pwaLUPMIS2/node_modules/.vite/deps/chunk-YUMATXXX.js
2026-03-04 12:59:40 +01:00

7733 lines
262 KiB
JavaScript

import {
create as create2,
fromTransform
} from "./chunk-E7S7Q7VV.js";
import {
VectorEventType_default
} from "./chunk-V7WRBSQ6.js";
import {
Feature_default
} from "./chunk-W7BDJOQY.js";
import {
DataTile_default,
LRUCache_default,
TileLayer_default,
TileProperty_default,
asArrayLike,
asImageLike
} from "./chunk-UNDFRJ2M.js";
import {
BuilderGroup_default,
DECLUTTER,
ExecutorGroup_default,
HIT_DETECT_RESOLUTION,
createHitDetectionImageData,
getSquaredTolerance,
hitDetect,
renderFeature
} from "./chunk-T3TT2KJN.js";
import {
Layer_default,
ZIndexContext_default
} from "./chunk-ZUI5NXIU.js";
import {
BaseVector_default,
BooleanType,
CallExpression,
ColorType,
NumberArrayType,
NumberType,
Ops,
SizeType,
StringType,
computeGeometryType,
isType,
newParsingContext,
parse,
typeName
} from "./chunk-ZCRXKB7J.js";
import {
EventType_default as EventType_default2,
Event_default
} from "./chunk-I6K7MRGV.js";
import {
asArray
} from "./chunk-PGWX4545.js";
import {
Property_default
} from "./chunk-AYBYZSAV.js";
import {
ViewHint_default
} from "./chunk-YLJGUH5Z.js";
import {
inflateEnds,
transform2D
} from "./chunk-AZGMK675.js";
import {
ImageTile_default,
TileRange_default,
Tile_default2 as Tile_default,
createOrUpdate2 as createOrUpdate,
getKey
} from "./chunk-7XMWB3J4.js";
import {
TileState_default
} from "./chunk-5D2XPBR2.js";
import {
toSize
} from "./chunk-SHUBVYN4.js";
import {
apply,
compose,
create,
makeInverse,
multiply,
reset,
rotate,
scale,
setFromArray,
translate
} from "./chunk-X52LGBOS.js";
import {
assert
} from "./chunk-QFCIXVZ3.js";
import {
equivalent,
fromUserExtent,
getTransform,
getTransformFromProjections,
getUserProjection,
toUserExtent,
toUserResolution,
transformExtent,
wrapX
} from "./chunk-A3RXLHYB.js";
import {
clamp
} from "./chunk-54BTDBAD.js";
import {
createCanvasContext2D
} from "./chunk-UPTVWZ45.js";
import {
SAFARI_BUG_237906
} from "./chunk-5XHD7RSF.js";
import {
abstract,
getUid
} from "./chunk-Q5ZULJHM.js";
import {
Disposable_default,
Target_default,
listen,
unlistenByKey
} from "./chunk-NGFXCWUF.js";
import {
EventType_default,
ascending,
descending,
equals
} from "./chunk-K25ZO44T.js";
import {
boundingExtent,
buffer,
containsCoordinate,
containsExtent,
createEmpty,
equals as equals2,
getIntersection,
getRotatedViewport,
getTopLeft,
getWidth,
intersects,
isEmpty
} from "./chunk-SRXHWJOY.js";
import {
clear
} from "./chunk-5RHQVMYD.js";
// node_modules/ol/renderer/canvas/VectorTileLayer.js
var IMAGE_REPLAYS = {
"image": ["Polygon", "Circle", "LineString", "Image", "Text"],
"hybrid": ["Polygon", "LineString"],
"vector": []
};
var VECTOR_REPLAYS = {
"hybrid": ["Image", "Text", "Default"],
"vector": ["Polygon", "Circle", "LineString", "Image", "Text", "Default"]
};
var CanvasVectorTileLayerRenderer = class extends TileLayer_default {
/**
* @param {import("../../layer/VectorTile.js").default} layer VectorTile layer.
* @param {import("./TileLayer.js").Options} options Options.
*/
constructor(layer, options) {
super(layer, options);
this.boundHandleStyleImageChange_ = this.handleStyleImageChange_.bind(this);
this.renderedLayerRevision_;
this.renderedPixelToCoordinateTransform_ = null;
this.renderedRotation_;
this.renderedOpacity_ = 1;
this.tmpTransform_ = create();
this.tileClipContexts_ = null;
}
/**
* Determine whether tiles for next extent should be enqueued for rendering.
* @return {boolean} Rendering tiles for next extent is supported.
* @override
*/
enqueueTilesForNextExtent() {
return this.getLayer().getRenderMode() !== "vector";
}
/**
* @param {import("../../VectorRenderTile.js").default} tile Tile.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {number} x Left of the tile.
* @param {number} y Top of the tile.
* @param {number} w Width of the tile.
* @param {number} h Height of the tile.
* @param {number} gutter Tile gutter.
* @param {boolean} transition Apply an alpha transition.
* @override
*/
drawTile(tile, frameState, x, y, w, h, gutter, transition) {
this.updateExecutorGroup_(
tile,
frameState.pixelRatio,
frameState.viewState.projection
);
if (this.tileImageNeedsRender_(tile)) {
this.renderTileImage_(tile, frameState);
}
super.drawTile(tile, frameState, x, y, w, h, gutter, transition);
}
/**
* @param {number} z Tile coordinate z.
* @param {number} x Tile coordinate x.
* @param {number} y Tile coordinate y.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {import("../../Tile.js").default|null} Tile (or null if outside source extent).
* @override
*/
getTile(z, x, y, frameState) {
const tile = (
/** @type {import("../../VectorRenderTile.js").default} */
this.getOrCreateTile(z, x, y, frameState)
);
if (!tile) {
return null;
}
const viewState = frameState.viewState;
const resolution = viewState.resolution;
const viewHints = frameState.viewHints;
const source = this.getLayer().getSource();
const tileGrid = source.getTileGridForProjection(viewState.projection);
const hifi = !(viewHints[ViewHint_default.ANIMATING] || viewHints[ViewHint_default.INTERACTING]);
const withinTileResolutionRange = tileGrid.getZForResolution(resolution, source.zDirection) === z;
if (hifi && withinTileResolutionRange) {
tile.wantedResolution = resolution;
} else if (!tile.wantedResolution) {
tile.wantedResolution = tileGrid.getResolution(z);
}
return tile;
}
/**
* Determine whether render should be called.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {boolean} Layer is ready to be rendered.
* @override
*/
prepareFrame(frameState) {
const layerRevision = this.getLayer().getRevision();
if (this.renderedLayerRevision_ !== layerRevision) {
this.renderedLayerRevision_ = layerRevision;
this.renderedTiles.length = 0;
}
return super.prepareFrame(frameState);
}
/**
* @param {import("../../VectorRenderTile.js").default} tile Tile.
* @param {number} pixelRatio Pixel ratio.
* @param {import("../../proj/Projection.js").default} projection Projection.
* @private
*/
updateExecutorGroup_(tile, pixelRatio, projection) {
const layer = (
/** @type {import("../../layer/VectorTile.js").default} */
this.getLayer()
);
const revision = layer.getRevision();
const renderOrder = layer.getRenderOrder() || null;
const resolution = tile.wantedResolution;
const builderState = tile.getReplayState(layer);
if (!builderState.dirty && builderState.renderedResolution === resolution && builderState.renderedRevision == revision && builderState.renderedRenderOrder == renderOrder) {
return;
}
const source = layer.getSource();
const declutter = !!layer.getDeclutter();
const sourceTileGrid = source.getTileGrid();
const tileGrid = source.getTileGridForProjection(projection);
const tileExtent = tileGrid.getTileCoordExtent(tile.wrappedTileCoord);
const sourceTiles = source.getSourceTiles(pixelRatio, projection, tile);
const layerUid = getUid(layer);
delete tile.hitDetectionImageData[layerUid];
tile.executorGroups[layerUid] = [];
builderState.dirty = false;
for (let t = 0, tt = sourceTiles.length; t < tt; ++t) {
const sourceTile = sourceTiles[t];
if (sourceTile.getState() != TileState_default.LOADED) {
continue;
}
const sourceProjection = source.getProjection();
const sourceTileCoord = sourceTile.tileCoord;
let sourceTileExtent = sourceTileGrid.getTileCoordExtent(sourceTileCoord);
if (projection && sourceProjection && !equivalent(projection, sourceProjection)) {
sourceTileExtent = transformExtent(
sourceTileExtent,
sourceProjection,
projection,
32
);
}
const sharedExtent = getIntersection(tileExtent, sourceTileExtent);
const builderExtent = buffer(
sharedExtent,
layer.getRenderBuffer() * resolution,
this.tempExtent
);
const bufferedExtent = equals2(sourceTileExtent, sharedExtent) ? null : builderExtent;
const builderGroup = new BuilderGroup_default(
0,
sharedExtent,
resolution,
pixelRatio
);
const squaredTolerance = getSquaredTolerance(
resolution,
pixelRatio
);
const render = function(feature, index) {
let styles;
const styleFunction = feature.getStyleFunction() || layer.getStyleFunction();
if (styleFunction) {
styles = styleFunction(feature, resolution);
}
if (styles) {
const dirty = this.renderFeature(
feature,
squaredTolerance,
styles,
builderGroup,
declutter,
index
);
builderState.dirty = builderState.dirty || dirty;
}
};
const features = sourceTile.getFeatures();
if (renderOrder && renderOrder !== builderState.renderedRenderOrder) {
features.sort(renderOrder);
}
for (let i = 0, ii = features.length; i < ii; ++i) {
let feature = features[i];
if (projection && sourceTile.projection && !equivalent(projection, sourceTile.projection)) {
feature = feature.clone();
feature.getGeometry().applyTransform(getTransform(sourceTile.projection, projection));
}
if (!bufferedExtent || intersects(bufferedExtent, feature.getGeometry().getExtent())) {
render.call(this, feature, i);
}
}
const executorGroupInstructions = builderGroup.finish();
const replayExtent = layer.getRenderMode() !== "vector" && declutter && sourceTiles.length === 1 ? null : sharedExtent;
const renderingReplayGroup = new ExecutorGroup_default(
replayExtent,
resolution,
pixelRatio,
source.getOverlaps(),
executorGroupInstructions,
layer.getRenderBuffer(),
true
);
tile.executorGroups[layerUid].push(renderingReplayGroup);
}
builderState.renderedRevision = revision;
builderState.renderedRenderOrder = renderOrder;
builderState.renderedResolution = resolution;
}
/**
* @param {import("../../coordinate.js").Coordinate} coordinate Coordinate.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {number} hitTolerance Hit tolerance in pixels.
* @param {import("../vector.js").FeatureCallback<T>} callback Feature callback.
* @param {Array<import("../Map.js").HitMatch<T>>} matches The hit detected matches with tolerance.
* @return {T|undefined} Callback result.
* @template T
* @override
*/
forEachFeatureAtCoordinate(coordinate, frameState, hitTolerance, callback, matches) {
var _a, _b;
const resolution = frameState.viewState.resolution;
const rotation = frameState.viewState.rotation;
hitTolerance = hitTolerance == void 0 ? 0 : hitTolerance;
const layer = this.getLayer();
const source = layer.getSource();
const tileGrid = source.getTileGridForProjection(
frameState.viewState.projection
);
const hitExtent = boundingExtent([coordinate]);
buffer(hitExtent, resolution * hitTolerance, hitExtent);
const features = {};
const featureCallback = function(feature, geometry, distanceSq) {
let key = feature.getId();
if (key === void 0) {
key = getUid(feature);
}
const match = features[key];
if (!match) {
if (distanceSq === 0) {
features[key] = true;
return callback(feature, layer, geometry);
}
matches.push(
features[key] = {
feature,
layer,
geometry,
distanceSq,
callback
}
);
} else if (match !== true && distanceSq < match.distanceSq) {
if (distanceSq === 0) {
features[key] = true;
matches.splice(matches.lastIndexOf(match), 1);
return callback(feature, layer, geometry);
}
match.geometry = geometry;
match.distanceSq = distanceSq;
}
return void 0;
};
const renderedTiles = (
/** @type {Array<import("../../VectorRenderTile.js").default>} */
this.renderedTiles
);
const layerUid = getUid(layer);
const declutter = layer.getDeclutter();
const declutteredFeatures = declutter ? (_b = (_a = frameState.declutter) == null ? void 0 : _a[declutter]) == null ? void 0 : _b.all().map((item) => item.value) : null;
let found;
foundFeature: for (let i = 0, ii = renderedTiles.length; i < ii; ++i) {
const tile = renderedTiles[i];
const tileExtent = tileGrid.getTileCoordExtent(tile.wrappedTileCoord);
if (!intersects(tileExtent, hitExtent)) {
continue;
}
const executorGroups = tile.executorGroups[layerUid];
for (let t = 0, tt = executorGroups.length; t < tt; ++t) {
found = executorGroups[t].forEachFeatureAtCoordinate(
coordinate,
resolution,
rotation,
hitTolerance,
featureCallback,
declutteredFeatures
);
if (found) {
break foundFeature;
}
}
}
return found;
}
/**
* Asynchronous layer level hit detection.
* @param {import("../../pixel.js").Pixel} pixel Pixel.
* @return {Promise<Array<import("../../Feature.js").FeatureLike>>} Promise that resolves with an array of features.
* @override
*/
getFeatures(pixel) {
if (this.renderedTiles.length === 0) {
return Promise.resolve([]);
}
return new Promise((resolve, reject) => {
const layer = this.getLayer();
const source = layer.getSource();
const projection = this.renderedProjection;
const projectionExtent = projection.getExtent();
const resolution = this.renderedResolution;
const tileGrid = source.getTileGridForProjection(projection);
const coordinate = apply(
this.renderedPixelToCoordinateTransform_,
pixel.slice()
);
const tileCoordString = tileGrid.getTileCoordForCoordAndResolution(coordinate, resolution).toString();
const tile = (
/** @type {Array<import("../../VectorRenderTile.js").default>} */
this.renderedTiles.find(
(tile2) => tile2.tileCoord.toString() === tileCoordString && tile2.getState() === TileState_default.LOADED
)
);
if (!tile || tile.loadingSourceTiles > 0) {
resolve([]);
return;
}
if (source.getWrapX() && projection.canWrapX() && !containsExtent(
projectionExtent,
tileGrid.getTileCoordExtent(tile.tileCoord)
)) {
wrapX(coordinate, projection);
}
const layerUid = getUid(layer);
const extent = tileGrid.getTileCoordExtent(tile.wrappedTileCoord);
const corner = getTopLeft(extent);
const tilePixel = [
(coordinate[0] - corner[0]) / resolution,
(corner[1] - coordinate[1]) / resolution
];
const features = tile.getSourceTiles().reduce(
(accumulator, sourceTile) => accumulator.concat(sourceTile.getFeatures()),
/** @type {Array<import("../../Feature.js").FeatureLike>} */
[]
);
let hitDetectionImageData = tile.hitDetectionImageData[layerUid];
if (!hitDetectionImageData) {
const tileSize = toSize(
tileGrid.getTileSize(
tileGrid.getZForResolution(resolution, source.zDirection)
)
);
const rotation = this.renderedRotation_;
const transforms = [
this.getRenderTransform(
tileGrid.getTileCoordCenter(tile.wrappedTileCoord),
resolution,
0,
HIT_DETECT_RESOLUTION,
tileSize[0] * HIT_DETECT_RESOLUTION,
tileSize[1] * HIT_DETECT_RESOLUTION,
0
)
];
hitDetectionImageData = createHitDetectionImageData(
tileSize,
transforms,
features,
layer.getStyleFunction(),
tileGrid.getTileCoordExtent(tile.wrappedTileCoord),
tile.getReplayState(layer).renderedResolution,
rotation
);
tile.hitDetectionImageData[layerUid] = hitDetectionImageData;
}
resolve(hitDetect(tilePixel, features, hitDetectionImageData));
});
}
/**
* @param {import("../../extent.js").Extent} extent Extent.
* @return {Array<import('../../Feature.js').FeatureLike>} Features.
*/
getFeaturesInExtent(extent) {
const features = [];
const tileCache = this.getTileCache();
if (tileCache.getCount() === 0) {
return features;
}
const source = this.getLayer().getSource();
const tileGrid = source.getTileGridForProjection(
this.frameState.viewState.projection
);
const z = tileGrid.getZForResolution(this.renderedResolution);
const visitedSourceTiles = {};
tileCache.forEach((tile) => {
if (tile.tileCoord[0] !== z || tile.getState() !== TileState_default.LOADED) {
return;
}
const sourceTiles = tile.getSourceTiles();
for (let i = 0, ii = sourceTiles.length; i < ii; ++i) {
const sourceTile = sourceTiles[i];
const key = sourceTile.getKey();
if (key in visitedSourceTiles) {
continue;
}
visitedSourceTiles[key] = true;
const tileCoord = sourceTile.tileCoord;
if (intersects(extent, tileGrid.getTileCoordExtent(tileCoord))) {
const tileFeatures = sourceTile.getFeatures();
if (tileFeatures) {
for (let j = 0, jj = tileFeatures.length; j < jj; ++j) {
const candidate = tileFeatures[j];
const geometry = candidate.getGeometry();
if (intersects(extent, geometry.getExtent())) {
features.push(candidate);
}
}
}
}
}
});
return features;
}
/**
* Perform action necessary to get the layer rendered after new fonts have loaded
* @override
*/
handleFontsChanged() {
const layer = this.getLayer();
if (layer.getVisible() && this.renderedLayerRevision_ !== void 0) {
layer.changed();
}
}
/**
* Handle changes in image style state.
* @param {import("../../events/Event.js").default} event Image style change event.
* @private
*/
handleStyleImageChange_(event) {
this.renderIfReadyAndVisible();
}
/**
* Render declutter items for this layer
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {import("../../layer/Layer.js").State} layerState Layer state.
*/
renderDeclutter(frameState, layerState) {
var _a;
const context = this.context;
const alpha = context.globalAlpha;
context.globalAlpha = layerState.opacity;
const viewHints = frameState.viewHints;
const hifi = !(viewHints[ViewHint_default.ANIMATING] || viewHints[ViewHint_default.INTERACTING]);
const scaledCanvasSize = [
this.context.canvas.width,
this.context.canvas.height
];
const declutter = this.getLayer().getDeclutter();
const declutterTree = declutter ? (_a = frameState.declutter) == null ? void 0 : _a[declutter] : void 0;
const layerUid = getUid(this.getLayer());
const tiles = (
/** @type {Array<import("../../VectorRenderTile.js").default>} */
this.renderedTiles
);
for (let i = 0, ii = tiles.length; i < ii; ++i) {
const tile = tiles[i];
const executorGroups = tile.executorGroups[layerUid];
if (executorGroups) {
for (let j = executorGroups.length - 1; j >= 0; --j) {
executorGroups[j].execute(
this.context,
scaledCanvasSize,
this.getTileRenderTransform(tile, frameState),
frameState.viewState.rotation,
hifi,
DECLUTTER,
declutterTree
);
}
}
}
context.globalAlpha = alpha;
}
/**
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @override
*/
renderDeferredInternal(frameState) {
const tiles = (
/** @type {Array<import("../../VectorRenderTile.js").default>} */
this.renderedTiles
);
const layerUid = getUid(this.getLayer());
const executorGroups = tiles.reduce(
(acc, tile, index) => {
tile.executorGroups[layerUid].forEach(
(executorGroup) => acc.push({
executorGroup,
index
})
);
return acc;
},
/** @type {Array<{executorGroup: CanvasExecutorGroup, index: number}>} */
[]
);
const executorGroupZIndexContexts = executorGroups.map(
({ executorGroup }) => executorGroup.getDeferredZIndexContexts()
);
const usedZIndices = {};
for (let i = 0, ii = executorGroups.length; i < ii; ++i) {
const executorGroupZindexContext = executorGroups[i].executorGroup.getDeferredZIndexContexts();
for (const key in executorGroupZindexContext) {
usedZIndices[key] = true;
}
}
const zIndexKeys = Object.keys(usedZIndices).map(Number).sort(ascending);
zIndexKeys.forEach((zIndex) => {
executorGroupZIndexContexts.forEach((zIndexContexts, i) => {
if (!zIndexContexts[zIndex]) {
return;
}
zIndexContexts[zIndex].forEach((zIndexContext) => {
const { executorGroup, index } = executorGroups[i];
const context = executorGroup.getRenderedContext();
const alpha = context.globalAlpha;
context.globalAlpha = this.renderedOpacity_;
const tileClipContext = this.tileClipContexts_[index];
if (tileClipContext) {
tileClipContext.draw(context);
}
zIndexContext.draw(context);
if (tileClipContext) {
context.restore();
}
context.globalAlpha = alpha;
zIndexContext.clear();
});
zIndexContexts[zIndex].length = 0;
});
});
}
/**
* @param {import("../../VectorRenderTile.js").default} tile The tile
* @param {import('../../Map.js').FrameState} frameState Current frame state
* @return {import('../../transform.js').Transform} Transform to use to render this tile
*/
getTileRenderTransform(tile, frameState) {
const pixelRatio = frameState.pixelRatio;
const viewState = frameState.viewState;
const center = viewState.center;
const resolution = viewState.resolution;
const rotation = viewState.rotation;
const size = frameState.size;
const width = Math.round(size[0] * pixelRatio);
const height = Math.round(size[1] * pixelRatio);
const source = this.getLayer().getSource();
const tileGrid = source.getTileGridForProjection(
frameState.viewState.projection
);
const tileCoord = tile.tileCoord;
const tileExtent = tileGrid.getTileCoordExtent(tile.wrappedTileCoord);
const worldOffset = tileGrid.getTileCoordExtent(tileCoord, this.tempExtent)[0] - tileExtent[0];
const transform = multiply(
scale(this.inversePixelTransform.slice(), 1 / pixelRatio, 1 / pixelRatio),
this.getRenderTransform(
center,
resolution,
rotation,
pixelRatio,
width,
height,
worldOffset
)
);
return transform;
}
/**
* Render the vectors for this layer.
