Files
housesof/src/modules/globe/index.js

390 lines
15 KiB
JavaScript

import { Renderer } from './beam'
import { Camera } from './beam'
import { vec2, vec3, mat4 } from './beam'
import { Container, Mesh, Material, Texture, SphereGeometryBuffer, PlaneGeometryBuffer } from './beam'
// GLSL shaders as strings
import GlobeVS from './globe-vs.glsl?raw'
import GlobeFS from './globe-fs.glsl?raw'
const FOV = 1 // Camera Field of view; we use 1 to prevent strong perspective effect on the globe
/** get 3D position on a sphere from longitute lattitude */
const lonLatToVector3 = (lng, lat) => {
const phi = (90 - lat) * (Math.PI / 180)
const theta = (lng + 180) * (Math.PI / 180)
const x = -(Math.sin(phi) * Math.cos(theta))
const z = Math.sin(phi) * Math.sin(theta)
const y = Math.cos(phi)
return [x,y,z]
}
// Convert degrees to radians
const degToRad = deg => deg * Math.PI / 180
class WebglGlobe {
// Constructor
constructor (options) {
this.$el = options.el // The DOM reference node
this.options = options
this.options.autoRotationSpeed = this.options.autoRotationSpeed || 0
this.options.scrollSmoothing = this.options.scrollSmoothing || 0.5 // Smooth the globe position to avoid janks on scroll (lower == smoother)
this.options.cameraDistance = 1 // this.options.cameraDistance || 1 // A multiplier to move camera backward or forward
this.options.opacity = this.options.opacity || 1
this.locations = options.markers // List of locations with their options
this._canUpdate = false
this.hasUpdateCameraPos = false
this.referenceHeight = 1 // Used to set camera distance from globe where referenceHeight == window height
this.currMarkerScrollOffset = 0
this.markersScrollOffset = 0
this.globeScrollOffset = 0
this.globeAutoRotation = degToRad(this.options.rotationStart * -1) || 0
this._isHoverMarker = false
let gl
let canvas = document.createElement('canvas')
try { gl = canvas.getContext('webgl') }
catch (x) {
try { gl = canvas.getContext('experimental-webgl') }
catch (x) { gl = null }
}
this.supportWebgl = gl !== null
if (this.supportWebgl) {
this.buildWebglScene()
this.resize()
}
}
// Build
buildWebglScene () {
// Renderer
this.renderer = new Renderer({
// To allow transparent background on webgl canvas
alpha: true,
// Enable antialiasing only if screen is small with no retina (for performances reasons)
antialias: window.innerWidth < 768 || window.devicePixelRatio == 1 ? true : false,
})
const elParent = document.body
// we put the canvas at the end of body tag as 'position:fixed'
// this is to avoid having a too big canvas if the globe needs to be very large:
// so instead we move the globe as we scroll
this.renderer.canvas.style.position = 'fixed'
this.renderer.canvas.style.top = 0
this.renderer.canvas.style.left = 0
this.renderer.canvas.style.pointerEvents = 'none'
this.renderer.canvas.style.zIndex = 100
elParent.appendChild(this.renderer.canvas)
// The markers DOM nodes wrapper
// this wrapper is added just next to the canvas, at the end of body tag
this.$markerWrapper = document.createElement('div')
this.$markerWrapper.classList.add('globe__markers')
this.$markerWrapper.style.position = 'fixed'
this.$markerWrapper.style.top = 0
this.$markerWrapper.style.left = 0
this.$markerWrapper.style.pointerEvents = 'none'
elParent.appendChild(this.$markerWrapper)
// Load worldmap texture
this.texture = Texture.fromUrl(this.renderer.gl, this.options.texture, {
loaded: () => {
//TODO: use only one RAF if possible
requestAnimationFrame(() => {
requestAnimationFrame(() => {
this.imageLoaded = true
})
})
}
})
this.scene = new Container()
// Setup camera
this.camera = new Camera({
fov: 1,
near: 0.1,
far: 1000,
type: 'perspective',
orbitControl: true,
firstPerson: false,
lookAt: [0,0,0],
position: [0,0,0],
pointerParent: this.$el
})
this.camera.lookAt = vec3.create()
/**
* used to compute screen position of markers,
* to move the corresponding DOM nodes
*/
this.viewProjectionMatrix = mat4.create()
this.cameraPosition = vec3.create()
