@antv/l7-layers 2.16.0 → 2.16.2

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Files changed (218) hide show
  1. package/es/core/BaseLayer.d.ts +3 -0
  2. package/es/core/BaseLayer.js +76 -80
  3. package/es/core/BaseModel.d.ts +9 -71
  4. package/es/core/BaseModel.js +75 -357
  5. package/es/core/CommonStyleAttribute.d.ts +2 -0
  6. package/es/core/CommonStyleAttribute.js +66 -0
  7. package/es/core/interface.d.ts +13 -3
  8. package/es/core/shape/extrude.js +18 -6
  9. package/es/core/triangulation.d.ts +12 -0
  10. package/es/core/triangulation.js +70 -0
  11. package/es/heatmap/models/grid.js +1 -1
  12. package/es/heatmap/models/grid3d.js +1 -1
  13. package/es/heatmap/models/heatmap.d.ts +1 -0
  14. package/es/heatmap/models/heatmap.js +17 -13
  15. package/es/heatmap/models/hexagon.js +1 -1
  16. package/es/heatmap/shaders/grid_vert.glsl +2 -2
  17. package/es/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
  18. package/es/heatmap/shaders/hexagon_vert.glsl +2 -2
  19. package/es/line/index.d.ts +1 -0
  20. package/es/line/index.js +3 -2
  21. package/es/line/models/arc.js +9 -45
  22. package/es/line/models/arc_3d.js +12 -45
  23. package/es/line/models/earthArc_3d.js +6 -40
  24. package/es/line/models/{half.d.ts → flow.d.ts} +1 -11
  25. package/es/line/models/flow.js +167 -0
  26. package/es/line/models/great_circle.js +4 -38
  27. package/es/line/models/index.d.ts +1 -1
  28. package/es/line/models/index.js +3 -3
  29. package/es/line/models/line.js +7 -41
  30. package/es/line/models/linearline.js +4 -38
  31. package/es/line/models/simpleLine.d.ts +0 -1
  32. package/es/line/models/simpleLine.js +4 -43
  33. package/es/line/shaders/dash/arc_dash_frag.glsl +3 -6
  34. package/es/line/shaders/dash/arc_dash_vert.glsl +6 -46
  35. package/es/line/shaders/dash/line_dash_frag.glsl +4 -7
  36. package/es/line/shaders/dash/line_dash_vert.glsl +3 -33
  37. package/es/line/shaders/flow/flow_line_frag.glsl +13 -0
  38. package/es/line/shaders/flow/flow_line_vert.glsl +83 -0
  39. package/es/line/shaders/line_arc_3d_frag.glsl +6 -6
  40. package/es/line/shaders/line_arc_3d_vert.glsl +4 -34
  41. package/es/line/shaders/line_arc_frag.glsl +7 -11
  42. package/es/line/shaders/line_arc_great_circle_frag.glsl +5 -6
  43. package/es/line/shaders/line_arc_great_circle_vert.glsl +4 -32
  44. package/es/line/shaders/line_arc_vert.glsl +9 -45
  45. package/es/line/shaders/line_frag.glsl +15 -17
  46. package/es/line/shaders/line_vert.glsl +3 -34
  47. package/es/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
  48. package/es/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
  49. package/es/line/shaders/linear/arc_linear_frag.glsl +2 -30
  50. package/es/line/shaders/linear/arc_linear_vert.glsl +9 -45
  51. package/es/line/shaders/linear/line_linear_frag.glsl +5 -6
  52. package/es/line/shaders/linearLine/line_linear_frag.glsl +2 -14
  53. package/es/line/shaders/linearLine/line_linear_vert.glsl +14 -32
  54. package/es/line/shaders/simple/simpleline_frag.glsl +1 -5
  55. package/es/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
  56. package/es/line/shaders/simple/simpleline_vert.glsl +7 -33
  57. package/es/plugins/DataMappingPlugin.js +20 -34
  58. package/es/plugins/LayerModelPlugin.js +13 -1
  59. package/es/plugins/ShaderUniformPlugin.js +3 -3
  60. package/es/point/index.d.ts +1 -0
  61. package/es/point/index.js +1 -0
  62. package/es/point/models/earthExtrude.d.ts +0 -3
  63. package/es/point/models/earthExtrude.js +2 -40
  64. package/es/point/models/earthFill.d.ts +0 -1
  65. package/es/point/models/earthFill.js +9 -60
  66. package/es/point/models/extrude.d.ts +0 -3
  67. package/es/point/models/extrude.js +3 -42
  68. package/es/point/models/fill.d.ts +0 -1
  69. package/es/point/models/fill.js +15 -76
  70. package/es/point/models/fillmage.js +6 -43
  71. package/es/point/models/image.js +7 -41
  72. package/es/point/models/normal.js +2 -2
  73. package/es/point/models/radar.d.ts +0 -1
  74. package/es/point/models/radar.js +4 -13
  75. package/es/point/models/simplePoint.d.ts +0 -1
