maplibre-gl
Version:
BSD licensed community fork of mapbox-gl, a WebGL interactive maps library
119 lines (95 loc) • 4.78 kB
text/typescript
import posAttributes from '../../data/pos_attributes.ts';
import {StencilMode} from '../stencil_mode.ts';
import {DepthMode} from '../depth_mode.ts';
import {CullFaceMode} from '../cull_face_mode.ts';
import {PosArray, TriangleIndexArray} from '../../data/array_types.g.ts';
import {SegmentVector} from '../../data/segment.ts';
import {skyUniformValues} from '../program/sky_program.ts';
import {atmosphereUniformValues} from '../program/atmosphere_program.ts';
import {getGlobeRadiusPixels} from '../../geo/projection/globe_utils.ts';
import {Mesh} from '../../render/mesh.ts';
import {mat4, vec3, vec4} from 'gl-matrix';
import {ColorMode} from '../color_mode.ts';
import type {Sky} from '../../style/sky.ts';
import type {Light} from '../../style/light.ts';
import type {IReadonlyTransform} from '../../geo/transform_interface.ts';
import type {Painter} from '../../render/painter.ts';
import type {Context} from '../context.ts';
function getMesh(context: Context, sky: Sky): Mesh {
// Create the Sky mesh the first time we need it
if (!sky.mesh) {
const vertexArray = new PosArray();
vertexArray.emplaceBack(-1, -1);
vertexArray.emplaceBack(1, -1);
vertexArray.emplaceBack(1, 1);
vertexArray.emplaceBack(-1, 1);
const indexArray = new TriangleIndexArray();
indexArray.emplaceBack(0, 1, 2);
indexArray.emplaceBack(0, 2, 3);
sky.mesh = new Mesh(
context.createVertexBuffer(vertexArray, posAttributes.members),
context.createIndexBuffer(indexArray),
SegmentVector.simpleSegment(0, 0, vertexArray.length, indexArray.length)
);
}
return sky.mesh;
}
export function drawSky(painter: Painter, sky: Sky): void {
const context = painter.context;
const gl = context.gl;
const skyUniforms = skyUniformValues(sky, painter.transform, painter.pixelRatio);
const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadWrite, [0, 1]);
const stencilMode = StencilMode.disabled;
const colorMode = painter.colorModeForRenderPass();
const program = painter.useProgram('sky');
const mesh = getMesh(context, sky);
program.draw(context, gl.TRIANGLES, depthMode, stencilMode, colorMode,
CullFaceMode.disabled, skyUniforms, null, undefined, 'sky', mesh.vertexBuffer,
mesh.indexBuffer, mesh.segments);
}
function getSunPos(light: Light, transform: IReadonlyTransform): vec3 {
const lightPos = light.getCartesianPosition();
vec3.negate(lightPos, lightPos);
const lightMat = mat4.identity(new Float64Array(16));
if (light.properties.get('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: Sky, light: Light): void {
const context = painter.context;
const gl = context.gl;
const program = painter.useProgram('atmosphere');
const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, [0, 1]);
const transform = painter.transform;
const sunPos = getSunPos(light, painter.transform);
const projectionData = transform.getProjectionData({overscaledTileID: null, applyGlobeMatrix: true, applyTerrainMatrix: true});
const atmosphereBlend = sky.properties.get('atmosphere-blend') * projectionData.projectionTransition;
if (atmosphereBlend === 0) {
// Don't draw anything if atmosphere is fully transparent
return;
}
const globeRadius = getGlobeRadiusPixels(transform.worldSize, transform.center.lat);
const invProjMatrix = transform.inverseProjectionMatrix;
const vec = new Float64Array(4) as any as vec4;
vec[3] = 1;
vec4.transformMat4(vec, vec, transform.modelViewProjectionMatrix);
vec[0] /= vec[3];
vec[1] /= vec[3];
vec[2] /= vec[3];
vec[3] = 1;
vec4.transformMat4(vec, vec, invProjMatrix);
vec[0] /= vec[3];
vec[1] /= vec[3];
vec[2] /= vec[3];
vec[3] = 1;
const globePosition = [vec[0], vec[1], vec[2]] as vec3;
const uniformValues = atmosphereUniformValues(sunPos, atmosphereBlend, globePosition, globeRadius, invProjMatrix);
const mesh = getMesh(context, sky);
program.draw(context, gl.TRIANGLES, depthMode, StencilMode.disabled, ColorMode.alphaBlended, CullFaceMode.disabled, uniformValues, null, null, 'atmosphere', mesh.vertexBuffer, mesh.indexBuffer, mesh.segments);
}