SourceTermAnalysisSystem_vue/node_modules/.vite/deps/chunk-MY3Y56DQ.js
2026-05-15 10:22:44 +08:00

3440 lines
121 KiB
JavaScript

import {
ARRAY_BUFFER,
AttributeType,
Buffer_default,
DYNAMIC_DRAW,
DefaultUniform,
ELEMENT_ARRAY_BUFFER,
FEATURE_ID_PROPERTY_NAME,
GEOMETRY_TYPE_PROPERTY_NAME,
Layer_default,
UNDEFINED_PROP_VALUE,
applyContextToBuilder,
colorToGlsl,
expressionToGlsl,
generateAttributesFromContext,
generateUniformsFromContext,
getGlslSizeFromType,
getGlslTypeFromType,
getStringNumberEquivalent,
newCompilationContext,
numberToGlsl,
stringToGlsl
} from "./chunk-PZZAKLYX.js";
import {
create as create2,
fromTransform
} from "./chunk-L47B4DRW.js";
import {
VectorEventType_default
} from "./chunk-V7WRBSQ6.js";
import {
Feature_default
} from "./chunk-FDGVG43Y.js";
import {
BaseVector_default,
buildExpression,
newEvaluationContext
} from "./chunk-OVJRLVXU.js";
import {
BooleanType,
ColorType,
NumberArrayType,
NumberType,
SizeType,
StringType,
computeGeometryType,
newParsingContext
} from "./chunk-E5F6ZCFZ.js";
import {
ViewHint_default
} from "./chunk-S5OMZ56B.js";
import {
createCanvasContext2D
} from "./chunk-YWIWRQT2.js";
import {
inflateEnds
} from "./chunk-RBA5LKAR.js";
import {
transform2D
} from "./chunk-YUTQGDGI.js";
import {
apply,
create,
makeInverse,
multiply,
setFromArray,
translate
} from "./chunk-JFONEOYG.js";
import {
getTransformFromProjections,
getUserProjection,
toUserExtent,
toUserResolution
} from "./chunk-XZU4LSFD.js";
import {
clamp
} from "./chunk-54BTDBAD.js";
import {
buffer,
createEmpty,
equals as equals2,
getWidth
} from "./chunk-CKDBVGKM.js";
import {
assert
} from "./chunk-QFCIXVZ3.js";
import {
getUid
} from "./chunk-H47PV7W6.js";
import {
listen,
unlistenByKey
} from "./chunk-KJXIHBKT.js";
import {
equals
} from "./chunk-FQY6EMA7.js";
// 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/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
`;
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.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;
}
/**
* @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 float a_index;
attribute vec4 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;
if (a_index == 0.0) {
offsetPx -= halfSizePx;
} else if (a_index == 1.0) {
offsetPx += halfSizePx * vec2(1., -1.);
} else if (a_index == 2.0) {
offsetPx += halfSizePx;
} else {
offsetPx += 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 = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p;
float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q;
v_texCoord = vec2(u, v);
v_hitColor = 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 float a_measureStart;
attribute float a_measureEnd;
attribute float a_parameters;
attribute float a_distance;
attribute vec2 a_joinAngles;
attribute vec4 a_hitColor;
varying vec2 v_segmentStart;
varying vec2 v_segmentEnd;
varying float v_angleStart;
varying float v_angleEnd;
varying float v_width;
varying vec4 v_hitColor;
varying float v_distanceOffsetPx;
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 vertexNumber = floor(abs(a_parameters) / 10000. + 0.5);
currentLineMetric = vertexNumber < 1.5 ? a_measureStart : a_measureEnd;
// we're reading the fractional part while keeping the sign (so -4.12 gives -0.12, 3.45 gives 0.45)
float angleTangentSum = fract(abs(a_parameters) / 10000.) * 10000. * sign(a_parameters);
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 = vertexNumber < 0.5 || (vertexNumber > 1.5 && vertexNumber < 2.5) ? 1.0 : -1.0;
float tangentDir = vertexNumber < 1.5 ? 1.0 : -1.0;
float angle = vertexNumber < 1.5 ? v_angleStart : v_angleEnd;
vec2 joinDirection;
vec2 positionPx = vertexNumber < 1.5 ? segmentStartPx : segmentEndPx;
// 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_segmentStart = segmentStartPx;