  76. package/es/point/models/simplePoint.js +8 -49
  77. package/es/point/models/text.js +17 -47
  78. package/es/point/shaders/animate/wave_frag.glsl +1 -11
  79. package/es/point/shaders/earth/extrude_frag.glsl +5 -17
  80. package/es/point/shaders/earth/extrude_vert.glsl +14 -29
  81. package/es/point/shaders/earth/fill_frag.glsl +5 -14
  82. package/es/point/shaders/earth/fill_vert.glsl +1 -75
  83. package/es/point/shaders/extrude/extrude_frag.glsl +3 -29
  84. package/es/point/shaders/extrude/extrude_vert.glsl +27 -35
  85. package/es/point/shaders/fill_frag.glsl +9 -20
  86. package/es/point/shaders/fill_vert.glsl +16 -101
  87. package/es/point/shaders/image/fillImage_frag.glsl +2 -5
  88. package/es/point/shaders/image/fillImage_vert.glsl +4 -47
  89. package/es/point/shaders/image_frag.glsl +1 -5
  90. package/es/point/shaders/image_vert.glsl +1 -44
  91. package/es/point/shaders/normal_frag.glsl +0 -2
  92. package/es/point/shaders/normal_vert.glsl +2 -1
  93. package/es/point/shaders/radar/radar_vert.glsl +2 -2
  94. package/es/point/shaders/simplePoint_frag.glsl +0 -7
  95. package/es/point/shaders/simplePoint_vert.glsl +3 -45
  96. package/es/point/shaders/text_frag.glsl +6 -19
  97. package/es/point/shaders/text_vert.glsl +5 -66
  98. package/es/polygon/index.d.ts +1 -0
  99. package/es/polygon/index.js +1 -0
  100. package/es/polygon/models/extrude.d.ts +0 -3
  101. package/es/polygon/models/extrude.js +86 -82
  102. package/es/polygon/models/fill.d.ts +0 -4
  103. package/es/polygon/models/fill.js +8 -47
  104. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
  105. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
  106. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
  107. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
  108. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
  109. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
  110. package/es/polygon/shaders/polygon_frag.glsl +0 -5
  111. package/es/polygon/shaders/polygon_linear_frag.glsl +0 -8
  112. package/es/polygon/shaders/polygon_linear_vert.glsl +0 -32
  113. package/es/polygon/shaders/polygon_vert.glsl +1 -27
  114. package/es/utils/layerData.js +2 -2
  115. package/lib/core/BaseLayer.js +74 -78
  116. package/lib/core/BaseModel.js +74 -356
  117. package/lib/core/CommonStyleAttribute.js +72 -0
  118. package/lib/core/shape/extrude.js +18 -6
  119. package/lib/core/triangulation.js +72 -0
  120. package/lib/heatmap/models/grid.js +1 -1
  121. package/lib/heatmap/models/grid3d.js +1 -1
  122. package/lib/heatmap/models/heatmap.js +17 -13
  123. package/lib/heatmap/models/hexagon.js +1 -1
  124. package/lib/heatmap/shaders/grid_vert.glsl +2 -2
  125. package/lib/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
  126. package/lib/heatmap/shaders/hexagon_vert.glsl +2 -2
  127. package/lib/line/index.js +3 -2
  128. package/lib/line/models/arc.js +9 -45
  129. package/lib/line/models/arc_3d.js +12 -45
  130. package/lib/line/models/earthArc_3d.js +6 -40
  131. package/lib/line/models/flow.js +174 -0
  132. package/lib/line/models/great_circle.js +4 -38
  133. package/lib/line/models/index.js +3 -3
  134. package/lib/line/models/line.js +7 -41
  135. package/lib/line/models/linearline.js +4 -38
  136. package/lib/line/models/simpleLine.js +4 -43
  137. package/lib/line/shaders/dash/arc_dash_frag.glsl +3 -6
  138. package/lib/line/shaders/dash/arc_dash_vert.glsl +6 -46
  139. package/lib/line/shaders/dash/line_dash_frag.glsl +4 -7
  140. package/lib/line/shaders/dash/line_dash_vert.glsl +3 -33
  141. package/lib/line/shaders/flow/flow_line_frag.glsl +13 -0
  142. package/lib/line/shaders/flow/flow_line_vert.glsl +83 -0
  143. package/lib/line/shaders/line_arc_3d_frag.glsl +6 -6
  144. package/lib/line/shaders/line_arc_3d_vert.glsl +4 -34
  145. package/lib/line/shaders/line_arc_frag.glsl +7 -11
  146. package/lib/line/shaders/line_arc_great_circle_frag.glsl +5 -6
  147. package/lib/line/shaders/line_arc_great_circle_vert.glsl +4 -32
  148. package/lib/line/shaders/line_arc_vert.glsl +9 -45
  149. package/lib/line/shaders/line_frag.glsl +15 -17
