@ohuoy/easymap 1.0.21 → 1.0.23
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.
- package/dist/bundle.js +80 -47
- package/dist/example - /345/211/257/346/234/254/bundle.js" +80 -47
- package/dist/example - /345/211/257/346/234/254/index.html" +33 -3
- package/index.js +195 -7
- package/lib/threebox-plugin/src/three.module.js +1 -0
- package/package.json +2 -2
- package/src/components/EasyMapMarker.js +7 -3
- package/src/components/control/TilesBar.js +87 -12
- package/src/components/control/Toobars.js +63 -24
- package/src/components/index.js +9 -2
- package/src/components/layer/AlarmLayer.js +13 -12
- package/src/components/layer/AnimationBarbsLayer.js +13 -12
- package/src/components/layer/AnimationLayer.js +38 -21
- package/src/components/layer/CustomIconLayer.js +6 -5
- package/src/components/layer/ExtrusionLayer.js +71 -66
- package/src/components/layer/MarkerAreaLayer.js +10 -9
- package/src/components/layer/PathLineLayer.js +30 -14
- package/src/components/layer/ScanWallLayer.js +467 -0
- package/src/components/layer/ThreeBoxWallLayer.js +253 -0
- package/src/components/layer/ThreeScanLayer.js +63 -37
- package/src/components/layer/ThreeWallLayer copy 2.js +1104 -0
- package/src/components/layer/ThreeWallLayer copy.js +517 -0
- package/src/components/layer/ThreeWallLayer.js +231 -256
- package/src/components/layer/WallLayer.js +3 -2
- package/src/components/layer/WebGlWallLayer.js +320 -0
- package/src/components/mapOutScreen.js +15 -3
- package/src/utils/CameraSync.js +6 -3
- package/src/utils/mapWatch.js +70 -0
- package/src/utils/util.js +3 -0
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import {hasProperty,transform} from '../../utils/util.js'
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import mapboxgl from 'mapbox-gl';
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import { getBBox } from '../../utils/util';
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import { lnglatsToWorld ,normalizeVertices,flattenVectors,projectToWorld} from '../../utils/mapUtil';
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export default class ScanWallLayer{
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opacity = 0.8
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scale = 2
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limit = 6
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colorFun = ()=>{
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return [0,0,0,0]
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}
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addedFun = null
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aPosition;
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aColor;
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vertices = [];
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indices = [];
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program;
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constructor(id,config) {
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this.id = id;
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this.type = 'custom';
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this.renderingMode = '2d';
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this.opacity = Number(config.opacity)
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if(config.colorFun){
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this.colorFun = config.colorFun
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}
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this.addedFun = config.addedFun
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}
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createProgram(gl, vsSource, fsSource) {
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this.program = gl.createProgram();
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let program = this.program
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const vertexShader = this.compileShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = this.compileShader(gl, gl.FRAGMENT_SHADER, fsSource);
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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alert('程序链接失败:' + gl.getProgramInfoLog(program));
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return null;
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}
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return program;
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}
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compileShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert('着色器编译失败:' + gl.getShaderInfoLog(shader));
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return null;
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}
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return shader;
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}
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onAdd(map, gl) {
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// create GLSL source for vertex shader
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const vsSource = `
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uniform mat4 u_matrix;
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attribute vec4 aPosition;
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attribute vec4 aColor;
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varying vec4 vColor;
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void main() {
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gl_Position = u_matrix * vec4(aPosition);
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vColor = aColor;
