@naivemap/mapbox-gl-image-layer 0.5.0 → 0.6.0-beta.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (33) hide show
  1. package/dist/es/ImageLayer.js +232 -0
  2. package/dist/es/arrugator/Arrugator.js +270 -0
  3. package/dist/es/{utils/arrugator.js → arrugator/index.js} +43 -39
  4. package/dist/es/index.js +2 -228
  5. package/dist/es/shaders/image.fragment.glsl.js +1 -1
  6. package/dist/es/shaders/image.vertex.glsl.js +1 -1
  7. package/dist/es/shaders/mask.fragment.glsl.js +1 -1
  8. package/dist/es/shaders/mask.vertex.glsl.js +1 -1
  9. package/dist/js/ImageLayer.d.ts +62 -0
  10. package/dist/js/ImageLayer.js +270 -0
  11. package/dist/js/arrugator/Arrugator.d.ts +18 -0
  12. package/dist/js/arrugator/Arrugator.js +275 -0
  13. package/dist/js/arrugator/index.d.ts +7 -0
  14. package/dist/js/{utils/arrugator.js → arrugator/index.js} +49 -46
  15. package/dist/js/index.d.ts +4 -60
  16. package/dist/js/index.js +7 -256
  17. package/dist/js/shaders/image.fragment.glsl.d.ts +2 -2
  18. package/dist/js/shaders/image.fragment.glsl.js +3 -3
  19. package/dist/js/shaders/image.vertex.glsl.d.ts +2 -2
  20. package/dist/js/shaders/image.vertex.glsl.js +3 -3
  21. package/dist/js/shaders/mask.fragment.glsl.d.ts +2 -2
  22. package/dist/js/shaders/mask.fragment.glsl.js +3 -3
  23. package/dist/js/shaders/mask.vertex.glsl.d.ts +2 -2
  24. package/dist/js/shaders/mask.vertex.glsl.js +3 -3
  25. package/package.json +8 -9
  26. package/LICENSE +0 -21
  27. package/dist/es/utils/image.js +0 -19
  28. package/dist/es/utils/webgl.js +0 -64
  29. package/dist/js/utils/arrugator.d.ts +0 -7
  30. package/dist/js/utils/image.d.ts +0 -7
  31. package/dist/js/utils/image.js +0 -23
  32. package/dist/js/utils/webgl.d.ts +0 -8
  33. package/dist/js/utils/webgl.js +0 -68
package/dist/js/index.js CHANGED
@@ -1,256 +1,7 @@
1
- "use strict";
2
- var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
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- if (k2 === undefined) k2 = k;
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- var desc = Object.getOwnPropertyDescriptor(m, k);
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- if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
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- desc = { enumerable: true, get: function() { return m[k]; } };
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- }
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- Object.defineProperty(o, k2, desc);
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- }) : (function(o, m, k, k2) {
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- if (k2 === undefined) k2 = k;
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- o[k2] = m[k];
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- }));
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- var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
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- Object.defineProperty(o, "default", { enumerable: true, value: v });
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- }) : function(o, v) {
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- o["default"] = v;
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- });
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- var __importStar = (this && this.__importStar) || function (mod) {
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- if (mod && mod.__esModule) return mod;
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- var result = {};
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- if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
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- __setModuleDefault(result, mod);
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- return result;
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- };
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- var __importDefault = (this && this.__importDefault) || function (mod) {
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- return (mod && mod.__esModule) ? mod : { "default": mod };
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- };
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- Object.defineProperty(exports, "__esModule", { value: true });
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- var compare_versions_1 = require("compare-versions");
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- var earcut_1 = __importDefault(require("earcut"));
31
- var mapbox_gl_1 = __importDefault(require("mapbox-gl"));
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- var twgl = __importStar(require("twgl.js"));