  150. package/lib/line/shaders/line_vert.glsl +3 -34
  151. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
  152. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
  153. package/lib/line/shaders/linear/arc_linear_frag.glsl +2 -30
  154. package/lib/line/shaders/linear/arc_linear_vert.glsl +9 -45
  155. package/lib/line/shaders/linear/line_linear_frag.glsl +5 -6
  156. package/lib/line/shaders/linearLine/line_linear_frag.glsl +2 -14
  157. package/lib/line/shaders/linearLine/line_linear_vert.glsl +14 -32
  158. package/lib/line/shaders/simple/simpleline_frag.glsl +1 -5
  159. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
  160. package/lib/line/shaders/simple/simpleline_vert.glsl +7 -33
  161. package/lib/plugins/DataMappingPlugin.js +20 -34
  162. package/lib/plugins/LayerModelPlugin.js +13 -1
  163. package/lib/plugins/ShaderUniformPlugin.js +3 -3
  164. package/lib/point/index.js +1 -0
  165. package/lib/point/models/earthExtrude.js +2 -40
  166. package/lib/point/models/earthFill.js +9 -60
  167. package/lib/point/models/extrude.js +3 -42
  168. package/lib/point/models/fill.js +15 -76
  169. package/lib/point/models/fillmage.js +6 -43
  170. package/lib/point/models/image.js +7 -41
  171. package/lib/point/models/normal.js +2 -2
  172. package/lib/point/models/radar.js +4 -13
  173. package/lib/point/models/simplePoint.js +8 -49
  174. package/lib/point/models/text.js +15 -45
  175. package/lib/point/shaders/animate/wave_frag.glsl +1 -11
  176. package/lib/point/shaders/earth/extrude_frag.glsl +5 -17
  177. package/lib/point/shaders/earth/extrude_vert.glsl +14 -29
  178. package/lib/point/shaders/earth/fill_frag.glsl +5 -14
  179. package/lib/point/shaders/earth/fill_vert.glsl +1 -75
  180. package/lib/point/shaders/extrude/extrude_frag.glsl +3 -29
  181. package/lib/point/shaders/extrude/extrude_vert.glsl +27 -35
  182. package/lib/point/shaders/fill_frag.glsl +9 -20
  183. package/lib/point/shaders/fill_vert.glsl +16 -101
  184. package/lib/point/shaders/image/fillImage_frag.glsl +2 -5
  185. package/lib/point/shaders/image/fillImage_vert.glsl +4 -47
  186. package/lib/point/shaders/image_frag.glsl +1 -5
  187. package/lib/point/shaders/image_vert.glsl +1 -44
  188. package/lib/point/shaders/normal_frag.glsl +0 -2
  189. package/lib/point/shaders/normal_vert.glsl +2 -1
  190. package/lib/point/shaders/radar/radar_vert.glsl +2 -2
  191. package/lib/point/shaders/simplePoint_frag.glsl +0 -7
  192. package/lib/point/shaders/simplePoint_vert.glsl +3 -45
  193. package/lib/point/shaders/text_frag.glsl +6 -19
  194. package/lib/point/shaders/text_vert.glsl +5 -66
  195. package/lib/polygon/index.js +1 -0
  196. package/lib/polygon/models/extrude.js +86 -82
  197. package/lib/polygon/models/fill.js +8 -47
  198. package/lib/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
  199. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
  200. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
  201. package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
  202. package/lib/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
  203. package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
  204. package/lib/polygon/shaders/polygon_frag.glsl +0 -5
  205. package/lib/polygon/shaders/polygon_linear_frag.glsl +0 -8
  206. package/lib/polygon/shaders/polygon_linear_vert.glsl +0 -32
  207. package/lib/polygon/shaders/polygon_vert.glsl +1 -27
  208. package/lib/utils/layerData.js +2 -2
  209. package/package.json +7 -7
  210. package/es/line/models/half.js +0 -267
  211. package/es/line/shaders/half/line_half_frag.glsl +0 -53
  212. package/es/line/shaders/half/line_half_vert.glsl +0 -169
  213. package/es/utils/dataMappingStyle.d.ts +0 -31
  214. package/es/utils/dataMappingStyle.js +0 -137
  215. package/lib/line/models/half.js +0 -274
  216. package/lib/line/shaders/half/line_half_frag.glsl +0 -53
  217. package/lib/line/shaders/half/line_half_vert.glsl +0 -169
  218. package/lib/utils/dataMappingStyle.js +0 -140
@@ -4,36 +4,27 @@ attribute vec3 a_Extrude;
4
4
  attribute float a_Size;
5
5
  attribute float a_Shape;
6
6
 
