@pirireis/webglobeplugins 0.0.1

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 (82) hide show
  1. package/arrowfield/adaptor.js +11 -0
  2. package/arrowfield/index.js +4 -0
  3. package/arrowfield/plugin.js +128 -0
  4. package/compassrose/compassrose.js +394 -0
  5. package/compassrose/index.js +2 -0
  6. package/heatwavemaps/index.js +4 -0
  7. package/heatwavemaps/isobar/objectarraylabels.js +247 -0
  8. package/heatwavemaps/isobar/plugin.js +337 -0
  9. package/heatwavemaps/isobar/quadtreecontours.js +338 -0
  10. package/heatwavemaps/plugins/heatwaveglobeshell.js +257 -0
  11. package/index.js +8 -0
  12. package/package.json +7 -0
  13. package/programs/arrowfield/index.js +2 -0
  14. package/programs/arrowfield/logic.js +284 -0
  15. package/programs/arrowfield/object.js +89 -0
  16. package/programs/float2legendwithratio/index.js +3 -0
  17. package/programs/float2legendwithratio/logic.js +189 -0
  18. package/programs/float2legendwithratio/object.js +132 -0
  19. package/programs/globeshell/index.js +2 -0
  20. package/programs/globeshell/noise/noises.js +0 -0
  21. package/programs/globeshell/wiggle/index.js +6 -0
  22. package/programs/globeshell/wiggle/logic.js +374 -0
  23. package/programs/globeshell/wiggle/object.js +94 -0
  24. package/programs/helpers/blender/index.js +0 -0
  25. package/programs/helpers/blender/program.js +91 -0
  26. package/programs/helpers/fadeaway/index.js +3 -0
  27. package/programs/helpers/fadeaway/logic.js +76 -0
  28. package/programs/helpers/fadeaway/object.js +20 -0
  29. package/programs/helpers/index.js +2 -0
  30. package/programs/index.js +21 -0
  31. package/programs/programcache.js +119 -0
  32. package/programs/rings/distancering/circleflatprogram.js +135 -0
  33. package/programs/rings/distancering/circlepaddysharedbuffer.js +502 -0
  34. package/programs/rings/distancering/index.js +5 -0
  35. package/programs/rings/distancering/paddyflatprogram.js +131 -0
  36. package/programs/rings/distancering/shader.js +0 -0
  37. package/programs/rings/index.js +9 -0
  38. package/programs/totems/camerauniformblock.js +129 -0
  39. package/programs/totems/index.js +2 -0
  40. package/programs/util.js +17 -0
  41. package/programs/vectorfields/index.js +3 -0
  42. package/programs/vectorfields/logics/drawrectangleparticles.js +125 -0
  43. package/programs/vectorfields/logics/index.js +5 -0
  44. package/programs/vectorfields/logics/pixelbased.js +161 -0
  45. package/programs/vectorfields/logics/ubo.js +64 -0
  46. package/programs/vectorfields/pingpongbuffermanager.js +80 -0
  47. package/rangerings/index.js +3 -0
  48. package/rangerings/rangerings.js +88 -0
  49. package/timetracks/adaptors.js +133 -0
  50. package/timetracks/index.js +3 -0
  51. package/timetracks/plugin.js +304 -0
  52. package/timetracks/program.js +850 -0
  53. package/timetracks/programpoint.js +168 -0
  54. package/util/datamanager/datamanager.js +168 -0
  55. package/util/datamanager/index.js +3 -0
  56. package/util/datamanager/pointcoordinatesdatacalculator.js +133 -0
  57. package/util/datamanager/pointcoordsmeta.js +22 -0
  58. package/util/geometry/geodatafromtexture.js +52 -0
  59. package/util/geometry/index.js +44 -0
  60. package/util/index.js +13 -0
  61. package/util/jshelpers/index.js +1 -0
  62. package/util/jshelpers/timefilters.js +32 -0
  63. package/util/jshelpers/timemethods.js +19 -0
  64. package/util/programs/index.js +2 -0
  65. package/util/programs/shapesonglobe.js +248 -0
  66. package/util/programs/supersampletotextures.js +142 -0
  67. package/util/programs/texturetoglobe.js +203 -0
  68. package/util/shaderfunctions/geometrytransformations.js +129 -0
