@openglobus/og 0.15.2 → 0.15.4

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 (58) hide show
  1. package/css/og.css +24 -15
  2. package/dist/@openglobus/og.css +1 -1
  3. package/dist/@openglobus/og.esm.js +2 -2
  4. package/dist/@openglobus/og.esm.js.map +1 -1
  5. package/dist/@openglobus/og.umd.js +2 -2
  6. package/dist/@openglobus/og.umd.js.map +1 -1
  7. package/package.json +1 -1
  8. package/src/og/Globe.js +4 -0
  9. package/src/og/Object3d.js +1 -1
  10. package/src/og/control/DebugInfo.js +263 -165
  11. package/src/og/control/RulerSwitcher.js +4 -1
  12. package/src/og/control/SimpleNavigation.js +123 -128
  13. package/src/og/control/heightRuler/HeightRuler.js +12 -0
  14. package/src/og/control/heightRuler/HeightRulerScene.js +224 -0
  15. package/src/og/control/heightRuler/HeightRulerSwitcher.js +15 -0
  16. package/src/og/control/index.js +2 -0
  17. package/src/og/control/ruler/RulerScene.js +106 -79
  18. package/src/og/entity/Entity.js +6 -6
  19. package/src/og/entity/EntityCollection.js +4 -0
  20. package/src/og/entity/GeoObjectHandler.js +3 -0
  21. package/src/og/layer/BaseGeoImage.js +152 -16
  22. package/src/og/layer/GeoImage.js +0 -91
  23. package/src/og/layer/GeoTexture2d.js +54 -143
  24. package/src/og/layer/GeoVideo.js +6 -107
  25. package/src/og/layer/Material.js +1 -1
  26. package/src/og/layer/Vector.js +1 -0
  27. package/src/og/renderer/Renderer.js +92 -96
  28. package/src/og/renderer/RendererEvents.js +39 -23
  29. package/src/og/scene/BaseNode.js +113 -113
  30. package/src/og/scene/Planet.js +11 -8
  31. package/src/og/scene/RenderNode.js +42 -9
  32. package/src/og/segment/Segment.js +3 -3
  33. package/src/og/shaders/geoObject.js +12 -10
  34. package/src/og/shaders/pickingMask.js +1 -1
  35. package/src/og/shaders/polyline.js +212 -212
  36. package/src/og/utils/GeoImageCreator.js +61 -21
  37. package/src/og/utils/VectorTileCreator.js +32 -49
  38. package/src/og/webgl/Framebuffer.js +5 -0
  39. package/types/control/DebugInfo.d.ts +4 -0
  40. package/types/control/SimpleNavigation.d.ts +1 -0
  41. package/types/control/heightRuler/HeightRuler.d.ts +6 -0
  42. package/types/control/heightRuler/HeightRulerScene.d.ts +23 -0
  43. package/types/control/index.d.ts +2 -1
  44. package/types/control/ruler/RulerScene.d.ts +8 -5
  45. package/types/control/selection/SelectionScene.d.ts +0 -1
  46. package/types/entity/EntityCollection.d.ts +1 -0
  47. package/types/layer/BaseGeoImage.d.ts +17 -3
  48. package/types/layer/GeoImage.d.ts +0 -8
  49. package/types/layer/GeoTexture2d.d.ts +0 -2
  50. package/types/layer/GeoVideo.d.ts +0 -8
  51. package/types/renderer/Renderer.d.ts +12 -3
  52. package/types/scene/Axes.d.ts +1 -1
  53. package/types/scene/BaseNode.d.ts +2 -2
  54. package/types/scene/Planet.d.ts +0 -5
  55. package/types/scene/RenderNode.d.ts +16 -9
  56. package/types/scene/SkyBox.d.ts +1 -1
  57. package/types/utils/VectorTileCreator.d.ts +1 -3
  58. package/types/webgl/Framebuffer.d.ts +1 -0
