@pirireis/webglobeplugins 0.0.4 → 0.0.5

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/index.js CHANGED
@@ -3,8 +3,9 @@ import * as waveparticles from "./waveparticles";
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  import * as timetracks from "./timetracks";
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  import * as arrowfield from "./arrowfield";
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  import * as rangerings from "./rangerings";
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+ import * as partialring from "./partialrings";
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  import * as compassrose from "./compassrose";
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  import * as heatwave from "./heatwave";
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  import * as util from "./util";
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  import * as programs from "./programs";
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- export { wind, waveparticles, timetracks, rangerings, compassrose, heatwave, util, programs, arrowfield };
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+ export { wind, waveparticles, timetracks, rangerings, compassrose, heatwave, util, programs, arrowfield, partialring };
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pirireis/webglobeplugins",
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- "version": "0.0.4",
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+ "version": "0.0.5",
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  "main": "index.js",
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  "author": "Toprak Nihat Deniz Ozturk",
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  "license": "MIT"
@@ -0,0 +1,15 @@
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+ * Pie Statistacal view
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+ A Unit is a bundle of partial rings.
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+ Multiple partial rings of different color on the same center.
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+ Update center updates a bundle
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+ Updating an the amount of a a ring updates all the rings percentage in the same bundle.
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+
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+ An animation can be added
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+
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+ * EBM bearing view
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+
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+ create a plugin with line and points
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+
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+ * Target 1 is a point
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+ * Target 2 is a point or an angle
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+
@@ -0,0 +1,3 @@
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+ import PartialRing, { RINGPARTIAL_ALPHA_MODE, RINGPARTIAL_DRAW_MODE, PART_OFFSET_LOOPUP } from './plugin';
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+
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+ export { PartialRing, RINGPARTIAL_ALPHA_MODE, RINGPARTIAL_DRAW_MODE, PART_OFFSET_LOOPUP };
@@ -0,0 +1,174 @@
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+
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+
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+ import BufferOffsetManager from '../util/account/bufferoffsetmanager';
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+ import { programCache, ITEM_SIZE } from './program';
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+
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+
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+
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+ const emptyBlock = new Float32Array([0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
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+
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+ export const RINGPARTIAL_DRAW_MODE = Object.freeze({
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+ LINE_STRIP: "LINE_STRIP",
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+ TRIANGLE_FAN: "TRIANGLE_FAN",
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+ });
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+
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+ export const RINGPARTIAL_ALPHA_MODE = Object.freeze({
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+ CONSTANT: 0,
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+ FADING: 1,
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+ HIDE: 2,
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+ });
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+
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+
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+ export const PART_OFFSET_LOOPUP = Object.freeze({
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+ CENTER: 0,
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+ START_ANGLE: 2,
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+ TAIL_ANGLE: 3,
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+ COLOR: 4,
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+ RADIUS: 8,
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+ COLOR_MODE: 9,
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+ });
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+
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+
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+ export default class {
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+ constructor(id, { edgeCount = 10, drawMode = RINGPARTIAL_DRAW_MODE.LINE_STRIP, startLod = 3, endLod = 13, alphaMultiplier = 1 } = {}) {
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+ this.id = id;
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+ this.edgeCount = edgeCount;
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+ this.drawMode = drawMode;
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+ this.startLod = startLod;
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+ this.endLod = endLod;
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+ this.alphaMultiplier = alphaMultiplier;
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+
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+ }
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+
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+ init(globe, gl) {
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+ this.gl = gl;
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+ this.globe = globe;
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+ this.program = programCache.get(globe);
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+ console.log(this.program);
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+ const { vao, buffer } = this.program.getVaoBuffer();
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+ this.vao = vao;
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+ this.buffer = buffer;
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+
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+
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+ }
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+
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+
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+ draw3D() {
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+ const LOD = this.globe.api_GetCurrentLOD();
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+
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+ if (LOD < this.startLod || LOD > this.endLod) return;
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+ this.program.draw(
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+ this.bufferManager,
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+ this.vao,
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+ this.edgeCount,
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+ this.alphaMultiplier,
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+ this.drawMode,
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+ )
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+ }
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+
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+ /**
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+ *
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+ * @param {RINGPARTIAL_DRAW_MODE} drawMode
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+ */
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+ setDrawMode(drawMode) {
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+ this.drawMode = drawMode;
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+ }
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+
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+ setOpacity(opacity) {
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+ this.alphaMultiplier = opacity;
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+ }
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+
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+ setStartEndLOD({ startLod = null, endLod = null } = {}) {
