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