7
- varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
8
-
9
7
  uniform mat4 u_ModelMatrix;
10
8
  uniform mat4 u_Mvp;
11
- uniform int u_Size_Unit;
9
+ uniform int u_size_unit;
12
10
 
13
11
  varying vec4 v_data;
14
12
  varying vec4 v_color;
15
13
  varying float v_radius;
14
+ varying vec4 v_stroke;
16
15
 
17
- uniform float u_opacity : 1;
18
- uniform float u_stroke_opacity : 1;
19
- uniform float u_stroke_width : 2;
20
- uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
21
- uniform vec2 u_offsets;
22
-
23
- uniform float u_blur : 0.0;
24
- uniform float u_raisingHeight: 0.0;
25
- uniform float u_heightfixed: 0.0;
16
+ // uniform float u_opacity : 1;
17
+ uniform float u_stroke_width: 2;
18
+ uniform vec3 u_blur_height_fixed: [0, 0, 0];
26
19
 
27
- #pragma include "styleMapping"
28
- #pragma include "styleMappingCalOpacity"
29
- #pragma include "styleMappingCalStrokeOpacity"
30
- #pragma include "styleMappingCalStrokeWidth"
31
20
 
32
21
  #pragma include "projection"
33
22
  #pragma include "picking"
34
23
 
35
24
 
36
25
  void main() {
26
+ // 透明度计算
27
+ v_stroke = stroke;
37
28
  vec3 extrude = a_Extrude;
38
29
  float shape_type = a_Shape;
39
30
  /*
@@ -43,88 +34,12 @@ void main() {
43
34
  float newSize = setPickingSize(a_Size);
44
35
  // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;
45
36
 
46
- // cal style mapping - 数据纹理映射部分的计算
47
- styleMappingMat = mat4(
48
- 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
49
- 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
50
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
51
- 0.0, 0.0, 0.0, 0.0
52
- );
53
-
54
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
55
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
56
- float columnWidth = 1.0/columnCount; // 列宽
57
- float rowHeight = 1.0/rowCount; // 行高
58
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
59
- float id = a_vertexId; // 第n个顶点
60
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
61
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
62
-
63
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
64
- // 按顺序从 cell 中取值、若没有则自动往下取值
65
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
66
-
67
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
68
- styleMappingMat[0][0] = opacityAndOffset.r;
69
- textureOffset = opacityAndOffset.g;
70
-
71
- vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
72
- styleMappingMat[0][1] = strokeOpacityAndOffset.r;
73
- textureOffset = strokeOpacityAndOffset.g;
74
-
75
- vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
76
- styleMappingMat[0][2] = strokeWidthAndOffset.r;
77
- textureOffset = strokeWidthAndOffset.g;
78
-
79
- vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);
80
- if(hasStroke()) {
81
- vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
82
- styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R
83
- textureOffset += 1.0;
84
-
85
- vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
86
- styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G
87
- textureOffset += 1.0;
88
-
89
- vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
90
- styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B
91
- textureOffset += 1.0;
92
-
93
- vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
94
- styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A
95
- textureOffset += 1.0;
96
- } else {
97
- if(u_stroke_color == vec4(0.0)) {
98
- styleMappingMat[1][0] = v_color.r;
99
- styleMappingMat[1][1] = v_color.g;
100
- styleMappingMat[1][2] = v_color.b;
101
- styleMappingMat[1][3] = v_color.a;
102
- } else {
103
- styleMappingMat[1][0] = u_stroke_color.r;
104
- styleMappingMat[1][1] = u_stroke_color.g;
105
- styleMappingMat[1][2] = u_stroke_color.b;
106
- styleMappingMat[1][3] = u_stroke_color.a;
107
- }
108
- }
109
37
 
110
- vec2 textrueOffsets = vec2(0.0, 0.0);
111
- if(hasOffsets()) {
112
- vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
113
- textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
114
- textureOffset += 1.0;
115
-
116
- vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
117
- textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
118
- textureOffset += 1.0;
119
- } else {
120
- textrueOffsets = u_offsets;
121
- }
122
-
123
- // cal style mapping
124
38
 
125
39
  // unpack color(vec2)
126
- v_color = a_Color;
127
- if(u_Size_Unit == 1) {
40
+ v_color = vec4(a_Color.xyz, a_Color.w * opacity);
41
+
42
+ if(u_size_unit == 1) {
128
43
  newSize = newSize * u_PixelsPerMeter.z;
129
44
  }
130
45
 
@@ -132,9 +47,9 @@ if(u_Size_Unit == 1) {
132
47
 
133
48
  // anti-alias
134
49
  // float antialiased_blur = -max(u_blur, antialiasblur);
135
- float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur);
50
+ float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur_height_fixed.x);
136
51
 
137
- vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);
52
+ vec2 offset = (extrude.xy * (newSize + u_stroke_width) + u_offsets);
138
53
  vec3 aPosition = a_Position;
139
54
 
140
55
  offset = project_pixel(offset);
@@ -147,14 +62,14 @@ if(u_Size_Unit == 1) {
147
62
  vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));
148
63
  // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
149
64
 