  69. package/util/shaderfunctions/index.js +2 -0
  70. package/util/shaderfunctions/nodata.js +10 -0
  71. package/util/shaderfunctions/noisefunctions.js +44 -0
  72. package/util/webglobe/gldefaultstates.js +4 -0
  73. package/util/webglobe/index.js +2 -0
  74. package/util/webglobe/rasteroverlay.js +96 -0
  75. package/util/webglobjectbuilders.js +256 -0
  76. package/waveparticles/adaptor.js +16 -0
  77. package/waveparticles/index.js +4 -0
  78. package/waveparticles/plugin.js +281 -0
  79. package/wind/imagetovectorfieldandmagnitude.js +39 -0
  80. package/wind/index.js +7 -0
  81. package/wind/plugin.js +1032 -0
  82. package/wind/vectorfieldimage.js +27 -0
@@ -0,0 +1,248 @@
1
+ import { createProgram } from "../webglobjectbuilders";
2
+ import { shaderfunctions } from "..";
3
+ /** TODO:
4
+ * 3d icin calistir
5
+ */
6
+
7
+ const drawModeFunc = (gl) => {
8
+ return (mode) => {
9
+ return {
10
+ "point": gl.POINTS,
11
+ "line": gl.LINES,
12
+ "line_strip": gl.LINE_STRIP,
13
+ "line_loop": gl.LINE_LOOP,
14
+ "triangle": gl.TRIANGLES,
15
+ "triangle_strip": gl.TRIANGLE_STRIP,
16
+ "triangle_fan": gl.TRIANGLE_FAN
17
+ }[mode];
18
+ }
19
+ }
20
+
21
+
22
+
23
+ export class ShapesOnGlobeProgram {
24
+ constructor(gl, globe, drawMode = 'point') {
25
+ this.globe = globe;
26
+ this.gl = gl;
27
+ this._getDraw = drawModeFunc(gl);
28
+ this._drawMode = this._getDraw(drawMode);
29
+ this._is3D = true;
30
+ this._inBuffer = gl.createBuffer();
31
+
32
+ this._programWrapper = this._createProgramWrapper();
33
+ this._initUniforms();
34
+
35
+ this.setScreenWH();
36
+ }
37
+
38
+ _initUniforms() {
39
+
40
+ const { gl, _programWrapper } = this;
41
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
42
+ this._getDrawMode = drawModeFunc(gl);
43
+
44
+ gl.useProgram(_programWrapper.program);
45
+ gl.uniform1f(_programWrapper.u_opacity, 1.0);
46
+ gl.uniform1f(_programWrapper.u_is3D, 1.0);
47
+ gl.uniform1f(_programWrapper.height, 0.0);
48
+ gl.uniform1f(_programWrapper.u_point_size, 1.0);
49
+ gl.useProgram(currentProgram);
50
+
51
+ }
52
+
53
+ _createProgramWrapper() {
54
+ const gl = this.gl;
55
+ const vertexSource = `#version 300 es
56
+ precision highp float;
57
+
58
+ in vec2 a_position;
59
+ in vec4 a_color;
60
+
61
+ uniform mat4 u_model_view_matrix;
62
+ uniform mat4 u_proj_matrix;
63
+ uniform vec3 u_transpos;
64
+
65
+ uniform vec2 u_mapWH;
66
+ uniform vec2 u_scrWH;
67
+
68
+ uniform bool u_is3D;
69
+ uniform float height;
70
+
71
+ uniform float u_point_size;
72
+
73
+ out vec4 v_color;
74
+
75
+ ` + shaderfunctions.pixelXYToCartesian3DPoint + `
76
+ ` + shaderfunctions.pixelXYToCartesian2DPoint + `
77
+
78
+
79
+ void main() {
80
+ // vec3 pos = u_bbox_matrix * vec3(a_position, height);
81
+ vec3 pos = vec3(a_position, height);
82
+ if(u_is3D){
83
+ pos = pixelXYToCartesian3DPoint(pos);
84
+ gl_Position = u_proj_matrix * u_model_view_matrix * vec4(pos - u_transpos, 1.0);
85
+ } else {
86
+ vec2 xy = pixelXYToCartesian2DPoint(pos.xy, u_transpos.xy, u_mapWH, u_scrWH);
87
+ gl_Position = u_proj_matrix * vec4(xy.x, xy.y, 0.0, 1.0);
88
+ }
89
+ gl_PointSize = u_point_size;
90
+ v_color = a_color;
91
+ }
92
+ `;
93
+
94
+ const fragmentSource = `#version 300 es
95
+ precision highp float;
96
+
97
+ uniform float u_opacity;
98
+
99
+ in vec4 v_color;
100
+ out vec4 outColor;
101
+
102
+ void main() {
103
+ outColor = v_color;
104
+ outColor.a = u_opacity;
105
+ }
106
+ `;
107
+
108
+ const program = createProgram(gl, vertexSource, fragmentSource);
109
+
110
+ const a_position = gl.getAttribLocation(program, 'a_position');
111
+ const a_color = gl.getAttribLocation(program, 'a_color');
112
+
113
+ // vao and buffer.
