = 0; i < bandCount; i++) {
const colorIndex = Math.floor(i / 4);
let bandIndex = i % 4;
if (i === bandCount - 1 && bandIndex === 1) {
bandIndex = 3;
}
const textureName = `${Uniforms2.TILE_TEXTURE_ARRAY}[${colorIndex}]`;
ifBlocks += ` if (band == ${i + 1}.0) {
return texture2D(${textureName}, v_textureCoord + vec2(dx, dy))[${bandIndex}];
}
`;
}
context.functions[GET_BAND_VALUE_FUNC] = `float getBandValue(float band, float xOffset, float yOffset) {
float dx = xOffset / ${Uniforms2.TEXTURE_PIXEL_WIDTH};
float dy = yOffset / ${Uniforms2.TEXTURE_PIXEL_HEIGHT};
${ifBlocks}
}`;
}
return `${GET_BAND_VALUE_FUNC}(${band}, ${xOffset ?? "0.0"}, ${yOffset ?? "0.0"})`;
}),
[Ops.Palette]: (context, expression) => {
const [index, ...colors] = expression.args;
const numColors = colors.length;
const palette = new Uint8Array(numColors * 4);
for (let i = 0; i < colors.length; i++) {
const parsedValue = (
/** @type {string | Array<number>} */
/** @type {LiteralExpression} */
colors[i].value
);
const color = asArray(parsedValue);
const offset = i * 4;
palette[offset] = color[0];
palette[offset + 1] = color[1];
palette[offset + 2] = color[2];
palette[offset + 3] = color[3] * 255;
}
if (!context.paletteTextures) {
context.paletteTextures = [];
}
const paletteName = `${PALETTE_TEXTURE_ARRAY}[${context.paletteTextures.length}]`;
const paletteTexture = new PaletteTexture_default(paletteName, palette);
context.paletteTextures.push(paletteTexture);
const compiledIndex = compile(index, NumberType, context);
return `texture2D(${paletteName}, vec2((${compiledIndex} + 0.5) / ${numColors}.0, 0.5))`;
}
// TODO: unimplemented
// Ops.Number
// Ops.String
// Ops.Coalesce
// Ops.Concat
// Ops.ToString
};
function compile(expression, returnType, context) {
if (expression instanceof CallExpression) {
const compiler = compilers[expression.operator];
if (compiler === void 0) {
throw new Error(
`No compiler defined for this operator: ${JSON.stringify(
expression.operator
)}`
);
}
return compiler(context, expression, returnType);
}
if ((expression.type & NumberType) > 0) {
return numberToGlsl(
/** @type {number} */
expression.value
);
}
if ((expression.type & BooleanType) > 0) {
return expression.value.toString();
}
if ((expression.type & StringType) > 0) {
return stringToGlsl(expression.value.toString());
}
if ((expression.type & ColorType) > 0) {
return colorToGlsl(
/** @type {Array<number> | string} */
expression.value
);
}
if ((expression.type & NumberArrayType) > 0) {
return arrayToGlsl(
/** @type {Array<number>} */
expression.value
);
}
if ((expression.type & SizeType) > 0) {
return sizeToGlsl(
/** @type {number|import('../size.js').Size} */
expression.value
);
}
throw new Error(
`Unexpected expression ${expression.value} (expected type ${typeName(
returnType
)})`
);
}
// node_modules/ol/render/webgl/compileUtil.js
function expressionToGlsl(compilationContext, value, expectedType) {
const parsingContext = newParsingContext();
return buildExpression(
value,
expectedType,
parsingContext,
compilationContext
);
}
function packColor(color) {
const array = asArray(color);
const r = array[0] * 256;
const g = array[1];
const b = array[2] * 256;
const a = Math.round(array[3] * 255);
return [r + g, b + a];
}
var UNPACK_COLOR_FN = `vec4 unpackColor(vec2 packedColor) {
return vec4(
fract(floor(packedColor[0] / 256.0) / 256.0),
fract(packedColor[0] / 256.0),
fract(floor(packedColor[1] / 256.0) / 256.0),
fract(packedColor[1] / 256.0)
);
}`;
function getGlslSizeFromType(type) {
if (type === ColorType || type === SizeType) {
return 2;
}
if (type === NumberArrayType) {
return 4;
}
return 1;
}
function getGlslTypeFromType(type) {
const size = getGlslSizeFromType(type);
if (size > 1) {
return (
/** @type {'vec2'|'vec3'|'vec4'} */
`vec${size}`
);
}
return "float";
}
function applyContextToBuilder(builder, context) {
for (const varName in context.variables) {
const variable = context.variables[varName];
const uniformName = uniformNameForVariable(variable.name);
let glslType = getGlslTypeFromType(variable.type);
if (variable.type === ColorType) {
glslType = "vec4";
}
builder.addUniform(uniformName, glslType);
}
for (const propName in context.properties) {
const property = context.properties[propName];
const glslType = getGlslTypeFromType(property.type);
const attributeName = `a_prop_${property.name}`;
if (property.type === ColorType) {
builder.addAttribute(
attributeName,
glslType,
`unpackColor(${attributeName})`,
"vec4"
);
builder.addVertexShaderFunction(UNPACK_COLOR_FN);
} else {
builder.addAttribute(attributeName, glslType);
}
}
for (const functionName in context.functions) {
builder.addVertexShaderFunction(context.functions[functionName]);
builder.addFragmentShaderFunction(context.functions[functionName]);
}
}
function generateUniformsFromContext(context, variables) {
const uniforms = {};
for (const varName in context.variables) {
const variable = context.variables[varName];
const uniformName = uniformNameForVariable(variable.name);
uniforms[uniformName] = () => {
const value = variables[variable.name];
if (typeof value === "number") {
return value;
}
if (typeof value === "boolean") {
return value ? 1 : 0;
}
if (variable.type === ColorType) {
const color = [...asArray(value || "#eee")];
color[0] /= 255;
color[1] /= 255;
color[2] /= 255;
color[3] ?? (color[3] = 1);
return color;
}
if (typeof value === "string") {
return getStringNumberEquivalent(value);
}
return value;
};
}
return uniforms;
}
function generateAttributesFromContext(context) {
const attributes = {};
for (const propName in context.properties) {
const property = context.properties[propName];
const callback = (feature) => {
const value = feature.get(property.name);
if (property.type === ColorType) {
return packColor([...asArray(value || "#eee")]);
}
if (typeof value === "string") {
return getStringNumberEquivalent(value);
}
if (typeof value === "boolean") {
return value ? 1 : 0;
}
return value;
};
attributes[`prop_${property.name}`] = {
size: getGlslSizeFromType(property.type),
callback
};
}
return attributes;
}
export {
ARRAY_BUFFER,
ELEMENT_ARRAY_BUFFER,
DYNAMIC_DRAW,
Buffer_default,
DefaultUniform,
AttributeType,
Layer_default2 as Layer_default,
Uniforms2 as Uniforms,
Attributes,
TileLayer_default,
numberToGlsl,
colorToGlsl,
getStringNumberEquivalent,
stringToGlsl,
uniformNameForVariable,
newCompilationContext,
PALETTE_TEXTURE_ARRAY,
FEATURE_ID_PROPERTY_NAME,
GEOMETRY_TYPE_PROPERTY_NAME,
UNDEFINED_PROP_VALUE,
expressionToGlsl,
getGlslSizeFromType,
getGlslTypeFromType,
applyContextToBuilder,
generateUniformsFromContext,
generateAttributesFromContext
};
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