@@ -6,6 +6,188 @@
6
6
 
7
7
  import { Program } from '../webgl/Program.js';
8
8
 
9
+ export function polyline_screen() {
10
+ return new Program("polyline_screen", {
11
+ uniforms: {
12
+ viewport: "vec2",
13
+ proj: "mat4",
14
+ view: "mat4",
15
+ eyePositionHigh: "vec3",
16
+ eyePositionLow: "vec3",
17
+ uFloatParams: "vec2",
18
+ thickness: "float",
19
+ opacity: "float",
20
+ depthOffset: "float"
21
+ },
22
+ attributes: {
23
+ prevHigh: "vec3",
24
+ currentHigh: "vec3",
25
+ nextHigh: "vec3",
26
+
27
+ prevLow: "vec3",
28
+ currentLow: "vec3",
29
+ nextLow: "vec3",
30
+
31
+ order: "float",
32
+
33
+ color: "vec4"
34
+ },
35
+
36
+ vertexShader:
37
+ `precision highp float;
38
+
39
+ attribute vec3 prevHigh;
40
+ attribute vec3 currentHigh;
41
+ attribute vec3 nextHigh;
42
+
43
+ attribute vec3 prevLow;
44
+ attribute vec3 currentLow;
45
+ attribute vec3 nextLow;
46
+
47
+ attribute float order;
48
+
49
+ attribute vec4 color;
50
+
51
+ uniform float thickness;
52
+ uniform mat4 proj;
53
+ uniform mat4 view;
54
+ uniform vec2 viewport;
55
+ uniform vec3 eyePositionHigh;
56
+ uniform vec3 eyePositionLow;
57
+ uniform float opacity;
58
+ uniform float depthOffset;
59
+
60
+ varying vec4 vColor;
61
+ varying vec3 vPos;
62
+ varying vec3 uCamPos;
63
+
64
+ const float NEAR = -1.0;
65
+
66
+ vec2 getIntersection(vec2 start1, vec2 end1, vec2 start2, vec2 end2){
67
+ vec2 dir = end2 - start2;
68
+ vec2 perp = vec2(-dir.y, dir.x);
69
+ float d2 = dot(perp, start2);
70
+ float seg = dot(perp, start1) - d2;
71
+ float prl = seg - dot(perp, end1) + d2;
72
+ if(prl > -1.0 && prl < 1.0){
73
+ return start1;
74
+ }
75
+ float u = seg / prl;
76
+ return start1 + u * (end1 - start1);
77
+ }
78
+
79
+ vec2 project(vec4 p){
80
+ return (0.5 * p.xyz / p.w + 0.5).xy * viewport;
81
+ }
82
+
83
+ void main(){
84
+
85
+ uCamPos = eyePositionHigh + eyePositionLow;
86
+
87
+ vColor = vec4(color.rgb, color.a * opacity);
88
+
89
+ vec3 current = currentHigh + currentLow;
90
+
91
+ vPos = current;
92
+
93
+ mat4 viewMatrixRTE = view;
94
+ viewMatrixRTE[3] = vec4(0.0, 0.0, 0.0, 1.0);
95
+
96
+ vec3 highDiff, lowDiff;
97
+
98
+ highDiff = currentHigh - eyePositionHigh;
99
+ lowDiff = currentLow - eyePositionLow;
100
+ vec4 vCurrent = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
101
+
102
+ highDiff = prevHigh - eyePositionHigh;
103
+ lowDiff = prevLow - eyePositionLow;
104
+ vec4 vPrev = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
105
+
106
+ highDiff = nextHigh - eyePositionHigh;
107
+ lowDiff = nextLow - eyePositionLow;
108
+ vec4 vNext = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
109
+
110
+ /*Clip near plane, the point behind view plane*/
111
+ if(vCurrent.z > NEAR) {
112
+ if(vPrev.z < NEAR && abs(order) == 1.0){
113
+ vCurrent = vPrev + (vCurrent - vPrev) * (NEAR - vPrev.z) / (vCurrent.z - vPrev.z);
114
+ } else if(vNext.z < NEAR && abs(order) == 2.0){
115
+ vCurrent = vNext + (vCurrent - vNext) * (NEAR - vNext.z) / (vCurrent.z - vNext.z);