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- var image_fragment_glsl_1 = __importDefault(require("./shaders/image.fragment.glsl"));
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- var image_vertex_glsl_1 = __importDefault(require("./shaders/image.vertex.glsl"));
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- var mask_fragment_glsl_1 = __importDefault(require("./shaders/mask.fragment.glsl"));
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- var mask_vertex_glsl_1 = __importDefault(require("./shaders/mask.vertex.glsl"));
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- var arrugator_1 = require("./utils/arrugator");
38
- var ImageLayer = /** @class */ (function () {
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- function ImageLayer(id, option) {
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- this.type = 'custom';
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- this.renderingMode = '2d';
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- // mask
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- this.stencilChecked = true; // resetStencilClippingMasks 版本检查
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- this.id = id;
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- this.option = option;
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- this.loaded = false;
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- this.maskProperty = Object.assign({ type: 'in' }, option.mask);
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- // 检查 stencil 是否可用
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- this.stencilChecked = (0, compare_versions_1.satisfies)(mapbox_gl_1.default.version, '>=2.7.0');
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- // 如果传了 mask 边界数据,且版本不符
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- if (this.maskProperty.data && !this.stencilChecked) {
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- throw new Error("\u5982\u679C\u9700\u8981\u906E\u7F69\uFF08\u63A9\u819C\uFF09\uFF0Cmapbox-gl \u7248\u672C\u5FC5\u987B\uFF1A>=2.7.0");
53
- }
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- // 初始化 Arrugator
55
- var projection = option.projection, coordinates = option.coordinates;
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- this.arrugado = (0, arrugator_1.initArrugator)(projection, coordinates);
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- // this._map = null
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- // this._gl = null
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- // this._program = null
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- // this._texture = null
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- // this._positionBuffer = null
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- // this._uvBuffer = null
63
- // this._verticesIndexBuffer = null
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- }
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- ImageLayer.prototype.onAdd = function (map, gl) {
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- this.map = map;
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- this.gl = gl;
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- // 主程序
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- this.programInfo = twgl.createProgramInfo(gl, [image_vertex_glsl_1.default, image_fragment_glsl_1.default]);
70
- this.loadTexture(map, gl);
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- this.bufferInfo = twgl.createBufferInfoFromArrays(gl, {
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- a_pos: { numComponents: 2, data: this.arrugado.pos },
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- a_uv: { numComponents: 2, data: this.arrugado.uv },
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- indices: this.arrugado.trigs,
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- });
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- // 掩膜程序
77
- if (this.maskProperty.data) {
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- var data = this.maskProperty.data;
79
- if (data) {
80
- this.maskProgramInfo = twgl.createProgramInfo(gl, [mask_vertex_glsl_1.default, mask_fragment_glsl_1.default]);
81
- this.maskBufferInfo = this.getMaskBufferInfo(gl, data);
82
- }
83
- }
84
- };
85
- ImageLayer.prototype.onRemove = function (map, gl) {
86
- if (this.programInfo) {
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- gl.deleteProgram(this.programInfo.program);
88
- }
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- if (this.maskProgramInfo) {
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- gl.deleteProgram(this.maskProgramInfo.program);
91
- }
