/**
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* 一个用于 webgl 加载tin数据的 处理类
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* @wrriten {wangxu} on 2022/3/25
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*/
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import Matrix4 from "./cuon-matrix.js";
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// 调试工具
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// var SPECTOR = require("spectorjs");
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// var spector = new SPECTOR.Spector();
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// spector.displayUI();
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class WebGLRenderer {
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constructor(options) {
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this.init(options);
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}
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/**
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* 初始化内容
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*/
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init(options) {
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// 生成 可以被 截图的 canvas
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let mapDom = document.getElementById(options.mapID);
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let canvas = document.createElement("canvas", {
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preserveDrawingBuffer: true,
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});
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canvas.width = mapDom.clientWidth;
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canvas.height = mapDom.clientHeight;
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this.gl = canvas.getContext("webgl");
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this.canvas = canvas;
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this.tindata = options.tindata;
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this.program = this.gl.createProgram();
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this.__origin__resolution = options.originResolution;
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this.colormaker = options.colormaker;
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this.initShader(this.gl, this.program);
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this.linkShaderToProgram(this.gl, this.program);
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let count = this.initBufferData(this.gl, this.program);
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this.count = count;
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this.initModelMatrix(this.gl, this.program);
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this.renderElement(this.gl, this.count);
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console.log(this.canvas.toDataURL());
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}
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/**
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* 绘制图像
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*/
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renderElement(gl, count) {
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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var ext = gl.getExtension("OES_element_index_uint");
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gl.drawElements(gl.TRIANGLES, count, gl.UNSIGNED_INT, 0);
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}
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changeMatrix(frameState) {
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let { gl, program } = this;
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var calcMatrix = new Matrix4();
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let ratio = (
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this.__origin__resolution / frameState.viewState.resolution
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).toFixed(2);
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let center = frameState.viewState.center;
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let extent = frameState.extent;
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let originDiff = (extent[2] - extent[0]) / 360.0;
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calcMatrix.scale(1 / originDiff, ratio, 1);
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calcMatrix.translate(-(center[0] / 180.0), -(center[1] / 90.0), 0);
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// calcMatrix.translate(-0.5 * 10,-0.5 * 10,0)
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var u_modelMatrix = gl.getUniformLocation(program, "u_modelMatrix");
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gl.uniformMatrix4fv(u_modelMatrix, false, calcMatrix.elements);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawElements(gl.TRIANGLES, this.count, gl.UNSIGNED_INT, 0);
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}
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/**
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* 将shader 链接到 program
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*/
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linkShaderToProgram(gl, program) {
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gl.linkProgram(program);
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gl.useProgram(program);
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}
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/**
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* 初始化 模型矩阵
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*/
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initModelMatrix(gl, program) {
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let modelMatrix = new Matrix4();
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modelMatrix.scale(1, 1, 1);
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// 缓冲区重 存储 modelMatrix的索引位置
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let modelMatrixIndex = gl.getUniformLocation(program, "u_modelMatrix");
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// 往着色器中赋值
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gl.uniformMatrix4fv(modelMatrixIndex, false, modelMatrix.elements);
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}
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/**
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* 装载着色器
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*/
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initShader(gl, program) {
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var vertexShaderSource =
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"attribute vec4 position;\n" +
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"attribute vec4 color;\n" +
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"uniform mat4 u_modelMatrix;\n" +
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"varying vec4 v_Color;\n" +
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"void main() {\n" +
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"v_Color = color;\n" +
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"gl_Position = u_modelMatrix * position;\n" +
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"}\n";
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var fragmentShaderSource =
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"#ifdef GL_ES\n" +
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"precision mediump float;\n" +
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"#endif\n" +
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"varying vec4 v_Color;\n" +
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"void main(){\n" +
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" gl_FragColor = v_Color;\n" +
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"}\n";
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//从上面例子使用 createShader 函数。
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader, vertexShaderSource);
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gl.compileShader(vertexShader);
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//从上面例子使用 createShader 函数。
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, fragmentShaderSource);
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// 编译此 着色器
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gl.compileShader(fragmentShader);
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// 绑定预先存在的着色器 至program
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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// 调试代码,alert的内容为ERROR: 0:2:" :No precision specified for (float)
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if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
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alert(gl.getShaderInfoLog(fragmentShader));
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}
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// 调试代码,alert的内容为ERROR: 0:2:" :No precision specified for (float)
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if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
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alert(gl.getShaderInfoLog(vertexShader));
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}
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}
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/**
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* 初始化 缓冲数据
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* @param {*} gl
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* @param {*} program
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* @returns n 绘制的顶点个数
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*/
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initBufferData(gl, program) {
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let dataLen = this.tindata.data.length;
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let data = this.tindata.data;
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let vertexPositions = [];
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let colors = [];
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for (let i = 0; i < dataLen; i++) {
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vertexPositions.push(data[i][0] / 180.0, data[i][1] / 90.0);
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colors.push(
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...this.colormaker.makeColor(data[i][2]).map((e) => e / 255.0),
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1.0
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);
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}
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let indices = this.tindata.indices;
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var vertices = new Float32Array(vertexPositions);
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var n = indices.length; //点的个数
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//创建缓冲区对象
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var vertexBuffer = gl.createBuffer();
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if (!vertexBuffer) {
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console.log("Failed to create the buffer object");
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return -1;
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}
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//将缓冲区对象绑定到目标
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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//向缓冲区写入数据
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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//获取坐标点
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var a_Position = gl.getAttribLocation(program, "position");
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//将缓冲区对象分配给a_Position变量
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gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
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//连接a_Position变量与分配给它的缓冲区对象
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gl.enableVertexAttribArray(a_Position);
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// ------------------------------------
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var colorBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
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//获取顶点颜色苏哦因
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var __color = gl.getAttribLocation(program, "color");
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console.log(__color);
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//将缓冲区对象分配给a_Position变量
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gl.vertexAttribPointer(__color, 4, gl.FLOAT, false, 0, 0);
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//连接a_Position变量与分配给它的缓冲区对象
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gl.enableVertexAttribArray(__color);
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// -------------------------------------
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var indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(
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gl.ELEMENT_ARRAY_BUFFER,
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new Uint32Array(indices),
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gl.STATIC_DRAW
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);
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return n;
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}
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}
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export default WebGLRenderer;
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