116
+ }
117
+ }
118
+
119
+ vec4 dCurrent = proj * vCurrent;
120
+ vec2 _next = project(proj * vNext);
121
+ vec2 _prev = project(proj * vPrev);
122
+ vec2 _current = project(dCurrent);
123
+
124
+ if(_prev == _current){
125
+ if(_next == _current){
126
+ _next = _current + vec2(1.0, 0.0);
127
+ _prev = _current - _next;
128
+ }else{
129
+ _prev = _current + normalize(_current - _next);
130
+ }
131
+ }
132
+
133
+ if(_next == _current){
134
+ _next = _current + normalize(_current - _prev);
135
+ }
136
+
137
+ vec2 sNext = _next,
138
+ sCurrent = _current,
139
+ sPrev = _prev;
140
+
141
+ vec2 dirNext = normalize(sNext - sCurrent);
142
+ vec2 dirPrev = normalize(sPrev - sCurrent);
143
+ float dotNP = dot(dirNext, dirPrev);
144
+
145
+ vec2 normalNext = normalize(vec2(-dirNext.y, dirNext.x));
146
+ vec2 normalPrev = normalize(vec2(dirPrev.y, -dirPrev.x));
147
+
148
+ float d = thickness * sign(order);
149
+
150
+ vec2 m;
151
+ if(dotNP >= 0.99991){
152
+ m = sCurrent - normalPrev * d;
153
+ }else{
154
+ m = getIntersection( sCurrent + normalPrev * d, sPrev + normalPrev * d,
155
+ sCurrent + normalNext * d, sNext + normalNext * d );
156
+
157
+ if( dotNP > 0.5 && dot(dirNext + dirPrev, m - sCurrent) < 0.0 ){
158
+ float occw = order * sign(dirNext.x * dirPrev.y - dirNext.y * dirPrev.x);
159
+ if(occw == -1.0){
160
+ m = sCurrent + normalPrev * d;
161
+ }else if(occw == 1.0){
162
+ m = sCurrent + normalNext * d;
163
+ }else if(occw == -2.0){
164
+ m = sCurrent + normalNext * d;
165
+ }else if(occw == 2.0){
166
+ m = sCurrent + normalPrev * d;
167
+ }
168
+ }else if(distance(sCurrent, m) > min(distance(sCurrent, sNext), distance(sCurrent, sPrev))){
169
+ m = sCurrent + normalNext * d;
170
+ }
171
+ }
172
+
173
+ gl_Position = vec4((2.0 * m / viewport - 1.0) * dCurrent.w, dCurrent.z + depthOffset, dCurrent.w);
174
+ }`,
175
+
176
+ fragmentShader:
177
+ `precision highp float;
178
+ uniform vec2 uFloatParams;
179
+ varying vec3 uCamPos;
180
+ varying vec4 vColor;
181
+ varying vec3 vPos;
182
+ void main() {
183
+ vec3 look = vPos - uCamPos;
184
+ float lookLength = length(look);
185
+ float a = vColor.a * step(lookLength, sqrt(dot(uCamPos,uCamPos) - uFloatParams[0]) + sqrt(dot(vPos,vPos) - uFloatParams[0]));
186
+ gl_FragColor = vec4(vColor.rgb, a);
187
+ }`
188
+ });
189
+ }
190
+
9
191
  // export function polyline_screen() {
10
192
  // return new Program("polyline_screen", {
11
193
  // uniforms: {
@@ -34,19 +216,21 @@ import { Program } from '../webgl/Program.js';
34
216
  // },
35
217
  //
36
218
  // vertexShader:
37
- // `precision highp float;
219
+ // `#version 300 es
38
220
  //
39
- // attribute vec3 prevHigh;
40
- // attribute vec3 currentHigh;
41
- // attribute vec3 nextHigh;
221
+ // precision highp float;
42
222
  //
43
- // attribute vec3 prevLow;
44
- // attribute vec3 currentLow;
45
- // attribute vec3 nextLow;
223
+ // in vec3 prevHigh;
224
+ // in vec3 currentHigh;
225
+ // in vec3 nextHigh;
46