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- if (this.texture) {
93
- gl.deleteTexture(this.texture);
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- }
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- };
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- ImageLayer.prototype.render = function (gl, matrix) {
97
- /**
98
- * 线图层在启用 stencil 会消失,参考: https://github.com/mapbox/mapbox-gl-js/issues/12213
99
- * 临时解决方案: map.painter.resetStencilClippingMasks()
100
- * 该方法在 mapboxgl version >=2.7.0 才能用
101
- */
102
- var _a;
103
- if (this.stencilChecked) {
104
- // @ts-ignore
105
- this.map.painter.resetStencilClippingMasks();
106
- }
107
- if (this.loaded && this.programInfo && this.bufferInfo) {
108
- // blend
109
- gl.enable(gl.BLEND);
110
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
111
- if (this.maskProgramInfo && this.maskBufferInfo) {
112
- // mask program
113
- gl.useProgram(this.maskProgramInfo.program);
114
- // stencil test
115
- gl.enable(gl.STENCIL_TEST);
116
- gl.stencilFunc(gl.ALWAYS, 1, 0xff);
117
- gl.stencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE);
118
- gl.stencilMask(0xff);
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- gl.clear(gl.STENCIL_BUFFER_BIT);
120
- // matrix
121
- twgl.setUniforms(this.maskProgramInfo, { u_matrix: matrix });
122
- // pos & indices
123
- twgl.setBuffersAndAttributes(gl, this.maskProgramInfo, this.maskBufferInfo);
124
- // draw
125
- var elementType = gl.UNSIGNED_SHORT;
126
- if (this.maskBufferInfo.numElements / 3 > 65535) {
127
- // 使 drawElements 支持 UNSIGNED_INT 类型
128
- gl.getExtension('OES_element_index_uint');
129
- elementType = gl.UNSIGNED_INT;
130
- }
131
- gl.drawElements(gl.TRIANGLES, this.maskBufferInfo.numElements, elementType, 0);
132
- }
133
- // texture program
134
- gl.useProgram(this.programInfo.program);
135
- if ((_a = this.maskProgramInfo) === null || _a === void 0 ? void 0 : _a.program) {
136
- // stencil test
137
- var ref = this.maskProperty.type === 'out' ? 0 : 1;
138
- gl.stencilFunc(gl.EQUAL, ref, 0xff);
139
- gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
140
- }
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- // uniforms
142
- twgl.setUniforms(this.programInfo, {
143
- u_matrix: matrix,
144
- u_opacity: this.option.opacity || 1,
145
- u_sampler: this.texture,
146
- });
147
- // pos, uv & indices
148
- twgl.setBuffersAndAttributes(gl, this.programInfo, this.bufferInfo);
149
- // draw
150
- gl.drawElements(gl.TRIANGLES, this.arrugado.trigs.length, gl.UNSIGNED_SHORT, 0);
151
- gl.clear(gl.STENCIL_BUFFER_BIT);
152
- gl.disable(gl.STENCIL_TEST);
153
- }
154
- };
155
- /**
156
- * Updates the URL, the projection, the coordinates, the opacity or the resampling of the image.
157
- * @param {Object} option Options object.
158
- * @param {string} [option.url] Image URL.
159
- * @param {string} [option.projection] Projection with EPSG code that points to the image..
160
- * @param {Array<Array<number>>} [option.coordinates] Four geographical coordinates,
161
- * @param {number} [option.opacity] opacity of the image.
162
- * @param {string} [option.resampling] The resampling/interpolation method to use for overscaling.
163
- */
164
- ImageLayer.prototype.updateImage = function (option) {
165
- var _a, _b, _c, _d, _e;
166
- if (this.gl && this.map) {
167
- this.option.opacity = (_a = option.opacity) !== null && _a !== void 0 ? _a : this.option.opacity;
168
- if (option.projection || option.coordinates) {
169
- this.option.projection = (_b = option.projection) !== null && _b !== void 0 ? _b : this.option.projection;
170
- this.option.coordinates = (_c = option.coordinates) !== null && _c !== void 0 ? _c : this.option.coordinates;
171
- // reinit arrugator
172
- this.arrugado = (0, arrugator_1.initArrugator)(this.option.projection, this.option.coordinates);
173
- this.bufferInfo = twgl.createBufferInfoFromArrays(this.gl, {
174
- a_pos: { numComponents: 2, data: this.arrugado.pos },
175
- a_uv: { numComponents: 2, data: this.arrugado.uv },
176
- indices: this.arrugado.trigs,
177
- });
178
- }
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- if (option.url || option.resampling) {
180
- this.loaded = false;
181
- this.option.url = (_d = option.url) !== null && _d !== void 0 ? _d : this.option.url;
182
- this.option.resampling = (_e = option.resampling) !== null && _e !== void 0 ? _e : this.option.resampling;
183
- // reload image
184
- this.loadTexture(this.map, this.gl);
185
- }
186
- else {
187
- this.map.triggerRepaint();
188
- }
189
- }
190
- return this;
191
- };
192
- /**
193
- * Updates the mask property
194
- * @param {MaskProperty} mask The mask property.