114
+ const vao = gl.createVertexArray();
115
+
116
+ gl.bindVertexArray(vao);
117
+ gl.bindBuffer(gl.ARRAY_BUFFER, this._inBuffer);
118
+ gl.enableVertexAttribArray(a_position);
119
+ gl.vertexAttribPointer(a_position, 2, gl.FLOAT, false, 6 * 4, 0);
120
+ gl.enableVertexAttribArray(a_color);
121
+ gl.vertexAttribPointer(a_color, 4, gl.FLOAT, false, 6 * 4, 2 * 4);
122
+ gl.bindVertexArray(null);
123
+
124
+ return {
125
+ program: program,
126
+ vao: vao,
127
+ u_model_view_matrix: gl.getUniformLocation(program, 'u_model_view_matrix'),
128
+ u_proj_matrix: gl.getUniformLocation(program, 'u_proj_matrix'),
129
+ u_transpos: gl.getUniformLocation(program, 'u_transpos'),
130
+ u_point_size: gl.getUniformLocation(program, 'u_point_size'),
131
+ u_mapWH: gl.getUniformLocation(program, 'u_mapWH'),
132
+ u_scrWH: gl.getUniformLocation(program, 'u_scrWH'),
133
+ u_is3D: gl.getUniformLocation(program, 'u_is3D'),
134
+ u_opacity: gl.getUniformLocation(program, 'u_opacity'),
135
+ };
136
+ }
137
+
138
+
139
+
140
+ draw(uProjectionMatrix, uModelViewMatrix, uTranslate, drawRanges) {
141
+ const { gl, _programWrapper, _is3D } = this;
142
+
143
+ const deepTest = gl.isEnabled(gl.DEPTH_TEST);
144
+ gl.disable(gl.DEPTH_TEST);
145
+
146
+ gl.useProgram(_programWrapper.program);
147
+ gl.bindVertexArray(_programWrapper.vao);
148
+ gl.uniformMatrix4fv(_programWrapper.u_model_view_matrix, false, uModelViewMatrix);
149
+ gl.uniformMatrix4fv(_programWrapper.u_proj_matrix, false, uProjectionMatrix);
150
+ gl.uniform3f(_programWrapper.u_transpos, uTranslate.x, uTranslate.y, uTranslate.z);
151
+ gl.bindVertexArray(_programWrapper.vao);
152
+ if (!_is3D) {
153
+ const mapWH = this.globe.api_GetCurrentWorldWH();
154
+ gl.uniform2f(_programWrapper.u_mapWH, mapWH.width, mapWH.height);
155
+
156
+ }
157
+
158
+ for (const drawRange of drawRanges) {
159
+ gl.drawArrays(this._drawMode, drawRange[0], drawRange[1]);
160
+ gl.drawArrays(gl.POINTS, drawRange[0], 1);
161
+ }
162
+
163
+ gl.bindVertexArray(null);
164
+ if (deepTest) {
165
+ gl.enable(gl.DEPTH_TEST);
166
+ }
167
+ }
168
+
169
+ setOpacity(opacity) {
170
+ if (opacity < 0 || opacity > 1) {
171
+ throw new Error('Invalid opacity value');
172
+ };
173
+ const { gl, _programWrapper } = this;
174
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
175
+ gl.useProgram(_programWrapper.program);
176
+ gl.uniform1f(_programWrapper.u_opacity, opacity);
177
+ gl.useProgram(currentProgram);
178
+ this.globe.DrawRender();
179
+ }
180
+
181
+ setPointSize(size) {
182
+ const { gl, _programWrapper } = this;
183
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
184
+ gl.useProgram(_programWrapper.program);
185
+ gl.uniform1f(_programWrapper.u_point_size, size);
186
+ gl.useProgram(currentProgram);
187
+ this.globe.DrawRender();
188
+
189
+ }
190
+
191
+
192
+ setDrawMode(mode) {
193
+ const modegl = this._getDraw(mode);
194
+ if (modegl) {
195
+ this._drawMode = modegl;
196
+ } else {
197
+ throw new Error('Invalid draw mode ' + mode);
198
+ }
199
+ }
200
+
201
+ setScreenWH() {
202
+ const { gl, _programWrapper, globe } = this;
203
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