226
  //
47
- // attribute float order;
227
+ // in vec3 prevLow;
228
+ // in vec3 currentLow;
229
+ // in vec3 nextLow;
48
230
  //
49
- // attribute vec4 color;
231
+ // in float order;
232
+ //
233
+ // in vec4 color;
50
234
  //
51
235
  // uniform float thickness;
52
236
  // uniform mat4 proj;
@@ -57,9 +241,9 @@ import { Program } from '../webgl/Program.js';
57
241
  // uniform float opacity;
58
242
  // uniform float depthOffset;
59
243
  //
60
- // varying vec4 vColor;
61
- // varying vec3 vPos;
62
- // varying vec3 uCamPos;
244
+ // out vec4 vColor;
245
+ // out vec3 vPos;
246
+ // out vec3 uCamPos;
63
247
  //
64
248
  // const float NEAR = -1.0;
65
249
  //
@@ -174,215 +358,31 @@ import { Program } from '../webgl/Program.js';
174
358
  // }`,
175
359
  //
176
360
  // fragmentShader:
177
- // `precision highp float;
361
+ // `#version 300 es
362
+ //
363
+ // precision highp float;
364
+ //
178
365
  // uniform vec2 uFloatParams;
179
- // varying vec3 uCamPos;
180
- // varying vec4 vColor;
181
- // varying vec3 vPos;
366
+ //
367
+ // layout(location = 0) out vec4 diffuseColor;
368
+ // layout(location = 1) out vec4 normalColor;
369
+ // layout(location = 2) out vec4 distanceColor;
370
+ //
371
+ // in vec3 uCamPos;
372
+ // in vec4 vColor;
373
+ // in vec3 vPos;
374
+ //
182
375
  // void main() {
183
376
  // vec3 look = vPos - uCamPos;
184
377
  // float lookLength = length(look);
185
378
  // float a = vColor.a * step(lookLength, sqrt(dot(uCamPos,uCamPos) - uFloatParams[0]) + sqrt(dot(vPos,vPos) - uFloatParams[0]));
186
- // gl_FragColor = vec4(vColor.rgb, a);
379
+ // diffuseColor = vec4(vColor.rgb, a);
380
+ // normalColor = vec4(1.0);
381
+ // distanceColor = vec4(1.0);
187
382
  // }`
188
383
  // });
189
384
  // }
190
385
 
191
- export function polyline_screen() {
192
- return new Program("polyline_screen", {
193
- uniforms: {
194
- viewport: "vec2",
195
- proj: "mat4",
196
- view: "mat4",
197
- eyePositionHigh: "vec3",
198
- eyePositionLow: "vec3",
199
- uFloatParams: "vec2",
200
- thickness: "float",
201
- opacity: "float",
202
- depthOffset: "float"
203
- },
204
- attributes: {
205
- prevHigh: "vec3",
206
- currentHigh: "vec3",
207
- nextHigh: "vec3",
208
-
209
- prevLow: "vec3",
210
- currentLow: "vec3",
211
- nextLow: "vec3",
212
-
213
- order: "float",
214
-
215
- color: "vec4"
216
- },
217
-
218
- vertexShader:
219
- `#version 300 es
220
-
221
- precision highp float;
222
-
223
- in vec3 prevHigh;
224
- in vec3 currentHigh;
225
- in vec3 nextHigh;
226
-
227
- in vec3 prevLow;
228
- in vec3 currentLow;
229
- in vec3 nextLow;
230
-
231
- in float order;
232
-
233
- in vec4 color;
234
-
235
- uniform float thickness;
236
- uniform mat4 proj;
237
- uniform mat4 view;
238
- uniform vec2 viewport;
239
- uniform vec3 eyePositionHigh;
240
- uniform vec3 eyePositionLow;
241
- uniform float opacity;
242
- uniform float depthOffset;
243
-
244
- out vec4 vColor;
245
- out vec3 vPos;
246
- out vec3 uCamPos;
247
-
248