195
- */
196
- ImageLayer.prototype.updateMask = function (mask) {
197
- if (this.gl && this.map && this.maskProgramInfo) {
198
- this.maskProperty = Object.assign(this.maskProperty, mask);
199
- this.maskBufferInfo = this.getMaskBufferInfo(this.gl, this.maskProperty.data);
200
- this.map.triggerRepaint();
201
- }
202
- return this;
203
- };
204
- ImageLayer.prototype.loadTexture = function (map, gl) {
205
- var _this = this;
206
- // 创建纹理
207
- var filter = this.option.resampling === 'nearest' ? gl.NEAREST : gl.LINEAR;
208
- this.texture = twgl.createTexture(gl, {
209
- src: this.option.url,
210
- crossOrigin: this.option.crossOrigin,
211
- minMag: filter,
212
- flipY: 0,
213
- }, function () {
214
- _this.loaded = true;
215
- map.triggerRepaint();
216
- });
217
- };
218
- ImageLayer.prototype.getMaskBufferInfo = function (gl, data) {
219
- var positions = [];
220
- var triangles = [];
221
- if (data.type === 'MultiPolygon') {
222
- // type: 'MultiPolygon'
223
- var polyCount = data.coordinates.length;
224
- var triangleStartIndex_1 = 0;
225
- for (var i = 0; i < polyCount; i++) {
226
- var coordinates = data.coordinates[i];
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- var flatten = earcut_1.default.flatten(coordinates);
228
- var vertices = flatten.vertices, holes = flatten.holes, dimensions = flatten.dimensions;
229
- var triangle = (0, earcut_1.default)(vertices, holes, dimensions);
230
- var triangleNew = triangle.map(function (item) { return item + triangleStartIndex_1; });
231
- triangleStartIndex_1 += vertices.length / 2;
232
- // positions.push(...vertices)
233
- // triangles.push(...triangleNew)
234
- for (var m = 0; m < vertices.length; m++) {
235
- positions.push(vertices[m]);
236
- }
237
- for (var n = 0; n < triangleNew.length; n++) {
238
- triangles.push(triangleNew[n]);
239
- }
240
- }
241
- }
242
- else {
243
- // type: 'Polygon'
244
- var flatten = earcut_1.default.flatten(data.coordinates);
245
- var vertices = flatten.vertices, holes = flatten.holes, dimensions = flatten.dimensions;
246
- positions = vertices;
247
- triangles = (0, earcut_1.default)(vertices, holes, dimensions);
248
- }
249
- return twgl.createBufferInfoFromArrays(gl, {
250
- a_pos: { numComponents: 2, data: positions },
251
- indices: triangles.length / 3 > 65535 ? new Uint32Array(triangles) : new Uint16Array(triangles),
252
- });
253
- };
254
- return ImageLayer;
255
- }());
256
- exports.default = ImageLayer;
1
+ "use strict";
2
+ var __importDefault = (this && this.__importDefault) || function (mod) {
3
+ return (mod && mod.__esModule) ? mod : { "default": mod };
4
+ };
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ var ImageLayer_1 = __importDefault(require("./ImageLayer"));
7
+ exports.default = ImageLayer_1.default;
@@ -1,2 +1,2 @@
1
- declare const _default: "\n#ifdef GL_ES\n precision highp int;\n precision mediump float;\n#endif\nuniform sampler2D u_sampler;\nuniform float u_opacity;\nvarying vec2 v_uv;\nvoid main() {\n vec4 color = texture2D(u_sampler, v_uv);\n gl_FragColor = color * u_opacity;\n}\n";
2
- export default _default;
1
+ declare const _default: "\n#ifdef GL_ES\n precision highp int;\n precision mediump float;\n#endif\nuniform sampler2D u_sampler;\nuniform float u_opacity;\nvarying vec2 v_uv;\nvoid main() {\n vec4 color = texture2D(u_sampler, v_uv);\n gl_FragColor = color * u_opacity;\n}\n";
2
+ export default _default;
@@ -1,3 +1,3 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.default = "\n#ifdef GL_ES\n precision highp int;\n precision mediump float;\n#endif\nuniform sampler2D u_sampler;\nuniform float u_opacity;\nvarying vec2 v_uv;\nvoid main() {\n vec4 color = texture2D(u_sampler, v_uv);\n gl_FragColor = color * u_opacity;\n}\n";