204
+ gl.useProgram(_programWrapper.program);
205
+ gl.uniform2f(_programWrapper.u_scrWH, globe.api_ScrW(), globe.api_ScrH());
206
+ gl.useProgram(currentProgram);
207
+ }
208
+
209
+
210
+ resize(width, height) {
211
+ const { gl, _programWrapper, globe } = this;
212
+ width = width || globe.api_ScrW();
213
+ height = height || globe.api_ScrH();
214
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
215
+ gl.useProgram(_programWrapper.program);
216
+ gl.uniform2f(_programWrapper.u_scrWH, width, height);
217
+ gl.useProgram(currentProgram);
218
+ }
219
+
220
+ setGeometry() {
221
+ const { gl, globe, _programWrapper } = this;
222
+ this._is3D = globe.api_GetCurrentGeometry() === 0;
223
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
224
+ gl.useProgram(_programWrapper.program);
225
+ gl.uniform1f(_programWrapper.u_is3D, this._is3D ? 1.0 : 0.0);
226
+ gl.useProgram(currentProgram);
227
+ this.resize();
228
+ }
229
+
230
+ free() {
231
+ const { gl, _programWrapper } = this;
232
+ gl.deleteProgram(_programWrapper.program);
233
+ gl.deleteVertexArray(_programWrapper.vao);
234
+ gl.deleteBuffer(this._inBuffer);
235
+ }
236
+
237
+
238
+ /**
239
+ *
240
+ * @param {Float32Array} data
241
+ * @format [x, y, r, g, b, a, x, y, r, g, b, a, x, y, r, g, b, a, x, y, r, g, b, a]
242
+ */
243
+ setBufferData(data) {
244
+ const { gl } = this;
245
+ gl.bindBuffer(gl.ARRAY_BUFFER, this._inBuffer);
246
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
247
+ }
248
+ }
@@ -0,0 +1,142 @@
1
+ import {createProgram} from '../webglobjectbuilders';
2
+ export class SuperSampleTextureProgram{
3
+
4
+
5
+ constructor(gl, internalFormat = null, sourceFormat = null, sourceType = null, glslOutputType = "float", glslBand = "r"){
6
+
7
+ this._internalFormat = internalFormat || gl.R16F;
8
+ this._sourceFormat = sourceFormat || gl.RED;
9
+ this._sourceType = sourceType || gl.FLOAT;
10
+
11
+ this._glslOutputType = glslOutputType;
12
+ this._glslBand = glslBand;
13
+
14
+ this.gl = gl;
15
+
16
+ this._programWrapper = this._createProgramWrapper();
17
+
18
+ this._framebuffer = this.gl.createFramebuffer();
19
+ }
20
+
21
+
22
+ _createProgramWrapper(){
23
+
24
+ const {gl, _glslBand, _glslOutputType} = this;
25
+
26
+ const vertexShaderSource =`#version 300 es
27
+ in vec2 a_position;
28
+ out vec2 v_texCoord;
29
+
30
+ uniform mat4 u_bbox_matrix;
31
+
32
+ void main() {
33
+ gl_Position = vec4(a_position, 0.0, 1.0);
34
+ v_texCoord = (u_bbox_matrix * vec4(a_position,0.0, 1.0)).xy;
35
+ }`;
36
+
37
+ const fragmentShaderSource = `#version 300 es
38
+ precision highp float;
39
+ in vec2 v_texCoord;`
40
+ + `out ${_glslOutputType} outColor;`
41
+ + `uniform sampler2D u_texture;
42
+ void main() {`
43
+ + ` outColor = texture(u_texture, v_texCoord).${_glslBand};`
44
+ + `}`;
45
+
46
+ const program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
47
+ const vao = gl.createVertexArray();
48
+ const positionBuffer = gl.createBuffer();
49
+ gl.bindVertexArray(vao);
50
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
51
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
52
