mapv
Version:
a library of geography visualization
108 lines (81 loc) • 3.29 kB
JavaScript
import {initShaders, getColorData} from './util';
import earcut from './earcut';
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;
}
// gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
var program = initShaders(gl, vs_s, fs_s)
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
var halfCanvasWidth = gl.canvas.width / 2;
var halfCanvasHeight = gl.canvas.height / 2;
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
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.fillStyle || 'red')
gl.uniform4f(uFragColor,
colored[0] / 255,
colored[1] / 255,
colored[2] / 255,
colored[3] / 255);
gl.lineWidth(options.lineWidth || 1);
var verticesArr = [];
var trianglesArr = [];
var maxSize = 65536;
var indexOffset = 0;
for (var i = 0, len = data.length; i < len; i++) {
var flatten = earcut.flatten(data[i].geometry._coordinates || data[i].geometry.coordinates);
var vertices = flatten.vertices;
indexOffset = verticesArr.length / 2;
for (var j = 0; j < vertices.length; j += 2) {
vertices[j] = (vertices[j] - halfCanvasWidth) / halfCanvasWidth;
vertices[j + 1] = (halfCanvasHeight - vertices[j + 1]) / halfCanvasHeight;
}
if ((verticesArr.length + vertices.length) / 2 > maxSize) {
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesArr), gl.STATIC_DRAW);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(trianglesArr), gl.STATIC_DRAW);
gl.drawElements(gl.TRIANGLES, trianglesArr.length, gl.UNSIGNED_SHORT, 0);
verticesArr.length = 0;
trianglesArr.length = 0;
indexOffset = 0;
}
for (var j = 0; j < vertices.length; j++) {
verticesArr.push(vertices[j]);
}
var triangles = earcut(vertices, flatten.holes, flatten.dimensions);
for (var j = 0; j < triangles.length; j++) {
trianglesArr.push(triangles[j] + indexOffset);
}
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesArr), gl.STATIC_DRAW);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(trianglesArr), gl.STATIC_DRAW);
gl.drawElements(gl.TRIANGLES, trianglesArr.length, gl.UNSIGNED_SHORT, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
};
export default {
draw: draw
}