659 lines
20 KiB
JavaScript
659 lines
20 KiB
JavaScript
/**
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* @module ol/render/webgl/VectorStyleRenderer
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*/
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import {buildExpression, newEvaluationContext} from '../../expr/cpu.js';
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import {
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BooleanType,
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computeGeometryType,
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newParsingContext,
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} from '../../expr/expression.js';
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import {
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create as createTransform,
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makeInverse as makeInverseTransform,
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} from '../../transform.js';
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import WebGLArrayBuffer from '../../webgl/Buffer.js';
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import {AttributeType} from '../../webgl/Helper.js';
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import {ARRAY_BUFFER, DYNAMIC_DRAW, ELEMENT_ARRAY_BUFFER} from '../../webgl.js';
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import {create as createWebGLWorker} from '../../worker/webgl.js';
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import {WebGLWorkerMessageType} from './constants.js';
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import {colorEncodeId} from './encodeUtil.js';
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import {
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generateLineStringRenderInstructions,
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generatePointRenderInstructions,
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generatePolygonRenderInstructions,
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getCustomAttributesSize,
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} from './renderinstructions.js';
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import {parseLiteralStyle} from './style.js';
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const tmpColor = [];
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/** @type {Worker|undefined} */
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let WEBGL_WORKER;
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function getWebGLWorker() {
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if (!WEBGL_WORKER) {
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WEBGL_WORKER = createWebGLWorker();
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}
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return WEBGL_WORKER;
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}
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let workerMessageCounter = 0;
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/**
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* Names of attributes made available to the vertex shader.
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* Please note: changing these *will* break custom shaders!
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* @enum {string}
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*/
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export const Attributes = {
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POSITION: 'a_position',
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INDEX: 'a_index',
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SEGMENT_START: 'a_segmentStart',
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SEGMENT_END: 'a_segmentEnd',
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MEASURE_START: 'a_measureStart',
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MEASURE_END: 'a_measureEnd',
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PARAMETERS: 'a_parameters',
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JOIN_ANGLES: 'a_joinAngles',
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DISTANCE: 'a_distance',
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};
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/**
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* @typedef {Object} AttributeDefinition A description of a custom attribute to be passed on to the GPU, with a value different
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* for each feature.
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* @property {number} [size] Amount of numerical values composing the attribute, either 1, 2, 3 or 4; in case size is > 1, the return value
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* of the callback should be an array; if unspecified, assumed to be a single float value
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* @property {function(this:import("./MixedGeometryBatch.js").GeometryBatchItem, import("../../Feature").FeatureLike):number|Array<number>} callback This callback computes the numerical value of the
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* attribute for a given feature.
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*/
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/**
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* @typedef {Object<string, AttributeDefinition>} AttributeDefinitions
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* @typedef {Object<string, import("../../webgl/Helper").UniformValue>} UniformDefinitions
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*/
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/**
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* @typedef {Object} WebGLBuffers
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* @property {Array<WebGLArrayBuffer>} polygonBuffers Array containing indices and vertices buffers for polygons
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* @property {Array<WebGLArrayBuffer>} lineStringBuffers Array containing indices and vertices buffers for line strings
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* @property {Array<WebGLArrayBuffer>} pointBuffers Array containing indices and vertices buffers for points
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* @property {import("../../transform.js").Transform} invertVerticesTransform Inverse of the transform applied when generating buffers
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*/
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/**
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* @typedef {Object} RenderInstructions
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* @property {Float32Array|null} polygonInstructions Polygon instructions; null if nothing to render
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* @property {Float32Array|null} lineStringInstructions LineString instructions; null if nothing to render
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* @property {Float32Array|null} pointInstructions Point instructions; null if nothing to render
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*/
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/**
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* @typedef {Object} ShaderProgram An object containing both shaders (vertex and fragment)
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* @property {string} vertex Vertex shader source
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* @property {string} fragment Fragment shader source
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*/
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/**
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* @typedef {Object} AsShaders
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* @property {import("./ShaderBuilder.js").ShaderBuilder} builder Shader builder with the appropriate presets.
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* @property {AttributeDefinitions} [attributes] Custom attributes made available in the vertex shaders.
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* Default shaders rely on the attributes in {@link Attributes}.
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* @property {UniformDefinitions} [uniforms] Additional uniforms usable in shaders.