v_segmentEnd = segmentEndPx;
v_width = lineWidth;
v_hitColor = a_hitColor;
v_distanceOffsetPx = a_distance / u_resolution - (lineOffsetPx * angleTangentSum);
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_segmentStart;
varying vec2 v_segmentEnd;
varying float v_angleStart;
varying float v_angleEnd;
varying float v_width;
varying vec4 v_hitColor;
varying float v_distanceOffsetPx;
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} = ${attribute.varyingName}; // assign to original attribute name`
).join("\n")}
vec2 currentPoint = gl_FragCoord.xy / u_pixelRatio;
#ifdef GL_FRAGMENT_PRECISION_HIGH
vec2 worldPos = pxToWorld(currentPoint);
if (
abs(u_renderExtent[0] - u_renderExtent[2]) > 0.0 && (
worldPos[0] < u_renderExtent[0] ||
worldPos[1] < u_renderExtent[1] ||
worldPos[0] > u_renderExtent[2] ||
worldPos[1] > u_renderExtent[3]
)
) {
discard;
}
#endif
float segmentLength = length(v_segmentEnd - v_segmentStart);
vec2 segmentTangent = (v_segmentEnd - v_segmentStart) / segmentLength;
vec2 segmentNormal = vec2(-segmentTangent.y, segmentTangent.x);
vec2 startToPoint = currentPoint - v_segmentStart;
float lengthToPoint = max(0., min(dot(segmentTangent, startToPoint), segmentLength));
float currentLengthPx = lengthToPoint + v_distanceOffsetPx;
float currentRadiusPx = distanceFromSegment(currentPoint, v_segmentStart, v_segmentEnd);
float currentRadiusRatio = dot(segmentNormal, startToPoint) * 2. / v_width;
currentLineMetric = mix(
v_measureStart,
v_measureEnd,
lengthToPoint / max(segmentLength, 1.17549429e-38)
);
if (${this.discardExpression_}) { discard; }
float capType = ${this.strokeCapExpression_};
float joinType = ${this.strokeJoinExpression_};
float segmentStartDistance = computeSegmentPointDistance(currentPoint, v_segmentStart, v_segmentEnd, v_width, v_angleStart, capType, joinType);
float segmentEndDistance = computeSegmentPointDistance(currentPoint, v_segmentEnd, v_segmentStart, v_width, v_angleEnd, capType, joinType);
float distanceField = max(
segmentDistanceField(currentPoint, v_segmentStart, v_segmentEnd, 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 vec4 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 = 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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d=t.prevZ,w=t.nextZ;for(;d&&d.z>=m&&w&&w.z<=Z;){if(d.x>=p&&d.x<=b&&d.y>=g&&d.y<=M&&d!==x&&d!==i&&y(u,l,f,a,s,h,d.x,d.y)&&v(d.prev,d,d.next)>=0)return!1;if(d=d.prevZ,w.x>=p&&w.x<=b&&w.y>=g&&w.y<=M&&w!==x&&w!==i&&y(u,l,f,a,s,h,w.x,w.y)&&v(w.prev,w,w.next)>=0)return!1;w=w.nextZ}for(;d&&d.z>=m;){if(d.x>=p&&d.x<=b&&d.y>=g&&d.y<=M&&d!==x&&d!==i&&y(u,l,f,a,s,h,d.x,d.y)&&v(d.prev,d,d.next)>=0)return!1;d=d.prevZ}for(;w&&w.z<=Z;){if(w.x>=p&&w.x<=b&&w.y>=g&&w.y<=M&&w!==x&&w!==i&&y(u,l,f,a,s,h,w.x,w.y)&&v(w.prev,w,w.next)>=0)return!1;w=w.nextZ}return!0}function i(t,e){let r=t;do{const n=r.prev,x=r.next.next;!g(n,x)&&b(n,r,r.next,x)&&Z(n,x)&&Z(x,n)&&(e.push(n.i,r.i,x.i),A(r),A(r.next),r=t=x),r=r.next}while(r!==t);return n(r)}function u(t,e,x,o,i,u){let f=t;do{let t=f.next.next;for(;t!==f.prev;){if(f.i!==t.i&&p(f,t)){let s=d(f,t);return f=n(f,f.next),s=n(s,s.next),r(f,e,x,o,i,u,0),void r(s,e,x,o,i,u,0)}t=t.next}f=f.next}while(f!==t)}function f(t,e){let n=t.x-e.x;if(0===n&&(n=t.y-e.y,0===n)){n=(t.next.y-t.y)/(t.next.x-t.x)-(e.next.y-e.y)/(e.next.x-e.x)}return n}function s(t,e){const r=function(t,e){let n=e;const r=t.x,x=t.y;let o,i=-1/0;if(g(t,n))return n;do{if(g(t,n.next))return n.next;if(x<=n.y&&x>=n.next.y&&n.next.y!==n.y){const t=n.x+(x-n.y)*(n.next.x-n.x)/(n.next.y-n.y);if(t<=r&&t>i&&(i=t,o=n.x<n.next.x?n:n.next,t===r))return o}n=n.next}while(n!==e);if(!o)return null;const u=o,f=o.x,s=o.y;let c=1/0;n=o;do{if(r>=n.x&&n.x>=f&&r!==n.x&&h(x<s?r:i,x,f,s,x<s?i:r,x,n.x,n.y)){const e=Math.abs(x-n.y)/(r-n.x);Z(n,t)&&(e<c||e===c&&(n.x>o.x||n.x===o.x&&l(o,n)))&&(o=n,c=e)}n=n.next}while(n!