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}`;
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// create GLSL source for fragment shader
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const fsSource = `
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precision mediump float;
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varying vec4 vColor;
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void main() {
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gl_FragColor = vColor;
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}`;
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// create a vertex shader
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// const vertexShader = gl.createShader(gl.VERTEX_SHADER);
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// gl.shaderSource(vertexShader, vertexSource);
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// gl.compileShader(vertexShader);
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// // create a fragment shader
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// const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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// gl.shaderSource(fragmentShader, fragmentSource);
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// gl.compileShader(fragmentShader);
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// link the two shaders into a WebGL program
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this.gl = gl;
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this.program = this.createProgram(gl, vsSource, fsSource);
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let program = this.program;
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gl.useProgram(this.program );
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this.map = map;
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if(this.addedFun)
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this.addedFun()
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}
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// createPoints(_pathPoints){
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// // const pathPoints = [
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// // { x: -2, z: -1, color: [1, 0, 0, 1] }, // 红色
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// // { x: 0, z: 1, color: [0, 1, 0, 1] }, // 绿色
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// // { x: 2, z: -1, color: [0, 0, 1, 1] }, // 蓝色
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// // ];
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// let vertices = [];
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// let indices = [];
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// for (const point of _pathPoints) {
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// // 底部顶点 (x, 0, z)
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// vertices.push(point.x,point.y, point.z, ...point.color);
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// // 顶部顶点 (x, height, z)
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// vertices.push(point.x, point.y, point.z , ...point.color);
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// }
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// for (let i = 0; i < _pathPoints.length - 1; i++) {
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// const base = i * 2;
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// indices.push(
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// base, base + 1, base + 3, // 第一个三角形
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// base, base + 3, base + 2 // 第二个三角形
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// );
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// }
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// }
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draw(){
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let gl = this.gl;
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this.createBuffer()
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.clear(gl.DEPTH_BUFFER_BIT);
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// gl.clearColor(0.2, 0.2, 0.2, 1.0);
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// gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_SHORT, 0);
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}
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createBuffer(){
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let gl = this.gl;
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let program = this.program;
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// 创建缓冲区
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const vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vertices), gl.STATIC_DRAW);
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const indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.indices), gl.STATIC_DRAW);
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const aPosition = gl.getAttribLocation(program, 'aPosition');
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const aColor = gl.getAttribLocation(program, 'aColor');
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this.aPosition = aPosition;
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this.aColor = aColor;
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const stride = 7 * 4; // 3(position) + 4(color)
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gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, stride, 0);
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gl.enableVertexAttribArray(aPosition);
