Last active
March 22, 2021 22:40
-
-
Save robertleeplummerjr/1437e67a5d5501748d1c to your computer and use it in GitHub Desktop.
Many polygons with leaflet experiment upgrade to latest earcut
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!doctype html> | |
<html> | |
<head> | |
<title>Many polygons with leaflet, earcut and WebGL</title> | |
<meta charset="utf-8"> | |
<style> | |
html, body { | |
height: 100%; | |
padding: 0; | |
margin: 0; | |
background: rgb(14, 21, 30); | |
height: 100%; | |
} | |
#map { | |
position: absolute; | |
height: 100%; | |
width: 100%; | |
background-color: #333; | |
} | |
</style> | |
<!-- vertex shader --> | |
<script id="vshader" type="x-shader/x-vertex"> | |
uniform mat4 u_matrix; | |
attribute vec4 a_vertex; | |
attribute float a_pointSize; | |
attribute vec4 a_color; | |
varying vec4 v_color; | |
void main() { | |
// Set the size of the point | |
gl_PointSize = a_pointSize; | |
// multiply each vertex by a matrix. | |
gl_Position = u_matrix * a_vertex; | |
// pass the color to the fragment shader | |
v_color = a_color; | |
} | |
</script> | |
<!-- fragment shader --> | |
<script id="fshader" type="x-shader/x-fragment"> | |
precision mediump float; | |
varying vec4 v_color; | |
void main() { | |
// -- squares | |
gl_FragColor = v_color; | |
gl_FragColor.a = 0.8; | |
// gl_FragColor =vec4(0.8, 0.1,0.1, 0.9); // v_color; | |
} | |
</script> | |
</head> | |
<body> | |
<div id="map"></div> | |
<link rel="stylesheet" href="http://cdn.leafletjs.com/leaflet-0.7.2/leaflet.css" /> | |
<script src="http://cdn.leafletjs.com/leaflet-0.7.2/leaflet.js"></script> | |
<script src="http://www.sumbera.com/gist/js/leaflet/canvas/L.CanvasOverlay.js"></script> | |
<script> | |
// -- module, require mockups so we can use orig files unmodified | |
module = {}; | |
</script> | |
<script src="https://rawgit.com/mapbox/earcut/master/src/earcut.js"></script> | |
<script src="http://www.sumbera.com/gist/data/CZDistricts.js"></script> | |
<script> | |
var leafletMap = L.map('map').setView([50.00, 14.44], 8); | |
L.tileLayer("http://{s}.sm.mapstack.stamen.com/(toner-background,$fff[difference],$fff[@23],$fff[hsl-saturation@20],toner-lines[destination-in])/{z}/{x}/{y}.png") | |
.addTo(leafletMap); | |
var glLayer = L.canvasOverlay() | |
.drawing(drawingOnCanvas) | |
.addTo(leafletMap); | |
var canvas = glLayer.canvas(); | |
glLayer.canvas.width = canvas.clientWidth; | |
glLayer.canvas.height = canvas.clientHeight; | |
var gl = canvas.getContext('experimental-webgl', { antialias: true }); | |
var pixelsToWebGLMatrix = new Float32Array(16); | |
var mapMatrix = new Float32Array(16); | |
// -- WebGl setup | |
var vertexShader = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource(vertexShader, document.getElementById('vshader').text); | |
gl.compileShader(vertexShader); | |
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(fragmentShader, document.getElementById('fshader').text); | |
gl.compileShader(fragmentShader); | |
// link shaders to create our program | |
var program = gl.createProgram(); | |
gl.attachShader(program, vertexShader); | |
gl.attachShader(program, fragmentShader); | |
gl.linkProgram(program); | |
gl.useProgram(program); | |
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); | |
gl.enable(gl.BLEND); | |
// gl.disable(gl.DEPTH_TEST); | |
// ---------------------------- | |
// look up the locations for the inputs to our shaders. | |
var u_matLoc = gl.getUniformLocation(program, "u_matrix"); | |
gl.aPointSize = gl.getAttribLocation(program, "a_pointSize"); | |
// Set the matrix to some that makes 1 unit 1 pixel. | |
pixelsToWebGLMatrix.set([2 / canvas.width, 0, 0, 0, 0, -2 / canvas.height, 0, 0, 0, 0, 0, 0, -1, 1, 0, 1]); | |
gl.viewport(0, 0, canvas.width, canvas.height); | |
gl.uniformMatrix4fv(u_matLoc, false, pixelsToWebGLMatrix); | |
// -- data | |
var verts = []; | |
var rawVerts = []; | |
//-- verts only | |
var start = new Date(); | |
for (var f = 0; f < data.features.length ; f++) { | |
rawVerts = []; | |
var feature = data.features[f]; | |
var pixels = []; | |
var currentColor = [Math.random(), Math.random(), Math.random()]; //[0.1, 0.6, 0.1]; | |
var flattened = flattenData(feature.geometry.coordinates); | |
var result = earcut(flattened.vertices, flattened.holes, flattened.dimensions); | |
var triangles = []; | |
var dim = feature.geometry.coordinates[0][0].length; | |
for (var i = 0; i < result.length; i++) { | |