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+ if (startLod !== null) this.startLod = startLod;
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+ if (endLod !== null) this.endLod = endLod;
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+ }
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+
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+ createBufferMAnager(initialCapacity = 10, extendRatio = 1.2, bufferType = 'DYNAMIC_DRAW') {
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+ if (!this.bufferManager) { this.bufferManager = new BufferManager(this.globe, this.gl, this.buffer, bufferType, { initialCapacity, extendRatio }); }
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+ return this.bufferManager;
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+ }
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+
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+ free() {
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+ programCache.free(this.globe);
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+ this.bufferManager.free();
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+ }
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+ }
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+
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+
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+ class BufferManager extends BufferOffsetManager {
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+
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+ constructor(globe, gl, buffer, bufferType, { initialCapacity = 10, extendRatio = 1.2 } = {}) {
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+ super(10, { capacity: initialCapacity });
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+ this.globe = globe;
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+ this.gl = gl;
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+ this.buffer = buffer;
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+ this.bufferType = bufferType;
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+ this.extendRatio = extendRatio;
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+
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+
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+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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+ console.log(bufferType, gl[bufferType], initialCapacity * ITEM_SIZE * 4);
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+ gl.bufferData(gl.ARRAY_BUFFER, initialCapacity * ITEM_SIZE * 4, gl[bufferType]);
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+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
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+ }
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+
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+ /**
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+ *
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+ * @param { Array<{key, center[2], startAngle, tailAngle, radius, color[4], color_mode }>} rings
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+ * @returns
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+ */
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+ insertRings(rings) {
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+ if (rings.length === 0) return;
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+ this._autoExtendBuffer(rings.length);
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+ const { gl, buffer } = this;
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+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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+ for (let { key, center, startAngle, tailAngle, color, radius, colorMode } of rings) {
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+ let offset = this.getOffset(key);
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+ if (offset === undefined) {
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+ offset = this.nextOffset();
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+ this.setOffset(key, offset);
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+ }
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+ const block = new Float32Array([
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+ ...center, startAngle, tailAngle, ...color, radius, colorMode]);
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+ console.log(offset, block);
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+ gl.bufferSubData(gl.ARRAY_BUFFER, offset, block);
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+ // 2 1 1 1 4 1 = 10
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+ }
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+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
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+ this.globe.DrawRender();
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+ }
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+
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+
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+ /**
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+ *
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+ * @param {Array<{key:string, payload:Float32Array}} rings
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+ * @param {PART_OFFSET_LOOPUP} part | CENTER, START_ANGLE, ROTATION_ANGLE, RADIUS, COLOR, COLOR_MODE
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+ * @returns
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+ */
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+ updatePartial(rings, part) {
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+ const { gl, buffer } = this;
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+ this._updatePartial(rings, part, gl, buffer);
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+ this.globe.DrawRender();
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+
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+ }
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+
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+
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+ delete(keys) {
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+ const { gl, buffer } = this;
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+ this._removefromBuffer(gl, buffer, keys, emptyBlock);
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+ this.globe.DrawRender();
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+ }
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+
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+ _autoExtendBuffer(payloadSize) {
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+ const { gl, buffer, bufferType, extendRatio } = this;
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+ if (payloadSize <= this.spaceLeft()) return;
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+ const newCapacity = Math.ceil((payloadSize + this.length) * extendRatio);
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+ this.extendBuffer(gl, buffer, bufferType, newCapacity);
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+ }
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+
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+
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+ free() {
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+ this.gl.deleteBuffer(this.buffer);
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+ this.buffer = null;
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+ }
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+ }
@@ -0,0 +1,248 @@
1
+ import { createProgram, shaderfunctions } from "../util";
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+ import { CameraUniformBlockTotem, CameraUniformBlockString, noRegisterGlobeProgramCache, globeProgramCache } from "../programs";
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+
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+ import {
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+ POLE,
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+ PI,
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+ longLatRadToMercator,
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+ mercatorXYTo2DPoint,
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+ longLatRadToCartesian3D,
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+ circleLimpFromLongLatRadCenterCartesian3D,
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+ circleLimpFromLongLatRadCenterMercatorCompass,
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+ cartesian3DToGLPosition
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+
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+
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+ } from "../util/shaderfunctions/geometrytransformations";
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+
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+
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+ /**
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+ * TODO:
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+ * 1. Triangle face looks at screen. if rotation angle is positive the last vertex must be the faintest.