150
- float raisingHeight = u_raisingHeight;
65
+ float raisingHeight = u_blur_height_fixed.y;
151
66
 
152
- if(u_heightfixed < 1.0) { // false
153
- raisingHeight = project_pixel(u_raisingHeight);
67
+ if(u_blur_height_fixed.z < 1.0) { // false
68
+ raisingHeight = project_pixel(u_blur_height_fixed.y);
154
69
  } else {
155
70
  if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
156
71
  float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
157
- raisingHeight = u_raisingHeight * mapboxZoomScale;
72
+ raisingHeight = u_blur_height_fixed.y * mapboxZoomScale;
158
73
  }
159
74
  }
160
75
 
@@ -1,7 +1,6 @@
1
1
  uniform sampler2D u_texture;
2
2
  uniform vec2 u_textSize;
3
-
4
- varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
3
+ uniform float u_opacity : 1;
5
4
 
6
5
  #pragma include "sdf_2d"
7
6
  #pragma include "picking"
@@ -10,11 +9,9 @@ varying vec2 v_Iconuv;
10
9
 
11
10
  void main() {
12
11
 
13
- float opacity = styleMappingMat[0][0];
14
-
15
12
  vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;
16
13
  gl_FragColor = texture2D(u_texture, pos);
17
- gl_FragColor.a *= opacity;
14
+ gl_FragColor.a *= u_opacity;
18
15
 
19
16
  gl_FragColor = filterColor(gl_FragColor);
20
17
  }
@@ -5,12 +5,10 @@ attribute float a_Size;
5
5
  attribute vec2 a_Uv;
6
6
  attribute float a_Rotate;
7
7
 
8
- varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
9
-
10
8
  uniform mat4 u_ModelMatrix;
11
9
  uniform mat4 u_Mvp;
12
10
  uniform mat2 u_RotateMatrix;
13
- uniform int u_Size_Unit;
11
+ uniform int u_size_unit;
14
12
 
15
13
  varying vec2 v_uv; // 本身的 uv 坐标
16
14
  varying vec2 v_Iconuv; // icon 贴图的 uv 坐标
@@ -20,69 +18,28 @@ uniform float u_heightfixed: 0.0;
20
18
  uniform float u_opacity : 1;
21
19
  uniform vec2 u_offsets;
22
20
 
23
- #pragma include "styleMapping"
24
- #pragma include "styleMappingCalOpacity"
21
+
25
22
 
26
23
  #pragma include "projection"
27
24
  #pragma include "picking"
28
25
 
29
26
  void main() {
30
27
  vec3 extrude = a_Extrude;
31
-
32
28
  v_uv = (a_Extrude.xy + 1.0)/2.0;
33
29
  v_uv.y = 1.0 - v_uv.y;
34
30
  v_Iconuv = a_Uv;
35
31
 
36
- // cal style mapping - 数据纹理映射部分的计算
37
- styleMappingMat = mat4(
38
- 0.0, 0.0, 0.0, 0.0, // opacity - empty - empty - empty
39
- 0.0, 0.0, 0.0, 0.0, // empty - empty - empty - empty
40
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
41
- 0.0, 0.0, 0.0, 0.0
42
- );
43
-
44
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
45
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
46
- float columnWidth = 1.0/columnCount; // 列宽
47
- float rowHeight = 1.0/rowCount; // 行高
48
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
49
- float id = a_vertexId; // 第n个顶点
50
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
51
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
52
-
53
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
54
- // 按顺序从 cell 中取值、若没有则自动往下取值
55
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
56
-
57
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
58
- styleMappingMat[0][0] = opacityAndOffset.r;
59
- textureOffset = opacityAndOffset.g;
60
-
61
- vec2 textrueOffsets = vec2(0.0, 0.0);
62
- if(hasOffsets()) {
63
- vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
64
- textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
65
- textureOffset += 1.0;
66
-
67
- vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
68
- textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
69
- textureOffset += 1.0;
70
- } else {
71
- textrueOffsets = u_offsets;
72
- }
73
-
74
- // cal style mapping
75
32
 
76
33
  highp float angle_sin = sin(a_Rotate);
77
34
  highp float angle_cos = cos(a_Rotate);
78
35
  mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
79
36
  float newSize = a_Size;
80
- if(u_Size_Unit == 1) {
37
+ if(u_size_unit == 1) {
81
38
  newSize = newSize * u_PixelsPerMeter.z;
82
39
  }
83
40
 
84
41
  // vec2 offset = (u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);
85
- vec2 offset = (rotation_matrix * u_RotateMatrix * extrude.xy * (newSize) + textrueOffsets);
42
+ vec2 offset = (rotation_matrix * u_RotateMatrix * extrude.xy * (newSize) + u_offsets);
86
43
  vec3 aPosition = a_Position;
87
44
 
