Add a Simple Custom Layer on a Globe
Use a custom layer to draw simple WebGL content on a globe. Click the toggle button to switch between globe and Mercator projection.
const API_KEY = 'toursprung';
const map = new maptoolkit.Map({
container: 'map',
style: `https://static.maptoolkit.net/styles/toursprung/terrain.json?api_key=${API_KEY}`,
zoom: 3,
center: [10.0, 52.0],
attributionControl: { compact: false },
canvasContextAttributes: { antialias: true }
});
map.addControl(new maptoolkit.NavigationControl(), 'top-right');
map.on('style.load', () => {
map.setProjection({ type: 'globe' });
});
document.getElementById('project').addEventListener('click', () => {
const currentProjection = map.getProjection();
map.setProjection({
type: currentProjection.type === 'globe' ? 'mercator' : 'globe',
});
});
const highlightLayer = {
id: 'highlight',
type: 'custom',
shaderMap: new Map(),
getShader(gl, shaderDescription) {
if (this.shaderMap.has(shaderDescription.variantName)) {
return this.shaderMap.get(shaderDescription.variantName);
}
const vertexSource = `#version 300 es
${shaderDescription.vertexShaderPrelude}
${shaderDescription.define}
in vec2 a_pos;
void main() {
gl_Position = projectTile(a_pos);
}`;
const fragmentSource = `#version 300 es
out highp vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 1.0, 0.75);
}`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
this.aPos = gl.getAttribLocation(program, 'a_pos');
this.shaderMap.set(shaderDescription.variantName, program);
return program;
},
onAdd(map, gl) {
const helsinki = maptoolkit.MercatorCoordinate.fromLngLat({ lng: 25.004, lat: 60.239 });
const berlin = maptoolkit.MercatorCoordinate.fromLngLat({ lng: 13.403, lat: 52.562 });
const kyiv = maptoolkit.MercatorCoordinate.fromLngLat({ lng: 30.498, lat: 50.541 });
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([helsinki.x, helsinki.y, kyiv.x, kyiv.y, berlin.x, berlin.y]),
gl.STATIC_DRAW
);
},
render(gl, args) {
const program = this.getShader(gl, args.shaderData);
gl.useProgram(program);
gl.uniformMatrix4fv(gl.getUniformLocation(program, 'u_projection_fallback_matrix'), false, args.defaultProjectionData.fallbackMatrix);
gl.uniformMatrix4fv(gl.getUniformLocation(program, 'u_projection_matrix'), false, args.defaultProjectionData.mainMatrix);
gl.uniform4f(gl.getUniformLocation(program, 'u_projection_tile_mercator_coords'), ...args.defaultProjectionData.tileMercatorCoords);
gl.uniform4f(gl.getUniformLocation(program, 'u_projection_clipping_plane'), ...args.defaultProjectionData.clippingPlane);
gl.uniform1f(gl.getUniformLocation(program, 'u_projection_transition'), args.defaultProjectionData.projectionTransition);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.enableVertexAttribArray(this.aPos);
gl.vertexAttribPointer(this.aPos, 2, gl.FLOAT, false, 0, 0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
}
};
map.on('load', () => {
map.addLayer(highlightLayer);
});<!DOCTYPE html>
<html lang="en">
<head>
<title>Add a Simple Custom Layer on a Globe – Maptoolkit Maps JS</title>
<meta property="og:description" content="Use a custom layer to draw simple WebGL content on a globe." />
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<script src="https://unpkg.com/@maptoolkit/maps@11.0.0-beta.2/dist/maptoolkit.js"></script>
<link rel="stylesheet" href="https://unpkg.com/@maptoolkit/maps@11.0.0-beta.2/dist/maptoolkit.css" />
<style>
html, body { width: 100%; height: 100%; margin: 0; padding: 0; }
#map { width: 100%; height: 100%; }
#project {
display: block;
position: absolute;
top: 20px;
left: 50%;
transform: translate(-50%);
padding: 10px 20px;
border: none;
border-radius: 3px;
font-size: 12px;
color: #fff;
background: #ee8a65;
cursor: pointer;
}
</style>
</head>
<body>
<div id="map"></div>
<button id="project">Toggle projection</button>
<script type="module">
const API_KEY = 'toursprung';
const map = new maptoolkit.Map({
container: 'map',
style: `https://static.maptoolkit.net/styles/toursprung/terrain.json?api_key=${API_KEY}`,
zoom: 3,
center: [10.0, 52.0],
attributionControl: { compact: false },
canvasContextAttributes: { antialias: true }
});
map.addControl(new maptoolkit.NavigationControl(), 'top-right');
map.on('style.load', () => {
map.setProjection({ type: 'globe' });
});
document.getElementById('project').addEventListener('click', () => {
const currentProjection = map.getProjection();
map.setProjection({
type: currentProjection.type === 'globe' ? 'mercator' : 'globe',
});
});
const highlightLayer = {
id: 'highlight',
type: 'custom',
shaderMap: new Map(),
getShader(gl, shaderDescription) {
if (this.shaderMap.has(shaderDescription.variantName)) {
return this.shaderMap.get(shaderDescription.variantName);
}
const vertexSource = `#version 300 es
${shaderDescription.vertexShaderPrelude}
${shaderDescription.define}
in vec2 a_pos;
void main() {
gl_Position = projectTile(a_pos);
}`;
const fragmentSource = `#version 300 es
out highp vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 1.0, 0.75);
}`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
this.aPos = gl.getAttribLocation(program, 'a_pos');
this.shaderMap.set(shaderDescription.variantName, program);
return program;
},
onAdd(map, gl) {
const helsinki = maptoolkit.MercatorCoordinate.fromLngLat({ lng: 25.004, lat: 60.239 });
const berlin = maptoolkit.MercatorCoordinate.fromLngLat({ lng: 13.403, lat: 52.562 });
const kyiv = maptoolkit.MercatorCoordinate.fromLngLat({ lng: 30.498, lat: 50.541 });
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([helsinki.x, helsinki.y, kyiv.x, kyiv.y, berlin.x, berlin.y]),
gl.STATIC_DRAW
);
},
render(gl, args) {
const program = this.getShader(gl, args.shaderData);
gl.useProgram(program);
gl.uniformMatrix4fv(gl.getUniformLocation(program, 'u_projection_fallback_matrix'), false, args.defaultProjectionData.fallbackMatrix);
gl.uniformMatrix4fv(gl.getUniformLocation(program, 'u_projection_matrix'), false, args.defaultProjectionData.mainMatrix);
gl.uniform4f(gl.getUniformLocation(program, 'u_projection_tile_mercator_coords'), ...args.defaultProjectionData.tileMercatorCoords);
gl.uniform4f(gl.getUniformLocation(program, 'u_projection_clipping_plane'), ...args.defaultProjectionData.clippingPlane);
gl.uniform1f(gl.getUniformLocation(program, 'u_projection_transition'), args.defaultProjectionData.projectionTransition);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.enableVertexAttribArray(this.aPos);
gl.vertexAttribPointer(this.aPos, 2, gl.FLOAT, false, 0, 0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
}
};
map.on('load', () => {
map.addLayer(highlightLayer);
});
</script>
</body>
</html>