var index = result[i]; | |
triangles.push(flattened.vertices[index * dim], flattened.vertices[index * dim + 1]); | |
} | |
for (var i = 0; i < triangles.length;) { | |
if (triangles[i + 1]) { | |
var pixel = LatLongToPixelXY(triangles[i++], triangles[i++]); | |
pixels.push(pixel); | |
verts.push(pixel.x, pixel.y, currentColor[0], currentColor[1], currentColor[2]); | |
} | |
} | |
console.log(pixels); | |
} | |
console.log("updated at " + new Date().setTime(new Date().getTime() - start.getTime()) + " ms "); | |
// tirangles or point count | |
var numPoints = verts.length / 5; | |
console.log("num points: " + numPoints); | |
var vertBuffer = gl.createBuffer(); | |
var vertArray = new Float32Array(verts); | |
var fsize = vertArray.BYTES_PER_ELEMENT; | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, vertArray, gl.STATIC_DRAW); | |
var vertLoc = gl.getAttribLocation(program, "a_vertex"); | |
gl.vertexAttribPointer(vertLoc, 2, gl.FLOAT, false, fsize * 5, 0); | |
gl.enableVertexAttribArray(vertLoc); | |
// -- offset for color buffer | |
var colorLoc = gl.getAttribLocation(program, "a_color"); | |
gl.vertexAttribPointer(colorLoc, 3, gl.FLOAT, false, fsize * 5, fsize * 2); | |
gl.enableVertexAttribArray(colorLoc); | |
glLayer.redraw(); | |
function drawingOnCanvas(canvasOverlay, params) { | |
if (gl == null) return; | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
pixelsToWebGLMatrix.set([2 / canvas.width, 0, 0, 0, 0, -2 / canvas.height, 0, 0, 0, 0, 0, 0, -1, 1, 0, 1]); | |
gl.viewport(0, 0, canvas.width, canvas.height); | |
var pointSize = Math.max(leafletMap.getZoom() - 4.0, 1.0); | |
gl.vertexAttrib1f(gl.aPointSize, pointSize); | |
// -- set base matrix to translate canvas pixel coordinates -> webgl coordinates | |
mapMatrix.set(pixelsToWebGLMatrix); | |
var bounds = leafletMap.getBounds(); | |
var topLeft = new L.LatLng(bounds.getNorth(), bounds.getWest()); | |
var offset = LatLongToPixelXY(topLeft.lat, topLeft.lng); | |
// -- Scale to current zoom | |
var scale = Math.pow(2, leafletMap.getZoom()); | |
scaleMatrix(mapMatrix, scale, scale); | |
translateMatrix(mapMatrix, -offset.x, -offset.y); | |
// -- attach matrix value to 'mapMatrix' uniform in shader | |
gl.uniformMatrix4fv(u_matLoc, false, mapMatrix); | |
gl.drawArrays(gl.TRIANGLES, 0, numPoints); | |
} | |
// Returns a random integer from 0 to range - 1. | |
function randomInt(range) { | |
return Math.floor(Math.random() * range); | |
} | |
// -- converts latlon to pixels at zoom level 0 (for 256x256 tile size) , inverts y coord ) | |
// -- source : http://build-failed.blogspot.cz/2013/02/displaying-webgl-data-on-google-maps.html | |
function LatLongToPixelXY(latitude, longitude) { | |
var pi_180 = Math.PI / 180.0; | |
var pi_4 = Math.PI * 4; | |
var sinLatitude = Math.sin(latitude * pi_180); | |
var pixelY = (0.5 - Math.log((1 + sinLatitude) / (1 - sinLatitude)) / (pi_4)) * 256; | |
var pixelX = ((longitude + 180) / 360) * 256; | |
var pixel = { x: pixelX, y: pixelY }; | |
if (isNaN(pixelX)) { | |
throw new Error('x has to be a number'); | |
} | |
if (isNaN(pixelY)) { | |
throw new Error('y has to be a number'); | |
} | |
return pixel; | |
} | |
function translateMatrix(matrix, tx, ty) { | |
// translation is in last column of matrix | |
matrix[12] += matrix[0] * tx + matrix[4] * ty; | |
matrix[13] += matrix[1] * tx + matrix[5] * ty; | |
matrix[14] += matrix[2] * tx + matrix[6] * ty; | |
matrix[15] += matrix[3] * tx + matrix[7] * ty; | |
} | |
function scaleMatrix(matrix, scaleX, scaleY) { | |
// scaling x and y, which is just scaling first two columns of matrix | |
matrix[0] *= scaleX; | |
matrix[1] *= scaleX; | |
matrix[2] *= scaleX; | |
matrix[3] *= scaleX; | |
matrix[4] *= scaleY; | |
matrix[5] *= scaleY; | |
matrix[6] *= scaleY; | |
matrix[7] *= scaleY; | |
} | |
function flattenData(data) { | |
var dim = data[0][0].length, | |
result = {vertices: [], holes: [], dimensions: dim}, | |
holeIndex = 0; | |
for (var i = 0; i < data.length; i++) { | |
for (var j = 0; j < data[i].length; j++) { | |
for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); | |
} | |
if (i > 0) { | |
holeIndex += data[i - 1].length; | |
result.holes.push(holeIndex); | |
} | |
} | |
return result; | |
} | |
</script> | |
</body> | |
</html> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
This is helpful, thanks :)
I think line 148 has coords around the wrong way:
Cheers,
Dan