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gl.vertexAttribPointer(aColor, 4, gl.FLOAT, false, stride, 12);
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gl.enableVertexAttribArray(aColor);
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}
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drawWallPoints(dataList){
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dataList = dataList.slice(0,373)
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let indices =[
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]
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let vertices = [
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]
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let distance = dataList[0].distance;
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let noDataLenth = distance[0] / distance[1]
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let limitIndex = Math.floor(this.limit / distance[1])
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limitIndex = limitIndex >= distance[2] -1 ? distance[2] -1 : limitIndex
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let len = limitIndex + noDataLenth;
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let index = 0;
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let pointList = []
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for(let i in dataList){
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let bo = i < dataList.length -1;
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if(bo){
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let nextIndex = i *1 +1;
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let item = dataList[i]
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let lng = item.lng;
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let lat = item.lat;
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// let position2 = projectToWorld([lng,lat])
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let position = mapboxgl.MercatorCoordinate.fromLngLat({lng:item.lng,lat:item.lat})
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// debugger
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let next = dataList[nextIndex]
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if(lng == next.lng && lat == next.lat){
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continue;
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}else{
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// let point = [position.x ,position.y,position.z+h ]
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// let color = this.colorFun(item.data[j])
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// pointList.push({
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// point:point,
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// color:[color[0]/255,color[1]/255,color[2]/255 ,color[3]]
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// })
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index = vertices.length / 7
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for(let j in item.data){
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let h = (j * 1 -1 +noDataLenth) * this.scale * 0.0000001
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if(j > -noDataLenth && j <= limitIndex){
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let point = [position.x ,position.y,position.z+h ]
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let color = this.colorFun(item.data[j])
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vertices.push(...point,color[0]/255,color[1]/255,color[2]/255 ,color[3])
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// debugger
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// debugger
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// vertices.push(position.x ,position.y,position.z+2*h ,...color )
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if(i < (dataList.length -2) && j<= (limitIndex -1)){
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let a = index +1
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let b = index
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let c = index +len
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let d = index +len +1
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indices.push( a,b,d); // face one
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indices.push( b, c, d );
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index = index +1;
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}
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}
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}
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}
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}
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console.log('面:'+indices.length / 6)
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console.log('点:'+vertices.length / 7)
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console.log('长度:'+len)
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// index = vertices.length / 7
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}
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this.indices = indices;
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this.vertices = vertices;
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// this.createWallBuffer(pointList,len)
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this.createBuffer();
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this.map.fitBounds(getBBox(dataList.map(a=>[a.lng,a.lat])), {
