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https://github.com/tsherif/mercator-gl

Tiny library for GLSL web mercator projections
https://github.com/tsherif/mercator-gl

3d geospatial mercator visualization webgl

Last synced: 2 months ago
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Tiny library for GLSL web mercator projections

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MercatorGL
==========

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MercatorGL is a minimal library for calculating web mercator projections on a GPU using WebGL. It provides utilities to inject GLSL code for projecting longitude/latitude coordinates into already exisiting vertex shader code and calculate the uniforms it requires. MercatorGL focuses on numerical stability by performing most calculations at 64-bit precision, and switching to an "offset mode" at higher zoom levels (using a technique borrowed from [deck.gl](https://medium.com/vis-gl/how-sometimes-assuming-the-earth-is-flat-helps-speed-up-rendering-in-deck-gl-c43b72fd6db4)).

Following [Mapbox conventions](https://blog.mapbox.com/512-map-tiles-cb5bfd6e72ba) input coordinates are transformed to a 512x512 Mercator space, with (0, 0) at the top-left and (512, 512) at the bottom-right. Z-coordinates, if provided, are interpreted as meter elevations. The application must provide a projection matrix (via `updateMercatorUniforms`) to map from Mercator space into clip space.

An example of usage with [MapboxGL](https://docs.mapbox.com/mapbox-gl-js/api/) is shown below.

```JavaScript
let map = new mapboxgl.Map({
container: mapboxContainer,
style: "mapbox://styles/mapbox/streets-v9",
center: [-73.982130, 40.762896],
zoom: 15
});

// NOTE: MercatorGL works with both GLSL 1 and 3 shaders
let vs = `
#version 300 es
layout(location=0) in vec2 lngLatPosition;
void main() {
// mercator_gl_lngLatToClip function injected by injectMercatorGLSL().
// mercator_gl_lngLatToMercator and mercator_gl_mercatorToClip also available to do
// projection in multiple steps.
gl_Position = mercator_gl_lngLatToClip(position);
}
`;

let fs = `
#version 300 es
precision highp float;
uniform vec4 color;
out vec4 fragColor;
void main() {
fragColor = color;
}
`;

// Insert projection functions into vertex shader
let vertexShaderSource = injectMercatorGLSL(vs);
let fragmentShaderSource = fs;
// Create WebGL program from vertexShaderSource and fragmentShaderSource

let uniforms = {
// An application uniform, not used by MercatorGL
color: new Float32Array(1.0, 0.0, 0.0, 1.0);
};

// Uniforms used by MercatorGL are added to the map.
allocateMercatorUniforms(uniforms);

map.on("render", (e) => {
let center = map.getCenter().toArray();
let zoom = map.getZoom();

// Update the values of MercatorGL uniforms in the map (including projection matrix provided by Mapbox).
// The application must use the map to update program uniforms used by MercatorGL.
updateMercatorUniforms(uniforms, center, zoom, map.transform.projMatrix);

// Draw to canvas
});
```