@antv/l7-layers 2.16.0 → 2.16.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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
@@ -18,7 +18,7 @@ var _triangulation = require("../../core/triangulation");
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  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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  /* babel-plugin-inline-import '../shaders/hexagon_3d_vert.glsl' */
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- var heatmapGrid3dVert = "precision highp float;\n// \u591A\u8FB9\u5F62\u9876\u70B9\u5750\u6807\nattribute vec3 a_Position;\n// \u591A\u8FB9\u5F62\u7ECF\u7EAC\u5EA6\u5750\u6807\nattribute vec3 a_Pos;\n\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec4 a_Color;\nuniform vec2 u_radius;\nuniform float u_coverage: 0.9;\nuniform float u_angle: 0;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform vec2 u_SceneCenterMKT;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\n\nvoid main() {\n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));\n\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n \n vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // \u7ECF\u7EAC\u5EA6\n vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT; // \u5C06\u7ECF\u7EAC\u5EA6\u8F6C\u6362\u4E3A\u9AD8\u5FB72.0\u9700\u8981\u7684\u5E73\u9762\u5750\u6807\n vec4 project_pos = project_position(vec4(customLnglat, a_Position.z * a_Size, 1.0));\n\n float lightWeight = calc_lighting(project_pos);\n v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n \n gl_Position = u_Mvp * vec4(customLnglat , a_Position.z * a_Size, 1.0);\n } else {\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // \u5B9E\u9645\u7684\u7ECF\u7EAC\u5EA6\n vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));\n \n float lightWeight = calc_lighting(project_pos);\n v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n \n gl_Position = project_common_position_to_clipspace(project_pos);\n }\n\n\n\n setPickingColor(a_PickingColor);\n}\n";
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+ var heatmapGrid3dVert = "precision highp float;\n// \u591A\u8FB9\u5F62\u9876\u70B9\u5750\u6807\nattribute vec3 a_Position;\n// \u591A\u8FB9\u5F62\u7ECF\u7EAC\u5EA6\u5750\u6807\nattribute vec3 a_Pos;\n\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec4 a_Color;\nuniform vec2 u_radius;\nuniform float u_coverage: 0.9;\nuniform float u_angle: 0;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform vec2 u_sceneCenterMercator;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\n\nvoid main() {\n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));\n\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n \n vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // \u7ECF\u7EAC\u5EA6\n vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator; // \u5C06\u7ECF\u7EAC\u5EA6\u8F6C\u6362\u4E3A\u9AD8\u5FB72.0\u9700\u8981\u7684\u5E73\u9762\u5750\u6807\n vec4 project_pos = project_position(vec4(customLnglat, a_Position.z * a_Size, 1.0));\n\n float lightWeight = calc_lighting(project_pos);\n v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n \n gl_Position = u_Mvp * vec4(customLnglat , a_Position.z * a_Size, 1.0);\n } else {\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // \u5B9E\u9645\u7684\u7ECF\u7EAC\u5EA6\n vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));\n \n float lightWeight = calc_lighting(project_pos);\n v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n \n gl_Position = project_common_position_to_clipspace(project_pos);\n }\n\n\n\n setPickingColor(a_PickingColor);\n}\n";
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  /* babel-plugin-inline-import '../shaders/hexagon_frag.glsl' */
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  var heatmapGridFrag = "precision highp float;\nvarying vec4 v_color;\nuniform float u_opacity: 1;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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  var Grid3DModel = /*#__PURE__*/function (_BaseModel) {
@@ -21,6 +21,7 @@ var _inversify = require("inversify");
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  require("reflect-metadata");
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  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
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  var _triangulation = require("../../core/triangulation");
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+ var _lodash = require("lodash");
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  var _triangulation2 = require("../triangulation");
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  var _dec, _class;
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  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
@@ -51,6 +52,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE
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  var _this$rendererService = this.rendererService,
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  clear = _this$rendererService.clear,
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  useFramebuffer = _this$rendererService.useFramebuffer;
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+ var _ref = this.layer.getLayerConfig(),
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+ rampColors = _ref.rampColors;
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  useFramebuffer(this.heatmapFramerBuffer, function () {
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  clear({
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  color: [0, 0, 0, 0],
@@ -60,7 +63,7 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE
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  });
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  _this.drawIntensityMode();
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  });
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- if (this.layer.styleNeedUpdate) {
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+ if (!(0, _lodash.isEqual)(this.preRampColors, rampColors)) {
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  this.updateColorTexture();
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  }
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  this.shapeType === 'heatmap' ? this.drawColorMode(options) : this.draw3DHeatMap(options);
@@ -261,12 +264,12 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE
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  key: "drawIntensityMode",
262
265
  value: function drawIntensityMode() {
263
266
  var _this$intensityModel;
264
- var _ref = this.layer.getLayerConfig(),
265
- opacity = _ref.opacity,
266
- _ref$intensity = _ref.intensity,
267
- intensity = _ref$intensity === void 0 ? 10 : _ref$intensity,
268
- _ref$radius = _ref.radius,
269
- radius = _ref$radius === void 0 ? 5 : _ref$radius;
267
+ var _ref2 = this.layer.getLayerConfig(),
268
+ opacity = _ref2.opacity,
269
+ _ref2$intensity = _ref2.intensity,
270
+ intensity = _ref2$intensity === void 0 ? 10 : _ref2$intensity,
271
+ _ref2$radius = _ref2.radius,
272
+ radius = _ref2$radius === void 0 ? 5 : _ref2$radius;
270
273
  this.layerService.beforeRenderData(this.layer);
271
274
  this.layer.hooks.beforeRender.call();
272
275
  // 绘制密度图
@@ -302,8 +305,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE
302
305
  key: "drawColorMode",
303
306
  value: function drawColorMode(options) {
304
307
  var _this$colorModel;
305
- var _ref2 = this.layer.getLayerConfig(),
306
- opacity = _ref2.opacity;
308
+ var _ref3 = this.layer.getLayerConfig(),
309
+ opacity = _ref3.opacity;
307
310
  (_this$colorModel = this.colorModel) === null || _this$colorModel === void 0 ? void 0 : _this$colorModel.draw({
308
311
  uniforms: {
309
312
  u_opacity: opacity || 1.0,
@@ -318,8 +321,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE
318
321
  key: "draw3DHeatMap",
319
322
  value: function draw3DHeatMap(options) {
320
323
  var _this$colorModel2;
321
- var _ref3 = this.layer.getLayerConfig(),
322
- opacity = _ref3.opacity;
324
+ var _ref4 = this.layer.getLayerConfig(),
325
+ opacity = _ref4.opacity;
323
326
 