+ -1, -1,
53
+ 1, -1,
54
+ 1, 1,
55
+ -1, 1
56
+ ]), gl.STATIC_DRAW);
57
+ gl.enableVertexAttribArray(0);
58
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
59
+ gl.bindVertexArray(null);
60
+
61
+ const u_bbox_matrix = gl.getUniformLocation(program, "u_bbox_matrix");
62
+
63
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
64
+ gl.uniformMatrix2fv(u_bbox_matrix, false, new Float32Array([
65
+ 1, 0, 0, 0,
66
+ 0, 1, 0, 0,
67
+ 0, 0, 1, 0,
68
+ 0, 0, 0, 1
69
+ ]));
70
+ gl.useProgram(program);
71
+ gl.useProgram(currentProgram);
72
+
73
+ return {
74
+ program,
75
+ vao,
76
+ u_texture: gl.getUniformLocation(program, "u_texture"),
77
+ u_bbox_matrix
78
+ };
79
+ }
80
+
81
+
82
+ createHigherResolutionTexture(targetWidth, targetHeight, sourceTexture){
83
+
84
+ // save current state
85
+ const {gl, _internalFormat, _sourceFormat, _sourceType} = this;
86
+
87
+ const currentViewport = gl.getParameter(gl.VIEWPORT);
88
+
89
+
90
+ const resultTexture = gl.createTexture();
91
+
92
+ gl.bindTexture(gl.TEXTURE_2D, resultTexture);
93
+ gl.texImage2D(gl.TEXTURE_2D, 0, _internalFormat, targetWidth, targetHeight, 0, _sourceFormat, _sourceType, null);
94
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
95
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
96
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
97
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
98
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this._framebuffer);
99
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, resultTexture, 0);
100
+ gl.viewport(0, 0, targetWidth, targetHeight);
101
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
102
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
103
+ gl.bindTexture(gl.TEXTURE_2D, null);
104
+
105
+ this._draw(sourceTexture);
106
+
107
+
108
+ // restore previous state
109
+ this.gl.viewport(currentViewport[0], currentViewport[1], currentViewport[2], currentViewport[3]);
110
+
111
+ return resultTexture;
112
+ }
113
+
114
+
115
+ _draw(texture){
116
+
117
+ const currentProgram = this.gl.getParameter(this.gl.CURRENT_PROGRAM);
118
+ this.gl.useProgram(this._programWrapper.program);
119
+ this.gl.bindVertexArray(this._programWrapper.vao);
120
+ this.gl.activeTexture(this.gl.TEXTURE0);
121
+ this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
122
+ this.gl.uniform1i(this._programWrapper.u_texture, 0);
123
+ this.gl.drawArrays(this.gl.TRIANGLE_FAN, 0, 4);
124
+ this.gl.bindVertexArray(null);
125
+ this.gl.useProgram(currentProgram);
126
+ }
127
+
128
+
129
+ setBBox(x0, y0, x1, y1){
130
+ const {gl, _programWrapper} = this;
131
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
132
+ gl.useProgram(_programWrapper.program);
133
+ gl.uniformMatrix2fv(_programWrapper.u_bbox_matrix, false, new Float32Array([
134
+ 1 / (x1 - x0), 0, -x0 / (x1 - x0), 0,
135
+ 0, 1 / (y1 - y0), -y0 / (y1 - y0), 0,
136
+ 0, 0, 1, 0,
137
+ 0, 0, 0, 1
138
+ ]));
139
+ gl.useProgram(currentProgram);
140
+
141
+ }
142
+ }
@@ -0,0 +1,203 @@
1
+ import { createProgram } from "../webglobjectbuilders";
2
+ import { shaderfunctions } from "..";
3