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} context Target context.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @override
*/
postRender(context, frameState) {
var _a;
const viewHints = frameState.viewHints;
const hifi = !(viewHints[ViewHint_default.ANIMATING] || viewHints[ViewHint_default.INTERACTING]);
this.renderedPixelToCoordinateTransform_ = frameState.pixelToCoordinateTransform.slice();
this.renderedRotation_ = frameState.viewState.rotation;
this.renderedOpacity_ = frameState.layerStatesArray[frameState.layerIndex].opacity;
const layer = (
/** @type {import("../../layer/VectorTile.js").default} */
this.getLayer()
);
const renderMode = layer.getRenderMode();
const alpha = context.globalAlpha;
context.globalAlpha = this.renderedOpacity_;
const declutter = layer.getDeclutter();
const replayTypes = declutter ? VECTOR_REPLAYS[renderMode].filter((type) => !DECLUTTER.includes(type)) : VECTOR_REPLAYS[renderMode];
const viewState = frameState.viewState;
const rotation = viewState.rotation;
const tileSource = layer.getSource();
const tileGrid = tileSource.getTileGridForProjection(viewState.projection);
const z = tileGrid.getZForResolution(
viewState.resolution,
tileSource.zDirection
);
const tiles = (
/** @type {Array<import("../../VectorRenderTile.js").default>} */
this.renderedTiles
);
const clips = [];
const clipZs = [];
const tileClipContexts = [];
const layerUid = getUid(layer);
let ready = true;
for (let i = tiles.length - 1; i >= 0; --i) {
const tile = tiles[i];
ready = ready && !tile.getReplayState(layer).dirty;
const executorGroups = tile.executorGroups[layerUid].filter(
(group) => group.hasExecutors(replayTypes)
);
if (executorGroups.length === 0) {
continue;
}
const transform = this.getTileRenderTransform(tile, frameState);
const currentZ = tile.tileCoord[0];
let contextSaved = false;
const currentClip = executorGroups[0].getClipCoords(transform);
let clipContext = context;
let tileClipContext;
if (currentClip) {
tileClipContext = new ZIndexContext_default();
clipContext = tileClipContext.getContext();
for (let j = 0, jj = clips.length; j < jj; ++j) {
if (z !== currentZ && currentZ < clipZs[j]) {
const clip = clips[j];
if (intersects(
[
currentClip[0],
currentClip[3],
currentClip[4],
currentClip[7]
],
[clip[0], clip[3], clip[4], clip[7]]
)) {
if (!contextSaved) {
clipContext.save();
contextSaved = true;
}
clipContext.beginPath();
clipContext.moveTo(currentClip[0], currentClip[1]);
clipContext.lineTo(currentClip[2], currentClip[3]);
clipContext.lineTo(currentClip[4], currentClip[5]);
clipContext.lineTo(currentClip[6], currentClip[7]);
clipContext.moveTo(clip[6], clip[7]);
clipContext.lineTo(clip[4], clip[5]);
clipContext.lineTo(clip[2], clip[3]);
clipContext.lineTo(clip[0], clip[1]);
clipContext.clip();
}
}
}
clips.push(currentClip);
clipZs.push(currentZ);
}
for (let t = 0, tt = executorGroups.length; t < tt; ++t) {
const executorGroup = executorGroups[t];
executorGroup.execute(
context,
[context.canvas.width, context.canvas.height],
transform,
rotation,
hifi,
replayTypes,
(_a = frameState.declutter) == null ? void 0 : _a[declutter]
);
}
if (contextSaved) {
if (clipContext === context) {
clipContext.restore();
} else {
tileClipContexts[i] = tileClipContext;
}
}
}
context.globalAlpha = alpha;
this.ready = ready;
this.tileClipContexts_ = tileClipContexts;
if (!frameState.declutter) {
this.renderDeferredInternal(frameState);
}
super.postRender(context, frameState);
}
/**
* @param {import("../../Feature.js").FeatureLike} feature Feature.
* @param {number} squaredTolerance Squared tolerance.
* @param {import("../../style/Style.js").default|Array<import("../../style/Style.js").default>} styles The style or array of styles.
* @param {import("../../render/canvas/BuilderGroup.js").default} builderGroup Replay group.
* @param {boolean} [declutter] Enable decluttering.
* @param {number} [index] Render order index.
* @return {boolean} `true` if an image is loading.
*/
renderFeature(feature, squaredTolerance, styles, builderGroup, declutter, index) {
if (!styles) {
return false;
}
let loading = false;
if (Array.isArray(styles)) {
for (let i = 0, ii = styles.length; i < ii; ++i) {
loading = renderFeature(
builderGroup,
feature,
styles[i],
squaredTolerance,
this.boundHandleStyleImageChange_,
void 0,
declutter,
index
) || loading;
}
} else {
loading = renderFeature(
builderGroup,
feature,
styles,
squaredTolerance,
this.boundHandleStyleImageChange_,
void 0,
declutter,
index
);
}
return loading;
}
/**
* @param {import("../../VectorRenderTile.js").default} tile Tile.
* @return {boolean} A new tile image was rendered.
* @private
*/
tileImageNeedsRender_(tile) {
const layer = (
/** @type {import("../../layer/VectorTile.js").default} */
this.getLayer()
);
if (layer.getRenderMode() === "vector") {
return false;
}
const replayState = tile.getReplayState(layer);
const revision = layer.getRevision();
const resolution = tile.wantedResolution;
const tileImageNeedsRender = replayState.renderedTileResolution !== resolution || replayState.renderedTileRevision !== revision;
return tileImageNeedsRender;
}
/**
* @param {import("../../VectorRenderTile.js").default} tile Tile.
* @param {import("../../Map").FrameState} frameState Frame state.
* @private
*/
renderTileImage_(tile, frameState) {
const layer = (
/** @type {import("../../layer/VectorTile.js").default} */
this.getLayer()
);
const replayState = tile.getReplayState(layer);
const revision = layer.getRevision();
const executorGroups = tile.executorGroups[getUid(layer)];
replayState.renderedTileRevision = revision;
const tileCoord = tile.wrappedTileCoord;
const z = tileCoord[0];
const source = layer.getSource();
let pixelRatio = frameState.pixelRatio;
const viewState = frameState.viewState;
const projection = viewState.projection;
const tileGrid = source.getTileGridForProjection(projection);
const tileResolution = tileGrid.getResolution(tile.tileCoord[0]);
const renderPixelRatio = frameState.pixelRatio / tile.wantedResolution * tileResolution;
const resolution = tileGrid.getResolution(z);
const context = tile.getContext();
pixelRatio = Math.round(
Math.max(pixelRatio, renderPixelRatio / pixelRatio)
);
const size = source.getTilePixelSize(z, pixelRatio, projection);
context.canvas.width = size[0];
context.canvas.height = size[1];
const renderScale = pixelRatio / renderPixelRatio;
if (renderScale !== 1) {
const canvasTransform = reset(this.tmpTransform_);
scale(canvasTransform, renderScale, renderScale);
context.setTransform.apply(context, canvasTransform);
}
const tileExtent = tileGrid.getTileCoordExtent(tileCoord, this.tempExtent);
const pixelScale = renderPixelRatio / resolution;
const transform = reset(this.tmpTransform_);
scale(transform, pixelScale, -pixelScale);
translate(transform, -tileExtent[0], -tileExtent[3]);
for (let i = 0, ii = executorGroups.length; i < ii; ++i) {
const executorGroup = executorGroups[i];
executorGroup.execute(
context,
[
context.canvas.width * renderScale,
context.canvas.height * renderScale
],
transform,
0,
true,
IMAGE_REPLAYS[layer.getRenderMode()],
null
);
}
replayState.renderedTileResolution = tile.wantedResolution;
}
};
var VectorTileLayer_default = CanvasVectorTileLayerRenderer;
// node_modules/ol/layer/VectorTile.js
var VectorTileLayer = class extends BaseVector_default {
/**
* @param {Options<VectorTileSourceType, FeatureType>} [options] Options.
*/
constructor(options) {
options = options ? options : {};
const baseOptions = Object.assign({}, options);
delete baseOptions.preload;
const cacheSize = options.cacheSize === void 0 ? 0 : options.cacheSize;
delete options.cacheSize;
delete baseOptions.useInterimTilesOnError;
super(baseOptions);
this.on;
this.once;
this.un;
this.cacheSize_ = cacheSize;
const renderMode = options.renderMode || "hybrid";
assert(
renderMode == "hybrid" || renderMode == "vector",
"`renderMode` must be `'hybrid'` or `'vector'`"
);
this.renderMode_ = renderMode;
this.setPreload(options.preload ? options.preload : 0);
this.setUseInterimTilesOnError(
options.useInterimTilesOnError !== void 0 ? options.useInterimTilesOnError : true
);
this.getBackground;
this.setBackground;
}
/**
* @override
*/
createRenderer() {
return new VectorTileLayer_default(this, {
cacheSize: this.cacheSize_
});
}
/**
* Get the topmost feature that intersects the given pixel on the viewport. Returns a promise
* that resolves with an array of features. The array will either contain the topmost feature
* when a hit was detected, or it will be empty.
*
* The hit detection algorithm used for this method is optimized for performance, but is less
* accurate than the one used in [map.getFeaturesAtPixel()]{@link import("../Map.js").default#getFeaturesAtPixel}.
* Text is not considered, and icons are only represented by their bounding box instead of the exact
* image.
*
* @param {import("../pixel.js").Pixel} pixel Pixel.
* @return {Promise<Array<import("../Feature").FeatureLike>>} Promise that resolves with an array of features.
* @api
* @override
*/
getFeatures(pixel) {
return super.getFeatures(pixel);
}
/**
* Get features whose bounding box intersects the provided extent. Only features for cached
* tiles for the last rendered zoom level are available in the source. So this method is only
* suitable for requesting tiles for extents that are currently rendered.
*
* Features are returned in random tile order and as they are included in the tiles. This means
* they can be clipped, duplicated across tiles, and simplified to the render resolution.
*
* @param {import("../extent.js").Extent} extent Extent.
* @return {Array<FeatureType>} Features.
* @api
*/
getFeaturesInExtent(extent) {
return (
/** @type {Array<FeatureType>} */
/** @type {*} */
this.getRenderer().getFeaturesInExtent(extent)
);
}
/**
* @return {VectorTileRenderType} The render mode.
*/
getRenderMode() {
return this.renderMode_;
}
/**
* Return the level as number to which we will preload tiles up to.
* @return {number} The level to preload tiles up to.
* @observable
* @api
*/
getPreload() {
return (
/** @type {number} */
this.get(TileProperty_default.PRELOAD)
);
}
/**
* Deprecated. Whether we use interim tiles on error.
* @return {boolean} Use interim tiles on error.
* @observable
* @api
*/
getUseInterimTilesOnError() {
return (
/** @type {boolean} */
this.get(TileProperty_default.USE_INTERIM_TILES_ON_ERROR)
);
}
/**
* Set the level as number to which we will preload tiles up to.
* @param {number} preload The level to preload tiles up to.
* @observable
* @api
*/
setPreload(preload) {
this.set(TileProperty_default.PRELOAD, preload);
}
/**
* Deprecated. Set whether we use interim tiles on error.
* @param {boolean} useInterimTilesOnError Use interim tiles on error.
* @observable
* @api
*/
setUseInterimTilesOnError(useInterimTilesOnError) {
this.set(TileProperty_default.USE_INTERIM_TILES_ON_ERROR, useInterimTilesOnError);
}
};
var VectorTile_default = VectorTileLayer;
// 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(buffer2) {
this.array_ = new (getArrayClassForType(this.type_))(buffer2);
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;
}
/**
* Will throw if the extension is not available
* @return {ANGLE_instanced_arrays} Extension
*/
getInstancedRenderingExtension_() {
const ext = this.getExtension("ANGLE_instanced_arrays");
assert(
!!ext,
"WebGL extension 'ANGLE_instanced_arrays' is required for vector rendering"
);
return ext;
}
/**
* 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(buffer2) {
const gl = this.gl_;
const bufferKey = getUid(buffer2);
let bufferCache = this.bufferCache_[bufferKey];
if (!bufferCache) {
const webGlBuffer = gl.createBuffer();
bufferCache = {
buffer: buffer2,
webGlBuffer
};
this.bufferCache_[bufferKey] = bufferCache;
}
gl.bindBuffer(buffer2.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(buffer2) {
const gl = this.gl_;
this.bindBuffer(buffer2);
gl.bufferData(buffer2.getType(), buffer2.getArray(), buffer2.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(buffer2, attributeName, size) {
const gl = this.getGL();
this.bindBuffer(buffer2);
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);
}
/**
* Execute a draw call similar to `drawElements`, but using instanced rendering.
* Will have no effect if `enableAttributesInstanced` was not called for this rendering pass.
* @param {number} start Start index.
* @param {number} end End index.
* @param {number} instanceCount The number of instances to render
*/
drawElementsInstanced(start, end, instanceCount) {
const gl = this.gl_;
this.getExtension("OES_element_index_uint");
const ext = this.getInstancedRenderingExtension_();
const elementType = gl.UNSIGNED_INT;
const elementSize = 4;
const numItems = end - start;
const offsetInBytes = start * elementSize;
ext.drawElementsInstancedANGLE(
gl.TRIANGLES,
numItems,
elementType,
offsetInBytes,
instanceCount
);
for (let i = 0; i < this.maxAttributeCount_; i++) {
ext.vertexAttribDivisorANGLE(i, 0);
}
}
/**
* 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
* @param {boolean} instanced Whether the attribute is used for instanced rendering
* @private
*/
enableAttributeArray_(attribName, size, type, stride, offset, instanced) {
const location = this.getAttributeLocation(attribName);
if (location < 0) {
return;
}
this.gl_.enableVertexAttribArray(location);
this.gl_.vertexAttribPointer(location, size, type, false, stride, offset);
if (instanced) {
this.getInstancedRenderingExtension_().vertexAttribDivisorANGLE(
location,
1
);
}
}
/**
* @private
* @param {Array<AttributeDescription>} attributes Ordered list of attributes to read from the buffer
* @param {boolean} instanced Whether the attributes are instanced.
*/
enableAttributes_(attributes, instanced) {
const stride = computeAttributesStride(attributes);
let offset = 0;
for (let i = 0; i < attributes.length; i++) {
const attr = attributes[i];
if (attr.name) {
this.enableAttributeArray_(
attr.name,
attr.size,
attr.type || FLOAT,
stride,
offset,
instanced
);
}
offset += attr.size * getByteSizeFromType(attr.type);
}
}
/**
* 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) {
this.enableAttributes_(attributes, false);
}
/**
* Will enable these attributes as instanced, meaning that they will only be read
* once per instance instead of per vertex.
* @param {Array<AttributeDescription>} attributes Ordered list of attributes to read from the buffer
*/
enableAttributesInstanced(attributes) {
this.enableAttributes_(attributes, true);
}
/**
* 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 buffer2 = data.buffer.slice(offset2, offset2 + bytesPerPixel);
return new DataView(buffer2);
}
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;
tileRepresentationCache.expireCache();
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_default2 = 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}(${array.map(numberToGlsl).join(", ")})`;
}
function colorToGlsl(color) {
const array = asArray(color);
const alpha = array.length > 3 ? array[3] : 1;
return arrayToGlsl([array[0] / 255, array[1] / 255, array[2] / 255, alpha]);
}
function sizeToGlsl(size) {
const array = toSize(size);
return arrayToGlsl(array);
}
var stringToFloatMap = {};
var stringToFloatCounter = 0;
function getStringNumberEquivalent(string) {
if (!(string in stringToFloatMap)) {
stringToFloatMap[string] = stringToFloatCounter++;
}
return stringToFloatMap[string];
}
function stringToGlsl(string) {
return numberToGlsl(getStringNumberEquivalent(string));
}
function uniformNameForVariable(variableName) {
return "u_var_" + variableName;
}
function newCompilationContext() {
return {
variables: {},
properties: {},
functions: {},
bandCount: 0,
featureId: false,
geometryType: false
};
}
var GET_BAND_VALUE_FUNC = "getBandValue";
var PALETTE_TEXTURE_ARRAY = "u_paletteTextures";
var FEATURE_ID_PROPERTY_NAME = "featureId";
var GEOMETRY_TYPE_PROPERTY_NAME = "geometryType";
var UNDEFINED_PROP_VALUE = -9999999;
function buildExpression(encoded, type, parsingContext, compilationContext) {
const expression = parse(encoded, type, parsingContext);
return compile(expression, type, compilationContext);
}
function createCompiler(output) {
return (context, expression, type) => {
const length = expression.args.length;
const args = new Array(length);
for (let i = 0; i < length; ++i) {
args[i] = compile(expression.args[i], type, context);
}
return output(args, context);
};
}
var compilers = {
[Ops.Get]: (context, expression) => {
const firstArg = (
/** @type {LiteralExpression} */
expression.args[0]
);
const propName = (
/** @type {string} */
firstArg.value
);
const isExisting = propName in context.properties;
if (!isExisting) {
context.properties[propName] = {
name: propName,
type: expression.type
};
}
let result = "a_prop_" + propName;
if (isType(expression.type, BooleanType)) {
result = `(${result} > 0.0)`;
}
return result;
},
[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
};
}
let result = uniformNameForVariable(varName);
if (isType(expression.type, BooleanType)) {
result = `(${result} > 0.0)`;
}
return result;
},
[Ops.Has]: (context, expression) => {
const firstArg = (
/** @type {LiteralExpression} */
expression.args[0]
);
const propName = (
/** @type {string} */
firstArg.value
);
const isExisting = propName in context.properties;
if (!isExisting) {
context.properties[propName] = {
name: propName,
type: expression.type
};
}
return `(a_prop_${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 ${typeName(
returnType
)})`
);
}
// node_modules/ol/style/flat.js
function createDefaultStyle() {
return {
"fill-color": "rgba(255,255,255,0.4)",
"stroke-color": "#3399CC",
"stroke-width": 1.25,
"circle-radius": 5,
"circle-fill-color": "rgba(255,255,255,0.4)",
"circle-stroke-width": 1.25,
"circle-stroke-color": "#3399CC"
};
}
// node_modules/ol/render/webgl/bufferUtil.js
var LINESTRING_ANGLE_COSINE_CUTOFF = 0.985;
// node_modules/ol/render/webgl/compileUtil.js
function expressionToGlsl(compilationContext, value, expectedType) {
const parsingContext = newParsingContext();
return buildExpression(
value,
expectedType,
parsingContext,
compilationContext
);
}
function packColor(color) {
const array = asArray(color);
const r = array[0] * 256;
const g = array[1];
const b = array[2] * 256;
const a = Math.round(array[3] * 255);
return [r + g, b + a];
}
var UNPACK_COLOR_FN = `vec4 unpackColor(vec2 packedColor) {
return vec4(
min(floor(packedColor[0] / 256.0) / 255.0, 1.0),
min(mod(packedColor[0], 256.0) / 255.0, 1.0),
min(floor(packedColor[1] / 256.0) / 255.0, 1.0),
min(mod(packedColor[1], 256.0) / 255.0, 1.0)
);
}`;
function getGlslSizeFromType(type) {
if (type === ColorType || type === SizeType) {
return 2;
}
if (type === NumberArrayType) {
return 4;
}
return 1;
}
function getGlslTypeFromType(type) {
const size = getGlslSizeFromType(type);
if (size > 1) {
return (
/** @type {'vec2'|'vec3'|'vec4'} */
`vec${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"
);
} 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;
}
// node_modules/ol/render/webgl/ShaderBuilder.js
var COMMON_HEADER = `#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform mat4 u_projectionMatrix;
uniform mat4 u_screenToWorldMatrix;
uniform vec2 u_viewportSizePx;
uniform float u_pixelRatio;
uniform float u_globalAlpha;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
uniform float u_rotation;
uniform vec4 u_renderExtent;
uniform vec2 u_patternOrigin;
uniform float u_depth;
uniform mediump int u_hitDetection;
const float PI = 3.141592653589793238;
const float TWO_PI = 2.0 * PI;
float currentLineMetric = 0.; // an actual value will be used in the stroke shaders
${UNPACK_COLOR_FN}
`;
var DEFAULT_STYLE = createDefaultStyle();
var ShaderBuilder = class {
constructor() {
this.uniforms_ = [];
this.attributes_ = [];
this.hasSymbol_ = false;
this.symbolSizeExpression_ = `vec2(${numberToGlsl(
DEFAULT_STYLE["circle-radius"]
)} + ${numberToGlsl(DEFAULT_STYLE["circle-stroke-width"] * 0.5)})`;
this.symbolRotationExpression_ = "0.0";
this.symbolOffsetExpression_ = "vec2(0.0)";
this.symbolColorExpression_ = colorToGlsl(
/** @type {string} */
DEFAULT_STYLE["circle-fill-color"]
);
this.texCoordExpression_ = "vec4(0.0, 0.0, 1.0, 1.0)";
this.discardExpression_ = "false";
this.symbolRotateWithView_ = false;
this.hasStroke_ = false;
this.strokeWidthExpression_ = numberToGlsl(DEFAULT_STYLE["stroke-width"]);
this.strokeColorExpression_ = colorToGlsl(
/** @type {string} */
DEFAULT_STYLE["stroke-color"]
);
this.strokeOffsetExpression_ = "0.";
this.strokeCapExpression_ = stringToGlsl("round");
this.strokeJoinExpression_ = stringToGlsl("round");
this.strokeMiterLimitExpression_ = "10.";
this.strokeDistanceFieldExpression_ = "-1000.";
this.strokePatternLengthExpression_ = null;
this.hasFill_ = false;
this.fillColorExpression_ = colorToGlsl(
/** @type {string} */
DEFAULT_STYLE["fill-color"]
);
this.vertexShaderFunctions_ = [];
this.fragmentShaderFunctions_ = [];
}
/**
* Adds a uniform accessible in both fragment and vertex shaders.
