933 some other stuff dont worry

This commit is contained in:
Zemledelec 2025-10-09 15:15:28 +02:00
parent 3335030d34
commit 75aee75cb2
2 changed files with 183 additions and 8 deletions

View File

@ -25,6 +25,122 @@
">Hello world!</div>
<div id="earth" style="width:100%;height:100%"></div>
<script id="shader-vs" type="x-shader/x-vertes">
attribute vec2 aPos;
//attribute vec2 aUV;
varying vec2 vUV;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
vUV = aPos * 0.5 + 0.5;;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
// 2D vector field visualization by Morgan McGuire, @morgan3d, http://casual-effects.com
// Shadertoy source: https://www.shadertoy.com/view/4s23DG#
precision highp float;
uniform float iGlobalTime; // shader playback time (in seconds)
uniform vec2 iResolution;
const float PI = 3.1415927;
const int ARROW_V_STYLE = 1;
const int ARROW_LINE_STYLE = 2;
// Choose your arrow head style
const int ARROW_STYLE = ARROW_LINE_STYLE;
const float ARROW_TILE_SIZE = 32.0;
// How sharp should the arrow head be? Used
const float ARROW_HEAD_ANGLE = 24.0 * PI / 180.0;
// Used for ARROW_LINE_STYLE
const float ARROW_HEAD_LENGTH = ARROW_TILE_SIZE / 5.0;
const float ARROW_SHAFT_THICKNESS = 1.0;
varying vec2 vUV;
// Computes the center pixel of the tile containing pixel pos
vec2 arrowTileCenterCoord(vec2 pos) {
return (floor(pos / ARROW_TILE_SIZE) + 0.5) * ARROW_TILE_SIZE;
}
// v = field sampled at tileCenterCoord(p), scaled by the length
// desired in pixels for arrows
// Returns 1.0 where there is an arrow pixel.
float arrow(vec2 p, vec2 v) {
// Make everything relative to the center, which may be fractional
p -= arrowTileCenterCoord(p);
float mag_v = length(v), mag_p = length(p);
if (mag_v > 0.0) {
// Non-zero velocity case
vec2 dir_p = p / mag_p, dir_v = v / mag_v;
// We can't draw arrows larger than the tile radius, so clamp magnitude.
// Enforce a minimum length to help see direction
mag_v = clamp(mag_v, 5.0, ARROW_TILE_SIZE / 2.0);
// Arrow tip location
v = dir_v * mag_v;
// Define a 2D implicit surface so that the arrow is antialiased.
// In each line, the left expression defines a shape and the right controls
// how quickly it fades in or out.
float dist;
if (ARROW_STYLE == ARROW_LINE_STYLE) {
// Signed distance from a line segment based on https://www.shadertoy.com/view/ls2GWG by
// Matthias Reitinger, @mreitinger
// Line arrow style
dist =
max(
// Shaft
ARROW_SHAFT_THICKNESS / 4.0 -
max(abs(dot(p, vec2(dir_v.y, -dir_v.x))), // Width
abs(dot(p, dir_v)) - mag_v + ARROW_HEAD_LENGTH / 2.0), // Length
// Arrow head
min(0.0, dot(v - p, dir_v) - cos(ARROW_HEAD_ANGLE / 2.0) * length(v - p)) * 2.0 + // Front sides
min(0.0, dot(p, dir_v) + ARROW_HEAD_LENGTH - mag_v)); // Back
} else {
// V arrow style
dist = min(0.0, mag_v - mag_p) * 2.0 + // length
min(0.0, dot(normalize(v - p), dir_v) - cos(ARROW_HEAD_ANGLE / 2.0)) * 2.0 * length(v - p) + // head sides
min(0.0, dot(p, dir_v) + 1.0) + // head back
min(0.0, cos(ARROW_HEAD_ANGLE / 2.0) - dot(normalize(v * 0.33 - p), dir_v)) * mag_v * 0.8; // cutout
}
return clamp(1.0 + dist, 0.0, 1.0);
} else {
// Center of the pixel is always on the arrow
return max(0.0, 1.2 - mag_p);
}
}
/////////////////////////////////////////////////////////////////////
// The vector field; use your own function or texture
vec2 field(vec2 pos) {
return vec2(cos(pos.x * 0.01 + pos.y * 0.01) + cos(pos.y * 0.005 + iGlobalTime), 2.0 * cos(pos.y * 0.01 + iGlobalTime * 0.3)) * 0.5;
}
void main() {
vec2 fc = 0.5 * (vUV * iResolution.y + iResolution.xy);
vec4 fragColor =
(arrow(fc, field(arrowTileCenterCoord(fc)) * ARROW_TILE_SIZE * 0.4)) *
vec4(0.0, 0.0, 0.0, 1.0);
gl_FragColor = fragColor;
}
</script>
</body>
</html>

View File

@ -9,28 +9,87 @@ import {
Entity,
control,
LonLat,
Gltf
Gltf,
GeoTexture2d,
Framebuffer,
Program, EmptyTerrain
} from "../../lib/og.es.js";
let objLayer = new Vector("Obj.Layer", {
scaleByDistance: [50, 50000, 1]
let geoTex = new GeoTexture2d("Vector Field", {
corners: [[-180, 90], [180, 90], [180, -90], [-180, -90]],
visibility: true,
isBaseLayer: false,
frameWidth: 4096,
frameHeight: 4096,
opacity: 1.0,
attribution: '<a href="//www.shadertoy.com/view/4s23DG">2D vector field visualization</a> <a href="//casual-effects.com">by Morgan McGuire</a>'
});
let globe = new Globe({
target: "earth",
name: "Earth",
terrain: new GlobusRgbTerrain(),
transitionOpacityEnabled: true,
terrain: new EmptyTerrain(),
//transitionOpacityEnabled: false,
atmosphereEnabled: true,
layers: [new OpenStreetMap()],
transparentBackground: true,
layers: [new OpenStreetMap(), geoTex],
//transparentBackground: true,
atmosphereParameters:{
disableSunDisk: true
}
});
__globus__.planet.layers[1].setHeight(100000);
globe.planet.addControls([
new control.TimelineControl(),
new control.LayerSwitcher(),
new control.Lighting()
]);
]);
let handler = globe.renderer.handler;
let frameBuffer = new Framebuffer(handler, {
'width': 4096,
'height': 4096
});
frameBuffer.init();
//Bind framebuffer texture to the geoTexture2d layer.
geoTex.bindTexture(frameBuffer.textures[0]);
//Attach vector field shader.
handler.addProgram(new Program("vectorMap", {
uniforms: {
'iGlobalTime': 'float',
'iResolution': 'vec2'
},
attributes: {
'aPos': 'vec2'
},
vertexShader: document.getElementById("shader-vs").innerHTML,
fragmentShader: document.getElementById("shader-fs").innerHTML
}));
var animCounter = 0,
vertBuffer = handler.createArrayBuffer(new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]), 2, 4);
globe.renderer.events.on("draw", function (r) {
//Rendering vector field to geoTexture2d buffer
frameBuffer.activate();
let gl = r.handler.gl;
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//Actually a better way to replace this function to native gl.
r.handler.programs.vectorMap
.set({
'aPos': vertBuffer,
'iGlobalTime': animCounter += 0.03,
'iResolution': [4096, 4096]
})
.drawArrays(r.handler.gl.TRIANGLE_STRIP, vertBuffer.numItems);
frameBuffer.deactivate();
});