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padding: {top: 45, bottom:45, left: 35, right: 35},
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maxZoom:11,
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pitch:30
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});
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}
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createWallBuffer(_pathPoints,height){
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let vertices = [],indices = [];
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for (const point of _pathPoints) {
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for(let i=0;i < height;i++){
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vertices.push(...point.point, ...point.color);
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}
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}
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for (let i = 0; i < _pathPoints.length - 1; i++) {
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let base = height * i
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for(let j=0;j < height -1;j++){
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let a = base;
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let b = base +1 ;
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let c = base + height;
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let d = base + height +1
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indices.push(
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b,d,a,
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a,d,c
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);
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base = base +=1;
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}
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}
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this.vertices = vertices;
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this.indices = indices;
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}
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// method fired on each animation frame
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// https://docs.mapbox.com/mapbox-gl-js/api/#map.event:render
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render(gl, matrix) {
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gl.useProgram(this.program);
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gl.uniformMatrix4fv(
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gl.getUniformLocation(this.program, 'u_matrix'),
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false,
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matrix
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);
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this.draw()
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//gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
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// gl.enableVertexAttribArray(this.aPos);
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// gl.vertexAttribPointer(this.aPos, 3, gl.FLOAT, false, 0, 0);
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// gl.enable(gl.BLEND);
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// gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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//gl.drawArrays(gl.TRIANGLE_STRIP, 0, 12);
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}
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// //
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// createBufferData(item){
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// let height = 0.0000001
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// let arrs = []
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// //let colors = []
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// for(let cr in item.coords){
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// let _next = 1
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// if(cr !=0 ){
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// let p1 = mapboxgl.MercatorCoordinate.fromLngLat({
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// lng: item.coords[cr-_next][0],
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// lat: item.coords[cr-_next][1]
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// }, 10)
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// let p2 = mapboxgl.MercatorCoordinate.fromLngLat({
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// lng: item.coords[cr][0],
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+
// lat: item.coords[cr][1]
|
|
295
|
+
// }, 10)
|
|
296
|
+
// if(p1.x == p2.x && p1.y == p2.y && p1.z== p2.z){
|
|
297
|
+
// _next +=1
|
|
298
|
+
// }else{
|
|
299
|
+
// //创建矩形区域
|
|
300
|
+
// for(let _c in item.colors[cr]){
|
|
301
|
+
// let _height = height + height *Number(_c)
|
|
302
|
+
// //创建垂直矩形区域
|
|
303
|
+
// // let rect = [
|
|
304
|
+
// // p1.x,p1.y,p1.z,
|
|
305
|
+
// // p2.x,p2.y,p2.z,
|
|
306
|
+
// // p1.x,p1.y,_height,
|
|
307
|
+
// // p2.x,p2.y,_height,
|
|
308
|
+
// // ]
|
|
309
|
+
// let _colorinfo = item.colors[cr][_c]
|
|
310
|
+
// let _color = [_colorinfo[0]/255,_colorinfo[1]/255,_colorinfo[2]/255,_colorinfo[3]]
|
|
311
|
+
// arrs.push(p1.x)
|
|
312
|
+
// arrs.push(p1.y)
|
|
313
|
+
// arrs.push(p1.z)
|
|
314
|
+
// arrs.push(_color[0])
|
|
315
|
+
// arrs.push(_color[1])
|
|
316
|
+
// arrs.push(_color[2])
|
|
317
|
+
// arrs.push(_color[3])
|
|
318
|
+
// arrs.push(p2.x)
|
|
319
|
+
// arrs.push(p2.y)
|
|
320
|
+
// arrs.push(p2.z)
|
|
321
|
+
// arrs.push(_color[0])
