@pirireis/webglobeplugins 0.6.31-a → 0.6.34
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/bearing-line/plugin.js +172 -207
- package/circle-line-chain/plugin.js +135 -141
- package/package.json +1 -1
- package/programs/totems/camerauniformblock.js +2 -1
- package/timetracks/adaptors-line-strip.js +80 -0
- package/timetracks/index.js +4 -1
- package/timetracks/plugin-line-strip.js +307 -0
- package/timetracks/program-line-strip.js +704 -0
- package/timetracks/program.js +250 -250
- package/timetracks/programpoint-line-strip.js +175 -0
- package/write-text/context-text3.js +1 -1
- package/bearing-line/plugin copy.js +0 -542
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import { createProgram, shaderfunctions } from "../util";
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import { CameraUniformBlockTotem, globeProgramCache } from "../programs";
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const vertexShader = `#version 300 es
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layout(std140) uniform GlobeCamera {
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mat4 view; // 64 bytes 0
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mat4 projection; // 64 bytes 64
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vec3 translate; // 12 bytes 128
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bool is3D; // 4 bytes 140
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vec2 mapWH; // 8 bytes 144
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vec2 screenWH; // 8 bytes 152
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float z_level; // 4 bytes 160
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};
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layout(std140) uniform Globals {
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float head_time;
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float final_opacity;
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float point_size;
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};
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in vec3 start_position;
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in float start_time;
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in vec3 start_color;
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in vec3 end_position;
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in float end_time;
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in vec3 end_color;
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out vec4 v_color;
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`+ shaderfunctions.pixelXYToCartesian3DPoint + shaderfunctions.pixelXYToCartesian2DPoint + `
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void main() {
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if (head_time < start_time || head_time > end_time) { return; }
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if ( start_color.r < 0.0 || end_color.r < 0.0) { return; }
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float t = (head_time - start_time) / (end_time - start_time);
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vec3 position = mix(start_position, end_position, t);
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if (is3D){
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vec3 pos = pixelXYToCartesian3DPoint(position);
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gl_Position = projection * view * vec4(pos - translate, 1.0);
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} else {
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vec2 xy = pixelXYToCartesian2DPoint(position.xy, translate.xy, mapWH, screenWH);
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gl_Position = projection * vec4(xy.x, xy.y, 0.0, 1.0);
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}
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v_color = vec4(mix(start_color, end_color, t), final_opacity);
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gl_PointSize = point_size;
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}`;
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const fragmentShader = `#version 300 es
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precision highp float;
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in vec4 v_color;
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out vec4 outColor;
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void main() {
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// circle point
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vec2 cxy = 2.0 * gl_PointCoord - 1.0;
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float cc = dot(cxy, cxy);
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outColor = v_color;
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if (cc > 0.5) {
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outColor.a = 0.0;
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}
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}`;
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export default class {
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constructor(gl, globe, attrBuffer, options) {
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this.gl = gl;
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this._cameraBlockBindingPoint = 0;
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this._globalsBlockBindingPoint = 1;
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this.cameraUniformBlockTotem = globeProgramCache.getProgram(globe, CameraUniformBlockTotem);
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this._vao = gl.createVertexArray();
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this._attbuffer = attrBuffer;
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this.program = this._createProgram();
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this._drawCount = 0;
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this._globalsbuffer = gl.createBuffer();
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{
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const { gl, _globalsbuffer } = this;
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gl.bindBuffer(gl.UNIFORM_BUFFER, _globalsbuffer);
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gl.bufferData(gl.UNIFORM_BUFFER, 12, gl.STREAM_DRAW); // TODO: sperate head time to make it dynamic maybe?