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.default = "\n#ifdef GL_ES\n precision highp int;\n precision mediump float;\n#endif\nuniform sampler2D u_sampler;\nuniform float u_opacity;\nvarying vec2 v_uv;\nvoid main() {\n vec4 color = texture2D(u_sampler, v_uv);\n gl_FragColor = color * u_opacity;\n}\n";
@@ -1,2 +1,2 @@
1
- declare const _default: "\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nattribute vec2 a_uv;\nvarying vec2 v_uv;\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n v_uv = a_uv;\n}\n";
2
- export default _default;
1
+ declare const _default: "\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nattribute vec2 a_uv;\nvarying vec2 v_uv;\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n v_uv = a_uv;\n}\n";
2
+ export default _default;
@@ -1,3 +1,3 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.default = "\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nattribute vec2 a_uv;\nvarying vec2 v_uv;\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n v_uv = a_uv;\n}\n";
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.default = "\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nattribute vec2 a_uv;\nvarying vec2 v_uv;\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n v_uv = a_uv;\n}\n";
@@ -1,2 +1,2 @@
1
- declare const _default: "\n#ifdef GL_ES\nprecision highp int;\nprecision mediump float;\n#endif\n\nvoid main() {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n}\n";
2
- export default _default;
1
+ declare const _default: "\n#ifdef GL_ES\nprecision highp int;\nprecision mediump float;\n#endif\n\nvoid main() {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n}\n";
2
+ export default _default;
@@ -1,3 +1,3 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.default = "\n#ifdef GL_ES\nprecision highp int;\nprecision mediump float;\n#endif\n\nvoid main() {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n}\n";
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.default = "\n#ifdef GL_ES\nprecision highp int;\nprecision mediump float;\n#endif\n\nvoid main() {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n}\n";
@@ -1,2 +1,2 @@
1
- declare const _default: "\nuniform mat4 u_matrix;\nuniform float u_alt;\nattribute vec2 a_pos;\n\nconst float PI = 3.1415926536;\nconst float earthRadius = 6371008.8;\nconst float earthCircumference = 2.0 * PI * earthRadius; // meters\n\nfloat circumferenceAtLatitude(float latitude) {\n return earthCircumference * cos(latitude * PI / 180.0);\n}\n\nfloat mercatorXfromLng(float lng) {\n return (180.0 + lng) / 360.0;\n}\n\nfloat mercatorYfromLat(float lat) {\n return (180.0 - (180.0 / PI * log(tan(PI / 4.0 + lat * PI / 360.0)))) / 360.0;\n}\n\nfloat mercatorZfromAltitude(float altitude, float lat) {\n return altitude / circumferenceAtLatitude(lat);\n}\n\nvec3 mercatorfromLngLat(vec2 lnglat, float alt) {\n return vec3(mercatorXfromLng(lnglat.x), mercatorYfromLat(lnglat.y), mercatorZfromAltitude(alt, lnglat.y));\n}\n\nvoid main() {\n vec3 mercator = mercatorfromLngLat(a_pos, 0.0);\n gl_Position = u_matrix * vec4(mercator, 1.0);\n // gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n}\n";
2
- export default _default;
1
