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- import { type MapScene } from './mapRenderer'
- import { TrackLayer } from '../layer/trackLayer'
- import { GpsLayer } from '../layer/gpsLayer'
- function createShader(gl: any, type: number, source: string): any {
- const shader = gl.createShader(type)
- if (!shader) {
- throw new Error('WebGL shader 创建失败')
- }
- gl.shaderSource(shader, source)
- gl.compileShader(shader)
- if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
- const message = gl.getShaderInfoLog(shader) || 'unknown shader error'
- gl.deleteShader(shader)
- throw new Error(message)
- }
- return shader
- }
- function createProgram(gl: any, vertexSource: string, fragmentSource: string): any {
- const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource)
- const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)
- const program = gl.createProgram()
- if (!program) {
- throw new Error('WebGL program 创建失败')
- }
- gl.attachShader(program, vertexShader)
- gl.attachShader(program, fragmentShader)
- gl.linkProgram(program)
- gl.deleteShader(vertexShader)
- gl.deleteShader(fragmentShader)
- if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
- const message = gl.getProgramInfoLog(program) || 'unknown program error'
- gl.deleteProgram(program)
- throw new Error(message)
- }
- return program
- }
- export class WebGLVectorRenderer {
- canvas: any
- gl: any
- dpr: number
- trackLayer: TrackLayer
- gpsLayer: GpsLayer
- program: any
- positionBuffer: any
- colorBuffer: any
- positionLocation: number
- colorLocation: number
- constructor(trackLayer: TrackLayer, gpsLayer: GpsLayer) {
- this.canvas = null
- this.gl = null
- this.dpr = 1
- this.trackLayer = trackLayer
- this.gpsLayer = gpsLayer
- this.program = null
- this.positionBuffer = null
- this.colorBuffer = null
- this.positionLocation = -1
- this.colorLocation = -1
- }
- attachCanvas(canvasNode: any, width: number, height: number, dpr: number): void {
- this.canvas = canvasNode
- this.dpr = dpr || 1
- canvasNode.width = Math.max(1, Math.floor(width * this.dpr))
- canvasNode.height = Math.max(1, Math.floor(height * this.dpr))
- this.attachContext(canvasNode.getContext('webgl') || canvasNode.getContext('experimental-webgl'), canvasNode)
- }
- attachContext(gl: any, canvasNode: any): void {
- if (!gl) {
- throw new Error('当前环境不支持 WebGL Vector Layer')
- }
- this.canvas = canvasNode
- this.gl = gl
- this.program = createProgram(
- gl,
- 'attribute vec2 a_position; attribute vec4 a_color; varying vec4 v_color; void main() { gl_Position = vec4(a_position, 0.0, 1.0); v_color = a_color; }',
- 'precision mediump float; varying vec4 v_color; void main() { gl_FragColor = v_color; }',
- )
- this.positionBuffer = gl.createBuffer()
- this.colorBuffer = gl.createBuffer()
- this.positionLocation = gl.getAttribLocation(this.program, 'a_position')
- this.colorLocation = gl.getAttribLocation(this.program, 'a_color')
- gl.viewport(0, 0, canvasNode.width, canvasNode.height)
- gl.enable(gl.BLEND)
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
- }
- destroy(): void {
- if (this.gl) {
- if (this.program) {
- this.gl.deleteProgram(this.program)
- }
- if (this.positionBuffer) {
- this.gl.deleteBuffer(this.positionBuffer)
- }
- if (this.colorBuffer) {
- this.gl.deleteBuffer(this.colorBuffer)
- }
- }
- this.program = null
- this.positionBuffer = null
- this.colorBuffer = null
- this.gl = null
- this.canvas = null
- }
- render(scene: MapScene, pulseFrame: number): void {
- if (!this.gl || !this.program || !this.positionBuffer || !this.colorBuffer || !this.canvas) {
- return
- }
- const gl = this.gl
- const trackPoints = this.trackLayer.projectPoints(scene)
- const gpsPoint = this.gpsLayer.projectPoint(scene)
- const positions: number[] = []
- const colors: number[] = []
- for (let index = 1; index < trackPoints.length; index += 1) {