- const float NEAR = -1.0;
249
-
250
- vec2 getIntersection(vec2 start1, vec2 end1, vec2 start2, vec2 end2){
251
- vec2 dir = end2 - start2;
252
- vec2 perp = vec2(-dir.y, dir.x);
253
- float d2 = dot(perp, start2);
254
- float seg = dot(perp, start1) - d2;
255
- float prl = seg - dot(perp, end1) + d2;
256
- if(prl > -1.0 && prl < 1.0){
257
- return start1;
258
- }
259
- float u = seg / prl;
260
- return start1 + u * (end1 - start1);
261
- }
262
-
263
- vec2 project(vec4 p){
264
- return (0.5 * p.xyz / p.w + 0.5).xy * viewport;
265
- }
266
-
267
- void main(){
268
-
269
- uCamPos = eyePositionHigh + eyePositionLow;
270
-
271
- vColor = vec4(color.rgb, color.a * opacity);
272
-
273
- vec3 current = currentHigh + currentLow;
274
-
275
- vPos = current;
276
-
277
- mat4 viewMatrixRTE = view;
278
- viewMatrixRTE[3] = vec4(0.0, 0.0, 0.0, 1.0);
279
-
280
- vec3 highDiff, lowDiff;
281
-
282
- highDiff = currentHigh - eyePositionHigh;
283
- lowDiff = currentLow - eyePositionLow;
284
- vec4 vCurrent = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
285
-
286
- highDiff = prevHigh - eyePositionHigh;
287
- lowDiff = prevLow - eyePositionLow;
288
- vec4 vPrev = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
289
-
290
- highDiff = nextHigh - eyePositionHigh;
291
- lowDiff = nextLow - eyePositionLow;
292
- vec4 vNext = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
293
-
294
- /*Clip near plane, the point behind view plane*/
295
- if(vCurrent.z > NEAR) {
296
- if(vPrev.z < NEAR && abs(order) == 1.0){
297
- vCurrent = vPrev + (vCurrent - vPrev) * (NEAR - vPrev.z) / (vCurrent.z - vPrev.z);
298
- } else if(vNext.z < NEAR && abs(order) == 2.0){
299
- vCurrent = vNext + (vCurrent - vNext) * (NEAR - vNext.z) / (vCurrent.z - vNext.z);
300
- }
301
- }
302
-
303
- vec4 dCurrent = proj * vCurrent;
304
- vec2 _next = project(proj * vNext);
305
- vec2 _prev = project(proj * vPrev);
306
- vec2 _current = project(dCurrent);
307
-
308
- if(_prev == _current){
309
- if(_next == _current){
310
- _next = _current + vec2(1.0, 0.0);
311
- _prev = _current - _next;
312
- }else{
313
- _prev = _current + normalize(_current - _next);
314
- }
315
- }
316
-
317
- if(_next == _current){
318
- _next = _current + normalize(_current - _prev);
319
- }
320
-
321
- vec2 sNext = _next,
322
- sCurrent = _current,
323
- sPrev = _prev;
324
-
325
- vec2 dirNext = normalize(sNext - sCurrent);
326
- vec2 dirPrev = normalize(sPrev - sCurrent);
327
- float dotNP = dot(dirNext, dirPrev);
328
-
329
- vec2 normalNext = normalize(vec2(-dirNext.y, dirNext.x));
330
- vec2 normalPrev = normalize(vec2(dirPrev.y, -dirPrev.x));
331
-
332
- float d = thickness * sign(order);
333
-
334
- vec2 m;
335
- if(dotNP >= 0.99991){
336
- m = sCurrent - normalPrev * d;
337
- }else{
338
- m = getIntersection( sCurrent + normalPrev * d, sPrev + normalPrev * d,
339
- sCurrent + normalNext * d, sNext + normalNext * d );
340
-
341
- if( dotNP > 0.5 && dot(dirNext + dirPrev, m - sCurrent) < 0.0 ){
342