+ declare const _default: "\nuniform mat4 u_matrix;\nuniform float u_alt;\nattribute vec2 a_pos;\n\nconst float PI = 3.1415926536;\nconst float earthRadius = 6371008.8;\nconst float earthCircumference = 2.0 * PI * earthRadius; // meters\n\nfloat circumferenceAtLatitude(float latitude) {\n return earthCircumference * cos(latitude * PI / 180.0);\n}\n\nfloat mercatorXfromLng(float lng) {\n return (180.0 + lng) / 360.0;\n}\n\nfloat mercatorYfromLat(float lat) {\n return (180.0 - (180.0 / PI * log(tan(PI / 4.0 + lat * PI / 360.0)))) / 360.0;\n}\n\nfloat mercatorZfromAltitude(float altitude, float lat) {\n return altitude / circumferenceAtLatitude(lat);\n}\n\nvec3 mercatorfromLngLat(vec2 lnglat, float alt) {\n return vec3(mercatorXfromLng(lnglat.x), mercatorYfromLat(lnglat.y), mercatorZfromAltitude(alt, lnglat.y));\n}\n\nvoid main() {\n vec3 mercator = mercatorfromLngLat(a_pos, 0.0);\n gl_Position = u_matrix * vec4(mercator, 1.0);\n // gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n}\n";
2
+ export default _default;
@@ -1,3 +1,3 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.default = "\nuniform mat4 u_matrix;\nuniform float u_alt;\nattribute vec2 a_pos;\n\nconst float PI = 3.1415926536;\nconst float earthRadius = 6371008.8;\nconst float earthCircumference = 2.0 * PI * earthRadius; // meters\n\nfloat circumferenceAtLatitude(float latitude) {\n return earthCircumference * cos(latitude * PI / 180.0);\n}\n\nfloat mercatorXfromLng(float lng) {\n return (180.0 + lng) / 360.0;\n}\n\nfloat mercatorYfromLat(float lat) {\n return (180.0 - (180.0 / PI * log(tan(PI / 4.0 + lat * PI / 360.0)))) / 360.0;\n}\n\nfloat mercatorZfromAltitude(float altitude, float lat) {\n return altitude / circumferenceAtLatitude(lat);\n}\n\nvec3 mercatorfromLngLat(vec2 lnglat, float alt) {\n return vec3(mercatorXfromLng(lnglat.x), mercatorYfromLat(lnglat.y), mercatorZfromAltitude(alt, lnglat.y));\n}\n\nvoid main() {\n vec3 mercator = mercatorfromLngLat(a_pos, 0.0);\n gl_Position = u_matrix * vec4(mercator, 1.0);\n // gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n}\n";
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.default = "\nuniform mat4 u_matrix;\nuniform float u_alt;\nattribute vec2 a_pos;\n\nconst float PI = 3.1415926536;\nconst float earthRadius = 6371008.8;\nconst float earthCircumference = 2.0 * PI * earthRadius; // meters\n\nfloat circumferenceAtLatitude(float latitude) {\n return earthCircumference * cos(latitude * PI / 180.0);\n}\n\nfloat mercatorXfromLng(float lng) {\n return (180.0 + lng) / 360.0;\n}\n\nfloat mercatorYfromLat(float lat) {\n return (180.0 - (180.0 / PI * log(tan(PI / 4.0 + lat * PI / 360.0)))) / 360.0;\n}\n\nfloat mercatorZfromAltitude(float altitude, float lat) {\n return altitude / circumferenceAtLatitude(lat);\n}\n\nvec3 mercatorfromLngLat(vec2 lnglat, float alt) {\n return vec3(mercatorXfromLng(lnglat.x), mercatorYfromLat(lnglat.y), mercatorZfromAltitude(alt, lnglat.y));\n}\n\nvoid main() {\n vec3 mercator = mercatorfromLngLat(a_pos, 0.0);\n gl_Position = u_matrix * vec4(mercator, 1.0);\n // gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n}\n";
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@naivemap/mapbox-gl-image-layer",
3
- "version": "0.5.0",
3
+ "version": "0.6.0-beta.0",
4
4
  "description": "Load a static image of any projection via Arrugator and Proj4js.",
5
5
  "author": "huanglii <li.huangli@qq.com>",
6
6
  "homepage": "https://github.com/naivemap/mapbox-gl-layers#readme",
@@ -25,7 +25,8 @@
25
25
  "proj4"
26
26
  ],
27
27
  "publishConfig": {
28
- "access": "public"
28
+ "access": "public",
29
+ "tag": "beta"
29
30
  },
30
31
  "repository": {
31
32
  "type": "git",
@@ -45,17 +46,15 @@
45
46
  "proj4": "^2.8.0"
46
47
  },
47
48
  "dependencies": {
48
- "arrugator": "^1.0.1",
49
- "compare-versions": "^6.0.0-rc.1",
50
- "earcut": "^2.2.4",
51
- "twgl.js": "^5.3.1"
49
+ "compare-versions": "^6.1.1",
50
+ "earcut": "^3.0.1",
51
+ "tinyqueue": "^3.0.0",
52
+ "twgl.js": "^5.5.4"
52
53
  },
53
54
  "devDependencies": {
54
55
  "@types/earcut": "^2.1.1",
55
56
  "@types/mapbox-gl": "^2.7.2",