* The given name should include a type, such as `sampler2D u_texture`.
* @param {string} name Uniform name, including the `u_` prefix
* @param {'float'|'vec2'|'vec3'|'vec4'|'sampler2D'} type GLSL type
* @return {ShaderBuilder} the builder object
*/
addUniform(name, type) {
this.uniforms_.push({
name,
type
});
return this;
}
/**
* Adds an attribute accessible in the vertex shader, read from the geometry buffer.
* The given name should include a type, such as `vec2 a_position`.
* Attributes will also be made available under the same name in fragment shaders.
* @param {string} name Attribute name, including the `a_` prefix
* @param {'float'|'vec2'|'vec3'|'vec4'} type GLSL type
* @param {string} [varyingExpression] Expression which will be assigned to the varying in the vertex shader, and
* passed on to the fragment shader.
* @param {'float'|'vec2'|'vec3'|'vec4'} [varyingType] Type of the attribute after transformation;
* e.g. `vec4` after unpacking color components
* @return {ShaderBuilder} the builder object
*/
addAttribute(name, type, varyingExpression, varyingType) {
this.attributes_.push({
name,
type,
varyingName: name.replace(/^a_/, "v_"),
varyingType: varyingType ?? type,
varyingExpression: varyingExpression ?? name
});
return this;
}
/**
* Sets an expression to compute the size of the shape.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `vec2` value.
* @param {string} expression Size expression
* @return {ShaderBuilder} the builder object
*/
setSymbolSizeExpression(expression) {
this.hasSymbol_ = true;
this.symbolSizeExpression_ = expression;
return this;
}
/**
* @return {string} The current symbol size expression
*/
getSymbolSizeExpression() {
return this.symbolSizeExpression_;
}
/**
* Sets an expression to compute the rotation of the shape.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `float` value in radians.
* @param {string} expression Size expression
* @return {ShaderBuilder} the builder object
*/
setSymbolRotationExpression(expression) {
this.symbolRotationExpression_ = expression;
return this;
}
/**
* Sets an expression to compute the offset of the symbol from the point center.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `vec2` value.
* @param {string} expression Offset expression
* @return {ShaderBuilder} the builder object
*/
setSymbolOffsetExpression(expression) {
this.symbolOffsetExpression_ = expression;
return this;
}
/**
* @return {string} The current symbol offset expression
*/
getSymbolOffsetExpression() {
return this.symbolOffsetExpression_;
}
/**
* Sets an expression to compute the color of the shape.
* This expression can use all the uniforms, varyings and attributes available
* in the fragment shader, and should evaluate to a `vec4` value.
* @param {string} expression Color expression
* @return {ShaderBuilder} the builder object
*/
setSymbolColorExpression(expression) {
this.hasSymbol_ = true;
this.symbolColorExpression_ = expression;
return this;
}
/**
* @return {string} The current symbol color expression
*/
getSymbolColorExpression() {
return this.symbolColorExpression_;
}
/**
* Sets an expression to compute the texture coordinates of the vertices.
* This expression can use all the uniforms and attributes available
* in the vertex shader, and should evaluate to a `vec4` value.
* @param {string} expression Texture coordinate expression
* @return {ShaderBuilder} the builder object
*/
setTextureCoordinateExpression(expression) {
this.texCoordExpression_ = expression;
return this;
}
/**
* Sets an expression to determine whether a fragment (pixel) should be discarded,
* i.e. not drawn at all.
* This expression can use all the uniforms, varyings and attributes available
* in the fragment shader, and should evaluate to a `bool` value (it will be
* used in an `if` statement)
* @param {string} expression Fragment discard expression
* @return {ShaderBuilder} the builder object
*/
setFragmentDiscardExpression(expression) {
this.discardExpression_ = expression;
return this;
}
/**
* @return {string} The current fragment discard expression
*/
getFragmentDiscardExpression() {
return this.discardExpression_;
}
/**
* Sets whether the symbols should rotate with the view or stay aligned with the map.
* Note: will only be used for point geometry shaders.
* @param {boolean} rotateWithView Rotate with view
* @return {ShaderBuilder} the builder object
*/
setSymbolRotateWithView(rotateWithView) {
this.symbolRotateWithView_ = rotateWithView;
return this;
}
/**
* @param {string} expression Stroke width expression, returning value in pixels
* @return {ShaderBuilder} the builder object
*/
setStrokeWidthExpression(expression) {
this.hasStroke_ = true;
this.strokeWidthExpression_ = expression;
return this;
}
/**
* @param {string} expression Stroke color expression, evaluate to `vec4`: can rely on currentLengthPx and currentRadiusPx
* @return {ShaderBuilder} the builder object
*/
setStrokeColorExpression(expression) {
this.hasStroke_ = true;
this.strokeColorExpression_ = expression;
return this;
}
/**
* @return {string} The current stroke color expression
*/
getStrokeColorExpression() {
return this.strokeColorExpression_;
}
/**
* @param {string} expression Stroke color expression, evaluate to `float`
* @return {ShaderBuilder} the builder object
*/
setStrokeOffsetExpression(expression) {
this.strokeOffsetExpression_ = expression;
return this;
}
/**
* @param {string} expression Stroke line cap expression, evaluate to `float`
* @return {ShaderBuilder} the builder object
*/
setStrokeCapExpression(expression) {
this.strokeCapExpression_ = expression;
return this;
}
/**
* @param {string} expression Stroke line join expression, evaluate to `float`
* @return {ShaderBuilder} the builder object
*/
setStrokeJoinExpression(expression) {
this.strokeJoinExpression_ = expression;
return this;
}
/**
* @param {string} expression Stroke miter limit expression, evaluate to `float`
* @return {ShaderBuilder} the builder object
*/
setStrokeMiterLimitExpression(expression) {
this.strokeMiterLimitExpression_ = expression;
return this;
}
/**
* @param {string} expression Stroke distance field expression, evaluate to `float`
* This can override the default distance field; can rely on currentLengthPx and currentRadiusPx
* @return {ShaderBuilder} the builder object
*/
setStrokeDistanceFieldExpression(expression) {
this.strokeDistanceFieldExpression_ = expression;
return this;
}
/**
* Defining a pattern length for a stroke lets us avoid having visual artifacts when
* a linestring is very long and thus has very high "distance" attributes on its vertices.
* If we apply a pattern or dash array to a stroke we know for certain that the full distance value
* is not necessary and can be trimmed down using `mod(currentDistance, patternLength)`.
* @param {string} expression Stroke expression that evaluates to a`float; value is expected to be
* in pixels.
* @return {ShaderBuilder} the builder object
*/
setStrokePatternLengthExpression(expression) {
this.strokePatternLengthExpression_ = expression;
return this;
}
/**
* @return {string} The current stroke pattern length expression.
*/
getStrokePatternLengthExpression() {
return this.strokePatternLengthExpression_;
}
/**
* @param {string} expression Fill color expression, evaluate to `vec4`
* @return {ShaderBuilder} the builder object
*/
setFillColorExpression(expression) {
this.hasFill_ = true;
this.fillColorExpression_ = expression;
return this;
}
/**
* @return {string} The current fill color expression
*/
getFillColorExpression() {
return this.fillColorExpression_;
}
addVertexShaderFunction(code) {
if (this.vertexShaderFunctions_.includes(code)) {
return this;
}
this.vertexShaderFunctions_.push(code);
return this;
}
addFragmentShaderFunction(code) {
if (this.fragmentShaderFunctions_.includes(code)) {
return this;
}
this.fragmentShaderFunctions_.push(code);
return this;
}
/**
* Generates a symbol vertex shader from the builder parameters
* @return {string|null} The full shader as a string; null if no size or color specified
*/
getSymbolVertexShader() {
if (!this.hasSymbol_) {
return null;
}
return `${COMMON_HEADER}
${this.uniforms_.map((uniform) => `uniform ${uniform.type} ${uniform.name};`).join("\n")}
attribute vec2 a_position;
attribute vec2 a_localPosition;
attribute vec2 a_hitColor;
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
varying vec4 v_hitColor;
varying vec2 v_centerPx;
varying float v_angle;
varying vec2 v_quadSizePx;
${this.attributes_.map(
(attribute) => `attribute ${attribute.type} ${attribute.name};
varying ${attribute.varyingType} ${attribute.varyingName};`
).join("\n")}
${this.vertexShaderFunctions_.join("\n")}
vec2 pxToScreen(vec2 coordPx) {
vec2 scaled = coordPx / u_viewportSizePx / 0.5;
return scaled;
}
vec2 screenToPx(vec2 coordScreen) {
return (coordScreen * 0.5 + 0.5) * u_viewportSizePx;
}
void main(void) {
v_quadSizePx = ${this.symbolSizeExpression_};
vec2 halfSizePx = v_quadSizePx * 0.5;
vec2 centerOffsetPx = ${this.symbolOffsetExpression_};
vec2 offsetPx = centerOffsetPx + a_localPosition * halfSizePx * vec2(1., -1.);
float angle = ${this.symbolRotationExpression_}${this.symbolRotateWithView_ ? " + u_rotation" : ""};
float c = cos(-angle);
float s = sin(-angle);
offsetPx = vec2(c * offsetPx.x - s * offsetPx.y, s * offsetPx.x + c * offsetPx.y);
vec4 center = u_projectionMatrix * vec4(a_position, 0.0, 1.0);
gl_Position = center + vec4(pxToScreen(offsetPx), u_depth, 0.);
vec4 texCoord = ${this.texCoordExpression_};
float u = mix(texCoord.s, texCoord.p, a_localPosition.x * 0.5 + 0.5);
float v = mix(texCoord.t, texCoord.q, a_localPosition.y * 0.5 + 0.5);
v_texCoord = vec2(u, v);
v_hitColor = unpackColor(a_hitColor);
v_angle = angle;
c = cos(-v_angle);
s = sin(-v_angle);
centerOffsetPx = vec2(c * centerOffsetPx.x - s * centerOffsetPx.y, s * centerOffsetPx.x + c * centerOffsetPx.y);
v_centerPx = screenToPx(center.xy) + centerOffsetPx;
${this.attributes_.map(
(attribute) => ` ${attribute.varyingName} = ${attribute.varyingExpression};`
).join("\n")}
}`;
}
/**
* Generates a symbol fragment shader from the builder parameters
* @return {string|null} The full shader as a string; null if no size or color specified
*/
getSymbolFragmentShader() {
if (!this.hasSymbol_) {
return null;
}
return `${COMMON_HEADER}
${this.uniforms_.map((uniform) => `uniform ${uniform.type} ${uniform.name};`).join("\n")}
varying vec2 v_texCoord;
varying vec4 v_hitColor;
varying vec2 v_centerPx;
varying float v_angle;
varying vec2 v_quadSizePx;
${this.attributes_.map(
(attribute) => `varying ${attribute.varyingType} ${attribute.varyingName};`
).join("\n")}
${this.fragmentShaderFunctions_.join("\n")}
void main(void) {
${this.attributes_.map(
(attribute) => ` ${attribute.varyingType} ${attribute.name} = ${attribute.varyingName}; // assign to original attribute name`
).join("\n")}
if (${this.discardExpression_}) { discard; }
vec2 coordsPx = gl_FragCoord.xy / u_pixelRatio - v_centerPx; // relative to center
float c = cos(v_angle);
float s = sin(v_angle);
coordsPx = vec2(c * coordsPx.x - s * coordsPx.y, s * coordsPx.x + c * coordsPx.y);
gl_FragColor = ${this.symbolColorExpression_};
gl_FragColor.rgb *= gl_FragColor.a;
if (u_hitDetection > 0) {
if (gl_FragColor.a < 0.05) { discard; };
gl_FragColor = v_hitColor;
}
}`;
}
/**
* Generates a stroke vertex shader from the builder parameters
* @return {string|null} The full shader as a string; null if no size or color specified
*/
getStrokeVertexShader() {
if (!this.hasStroke_) {
return null;
}
return `${COMMON_HEADER}
${this.uniforms_.map((uniform) => `uniform ${uniform.type} ${uniform.name};`).join("\n")}
attribute vec2 a_segmentStart;
attribute vec2 a_segmentEnd;
attribute vec2 a_localPosition;
attribute float a_measureStart;
attribute float a_measureEnd;
attribute float a_angleTangentSum;
attribute float a_distanceLow;
attribute float a_distanceHigh;
attribute vec2 a_joinAngles;
attribute vec2 a_hitColor;
varying vec2 v_segmentStartPx;
varying vec2 v_segmentEndPx;
varying float v_angleStart;
varying float v_angleEnd;
varying float v_width;
varying vec4 v_hitColor;
varying float v_distancePx;
varying float v_measureStart;
varying float v_measureEnd;
${this.attributes_.map(
(attribute) => `attribute ${attribute.type} ${attribute.name};
varying ${attribute.varyingType} ${attribute.varyingName};`
).join("\n")}
${this.vertexShaderFunctions_.join("\n")}
vec2 worldToPx(vec2 worldPos) {
vec4 screenPos = u_projectionMatrix * vec4(worldPos, 0.0, 1.0);
return (0.5 * screenPos.xy + 0.5) * u_viewportSizePx;
}
vec4 pxToScreen(vec2 pxPos) {
vec2 screenPos = 2.0 * pxPos / u_viewportSizePx - 1.0;
return vec4(screenPos, u_depth, 1.0);
}
bool isCap(float joinAngle) {
return joinAngle < -0.1;
}
vec2 getJoinOffsetDirection(vec2 normalPx, float joinAngle) {
float halfAngle = joinAngle / 2.0;
float c = cos(halfAngle);
float s = sin(halfAngle);
vec2 angleBisectorNormal = vec2(s * normalPx.x + c * normalPx.y, -c * normalPx.x + s * normalPx.y);
float length = 1.0 / s;
return angleBisectorNormal * length;
}
vec2 getOffsetPoint(vec2 point, vec2 normal, float joinAngle, float offsetPx) {
// if on a cap or the join angle is too high, offset the line along the segment normal
if (cos(joinAngle) > 0.998 || isCap(joinAngle)) {
return point - normal * offsetPx;
}
// offset is applied along the inverted normal (positive offset goes "right" relative to line direction)
return point - getJoinOffsetDirection(normal, joinAngle) * offsetPx;
}
void main(void) {
v_angleStart = a_joinAngles.x;
v_angleEnd = a_joinAngles.y;
float startEndRatio = a_localPosition.x * 0.5 + 0.5;
currentLineMetric = mix(a_measureStart, a_measureEnd, startEndRatio);
// we're reading the fractional part while keeping the sign (so -4.12 gives -0.12, 3.45 gives 0.45)
float lineWidth = ${this.strokeWidthExpression_};
float lineOffsetPx = ${this.strokeOffsetExpression_};
// compute segment start/end in px with offset
vec2 segmentStartPx = worldToPx(a_segmentStart);
vec2 segmentEndPx = worldToPx(a_segmentEnd);
vec2 tangentPx = normalize(segmentEndPx - segmentStartPx);
vec2 normalPx = vec2(-tangentPx.y, tangentPx.x);
segmentStartPx = getOffsetPoint(segmentStartPx, normalPx, v_angleStart, lineOffsetPx),
segmentEndPx = getOffsetPoint(segmentEndPx, normalPx, v_angleEnd, lineOffsetPx);
// compute current vertex position
float normalDir = -1. * a_localPosition.y;
float tangentDir = -1. * a_localPosition.x;
float angle = mix(v_angleStart, v_angleEnd, startEndRatio);
vec2 joinDirection;
vec2 positionPx = mix(segmentStartPx, segmentEndPx, startEndRatio);
// if angle is too high, do not make a proper join
if (cos(angle) > ${LINESTRING_ANGLE_COSINE_CUTOFF} || isCap(angle)) {
joinDirection = normalPx * normalDir - tangentPx * tangentDir;
} else {
joinDirection = getJoinOffsetDirection(normalPx * normalDir, angle);
}
positionPx = positionPx + joinDirection * (lineWidth * 0.5 + 1.); // adding 1 pixel for antialiasing
gl_Position = pxToScreen(positionPx);
v_segmentStartPx = segmentStartPx;
v_segmentEndPx = segmentEndPx;
v_width = lineWidth;
v_hitColor = unpackColor(a_hitColor);
v_distancePx = a_distanceLow / u_resolution - (lineOffsetPx * a_angleTangentSum);
float distanceHighPx = a_distanceHigh / u_resolution;
${this.strokePatternLengthExpression_ !== null ? `v_distancePx = mod(v_distancePx, ${this.strokePatternLengthExpression_});
distanceHighPx = mod(distanceHighPx, ${this.strokePatternLengthExpression_});
` : ""}v_distancePx += distanceHighPx;
v_measureStart = a_measureStart;
v_measureEnd = a_measureEnd;
${this.attributes_.map(
(attribute) => ` ${attribute.varyingName} = ${attribute.varyingExpression};`
).join("\n")}
}`;
}
/**
* Generates a stroke fragment shader from the builder parameters
*
* @return {string|null} The full shader as a string; null if no size or color specified
*/
getStrokeFragmentShader() {
if (!this.hasStroke_) {
return null;
}
return `${COMMON_HEADER}
${this.uniforms_.map((uniform) => `uniform ${uniform.type} ${uniform.name};`).join("\n")}
varying vec2 v_segmentStartPx;
varying vec2 v_segmentEndPx;
varying float v_angleStart;
varying float v_angleEnd;
varying float v_width;
varying vec4 v_hitColor;
varying float v_distancePx;
varying float v_measureStart;
varying float v_measureEnd;
${this.attributes_.map(
(attribute) => `varying ${attribute.varyingType} ${attribute.varyingName};`
).join("\n")}
${this.fragmentShaderFunctions_.join("\n")}
vec2 pxToWorld(vec2 pxPos) {
vec2 screenPos = 2.0 * pxPos / u_viewportSizePx - 1.0;
return (u_screenToWorldMatrix * vec4(screenPos, 0.0, 1.0)).xy;
}
bool isCap(float joinAngle) {
return joinAngle < -0.1;
}
float segmentDistanceField(vec2 point, vec2 start, vec2 end, float width) {
vec2 tangent = normalize(end - start);
vec2 normal = vec2(-tangent.y, tangent.x);
vec2 startToPoint = point - start;
return abs(dot(startToPoint, normal)) - width * 0.5;
}
float buttCapDistanceField(vec2 point, vec2 start, vec2 end) {
vec2 startToPoint = point - start;
vec2 tangent = normalize(end - start);
return dot(startToPoint, -tangent);
}
float squareCapDistanceField(vec2 point, vec2 start, vec2 end, float width) {