|
|
322
|
+
// arrs.push(_color[1])
|
|
323
|
+
// arrs.push(_color[2])
|
|
324
|
+
// arrs.push(_color[3])
|
|
325
|
+
// arrs.push(p1.x)
|
|
326
|
+
// arrs.push(p1.y)
|
|
327
|
+
// arrs.push(_height)
|
|
328
|
+
// arrs.push(_color[0])
|
|
329
|
+
// arrs.push(_color[1])
|
|
330
|
+
// arrs.push(_color[2])
|
|
331
|
+
// arrs.push(_color[3])
|
|
332
|
+
// arrs.push(p2.x)
|
|
333
|
+
// arrs.push(p2.y)
|
|
334
|
+
// arrs.push(_height)
|
|
335
|
+
// arrs.push(_color[0])
|
|
336
|
+
// arrs.push(_color[1])
|
|
337
|
+
// arrs.push(_color[2])
|
|
338
|
+
// arrs.push(_color[3])
|
|
339
|
+
// }
|
|
340
|
+
// _next=1;
|
|
341
|
+
// }
|
|
342
|
+
// }
|
|
343
|
+
// }
|
|
344
|
+
// return arrs;
|
|
345
|
+
// }
|
|
346
|
+
|
|
347
|
+
// drawArrayItem(item){
|
|
348
|
+
// if(!item?.coords || !item.colors){
|
|
349
|
+
// return;
|
|
350
|
+
// }
|
|
351
|
+
// // if(!item?.text){
|
|
352
|
+
// // this.removeText(item)
|
|
353
|
+
// // }
|
|
354
|
+
// // if(item?.text?.type == 'layer'){
|
|
355
|
+
// // this.drawTextByLayer(item)
|
|
356
|
+
// // }
|
|
357
|
+
// // if(item?.text){
|
|
358
|
+
// // this.drawText(item)
|
|
359
|
+
// // }
|
|
360
|
+
// let gl = this.gl;
|
|
361
|
+
// if(!item?.buffer) {
|
|
362
|
+
// item.buffer = gl.createBuffer();
|
|
363
|
+
// let _data = this.createBufferData(item);
|
|
364
|
+
// gl.bindBuffer(gl.ARRAY_BUFFER, item.buffer);
|
|
365
|
+
// let bufferDataArray = new Float32Array(_data);
|
|
366
|
+
// item.bufferDataLength = _data.length;
|
|
367
|
+
// gl.bufferData(
|
|
368
|
+
// gl.ARRAY_BUFFER,
|
|
369
|
+
// bufferDataArray,
|
|
370
|
+
// gl.STATIC_DRAW
|
|
371
|
+
// );
|
|
372
|
+
|
|
373
|
+
// item.bufferColor = gl.createBuffer();
|
|
374
|
+
// gl.bindBuffer(gl.ARRAY_BUFFER, item.bufferColor);
|
|
375
|
+
// gl.bufferData(
|
|
376
|
+
// gl.ARRAY_BUFFER,
|
|
377
|
+
// bufferDataArray,
|
|
378
|
+
// gl.STATIC_DRAW
|
|
379
|
+
// );
|
|
380
|
+
// item.byteSize = bufferDataArray.BYTES_PER_ELEMENT
|
|
381
|
+
// item.aColor = gl.getAttribLocation(this.program, 'a_color');
|
|
382
|
+
// // 每帧都要绑定 VBO,并启用 vertexAttributes、设置 vertexAttributes 的参数
|
|
383
|
+
// //gl.bindBuffer(gl.ARRAY_BUFFER, item.buffer)
|
|
384
|
+
// // gl.enableVertexAttribArray(this.aPos)
|
|
385
|
+
// // gl.enableVertexAttribArray(this.aUv)
|
|
386
|
+
// // gl.vertexAttribPointer(this.aPos, 3, gl.FLOAT, false, 20, 0)
|
|
387
|
+
// // gl.vertexAttribPointer(this.aUv, 2, gl.FLOAT, false, 20, 12)
|
|
388
|
+
// }
|
|
389
|
+
// // item.buffer = gl.createBuffer()
|
|
390
|
+
// // let bufferData = this.createBufferData(item)
|
|
391
|
+
// // item.dataLength = bufferData.length
|
|
392
|
+
// // gl.bufferData(
|
|
393
|
+
// // gl.ARRAY_BUFFER,
|
|
394
|
+
// // new Float32Array([0.8250514363610296,
|
|
395
|
+
// // 0.41078121183273425,
|
|
396
|
+
// // 2.99947200815501e-7,
|
|
397
|
+
// // 0.8250521974715219,
|
|
398
|
+
// // 0.40078065150822717,
|
|
399
|
+
// // 2.999477853115788e-7,
|
|
400
|
+
// // 0.8250514363610296,
|
|
401
|
+
// // 0.41078121183273425,
|
|
402
|
+
// // 0.02,
|
|
403
|
+
// // 0.8250521974715219,
|
|
404
|
+
// // 0.40078065150822717,
|
|
405
|
+
// // 0.02]),
|
|
406
|
+
// // gl.STATIC_DRAW
|
|
407
|
+
// // )
|
|
408
|
+
|
|
409
|
+
// gl.bindBuffer(gl.ARRAY_BUFFER, item.buffer);
|
|
410
|
+
// gl.enableVertexAttribArray(this.aPos);
|
|
411
|
+
// gl.vertexAttribPointer(this.aPos, 3, gl.FLOAT, false, item.byteSize *7, 0);
|
|
412
|
+
|
|
413
|
+
// gl.bindBuffer(gl.ARRAY_BUFFER, item.bufferColor);
|
|
414
|
+
// gl.enableVertexAttribArray(item.aColor);
|
|
415
|
+
// gl.vertexAttribPointer(item.aColor, 4, gl.FLOAT, false, item.byteSize * 7, item.byteSize*3);
|
|
416
|
+
|
|
417
|
+
// gl.enable(gl.BLEND);
|
|
418
|
+
// gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
419
|
+
// gl.drawArrays(gl.TRIANGLE_STRIP, 0, item.bufferDataLength);
|
|
420
|
+
// }
|
|
421
|
+
|
|
422
|
+
// render(gl, matrix) {
|
|
423
|
+
// if(this.drawArray.length == 0 || !this.program) return;
|
|
424
|
+
// gl.useProgram(this.program)
|
|
425
|
+
// // 每帧都要传递 uniform
|
|
426
|
+
// gl.uniformMatrix4fv(
|
|
427
|
+
// gl.getUniformLocation(this.program, 'u_matrix'),
|
|
428
|
+
// false,
|
|
429
|
+
// matrix
|
|
430
|
+
// )
|
|
431
|
+
// //gl.uniform1f(gl.getUniformLocation(this.program, 'opa'),this.opacity)
|
|
432
|
+
// this.draw()
|
|
433
|
+
|
|
434
|
+
// // gl.useProgram(this.program)
|
|
435
|
+
// // // 每帧都要传递 uniform
|
|
436
|
+
// // gl.uniformMatrix4fv(
|
|
437
|
+
// // gl.getUniformLocation(this.program, 'u_matrix'),
|
|
438
|
+
// // false,
|
|
439
|
+
// // matrix
|
|
440
|
+
// // )
|
|
441
|
+
// // // 每帧都要绑定纹理参数
|
|
442
|
+
// // gl.bindTexture(gl.TEXTURE_2D, this.texture)
|
|
443
|
+
// // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
|
444
|
+
// // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
|
445
|
+
// // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
|
446
|
+
// // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
|
447
|
+
|
|
448
|
+
// // // 每帧都要绑定 VBO,并启用 vertexAttributes、设置 vertexAttributes 的参数
|
|
449
|
+
// // gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer)
|
|
450
|
+
|
|
451
|
+
|
|
452
|
+
// // 如果你用不着透明度,可以不执行这两行
|
|
453
|
+
// // gl.enable(gl.BLEND)
|
|
454
|
+
// // gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
|
455
|
+
|
|
456
|
+
// // 触发绘制
|
|
457
|
+
// //gl.drawArrays(gl.TRIANGLES, 0, 6)
|
|
458
|
+
// // 每帧都要指定用哪个着色器程序
|
|
459
|
+
// if(this.renderBack!=null) {
|
|
460
|
+
// if(this.renderBack) this.renderBack()
|
|
461
|
+
// }
|
|
462
|
+
// //this.map.triggerRepaint();
|
|
463
|
+
// }
|
|
464
|
+
}
|
|
465
|
+
|
|
466
|
+
|
|
467
|
+
|