88
45
  offset = project_pixel(offset);
@@ -5,13 +5,9 @@ varying vec2 v_uv;
5
5
  uniform vec2 u_textSize;
6
6
  uniform float u_opacity : 1;
7
7
 
8
- varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
9
-
10
8
  #pragma include "picking"
11
9
 
12
10
  void main(){
13
- float opacity = styleMappingMat[0][0];
14
- float size = styleMappingMat[1][0];
15
11
  vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;
16
12
  vec4 textureColor;
17
13
 
@@ -34,7 +30,7 @@ void main(){
34
30
  gl_FragColor= step(0.01, textureColor.z) * v_color;
35
31
  }
36
32
 
37
- gl_FragColor.a = gl_FragColor.a * opacity;
33
+ gl_FragColor.a = gl_FragColor.a * u_opacity;
38
34
 
39
35
  if (gl_FragColor.a < 0.01) {
40
36
  discard;
@@ -13,61 +13,18 @@ uniform float u_opacity : 1;
13
13
  uniform float u_raisingHeight: 0.0;
14
14
  uniform float u_heightfixed: 0.0;
15
15
 
16
- varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
17
-
18
- #pragma include "styleMapping"
19
- #pragma include "styleMappingCalOpacity"
20
16
 
21
17
  #pragma include "projection"
22
18
  #pragma include "picking"
23
19
 
24
20
  void main() {
25
- // cal style mapping - 数据纹理映射部分的计算
26
- styleMappingMat = mat4(
27
- 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
28
- 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
29
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
30
- 0.0, 0.0, 0.0, 0.0
31
- );
32
-
33
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
34
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
35
- float columnWidth = 1.0/columnCount; // 列宽
36
- float rowHeight = 1.0/rowCount; // 行高
37
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
38
- float id = a_vertexId; // 第n个顶点
39
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
40
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
41
-
42
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
43
- // 按顺序从 cell 中取值、若没有则自动往下取值
44
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
45
-
46
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
47
- styleMappingMat[0][0] = opacityAndOffset.r;
48
- textureOffset = opacityAndOffset.g;
49
-
50
- styleMappingMat[1][0] = a_Size;
51
-
52
- vec2 textrueOffsets = vec2(0.0, 0.0);
53
- if(hasOffsets()) {
54
- vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
55
- textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
56
- textureOffset += 1.0;
57
-
58
- vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
59
- textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
60
- textureOffset += 1.0;
61
- } else {
62
- textrueOffsets = u_offsets;
63
- }
64
21
 
65
22
  // cal style mapping - 数据纹理映射部分的计算
66
23
  v_color = a_Color;
67
24
  v_uv = a_Uv;
68
25
  vec4 project_pos = project_position(vec4(a_Position, 1.0));
69
26
 
70
- vec2 offset = project_pixel(textrueOffsets);
27
+ vec2 offset = project_pixel(u_offsets);
71
28
 
72
29
  float raisingHeight = u_raisingHeight;
73
30
  if(u_heightfixed < 1.0) { // false
@@ -1,6 +1,4 @@
1
- uniform float u_opacity : 1;
2
1
  varying vec4 v_color;
3
2
  void main() {
4
3
  gl_FragColor = v_color;
5
- gl_FragColor.a *= u_opacity;
6
4
  }
@@ -1,6 +1,7 @@
1
1
 
2
2
  attribute vec3 a_Position;
3
3
  uniform mat4 u_ModelMatrix;
4
+ uniform float u_opacity : 1;
4
5
  uniform mat4 u_Mvp;
5
6
  attribute float a_Size;
6
7
  attribute vec4 a_Color;
@@ -11,7 +12,7 @@ varying vec4 v_color;
11
12
  #pragma include "project"
12
13
 
13
14
  void main() {
14
- v_color = a_Color;
15
+ v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
15
16
 
16
17
  if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
17
18
  gl_Position = u_Mvp * vec4(a_Position.xy, a_Position.z, 1.0);
@@ -7,7 +7,7 @@ uniform float u_time;
7
7
 
8
8
  uniform mat4 u_ModelMatrix;
9
9
  uniform mat4 u_Mvp;
10
- uniform int u_Size_Unit;
10
+ uniform int u_size_unit;
11
11
 
12
12
  varying vec4 v_data;
13
13
  varying vec4 v_color;
@@ -37,7 +37,7 @@ void main() {
37
37
  float blur = 0.0;
38
38
  float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, blur);
39
39
 
40
- if(u_Size_Unit == 1) {
40
+ if(u_size_unit == 1) {
41
41
  newSize = newSize * u_PixelsPerMeter.z;
42
42
  }
43
43
  // radius(16-bit)
@@ -1,14 +1,10 @@
1
1
 
2
- uniform float u_opacity : 1;
3
- uniform vec2 u_offsets;
4
2
  uniform float u_additive;
5
-
6
3
  uniform float u_stroke_opacity : 1;
7
4
 