- float occw = order * sign(dirNext.x * dirPrev.y - dirNext.y * dirPrev.x);
343
- if(occw == -1.0){
344
- m = sCurrent + normalPrev * d;
345
- }else if(occw == 1.0){
346
- m = sCurrent + normalNext * d;
347
- }else if(occw == -2.0){
348
- m = sCurrent + normalNext * d;
349
- }else if(occw == 2.0){
350
- m = sCurrent + normalPrev * d;
351
- }
352
- }else if(distance(sCurrent, m) > min(distance(sCurrent, sNext), distance(sCurrent, sPrev))){
353
- m = sCurrent + normalNext * d;
354
- }
355
- }
356
-
357
- gl_Position = vec4((2.0 * m / viewport - 1.0) * dCurrent.w, dCurrent.z + depthOffset, dCurrent.w);
358
- }`,
359
-
360
- fragmentShader:
361
- `#version 300 es
362
-
363
- precision highp float;
364
-
365
- uniform vec2 uFloatParams;
366
-
367
- layout(location = 0) out vec4 diffuseColor;
368
- layout(location = 1) out vec4 normalColor;
369
- layout(location = 2) out vec4 distanceColor;
370
-
371
- in vec3 uCamPos;
372
- in vec4 vColor;
373
- in vec3 vPos;
374
-
375
- void main() {
376
- vec3 look = vPos - uCamPos;
377
- float lookLength = length(look);
378
- float a = vColor.a * step(lookLength, sqrt(dot(uCamPos,uCamPos) - uFloatParams[0]) + sqrt(dot(vPos,vPos) - uFloatParams[0]));
379
- diffuseColor = vec4(vColor.rgb, a);
380
- normalColor = vec4(1.0);
381
- distanceColor = vec4(1.0);
382
- }`
383
- });
384
- }
385
-
386
386
  export function polyline_picking() {
387
387
  return new Program("polyline_picking", {
388
388
  uniforms: {
@@ -4,6 +4,7 @@ import { LonLat } from '../LonLat.js';
4
4
  import * as utils from '../utils/shared.js';
5
5
  import { Framebuffer } from '../webgl/Framebuffer.js';
6
6
  import { Program } from '../webgl/Program.js';
7
+ import { doubleToTwoFloats2 } from "../math/coder.js";
7
8
 
8
9
  export class GeoImageCreator {
9
10
 
@@ -32,35 +33,67 @@ export class GeoImageCreator {
32
33
  * @return{WebGLBuffer} Grid coordinates buffer.
33
34
  */
34
35
  createGridBuffer(c, toMerc) {
35
- var gs = this._gridSize;
36
+ let gs = this._gridSize;
36
37
 
37
- var v03 = new LonLat((c[3].lon - c[0].lon) / gs, (c[3].lat - c[0].lat) / gs),
38
+ let v03 = new LonLat((c[3].lon - c[0].lon) / gs, (c[3].lat - c[0].lat) / gs),
38
39
  v12 = new LonLat((c[2].lon - c[1].lon) / gs, (c[2].lat - c[1].lat) / gs),
39
40
  v01 = new LonLat((c[1].lon - c[0].lon) / gs, (c[1].lat - c[0].lat) / gs),
40
41
  v32 = new LonLat((c[2].lon - c[3].lon) / gs, (c[2].lat - c[3].lat) / gs);
41
42
 
42
- var grid = new Float32Array((gs + 1) * (gs + 1) * 2);
43
- var k = 0;
43
+ const size = (gs + 1) * (gs + 1) * 2,
44
+ halfSize = size / 2;
45
+
46
+ let gridHigh = new Float32Array(size),
47
+ gridLow = new Float32Array(size);
48
+
49
+ let lonLatArr = new Array(halfSize);
50
+
51
+ let kh = 0,
52
+ kl = 0,
53
+ k = 0;
54
+
55
+ let tempArr = new Float32Array(2);
56
+
44
57
  for (let i = 0; i <= gs; i++) {
45
- var P03i = new LonLat(c[0].lon + i * v03.lon, c[0].lat + i * v03.lat),
58
+
59
+ let P03i = new LonLat(c[0].lon + i * v03.lon, c[0].lat + i * v03.lat),