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+ *
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+ */
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+
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+ const drawModeMap = Object.freeze({
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+ LINE_STRIP: 0,
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+ TRIANGLE_FAN: 1,
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+ });
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+
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+
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+
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+ const vertexShaderSource = `#version 300 es` +
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+ CameraUniformBlockString +
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+ PI +
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+ longLatRadToMercator +
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+ mercatorXYTo2DPoint +
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+ longLatRadToCartesian3D +
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+ circleLimpFromLongLatRadCenterCartesian3D +
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+ circleLimpFromLongLatRadCenterMercatorCompass +
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+ cartesian3DToGLPosition + `
40
+
41
+ uniform float edge_count;
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+ uniform int draw_mode; // %2 => 0: LINE_STRIP, 1: TRIANGLE_FAN
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+ uniform float plugin_alpha_multiplier;
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+
45
+ in vec2 center; // long, lat in radian
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+ in float start_angle; // the start of partial circle from bearing point
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+ in float tail_angle; // the rotation of the partial circle
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+ in vec4 color;
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+ in float radius; // in meter
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+ in float color_mode; // 0.0: constant, 1.0: fading, 2.0: hide
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+
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+ out vec2 v_pos;
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+ out vec4 v_color;
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+
55
+
56
+ void main() {
57
+ if (color_mode == 2.0 || radius == 0.0) { return; }
58
+
59
+ float vertexID;
60
+ float radius_ = radius;
61
+ float alpha = plugin_alpha_multiplier;
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+ if (draw_mode == 1) { // TRIANGLE_FAN
63
+ vertexID = float(gl_VertexID - 1);
64
+ if (gl_VertexID == 0) {
65
+ radius_ = 0.0; vertexID = 0.0;
66
+ if ( color_mode == 1.0 ) { alpha = 0.0; }
67
+ }
68
+ } else { // LINE_STRIP
69
+ vertexID = float(gl_VertexID);
70
+ }
71
+
72
+ float phase = ( vertexID / edge_count);
73
+
74
+ if ( color_mode == 1.0 ) {
75
+ if ( tail_angle > 0.0 ) {
76
+ v_color = vec4( color.rgb , color.a * ( 1.0 - phase ) * alpha );
77
+ } else {
78
+ v_color = vec4( color.rgb , color.a * (phase ) * alpha );
79
+ }
80
+ } else {
81
+ v_color = vec4( color.rgb , color.a * alpha );
82
+ }
83
+
84
+ float angle;
85
+ if ( tail_angle < 0.0 ) {
86
+ angle = tail_angle * (-phase + 1.0) + start_angle;