return buttCapDistanceField(point, start, end) - width * 0.5;
}
float roundCapDistanceField(vec2 point, vec2 start, vec2 end, float width) {
float onSegment = max(0., 1000. * dot(point - start, end - start)); // this is very high when inside the segment
return length(point - start) - width * 0.5 - onSegment;
}
float roundJoinDistanceField(vec2 point, vec2 start, vec2 end, float width) {
return roundCapDistanceField(point, start, end, width);
}
float bevelJoinField(vec2 point, vec2 start, vec2 end, float width, float joinAngle) {
vec2 startToPoint = point - start;
vec2 tangent = normalize(end - start);
float c = cos(joinAngle * 0.5);
float s = sin(joinAngle * 0.5);
float direction = -sign(sin(joinAngle));
vec2 bisector = vec2(c * tangent.x - s * tangent.y, s * tangent.x + c * tangent.y);
float radius = width * 0.5 * s;
return dot(startToPoint, bisector * direction) - radius;
}
float miterJoinDistanceField(vec2 point, vec2 start, vec2 end, float width, float joinAngle) {
if (cos(joinAngle) > ${LINESTRING_ANGLE_COSINE_CUTOFF}) { // avoid risking a division by zero
return bevelJoinField(point, start, end, width, joinAngle);
}
float miterLength = 1. / sin(joinAngle * 0.5);
float miterLimit = ${this.strokeMiterLimitExpression_};
if (miterLength > miterLimit) {
return bevelJoinField(point, start, end, width, joinAngle);
}
return -1000.;
}
float capDistanceField(vec2 point, vec2 start, vec2 end, float width, float capType) {
if (capType == ${stringToGlsl("butt")}) {
return buttCapDistanceField(point, start, end);
} else if (capType == ${stringToGlsl("square")}) {
return squareCapDistanceField(point, start, end, width);
}
return roundCapDistanceField(point, start, end, width);
}
float joinDistanceField(vec2 point, vec2 start, vec2 end, float width, float joinAngle, float joinType) {
if (joinType == ${stringToGlsl("bevel")}) {
return bevelJoinField(point, start, end, width, joinAngle);
} else if (joinType == ${stringToGlsl("miter")}) {
return miterJoinDistanceField(point, start, end, width, joinAngle);
}
return roundJoinDistanceField(point, start, end, width);
}
float computeSegmentPointDistance(vec2 point, vec2 start, vec2 end, float width, float joinAngle, float capType, float joinType) {
if (isCap(joinAngle)) {
return capDistanceField(point, start, end, width, capType);
}
return joinDistanceField(point, start, end, width, joinAngle, joinType);
}
float distanceFromSegment(vec2 point, vec2 start, vec2 end) {
vec2 tangent = end - start;
vec2 startToPoint = point - start;
// inspire by capsule fn in https://iquilezles.org/articles/distfunctions/
float h = clamp(dot(startToPoint, tangent) / dot(tangent, tangent), 0.0, 1.0);
return length(startToPoint - tangent * h);
}
void main(void) {
${this.attributes_.map(
(attribute) => ` ${attribute.varyingType} ${attribute.name} = ${attribute.varyingName}; // assign to original attribute name`
).join("\n")}
vec2 currentPointPx = gl_FragCoord.xy / u_pixelRatio;
#ifdef GL_FRAGMENT_PRECISION_HIGH
vec2 worldPos = pxToWorld(currentPointPx);
if (
abs(u_renderExtent[0] - u_renderExtent[2]) > 0.0 && (
worldPos[0] < u_renderExtent[0] ||
worldPos[1] < u_renderExtent[1] ||
worldPos[0] > u_renderExtent[2] ||
worldPos[1] > u_renderExtent[3]
)
) {
discard;
}
#endif
float segmentLengthPx = length(v_segmentEndPx - v_segmentStartPx);
segmentLengthPx = max(segmentLengthPx, 1.17549429e-38); // avoid divide by zero
vec2 segmentTangent = (v_segmentEndPx - v_segmentStartPx) / segmentLengthPx;
vec2 segmentNormal = vec2(-segmentTangent.y, segmentTangent.x);
vec2 startToPointPx = currentPointPx - v_segmentStartPx;
float lengthToPointPx = max(0., min(dot(segmentTangent, startToPointPx), segmentLengthPx));
float currentLengthPx = lengthToPointPx + v_distancePx;
float currentRadiusPx = distanceFromSegment(currentPointPx, v_segmentStartPx, v_segmentEndPx);
float currentRadiusRatio = dot(segmentNormal, startToPointPx) * 2. / v_width;
currentLineMetric = mix(v_measureStart, v_measureEnd, lengthToPointPx / segmentLengthPx);
if (${this.discardExpression_}) { discard; }
float capType = ${this.strokeCapExpression_};
float joinType = ${this.strokeJoinExpression_};
float segmentStartDistance = computeSegmentPointDistance(currentPointPx, v_segmentStartPx, v_segmentEndPx, v_width, v_angleStart, capType, joinType);
float segmentEndDistance = computeSegmentPointDistance(currentPointPx, v_segmentEndPx, v_segmentStartPx, v_width, v_angleEnd, capType, joinType);
float distanceField = max(
segmentDistanceField(currentPointPx, v_segmentStartPx, v_segmentEndPx, v_width),
max(segmentStartDistance, segmentEndDistance)
);
distanceField = max(distanceField, ${this.strokeDistanceFieldExpression_});
vec4 color = ${this.strokeColorExpression_};
color.a *= smoothstep(0.5, -0.5, distanceField);
gl_FragColor = color;
gl_FragColor.a *= u_globalAlpha;
gl_FragColor.rgb *= gl_FragColor.a;
if (u_hitDetection > 0) {
if (gl_FragColor.a < 0.1) { discard; };
gl_FragColor = v_hitColor;
}
}`;
}
/**
* Generates a fill vertex shader from the builder parameters
*
* @return {string|null} The full shader as a string; null if no color specified
*/
getFillVertexShader() {
if (!this.hasFill_) {
return null;
}
return `${COMMON_HEADER}
${this.uniforms_.map((uniform) => `uniform ${uniform.type} ${uniform.name};`).join("\n")}
attribute vec2 a_position;
attribute vec2 a_hitColor;
varying vec4 v_hitColor;
${this.attributes_.map(
(attribute) => `attribute ${attribute.type} ${attribute.name};
varying ${attribute.varyingType} ${attribute.varyingName};`
).join("\n")}
${this.vertexShaderFunctions_.join("\n")}
void main(void) {
gl_Position = u_projectionMatrix * vec4(a_position, u_depth, 1.0);
v_hitColor = unpackColor(a_hitColor);
${this.attributes_.map(
(attribute) => ` ${attribute.varyingName} = ${attribute.varyingExpression};`
).join("\n")}
}`;
}
/**
* Generates a fill fragment shader from the builder parameters
* @return {string|null} The full shader as a string; null if no color specified
*/
getFillFragmentShader() {
if (!this.hasFill_) {
return null;
}
return `${COMMON_HEADER}
${this.uniforms_.map((uniform) => `uniform ${uniform.type} ${uniform.name};`).join("\n")}
varying vec4 v_hitColor;
${this.attributes_.map(
(attribute) => `varying ${attribute.varyingType} ${attribute.varyingName};`
).join("\n")}
${this.fragmentShaderFunctions_.join("\n")}
vec2 pxToWorld(vec2 pxPos) {
vec2 screenPos = 2.0 * pxPos / u_viewportSizePx - 1.0;
return (u_screenToWorldMatrix * vec4(screenPos, 0.0, 1.0)).xy;
}
vec2 worldToPx(vec2 worldPos) {
vec4 screenPos = u_projectionMatrix * vec4(worldPos, 0.0, 1.0);
return (0.5 * screenPos.xy + 0.5) * u_viewportSizePx;
}
void main(void) {
${this.attributes_.map(
(attribute) => ` ${attribute.varyingType} ${attribute.name} = ${attribute.varyingName}; // assign to original attribute name`
).join("\n")}
vec2 pxPos = gl_FragCoord.xy / u_pixelRatio;
vec2 pxOrigin = worldToPx(u_patternOrigin);
#ifdef GL_FRAGMENT_PRECISION_HIGH
vec2 worldPos = pxToWorld(pxPos);
if (
abs(u_renderExtent[0] - u_renderExtent[2]) > 0.0 && (
worldPos[0] < u_renderExtent[0] ||
worldPos[1] < u_renderExtent[1] ||
worldPos[0] > u_renderExtent[2] ||
worldPos[1] > u_renderExtent[3]
)
) {
discard;
}
#endif
if (${this.discardExpression_}) { discard; }
gl_FragColor = ${this.fillColorExpression_};
gl_FragColor.a *= u_globalAlpha;
gl_FragColor.rgb *= gl_FragColor.a;
if (u_hitDetection > 0) {
if (gl_FragColor.a < 0.1) { discard; };
gl_FragColor = v_hitColor;
}
}`;
}
};
// node_modules/ol/render/webgl/MixedGeometryBatch.js
var MixedGeometryBatch = class _MixedGeometryBatch {
constructor() {
this.globalCounter_ = 0;
this.refToFeature_ = /* @__PURE__ */ new Map();
this.uidToRef_ = /* @__PURE__ */ new Map();
this.freeGlobalRef_ = [];
this.polygonBatch = {
entries: {},
geometriesCount: 0,
verticesCount: 0,
ringsCount: 0
};
this.pointBatch = {
entries: {},
geometriesCount: 0
};
this.lineStringBatch = {
entries: {},
geometriesCount: 0,
verticesCount: 0
};
}
/**
* @param {Array<Feature|RenderFeature>} features Array of features to add to the batch
* @param {import("../../proj.js").TransformFunction} [projectionTransform] Projection transform.
*/
addFeatures(features, projectionTransform) {
for (let i = 0; i < features.length; i++) {
this.addFeature(features[i], projectionTransform);
}
}
/**
* @param {Feature|RenderFeature} feature Feature to add to the batch
* @param {import("../../proj.js").TransformFunction} [projectionTransform] Projection transform.
*/
addFeature(feature, projectionTransform) {
let geometry = feature.getGeometry();
if (!geometry) {
return;
}
if (projectionTransform) {
geometry = geometry.clone();
geometry.applyTransform(projectionTransform);
}
this.addGeometry_(geometry, feature);
}
/**
* @param {Feature|RenderFeature} feature Feature
* @return {GeometryBatchItem|void} the cleared entry
* @private
*/
clearFeatureEntryInPointBatch_(feature) {
const featureUid = getUid(feature);
const entry = this.pointBatch.entries[featureUid];
if (!entry) {
return;
}
this.pointBatch.geometriesCount -= entry.flatCoordss.length;
delete this.pointBatch.entries[featureUid];
return entry;
}
/**
* @param {Feature|RenderFeature} feature Feature
* @return {GeometryBatchItem|void} the cleared entry
* @private
*/
clearFeatureEntryInLineStringBatch_(feature) {
const featureUid = getUid(feature);
const entry = this.lineStringBatch.entries[featureUid];
if (!entry) {
return;
}
this.lineStringBatch.verticesCount -= entry.verticesCount;
this.lineStringBatch.geometriesCount -= entry.flatCoordss.length;
delete this.lineStringBatch.entries[featureUid];
return entry;
}
/**
* @param {Feature|RenderFeature} feature Feature
* @return {GeometryBatchItem|void} the cleared entry
* @private
*/
clearFeatureEntryInPolygonBatch_(feature) {
const featureUid = getUid(feature);
const entry = this.polygonBatch.entries[featureUid];
if (!entry) {
return;
}
this.polygonBatch.verticesCount -= entry.verticesCount;
this.polygonBatch.ringsCount -= entry.ringsCount;
this.polygonBatch.geometriesCount -= entry.flatCoordss.length;
delete this.polygonBatch.entries[featureUid];
return entry;
}
/**
* @param {import("../../geom.js").Geometry|RenderFeature} geometry Geometry
* @param {Feature|RenderFeature} feature Feature
* @private
*/
addGeometry_(geometry, feature) {
var _a;
const type = geometry.getType();
switch (type) {
case "GeometryCollection": {
const geometries = (
/** @type {import("../../geom.js").GeometryCollection} */
geometry.getGeometriesArray()
);
for (const geometry2 of geometries) {
this.addGeometry_(geometry2, feature);
}
break;
}
case "MultiPolygon": {
const multiPolygonGeom = (
/** @type {import("../../geom.js").MultiPolygon} */
geometry
);
this.addCoordinates_(
type,
multiPolygonGeom.getFlatCoordinates(),
multiPolygonGeom.getEndss(),
feature,
getUid(feature),
multiPolygonGeom.getStride()
);
break;
}
case "MultiLineString": {
const multiLineGeom = (
/** @type {import("../../geom.js").MultiLineString|RenderFeature} */
geometry
);
this.addCoordinates_(
type,
multiLineGeom.getFlatCoordinates(),
multiLineGeom.getEnds(),
feature,
getUid(feature),
multiLineGeom.getStride()
);
break;
}
case "MultiPoint": {
const multiPointGeom = (
/** @type {import("../../geom.js").MultiPoint|RenderFeature} */
geometry
);
this.addCoordinates_(
type,
multiPointGeom.getFlatCoordinates(),
null,
feature,
getUid(feature),
multiPointGeom.getStride()
);
break;
}
case "Polygon": {
const polygonGeom = (
/** @type {import("../../geom.js").Polygon|RenderFeature} */
geometry
);
this.addCoordinates_(
type,
polygonGeom.getFlatCoordinates(),
polygonGeom.getEnds(),
feature,
getUid(feature),
polygonGeom.getStride()
);
break;
}
case "Point": {
const pointGeom = (
/** @type {import("../../geom.js").Point} */
geometry
);
this.addCoordinates_(
type,
pointGeom.getFlatCoordinates(),
null,
feature,
getUid(feature),
pointGeom.getStride()
);
break;
}
case "LineString":
case "LinearRing": {
const lineGeom = (
/** @type {import("../../geom.js").LineString} */
geometry
);
const stride = lineGeom.getStride();
this.addCoordinates_(
type,
lineGeom.getFlatCoordinates(),
null,
feature,
getUid(feature),
stride,
(_a = lineGeom.getLayout) == null ? void 0 : _a.call(lineGeom)
);
break;
}
default:
}
}
/**
* @param {GeometryType} type Geometry type
* @param {Array<number>} flatCoords Flat coordinates
* @param {Array<number> | Array<Array<number>> | null} ends Coordinate ends
* @param {Feature|RenderFeature} feature Feature
* @param {string} featureUid Feature uid
* @param {number} stride Stride
* @param {import('../../geom/Geometry.js').GeometryLayout} [layout] Layout
* @private
*/
addCoordinates_(type, flatCoords, ends, feature, featureUid, stride, layout) {
let verticesCount;
switch (type) {
case "MultiPolygon": {
const multiPolygonEndss = (
/** @type {Array<Array<number>>} */
ends
);
for (let i = 0, ii = multiPolygonEndss.length; i < ii; i++) {
let polygonEnds = multiPolygonEndss[i];
const prevPolygonEnds = i > 0 ? multiPolygonEndss[i - 1] : null;
const startIndex = prevPolygonEnds ? prevPolygonEnds[prevPolygonEnds.length - 1] : 0;
const endIndex = polygonEnds[polygonEnds.length - 1];
polygonEnds = startIndex > 0 ? polygonEnds.map((end) => end - startIndex) : polygonEnds;
this.addCoordinates_(
"Polygon",
flatCoords.slice(startIndex, endIndex),
polygonEnds,
feature,
featureUid,
stride,
layout
);
}
break;
}
case "MultiLineString": {
const multiLineEnds = (
/** @type {Array<number>} */
ends
);
for (let i = 0, ii = multiLineEnds.length; i < ii; i++) {
const startIndex = i > 0 ? multiLineEnds[i - 1] : 0;
this.addCoordinates_(
"LineString",
flatCoords.slice(startIndex, multiLineEnds[i]),
null,
feature,
featureUid,
stride,
layout
);
}
break;
}
case "MultiPoint":
for (let i = 0, ii = flatCoords.length; i < ii; i += stride) {
this.addCoordinates_(
"Point",
flatCoords.slice(i, i + 2),
null,
feature,
featureUid,
null,
null
);
}
break;
case "Polygon": {
const polygonEnds = (
/** @type {Array<number>} */
ends
);
if (feature instanceof Feature_default) {
const multiPolygonEnds = inflateEnds(flatCoords, polygonEnds);
if (multiPolygonEnds.length > 1) {
this.addCoordinates_(
"MultiPolygon",
flatCoords,
multiPolygonEnds,
feature,
featureUid,
stride,
layout
);
return;
}
}
if (!this.polygonBatch.entries[featureUid]) {
this.polygonBatch.entries[featureUid] = this.addRefToEntry_(
featureUid,
{
feature,
flatCoordss: [],
verticesCount: 0,
ringsCount: 0,
ringsVerticesCounts: []
}
);
}
verticesCount = flatCoords.length / stride;
const ringsCount = ends.length;
const ringsVerticesCount = ends.map(
(end, ind, arr) => ind > 0 ? (end - arr[ind - 1]) / stride : end / stride
);
this.polygonBatch.verticesCount += verticesCount;
this.polygonBatch.ringsCount += ringsCount;
this.polygonBatch.geometriesCount++;
this.polygonBatch.entries[featureUid].flatCoordss.push(
getFlatCoordinatesXY(flatCoords, stride)
);
this.polygonBatch.entries[featureUid].ringsVerticesCounts.push(
ringsVerticesCount
);
this.polygonBatch.entries[featureUid].verticesCount += verticesCount;
this.polygonBatch.entries[featureUid].ringsCount += ringsCount;
for (let i = 0, ii = polygonEnds.length; i < ii; i++) {
const startIndex = i > 0 ? polygonEnds[i - 1] : 0;
this.addCoordinates_(
"LinearRing",
flatCoords.slice(startIndex, polygonEnds[i]),
null,
feature,
featureUid,
stride,
layout
);
}
break;
}
case "Point":
if (!this.pointBatch.entries[featureUid]) {
this.pointBatch.entries[featureUid] = this.addRefToEntry_(
featureUid,
{
feature,
flatCoordss: []
}
);
}
this.pointBatch.geometriesCount++;
this.pointBatch.entries[featureUid].flatCoordss.push(flatCoords);
break;
case "LineString":
case "LinearRing":
if (!this.lineStringBatch.entries[featureUid]) {
this.lineStringBatch.entries[featureUid] = this.addRefToEntry_(
featureUid,
{
feature,
flatCoordss: [],
verticesCount: 0
}
);
}
verticesCount = flatCoords.length / stride;
this.lineStringBatch.verticesCount += verticesCount;
this.lineStringBatch.geometriesCount++;
this.lineStringBatch.entries[featureUid].flatCoordss.push(
getFlatCoordinatesXYM(flatCoords, stride, layout)
);
this.lineStringBatch.entries[featureUid].verticesCount += verticesCount;
break;
default:
}
}
/**
* @param {string} featureUid Feature uid
* @param {GeometryBatchItem} entry The entry to add
* @return {GeometryBatchItem} the added entry
* @private
*/
addRefToEntry_(featureUid, entry) {
const currentRef = this.uidToRef_.get(featureUid);
const ref = currentRef || this.freeGlobalRef_.pop() || ++this.globalCounter_;
entry.ref = ref;
if (!currentRef) {
this.refToFeature_.set(ref, entry.feature);
this.uidToRef_.set(featureUid, ref);
}
return entry;
}
/**
* Return a ref to the pool of available refs.
* @param {number} ref the ref to return
* @param {string} featureUid the feature uid
* @private
*/
removeRef_(ref, featureUid) {
if (!ref) {
throw new Error("This feature has no ref: " + featureUid);
}
this.refToFeature_.delete(ref);
this.uidToRef_.delete(featureUid);
this.freeGlobalRef_.push(ref);
}
/**
* @param {Feature|RenderFeature} feature Feature
* @param {import("../../proj.js").TransformFunction} [projectionTransform] Projection transform.