==u);return o}(t,e);if(!r)return e;const x=d(r,t);return n(x,x.next),n(r,r.next)}function l(t,e){return v(t.prev,t,e.prev)<0&&v(e.next,t,t.next)<0}function c(t,e,n,r,x){return(t=1431655765&((t=858993459&((t=252645135&((t=16711935&((t=(t-n)*x|0)|t<<8))|t<<4))|t<<2))|t<<1))|(e=1431655765&((e=858993459&((e=252645135&((e=16711935&((e=(e-r)*x|0)|e<<8))|e<<4))|e<<2))|e<<1))<<1}function a(t){let e=t,n=t;do{(e.x<n.x||e.x===n.x&&e.y<n.y)&&(n=e),e=e.next}while(e!==t);return n}function h(t,e,n,r,x,o,i,u){return(x-i)*(e-u)>=(t-i)*(o-u)&&(t-i)*(r-u)>=(n-i)*(e-u)&&(n-i)*(o-u)>=(x-i)*(r-u)}function y(t,e,n,r,x,o,i,u){return!(t===i&&e===u)&&h(t,e,n,r,x,o,i,u)}function p(t,e){return t.next.i!==e.i&&t.prev.i!==e.i&&!function(t,e){let n=t;do{if(n.i!==t.i&&n.next.i!==t.i&&n.i!==e.i&&n.next.i!==e.i&&b(n,n.next,t,e))return!0;n=n.next}while(n!==t);return!1}(t,e)&&(Z(t,e)&&Z(e,t)&&function(t,e){let n=t,r=!1;const x=(t.x+e.x)/2,o=(t.y+e.y)/2;do{n.y>o!=n.next.y>o&&n.next.y!==n.y&&x<(n.next.x-n.x)*(o-n.y)/(n.next.y-n.y)+n.x&&(r=!r),n=n.next}while(n!==t);return r}(t,e)&&(v(t.prev,t,e.prev)||v(t,e.prev,e))||g(t,e)&&v(t.prev,t,t.next)>0&&v(e.prev,e,e.next)>0)}function v(t,e,n){return(e.y-t.y)*(n.x-e.x)-(e.x-t.x)*(n.y-e.y)}function g(t,e){return t.x===e.x&&t.y===e.y}function b(t,e,n,r){const x=m(v(t,e,n)),o=m(v(t,e,r)),i=m(v(n,r,t)),u=m(v(n,r,e));return x!==o&&i!==u||(!(0!==x||!M(t,n,e))||(!(0!==o||!M(t,r,e))||(!(0!==i||!M(n,t,r))||!(0!==u||!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 m(t){return t>0?1:t<0?-1:0}function Z(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 d(t,e){const n=E(t.i,t.x,t.y),r=E(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 w(t,e,n,r){const x=E(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 A(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 E(t,e,n){return{i:t,x:e,y:n,prev:null,next:null,z:0,prevZ:null,nextZ:null,steiner:!1}}function I(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 z(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],u=e[3],f=e[4],s=e[5];return t[0]=u/n,t[1]=-o/n,t[2]=-i/n,t[3]=x/n,t[4]=(i*s-u*f)/n,t[5]=-(x*s-o*f)/n,t}new Array(6);const F=[],P={vertexPosition:0,indexPosition:0};function B(t,e,n,r,x){t[e+0]=n,t[e+1]=r,t[e+2]=x}function N(t,e,n,r,x,o){const i=3+x,u=t[e+0],f=t[e+1],s=F;s.length=x;for(let n=0;n<s.length;n++)s[n]=t[e+2+n];let l=o?o.vertexPosition:0,c=o?o.indexPosition:0;const a=l/i;return B(n,l,u,f,0),s.length&&n.set(s,l+3),l+=i,B(n,l,u,f,1),s.length&&n.set(s,l+3),l+=i,B(n,l,u,f,2),s.length&&n.set(s,l+3),l+=i,B(n,l,u,f,3),s.length&&n.set(s,l+3),l+=i,r[c++]=a,r[c++]=a+1,r[c++]=a+3,r[c++]=a+1,r[c++]=a+2,r[c++]=a+3,P.vertexPosition=l,P.indexPosition=c,P}function R(t,e,n,r,x,o,i,u,f,s,l){const c=10+u.length,a=o.length/c,h=[t[e+0],t[e+1]],y=[t[n],t[n+1]],p=t[e+2],v=t[n+2],g=I(f,[...h]),b=I(f,[...y]);function M(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])),u=[(n[0]-t[0])/i,(n[1]-t[1])/i],f=0===r||0===i?0:Math.acos((s=u[0]*x[0]+u[1]*x[1],l=-1,c=1,Math.min(Math.max(s,l),c)));var s,l,c;return u[0]*o[0]+u[1]*o[1]>0?f:2*Math.PI-f}let m=-1,Z=-1,d=l;const w=null!==x;if(null!==r){m=M(g,b,I(f,[...[t[r],t[r+1]]])),Math.cos(m)<=.985&&(d+=Math.tan((m-Math.PI)/2))}if(w){Z=M(b,g,I(f,[...