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maplibre-gl

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BSD licensed community fork of mapbox-gl, a WebGL interactive maps library

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import {StencilMode} from '../stencil_mode.ts'; import {DepthMode} from '../depth_mode.ts'; import {CullFaceMode} from '../cull_face_mode.ts'; import {skyUniformValues} from '../program/sky_program.ts'; import {atmosphereUniformValues} from '../program/atmosphere_program.ts'; import {getAtmosphereAltitudeBlend, getGlobeCenterInViewSpace, getGlobeRadiusPixels} from '../../geo/projection/globe_utils.ts'; import {mat4, vec3} from 'gl-matrix'; import {ColorMode} from '../color_mode.ts'; import {sphericalToCartesian} from '../../util/util.ts'; import type {SkyPropsPossiblyEvaluated} from '../../style/sky_properties.g.ts'; import type {LightPropsPossiblyEvaluated} from '../../style/light_properties.g.ts'; import type {IReadonlyTransform} from '../../geo/transform_interface.ts'; import type {Painter} from '../../render/painter.ts'; export function drawSky(painter: Painter, sky: Readonly<SkyPropsPossiblyEvaluated>, pixelRatio: number): void { const context = painter.context; const gl = context.gl; const skyUniforms = skyUniformValues(sky, painter.frameRenderContext.transform, pixelRatio); const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadWrite, [0, 1]); const stencilMode = StencilMode.disabled; const colorMode = painter.frameRenderContext.colorModeForRenderPass(); const program = painter.frameRenderContext.useProgram('sky'); const mesh = painter.skyMesh; program.draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled, skyUniforms, null, undefined, 'sky', mesh.vertexBuffer, mesh.indexBuffer, mesh.segments); } function getSunPos(light: Readonly<LightPropsPossiblyEvaluated>, transform: IReadonlyTransform): vec3 { const lightPos = sphericalToCartesian(light.position); vec3.negate(lightPos, lightPos); const lightMat = mat4.identity(new Float64Array(16)); if (light.anchor === 'map') { mat4.rotateZ(lightMat, lightMat, transform.rollInRadians); mat4.rotateX(lightMat, lightMat, -transform.pitchInRadians); mat4.rotateZ(lightMat, lightMat, transform.bearingInRadians); mat4.rotateX(lightMat, lightMat, transform.center.lat * Math.PI / 180.0); mat4.rotateY(lightMat, lightMat, -transform.center.lng * Math.PI / 180.0); } vec3.transformMat4(lightPos, lightPos, lightMat); return lightPos; } export function drawAtmosphere(painter: Painter, sky: Readonly<SkyPropsPossiblyEvaluated>, light: Readonly<LightPropsPossiblyEvaluated>): void { const context = painter.context; const gl = context.gl; const program = painter.frameRenderContext.useProgram('atmosphere'); const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, [0, 1]); const transform = painter.frameRenderContext.transform; const sunPos = getSunPos(light, painter.frameRenderContext.transform); const projectionData = transform.getProjectionData({overscaledTileID: null, applyGlobeMatrix: true, applyTerrainMatrix: true}); const globeRadius = getGlobeRadiusPixels(transform.worldSize, transform.center.lat); const globePosition = getGlobeCenterInViewSpace(transform); const altitudeBlend = getAtmosphereAltitudeBlend(vec3.length(globePosition) - globeRadius, globeRadius); const atmosphereBlend = sky['atmosphere-blend'] * projectionData.projectionTransition * altitudeBlend; if (atmosphereBlend === 0) { // Don't draw anything if atmosphere is fully transparent return; } const uniformValues = atmosphereUniformValues(sunPos, atmosphereBlend, globePosition, globeRadius, transform.inverseProjectionMatrix); const mesh = painter.skyMesh; program.draw(context, gl.TRIANGLES, depthMode, StencilMode.disabled, ColorMode.alphaBlended, CullFaceMode.disabled, uniformValues, null, null, 'atmosphere', mesh.vertexBuffer, mesh.indexBuffer, mesh.segments); }