8
5
  uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
9
6
 
10
7
  varying vec4 v_color;
11
- varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
12
8
  varying float v_blur;
13
9
  varying float v_innerRadius;
14
10
 
@@ -16,7 +12,6 @@ varying float v_innerRadius;
16
12
  void main() {
17
13
  vec2 center = vec2(0.5);
18
14
 
19
- float opacity = styleMappingMat[0][0];
20
15
  // Tip: 片元到中心点的距离 0 - 1
21
16
  float fragmengTocenter = distance(center, gl_PointCoord) * 2.0;
22
17
  // Tip: 片元的剪切成圆形
@@ -40,8 +35,6 @@ void main() {
40
35
  gl_FragColor = v_color;
41
36
  }
42
37
 
43
- gl_FragColor.a *= opacity;
44
-
45
38
  gl_FragColor = filterColor(gl_FragColor);
46
39
 
47
40
  if(u_additive > 0.0) {
@@ -10,62 +10,20 @@ uniform float u_opacity : 1;
10
10
  uniform vec2 u_offsets;
11
11
  uniform float u_stroke_width;
12
12
 
13
- varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
14
13
  varying float v_blur;
15
14
  varying float v_innerRadius;
16
15
 
17
- #pragma include "styleMapping"
18
- #pragma include "styleMappingCalOpacity"
16
+
19
17
 
20
18
  #pragma include "projection"
21
19
  #pragma include "picking"
22
20
  #pragma include "project"
23
21
  void main() {
24
- v_color = a_Color;
22
+ v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
25
23
  v_blur = 1.0 - max(2.0/a_Size, 0.05);
26
24
  v_innerRadius = max((a_Size - u_stroke_width) / a_Size, 0.0);
27
-
28
- // cal style mapping - 数据纹理映射部分的计算
29
- styleMappingMat = mat4(
30
- 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
31
- 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
32
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
33
- 0.0, 0.0, 0.0, 0.0
34
- );
35
-
36
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
37
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
38
- float columnWidth = 1.0/columnCount; // 列宽
39
- float rowHeight = 1.0/rowCount; // 行高
40
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
41
- float id = a_vertexId; // 第n个顶点
42
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
43
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
44
-
45
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
46
- // 按顺序从 cell 中取值、若没有则自动往下取值
47
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
48
-
49
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
50
- styleMappingMat[0][0] = opacityAndOffset.r;
51
- textureOffset = opacityAndOffset.g;
52
-
53
- vec2 textrueOffsets = vec2(0.0, 0.0);
54
- if(hasOffsets()) {
55
- vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
56
- textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
57
- textureOffset += 1.0;
58
-
59
- vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
60
- textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
61
- textureOffset += 1.0;
62
- } else {
63
- textrueOffsets = u_offsets;
64
- }
65
-
66
- // cal style mapping
67
25
 
68
- vec2 offset = project_pixel(textrueOffsets);
26
+ vec2 offset = project_pixel(u_offsets);
69
27
 
70
28
  if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
71
29
  gl_Position = u_Mvp * vec4(a_Position.xy + offset, a_Position.z, 1.0);
@@ -3,47 +3,34 @@
3
3
  #define FONT_SIZE 48.0
4
4
  uniform sampler2D u_sdf_map;
5
5
  uniform float u_gamma_scale : 0.5;
6
- // uniform float u_font_size : 24.0;
7
- uniform float u_opacity : 1.0;
8
- uniform vec4 u_stroke_color : [0, 0, 0, 1];
9
6
  uniform float u_stroke_width : 2.0;
10
7
  uniform float u_halo_blur : 0.5;
11
8
  uniform float u_DevicePixelRatio;
12
9
 
13
10
  varying vec4 v_color;
11
+ varying vec4 v_stroke_color;
14
12
  varying vec2 v_uv;
15
13
  varying float v_gamma_scale;
16
14
  varying float v_fontScale;
17
15
 
18
- varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
19
16
 
20
17
  #pragma include "picking"
21
18
  void main() {
22
19
  // get style data mapping
23
- float opacity = styleMappingMat[0][0];
24
- float strokeWidth = styleMappingMat[0][2];
25
- vec4 textrueStroke = vec4(
26
- styleMappingMat[1][0],
27
- styleMappingMat[1][1],
28
- styleMappingMat[1][2],
29
- styleMappingMat[1][3]
30
- );
31
20
 
32
21
  // get sdf from atlas
33
22
  float dist = texture2D(u_sdf_map, v_uv).a;
34
23
 
35
- // float fontScale = u_font_size / FONT_SIZE;
36
-
37
- // lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;
38
- lowp float buff = (6.0 - strokeWidth / v_fontScale) / SDF_PX;
24
+ lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;
39
25
  highp float gamma = (u_halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (v_fontScale * u_gamma_scale) / 1.0;
40
26
 