[t[x],t[x+1]]])),Math.cos(Z)<=.985&&(d+=Math.tan((Math.PI-Z)/2))}function A(t,e){return 0===e?1e4*t:Math.sign(e)*(1e4*t+Math.abs(e))}return o.push(h[0],h[1],p,y[0],y[1],v,m,Z,s,A(0,l)),o.push(...u),o.push(h[0],h[1],p,y[0],y[1],v,m,Z,s,A(1,l)),o.push(...u),o.push(h[0],h[1],p,y[0],y[1],v,m,Z,s,A(2,l)),o.push(...u),o.push(h[0],h[1],p,y[0],y[1],v,m,Z,s,A(3,l)),o.push(...u),i.push(a,a+1,a+2,a+1,a+3,a+2),{length:s+Math.sqrt((b[0]-g[0])*(b[0]-g[0])+(b[1]-g[1])*(b[1]-g[1])),angle:d}}function S(e,n,r,x,o){const i=2+o;let u=n;const f=e.slice(u,u+o);u+=o;const s=e[u++];let l=0;const c=new Array(s-1);for(let t=0;t<s;t++)l+=e[u++],t<s-1&&(c[t]=l);const a=e.slice(u,u+2*l),h=t(a,c,2);for(let t=0;t<h.length;t++)x.push(h[t]+r.length/i);for(let t=0;t<a.length;t+=2)r.push(a[t],a[t+1],...f);return u+2*l}const T="GENERATE_POLYGON_BUFFERS",_="GENERATE_POINT_BUFFERS",O="GENERATE_LINE_STRING_BUFFERS",U=self;U.onmessage=t=>{const e=t.data;switch(e.type){case _:{const t=3,n=2,r=e.customAttributesSize,x=n+r,o=new Float32Array(e.renderInstructions),i=o.length/x,u=4*i*(r+t),f=new Uint32Array(6*i),s=new Float32Array(u);let l;for(let t=0;t<o.length;t+=x)l=N(o,t,s,f,r,l);const c=Object.assign({vertexBuffer:s.buffer,indexBuffer:f.buffer,renderInstructions:o.buffer},e);U.postMessage(c,[s.buffer,f.buffer,o.buffer]);break}case O:{const t=[],n=[],r=e.customAttributesSize,x=3,o=new Float32Array(e.renderInstructions);let i=0;const u=[1,0,0,1,0,0];let f,s;for(z(u,e.renderInstructionsTransform);i<o.length;){s=Array.from(o.slice(i,i+r)),i+=r,f=o[i++];const e=i,l=i+(f-1)*x,c=o[e]===o[l]&&o[e+1]===o[l+1];let a=0,h=0;for(let r=0;r<f-1;r++){let y=null;r>0?y=i+(r-1)*x:c&&(y=l-x);let p=null;r<f-2?p=i+(r+2)*x:c&&(p=e+x);const v=R(o,i+r*x,i+(r+1)*x,y,p,t,n,s,u,a,h);a=v.length,h=v.angle}i+=f*x}const l=Uint32Array.from(n),c=Float32Array.from(t),a=Object.assign({vertexBuffer:c.buffer,indexBuffer:l.buffer,renderInstructions:o.buffer},e);U.postMessage(a,[c.buffer,l.buffer,o.buffer]);break}case T:{const t=[],n=[],r=e.customAttributesSize,x=new Float32Array(e.renderInstructions);let o=0;for(;o<x.length;)o=S(x,o,t,n,r);const i=Uint32Array.from(n),u=Float32Array.from(t),f=Object.assign({vertexBuffer:u.buffer,indexBuffer:i.buffer,renderInstructions:x.buffer},e);U.postMessage(f,[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 colorEncodeId(id, array) {
array = array || [];
const radix = 256;
const divide = radix - 1;
array[0] = Math.floor(id / radix / radix / radix) / divide;
array[1] = Math.floor(id / radix / radix) % radix / divide;
array[2] = Math.floor(id / radix) % radix / divide;
array[3] = id % radix / divide;
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 scale = expressionToGlsl(
vertContext,
style[`${prefix}scale`],
SizeType
);
builder.setSymbolSizeExpression(
`${builder.getSymbolSizeExpression()} * ${scale}`
);
}
if (`${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 scale = expressionToGlsl(context, style["circle-scale"], SizeType);
currentPoint = `coordsPx / ${scale}`;
}
let fillColor = null;
if ("circle-fill-color" in style) {
fillColor = expressionToGlsl(
context,
style["circle-fill-color"],
ColorType
);
}
let strokeColor = null;
if ("circle-stroke-color" in style) {
strokeColor = expressionToGlsl(
context,
style["circle-stroke-color"],
ColorType
);
}
let radius = expressionToGlsl(context, style["circle-radius"], NumberType);
let strokeWidth = null;
if ("circle-stroke-width" in style) {
strokeWidth = expressionToGlsl(
context,
style["circle-stroke-width"],
NumberType
);
radius = `(${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 scale = expressionToGlsl(context, style["shape-scale"], SizeType);
currentPoint = `coordsPx / ${scale}`;
}
let fillColor = null;
if ("shape-fill-color" in style) {
fillColor = expressionToGlsl(context, style["shape-fill-color"], ColorType);
}
let strokeColor = null;
if ("shape-stroke-color" in style) {
strokeColor = expressionToGlsl(
context,
style["shape-stroke-color"],
ColorType
);
}
let strokeWidth = null;
if ("shape-stroke-width" in style) {
strokeWidth = expressionToGlsl(
context,
style["shape-stroke-width"],
NumberType
);
}
const numPoints = expressionToGlsl(
context,
style["shape-points"],
NumberType
);
let angle = "0.";
if ("shape-angle" in style) {
angle = expressionToGlsl(context, style["shape-angle"], NumberType);
}