*/
changeFeature(feature, projectionTransform) {
if (!this.uidToRef_.get(getUid(feature))) {
return;
}
this.removeFeature(feature);
let geometry = feature.getGeometry();
if (!geometry) {
return;
}
if (projectionTransform) {
geometry = geometry.clone();
geometry.applyTransform(projectionTransform);
}
this.addGeometry_(geometry, feature);
}
/**
* @param {Feature|RenderFeature} feature Feature
*/
removeFeature(feature) {
let entry = this.clearFeatureEntryInPointBatch_(feature);
entry = this.clearFeatureEntryInPolygonBatch_(feature) || entry;
entry = this.clearFeatureEntryInLineStringBatch_(feature) || entry;
if (entry) {
this.removeRef_(entry.ref, getUid(entry.feature));
}
}
clear() {
this.polygonBatch.entries = {};
this.polygonBatch.geometriesCount = 0;
this.polygonBatch.verticesCount = 0;
this.polygonBatch.ringsCount = 0;
this.lineStringBatch.entries = {};
this.lineStringBatch.geometriesCount = 0;
this.lineStringBatch.verticesCount = 0;
this.pointBatch.entries = {};
this.pointBatch.geometriesCount = 0;
this.globalCounter_ = 0;
this.freeGlobalRef_ = [];
this.refToFeature_.clear();
this.uidToRef_.clear();
}
/**
* Resolve the feature associated to a ref.
* @param {number} ref Hit detected ref
* @return {Feature|RenderFeature} feature
*/
getFeatureFromRef(ref) {
return this.refToFeature_.get(ref);
}
isEmpty() {
return this.globalCounter_ === 0;
}
/**
* Will return a new instance of this class that only contains the features
* for which the provided callback returned true
* @param {function((Feature|RenderFeature)): boolean} featureFilter Feature filter callback
* @return {MixedGeometryBatch} Filtered geometry batch
*/
filter(featureFilter) {
const filtered = new _MixedGeometryBatch();
filtered.globalCounter_ = this.globalCounter_;
filtered.uidToRef_ = this.uidToRef_;
filtered.refToFeature_ = this.refToFeature_;
let empty = true;
for (const feature of this.refToFeature_.values()) {
if (featureFilter(feature)) {
filtered.addFeature(feature);
empty = false;
}
}
if (empty) {
return new _MixedGeometryBatch();
}
return filtered;
}
};
function getFlatCoordinatesXY(flatCoords, stride) {
if (stride === 2) {
return flatCoords;
}
return flatCoords.filter((v, i) => i % stride < 2);
}
function getFlatCoordinatesXYM(flatCoords, stride, layout) {
if (stride === 3 && layout === "XYM") {
return flatCoords;
}
if (stride === 4) {
return flatCoords.filter((v, i) => i % stride !== 2);
}
if (stride === 3) {
return flatCoords.map((v, i) => i % stride !== 2 ? v : 0);
}
return new Array(flatCoords.length * 1.5).fill(0).map((v, i) => i % 3 === 2 ? 0 : flatCoords[Math.round(i / 1.5)]);
}
var MixedGeometryBatch_default = MixedGeometryBatch;
// node_modules/ol/worker/webgl.js
function create3() {
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n,r=t;do{if(n=!1,r.steiner||!b(r,r.next)&&0!==v(r.prev,r,r.next))r=r.next;else{if(w(r),r=e=r.prev,r===r.next)break;n=!0}}while(n||r!==e);return e}function r(t,e,u,s,l,a,y){if(!t)return;!y&&a&&function(t,e,n,r){let x=t;do{0===x.z&&(x.z=c(x.x,x.y,e,n,r)),x.prevZ=x.prev,x.nextZ=x.next,x=x.next}while(x!==t);x.prevZ.nextZ=null,x.prevZ=null,function(t){let e,n=1;do{let r,x=t;t=null;let o=null;for(e=0;x;){e++;let i=x,f=0;for(let t=0;t<n&&(f++,i=i.nextZ,i);t++);let u=n;for(;f>0||u>0&&i;)0!==f&&(0===u||!i||x.z<=i.z)?(r=x,x=x.nextZ,f--):(r=i,i=i.nextZ,u--),o?o.nextZ=r:t=r,r.prevZ=o,o=r;x=i}o.nextZ=null,n*=2}while(e>1)}(x)}(t,s,l,a);let h=t;for(;t.prev!==t.next;){const c=t.prev,p=t.next;if(a?o(t,s,l,a):x(t))e.push(c.i,t.i,p.i),w(t),t=p.next,h=p.next;else if((t=p)===h){y?1===y?r(t=i(n(t),e),e,u,s,l,a,2):2===y&&f(t,e,u,s,l,a):r(n(t),e,u,s,l,a,1);break}}}function x(t){const e=t.prev,n=t,r=t.next;if(v(e,n,r)>=0)return!1;const 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Z=t.prevZ,d=t.nextZ;for(;Z&&Z.z>=A&&d&&d.z<=g;){if(Z.x>=p&&Z.x<=M&&Z.y>=b&&Z.y<=m&&Z!==x&&Z!==i&&h(f,l,u,a,s,y,Z.x,Z.y)&&v(Z.prev,Z,Z.next)>=0)return!1;if(Z=Z.prevZ,d.x>=p&&d.x<=M&&d.y>=b&&d.y<=m&&d!==x&&d!==i&&h(f,l,u,a,s,y,d.x,d.y)&&v(d.prev,d,d.next)>=0)return!1;d=d.nextZ}for(;Z&&Z.z>=A;){if(Z.x>=p&&Z.x<=M&&Z.y>=b&&Z.y<=m&&Z!==x&&Z!==i&&h(f,l,u,a,s,y,Z.x,Z.y)&&v(Z.prev,Z,Z.next)>=0)return!1;Z=Z.prevZ}for(;d&&d.z<=g;){if(d.x>=p&&d.x<=M&&d.y>=b&&d.y<=m&&d!==x&&d!==i&&h(f,l,u,a,s,y,d.x,d.y)&&v(d.prev,d,d.next)>=0)return!1;d=d.nextZ}return!0}function i(t,e){let r=t;do{const n=r.prev,x=r.next.next;!b(n,x)&&M(n,r,r.next,x)&&g(n,x)&&g(x,n)&&(e.push(n.i,r.i,x.i),w(r),w(r.next),r=t=x),r=r.next}while(r!==t);return n(r)}function f(t,e,x,o,i,f){let u=t;do{let t=u.next.next;for(;t!==u.prev;){if(u.i!==t.i&&p(u,t)){let s=Z(u,t);return u=n(u,u.next),s=n(s,s.next),r(u,e,x,o,i,f,0),void r(s,e,x,o,i,f,0)}t=t.next}u=u.next}while(u!==t)}function u(t,e){let 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v(t,e,n){return(e.y-t.y)*(n.x-e.x)-(e.x-t.x)*(n.y-e.y)}function b(t,e){return t.x===e.x&&t.y===e.y}function M(t,e,n,r){const x=A(v(t,e,n)),o=A(v(t,e,r)),i=A(v(n,r,t)),f=A(v(n,r,e));return x!==o&&i!==f||(!(0!==x||!m(t,n,e))||(!(0!==o||!m(t,r,e))||(!(0!==i||!m(n,t,r))||!(0!==f||!m(n,e,r)))))}function m(t,e,n){return e.x<=Math.max(t.x,n.x)&&e.x>=Math.min(t.x,n.x)&&e.y<=Math.max(t.y,n.y)&&e.y>=Math.min(t.y,n.y)}function A(t){return t>0?1:t<0?-1:0}function g(t,e){return v(t.prev,t,t.next)<0?v(t,e,t.next)>=0&&v(t,t.prev,e)>=0:v(t,e,t.prev)<0||v(t,t.next,e)<0}function Z(t,e){const n=F(t.i,t.x,t.y),r=F(e.i,e.x,e.y),x=t.next,o=e.prev;return t.next=e,e.prev=t,n.next=x,x.prev=n,r.next=n,n.prev=r,o.next=r,r.prev=o,r}function d(t,e,n,r){const x=F(t,e,n);return r?(x.next=r.next,x.prev=r,r.next.prev=x,r.next=x):(x.prev=x,x.next=x),x}function w(t){t.next.prev=t.prev,t.prev.next=t.next,t.prevZ&&(t.prevZ.nextZ=t.nextZ),t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function F(t,e,n){return{i:t,x:e,y:n,prev:null,next:null,z:0,prevZ:null,nextZ:null,steiner:!1}}function E(t,e){const n=e[0],r=e[1];return e[0]=t[0]*n+t[2]*r+t[4],e[1]=t[1]*n+t[3]*r+t[5],e}function I(t,e){const n=(r=e)[0]*r[3]-r[1]*r[2];var r;!function(t,e){if(!t)throw new Error(e)}(0!==n,"Transformation matrix cannot be inverted");const x=e[0],o=e[1],i=e[2],f=e[3],u=e[4],s=e[5];return t[0]=f/n,t[1]=-o/n,t[2]=-i/n,t[3]=x/n,t[4]=(i*s-f*u)/n,t[5]=-(x*s-o*u)/n,t}new Array(6);const z=[],B={vertexAttributesPosition:0,instanceAttributesPosition:0,indicesPosition:0};function P(t,e,n,r,x){const o=t[e++],i=t[e++],f=z;f.length=r;for(let n=0;n<f.length;n++)f[n]=t[e+n];let u=x?x.instanceAttributesPosition:0;return n[u++]=o,n[u++]=i,f.length&&(n.set(f,u),u+=f.length),B.instanceAttributesPosition=u,B}function N(t,e,n,r,x,o,i,f,u,s){const l=[t[e],t[e+1]],c=[t[n],t[n+1]],a=t[e+2],y=t[n+2],h=E(f,[...l]),p=E(f,[...c]);function v(t,e,n){const r=Math.sqrt((e[0]-t[0])*(e[0]-t[0])+(e[1]-t[1])*(e[1]-t[1])),x=[(e[0]-t[0])/r,(e[1]-t[1])/r],o=[-x[1],x[0]],i=Math.sqrt((n[0]-t[0])*(n[0]-t[0])+(n[1]-t[1])*(n[1]-t[1])),f=[(n[0]-t[0])/i,(n[1]-t[1])/i];let u=0===r||0===i?0:Math.acos((s=f[0]*x[0]+f[1]*x[1],l=-1,c=1,Math.min(Math.max(s,l),c)));var s,l,c;u=Math.max(u,1e-5);return f[0]*o[0]+f[1]*o[1]>0?u:2*Math.PI-u}let b=-1,M=-1,m=s;const A=null!==x;if(null!==r){b=v(h,p,E(f,[...[t[r],t[r+1]]])),Math.cos(b)<=.985&&(m+=Math.tan((b-Math.PI)/2))}if(A){M=v(p,h,E(f,[...[t[x],t[x+1]]])),Math.cos(M)<=.985&&(m+=Math.tan((Math.PI-M)/2))}const g=Math.pow(2,24),Z=u%g,d=Math.floor(u/g)*g;return o.push(l[0],l[1],a,c[0],c[1],y,b,M,Z,d,s),o.push(...i),{length:u+Math.sqrt((p[0]-h[0])*(p[0]-h[0])+(p[1]-h[1])*(p[1]-h[1])),angle:m}}function R(e,n,r,x,o){const i=2+o;let f=n;const u=e.slice(f,f+o);f+=o;const s=e[f++];let l=0;const c=new Array(s-1);for(let t=0;t<s;t++)l+=e[f++],t<s-1&&(c[t]=l);const a=e.slice(f,f+2*l),y=t(a,c,2);for(let t=0;t<y.length;t++)x.push(y[t]+r.length/i);for(let t=0;t<a.length;t+=2)r.push(a[t],a[t+1],...u);return f+2*l}const S="GENERATE_POLYGON_BUFFERS",T="GENERATE_POINT_BUFFERS",_="GENERATE_LINE_STRING_BUFFERS",O=self;O.onmessage=t=>{const e=t.data;switch(e.type){case T:{const t=2,n=2,r=e.customAttributesSize,x=n+r,o=new Float32Array(e.renderInstructions),i=o.length/x*(t+r),f=Uint32Array.from([0,1,3,1,2,3]),u=Float32Array.from([-1,-1,1,-1,1,1,-1,1]),s=new Float32Array(i);let l;for(let t=0;t<o.length;t+=x)l=P(o,t,s,r,l);const c=Object.assign({indicesBuffer:f.buffer,vertexAttributesBuffer:u.buffer,instanceAttributesBuffer:s.buffer,renderInstructions:o.buffer},e);O.postMessage(c,[u.buffer,s.buffer,f.buffer,o.buffer]);break}case _:{const t=[],n=e.customAttributesSize,r=3,x=new Float32Array(e.renderInstructions);let o=0;const i=[1,0,0,1,0,0];let f,u;for(I(i,e.renderInstructionsTransform);o<x.length;){u=Array.from(x.slice(o,o+n)),o+=n,f=x[o++];const e=o,s=o+(f-1)*r,l=x[e]===x[s]&&x[e+1]===x[s+1];let c=0,a=0;for(let n=0;n<f-1;n++){let y=null;n>0?y=o+(n-1)*r:l&&(y=s-r);let h=null;n<f-2?h=o+(n+2)*r:l&&(h=e+r);const p=N(x,o+n*r,o+(n+1)*r,y,h,t,u,i,c,a);c=p.length,a=p.angle}o+=f*r}const s=Uint32Array.from([0,1,3,1,2,3]),l=Float32Array.from([-1,-1,1,-1,1,1,-1,1]),c=Float32Array.from(t),a=Object.assign({indicesBuffer:s.buffer,vertexAttributesBuffer:l.buffer,instanceAttributesBuffer:c.buffer,renderInstructions:x.buffer},e);O.postMessage(a,[l.buffer,c.buffer,s.buffer,x.buffer]);break}case S:{const t=[],n=[],r=e.customAttributesSize,x=new Float32Array(e.renderInstructions);let o=0;for(;o<x.length;)o=R(x,o,t,n,r);const i=Uint32Array.from(n),f=Float32Array.from(t),u=Float32Array.from([]),s=Object.assign({indicesBuffer:i.buffer,vertexAttributesBuffer:f.buffer,instanceAttributesBuffer:u.buffer,renderInstructions:x.buffer},e);O.postMessage(s,[f.buffer,u.buffer,i.buffer,x.buffer]);break}}};';
return new Worker(typeof Blob === "undefined" ? "data:application/javascript;base64," + Buffer.from(source, "binary").toString("base64") : URL.createObjectURL(new Blob([source], { type: "application/javascript" })));
}
// node_modules/ol/render/webgl/constants.js
var WebGLWorkerMessageType = {
GENERATE_POLYGON_BUFFERS: "GENERATE_POLYGON_BUFFERS",
GENERATE_POINT_BUFFERS: "GENERATE_POINT_BUFFERS",
GENERATE_LINE_STRING_BUFFERS: "GENERATE_LINE_STRING_BUFFERS"
};
// node_modules/ol/render/webgl/encodeUtil.js
function colorEncodeIdAndPack(id, array) {
array = array || [];
const radix = 256;
const divide = radix - 1;
const r = Math.floor(id / radix / radix / radix) / divide;
const g = Math.floor(id / radix / radix) % radix / divide;
const b = Math.floor(id / radix) % radix / divide;
const a = id % radix / divide;
array[0] = r * 256 * 255 + g * 255;
array[1] = b * 256 * 255 + a * 255;
return array;
}
function colorDecodeId(color) {
let id = 0;
const radix = 256;
const mult = radix - 1;
id += Math.round(color[0] * radix * radix * radix * mult);
id += Math.round(color[1] * radix * radix * mult);
id += Math.round(color[2] * radix * mult);
id += Math.round(color[3] * mult);
return id;
}
// node_modules/ol/render/webgl/renderinstructions.js
function pushCustomAttributesInRenderInstructions(renderInstructions, customAttributes, batchEntry, currentIndex) {
let shift = 0;
for (const key in customAttributes) {
const attr = customAttributes[key];
const value = attr.callback.call(batchEntry, batchEntry.feature);
let first = (value == null ? void 0 : value[0]) ?? value;
if (first === UNDEFINED_PROP_VALUE) {
console.warn('The "has" operator might return false positives.');
}
if (first === void 0) {
first = UNDEFINED_PROP_VALUE;
} else if (first === null) {
first = 0;
}
renderInstructions[currentIndex + shift++] = first;
if (!attr.size || attr.size === 1) {
continue;
}
renderInstructions[currentIndex + shift++] = value[1];
if (attr.size < 3) {
continue;
}
renderInstructions[currentIndex + shift++] = value[2];
if (attr.size < 4) {
continue;
}
renderInstructions[currentIndex + shift++] = value[3];
}
return shift;
}
function getCustomAttributesSize(customAttributes) {
return Object.keys(customAttributes).reduce(
(prev, curr) => prev + (customAttributes[curr].size || 1),
0
);
}
function generatePointRenderInstructions(batch, renderInstructions, customAttributes, transform) {
const totalInstructionsCount = (2 + getCustomAttributesSize(customAttributes)) * batch.geometriesCount;
if (!renderInstructions || renderInstructions.length !== totalInstructionsCount) {
renderInstructions = new Float32Array(totalInstructionsCount);
}
const tmpCoords = [];
let renderIndex = 0;
for (const featureUid in batch.entries) {
const batchEntry = batch.entries[featureUid];
for (let i = 0, ii = batchEntry.flatCoordss.length; i < ii; i++) {
tmpCoords[0] = batchEntry.flatCoordss[i][0];
tmpCoords[1] = batchEntry.flatCoordss[i][1];
apply(transform, tmpCoords);
renderInstructions[renderIndex++] = tmpCoords[0];
renderInstructions[renderIndex++] = tmpCoords[1];
renderIndex += pushCustomAttributesInRenderInstructions(
renderInstructions,
customAttributes,
batchEntry,
renderIndex
);
}
}
return renderInstructions;
}
function generateLineStringRenderInstructions(batch, renderInstructions, customAttributes, transform) {
const totalInstructionsCount = 3 * batch.verticesCount + (1 + getCustomAttributesSize(customAttributes)) * batch.geometriesCount;
if (!renderInstructions || renderInstructions.length !== totalInstructionsCount) {
renderInstructions = new Float32Array(totalInstructionsCount);
}
const flatCoords = [];
let renderIndex = 0;
for (const featureUid in batch.entries) {
const batchEntry = batch.entries[featureUid];
for (let i = 0, ii = batchEntry.flatCoordss.length; i < ii; i++) {
flatCoords.length = batchEntry.flatCoordss[i].length;
transform2D(
batchEntry.flatCoordss[i],
0,
flatCoords.length,
3,
transform,
flatCoords,
3
);
renderIndex += pushCustomAttributesInRenderInstructions(
renderInstructions,
customAttributes,
batchEntry,
renderIndex
);
renderInstructions[renderIndex++] = flatCoords.length / 3;
for (let j = 0, jj = flatCoords.length; j < jj; j += 3) {
renderInstructions[renderIndex++] = flatCoords[j];
renderInstructions[renderIndex++] = flatCoords[j + 1];
renderInstructions[renderIndex++] = flatCoords[j + 2];
}
}
}
return renderInstructions;
}
function generatePolygonRenderInstructions(batch, renderInstructions, customAttributes, transform) {
const totalInstructionsCount = 2 * batch.verticesCount + (1 + getCustomAttributesSize(customAttributes)) * batch.geometriesCount + batch.ringsCount;
if (!renderInstructions || renderInstructions.length !== totalInstructionsCount) {
renderInstructions = new Float32Array(totalInstructionsCount);
}
const flatCoords = [];
let renderIndex = 0;
for (const featureUid in batch.entries) {
const batchEntry = batch.entries[featureUid];
for (let i = 0, ii = batchEntry.flatCoordss.length; i < ii; i++) {
flatCoords.length = batchEntry.flatCoordss[i].length;
transform2D(
batchEntry.flatCoordss[i],
0,
flatCoords.length,
2,
transform,
flatCoords
);
renderIndex += pushCustomAttributesInRenderInstructions(
renderInstructions,
customAttributes,
batchEntry,
renderIndex
);
renderInstructions[renderIndex++] = batchEntry.ringsVerticesCounts[i].length;
for (let j = 0, jj = batchEntry.ringsVerticesCounts[i].length; j < jj; j++) {
renderInstructions[renderIndex++] = batchEntry.ringsVerticesCounts[i][j];
}
for (let j = 0, jj = flatCoords.length; j < jj; j += 2) {
renderInstructions[renderIndex++] = flatCoords[j];
renderInstructions[renderIndex++] = flatCoords[j + 1];
}
}
}
return renderInstructions;
}
// node_modules/ol/render/webgl/style.js
function computeHash(input) {
const hash = JSON.stringify(input).split("").reduce((prev, curr) => (prev << 5) - prev + curr.charCodeAt(0), 0);
return (hash >>> 0).toString();
}
function parseCommonSymbolProperties(style, builder, vertContext, prefix) {
if (`${prefix}radius` in style && prefix !== "icon-") {
let radius = expressionToGlsl(
vertContext,
style[`${prefix}radius`],
NumberType
);
if (`${prefix}radius2` in style) {
const radius2 = expressionToGlsl(
vertContext,
style[`${prefix}radius2`],
NumberType
);
radius = `max(${radius}, ${radius2})`;
}
if (`${prefix}stroke-width` in style) {
radius = `(${radius} + ${expressionToGlsl(
vertContext,
style[`${prefix}stroke-width`],
NumberType
)} * 0.5)`;
}
builder.setSymbolSizeExpression(`vec2(${radius} * 2. + 0.5)`);
}
if (`${prefix}scale` in style) {
const scale2 = expressionToGlsl(
vertContext,
style[`${prefix}scale`],
SizeType
);
builder.setSymbolSizeExpression(
`${builder.getSymbolSizeExpression()} * ${scale2}`
);
}
if (`${prefix}displacement` in style) {
builder.setSymbolOffsetExpression(
expressionToGlsl(
vertContext,
style[`${prefix}displacement`],
NumberArrayType
)
);
}
if (`${prefix}rotation` in style) {
builder.setSymbolRotationExpression(
expressionToGlsl(vertContext, style[`${prefix}rotation`], NumberType)
);
}
if (`${prefix}rotate-with-view` in style) {
builder.setSymbolRotateWithView(!!style[`${prefix}rotate-with-view`]);
}
}
function getColorFromDistanceField(distanceField, fillColor, strokeColor, strokeWidth, opacity) {
let color = "vec4(0.)";
if (fillColor !== null) {
color = fillColor;
}
if (strokeColor !== null && strokeWidth !== null) {
const strokeFillRatio = `smoothstep(-${strokeWidth} + 0.63, -${strokeWidth} - 0.58, ${distanceField})`;
color = `mix(${strokeColor}, ${color}, ${strokeFillRatio})`;
}