87
+ } else {
88
+ angle = tail_angle * phase + start_angle;
89
+ }
90
+ if (is3D) {
91
+
92
+ vec3 pos = circleLimpFromLongLatRadCenterCartesian3D(center, radius_, angle);
93
+ v_pos = vec2(0.0, 0.0);
94
+ gl_Position = cartesian3DToGLPosition(pos);
95
+ }
96
+ else {
97
+ vec2 pos = circleLimpFromLongLatRadCenterMercatorCompass(center, radius_, angle);
98
+ v_pos = pos;
99
+ gl_Position = mercatorXYTo2DPoint(pos);
100
+ }
101
+
102
+
103
+ gl_PointSize = 2.0;
104
+ }`;
105
+
106
+
107
+ const fragmentShaderSource = `#version 300 es` + POLE + `
108
+ precision highp float;
109
+
110
+ in vec4 v_color;
111
+ in vec2 v_pos;
112
+ out vec4 outColor;
113
+
114
+ void main() {
115
+ if ( v_pos.x < -POLE || v_pos.x > POLE || v_pos.y < -POLE || v_pos.y > POLE ) { discard; }
116
+ outColor = v_color;
117
+ }`;
118
+
119
+ export const ITEM_SIZE = 10;
120
+
121
+ export class Logic {
122
+
123
+ constructor(globe) {
124
+ this.globe = globe;
125
+ this.gl = globe.gl;
126
+ this._lastMode = 0;
127
+ this._lastEdgeCount = 64;
128
+ this._lastAlphaMultiplier = 1.0;
129
+
130
+ this.program = createProgram(this.gl, vertexShaderSource, fragmentShaderSource);
131
+
132
+ const { gl, program } = this;
133
+ { // set attributes locations
134
+ gl.bindAttribLocation(program, 0, 'center');
135
+ gl.bindAttribLocation(program, 1, 'start_angle');
136
+ gl.bindAttribLocation(program, 2, 'tail_angle');
137
+ gl.bindAttribLocation(program, 3, 'color');
138
+ gl.bindAttribLocation(program, 4, 'radius');
139
+ gl.bindAttribLocation(program, 5, 'color_mode');
140
+ // vao
141
+ // instanced draw read 1
142
+ }
143
+ { // Uniforms
144
+ this._edgeCountLocation = gl.getUniformLocation(program, 'edge_count');
145
+ this._draw_modeLocation = gl.getUniformLocation(program, 'draw_mode');
146
+ this._plugin_alpha_multiplierLocation = gl.getUniformLocation(program, 'plugin_alpha_multiplier');
147
+ const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM);
148
+ gl.useProgram(program);
149
+ gl.uniform1i(this._draw_modeLocation, this._lastMode);
150
+ gl.uniform1f(this._edgeCountLocation, this._lastEdgeCount);
151
+ gl.uniform1f(this._plugin_alpha_multiplierLocation, 1.0);
152
+
153
+ this.cameraBlockBindingPoint = 0;
154
+ this.cameraBlockTotem = globeProgramCache.getProgram(globe, CameraUniformBlockTotem);
155
+ const cameraBlockIndex = gl.getUniformBlockIndex(program, "CameraUniformBlock");
156
+ gl.uniformBlockBinding(program, cameraBlockIndex, this.cameraBlockBindingPoint);
157
+
158
+ gl.useProgram(currentProgram);
159
+ }
160
+
161
+ }
162
+
163
+
164
+
165
+ draw(bufferManager, vao, edgeCount, alphaMultiplier, drawMode) {
166
+ if (alphaMultiplier === 0) { console.log("no draw"); return };
167
+ const { gl, program, cameraBlockTotem, cameraBlockBindingPoint } = this
168
+
169
+ gl.disable(gl.DEPTH_TEST);
170
+ gl.useProgram(program);
171
+ if (drawMode !== this._lastMode) {
172
+ gl.uniform1i(this._draw_modeLocation, drawModeMap[drawMode]);
173
+ this._lastMode = drawMode;
174
+ }
175
+ if (edgeCount !== this._lastEdgeCount) {
176
+ gl.uniform1f(this._edgeCountLocation, edgeCount);
177
+ this._lastEdgeCount = edgeCount;
178
+ }
179
+ if (alphaMultiplier !== this._lastAlphaMultiplier) {
180
+ gl.uniform1f(this._plugin_alpha_multiplierLocation, alphaMultiplier);
181
+ this._lastAlphaMultiplier = alphaMultiplier;
182
+ }
183
+ const overdraw = drawModeMap[drawMode];
184
+ cameraBlockTotem.bind(cameraBlockBindingPoint);