let shapeField;
let radius = expressionToGlsl(context, style["shape-radius"], NumberType);
if (strokeWidth !== null) {
radius = `${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 scale = `1.0`;
if (`icon-scale` in style) {
scale = expressionToGlsl(context, style[`icon-scale`], SizeType);
}
let shiftPx;
if (style["icon-anchor-x-units"] === "pixels" && style["icon-anchor-y-units"] === "pixels") {
shiftPx = `${anchor} * ${scale}`;
} else if (style["icon-anchor-x-units"] === "pixels") {
shiftPx = `${anchor} * vec2(vec2(${scale}).x, v_quadSizePx.y)`;
} else if (style["icon-anchor-y-units"] === "pixels") {
shiftPx = `${anchor} * vec2(v_quadSizePx.x, vec2(${scale}).x)`;
} else {
shiftPx = `${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()} + ${offsetPx}`
);
}
}
function parseStrokeProperties(style, builder, uniforms, context) {
if ("stroke-color" in style) {
builder.setStrokeColorExpression(
expressionToGlsl(context, style["stroke-color"], ColorType)
);
}
if ("stroke-pattern-src" in style) {
const textureId = computeHash(style["stroke-pattern-src"]);
const sizeExpression = parseImageProperties(
style,
builder,
uniforms,
"stroke-pattern-",
textureId
);
let sampleSizeExpression = sizeExpression;
let offsetExpression = "vec2(0.)";
if ("stroke-pattern-offset" in style && "stroke-pattern-size" in style) {
sampleSizeExpression = expressionToGlsl(
context,
style[`stroke-pattern-size`],
NumberArrayType
);
offsetExpression = parseImageOffsetProperties(
style,
"stroke-pattern-",
context,
sizeExpression,
sampleSizeExpression
);
}
let spacingExpression = "0.";
if ("stroke-pattern-spacing" in style) {
spacingExpression = expressionToGlsl(
context,
style["stroke-pattern-spacing"],
NumberType
);
}
context.functions["sampleStrokePattern"] = `vec4 sampleStrokePattern(sampler2D texture, vec2 textureSize, vec2 textureOffset, vec2 sampleSize, float spacingPx, float currentLengthPx, float currentRadiusRatio, float lineWidth) {
float currentLengthScaled = currentLengthPx * sampleSize.y / lineWidth;
float spacingScaled = spacingPx * sampleSize.y / lineWidth;
float uCoordPx = mod(currentLengthScaled, (sampleSize.x + spacingScaled));
// make sure that we're not sampling too close to the borders to avoid interpolation with outside pixels
uCoordPx = clamp(uCoordPx, 0.5, sampleSize.x - 0.5);
float vCoordPx = (-currentRadiusRatio * 0.5 + 0.5) * sampleSize.y;
vec2 texCoord = (vec2(uCoordPx, vCoordPx) + textureOffset) / textureSize;
return texture2D(texture, texCoord);
}`;
const textureName = `u_texture${textureId}`;
let tintExpression = "1.";
if ("stroke-color" in style) {
tintExpression = builder.getStrokeColorExpression();
}
builder.setStrokeColorExpression(
`${tintExpression} * sampleStrokePattern(${textureName}, ${sizeExpression}, ${offsetExpression}, ${sampleSizeExpression}, ${spacingExpression}, currentLengthPx, currentRadiusRatio, 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, ${dashLengthsCalls})`
);
}
}
function parseFillProperties(style, builder, uniforms, context) {
if ("fill-color" in style) {
builder.setFillColorExpression(
expressionToGlsl(context, style["fill-color"], ColorType)
);
}
if ("fill-pattern-src" in style) {
const textureId = computeHash(style["fill-pattern-src"]);
const sizeExpression = parseImageProperties(
style,
builder,
uniforms,
"fill-pattern-",
textureId
);
let sampleSizeExpression = sizeExpression;
let offsetExpression = "vec2(0.)";
if ("fill-pattern-offset" in style && "fill-pattern-size" in style) {
sampleSizeExpression = expressionToGlsl(
context,
style[`fill-pattern-size`],
NumberArrayType
);
offsetExpression = parseImageOffsetProperties(
style,
"fill-pattern-",
context,
sizeExpression,
sampleSizeExpression
);
}
context.functions["sampleFillPattern"] = `vec4 sampleFillPattern(sampler2D texture, vec2 textureSize, vec2 textureOffset, vec2 sampleSize, vec2 pxOrigin, vec2 pxPosition) {