this.globeMesh = new Mesh()
this.globeMesh.material = new Material(this.renderer.gl, {
uniforms: {
tInput: this.texture,
uCameraOffsetY: 0,
},
vertexShader: GlobeVS,
fragmentShader: GlobeFS,
})
this.globeMesh.geometry = new SphereGeometryBuffer(this.renderer.gl, {
radius: this.referenceHeight / 2,
widthSegments: 100, heightSegments: 100
})
this.scene.add(this.globeMesh)
// this.refPlane = new Mesh()
// this.refPlane.material = new Material(this.renderer.gl, {
// uniforms: {
// color: [0,1,0]
// }
// })
// this.refPlane.geometry = new PlaneGeometryBuffer(this.renderer.gl, {
// width: this.referenceHeight, height: this.referenceHeight
// })
// this.scene.add(this.refPlane)
/**
* Create DOM nodes for markers and 3D positions
*/
this.markers = []
let markers = this.locations
// Instance all markers
for (let i = 0; i < markers.length; i++) {
// Position marker
let p = lonLatToVector3(markers[i].lng, markers[i].lat)
// Scale marker position to fit globe size
p[0] *= this.referenceHeight / 2
p[1] *= this.referenceHeight / 2
p[2] *= this.referenceHeight / 2
// Wrap marker in link
let el = document.createElement('a')
el.style.pointerEvents = 'auto'
el.setAttribute('href', `/${markers[i].countrySlug}/${markers[i].slug}`)
el.setAttribute('sveltekit-noscroll', '')
if (markers[i].className) el.classList.add(markers[i].className)
// Add label
let span = document.createElement('span')
span.classList.add('marker__label')
el.appendChild(span)
// Add city label
let spanCity = document.createElement('span')
spanCity.classList.add('marker__city')
spanCity.innerHTML = markers[i].name
span.appendChild(spanCity)
// Add country label
let spanCountry = document.createElement('span')
spanCountry.classList.add('marker__country')
spanCountry.innerHTML = markers[i].countryName
span.appendChild(spanCountry)
// Add class
el.classList.add('marker')
// Add a class if opacity is below 1
if (this.options.opacity < 1) {
el.classList.add('is-light')
}
// Callback on click
el.addEventListener('click', () => {
this.options.onLinkClicked && this.options.onLinkClicked()
})
// Add class on hover
el.addEventListener('mouseenter', () => {
el.classList.add('hover')
// Stop globe rotation
this._isHoverMarker = true
// Clear timeout to be sure
clearTimeout(this.hoverTimeout)
})
el.addEventListener('mouseleave', () => {
// Restart rotation after a little delay
this.hoverTimeout = setTimeout(() => this._isHoverMarker = false, 400)
})
el.addEventListener('animationend', () => {
el.classList.remove('hover')
})
// Append marker to HTML
this.$markerWrapper.appendChild(el)
this.markers.push({
el: el,
position: p,
screenPosition: [0,0]
})
}
}
// Resize method
resize () {
if (!this.supportWebgl) {
return
}
this.width = window ? window.innerWidth : 0
this.height = window ? window.innerHeight : 0
//fit globe to container height
this.options.cameraDistance = this.height / this.$el.clientHeight;
// Remove retina on small screen (aka mobile) to boost perfs
this.renderer.setPixelRatio(window.innerWidth < 768 ? 1 : window.devicePixelRatio)
this.renderer.resize(this.width , this.height)
// Update camera aspect ratio
this.camera.aspect = this.width / this.height
this.camera.updateProjectionMatrix()
// Distance to put the camera when rotating around the globe
this.camera._cameraDistance = (this.referenceHeight * this.options.cameraDistance) / 2 / Math.tan(Math.PI * FOV / 360)
this.camera.update(true)
/**
* When markers are behind the globe, clamp their position
* to this size to make them move along the circle edge
*/
this.circleScreenSize = (this.height / 2) * (1 / this.options.cameraDistance)
}
/**
* As the camera rotates arount the globe, we cant simply move the Y position of the camera or the globe
* Instead, we move the globe vertex inside the vertex shadder after compute the project on screen, so we pass the 'scroll' position to a uniform
*/
updateCameraPos (y, scrollDiff) {
this.globeScrollOffset = y
this.markersScrollOffset = scrollDiff