56
- "@types/node": "^17.0.36",
57
57
  "@types/proj4": "^2.5.2",
58
58
  "npm-run-all": "^4.1.5"
59
- },
60
- "gitHead": "3a2fa3bab4a8e676df592ea4f674fbf9b9e9b221"
59
+ }
61
60
  }
package/LICENSE DELETED
@@ -1,21 +0,0 @@
1
- MIT License
2
-
3
- Copyright (c) 2022 Naive Map
4
-
5
- Permission is hereby granted, free of charge, to any person obtaining a copy
6
- of this software and associated documentation files (the "Software"), to deal
7
- in the Software without restriction, including without limitation the rights
8
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9
- copies of the Software, and to permit persons to whom the Software is
10
- furnished to do so, subject to the following conditions:
11
-
12
- The above copyright notice and this permission notice shall be included in all
13
- copies or substantial portions of the Software.
14
-
15
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21
- SOFTWARE.
@@ -1,19 +0,0 @@
1
- /**
2
- * load image
3
- * @param src
4
- * @param crossOrigin
5
- * @returns
6
- */
7
- export function loadImage(src, crossOrigin) {
8
- return new Promise(function (res, rej) {
9
- var img = new Image();
10
- img.crossOrigin = crossOrigin !== null && crossOrigin !== void 0 ? crossOrigin : '';
11
- img.src = src;
12
- img.onload = function () {
13
- res(img);
14
- };
15
- img.onerror = function () {
16
- rej('error');
17
- };
18
- });
19
- }
@@ -1,64 +0,0 @@
1
- /**
2
- * Create a shader object
3
- * @param gl GL context
4
- * @param type the type of the shader object to be created
5
- * @param source shader program (string)
6
- * @return created shader object, or null if the creation has failed.
7
- */
8
- function createShader(gl, type, source) {
9
- // Create shader object
10
- var shader = gl.createShader(type);
11
- if (shader == null) {
12
- console.log('unable to create shader');
13
- return null;
14
- }
15
- // Set the shader program
16
- gl.shaderSource(shader, source);
17
- // Compile the shader
18
- gl.compileShader(shader);
19
- // Check the result of compilation
20
- var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
21
- if (!compiled) {
22
- var error = gl.getShaderInfoLog(shader);
23
- console.log('Failed to compile shader: ' + error);
24
- gl.deleteShader(shader);
25
- return null;
26
- }
27
- return shader;
28
- }
29
- /**
30
- * Create the linked program object
31
- * @param gl GL context
32
- * @param vshader a vertex shader program (string)
33
- * @param fshader a fragment shader program (string)
34
- * @return created program object, or null if the creation has failed
35
- */
36
- export function createProgram(gl, vshader, fshader) {
37
- // Create shader object
38
- var vertexShader = createShader(gl, gl.VERTEX_SHADER, vshader);
39
- var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fshader);
40
- if (!vertexShader || !fragmentShader) {
41
- return null;
42
- }
43
- // Create a program object
44
- var program = gl.createProgram();
45
- if (!program) {
46
- return null;
47
- }
48
- // Attach the shader objects
49
- gl.attachShader(program, vertexShader);
50
- gl.attachShader(program, fragmentShader);
51
- // Link the program object
52
- gl.linkProgram(program);
53
- // Check the result of linking
54
- var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
55
- if (!linked) {
56
- var error = gl.getProgramInfoLog(program);
57
- console.log('Failed to link program: ' + error);
58
- gl.deleteProgram(program);
59
- gl.deleteShader(fragmentShader);
60
- gl.deleteShader(vertexShader);
61
- return null;
62
- }
63
- return program;
64
- }
@@ -1,7 +0,0 @@
1
- export declare type Coordinates = [[number, number], [number, number], [number, number], [number, number]];