185
+ gl.bindVertexArray(vao);
186
+ gl.drawArraysInstanced(gl[drawMode], 0, edgeCount + overdraw, bufferManager.length);
187
+ cameraBlockTotem.unbind(cameraBlockBindingPoint);
188
+ gl.bindVertexArray(null);
189
+ gl.enable(gl.DEPTH_TEST);
190
+ }
191
+
192
+
193
+ free() {
194
+ noRegisterGlobeProgramCache.releaseProgram(this.globe, CameraUniformBlockTotem);
195
+ this.gl.deleteProgram(this.program);
196
+ this.program = null;
197
+ }
198
+
199
+
200
+ getVaoBuffer() {
201
+ const { gl } = this;
202
+ const vao = gl.createVertexArray();
203
+ const buffer = gl.createBuffer();
204
+ gl.bindVertexArray(vao);
205
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
206
+
207
+ const stride = ITEM_SIZE * 4;
208
+ let offset = 0;
209
+ gl.enableVertexAttribArray(0);
210
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, stride, offset);
211
+ offset += 2 * 4;
212
+ gl.enableVertexAttribArray(1);
213
+ gl.vertexAttribPointer(1, 1, gl.FLOAT, false, stride, offset);
214
+ offset += 1 * 4;
215
+ gl.enableVertexAttribArray(2);
216
+ gl.vertexAttribPointer(2, 1, gl.FLOAT, false, stride, offset);
217
+ offset += 1 * 4;
218
+ gl.enableVertexAttribArray(3);
219
+ gl.vertexAttribPointer(3, 4, gl.FLOAT, false, stride, offset);
220
+ offset += 4 * 4;
221
+ gl.enableVertexAttribArray(4);
222
+ gl.vertexAttribPointer(4, 1, gl.FLOAT, false, stride, offset);
223
+ offset += 1 * 4;
224
+ gl.enableVertexAttribArray(5);
225
+ gl.vertexAttribPointer(5, 1, gl.FLOAT, false, stride, offset);
226
+
227
+ gl.vertexAttribDivisor(0, 1);
228
+ gl.vertexAttribDivisor(1, 1);
229
+ gl.vertexAttribDivisor(2, 1);
230
+ gl.vertexAttribDivisor(3, 1);
231
+ gl.vertexAttribDivisor(4, 1);
232
+ gl.vertexAttribDivisor(5, 1);
233
+ gl.bindVertexArray(null);
234
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
235
+
236
+ return {
237
+ vao,
238
+ buffer,
239
+ }
240
+ }
241
+ }
242
+
243
+
244
+
245
+ export const programCache = Object.freeze({
246
+ get: (globe) => noRegisterGlobeProgramCache.getProgram(globe, Logic),
247
+ free: (globe) => noRegisterGlobeProgramCache.releaseProgram(globe, Logic)
248
+ });
@@ -61,7 +61,7 @@ void main() {
61
61
  }`;
62
62
 
63
63
  class Logic {
64
- constructor(globe,) {
64
+ constructor(globe) {
65
65
  this.globe = globe;
66
66
  this.gl = globe.gl;
67
67
  this.program = createProgram(this.gl, vertexShader, fragmentShader);
@@ -384,6 +384,29 @@ export default class {
384
384
  }
385
385
 
386
386
 
387
+ /**
388
+ *
389
+ * @param {Array<{centerID, rgba}} centersColors
390
+ */
391
+ updateCenterColor(centersColors) {
392
+ const { gl, buffer } = this;
393
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
394
+ for (let { centerID, rgba } of centersColors) {
395
+ if (!this._centerMap.has(centerID)) {
396
+ console.warn("Center is not registered yet");
397
+ continue;
398
+ }
399
+ const rings = this._centerMap.get(centerID).get("rings");
400
+ const block = new Float32Array(rgba);
401
+ for (let i = 0; i < rings.length; i++) {
402
+ const offset = this._ringOffsets.get(rings[i]);
403
+ gl.bufferSubData(gl.ARRAY_BUFFER, offset + 16, block);
404
+ }
405
+ }
406
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
407
+ this.globe.DrawRender();
408
+ }
409
+
387
410
  // ----------------- INTERNAL METHODS ----------------- //
388
411
 
389
412
 
@@ -0,0 +1,168 @@
1
+ /**
2
+ * BufferOffsetManager
3
+ * Purpose: To manage the offset of the buffer. Plus extend and defrag the buffer.