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*/
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/**
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* @typedef {Object} AsRule
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* @property {import('../../style/flat.js').FlatStyle} style Style
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* @property {import("../../expr/expression.js").EncodedExpression} [filter] Filter
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*/
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/**
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* @typedef {AsRule|AsShaders} VectorStyle
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*/
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/**
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* @classdesc This class is responsible for:
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* 1. generate WebGL buffers according to a provided style, using a MixedGeometryBatch as input
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* 2. rendering geometries contained in said buffers
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*
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* A layer renderer will typically maintain several of these in order to have several styles rendered separately.
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*
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* A VectorStyleRenderer instance can be created either from a literal style or from shaders using either
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* `VectorStyleRenderer.fromStyle` or `VectorStyleRenderer.fromShaders`. The shaders should not be provided explicitly
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* but instead as a preconfigured ShaderBuilder instance.
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*
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* The `generateBuffers` method returns a promise resolving to WebGL buffers that are intended to be rendered by the
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* same renderer.
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*/
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class VectorStyleRenderer {
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/**
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* @param {VectorStyle} styleOrShaders Literal style or custom shaders
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* @param {import('../../style/flat.js').StyleVariables} variables Style variables
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* @param {import('../../webgl/Helper.js').default} helper Helper
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* @param {boolean} [enableHitDetection] Whether to enable the hit detection (needs compatible shader)
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* @param {import("../../expr/expression.js").ExpressionValue} [filter] Optional filter expression
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*/
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constructor(styleOrShaders, variables, helper, enableHitDetection, filter) {
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/**
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* @private
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* @type {import('../../webgl/Helper.js').default}
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*/
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this.helper_;
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/**
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* @private
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*/
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this.hitDetectionEnabled_ = !!enableHitDetection;
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let asShaders = /** @type {AsShaders} */ (styleOrShaders);
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const isShaders = 'builder' in styleOrShaders;
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if (!isShaders) {
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const asRule = /** @type {AsRule} */ (styleOrShaders);
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const parseResult = parseLiteralStyle(
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asRule.style,
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variables,
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asRule.filter,
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);
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asShaders = {
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builder: parseResult.builder,
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attributes: parseResult.attributes,
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uniforms: parseResult.uniforms,
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};
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}
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/**
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* @private
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* @type {WebGLProgram}
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*/
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this.fillProgram_;
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/**
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* @private
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* @type {WebGLProgram}
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*/
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this.strokeProgram_;
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/**
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* @private
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* @type {WebGLProgram}
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*/
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this.symbolProgram_;
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/**
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* @type {boolean}
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* @private
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*/
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this.hasFill_ = !!asShaders.builder.getFillVertexShader();
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if (this.hasFill_) {
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/**
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* @private
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*/
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this.fillVertexShader_ = asShaders.builder.getFillVertexShader();
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/**
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* @private
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*/
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this.fillFragmentShader_ = asShaders.builder.getFillFragmentShader();
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}
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/**
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* @type {boolean}
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* @private
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*/
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this.hasStroke_ = !!asShaders.builder.getStrokeVertexShader();
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if (this.hasStroke_) {
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/**
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* @private
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*/
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this.strokeVertexShader_ = asShaders.builder.getStrokeVertexShader();
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/**
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* @private
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*/
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this.strokeFragmentShader_ = asShaders.builder.getStrokeFragmentShader();
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}
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/**
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* @type {boolean}
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* @private
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*/
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this.hasSymbol_ = !!asShaders.builder.getSymbolVertexShader();
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if (this.hasSymbol_) {
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/**
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* @private
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*/
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this.symbolVertexShader_ = asShaders.builder.getSymbolVertexShader();
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/**
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* @private
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*/
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this.symbolFragmentShader_ = asShaders.builder.getSymbolFragmentShader();
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}
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/**
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* @type {function(import('../../Feature.js').FeatureLike): boolean}
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* @private
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*/
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this.featureFilter_ = null;
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if (filter) {
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this.featureFilter_ = this.computeFeatureFilter(filter);
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}
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const hitDetectionAttributes = this.hitDetectionEnabled_
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? {
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hitColor: {
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callback() {
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return colorEncodeId(this.ref, tmpColor);
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},
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size: 4,
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},
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}
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: {};
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/**
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* @private
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*/
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this.customAttributes_ = Object.assign(
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{},
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hitDetectionAttributes,
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asShaders.attributes,
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);
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/**
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* @private
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*/