- this.pushSegment(positions, colors, trackPoints[index - 1], trackPoints[index], 6, [0.09, 0.43, 0.36, 0.96], scene)
- }
- for (const point of trackPoints) {
- this.pushCircle(positions, colors, point.x, point.y, 10, [0.09, 0.43, 0.36, 1], scene)
- this.pushCircle(positions, colors, point.x, point.y, 6.5, [0.97, 0.98, 0.95, 1], scene)
- }
- this.pushCircle(positions, colors, gpsPoint.x, gpsPoint.y, this.gpsLayer.getPulseRadius(pulseFrame), [0.13, 0.62, 0.74, 0.22], scene)
- this.pushCircle(positions, colors, gpsPoint.x, gpsPoint.y, 13, [1, 1, 1, 0.95], scene)
- this.pushCircle(positions, colors, gpsPoint.x, gpsPoint.y, 9, [0.13, 0.63, 0.74, 1], scene)
- gl.viewport(0, 0, this.canvas.width, this.canvas.height)
- gl.useProgram(this.program)
- gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer)
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STREAM_DRAW)
- gl.enableVertexAttribArray(this.positionLocation)
- gl.vertexAttribPointer(this.positionLocation, 2, gl.FLOAT, false, 0, 0)
- gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer)
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STREAM_DRAW)
- gl.enableVertexAttribArray(this.colorLocation)
- gl.vertexAttribPointer(this.colorLocation, 4, gl.FLOAT, false, 0, 0)
- gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2)
- }
- pushSegment(
- positions: number[],
- colors: number[],
- start: { x: number; y: number },
- end: { x: number; y: number },
- width: number,
- color: [number, number, number, number],
- scene: MapScene,
- ): void {
- const deltaX = end.x - start.x
- const deltaY = end.y - start.y
- const length = Math.sqrt(deltaX * deltaX + deltaY * deltaY)
- if (!length) {
- return
- }
- const normalX = -deltaY / length * (width / 2)
- const normalY = deltaX / length * (width / 2)
- const topLeft = this.toClip(start.x + normalX, start.y + normalY, scene)
- const topRight = this.toClip(end.x + normalX, end.y + normalY, scene)
- const bottomLeft = this.toClip(start.x - normalX, start.y - normalY, scene)
- const bottomRight = this.toClip(end.x - normalX, end.y - normalY, scene)
- this.pushTriangle(positions, colors, topLeft, topRight, bottomLeft, color)
- this.pushTriangle(positions, colors, bottomLeft, topRight, bottomRight, color)
- }
- pushCircle(
- positions: number[],
- colors: number[],
- centerX: number,
- centerY: number,
- radius: number,
- color: [number, number, number, number],
- scene: MapScene,
- ): void {
- const segments = 20
- const center = this.toClip(centerX, centerY, scene)
- for (let index = 0; index < segments; index += 1) {
- const startAngle = index / segments * Math.PI * 2
- const endAngle = (index + 1) / segments * Math.PI * 2
- const start = this.toClip(centerX + Math.cos(startAngle) * radius, centerY + Math.sin(startAngle) * radius, scene)
- const end = this.toClip(centerX + Math.cos(endAngle) * radius, centerY + Math.sin(endAngle) * radius, scene)
- this.pushTriangle(positions, colors, center, start, end, color)
- }
- }
- pushTriangle(
- positions: number[],
- colors: number[],
- first: { x: number; y: number },
- second: { x: number; y: number },
- third: { x: number; y: number },
- color: [number, number, number, number],
- ): void {
- positions.push(first.x, first.y, second.x, second.y, third.x, third.y)
- for (let index = 0; index < 3; index += 1) {
- colors.push(color[0], color[1], color[2], color[3])
- }
- }
- toClip(x: number, y: number, scene: MapScene): { x: number; y: number } {
- const previewScale = scene.previewScale || 1
- const originX = scene.previewOriginX || scene.viewportWidth / 2
- const originY = scene.previewOriginY || scene.viewportHeight / 2
- const scaledX = originX + (x - originX) * previewScale
- const scaledY = originY + (y - originY) * previewScale
- return {
- x: scaledX / scene.viewportWidth * 2 - 1,
- y: 1 - scaledY / scene.viewportHeight * 2,
- }
- }
- }
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