float scaleRatio = pow(2., mod(u_zoom + 0.5, 1.) - 0.5);
vec2 pxRelativePos = pxPosition - pxOrigin;
// rotate the relative position from origin by the current view rotation
pxRelativePos = vec2(pxRelativePos.x * cos(u_rotation) - pxRelativePos.y * sin(u_rotation), pxRelativePos.x * sin(u_rotation) + pxRelativePos.y * cos(u_rotation));
// sample position is computed according to the sample offset & size
vec2 samplePos = mod(pxRelativePos / scaleRatio, sampleSize);
// also make sure that we're not sampling too close to the borders to avoid interpolation with outside pixels
samplePos = clamp(samplePos, vec2(0.5), sampleSize - vec2(0.5));
samplePos.y = sampleSize.y - samplePos.y; // invert y axis so that images appear upright
return texture2D(texture, (samplePos + textureOffset) / textureSize);
}`;
const textureName = `u_texture${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)
}
};
}
function breakDownFlatStyle(style) {
const asArray = Array.isArray(style) ? style : [style];
if ("style" in asArray[0]) {
const styles = [];
const rules = (
/** @type {Array<import('../../style/flat.js').Rule>} */
asArray
);
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 stylesWithFilters = ruleStyles.map((style2) => ({
style: style2,
...currentFilter && { filter: currentFilter }
}));
styles.push(...stylesWithFilters);
}
return styles;
}
if ("builder" in asArray[0]) {
return (
/** @type {Array<StyleAsShaders>} */
asArray
);
}
return asArray.map(
(style2) => (
/** @type {StyleAsRule} */
{
style: style2
}
)
);
}
// 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 Attributes = {
POSITION: "a_position",
INDEX: "a_index",
SEGMENT_START: "a_segmentStart",
SEGMENT_END: "a_segmentEnd",
MEASURE_START: "a_measureStart",
MEASURE_END: "a_measureEnd",
PARAMETERS: "a_parameters",
JOIN_ANGLES: "a_joinAngles",
DISTANCE: "a_distance"
};
var VectorStyleRenderer = class {
/**
* @param {VectorStyle} styleOrShaders Literal style or custom 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)
* @param {import("../../expr/expression.js").ExpressionValue} [filter] Optional filter expression
*/
constructor(styleOrShaders, variables, helper, enableHitDetection, filter) {
this.helper_;
this.hitDetectionEnabled_ = !!enableHitDetection;
let asShaders = (
/** @type {AsShaders} */
styleOrShaders
);
const isShaders = "builder" in styleOrShaders;
if (!isShaders) {
const asRule = (
/** @type {AsRule} */
styleOrShaders
);
const parseResult = parseLiteralStyle(
asRule.style,
variables,
asRule.filter
);
asShaders = {
builder: parseResult.builder,
attributes: parseResult.attributes,
uniforms: parseResult.uniforms
};
}
this.fillProgram_;
this.strokeProgram_;
this.symbolProgram_;
this.hasFill_ = !!asShaders.builder.getFillVertexShader();
if (this.hasFill_) {
this.fillVertexShader_ = asShaders.builder.getFillVertexShader();
this.fillFragmentShader_ = asShaders.builder.getFillFragmentShader();
}
this.hasStroke_ = !!asShaders.builder.getStrokeVertexShader();
if (this.hasStroke_) {
this.strokeVertexShader_ = asShaders.builder.getStrokeVertexShader();
this.strokeFragmentShader_ = asShaders.builder.getStrokeFragmentShader();
}
this.hasSymbol_ = !!asShaders.builder.getSymbolVertexShader();
if (this.hasSymbol_) {
this.symbolVertexShader_ = asShaders.builder.getSymbolVertexShader();
this.symbolFragmentShader_ = asShaders.builder.getSymbolFragmentShader();
}
this.featureFilter_ = null;
if (filter) {
this.featureFilter_ = this.computeFeatureFilter(filter);
}
const hitDetectionAttributes = this.hitDetectionEnabled_ ? {
hitColor: {
callback() {
return colorEncodeId(this.ref, tmpColor);
},
size: 4
}
} : {};
this.customAttributes_ = Object.assign(
{},
hitDetectionAttributes,
asShaders.attributes
);
