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代码如下:
const map = new mapboxgl.Map({
container: "map",
zoom: 7,
center: [112.5, 22.5],
style: "mapbox://styles/mapbox/light-v10",
// 开启 WebGL 的 msaa(抗锯齿)
antialias: true,
});
const vertexSource = /* glsl */ `
uniform mat4 u_matrix;
attribute vec3 a_pos;
attribute vec2 a_uv;
varying vec2 v_uv;
void main() {
v_uv = a_uv;
gl_Position = u_matrix * vec4(a_pos, 1.0);
}`;
const fragmentSource = /* glsl */ `
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_sampler;
void main() {
gl_FragColor = texture2D(u_sampler, v_uv);
}`;
// create a custom style layer to implement the WebGL content
const customLayer = {
id: "highlight",
type: "custom",
// 当图层添加时调用的函数
// https://docs.mapbox.com/mapbox-gl-js/api/#styleimageinterface#onadd
onAdd: function (map, /** @type {WebGLRenderingContext} */ gl) {
// 创建、编译顶点着色器
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexSource);
gl.compileShader(vertexShader);
// 创建、编译片元着色器
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentSource);
gl.compileShader(fragmentShader);
// 创建着色器程序,链接片元和顶点着色器
this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
// 把 vertexAttributes 和 uniform 在着色器中的位置保存下来
this.aPos = gl.getAttribLocation(this.program, "a_pos");
this.aUv = gl.getAttribLocation(this.program, "a_uv");
this.uSamplerLoc = gl.getUniformLocation(
this.program,
"u_sampler"
);
// 四个点用于定义一个矩形
const p1 = mapboxgl.MercatorCoordinate.fromLngLat(
{
lng: 112.5494384765625,
lat: 22.268764039073968,
},
10
);
const p2 = mapboxgl.MercatorCoordinate.fromLngLat(
{
lng: 114.0216064453125,
lat: 22.268764039073968,
},
10
);
const p3 = mapboxgl.MercatorCoordinate.fromLngLat(
{
lng: 114.0216064453125,
lat: 23.28171917560002,
},
10
);
const p4 = mapboxgl.MercatorCoordinate.fromLngLat(
{
lng: 112.5494384765625,
lat: 23.28171917560002,
},
10
);
// 加载贴图并创建纹理,在加载完毕的回调函数中上载贴图数据
const img = new Image();
img.src = "./image/img.png";
this.texture = gl.createTexture();
img.onload = () => {
// bind 和 storei 操作必须等纹理解码完成
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// 上载数据
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
gl.UNSIGNED_BYTE,
img
);
};
// 创建 VBO
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
// position, uv
p1.x,
p1.y,
p1.z,
0,
0,
p2.x,
p2.y,
p2.z,
1,
0,
p3.x,
p3.y,
p3.z,
1,
1,
p1.x,
p1.y,
p1.z,
0,
0,
p3.x,
p3.y,
p3.z,
1,
1,
p4.x,
p4.y,
p4.z,
0,
1,
]),
gl.STATIC_DRAW
);
},
// 每帧运行
// https://docs.mapbox.com/mapbox-gl-js/api/#map.event:render
render: function (
/** @type {WebGLRenderingContext} */ gl,
matrix
) {
// 每帧都要指定用哪个着色器程序
gl.useProgram(this.program);
// 每帧都要传递 uniform
gl.uniformMatrix4fv(
gl.getUniformLocation(this.program, "u_matrix"),
false,
matrix
);
// 每帧都要绑定纹理参数
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_WRAP_S,
gl.CLAMP_TO_EDGE
);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_WRAP_T,
gl.CLAMP_TO_EDGE
);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MAG_FILTER,
gl.NEAREST
);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
gl.NEAREST
);
// 每帧都要绑定 VBO,并启用 vertexAttributes、设置 vertexAttributes 的参数
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.enableVertexAttribArray(this.aPos);
gl.enableVertexAttribArray(this.aUv);
gl.vertexAttribPointer(
this.aPos,
3,
gl.FLOAT,
false,
20,
0
);
gl.vertexAttribPointer(
this.aUv,
2,
gl.FLOAT,
false,
20,
12
);
// 如果你用不着透明度,可以不执行这两行
// gl.enable(gl.BLEND)
// gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
// 触发绘制
gl.drawArrays(gl.TRIANGLES, 0, 6);
},
};
map.on("load", () => {
map.addLayer(customLayer);
});