41
27
  highp float gamma_scaled = gamma * v_gamma_scale;
42
28
 
43
29
  highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
44
- // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * u_opacity), vec4(u_stroke_color.rgb, u_stroke_color.a * u_opacity), smoothstep(0., 0.5, 1. - dist));
45
- gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), vec4(textrueStroke.rgb, textrueStroke.a * opacity), smoothstep(0., 0.5, 1. - dist));
46
- gl_FragColor.a= gl_FragColor.a * alpha;
30
+
31
+ gl_FragColor = mix(v_color, v_stroke_color, smoothstep(0., 0.5, 1.- dist));
32
+
33
+ gl_FragColor.a *= alpha;
47
34
  // 作为 mask 模板时需要丢弃透明的像素
48
35
  if (gl_FragColor.a < 0.01) {
49
36
  discard;
@@ -16,86 +16,25 @@ uniform float u_raisingHeight: 0.0;
16
16
  varying vec2 v_uv;
17
17
  varying float v_gamma_scale;
18
18
  varying vec4 v_color;
19
+ varying vec4 v_stroke_color;
19
20
  varying float v_fontScale;
20
-
21
- varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
22
-
23
- uniform float u_opacity : 1;
21
+ // uniform float u_opacity : 1;
24
22
  uniform float u_stroke_width : 2;
25
23
  uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
26
24
 
27
- #pragma include "styleMapping"
28
- #pragma include "styleMappingCalOpacity"
29
- #pragma include "styleMappingCalStrokeWidth"
30
25
 
31
26
  #pragma include "projection"
32
27
  #pragma include "picking"
33
28
 
34
29
  void main() {
35
30
  // cal style mapping - 数据纹理映射部分的计算
36
- styleMappingMat = mat4(
37
- 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
38
- 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
39
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
40
- 0.0, 0.0, 0.0, 0.0
41
- );
42
-
43
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
44
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
45
- float columnWidth = 1.0/columnCount; // 列宽
46
- float rowHeight = 1.0/rowCount; // 行高
47
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
48
- float id = a_vertexId; // 第n个顶点
49
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
50
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
51
31
 
52
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
53
- // 按顺序从 cell 中取值、若没有则自动往下取值
54
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
55
-
56
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
57
- styleMappingMat[0][0] = opacityAndOffset.r;
58
- textureOffset = opacityAndOffset.g;
59
-
60
- vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
61
- styleMappingMat[0][2] = strokeWidthAndOffset.r;
62
- textureOffset = strokeWidthAndOffset.g;
63
-
64
- vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);
65
- if(hasStroke()) {
66
- vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
67
- styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R
68
- textureOffset += 1.0;
69
-
70
- vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
71
- styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G
72
- textureOffset += 1.0;
32
+ v_uv = a_tex / u_sdf_map_size;
73
33
 
74
- vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
75
- styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B
76
- textureOffset += 1.0;
77
34
 
78
- vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
79
- styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A
80
- textureOffset += 1.0;
81
- } else {
82
- if(u_stroke_color == vec4(0.0)) {
83
- styleMappingMat[1][0] = v_color.r;
84
- styleMappingMat[1][1] = v_color.g;
85
- styleMappingMat[1][2] = v_color.b;
86
- styleMappingMat[1][3] = v_color.a;
87
- } else {
88
- styleMappingMat[1][0] = u_stroke_color.r;
89
- styleMappingMat[1][1] = u_stroke_color.g;
90
- styleMappingMat[1][2] = u_stroke_color.b;
91
- styleMappingMat[1][3] = u_stroke_color.a;
92
- }
93
- }
94
-
95
- // cal style mapping - 数据纹理映射部分的计算
96
35
 
97
- v_color = a_Color;
98
- v_uv = a_tex / u_sdf_map_size;
36
+ v_color = vec4(a_Color.xyz, a_Color.w * opacity);
37
+ v_stroke_color = vec4(u_stroke_color.xyz, u_stroke_color.w * opacity);
99
38
 
100
39
  // 文本缩放比例
101
40
  float fontScale = a_Size / FONT_SIZE;
@@ -3,6 +3,7 @@ import { IPolygonLayerStyleOptions } from '../core/interface';
3
3
  import { PolygonModelType } from './models/';
4
4
  export default class PolygonLayer extends BaseLayer<IPolygonLayerStyleOptions> {
5
5
  type: string;
6
+ enableEncodeStyles: string[];
6
7
  defaultSourceConfig: {
7
8
  data: [];
8
9
  options: {
@@ -22,6 +22,7 @@ var PolygonLayer = /*#__PURE__*/function (_BaseLayer) {
22
22
  }
23
23
  _this = _super.call.apply(_super, [this].concat(args));
24
24
  _defineProperty(_assertThisInitialized(_this), "type", 'PolygonLayer');
25
+ _defineProperty(_assertThisInitialized(_this), "enableEncodeStyles", ['opacity']);
25
26
  return _this;
26
27
  }
27
28
  _createClass(PolygonLayer, [{