+ import { latLongBboxtoPixelXYBbox } from "..";
4
+ /** TODO:
5
+ * 3d icin calistir
6
+ */
7
+
8
+
9
+ class TextureToGlobeProgram {
10
+ constructor (gl, globe) {
11
+ this.globe = globe;
12
+ this.gl = gl;
13
+ this._is3D = true;
14
+ this._programWrapper = this._createProgramWrapper();
15
+ this._resizeHandler = this._resizeEventHandler.bind(this);
16
+ window.addEventListener('resize',
17
+ this._resizeHandler
18
+ , true);
19
+ }
20
+
21
+ _initUniforms() {
22
+
23
+ const { gl, _programWrapper } = this;
24
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
25
+ gl.useProgram(_programWrapper.program);
26
+ // set u_alpha
27
+ gl.uniformMatrix3fv(_programWrapper.u_bbox_matrix, false, new Float32Array([
28
+ 1, 0, 0,
29
+ 0, 1, 0,
30
+ 0, 0, 1]));
31
+ gl.uniform1f(_programWrapper.u_alpha, 1.0);
32
+ gl.uniform1f(_programWrapper.u_is3D, 1.0);
33
+ gl.uniform1f(_programWrapper.height, 0.0);
34
+ gl.useProgram(currentProgram);
35
+
36
+ }
37
+
38
+ _createProgramWrapper() {
39
+ const gl = this.gl;
40
+ const vertexSource = `#version 300 es
41
+ precision highp float;
42
+
43
+ in vec2 a_position;
44
+
45
+ uniform mat3 u_bbox_matrix;
46
+
47
+ uniform mat4 u_model_view_matrix;
48
+ uniform mat4 u_proj_matrix;
49
+ uniform vec3 u_transpos;
50
+
51
+ uniform vec2 u_mapWH;
52
+ uniform vec2 u_scrWH;
53
+
54
+ uniform bool u_is3D;
55
+ uniform float height;
56
+
57
+ out vec2 v_texcoord;
58
+
59
+
60
+ ` + shaderfunctions.pixelXYToCartesian3DPoint + `
61
+ ` + shaderfunctions.pixelXYToCartesian2DPoint + `
62
+
63
+
64
+ void main() {
65
+ vec3 pos = u_bbox_matrix * vec3(a_position, height);
66
+ if(u_is3D){
67
+ pos = pixelXYToCartesian3DPoint(pos);
68
+ gl_Position = u_proj_matrix * u_model_view_matrix * vec4(pos - u_transpos, 1.0);
69
+ } else {
70
+ vec2 xy = pixelXYToCartesian2DPoint(pos.xy, u_transpos.xy, u_mapWH, u_scrWH);
71
+ gl_Position = u_proj_matrix * vec4(xy.x, xy.y, 0.0, 1.0);
72
+ }
73
+ gl_PointSize = 100.0;
74
+ v_texcoord = a_position * 0.5 + 0.5; // need a check
75
+ }
76
+ `;
77
+
78
+ const fragmentSource = `#version 300 es
79
+ precision highp float;
80
+
81
+ in vec2 v_texcoord;
82
+
83
+ uniform float u_alpha;
84
+ uniform sampler2D u_texture;
85
+
86
+ out vec4 outColor;
87
+
88
+ void main() {
89
+ // outColor = texture(u_texture, v_texcoord);
90
+ // outColor.a *= u_alpha;
91
+ outColor = vec4(1.0, 0.0, 0.0, 0.5);
92
+ }
93
+ `;
94
+
95
+ const program = createProgram(gl, vertexSource, fragmentSource);
96
+ const vao = gl.createVertexArray();
97
+
98
+ const buffer = gl.createBuffer();
99
+ gl.bindVertexArray(vao);
100
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
101
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
102
+ 0, 0,
103
+ 1, 0,
104
+ 1, 1,
105
+ 0, 1
106
+ ]), gl.STATIC_DRAW);
107
+ const a_position =- gl.getAttribLocation(program, 'a_position');
108
+ gl.enableVertexAttribArray(a_position);
109
+ gl.vertexAttribPointer(a_position, 2, gl.FLOAT, false, 0, 0);
110
+ gl.bindVertexArray(null);
111
+
112
+ return {
113
+ program: program,
114
+ vao: vao,
115
+ u_model_view_matrix: gl.getUniformLocation(program, 'u_model_view_matrix'),
116
