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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;', 'attribute float a_PointSize;', 'void main() {', 'gl_Position = a_Position;', 'gl_PointSize = a_PointSize;', '}' ].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) var a_Position = gl.getAttribLocation(program, 'a_Position'); var a_PointSize = gl.getAttribLocation(program, 'a_PointSize'); var uFragColor = gl.getUniformLocation(program, 'u_FragColor'); //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; var verticesData = []; var count = 0; for (var i = 0; i < data.length; i++) { var item = data[i].geometry._coordinates; var x = (item[0]- halfCanvasWidth) / halfCanvasWidth; var y = (halfCanvasHeight - item[1]) / halfCanvasHeight; if (x < -1 || x > 1 || y < -1 || y > 1) { continue; } verticesData.push(x, y); count++; } var vertices = new Float32Array(verticesData); var n = count; // The number of vertices // Create a buffer object var vertexBuffer = gl.createBuffer(); // Bind the buffer object to target gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // Write date into the buffer object gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // 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); gl.vertexAttrib1f(a_PointSize, options._size); var colored = getColorData(options.fillStyle || 'red') gl.uniform4f(uFragColor, colored[0] / 255, colored[1] / 255, colored[2] / 255, colored[3] / 255); gl.drawArrays(gl.POINTS, 0, n); }; export default { draw: draw }