const shapeOpacity = `(1.0 - smoothstep(-0.63, 0.58, ${distanceField}))`;
let result = `${color} * vec4(1.0, 1.0, 1.0, ${shapeOpacity})`;
if (opacity !== null) {
result = `${result} * vec4(1.0, 1.0, 1.0, ${opacity})`;
}
return result;
}
function parseImageProperties(style, builder, uniforms, prefix, textureId) {
const image = new Image();
image.crossOrigin = style[`${prefix}cross-origin`] === void 0 ? "anonymous" : style[`${prefix}cross-origin`];
assert(
typeof style[`${prefix}src`] === "string",
`WebGL layers do not support expressions for the ${prefix}src style property`
);
image.src = /** @type {string} */
style[`${prefix}src`];
uniforms[`u_texture${textureId}_size`] = () => {
return image.complete ? [image.width, image.height] : [0, 0];
};
builder.addUniform(`u_texture${textureId}_size`, "vec2");
const size = `u_texture${textureId}_size`;
uniforms[`u_texture${textureId}`] = image;
builder.addUniform(`u_texture${textureId}`, "sampler2D");
return size;
}
function parseImageOffsetProperties(style, prefix, context, imageSize, sampleSize) {
let offsetExpression = expressionToGlsl(
context,
style[`${prefix}offset`],
SizeType
);
if (`${prefix}offset-origin` in style) {
switch (style[`${prefix}offset-origin`]) {
case "top-right":
offsetExpression = `vec2(${imageSize}.x, 0.) + ${sampleSize} * vec2(-1., 0.) + ${offsetExpression} * vec2(-1., 1.)`;
break;
case "bottom-left":
offsetExpression = `vec2(0., ${imageSize}.y) + ${sampleSize} * vec2(0., -1.) + ${offsetExpression} * vec2(1., -1.)`;
break;
case "bottom-right":
offsetExpression = `${imageSize} - ${sampleSize} - ${offsetExpression}`;
break;
default:
}
}
return offsetExpression;
}
function parseCircleProperties(style, builder, uniforms, context) {
context.functions["circleDistanceField"] = `float circleDistanceField(vec2 point, float radius) {
return length(point) - radius;
}`;
parseCommonSymbolProperties(style, builder, context, "circle-");
let opacity = null;
if ("circle-opacity" in style) {
opacity = expressionToGlsl(context, style["circle-opacity"], NumberType);
}
let currentPoint = "coordsPx";
if ("circle-scale" in style) {
const scale2 = expressionToGlsl(context, style["circle-scale"], SizeType);
currentPoint = `coordsPx / ${scale2}`;
}
let fillColor = null;
if ("circle-fill-color" in style) {
fillColor = expressionToGlsl(
context,
style["circle-fill-color"],
ColorType
);
}
let strokeColor = null;
if ("circle-stroke-color" in style) {
strokeColor = expressionToGlsl(
context,
style["circle-stroke-color"],
ColorType
);
}
let radius = expressionToGlsl(context, style["circle-radius"], NumberType);
let strokeWidth = null;
if ("circle-stroke-width" in style) {
strokeWidth = expressionToGlsl(
context,
style["circle-stroke-width"],
NumberType
);
radius = `(${radius} + ${strokeWidth} * 0.5)`;
}
const distanceField = `circleDistanceField(${currentPoint}, ${radius})`;
const colorExpression = getColorFromDistanceField(
distanceField,
fillColor,
strokeColor,
strokeWidth,
opacity
);
builder.setSymbolColorExpression(colorExpression);
}
function parseShapeProperties(style, builder, uniforms, context) {
context.functions["round"] = `float round(float v) {
return sign(v) * floor(abs(v) + 0.5);
}`;
context.functions["starDistanceField"] = `float starDistanceField(vec2 point, float numPoints, float radius, float radius2, float angle) {
float startAngle = -PI * 0.5 + angle; // tip starts upwards and rotates clockwise with angle
float c = cos(startAngle);
float s = sin(startAngle);
vec2 pointRotated = vec2(c * point.x - s * point.y, s * point.x + c * point.y);
float alpha = TWO_PI / numPoints; // the angle of one sector
float beta = atan(pointRotated.y, pointRotated.x);
float gamma = round(beta / alpha) * alpha; // angle in sector
c = cos(-gamma);
s = sin(-gamma);
vec2 inSector = vec2(c * pointRotated.x - s * pointRotated.y, abs(s * pointRotated.x + c * pointRotated.y));
vec2 tipToPoint = inSector + vec2(-radius, 0.);
vec2 edgeNormal = vec2(radius2 * sin(alpha * 0.5), -radius2 * cos(alpha * 0.5) + radius);
return dot(normalize(edgeNormal), tipToPoint);
}`;
context.functions["regularDistanceField"] = `float regularDistanceField(vec2 point, float numPoints, float radius, float angle) {
float startAngle = -PI * 0.5 + angle; // tip starts upwards and rotates clockwise with angle
float c = cos(startAngle);
float s = sin(startAngle);
vec2 pointRotated = vec2(c * point.x - s * point.y, s * point.x + c * point.y);
float alpha = TWO_PI / numPoints; // the angle of one sector
float radiusIn = radius * cos(PI / numPoints);
float beta = atan(pointRotated.y, pointRotated.x);
float gamma = round((beta - alpha * 0.5) / alpha) * alpha + alpha * 0.5; // angle in sector from mid
c = cos(-gamma);
s = sin(-gamma);
vec2 inSector = vec2(c * pointRotated.x - s * pointRotated.y, abs(s * pointRotated.x + c * pointRotated.y));
return inSector.x - radiusIn;
}`;
parseCommonSymbolProperties(style, builder, context, "shape-");
let opacity = null;
if ("shape-opacity" in style) {
opacity = expressionToGlsl(context, style["shape-opacity"], NumberType);
}
let currentPoint = "coordsPx";
if ("shape-scale" in style) {
const scale2 = expressionToGlsl(context, style["shape-scale"], SizeType);
currentPoint = `coordsPx / ${scale2}`;
}
let fillColor = null;
if ("shape-fill-color" in style) {
fillColor = expressionToGlsl(context, style["shape-fill-color"], ColorType);
}
let strokeColor = null;
if ("shape-stroke-color" in style) {
strokeColor = expressionToGlsl(
context,
style["shape-stroke-color"],
ColorType
);
}
let strokeWidth = null;
if ("shape-stroke-width" in style) {
strokeWidth = expressionToGlsl(
context,
style["shape-stroke-width"],
NumberType
);
}
const numPoints = expressionToGlsl(
context,
style["shape-points"],
NumberType
);
let angle = "0.";
if ("shape-angle" in style) {
angle = expressionToGlsl(context, style["shape-angle"], NumberType);
}
let shapeField;
let radius = expressionToGlsl(context, style["shape-radius"], NumberType);
if (strokeWidth !== null) {
radius = `${radius} + ${strokeWidth} * 0.5`;
}
if ("shape-radius2" in style) {
let radius2 = expressionToGlsl(context, style["shape-radius2"], NumberType);
if (strokeWidth !== null) {
radius2 = `${radius2} + ${strokeWidth} * 0.5`;
}
shapeField = `starDistanceField(${currentPoint}, ${numPoints}, ${radius}, ${radius2}, ${angle})`;
} else {
shapeField = `regularDistanceField(${currentPoint}, ${numPoints}, ${radius}, ${angle})`;
}
const colorExpression = getColorFromDistanceField(
shapeField,
fillColor,
strokeColor,
strokeWidth,
opacity
);
builder.setSymbolColorExpression(colorExpression);
}
function parseIconProperties(style, builder, uniforms, context) {
let color = "vec4(1.0)";
if ("icon-color" in style) {
color = expressionToGlsl(context, style["icon-color"], ColorType);
}
if ("icon-opacity" in style) {
color = `${color} * vec4(1.0, 1.0, 1.0, ${expressionToGlsl(
context,
style["icon-opacity"],
NumberType
)})`;
}
const textureId = computeHash(style["icon-src"]);
const sizeExpression = parseImageProperties(
style,
builder,
uniforms,
"icon-",
textureId
);
builder.setSymbolColorExpression(
`${color} * texture2D(u_texture${textureId}, v_texCoord)`
).setSymbolSizeExpression(sizeExpression);
if ("icon-width" in style && "icon-height" in style) {
builder.setSymbolSizeExpression(
`vec2(${expressionToGlsl(
context,
style["icon-width"],
NumberType
)}, ${expressionToGlsl(context, style["icon-height"], NumberType)})`
);
}
if ("icon-offset" in style && "icon-size" in style) {
const sampleSize = expressionToGlsl(
context,
style["icon-size"],
NumberArrayType
);
const fullsize = builder.getSymbolSizeExpression();
builder.setSymbolSizeExpression(sampleSize);
const offset = parseImageOffsetProperties(
style,
"icon-",
context,
"v_quadSizePx",
sampleSize
);
builder.setTextureCoordinateExpression(
`(vec4((${offset}).xyxy) + vec4(0., 0., ${sampleSize})) / (${fullsize}).xyxy`
);
}
parseCommonSymbolProperties(style, builder, context, "icon-");
if ("icon-anchor" in style) {
const anchor = expressionToGlsl(
context,
style["icon-anchor"],
NumberArrayType
);
let scale2 = `1.0`;
if (`icon-scale` in style) {
scale2 = expressionToGlsl(context, style[`icon-scale`], SizeType);
}
let shiftPx;
if (style["icon-anchor-x-units"] === "pixels" && style["icon-anchor-y-units"] === "pixels") {
shiftPx = `${anchor} * ${scale2}`;
} else if (style["icon-anchor-x-units"] === "pixels") {
shiftPx = `${anchor} * vec2(vec2(${scale2}).x, v_quadSizePx.y)`;
} else if (style["icon-anchor-y-units"] === "pixels") {
shiftPx = `${anchor} * vec2(v_quadSizePx.x, vec2(${scale2}).x)`;
} else {
shiftPx = `${anchor} * v_quadSizePx`;
}
let offsetPx = `v_quadSizePx * vec2(0.5, -0.5) + ${shiftPx} * vec2(-1., 1.)`;
if ("icon-anchor-origin" in style) {
switch (style["icon-anchor-origin"]) {
case "top-right":
offsetPx = `v_quadSizePx * -0.5 + ${shiftPx}`;
break;
case "bottom-left":
offsetPx = `v_quadSizePx * 0.5 - ${shiftPx}`;
break;
case "bottom-right":
offsetPx = `v_quadSizePx * vec2(-0.5, 0.5) + ${shiftPx} * vec2(1., -1.)`;
break;
default:
}
}
builder.setSymbolOffsetExpression(
`${builder.getSymbolOffsetExpression()} + ${offsetPx}`
);
}
}
function parseStrokeProperties(style, builder, uniforms, context) {
if ("stroke-color" in style) {
builder.setStrokeColorExpression(
expressionToGlsl(context, style["stroke-color"], ColorType)
);
}
if ("stroke-pattern-src" in style) {
const textureId = computeHash(style["stroke-pattern-src"]);
const sizeExpression = parseImageProperties(
style,
builder,
uniforms,
"stroke-pattern-",
textureId
);
let sampleSizeExpression = sizeExpression;
let offsetExpression = "vec2(0.)";
if ("stroke-pattern-offset" in style && "stroke-pattern-size" in style) {
sampleSizeExpression = expressionToGlsl(
context,
style[`stroke-pattern-size`],
NumberArrayType
);
offsetExpression = parseImageOffsetProperties(
style,
"stroke-pattern-",
context,
sizeExpression,
sampleSizeExpression
);
}
let spacingExpression = "0.";
if ("stroke-pattern-spacing" in style) {
spacingExpression = expressionToGlsl(
context,
style["stroke-pattern-spacing"],
NumberType
);
}
let startOffsetExpression = "0.";
if ("stroke-pattern-start-offset" in style) {
startOffsetExpression = expressionToGlsl(
context,
style["stroke-pattern-start-offset"],
NumberType
);
}
context.functions["sampleStrokePattern"] = `vec4 sampleStrokePattern(sampler2D texture, vec2 textureSize, vec2 textureOffset, vec2 sampleSize, float spacingPx, float startOffsetPx, float currentLengthPx, float currentRadiusRatio, float lineWidth) {
float currentLengthScaled = (currentLengthPx - startOffsetPx) * sampleSize.y / lineWidth;
float spacingScaled = spacingPx * sampleSize.y / lineWidth;
float uCoordPx = mod(currentLengthScaled, (sampleSize.x + spacingScaled));
float isInsideOfPattern = step(uCoordPx, sampleSize.x);
float vCoordPx = (-currentRadiusRatio * 0.5 + 0.5) * sampleSize.y;
// make sure that we're not sampling too close to the borders to avoid interpolation with outside pixels
uCoordPx = clamp(uCoordPx, 0.5, sampleSize.x - 0.5);
vCoordPx = clamp(vCoordPx, 0.5, sampleSize.y - 0.5);
vec2 texCoord = (vec2(uCoordPx, vCoordPx) + textureOffset) / textureSize;
return texture2D(texture, texCoord) * vec4(1.0, 1.0, 1.0, isInsideOfPattern);
}`;
const textureName = `u_texture${textureId}`;
let tintExpression = "1.";
if ("stroke-color" in style) {
tintExpression = builder.getStrokeColorExpression();
}
builder.setStrokeColorExpression(
`${tintExpression} * sampleStrokePattern(${textureName}, ${sizeExpression}, ${offsetExpression}, ${sampleSizeExpression}, ${spacingExpression}, ${startOffsetExpression}, currentLengthPx, currentRadiusRatio, v_width)`
);
context.functions["computeStrokePatternLength"] = `float computeStrokePatternLength(vec2 sampleSize, float spacingPx, float lineWidth) {
float patternLengthPx = sampleSize.x / sampleSize.y * lineWidth;
return patternLengthPx + spacingPx;
}`;
builder.setStrokePatternLengthExpression(
`computeStrokePatternLength(${sampleSizeExpression}, ${spacingExpression}, v_width)`
);
}
if ("stroke-width" in style) {
builder.setStrokeWidthExpression(
expressionToGlsl(context, style["stroke-width"], NumberType)
);
}
if ("stroke-offset" in style) {
builder.setStrokeOffsetExpression(
expressionToGlsl(context, style["stroke-offset"], NumberType)
);
}
if ("stroke-line-cap" in style) {
builder.setStrokeCapExpression(
expressionToGlsl(context, style["stroke-line-cap"], StringType)
);
}
if ("stroke-line-join" in style) {
builder.setStrokeJoinExpression(
expressionToGlsl(context, style["stroke-line-join"], StringType)
);
}
if ("stroke-miter-limit" in style) {
builder.setStrokeMiterLimitExpression(
expressionToGlsl(context, style["stroke-miter-limit"], NumberType)
);
}
if ("stroke-line-dash" in style) {
context.functions["getSingleDashDistance"] = `float getSingleDashDistance(float distance, float radius, float dashOffset, float dashLength, float dashLengthTotal, float capType, float lineWidth) {
float localDistance = mod(distance, dashLengthTotal);
float distanceSegment = abs(localDistance - dashOffset - dashLength * 0.5) - dashLength * 0.5;
distanceSegment = min(distanceSegment, dashLengthTotal - localDistance);
if (capType == ${stringToGlsl("square")}) {
distanceSegment -= lineWidth * 0.5;
} else if (capType == ${stringToGlsl("round")}) {
distanceSegment = min(distanceSegment, sqrt(distanceSegment * distanceSegment + radius * radius) - lineWidth * 0.5);
}
return distanceSegment;
}`;
let dashPattern = style["stroke-line-dash"].map(
(v) => expressionToGlsl(context, v, NumberType)
);
if (dashPattern.length % 2 === 1) {
dashPattern = [...dashPattern, ...dashPattern];
}
let offsetExpression = "0.";
if ("stroke-line-dash-offset" in style) {
offsetExpression = expressionToGlsl(
context,
style["stroke-line-dash-offset"],
NumberType
);
}
const uniqueDashKey = computeHash(style["stroke-line-dash"]);
const dashFunctionName = `dashDistanceField_${uniqueDashKey}`;
const dashLengthsParamsDef = dashPattern.map((v, i) => `float dashLength${i}`).join(", ");
const totalLengthDef = dashPattern.map((v, i) => `dashLength${i}`).join(" + ");
let currentDashOffset = "0.";
let distanceExpression = `getSingleDashDistance(distance, radius, ${currentDashOffset}, dashLength0, totalDashLength, capType, lineWidth)`;
for (let i = 2; i < dashPattern.length; i += 2) {
currentDashOffset = `${currentDashOffset} + dashLength${i - 2} + dashLength${i - 1}`;
distanceExpression = `min(${distanceExpression}, getSingleDashDistance(distance, radius, ${currentDashOffset}, dashLength${i}, totalDashLength, capType, lineWidth))`;
}
context.functions[dashFunctionName] = `float ${dashFunctionName}(float distance, float radius, float capType, float lineWidth, ${dashLengthsParamsDef}) {
float totalDashLength = ${totalLengthDef};
return ${distanceExpression};
}`;
const dashLengthsCalls = dashPattern.map((v, i) => `${v}`).join(", ");
builder.setStrokeDistanceFieldExpression(
`${dashFunctionName}(currentLengthPx + ${offsetExpression}, currentRadiusPx, capType, v_width, ${dashLengthsCalls})`
);
let patternLength = dashPattern.join(" + ");
if (builder.getStrokePatternLengthExpression()) {
context.functions["combinePatternLengths"] = `float combinePatternLengths(float patternLength1, float patternLength2) {
return patternLength1 * patternLength2;
}`;
patternLength = `combinePatternLengths(${builder.getStrokePatternLengthExpression()}, ${patternLength})`;
}
builder.setStrokePatternLengthExpression(patternLength);
}
}
function parseFillProperties(style, builder, uniforms, context) {
if ("fill-color" in style) {
builder.setFillColorExpression(
expressionToGlsl(context, style["fill-color"], ColorType)
);
}
if ("fill-pattern-src" in style) {
const textureId = computeHash(style["fill-pattern-src"]);
const sizeExpression = parseImageProperties(
style,
builder,
uniforms,
"fill-pattern-",
textureId
);
let sampleSizeExpression = sizeExpression;
let offsetExpression = "vec2(0.)";
if ("fill-pattern-offset" in style && "fill-pattern-size" in style) {
sampleSizeExpression = expressionToGlsl(
context,
style[`fill-pattern-size`],
NumberArrayType
);
offsetExpression = parseImageOffsetProperties(
style,
"fill-pattern-",
context,
sizeExpression,
sampleSizeExpression
);
}
context.functions["sampleFillPattern"] = `vec4 sampleFillPattern(sampler2D texture, vec2 textureSize, vec2 textureOffset, vec2 sampleSize, vec2 pxOrigin, vec2 pxPosition) {
float scaleRatio = pow(2., mod(u_zoom + 0.5, 1.) - 0.5);
vec2 pxRelativePos = pxPosition - pxOrigin;
// rotate the relative position from origin by the current view rotation
pxRelativePos = vec2(pxRelativePos.x * cos(u_rotation) - pxRelativePos.y * sin(u_rotation), pxRelativePos.x * sin(u_rotation) + pxRelativePos.y * cos(u_rotation));
// sample position is computed according to the sample offset & size
vec2 samplePos = mod(pxRelativePos / scaleRatio, sampleSize);
// also make sure that we're not sampling too close to the borders to avoid interpolation with outside pixels
samplePos = clamp(samplePos, vec2(0.5), sampleSize - vec2(0.5));
samplePos.y = sampleSize.y - samplePos.y; // invert y axis so that images appear upright