46
60
  P12i = new LonLat(c[1].lon + i * v12.lon, c[1].lat + i * v12.lat);
61
+
47
62
  for (let j = 0; j <= gs; j++) {
48
- var P01j = new LonLat(c[0].lon + j * v01.lon, c[0].lat + j * v01.lat),
63
+ let P01j = new LonLat(c[0].lon + j * v01.lon, c[0].lat + j * v01.lat),
49
64
  P32j = new LonLat(c[3].lon + j * v32.lon, c[3].lat + j * v32.lat);
50
- var xx = utils.getLinesIntersectionLonLat(P03i, P12i, P01j, P32j);
51
- grid[k++] = xx.lon;
52
- grid[k++] = xx.lat;
65
+ let xx = utils.getLinesIntersectionLonLat(P03i, P12i, P01j, P32j);
66
+ doubleToTwoFloats2(xx.lon, tempArr);
67
+ gridHigh[kh++] = tempArr[0];
68
+ gridLow[kl++] = tempArr[1];
69
+ doubleToTwoFloats2(xx.lat, tempArr);
70
+ gridHigh[kh++] = tempArr[0];
71
+ gridLow[kl++] = tempArr[1];
72
+
73
+ lonLatArr[k++] = xx;
53
74
  }
54
75
  }
55
76
 
56
77
  if (toMerc) {
57
- for (let i = 0; i < grid.length; i += 2) {
58
- let c = new LonLat(grid[i], grid[i + 1]).forwardMercator();
59
- grid[i] = c.lon;
60
- grid[i + 1] = c.lat;
78
+ for (let i = 0; i < halfSize; i++) {
79
+ let c = lonLatArr[i].forwardMercator();
80
+ doubleToTwoFloats2(c.lon, tempArr);
81
+ gridHigh[i * 2] = tempArr[0];
82
+ gridLow[i * 2] = tempArr[1];
83
+
84
+ doubleToTwoFloats2(c.lat, tempArr);
85
+ gridHigh[i * 2 + 1] = tempArr[0];
86
+ gridLow[i * 2 + 1] = tempArr[1];
87
+
88
+ //grid[i] = c.lon;
89
+ //grid[i + 1] = c.lat;
61
90
  }
62
91
  }
63
- return this._planet.renderer.handler.createArrayBuffer(grid, 2, grid.length / 2);
92
+
93
+ return [
94
+ this._planet.renderer.handler.createArrayBuffer(gridHigh, 2, halfSize),
95
+ this._planet.renderer.handler.createArrayBuffer(gridLow, 2, halfSize)
96
+ ];
64
97
  }
65
98
 
66
99
  frame() {
@@ -133,20 +166,27 @@ export class GeoImageCreator {
133
166
  this._planet.renderer.handler.addProgram(new Program("geoImageTransform", {
134
167
  uniforms: {
135
168
  sourceTexture: "sampler2d",
136
- extentParams: "vec4",
169
+ extentParamsHigh: "vec4",
170
+ extentParamsLow: "vec4",
137
171
  isFullExtent: "bool"
138
172
  },
139
173
  attributes: {
140
- corners: "vec2",
174
+ cornersHigh: "vec2",
175
+ cornersLow: "vec2",
141
176
  texCoords: "vec2"
142
177
  },
143
- vertexShader: `attribute vec2 corners;
178
+ vertexShader:
179
+ `attribute vec2 cornersHigh;
180
+ attribute vec2 cornersLow;
144
181
  attribute vec2 texCoords;
145
- varying vec2 v_texCoords;
146
- uniform vec4 extentParams;
147
- void main() {
182
+ uniform vec4 extentParamsHigh;
183
+ uniform vec4 extentParamsLow;
184
+ varying vec2 v_texCoords;
185
+ void main() {
148
186
  v_texCoords = texCoords;
149
- gl_Position = vec4((-1.0 + (corners - extentParams.xy) * extentParams.zw) * vec2(1.0, -1.0), 0.0, 1.0);
187
+ vec2 highDiff = cornersHigh - extentParamsHigh.xy;
188
+ vec2 lowDiff = cornersLow - extentParamsLow.xy;
189
+ gl_Position = vec4((-1.0 + (highDiff + lowDiff) * extentParamsHigh.zw) * vec2(1.0, -1.0), 0.0, 1.0);
150
190
  }`,
151
191
  fragmentShader:
152
192
  `precision highp float;