// Avoid jump due to smoothing when setting it for first time as the inital values are 0
if (!this.hasUpdateCameraPos) {
this.hasUpdateCameraPos = true
if (this.globeMesh.material.uniforms.uCameraOffsetY) {
this.globeMesh.material.uniforms.uCameraOffsetY.value = this.globeScrollOffset
}
this.currMarkerScrollOffset = this.markersScrollOffset
}
}
// Destroy
destroy () {
this.disable() // Stop render loop
document.body.removeChild(this.$markerWrapper)
document.body.removeChild(this.renderer.canvas)
this.camera.delete() // To remove event listeners
}
/**
* Flag to stop rendering the webgl if the globe isnt visible
* This helps saving perfs and battery
*/
enable () {
this.renderer.canvas.style.opacity = this.options.opacity
this.$markerWrapper.style.opacity = 1
this._canUpdate = true
}
disable () {
this.renderer.canvas.style.opacity = 0
this.$markerWrapper.style.opacity = 0
this._canUpdate = false
}
// Update
update () {
if (!this.supportWebgl || !this._canUpdate || !this.imageLoaded || !this.hasUpdateCameraPos) {
return
}
if (this.globeMesh.material.uniforms.uCameraOffsetY) {
this.globeMesh.material.uniforms.uCameraOffsetY.value += (this.globeScrollOffset - this.globeMesh.material.uniforms.uCameraOffsetY.value) * this.options.scrollSmoothing
}
this.currMarkerScrollOffset += (this.markersScrollOffset - this.currMarkerScrollOffset) * this.options.scrollSmoothing
// Compute the camera view-projection matrix to use it on the markers
this.camera.update()
vec3.set(this.cameraPosition, this.camera.worldMatrix[12], this.camera.worldMatrix[13], this.camera.worldMatrix[14])
mat4.copy(this.viewProjectionMatrix, this.camera.projectionMatrix)
mat4.multiply(this.viewProjectionMatrix, this.viewProjectionMatrix, this.camera.inverseWorldMatrix)
// Auto rotate the globe if not hover a marker
if (!this._isHoverMarker) {
this.globeAutoRotation += this.options.autoRotationSpeed
this.globeMesh.rotation[1] = this.globeAutoRotation
}
this.globeMesh.updateMatrix()
this.globeMesh.updateWorldMatrix()
let screenPos = vec3.create()
this.markers.forEach((marker, i) => {
// Get marker 3D position and project it on screen to get 2D position
vec3.set(screenPos, marker.position[0], marker.position[1], marker.position[2])
vec3.transformMat4(screenPos, screenPos, this.globeMesh.worldMatrix)
vec3.transformMat4(screenPos, screenPos, this.viewProjectionMatrix)
// Marker 2D screen position (starting from top left corner of screen)
let x = ((screenPos[0] + 1) / 2) * this.width
let y = (1. - (screenPos[1] + 1) / 2) * this.height
// Compute marker Normal
let N = vec3.create()
vec3.set(N, marker.position[0], marker.position[1], marker.position[2])
vec3.transformMat4(N, N, this.globeMesh.worldMatrix)
vec3.normalize(N, N)
// Compute view vector (camera direction)
let V = vec3.create()
vec3.set(V, marker.position[0], marker.position[1], marker.position[2])
vec3.subtract(V, V, this.cameraPosition)
vec3.normalize(V, V)
// Marker is behind the globe: clamp it to the globe edge
if (vec3.dot(V, N) * -1 < 0) {
let dir = vec2.create()
vec2.set(dir, x, y)
let center = vec2.create()
vec2.set(center, this.width/2, this.height/2)
let dir2d = vec2.clone(dir) // vec2.clone(dir, dir)
vec2.subtract(dir2d, dir2d, center)
vec2.normalize(dir2d, dir2d)
vec2.scale(dir2d, dir2d, this.circleScreenSize)
vec2.add(dir2d, dir2d, center)
dir2d[1] += this.currMarkerScrollOffset
marker.el.style.transform = `translate(${dir2d[0]}px, ${dir2d[1]}px) translateZ(0)`
marker.el.classList.remove('is-active')
}
// Marker is in front of the globe; update 2D position
else {
y += this.currMarkerScrollOffset
marker.el.style.transform = `translate(${x}px, ${y}px) translateZ(0)`
marker.el.classList.add('is-active')
}
})
// Render WebGL frame
this.renderer.clearColor(0,0,0,0) //[RGBA] alpha is set to 0 to have a transparent background on the webgl
this.renderer.clear()
this.renderer.render(this.scene, this.camera)
}
}
// window.WebglGlobe = WebglGlobe
export default WebglGlobe