raw · 7974 bytes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 | // flatmap.js — flat world maps (Equal Earth, plate carrée): GPU-reprojected texture, pan/zoom, picking import * as THREE from 'three'; import { project, unproject, EE_XMAX, EE_YMAX, PC_XMAX, PC_YMAX } from './geo.js'; import { densify, flatSegments } from './overlay_geom.js'; import { LineSet } from './lines.js'; import { BACKGROUND } from './globe.js'; import { SHADE_GLSL, shadeUniforms, applyOver, applySun } from './shading.js'; import { MAX_ZOOM } from './limits.js'; import { Touches } from './gestures.js'; export { MAX_ZOOM }; const EXTENT = { equal_earth: [EE_XMAX, EE_YMAX, 1], plate_carree: [PC_XMAX, PC_YMAX, 0] }; const VERT = /* glsl */ ` varying vec2 vXY; void main() { vXY = position.xy; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`; // Inverse projection per pixel, same maths as geo.js / mapgen/projections.py (Equal Earth: Newton on t). const FRAG = /* glsl */ `${SHADE_GLSL} uniform int proj; varying vec2 vXY; const float A1 = 1.340264, A2 = -0.081106, A3 = 0.000893, A4 = 0.003796; const float M = 0.8660254037844386, PI = 3.141592653589793; void main() { float lat = vXY.y, lon = vXY.x; if (proj == 1) { float t = vXY.y / A1; for (int i = 0; i < 12; i++) { float t2 = t * t, t6 = t2 * t2 * t2; t -= (t * (A1 + A2 * t2 + A3 * t6 + A4 * t6 * t2) - vXY.y) / (A1 + 3.0 * A2 * t2 + 7.0 * A3 * t6 + 9.0 * A4 * t6 * t2); } float t2 = t * t, t6 = t2 * t2 * t2; float s = sin(t) / M; lon = 3.0 * vXY.x * (A1 + 3.0 * A2 * t2 + 7.0 * A3 * t6 + 9.0 * A4 * t6 * t2) / (2.0 * sqrt(3.0) * cos(t)); if (abs(s) > 1.000001 || abs(lon) > PI) discard; lat = asin(clamp(s, -1.0, 1.0)); } vec3 n = vec3(cos(lat) * cos(lon), sin(lat), -cos(lat) * sin(lon)); // scene convention, as geo.toVec gl_FragColor = vec4(shadeColor(vec2(lon / (2.0 * PI) + 0.5, lat / PI + 0.5), n, 1.0), 1.0); }`; export class FlatView { constructor(renderer, kind, onChange) { const [xmax, ymax, proj] = EXTENT[kind]; Object.assign(this, { renderer, kind, onChange, xmax, ymax, cx: 0, cy: 0, zoom: 1, w: 1, h: 1, active: false }); this.scene = new THREE.Scene(); this.scene.background = new THREE.Color(BACKGROUND); this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 10); this.camera.position.z = 5; this.shade = shadeUniforms(); this.material = new THREE.ShaderMaterial({ vertexShader: VERT, fragmentShader: FRAG, uniforms: { ...this.shade, proj: { value: proj } } }); this.scene.add(new THREE.Mesh(new THREE.PlaneGeometry(2 * xmax, 2 * ymax), this.material)); this.lines = new LineSet(this.scene); this.#bind(renderer.domElement); } activate() { this.active = true; } deactivate() { this.active = false; } resize(w, h) { this.w = w; this.h = h; this.#apply(); } #half() { // half width/height of the visible area in projection units; zoom 1 fits the whole map const hh = (Math.max(this.ymax, (this.xmax * this.h) / this.w) * 1.04) / this.zoom; return [(hh * this.w) / this.h, hh]; } #apply() { this.cy = Math.max(-this.ymax, Math.min(this.ymax, this.cy)); const edge = this.kind === 'equal_earth' // keep the centre on the map, so its lat/lon is exact ? project(this.kind, unproject(this.kind, 0, this.cy).lat, 180).x : this.xmax; this.cx = Math.max(-edge, Math.min(edge, this.cx)); const [hw, hh] = this.#half(); Object.assign(this.camera, { left: -hw, right: hw, top: hh, bottom: -hh }); // camera follows the centre: this.camera.position.set(this.cx, this.cy, 5); // small offsets keep float precision this.camera.updateProjectionMatrix(); } toWorld(x, y) { const [hw, hh] = this.