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mapv

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a library of geography visualization

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import {initShaders, getColorData} from './util'; var vs_s = [ 'attribute vec4 a_Position;', 'void main() {', 'gl_Position = a_Position;', 'gl_PointSize = 30.0;', '}' ].join(''); var fs_s = [ 'precision mediump float;', 'uniform vec4 u_FragColor;', 'void main() {', 'gl_FragColor = u_FragColor;', '}' ].join(''); function draw(gl, data, options) { if (!data) { return; } var program = initShaders(gl, vs_s, fs_s) gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE); //gl.clearColor(0.0, 0.0, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); var halfCanvasWidth = gl.canvas.width / 2; var halfCanvasHeight = gl.canvas.height / 2; // Create a buffer object var vertexBuffer = gl.createBuffer(); // Bind the buffer object to target gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); var a_Position = gl.getAttribLocation(program, 'a_Position'); // Assign the buffer object to a_Position variable gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); // Enable the assignment to a_Position variable gl.enableVertexAttribArray(a_Position); var uFragColor = gl.getUniformLocation(program, 'u_FragColor'); var colored = getColorData(options.strokeStyle || 'red') gl.uniform4f(uFragColor, colored[0] / 255, colored[1] / 255, colored[2] / 255, colored[3] / 255); gl.lineWidth(options.lineWidth || 1); for (var i = 0, len = data.length; i < len; i++) { var _geometry = data[i].geometry._coordinates; var verticesData = []; for (var j = 0; j < _geometry.length; j++) { var item = _geometry[j]; var x = (item[0] - halfCanvasWidth) / halfCanvasWidth; var y = (halfCanvasHeight - item[1]) / halfCanvasHeight; verticesData.push(x, y); } var vertices = new Float32Array(verticesData); // Write date into the buffer object gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); gl.drawArrays(gl.LINE_STRIP, 0, _geometry.length); } }; export default { draw: draw }