2
- export declare type ArrugadoFlat = {
3
- pos: number[];
4
- uv: number[];
5
- trigs: number[];
6
- };
7
- export declare function initArrugator(fromProj: string, coordinates: Coordinates): ArrugadoFlat;
@@ -1,7 +0,0 @@
1
- /**
2
- * load image
3
- * @param src
4
- * @param crossOrigin
5
- * @returns
6
- */
7
- export declare function loadImage(src: string, crossOrigin?: string): Promise<HTMLImageElement>;
@@ -1,23 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.loadImage = void 0;
4
- /**
5
- * load image
6
- * @param src
7
- * @param crossOrigin
8
- * @returns
9
- */
10
- function loadImage(src, crossOrigin) {
11
- return new Promise(function (res, rej) {
12
- var img = new Image();
13
- img.crossOrigin = crossOrigin !== null && crossOrigin !== void 0 ? crossOrigin : '';
14
- img.src = src;
15
- img.onload = function () {
16
- res(img);
17
- };
18
- img.onerror = function () {
19
- rej('error');
20
- };
21
- });
22
- }
23
- exports.loadImage = loadImage;
@@ -1,8 +0,0 @@
1
- /**
2
- * Create the linked program object
3
- * @param gl GL context
4
- * @param vshader a vertex shader program (string)
5
- * @param fshader a fragment shader program (string)
6
- * @return created program object, or null if the creation has failed
7
- */
8
- export declare function createProgram(gl: WebGLRenderingContext, vshader: string, fshader: string): WebGLProgram | null;
@@ -1,68 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.createProgram = void 0;
4
- /**
5
- * Create a shader object
6
- * @param gl GL context
7
- * @param type the type of the shader object to be created
8
- * @param source shader program (string)
9
- * @return created shader object, or null if the creation has failed.
10
- */
11
- function createShader(gl, type, source) {
12
- // Create shader object
13
- var shader = gl.createShader(type);
14
- if (shader == null) {
15
- console.log('unable to create shader');
16
- return null;
17
- }
18
- // Set the shader program
19
- gl.shaderSource(shader, source);
20
- // Compile the shader
21
- gl.compileShader(shader);
22
- // Check the result of compilation
23
- var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
24
- if (!compiled) {
25
- var error = gl.getShaderInfoLog(shader);
26
- console.log('Failed to compile shader: ' + error);
27
- gl.deleteShader(shader);
28
- return null;
29
- }
30
- return shader;
31
- }
32
- /**
33
- * Create the linked program object
34
- * @param gl GL context
35
- * @param vshader a vertex shader program (string)
36
- * @param fshader a fragment shader program (string)
37
- * @return created program object, or null if the creation has failed
38
- */
39
- function createProgram(gl, vshader, fshader) {
40
- // Create shader object
41
- var vertexShader = createShader(gl, gl.VERTEX_SHADER, vshader);
42
- var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fshader);
43
- if (!vertexShader || !fragmentShader) {
44
- return null;
45
- }
46
- // Create a program object
47
- var program = gl.createProgram();
48
- if (!program) {
49
- return null;
50
- }
51
- // Attach the shader objects
52
- gl.attachShader(program, vertexShader);
53
- gl.attachShader(program, fragmentShader);
54
- // Link the program object
55
- gl.linkProgram(program);
56
- // Check the result of linking
57
- var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
58
- if (!linked) {
59
- var error = gl.getProgramInfoLog(program);
60
- console.log('Failed to link program: ' + error);
61
- gl.deleteProgram(program);
62
- gl.deleteShader(fragmentShader);
63
- gl.deleteShader(vertexShader);
64
- return null;
65
- }
66
- return program;
67
- }
68
- exports.createProgram = createProgram;