4
+ * -------------------------------------------------------------------------------------------------------------------------------------------
5
+ * Functions:
6
+ * 1. getOffet(key) : return the offset of the key if not found return false.
7
+ * 2. setOffset(key, offset) : set the offset of the key.
8
+ * 3. nextOffset() : return the next available offset if not return false.
9
+ * 4. delete(key) : delete the key and return true if not found return false.
10
+ * 5. defragBuffer(gl, buffer, bufferType, newCapacity = null) : defrag the buffer. if newCapacity is not provided the buffer is vacumed.
11
+ * 6. extendBuffer(gl, buffer, bufferType, newCapacity) : extend the buffer.
12
+ * -------------------------------------------------------------------------------------------------------------------------------------------
13
+ * What this class does NOT do:
14
+ * ADD, DELETE, READ
15
+ * ADD, inputs needs to be turn into a block and put into buffer. Bulk will be more performant.
16
+ * DELETE, might be a set to single byte to indicate the tombstone.
17
+ * READ, most of the time is not needed to be read, unless for defraging.
18
+ * This unpredicatable behavior is not handled by this class.
19
+ */
20
+
21
+ export default class {
22
+ constructor(itemSize, { capacity = 10 }) {
23
+ this.itemSize = itemSize;
24
+
25
+ this.offSetMap = new Map();
26
+ this.tombstoneOffSet = [];
27
+ this._capacity = capacity;
28
+ this._length = 0;
29
+ }
30
+
31
+ get length() {
32
+ return this._length;
33
+ }
34
+
35
+ get capacity() {
36
+ return this._capacity;
37
+ }
38
+
39
+
40
+ getOffset(key) {
41
+ return this.offSetMap.get(key);
42
+ }
43
+
44
+ setOffset(key, offset) {
45
+ this.offSetMap.set(key, offset);
46
+ }
47
+
48
+ nextOffset() {
49
+ if (this.tombstoneOffSet._length > 0) {
50
+ return this.tombstoneOffSet.pop();
51
+ }
52
+ if (this._length < this._capacity) {
53
+ return this._length++ * this.itemSize * 4;
54
+ }
55
+ return false;
56
+ }
57
+
58
+ spaceLeft() {
59
+ return this._capacity - this._length;
60
+ }
61
+
62
+ deleteFromAccount(key) {
63
+ const offSet = this.offSetMap.get(key);
64
+ if (offSet !== undefined) {
65
+ this.tombstoneOffSet.push(offSet);
66
+ this.offSetMap.delete(key);
67
+ return true;
68
+ } else {
69
+ return false;
70
+ }
71
+ }
72
+
73
+
74
+
75
+ offsetMapIterator() { // can be used for defraging the real buffer.