return texture2D(texture, (samplePos + textureOffset) / textureSize);
}`;
const textureName = `u_texture${textureId}`;
let tintExpression = "1.";
if ("fill-color" in style) {
tintExpression = builder.getFillColorExpression();
}
builder.setFillColorExpression(
`${tintExpression} * sampleFillPattern(${textureName}, ${sizeExpression}, ${offsetExpression}, ${sampleSizeExpression}, pxOrigin, pxPos)`
);
}
}
function parseLiteralStyle(style, variables, filter) {
const context = newCompilationContext();
const builder = new ShaderBuilder();
const uniforms = {};
if ("icon-src" in style) {
parseIconProperties(style, builder, uniforms, context);
} else if ("shape-points" in style) {
parseShapeProperties(style, builder, uniforms, context);
} else if ("circle-radius" in style) {
parseCircleProperties(style, builder, uniforms, context);
}
parseStrokeProperties(style, builder, uniforms, context);
parseFillProperties(style, builder, uniforms, context);
if (filter) {
const parsedFilter = expressionToGlsl(context, filter, BooleanType);
builder.setFragmentDiscardExpression(`!${parsedFilter}`);
}
const attributes = {};
function defineSpecialInput(contextPropName, glslPropName, type, callback) {
if (!context[contextPropName]) {
return;
}
const glslType = getGlslTypeFromType(type);
const attrSize = getGlslSizeFromType(type);
builder.addAttribute(`a_${glslPropName}`, glslType);
attributes[glslPropName] = {
size: attrSize,
callback
};
}
defineSpecialInput(
"geometryType",
GEOMETRY_TYPE_PROPERTY_NAME,
StringType,
(feature) => getStringNumberEquivalent(computeGeometryType(feature.getGeometry()))
);
defineSpecialInput(
"featureId",
FEATURE_ID_PROPERTY_NAME,
StringType | NumberType,
(feature) => {
const id = feature.getId() ?? null;
return typeof id === "string" ? getStringNumberEquivalent(id) : id;
}
);
applyContextToBuilder(builder, context);
return {
builder,
attributes: { ...attributes, ...generateAttributesFromContext(context) },
uniforms: {
...uniforms,
...generateUniformsFromContext(context, variables)
}
};
}
// node_modules/ol/render/webgl/VectorStyleRenderer.js
var tmpColor = [];
var WEBGL_WORKER;
function getWebGLWorker() {
if (!WEBGL_WORKER) {
WEBGL_WORKER = create3();
}
return WEBGL_WORKER;
}
var workerMessageCounter = 0;
var Attributes2 = {
POSITION: "a_position",
LOCAL_POSITION: "a_localPosition",
SEGMENT_START: "a_segmentStart",
SEGMENT_END: "a_segmentEnd",
MEASURE_START: "a_measureStart",
MEASURE_END: "a_measureEnd",
ANGLE_TANGENT_SUM: "a_angleTangentSum",
JOIN_ANGLES: "a_joinAngles",
DISTANCE_LOW: "a_distanceLow",
DISTANCE_HIGH: "a_distanceHigh"
};
var VectorStyleRenderer = class {
/**
* @param {FlatStyleLike|StyleShaders|Array<StyleShaders>} styles Vector styles expressed as flat styles, flat style rules or style shaders
* @param {import('../../style/flat.js').StyleVariables} variables Style variables
* @param {import('../../webgl/Helper.js').default} helper Helper
* @param {boolean} [enableHitDetection] Whether to enable the hit detection (needs compatible shader)
*/
constructor(styles, variables, helper, enableHitDetection) {
this.helper_;
this.hitDetectionEnabled_ = !!enableHitDetection;
this.styleShaders = convertStyleToShaders(styles, variables);
this.customAttributes_ = {};
this.uniforms_ = {};
if (this.hitDetectionEnabled_) {
this.customAttributes_["hitColor"] = {
callback() {
return colorEncodeIdAndPack(this.ref, tmpColor);
},
size: 2
};
}
for (const styleShader of this.styleShaders) {
for (const attributeName in styleShader.attributes) {
if (attributeName in this.customAttributes_) {
continue;
}
this.customAttributes_[attributeName] = styleShader.attributes[attributeName];
}
for (const uniformName in styleShader.uniforms) {
if (uniformName in this.uniforms_) {
continue;
}
this.uniforms_[uniformName] = styleShader.uniforms[uniformName];
}
}
this.renderPasses_ = this.styleShaders.map((styleShader) => {
const renderPass = {};
const customAttributesDesc = Object.entries(this.customAttributes_).map(
([name, value]) => {
const isUsed = name in styleShader.attributes || name === "hitColor";
return {
name: isUsed ? `a_${name}` : null,
// giving a null name means this is only used for "spacing" in between attributes
size: value.size || 1,
type: AttributeType.FLOAT
};
}
);
if (styleShader.builder.getFillVertexShader()) {
renderPass.fillRenderPass = {
vertexShader: styleShader.builder.getFillVertexShader(),
fragmentShader: styleShader.builder.getFillFragmentShader(),
attributesDesc: [
{
name: Attributes2.POSITION,
size: 2,
type: AttributeType.FLOAT
},
...customAttributesDesc
],
instancedAttributesDesc: [],
// no instanced rendering for polygons
instancePrimitiveVertexCount: 3
};
}
if (styleShader.builder.getStrokeVertexShader()) {
renderPass.strokeRenderPass = {
vertexShader: styleShader.builder.getStrokeVertexShader(),
fragmentShader: styleShader.builder.getStrokeFragmentShader(),
attributesDesc: [
{
name: Attributes2.LOCAL_POSITION,
size: 2,
type: AttributeType.FLOAT
}
],
instancedAttributesDesc: [
{
name: Attributes2.SEGMENT_START,
size: 2,
type: AttributeType.FLOAT
},
{
name: Attributes2.MEASURE_START,
size: 1,
type: AttributeType.FLOAT
},
{
name: Attributes2.SEGMENT_END,
size: 2,
type: AttributeType.FLOAT
},
{
name: Attributes2.MEASURE_END,
size: 1,
type: AttributeType.FLOAT
},
{
name: Attributes2.JOIN_ANGLES,
size: 2,
type: AttributeType.FLOAT
},
{
name: Attributes2.DISTANCE_LOW,
size: 1,
type: AttributeType.FLOAT
},
{
name: Attributes2.DISTANCE_HIGH,
size: 1,
type: AttributeType.FLOAT
},
{
name: Attributes2.ANGLE_TANGENT_SUM,
size: 1,
type: AttributeType.FLOAT
},
...customAttributesDesc
],
instancePrimitiveVertexCount: 6
};
}
if (styleShader.builder.getSymbolVertexShader()) {
renderPass.symbolRenderPass = {
vertexShader: styleShader.builder.getSymbolVertexShader(),
fragmentShader: styleShader.builder.getSymbolFragmentShader(),
attributesDesc: [
{
name: Attributes2.LOCAL_POSITION,
size: 2,
type: AttributeType.FLOAT
}
],
instancedAttributesDesc: [
{
name: Attributes2.POSITION,
size: 2,
type: AttributeType.FLOAT
},
...customAttributesDesc
],
instancePrimitiveVertexCount: 6
};
}
return renderPass;
});
this.hasFill_ = this.renderPasses_.some((pass) => pass.fillRenderPass);
this.hasStroke_ = this.renderPasses_.some((pass) => pass.strokeRenderPass);
this.hasSymbol_ = this.renderPasses_.some((pass) => pass.symbolRenderPass);
this.setHelper(helper);
}
/**
* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {Promise<WebGLBuffers|null>} A promise resolving to WebGL buffers; returns null if buffers are empty
*/
async generateBuffers(geometryBatch, transform) {
if (geometryBatch.isEmpty()) {
return null;
}
const renderInstructions = this.generateRenderInstructions_(
geometryBatch,
transform
);
const [polygonBuffers, lineStringBuffers, pointBuffers] = await Promise.all(
[
this.generateBuffersForType_(
renderInstructions.polygonInstructions,
"Polygon",
transform
),
this.generateBuffersForType_(
renderInstructions.lineStringInstructions,
"LineString",
transform
),
this.generateBuffersForType_(
renderInstructions.pointInstructions,
"Point",
transform
)
]
);
const invertVerticesTransform = makeInverse(
create(),
transform
);
return {
polygonBuffers,
lineStringBuffers,
pointBuffers,
invertVerticesTransform
};
}
/**
* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {RenderInstructions} Render instructions
* @private
*/
generateRenderInstructions_(geometryBatch, transform) {
const polygonInstructions = this.hasFill_ ? generatePolygonRenderInstructions(
geometryBatch.polygonBatch,
new Float32Array(0),
this.customAttributes_,
transform
) : null;
const lineStringInstructions = this.hasStroke_ ? generateLineStringRenderInstructions(
geometryBatch.lineStringBatch,
new Float32Array(0),
this.customAttributes_,
transform
) : null;
const pointInstructions = this.hasSymbol_ ? generatePointRenderInstructions(
geometryBatch.pointBatch,
new Float32Array(0),
this.customAttributes_,
transform
) : null;
return {
polygonInstructions,
lineStringInstructions,
pointInstructions
};
}
/**
* @param {Float32Array|null} renderInstructions Render instructions
* @param {import("../../geom/Geometry.js").Type} geometryType Geometry type
* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
* @return {Promise<WebGLArrayBufferSet>|null} Indices buffer and vertices buffer; null if nothing to render
* @private
*/
generateBuffersForType_(renderInstructions, geometryType, transform) {
if (renderInstructions === null) {
return null;
}
const messageId = workerMessageCounter++;
let messageType;
switch (geometryType) {
case "Polygon":
messageType = WebGLWorkerMessageType.GENERATE_POLYGON_BUFFERS;
break;
case "LineString":
messageType = WebGLWorkerMessageType.GENERATE_LINE_STRING_BUFFERS;
break;
case "Point":
messageType = WebGLWorkerMessageType.GENERATE_POINT_BUFFERS;
break;
default:
}
const message = {
id: messageId,
type: messageType,
renderInstructions: renderInstructions.buffer,
renderInstructionsTransform: transform,
customAttributesSize: getCustomAttributesSize(this.customAttributes_)
};
const WEBGL_WORKER2 = getWebGLWorker();
WEBGL_WORKER2.postMessage(message, [renderInstructions.buffer]);
renderInstructions = null;
return new Promise((resolve) => {
const handleMessage = (event) => {
const received = event.data;
if (received.id !== messageId) {
return;
}
WEBGL_WORKER2.removeEventListener("message", handleMessage);
if (!this.helper_.getGL()) {
return;
}
const indicesBuffer = new Buffer_default(
ELEMENT_ARRAY_BUFFER,
DYNAMIC_DRAW
).fromArrayBuffer(received.indicesBuffer);
const vertexAttributesBuffer = new Buffer_default(
ARRAY_BUFFER,
DYNAMIC_DRAW
).fromArrayBuffer(received.vertexAttributesBuffer);
const instanceAttributesBuffer = new Buffer_default(
ARRAY_BUFFER,
DYNAMIC_DRAW
).fromArrayBuffer(received.instanceAttributesBuffer);
this.helper_.flushBufferData(indicesBuffer);
this.helper_.flushBufferData(vertexAttributesBuffer);
this.helper_.flushBufferData(instanceAttributesBuffer);
resolve([
indicesBuffer,
vertexAttributesBuffer,
instanceAttributesBuffer
]);
};
WEBGL_WORKER2.addEventListener("message", handleMessage);
});
}
/**
* Render the geometries in the given buffers.
* @param {WebGLBuffers} buffers WebGL Buffers to draw
* @param {import("../../Map.js").FrameState} frameState Frame state
* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
*/
render(buffers, frameState, preRenderCallback) {
for (const renderPass of this.renderPasses_) {
renderPass.fillRenderPass && this.renderInternal_(
buffers.polygonBuffers[0],
buffers.polygonBuffers[1],
buffers.polygonBuffers[2],
renderPass.fillRenderPass,
frameState,
preRenderCallback
);
renderPass.strokeRenderPass && this.renderInternal_(
buffers.lineStringBuffers[0],
buffers.lineStringBuffers[1],
buffers.lineStringBuffers[2],
renderPass.strokeRenderPass,
frameState,
preRenderCallback
);
renderPass.symbolRenderPass && this.renderInternal_(
buffers.pointBuffers[0],
buffers.pointBuffers[1],
buffers.pointBuffers[2],
renderPass.symbolRenderPass,
frameState,
preRenderCallback
);
}
}
/**
* @param {WebGLArrayBuffer} indicesBuffer Indices buffer
* @param {WebGLArrayBuffer} vertexAttributesBuffer Vertex attributes buffer
* @param {WebGLArrayBuffer} instanceAttributesBuffer Instance attributes buffer
* @param {SubRenderPass} subRenderPass Render pass (program, attributes, etc.) specific to one geometry type
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
* @private
*/
renderInternal_(indicesBuffer, vertexAttributesBuffer, instanceAttributesBuffer, subRenderPass, frameState, preRenderCallback) {
const renderCount = indicesBuffer.getSize();
if (renderCount === 0) {
return;
}
const usesInstancedRendering = subRenderPass.instancedAttributesDesc.length;
this.helper_.useProgram(subRenderPass.program, frameState);
this.helper_.bindBuffer(vertexAttributesBuffer);
this.helper_.bindBuffer(indicesBuffer);
this.helper_.enableAttributes(subRenderPass.attributesDesc);
this.helper_.bindBuffer(instanceAttributesBuffer);
this.helper_.enableAttributesInstanced(
subRenderPass.instancedAttributesDesc
);
preRenderCallback();
if (usesInstancedRendering) {
const instanceAttributesStride = subRenderPass.instancedAttributesDesc.reduce(
(prev, curr) => prev + (curr.size || 1),
0
);
const instanceCount = instanceAttributesBuffer.getSize() / instanceAttributesStride;
this.helper_.drawElementsInstanced(0, renderCount, instanceCount);
} else {
this.helper_.drawElements(0, renderCount);
}
}
/**
* @param {import('../../webgl/Helper.js').default} helper Helper
* @param {WebGLBuffers} buffers WebGL Buffers to reload if any
*/
setHelper(helper, buffers = null) {
this.helper_ = helper;
for (const renderPass of this.renderPasses_) {
if (renderPass.fillRenderPass) {
renderPass.fillRenderPass.program = this.helper_.getProgram(
renderPass.fillRenderPass.fragmentShader,
renderPass.fillRenderPass.vertexShader
);
}
if (renderPass.strokeRenderPass) {
renderPass.strokeRenderPass.program = this.helper_.getProgram(
renderPass.strokeRenderPass.fragmentShader,
renderPass.strokeRenderPass.vertexShader
);
}
if (renderPass.symbolRenderPass) {
renderPass.symbolRenderPass.program = this.helper_.getProgram(
renderPass.symbolRenderPass.fragmentShader,
renderPass.symbolRenderPass.vertexShader
);
}
}
this.helper_.addUniforms(this.uniforms_);
if (buffers) {
if (buffers.polygonBuffers) {
this.helper_.flushBufferData(buffers.polygonBuffers[0]);
this.helper_.flushBufferData(buffers.polygonBuffers[1]);
this.helper_.flushBufferData(buffers.polygonBuffers[2]);
}
if (buffers.lineStringBuffers) {
this.helper_.flushBufferData(buffers.lineStringBuffers[0]);
this.helper_.flushBufferData(buffers.lineStringBuffers[1]);
this.helper_.flushBufferData(buffers.lineStringBuffers[2]);
}
if (buffers.pointBuffers) {
this.helper_.flushBufferData(buffers.pointBuffers[0]);
this.helper_.flushBufferData(buffers.pointBuffers[1]);
this.helper_.flushBufferData(buffers.pointBuffers[2]);
}
}
}
};
var VectorStyleRenderer_default = VectorStyleRenderer;
function convertStyleToShaders(style, variables) {
const asArray2 = Array.isArray(style) ? style : [style];
if ("style" in asArray2[0]) {
const shaders = [];
const rules = (
/** @type {Array<FlatStyleRule>} */
asArray2
);
const previousFilters = [];
for (const rule of rules) {
const ruleStyles = Array.isArray(rule.style) ? rule.style : [rule.style];
let currentFilter = rule.filter;
if (rule.else && previousFilters.length) {
currentFilter = [
"all",
...previousFilters.map((filter) => ["!", filter])
];
if (rule.filter) {
currentFilter.push(rule.filter);
}
if (currentFilter.length < 3) {
currentFilter = currentFilter[1];
}
}
if (rule.filter) {
previousFilters.push(rule.filter);
}
const styleShaders = ruleStyles.map(
(style2) => parseLiteralStyle(style2, variables, currentFilter)
);
shaders.push(...styleShaders);
}
return shaders;
}
if ("builder" in asArray2[0]) {
return (
/** @type {Array<StyleShaders>} */
asArray2
);
}
return (
/** @type {Array<FlatStyle>} */
asArray2.map(
(style2) => parseLiteralStyle(style2, variables, null)
)
);
}
// node_modules/ol/webgl/RenderTarget.js
var tmpArray4 = new Uint8Array(4);
var WebGLRenderTarget = class {
/**
* @param {import("./Helper.js").default} helper WebGL helper; mandatory.
* @param {Array<number>} [size] Expected size of the render target texture; note: this can be changed later on.
*/
constructor(helper, size) {
this.helper_ = helper;
const gl = helper.getGL();
this.texture_ = gl.createTexture();
this.framebuffer_ = gl.createFramebuffer();
this.depthbuffer_ = gl.createRenderbuffer();
this.size_ = size || [1, 1];
this.data_ = new Uint8Array(0);
this.dataCacheDirty_ = true;
this.updateSize_();
}
/**
* Changes the size of the render target texture. Note: will do nothing if the size
* is already the same.
* @param {Array<number>} size Expected size of the render target texture
*/
setSize(size) {
if (equals(size, this.size_)) {
return;
}
this.size_[0] = size[0];
this.size_[1] = size[1];
this.updateSize_();
}
/**
* Returns the size of the render target texture
* @return {Array<number>} Size of the render target texture
*/
getSize() {
return this.size_;
}
/**
* This will cause following calls to `#readAll` or `#readPixel` to download the content of the
* render target into memory, which is an expensive operation.
* This content will be kept in cache but should be cleared after each new render.
*/
clearCachedData() {
this.dataCacheDirty_ = true;
}
/**
* Returns the full content of the frame buffer as a series of r, g, b, a components
* in the 0-255 range (unsigned byte).
* @return {Uint8Array} Integer array of color values
*/
readAll() {
if (this.dataCacheDirty_) {
const size = this.size_;
const gl = this.helper_.getGL();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer_);
gl.readPixels(
0,
0,
size[0],
size[1],
gl.RGBA,
gl.UNSIGNED_BYTE,
this.data_
);
this.dataCacheDirty_ = false;
}
return this.data_;
}
/**
* Reads one pixel of the frame buffer as an array of r, g, b, a components
* in the 0-255 range (unsigned byte).
* If x and/or y are outside of existing data, an array filled with 0 is returned.
