A library for visualizing streamlines with moving particles, powered by WebGL. The visualizer can be run with velocity fields from any source, but has a MapLibre map layer that fetches WMS data from a FEWS WMS service.
This library uses WebGL to propagate particles along the streamlines of a velocity field and visualize their tracks. Both the propagation and the visualization is powered by the user's GPU, allowing the visualization to run with thousands of particles at high FPS, even on mobile phones.
This library has been primarily developed for use with MapLibre and FEWS Web Mapping Service.
It can be added to an existing MapLibre map with:
// Create new animated streamlines layer based on options.
const layer = new WMSStreamlineLayer('streamlines', options)
// Add the layer to the MapLibre map.
map.addLayer(layer)
// Initialise the streamlines by a.o. fetching a velocity field.
await layer.initialise()Refer to examples/maplibre_basic.ts for the full
example.
A hosted version of some of the examples can be found on the GitHub Pages.
The core of the WebGL streamline visualizer can also be used standalone, for example for integrating with your map library or velocity field source of choice.
Refer to examples/vortex.ts for a full example that uses
the visualizer without a map library and generates velocity data with
TypeScript function.
interface StreamlineVisualiserOptions {
style: StreamlineStyle
particleSize: number
speedFactor: number
fadeAmountPerSecond: number
maxDisplacement: number
maxAge: number
growthRate?: number
speedExponent?: number
particleColor?: string
spriteUrl?: URL
trailParticleOptions?: TrailParticleOptions
/** Opacity of the particle overlay (0–1). Used by LightParticlesOnMagnitude
* and DarkParticlesOnMagnitude styles. Default: 1 */
particleOverlayOpacity?: number
/** Alpha threshold for edge detection at data/nodata boundaries.
* Controls how aggressively edges are clipped when the velocity texture
* uses an alpha validity mask. Lower values show more of the interpolated
* edge (less corner rounding), higher values clip more aggressively.
* Range: 0–1. Default: 0.5 */
edgeThreshold?: number
}-
setScaling(scaling)— sets the bounding box scaling for positioning the data within the viewport. When the data doesn't fill the viewport, the visualizer automatically compensates particle size and speed so they appear consistent on screen regardless of the data-to-viewport ratio. -
renderFrame(dt)— advances particles bydtseconds and renders the full composite (particle trails + magnitude shading) to the default framebuffer. -
renderCopy()— re-draws the final composite pass with the current scaling without advancing particles. Use this to render world copies at different offsets: callsetScaling()with the shifted bbox, thenrenderCopy(). Must be called afterrenderFrame()in the same frame.
Install dependencies and initialize Playwright:
npm install
npx playwright installRun a development server for the demo pages, listening for changes in the source:
npm run devRun the linter on the library and examples:
npm run lintRun a production build of the library:
npm run buildTo build and view the examples run (note you may have to adapt base to '/' in the examples config )
npm run build:examples
npm run previewRun all tests, listening for change in the source:
npm run test