this.uniforms_ = asShaders.uniforms;
const customAttributesDesc = Object.entries(this.customAttributes_).map(
([name, value]) => ({
name: `a_${name}`,
size: value.size || 1,
type: AttributeType.FLOAT
})
);
this.polygonAttributesDesc_ = [
{
name: Attributes.POSITION,
size: 2,
type: AttributeType.FLOAT
},
...customAttributesDesc
];
this.lineStringAttributesDesc_ = [
{
name: Attributes.SEGMENT_START,
size: 2,
type: AttributeType.FLOAT
},
{
name: Attributes.MEASURE_START,
size: 1,
type: AttributeType.FLOAT
},
{
name: Attributes.SEGMENT_END,
size: 2,
type: AttributeType.FLOAT
},
{
name: Attributes.MEASURE_END,
size: 1,
type: AttributeType.FLOAT
},
{
name: Attributes.JOIN_ANGLES,
size: 2,
type: AttributeType.FLOAT
},
{
name: Attributes.DISTANCE,
size: 1,
type: AttributeType.FLOAT
},
{
name: Attributes.PARAMETERS,
size: 1,
type: AttributeType.FLOAT
},
...customAttributesDesc
];
this.pointAttributesDesc_ = [
{
name: Attributes.POSITION,
size: 2,
type: AttributeType.FLOAT
},
{
name: Attributes.INDEX,
size: 1,
type: AttributeType.FLOAT
},
...customAttributesDesc
];
this.setHelper(helper);
}
/**
* Will apply the style filter when generating geometry batches (if it can be evaluated outside a map context)
* @param {import("../../expr/expression.js").ExpressionValue} filter Style filter
* @return {function(import('../../Feature.js').FeatureLike): boolean} Feature filter
* @private
*/
computeFeatureFilter(filter) {
const parsingContext = newParsingContext();
let compiled;
try {
compiled = buildExpression(filter, BooleanType, parsingContext);
} catch {
return null;
}
if (parsingContext.mapState || parsingContext.variables.size > 0) {
return null;
}
const evalContext = newEvaluationContext();
return (feature) => {
evalContext.properties = feature.getPropertiesInternal();
if (parsingContext.featureId) {
const id = feature.getId();
if (id !== void 0) {
evalContext.featureId = id;
} else {
evalContext.featureId = null;
}
}
evalContext.geometryType = computeGeometryType(feature.getGeometry());
return (
/** @type {boolean} */
compiled(evalContext)
);
};
}
/**
* @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) {
let filteredBatch = geometryBatch;
if (this.featureFilter_) {
filteredBatch = filteredBatch.filter(this.featureFilter_);
if (filteredBatch.isEmpty()) {
return null;
}
}
const renderInstructions = this.generateRenderInstructions_(
filteredBatch,
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<Array<WebGLArrayBuffer>>|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 verticesBuffer = new Buffer_default(
ARRAY_BUFFER,
DYNAMIC_DRAW
).fromArrayBuffer(received.vertexBuffer);
const indicesBuffer = new Buffer_default(
ELEMENT_ARRAY_BUFFER,
DYNAMIC_DRAW
).fromArrayBuffer(received.indexBuffer);
this.helper_.flushBufferData(verticesBuffer);
this.helper_.flushBufferData(indicesBuffer);
resolve([indicesBuffer, verticesBuffer]);
};
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) {
this.hasFill_ && this.renderInternal_(
buffers.polygonBuffers[0],
buffers.polygonBuffers[1],
this.fillProgram_,
this.polygonAttributesDesc_,
frameState,
preRenderCallback
);
this.hasStroke_ && this.renderInternal_(
buffers.lineStringBuffers[0],
buffers.lineStringBuffers[1],
this.strokeProgram_,
this.lineStringAttributesDesc_,
frameState,
preRenderCallback
);
this.hasSymbol_ && this.renderInternal_(
buffers.pointBuffers[0],
buffers.pointBuffers[1],
this.symbolProgram_,
this.pointAttributesDesc_,
frameState,
preRenderCallback
);
}
/**
* @param {WebGLArrayBuffer} indicesBuffer Indices buffer
* @param {WebGLArrayBuffer} verticesBuffer Vertices buffer
* @param {WebGLProgram} program Program
* @param {Array<import('../../webgl/Helper.js').AttributeDescription>} attributes Attribute descriptions
* @param {import("../../Map.js").FrameState} frameState Frame state.
* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
* @private
*/
renderInternal_(indicesBuffer, verticesBuffer, program, attributes, frameState, preRenderCallback) {
const renderCount = indicesBuffer.getSize();
if (renderCount === 0) {
return;
}
this.helper_.useProgram(program, frameState);
this.helper_.bindBuffer(verticesBuffer);
this.helper_.bindBuffer(indicesBuffer);
this.helper_.enableAttributes(attributes);
preRenderCallback();
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;
if (this.hasFill_) {
this.fillProgram_ = this.helper_.getProgram(
this.fillFragmentShader_,
this.fillVertexShader_
);
}
if (this.hasStroke_) {
this.strokeProgram_ = this.helper_.getProgram(
this.strokeFragmentShader_,
this.strokeVertexShader_
);
}
if (this.hasSymbol_) {
this.symbolProgram_ = this.helper_.getProgram(
this.symbolFragmentShader_,
this.symbolVertexShader_
);
}
this.helper_.addUniforms(this.uniforms_);
if (buffers) {
if (buffers.polygonBuffers) {
this.helper_.flushBufferData(buffers.polygonBuffers[0]);
this.helper_.flushBufferData(buffers.polygonBuffers[1]);
}
if (buffers.lineStringBuffers) {
this.helper_.flushBufferData(buffers.lineStringBuffers[0]);
this.helper_.flushBufferData(buffers.lineStringBuffers[1]);
}
if (buffers.pointBuffers) {
this.helper_.flushBufferData(buffers.pointBuffers[0]);
this.helper_.flushBufferData(buffers.pointBuffers[1]);
}
}
}
};
var VectorStyleRenderer_default = VectorStyleRenderer;
// 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 Uniforms = {
...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_default {
/**
* @param {import("../../layer/Layer.js").default} layer Layer.
* @param {Options} options Options.
*/
constructor(layer, options) {
const uniforms = {
[Uniforms.RENDER_EXTENT]: [0, 0, 0, 0],
[Uniforms.PATTERN_ORIGIN]: [0, 0],
[Uniforms.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.styles_ = [];
this.styleRenderers_ = [];
this.buffers_ = [];
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.styles_ = breakDownFlatStyle(options.style);
}
/**
* @private
*/
createRenderers_() {
this.buffers_ = [];
this.styleRenderers_ = this.styles_.map(
(style) => new VectorStyleRenderer_default(
style,
this.styleVariables_,
this.helper,
this.hitDetectionEnabled_,
"filter" in style ? style.filter : null
)
);
}
/**
* @override
*/
reset(options) {
this.applyOptions_(options);
if (this.helper) {
this.createRenderers_();
}
super.reset(options);
}
/**
* @override
*/
afterHelperCreated() {
if (this.styleRenderers_.length) {
this.styleRenderers_.forEach(
(renderer, i) => renderer.setHelper(this.helper, this.buffers_[i])
);
} 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(
Uniforms.PROJECTION_MATRIX,
fromTransform(this.tmpMat4_, this.tmpTransform_)
);
makeInverse(this.tmpTransform_, this.tmpTransform_);
this.helper.setUniformMatrixValue(
Uniforms.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(Uniforms.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()
);
const generatePromises = this.styleRenderers_.map(
(renderer, i) => renderer.generateBuffers(this.batch_, transform).then((buffers) => {
if (this.buffers_[i]) {
this.disposeBuffers(this.buffers_[i]);
}
this.buffers_[i] = buffers;
})
);
Promise.all(generatePromises).then(() => {
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
);
for (let i = 0, ii = this.styleRenderers_.length; i < ii; i++) {
const renderer = this.styleRenderers_[i];
const buffers = this.buffers_[i];
if (!buffers) {
continue;
}
renderer.render(buffers, frameState, () => {
this.applyUniforms_(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.styleRenderers_.length || !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() {
this.buffers_.forEach((buffers) => {
if (buffers) {
this.disposeBuffers(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 {
create3 as create,
WebGLWorkerMessageType,
colorEncodeId,
colorDecodeId,
parseLiteralStyle,
RenderTarget_default,
getWorldParameters,
VectorLayer_default,
Heatmap_default
};
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