* @param {number} x Pixel coordinate
* @param {number} y Pixel coordinate
* @return {Uint8Array} Integer array with one color value (4 components)
*/
readPixel(x, y) {
if (x < 0 || y < 0 || x > this.size_[0] || y >= this.size_[1]) {
tmpArray4[0] = 0;
tmpArray4[1] = 0;
tmpArray4[2] = 0;
tmpArray4[3] = 0;
return tmpArray4;
}
this.readAll();
const index = Math.floor(x) + (this.size_[1] - Math.floor(y) - 1) * this.size_[0];
tmpArray4[0] = this.data_[index * 4];
tmpArray4[1] = this.data_[index * 4 + 1];
tmpArray4[2] = this.data_[index * 4 + 2];
tmpArray4[3] = this.data_[index * 4 + 3];
return tmpArray4;
}
/**
* @return {WebGLTexture} Texture to render to
*/
getTexture() {
return this.texture_;
}
/**
* @return {WebGLFramebuffer} Frame buffer of the render target
*/
getFramebuffer() {
return this.framebuffer_;
}
/**
* @return {WebGLRenderbuffer} Depth buffer of the render target
*/
getDepthbuffer() {
return this.depthbuffer_;
}
/**
* @private
*/
updateSize_() {
const size = this.size_;
const gl = this.helper_.getGL();
this.texture_ = this.helper_.createTexture(size, null, this.texture_);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer_);
gl.viewport(0, 0, size[0], size[1]);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.texture_,
0
);
gl.bindRenderbuffer(gl.RENDERBUFFER, this.depthbuffer_);
gl.renderbufferStorage(
gl.RENDERBUFFER,
gl.DEPTH_COMPONENT16,
size[0],
size[1]
);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER,
gl.DEPTH_ATTACHMENT,
gl.RENDERBUFFER,
this.depthbuffer_
);
this.data_ = new Uint8Array(size[0] * size[1] * 4);
}
};
var RenderTarget_default = WebGLRenderTarget;
// node_modules/ol/renderer/webgl/worldUtil.js
function getWorldParameters(frameState, layer) {
const projection = frameState.viewState.projection;
const vectorSource = layer.getSource();
const multiWorld = vectorSource.getWrapX() && projection.canWrapX();
const projectionExtent = projection.getExtent();
const extent = frameState.extent;
const worldWidth = multiWorld ? getWidth(projectionExtent) : null;
const endWorld = multiWorld ? Math.ceil((extent[2] - projectionExtent[2]) / worldWidth) + 1 : 1;
const startWorld = multiWorld ? Math.floor((extent[0] - projectionExtent[0]) / worldWidth) : 0;
return [startWorld, endWorld, worldWidth];
}
// node_modules/ol/renderer/webgl/VectorLayer.js
var Uniforms3 = {
...DefaultUniform,
RENDER_EXTENT: "u_renderExtent",
// intersection of layer, source, and view extent
PATTERN_ORIGIN: "u_patternOrigin",
GLOBAL_ALPHA: "u_globalAlpha"
};
var WebGLVectorLayerRenderer = class extends Layer_default2 {
/**
* @param {import("../../layer/Layer.js").default} layer Layer.
* @param {Options} options Options.
*/
constructor(layer, options) {
const uniforms = {
[Uniforms3.RENDER_EXTENT]: [0, 0, 0, 0],
[Uniforms3.PATTERN_ORIGIN]: [0, 0],
[Uniforms3.GLOBAL_ALPHA]: 1
};
super(layer, {
uniforms,
postProcesses: options.postProcesses
});
this.hitDetectionEnabled_ = !options.disableHitDetection;
this.hitRenderTarget_;
this.sourceRevision_ = -1;
this.previousExtent_ = createEmpty();
this.currentTransform_ = create();
this.tmpCoords_ = [0, 0];
this.tmpTransform_ = create();
this.tmpMat4_ = create2();
this.currentFrameStateTransform_ = create();
this.styleVariables_ = {};
this.style_ = [];
this.styleRenderer_ = null;
this.buffers_ = null;
this.applyOptions_(options);
this.batch_ = new MixedGeometryBatch_default();
this.initialFeaturesAdded_ = false;
this.sourceListenKeys_ = null;
}
/**
* @private
* @param {import("../../Map.js").FrameState} frameState Frame state.
*/
addInitialFeatures_(frameState) {
const source = this.getLayer().getSource();
const userProjection = getUserProjection();
let projectionTransform;
if (userProjection) {
projectionTransform = getTransformFromProjections(
userProjection,
frameState.viewState.projection
);
}
this.batch_.addFeatures(source.getFeatures(), projectionTransform);
this.sourceListenKeys_ = [
listen(
source,
VectorEventType_default.ADDFEATURE,
this.handleSourceFeatureAdded_.bind(this, projectionTransform)
),
listen(
source,
VectorEventType_default.CHANGEFEATURE,
this.handleSourceFeatureChanged_.bind(this, projectionTransform),
this
),
listen(
source,
VectorEventType_default.REMOVEFEATURE,
this.handleSourceFeatureDelete_,
this
),
listen(
source,
VectorEventType_default.CLEAR,
this.handleSourceFeatureClear_,
this
)
];
}
/**
* @param {Options} options Options.
* @private
*/
applyOptions_(options) {
this.styleVariables_ = options.variables;
this.style_ = options.style;
}
/**
* @private
*/
createRenderers_() {
this.buffers_ = null;
this.styleRenderer_ = new VectorStyleRenderer_default(
this.style_,
this.styleVariables_,
this.helper,
this.hitDetectionEnabled_
);
}
/**
* @override
*/
reset(options) {
this.applyOptions_(options);
if (this.helper) {
this.createRenderers_();
}
super.reset(options);
}
/**
* @override
*/
afterHelperCreated() {
if (this.styleRenderer_) {
this.styleRenderer_.setHelper(this.helper, this.buffers_);
} else {
this.createRenderers_();
}
if (this.hitDetectionEnabled_) {
this.hitRenderTarget_ = new RenderTarget_default(this.helper);
}
}
/**
* @param {import("../../proj.js").TransformFunction} projectionTransform Transform function.
* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
* @private
*/
handleSourceFeatureAdded_(projectionTransform, event) {
const feature = event.feature;
this.batch_.addFeature(feature, projectionTransform);
}
/**
* @param {import("../../proj.js").TransformFunction} projectionTransform Transform function.
* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
* @private
*/
handleSourceFeatureChanged_(projectionTransform, event) {
const feature = event.feature;
this.batch_.changeFeature(feature, projectionTransform);
}
/**
* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
* @private
*/
handleSourceFeatureDelete_(event) {
const feature = event.feature;
this.batch_.removeFeature(feature);
}
/**
* @private
*/
handleSourceFeatureClear_() {
this.batch_.clear();
}
/**
* @param {import("../../transform.js").Transform} batchInvertTransform Inverse of the transformation in which geometries are expressed
* @private
*/
applyUniforms_(batchInvertTransform) {
setFromArray(this.tmpTransform_, this.currentFrameStateTransform_);
multiply(this.tmpTransform_, batchInvertTransform);
this.helper.setUniformMatrixValue(
Uniforms3.PROJECTION_MATRIX,
fromTransform(this.tmpMat4_, this.tmpTransform_)
);
makeInverse(this.tmpTransform_, this.tmpTransform_);
this.helper.setUniformMatrixValue(
Uniforms3.SCREEN_TO_WORLD_MATRIX,
fromTransform(this.tmpMat4_, this.tmpTransform_)
);
this.tmpCoords_[0] = 0;
this.tmpCoords_[1] = 0;
makeInverse(this.tmpTransform_, batchInvertTransform);
apply(this.tmpTransform_, this.tmpCoords_);
this.helper.setUniformFloatVec2(Uniforms3.PATTERN_ORIGIN, this.tmpCoords_);
}
/**
* Render the layer.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {HTMLElement} The rendered element.
* @override
*/
renderFrame(frameState) {
const gl = this.helper.getGL();
this.preRender(gl, frameState);
const [startWorld, endWorld, worldWidth] = getWorldParameters(
frameState,
this.getLayer()
);
this.helper.prepareDraw(frameState);
this.renderWorlds(frameState, false, startWorld, endWorld, worldWidth);
this.helper.finalizeDraw(
frameState,
this.dispatchPreComposeEvent,
this.dispatchPostComposeEvent
);
const canvas = this.helper.getCanvas();
if (this.hitDetectionEnabled_) {
this.renderWorlds(frameState, true, startWorld, endWorld, worldWidth);
this.hitRenderTarget_.clearCachedData();
}
this.postRender(gl, frameState);
return canvas;
}
/**
* Determine whether renderFrame should be called.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @return {boolean} Layer is ready to be rendered.
* @override
*/
prepareFrameInternal(frameState) {
if (!this.initialFeaturesAdded_) {
this.addInitialFeatures_(frameState);
this.initialFeaturesAdded_ = true;
}
const layer = this.getLayer();
const vectorSource = layer.getSource();
const viewState = frameState.viewState;
const viewNotMoving = !frameState.viewHints[ViewHint_default.ANIMATING] && !frameState.viewHints[ViewHint_default.INTERACTING];
const extentChanged = !equals2(this.previousExtent_, frameState.extent);
const sourceChanged = this.sourceRevision_ < vectorSource.getRevision();
if (sourceChanged) {
this.sourceRevision_ = vectorSource.getRevision();
}
if (viewNotMoving && (extentChanged || sourceChanged)) {
const projection = viewState.projection;
const resolution = viewState.resolution;
const renderBuffer = layer instanceof BaseVector_default ? layer.getRenderBuffer() : 0;
const extent = buffer(frameState.extent, renderBuffer * resolution);
const userProjection = getUserProjection();
if (userProjection) {
vectorSource.loadFeatures(
toUserExtent(extent, userProjection),
toUserResolution(resolution, projection),
userProjection
);
} else {
vectorSource.loadFeatures(extent, resolution, projection);
}
this.ready = false;
const transform = this.helper.makeProjectionTransform(
frameState,
create()
);
this.styleRenderer_.generateBuffers(this.batch_, transform).then((buffers) => {
if (this.buffers_) {
this.disposeBuffers(this.buffers_);
}
this.buffers_ = buffers;
this.ready = true;
this.getLayer().changed();
});
this.previousExtent_ = frameState.extent.slice();
}
return true;
}
/**
* Render the world, either to the main framebuffer or to the hit framebuffer
* @param {import("../../Map.js").FrameState} frameState current frame state
* @param {boolean} forHitDetection whether the rendering is for hit detection
* @param {number} startWorld the world to render in the first iteration
* @param {number} endWorld the last world to render
* @param {number} worldWidth the width of the worlds being rendered
*/
renderWorlds(frameState, forHitDetection, startWorld, endWorld, worldWidth) {
let world = startWorld;
if (forHitDetection) {
this.hitRenderTarget_.setSize([
Math.floor(frameState.size[0] / 2),
Math.floor(frameState.size[1] / 2)
]);
this.helper.prepareDrawToRenderTarget(
frameState,
this.hitRenderTarget_,
true
);
}
do {
this.helper.makeProjectionTransform(
frameState,
this.currentFrameStateTransform_
);
translate(
this.currentFrameStateTransform_,
world * worldWidth,
0
);
if (!this.buffers_) {
continue;
}
this.styleRenderer_.render(this.buffers_, frameState, () => {
this.applyUniforms_(this.buffers_.invertVerticesTransform);
this.helper.applyHitDetectionUniform(forHitDetection);
});
} while (++world < endWorld);
}
/**
* @param {import("../../coordinate.js").Coordinate} coordinate Coordinate.
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {number} hitTolerance Hit tolerance in pixels.
* @param {import("../vector.js").FeatureCallback<T>} callback Feature callback.
* @param {Array<import("../Map.js").HitMatch<T>>} matches The hit detected matches with tolerance.
* @return {T|undefined} Callback result.
* @template T
* @override
*/
forEachFeatureAtCoordinate(coordinate, frameState, hitTolerance, callback, matches) {
assert(
this.hitDetectionEnabled_,
"`forEachFeatureAtCoordinate` cannot be used on a WebGL layer if the hit detection logic has been disabled using the `disableHitDetection: true` option."
);
if (!this.styleRenderer_ || !this.hitDetectionEnabled_) {
return void 0;
}
const pixel = apply(
frameState.coordinateToPixelTransform,
coordinate.slice()
);
const data = this.hitRenderTarget_.readPixel(pixel[0] / 2, pixel[1] / 2);
const color = [data[0] / 255, data[1] / 255, data[2] / 255, data[3] / 255];
const ref = colorDecodeId(color);
const feature = this.batch_.getFeatureFromRef(ref);
if (feature) {
return callback(feature, this.getLayer(), null);
}
return void 0;
}
/**
* Will release a set of Webgl buffers
* @param {import('../../render/webgl/VectorStyleRenderer.js').WebGLBuffers} buffers Buffers
*/
disposeBuffers(buffers) {
const disposeBuffersOfType = (typeBuffers) => {
for (const buffer2 of typeBuffers) {
if (buffer2) {
this.helper.deleteBuffer(buffer2);
}
}
};
if (buffers.pointBuffers) {
disposeBuffersOfType(buffers.pointBuffers);
}
if (buffers.lineStringBuffers) {
disposeBuffersOfType(buffers.lineStringBuffers);
}
if (buffers.polygonBuffers) {
disposeBuffersOfType(buffers.polygonBuffers);
}
}
/**
* Clean up.
* @override
*/
disposeInternal() {
if (this.buffers_) {
this.disposeBuffers(this.buffers_);
}
if (this.sourceListenKeys_) {
this.sourceListenKeys_.forEach(function(key) {
unlistenByKey(key);
});
this.sourceListenKeys_ = null;
}
super.disposeInternal();
}
renderDeclutter() {
}
};
var VectorLayer_default = WebGLVectorLayerRenderer;
// node_modules/ol/layer/Heatmap.js
var Property = {
BLUR: "blur",
GRADIENT: "gradient",
RADIUS: "radius"
};
var DEFAULT_GRADIENT = ["#00f", "#0ff", "#0f0", "#ff0", "#f00"];
var Heatmap = class extends BaseVector_default {
/**
* @param {Options<FeatureType, VectorSourceType>} [options] Options.
*/
constructor(options) {
options = options ? options : {};
const baseOptions = Object.assign({}, options);
delete baseOptions.gradient;
delete baseOptions.radius;
delete baseOptions.blur;
delete baseOptions.weight;
super(baseOptions);
this.filter_ = options.filter ?? true;
this.styleVariables_ = options.variables || {};
this.gradient_ = null;
this.addChangeListener(Property.GRADIENT, this.handleGradientChanged_);
this.setGradient(options.gradient ? options.gradient : DEFAULT_GRADIENT);
this.setBlur(options.blur !== void 0 ? options.blur : 15);
this.setRadius(options.radius !== void 0 ? options.radius : 8);
const weight = options.weight ? options.weight : "weight";
this.weight_ = weight;
this.setRenderOrder(null);
}
/**
* Return the blur size in pixels.
* @return {import("../style/flat.js").NumberExpression} Blur size in pixels.
* @api
* @observable
*/
getBlur() {
return (
/** @type {import("../style/flat.js").NumberExpression} */
this.get(Property.BLUR)
);
}
/**
* Return the gradient colors as array of strings.
* @return {Array<string>} Colors.
* @api
* @observable
*/
getGradient() {
return (
/** @type {Array<string>} */
this.get(Property.GRADIENT)
);
}
/**
* Return the size of the radius in pixels.
* @return {import("../style/flat.js").NumberExpression} Radius size in pixel.
* @api
* @observable
*/
getRadius() {
return (
/** @type {import("../style/flat.js").NumberExpression} */
this.get(Property.RADIUS)
);
}
/**
* @private
*/
handleGradientChanged_() {
this.gradient_ = createGradient(this.getGradient());
}
/**
* Set the blur size in pixels.
* @param {import("../style/flat.js").NumberExpression} blur Blur size in pixels (supports expressions).
* @api
* @observable
*/
setBlur(blur) {
const previousValue = this.get(Property.BLUR);
this.set(Property.BLUR, blur);
if (typeof blur === "number" && typeof previousValue === "number") {
this.changed();
return;
}
this.clearRenderer();
}
/**
* Set the gradient colors as array of strings.
* @param {Array<string>} colors Gradient.
* @api
* @observable
*/
setGradient(colors) {
this.set(Property.GRADIENT, colors);
}
/**
* Set the size of the radius in pixels.
* @param {import("../style/flat.js").NumberExpression} radius Radius size in pixel (supports expressions).
* @api
* @observable
*/
setRadius(radius) {
const previousValue = this.get(Property.RADIUS);
this.set(Property.RADIUS, radius);
if (typeof radius === "number" && typeof previousValue === "number") {
this.changed();
return;
}
this.clearRenderer();
}
/**
* Set the filter expression
* @param {import("../style/flat.js").BooleanExpression} filter Filter expression
* @api
*/
setFilter(filter) {
this.filter_ = filter;
this.changed();
this.clearRenderer();
}
/**
* Set the weight expression
* @param {WeightExpression} weight Weight expression
* @api
*/
setWeight(weight) {
this.weight_ = weight;
this.changed();
this.clearRenderer();
}
/**
* @override
*/
createRenderer() {
const builder = new ShaderBuilder();
const context = newCompilationContext();
const filterCompiled = expressionToGlsl(context, this.filter_, BooleanType);
let radiusCompiled = expressionToGlsl(
context,
this.getRadius(),
NumberType
);
let blurCompiled = expressionToGlsl(context, this.getBlur(), NumberType);
const blurRadiusUniforms = {};
if (typeof this.getBlur() === "number") {
blurCompiled = "a_blur";
blurRadiusUniforms["a_blur"] = () => this.getBlur();
builder.addUniform("a_blur", "float");
}
if (typeof this.getRadius() === "number") {
radiusCompiled = "a_radius";
blurRadiusUniforms["a_radius"] = () => this.getRadius();
builder.addUniform("a_radius", "float");
}
const weightAttribute = {};
let weightExpression = null;
if (typeof this.weight_ === "string" || typeof this.weight_ === "function") {
const weightFunction = typeof this.weight_ === "string" ? (feature) => feature.get(this.weight_) : this.weight_;
weightAttribute["prop_weight"] = {
size: 1,
callback: (feature) => {
const weightValue = weightFunction(feature);
return weightValue !== void 0 ? clamp(weightValue, 0, 1) : 1;
}
};
weightExpression = "a_prop_weight";
builder.addAttribute("a_prop_weight", "float");
} else {
const clampedWeight = ["clamp", this.weight_, 0, 1];
weightExpression = expressionToGlsl(context, clampedWeight, NumberType);
}
builder.addFragmentShaderFunction(
`float getBlurSlope() {
float blur = max(1., ${blurCompiled});
float radius = ${radiusCompiled};
return radius / blur;
}`
).setSymbolSizeExpression(`vec2(${radiusCompiled} + ${blurCompiled}) * 2.`).setSymbolColorExpression(
`vec4(smoothstep(0., 1., (1. - length(coordsPx * 2. / v_quadSizePx)) * getBlurSlope()) * ${weightExpression})`
).setStrokeColorExpression(
`vec4(smoothstep(0., 1., (1. - length(currentRadiusPx * 2. / v_width)) * getBlurSlope()) * ${weightExpression})`
).setStrokeWidthExpression(`(${radiusCompiled} + ${blurCompiled}) * 2.`).setFillColorExpression(`vec4(${weightExpression})`).setFragmentDiscardExpression(`!${filterCompiled}`);
applyContextToBuilder(builder, context);
const attributes = generateAttributesFromContext(context);
const uniforms = generateUniformsFromContext(context, this.styleVariables_);
return new VectorLayer_default(this, {
className: this.getClassName(),
variables: this.styleVariables_,
style: {
builder,
attributes: {
...attributes,
...weightAttribute
},
uniforms: {
...uniforms,
...blurRadiusUniforms
}
},
disableHitDetection: false,
postProcesses: [
{
fragmentShader: `
precision mediump float;
uniform sampler2D u_image;
uniform sampler2D u_gradientTexture;
uniform float u_opacity;
varying vec2 v_texCoord;
void main() {
vec4 color = texture2D(u_image, v_texCoord);
gl_FragColor.a = color.a * u_opacity;
gl_FragColor.rgb = texture2D(u_gradientTexture, vec2(0.5, color.a)).rgb;
gl_FragColor.rgb *= gl_FragColor.a;
}`,
uniforms: {
u_gradientTexture: () => this.gradient_,
u_opacity: () => this.getOpacity()
}
}
]
});
}
/**
* Update any variables used by the layer style and trigger a re-render.
* @param {import('../style/flat.js').StyleVariables} variables Variables to update.
*/
updateStyleVariables(variables) {
Object.assign(this.styleVariables_, variables);
this.changed();
}
/**
* @override
*/
renderDeclutter() {
}
};
function createGradient(colors) {
const width = 1;
const height = 256;
const context = createCanvasContext2D(width, height);
const gradient = context.createLinearGradient(0, 0, width, height);
const step = 1 / (colors.length - 1);
for (let i = 0, ii = colors.length; i < ii; ++i) {
gradient.addColorStop(i * step, colors[i]);
}
context.fillStyle = gradient;
context.fillRect(0, 0, width, height);
return context.canvas;
}
var Heatmap_default = Heatmap;
export {
VectorTile_default,
ARRAY_BUFFER,
ELEMENT_ARRAY_BUFFER,
DYNAMIC_DRAW,
Buffer_default,
DefaultUniform,
AttributeType,
Layer_default2 as Layer_default,
Uniforms2 as Uniforms,
Attributes,
TileLayer_default2 as TileLayer_default,
getStringNumberEquivalent,
uniformNameForVariable,
newCompilationContext,
PALETTE_TEXTURE_ARRAY,
expressionToGlsl,
create3 as create,
WebGLWorkerMessageType,
colorEncodeIdAndPack,
colorDecodeId,
parseLiteralStyle,
RenderTarget_default,
getWorldParameters,
VectorLayer_default,
Heatmap_default
};
//# sourceMappingURL=chunk-YUMATXXX.js.map