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this.uniforms_ = asShaders.uniforms;
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const customAttributesDesc = Object.entries(this.customAttributes_).map(
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([name, value]) => ({
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name: `a_${name}`,
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size: value.size || 1,
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type: AttributeType.FLOAT,
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}),
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);
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/**
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* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
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* @private
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*/
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this.polygonAttributesDesc_ = [
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{
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name: Attributes.POSITION,
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size: 2,
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type: AttributeType.FLOAT,
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},
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...customAttributesDesc,
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];
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/**
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* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
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* @private
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*/
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this.lineStringAttributesDesc_ = [
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{
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name: Attributes.SEGMENT_START,
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size: 2,
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type: AttributeType.FLOAT,
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},
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{
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name: Attributes.MEASURE_START,
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size: 1,
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type: AttributeType.FLOAT,
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},
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{
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name: Attributes.SEGMENT_END,
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size: 2,
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type: AttributeType.FLOAT,
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},
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{
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name: Attributes.MEASURE_END,
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size: 1,
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type: AttributeType.FLOAT,
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},
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{
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name: Attributes.JOIN_ANGLES,
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size: 2,
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type: AttributeType.FLOAT,
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},
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{
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name: Attributes.DISTANCE,
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size: 1,
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type: AttributeType.FLOAT,
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},
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{
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name: Attributes.PARAMETERS,
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size: 1,
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type: AttributeType.FLOAT,
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},
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...customAttributesDesc,
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];
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/**
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* @type {Array<import('../../webgl/Helper.js').AttributeDescription>}
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* @private
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*/
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this.pointAttributesDesc_ = [
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{
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name: Attributes.POSITION,
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size: 2,
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type: AttributeType.FLOAT,
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},
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{
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name: Attributes.INDEX,
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size: 1,
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type: AttributeType.FLOAT,
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},
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...customAttributesDesc,
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];
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this.setHelper(helper);
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}
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/**
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* Will apply the style filter when generating geometry batches (if it can be evaluated outside a map context)
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* @param {import("../../expr/expression.js").ExpressionValue} filter Style filter
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* @return {function(import('../../Feature.js').FeatureLike): boolean} Feature filter
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* @private
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*/
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computeFeatureFilter(filter) {
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const parsingContext = newParsingContext();
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/**
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* @type {import('../../expr/cpu.js').ExpressionEvaluator}
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*/
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let compiled;
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try {
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compiled = buildExpression(filter, BooleanType, parsingContext);
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} catch {
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// filter expression failed to compile for CPU: ignore it
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return null;
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}
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// do not apply the filter if it depends on map state (e.g. zoom level) or any variable
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if (parsingContext.mapState || parsingContext.variables.size > 0) {
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return null;
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}
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const evalContext = newEvaluationContext();
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return (feature) => {
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evalContext.properties = feature.getPropertiesInternal();
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if (parsingContext.featureId) {
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const id = feature.getId();
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if (id !== undefined) {
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evalContext.featureId = id;
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} else {
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evalContext.featureId = null;
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}
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}
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evalContext.geometryType = computeGeometryType(feature.getGeometry());
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return /** @type {boolean} */ (compiled(evalContext));
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};
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}
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/**
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* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
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* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
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* @return {Promise<WebGLBuffers|null>} A promise resolving to WebGL buffers; returns null if buffers are empty
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*/
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async generateBuffers(geometryBatch, transform) {
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let filteredBatch = geometryBatch;
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if (this.featureFilter_) {
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filteredBatch = filteredBatch.filter(this.featureFilter_);
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if (filteredBatch.isEmpty()) {
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return null;
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}
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}
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const renderInstructions = this.generateRenderInstructions_(
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filteredBatch,
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transform,
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);
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const [polygonBuffers, lineStringBuffers, pointBuffers] = await Promise.all(
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[
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this.generateBuffersForType_(
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renderInstructions.polygonInstructions,
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'Polygon',
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transform,
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),
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this.generateBuffersForType_(
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renderInstructions.lineStringInstructions,
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'LineString',
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transform,
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),
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this.generateBuffersForType_(
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renderInstructions.pointInstructions,