#half(); return { X: this.cx + ((x / this.w) * 2 - 1) * hw, Y: this.cy + (1 - (y / this.h) * 2) * hh }; } getState() { const c = unproject(this.kind, this.cx, this.cy) // centre may sit outside the outline ?? { lat: unproject(this.kind, 0, this.cy).lat, lon: Math.sign(this.cx) * 180 }; return { lat: c.lat, lon: c.lon, zoom: this.zoom }; } setState({ lat, lon, zoom }) { const p = project(this.kind, lat, lon); this.cx = p.x; this.cy = p.y; this.zoom = Math.min(MAX_ZOOM, Math.max(1, Number.isFinite(zoom) ? zoom : this.zoom)); this.#apply(); this.onChange(); } setTexture(tex) { this.material.uniforms.map.value = tex; this.material.uniforms.hasMap.value = tex ? 1 : 0; } setOver(tex, op) { applyOver(this.shade, tex, op); } setSun(v) { applySun(this.shade, v); } setLines(id, lines, color) { // densify: long legs (measure paths) follow the great circle, as on the globe this.lines.set(id, flatSegments(densify(lines, 1), this.kind, 0.001), color); } removeLines(id) { this.lines.remove(id); } pick(x, y) { const { X, Y } = this.toWorld(x, y); return unproject(this.kind, X, Y); } toScreen(lat, lon) { const p = project(this.kind, lat, lon), [hw, hh] = this.#half(); return { x: (((p.x - this.cx) / hw + 1) / 2) * this.w, y: ((1 - (p.y - this.cy) / hh) / 2) * this.h }; } render() { this.renderer.render(this.scene, this.camera); } #zoomAt(x, y, f) { // zoom by f keeping the point under (x, y) in place const before = this.toWorld(x, y); this.zoom = Math.min(MAX_ZOOM, Math.max(1, this.zoom * f)); const after = this.toWorld(x, y); this.cx += before.X - after.X; this.cy += before.Y - after.Y; } #bind(canvas) { let drag = null; const touches = new Touches(), at = e => { const r = canvas.getBoundingClientRect(); return { x: e.clientX - r.left, y: e.clientY - r.top }; }; canvas.addEventListener('pointerdown', e => { if (!this.active || e.button !== 0) return; drag = { x: e.clientX, y: e.clientY, cx: this.cx, cy: this.cy, id: e.pointerId }; try { canvas.setPointerCapture(e.pointerId); } catch { /* a synthetic or already-ended pointer */ } if (e.pointerType === 'touch') { touches.down(e.pointerId, at(e)); if (touches.size >= 2) drag = null; // two fingers: pinch and pan together } }); canvas.addEventListener('pointermove', e => { if (!this.active) return; const g = e.pointerType === 'touch' ? touches.move(e.pointerId, at(e)) : null; if (g) { const k = (2 * this.#half()[1]) / this.h; this.cx -= g.move.x * k; this.cy += g.move.y * k; this.#zoomAt(g.mid.x, g.mid.y, g.scale); this.#apply(); this.onChange(); return; } if (!drag || e.pointerId !== drag.id) return; const k = (2 * this.#half()[1]) / this.h; // projection units per CSS px this.cx = drag.cx - (e.clientX - drag.x) * k; this.cy = drag.cy + (e.clientY - drag.y) * k; this.#apply(); this.onChange(); }); const end = e => { drag = null; if (e.pointerType !== 'touch') return; const wasPair = touches.size >= 2; touches.up(e.pointerId); const rest = wasPair && touches.size === 1 ? touches.other(e.pointerId) : null; if (rest) { // one finger left: it pans on from where it is const r = canvas.getBoundingClientRect(); drag = { x: rest.at.x + r.left, y: rest.at.y + r.top, cx: this.cx, cy: this.cy, id: rest.id }; } }; canvas.addEventListener('pointerup', end); canvas.addEventListener('pointercancel', end); canvas.addEventListener('wheel', e => { if (!this.active) return; e.preventDefault(); const r = canvas.getBoundingClientRect(), x = e.clientX - r.left, y = e.clientY - r.top; const px = e.deltaY * (e.deltaMode === 1 ? 33 : e.deltaMode === 2 ? 400 : 1); // Firefox may send lines this.#zoomAt(x, y, Math.exp(-px * 0.0015)); this.#apply(); this.onChange(); }, { passive: false }); } } |