+ u_proj_matrix: gl.getUniformLocation(program, 'u_proj_matrix'),
117
+ u_transpos: gl.getUniformLocation(program, 'u_transpos'),
118
+ u_mapWH: gl.getUniformLocation(program, 'u_mapWH'),
119
+ u_scrWH: gl.getUniformLocation(program, 'u_scrWH'),
120
+ u_texture: gl.getUniformLocation(program, 'u_texture'),
121
+ u_bbox_matrix: gl.getUniformLocation(program, 'u_bbox_matrix'),
122
+ u_is3D: gl.getUniformLocation(program, 'u_is3D'),
123
+ };
124
+ }
125
+
126
+ draw( modelViewMatrix, projectionMatrix, transPos, texture) {
127
+ console.log('draw')
128
+ const { gl, _programWrapper, _is3D } = this;
129
+ gl.useProgram(_programWrapper.program);
130
+ gl.bindVertexArray(_programWrapper.vao);
131
+ gl.uniformMatrix4fv(_programWrapper.u_model_view_matrix, false, modelViewMatrix);
132
+ gl.uniformMatrix4fv(_programWrapper.u_proj_matrix, false, projectionMatrix);
133
+ gl.uniform3f(_programWrapper.u_transpos, transPos.x, transPos.y, transPos.z);
134
+ gl.activeTexture(gl.TEXTURE0);
135
+ gl.bindTexture(gl.TEXTURE_2D, texture);
136
+ gl.uniform1i(_programWrapper.u_texture, 0);
137
+ if (!_is3D) {
138
+ const mapWH = this.globe.api_GetCurrentWorldWH();
139
+ gl.uniform2f(_programWrapper.u_mapWH, mapWH.width, mapWH.height);
140
+ }
141
+
142
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
143
+ gl.drawArrays(gl.POINTS, 0, 4);
144
+ }
145
+
146
+ setBBox( minx, maxx, miny, maxy) {
147
+ const { gl, _programWrapper } = this;
148
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
149
+ gl.useProgram(_programWrapper.program);
150
+ gl.uniformMatrix3fv(_programWrapper.u_bbox_matrix, false, new Float32Array([
151
+ maxx - minx, 0, minx,
152
+ 0, maxy - miny, miny,
153
+ 0, 0, 1
154
+ ]));
155
+ gl.useProgram(currentProgram);
156
+ }
157
+
158
+ setLatLongBBox(minx, maxx, miny, maxy){
159
+ const bboxMatrix = latLongBboxtoPixelXYBbox(minx, miny, maxx, maxy);
160
+ const { gl, _programWrapper } = this;
161
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
162
+ gl.useProgram(_programWrapper.program);
163
+ gl.uniformMatrix3fv(_programWrapper.u_bbox_matrix, false, bboxMatrix);
164
+ gl.useProgram(currentProgram);
165
+ }
166
+
167
+
168
+ setScreenWH(){
169
+ const { gl, _programWrapper, globe } = this;
170
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
171
+ gl.useProgram(_programWrapper.program);
172
+ gl.uniform2f(_programWrapper.u_scrWH, globe.api_ScrW(), globe.api_ScrH());
173
+ gl.useProgram(currentProgram);
174
+ }
175
+
176
+
177
+ resize() {
178
+ const { globe } = this;
179
+ this.setScreenWH();
180
+ }
181
+
182
+ setGeometry( ){
183
+ const { gl, globe, _programWrapper } = this;
184
+ this._is3D = globe.api_GetCurrentGeometry() === 0;
185
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
186
+ gl.useProgram(_programWrapper.program);
187
+ gl.uniform1f(_programWrapper.u_is3D, this._is3D ? 1.0 : 0.0);
188
+ gl.useProgram(currentProgram);
189
+ this.resize();
190
+ }
191
+
192
+ free(){
193
+ window.removeEventListener('resize',
194
+ this._resizeHandler, true);
195
+ }
196
+
197
+ _resizeEventHandler(){
198
+ this.resize();
199
+ }
200
+
201
+ }
202
+
203
+ export {TextureToGlobeProgram};