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gl.bufferSubData(gl.UNIFORM_BUFFER, 0, new Float32Array([0, options.opacity, options.pointSize]));
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gl.bindBufferBase(gl.UNIFORM_BUFFER, this._globalsBlockBindingPoint, _globalsbuffer);
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gl.bindBuffer(gl.UNIFORM_BUFFER, null);
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}
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}
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_createProgram() {
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const gl = this.gl
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const program = createProgram(gl, vertexShader, fragmentShader);
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const ubo = this.cameraUniformBlockTotem.getUBO(); // ubo bl
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const cameraBlockIndex = gl.getUniformBlockIndex(program, "GlobeCamera");
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gl.uniformBlockBinding(program, cameraBlockIndex, this._cameraBlockBindingPoint);
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const globalsBlockIndex = gl.getUniformBlockIndex(program, "Globals");
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gl.bindBufferBase(gl.UNIFORM_BUFFER, this._cameraBlockBindingPoint, ubo);
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gl.uniformBlockBinding(program, globalsBlockIndex, this._globalsBlockBindingPoint);
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gl.bindBufferBase(gl.UNIFORM_BUFFER, this._globalsBlockBindingPoint, this._globalsbuffer);
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// numaralarda yanlışlık olabilir
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const start_position = gl.getAttribLocation(program, "start_position");
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const start_time = gl.getAttribLocation(program, "start_time");
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const start_color = gl.getAttribLocation(program, "start_color");
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const end_position = gl.getAttribLocation(program, "end_position");
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const end_time = gl.getAttribLocation(program, "end_time");
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const end_color = gl.getAttribLocation(program, "end_color");
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gl.bindVertexArray(this._vao);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attbuffer);
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gl.enableVertexAttribArray(start_position);
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gl.vertexAttribPointer(start_position, 3, gl.FLOAT, false, 36, 0);
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gl.enableVertexAttribArray(start_time);
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gl.vertexAttribPointer(start_time, 1, gl.FLOAT, false, 36, 12);
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gl.enableVertexAttribArray(start_color);
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gl.vertexAttribPointer(start_color, 3, gl.FLOAT, false, 36, 16);
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gl.enableVertexAttribArray(end_position);
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gl.vertexAttribPointer(end_position, 3, gl.FLOAT, false, 36, 36);
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gl.enableVertexAttribArray(end_time);
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gl.vertexAttribPointer(end_time, 1, gl.FLOAT, false, 36, 48);
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gl.enableVertexAttribArray(end_color);
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gl.vertexAttribPointer(end_color, 3, gl.FLOAT, false, 36, 52);
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gl.bindVertexArray(null);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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return program;
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}
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setOpacity(opacity) {
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const { gl, _globalsbuffer } = this;
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gl.bindBuffer(gl.UNIFORM_BUFFER, _globalsbuffer);
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gl.bufferSubData(gl.UNIFORM_BUFFER, 4, new Float32Array([opacity]));
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gl.bindBuffer(gl.UNIFORM_BUFFER, null);
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}
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setDrawCount(count) {
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this._drawCount = count;
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}
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setPointSize(size) {
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const { gl, _globalsbuffer } = this;
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gl.bindBuffer(gl.UNIFORM_BUFFER, _globalsbuffer);
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gl.bufferSubData(gl.UNIFORM_BUFFER, 8, new Float32Array([size]));
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gl.bindBuffer(gl.UNIFORM_BUFFER, null);
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}
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setHeadTime(time) {
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const { gl, _globalsbuffer } = this;
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gl.bindBuffer(gl.UNIFORM_BUFFER, _globalsbuffer);
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gl.bufferSubData(gl.UNIFORM_BUFFER, 0, new Float32Array([time]));
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gl.bindBuffer(gl.UNIFORM_BUFFER, null);
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}
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draw() {
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const { gl, program, _vao, _drawCount } = this;
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gl.useProgram(program);
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gl.bindVertexArray(_vao);
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gl.disable(gl.DEPTH_TEST);
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gl.drawArrays(gl.POINTS, 0, _drawCount);
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gl.enable(gl.DEPTH_TEST);
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gl.bindVertexArray(null);
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}
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free() {
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const { gl, _vao, _globalsbuffer, program } = this;
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gl.deleteVertexArray(_vao);
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// gl.deleteBuffer(_attbuffer);
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gl.deleteBuffer(_globalsbuffer);
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gl.deleteProgram(program);
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}
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}
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@@ -104,7 +104,7 @@ export class ContextTextWriter3 {
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const angleIsOn = is3D ? (this.angleAdaptorIsOn && this.angleOnSphere) : (this.angleAdaptorIsOn)
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const zoomLevel = globe.api_GetCurrentLODWithDecimal();
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const zoomAdaptor = this.zoomLevelAdaptor(zoomLevel);
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for (const
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for (const item of itemMap.values()) {
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const { lat, long, text, opacity = null, angle = null, payload, position } = item;
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const { x, y } = globe.api_GetScreenPointFromGeo(
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{
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