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'Point',
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transform,
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),
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],
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);
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// also return the inverse of the transform that was applied when generating buffers
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const invertVerticesTransform = makeInverseTransform(
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createTransform(),
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transform,
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);
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return {
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polygonBuffers: polygonBuffers,
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lineStringBuffers: lineStringBuffers,
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pointBuffers: pointBuffers,
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invertVerticesTransform: invertVerticesTransform,
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};
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}
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/**
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* @param {import('./MixedGeometryBatch.js').default} geometryBatch Geometry batch
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* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
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* @return {RenderInstructions} Render instructions
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* @private
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*/
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generateRenderInstructions_(geometryBatch, transform) {
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const polygonInstructions = this.hasFill_
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? generatePolygonRenderInstructions(
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geometryBatch.polygonBatch,
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new Float32Array(0),
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this.customAttributes_,
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transform,
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)
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: null;
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const lineStringInstructions = this.hasStroke_
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? generateLineStringRenderInstructions(
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geometryBatch.lineStringBatch,
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new Float32Array(0),
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this.customAttributes_,
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transform,
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)
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: null;
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const pointInstructions = this.hasSymbol_
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? generatePointRenderInstructions(
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geometryBatch.pointBatch,
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new Float32Array(0),
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this.customAttributes_,
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transform,
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)
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: null;
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return {
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polygonInstructions,
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lineStringInstructions,
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pointInstructions,
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};
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}
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/**
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* @param {Float32Array|null} renderInstructions Render instructions
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* @param {import("../../geom/Geometry.js").Type} geometryType Geometry type
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* @param {import("../../transform.js").Transform} transform Transform to apply to coordinates
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* @return {Promise<Array<WebGLArrayBuffer>>|null} Indices buffer and vertices buffer; null if nothing to render
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* @private
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*/
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generateBuffersForType_(renderInstructions, geometryType, transform) {
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if (renderInstructions === null) {
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return null;
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}
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const messageId = workerMessageCounter++;
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let messageType;
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switch (geometryType) {
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case 'Polygon':
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messageType = WebGLWorkerMessageType.GENERATE_POLYGON_BUFFERS;
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break;
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case 'LineString':
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messageType = WebGLWorkerMessageType.GENERATE_LINE_STRING_BUFFERS;
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break;
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case 'Point':
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messageType = WebGLWorkerMessageType.GENERATE_POINT_BUFFERS;
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break;
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default:
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// pass
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}
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/** @type {import('./constants.js').WebGLWorkerGenerateBuffersMessage} */
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const message = {
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id: messageId,
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type: messageType,
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renderInstructions: renderInstructions.buffer,
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renderInstructionsTransform: transform,
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customAttributesSize: getCustomAttributesSize(this.customAttributes_),
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};
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const WEBGL_WORKER = getWebGLWorker();
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WEBGL_WORKER.postMessage(message, [renderInstructions.buffer]);
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// leave ownership of render instructions
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renderInstructions = null;
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return new Promise((resolve) => {
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/**
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* @param {*} event Event.
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*/
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const handleMessage = (event) => {
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const received = event.data;
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// this is not the response to our request: skip
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if (received.id !== messageId) {
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return;
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}
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// we've received our response: stop listening
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WEBGL_WORKER.removeEventListener('message', handleMessage);
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// the helper has disposed in the meantime; the promise will not be resolved
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if (!this.helper_.getGL()) {
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return;
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}
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// copy & flush received buffers to GPU
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const verticesBuffer = new WebGLArrayBuffer(
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ARRAY_BUFFER,
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DYNAMIC_DRAW,
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).fromArrayBuffer(received.vertexBuffer);
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const indicesBuffer = new WebGLArrayBuffer(
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ELEMENT_ARRAY_BUFFER,
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DYNAMIC_DRAW,
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).fromArrayBuffer(received.indexBuffer);
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this.helper_.flushBufferData(verticesBuffer);
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this.helper_.flushBufferData(indicesBuffer);
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resolve([indicesBuffer, verticesBuffer]);
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};
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WEBGL_WORKER.addEventListener('message', handleMessage);
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});
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}
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/**
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* Render the geometries in the given buffers.
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* @param {WebGLBuffers} buffers WebGL Buffers to draw
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* @param {import("../../Map.js").FrameState} frameState Frame state
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* @param {function(): void} preRenderCallback This callback will be called right before drawing, and can be used to set uniforms
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*/
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render(buffers, frameState, preRenderCallback) {
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this.hasFill_ &&
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this.renderInternal_(
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buffers.polygonBuffers[0],
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buffers.polygonBuffers[1],
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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]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
export default VectorStyleRenderer;
|