76
+ return this.offSetMap.entries();
77
+ }
78
+
79
+
80
+ defragBuffer(gl, buffer, bufferType, newCapacity = null) {
81
+
82
+ const itemSize = this.itemSize;
83
+ const itemCount = this._length - this.tombstoneOffSet.length;
84
+ const capacity = (newCapacity && newCapacity > itemCount) ? newCapacity : itemCount;
85
+
86
+ const bufferData = this._getBufferData();
87
+
88
+ const newArray = new Float32Array(itemCount * itemSize);
89
+
90
+ let newOffSet = 0;
91
+ for (const [key, offSet] of this.offSetMap) {
92
+ const itemOffSet = offSet / 4;
93
+ newArray.set(bufferData.slice(itemOffSet, itemOffSet + itemSize), newOffSet);
94
+ this.offSetMap.set(key, newOffSet * 4);
95
+ newOffSet += itemSize;
96
+ }
97
+
98
+ gl.bindBuffern(gl.ARRAY_BUFFER, buffer);
99
+ gl.bufferData(gl.ARRAY_BUFFER, capacity * itemSize * 4, gl[bufferType]);
100
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, newArray);
101
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
102
+
103
+ this._capacity = capacity;
104
+ this.tombstoneOffSet = [];
105
+ }
106
+
107
+
108
+ extendBuffer(gl, buffer, bufferType, newCapacity) {
109
+ const itemSize = this.itemSize;
110
+ const bufferData = this._getBufferData();
111
+ const newArray = new Float32Array(newCapacity * itemSize);
112
+ newArray.set(bufferData);
113
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
114
+ gl.bufferData(gl.ARRAY_BUFFER, newCapacity * itemSize * 4, gl[bufferType]);
115
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, newArray);
116
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
117
+ this._capacity = newCapacity;
118
+ }
119
+
120
+
121
+
122
+ /** implicit methods to be used by the child class */
123
+
124
+ /**
125
+ * @typedef {Float32Array} payload
126
+ * @param {Array<{key, payload}>} items
127
+ * @param {number} partOffset
128
+ * @returns
129
+ */
130
+ _updatePartial(items, partOffset, gl, buffer) {
131
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
132
+ const partStart = partOffset * 4;
133
+ for (let { key, payload } of items) {
134
+ let offset = this.getOffset(key);
135
+ if (offset !== undefined) {
136
+ gl.bufferSubData(gl.ARRAY_BUFFER, offset + partStart, payload);
137
+ }
138
+ }
139
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
140
+ }
141
+
142
+ _getBufferData() {
143
+ const { gl, buffer } = this;
144
+ const size = new Float32Array(this.length * this.itemSize);
145
+ const bufferData = new Float32Array(size);
146
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
147
+ gl.getBufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
148
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
149
+ return bufferData;
150
+ }
151
+
152
+
153
+
154
+ _removefromBuffer(gl, buffer, keys, block, byteOffset = 0) {
155
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
156
+ for (let key of keys) {
157
+ let offset = this.getOffset(key);
158
+ if (offset !== undefined) {
159
+ this.deleteFromAccount(key);
160
+ gl.bufferSubData(gl.ARRAY_BUFFER, offset, this._emptyBlock());
161
+ }
162
+ }
163
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
164
+ }
165
+ }
166
+
167
+
168
+
@@ -0,0 +1,3 @@
1
+ import BufferOffsetManager from './bufferoffsetmanager.js';
2
+
3
+ export { BufferOffsetManager };
@@ -21,7 +21,7 @@ export const PI = `
21
21
  #endif
22
22
  `;
23
23
 
24
- export const POLE_BY_PI = `
24
+ export const POLE_BY_PI = `
25
25
  #ifndef POLE_BY_PI
26
26
  #define POLE_BY_PI 6378136.99911
27
27
  #endif
@@ -29,7 +29,7 @@ export const POLE_BY_PI = `
29
29
 
30
30
  export const R_3D = `
31
31
  #ifndef R_3D
32
- #define R_3D 6378.137
32
+ #define R_3D 6378.137699911
33
33
  #endif
34
34
  `;
35
35