324
327
  // const invert = mat4.invert(
325
328
  // mat4.create(),
@@ -423,8 +426,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE
423
426
  if (this.texture) {
424
427
  this.texture.destroy();
425
428
  }
426
- var _ref4 = this.layer.getLayerConfig(),
427
- rampColors = _ref4.rampColors;
429
+ var _ref5 = this.layer.getLayerConfig(),
430
+ rampColors = _ref5.rampColors;
428
431
  var imageData = (0, _l7Utils.generateColorRamp)(rampColors);
429
432
  this.colorTexture = createTexture2D({
430
433
  data: new Uint8Array(imageData.data),
@@ -436,6 +439,7 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE
436
439
  mag: _l7Core.gl.NEAREST,
437
440
  flipY: false
438
441
  });
442
+ this.preRampColors = rampColors;
439
443
  }
440
444
  }]);
441
445
  return HeatMapModel;
@@ -20,7 +20,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
20
20
  /* babel-plugin-inline-import '../shaders/hexagon_frag.glsl' */
21
21
  var heatmapGridFrag = "precision highp float;\nvarying vec4 v_color;\nuniform float u_opacity: 1;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
22
22
  /* babel-plugin-inline-import '../shaders/hexagon_vert.glsl' */
23
- var heatmapGridVert = "precision highp float;\n// \u591A\u8FB9\u5F62\u9876\u70B9\u5750\u6807\nattribute vec3 a_Position;\n// \u591A\u8FB9\u5F62\u7ECF\u7EAC\u5EA6\u5750\u6807\nattribute vec3 a_Pos;\nattribute float a_Size;\nattribute vec4 a_Color;\nuniform vec2 u_radius;\nuniform float u_coverage: 0.9;\nuniform float u_angle: 0;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform vec2 u_SceneCenterMKT;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n \n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\n \n // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xy, 0., 1.0));\n // gl_Position = u_Mvp * (vec4(a_Pos.xy + offset, 0., 1.0));\n vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT;\n vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));\n gl_Position = u_Mvp * vec4(project_pos.xy, 0.0, 1.0);\n } else {\n vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
23
+ var heatmapGridVert = "precision highp float;\n// \u591A\u8FB9\u5F62\u9876\u70B9\u5750\u6807\nattribute vec3 a_Position;\n// \u591A\u8FB9\u5F62\u7ECF\u7EAC\u5EA6\u5750\u6807\nattribute vec3 a_Pos;\nattribute float a_Size;\nattribute vec4 a_Color;\nuniform vec2 u_radius;\nuniform float u_coverage: 0.9;\nuniform float u_angle: 0;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform vec2 u_sceneCenterMercator;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n \n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\n \n // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xy, 0., 1.0));\n // gl_Position = u_Mvp * (vec4(a_Pos.xy + offset, 0., 1.0));\n vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator;\n vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));\n gl_Position = u_Mvp * vec4(project_pos.xy, 0.0, 1.0);\n } else {\n vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
24
24
  var HexagonModel = /*#__PURE__*/function (_BaseModel) {
25
25
  (0, _inherits2.default)(HexagonModel, _BaseModel);
26
26
  var _super = _createSuper(HexagonModel);
@@ -12,7 +12,7 @@ uniform mat4 u_ModelMatrix;
12
12
  uniform mat4 u_Mvp;
13
13
  varying vec4 v_color;
14
14
 
15
- uniform vec2 u_SceneCenterMKT;
15
+ uniform vec2 u_sceneCenterMercator;
16
16
 
17
17
  #pragma include "projection"
18
18
  #pragma include "project"
@@ -29,7 +29,7 @@ void main() {
29
29
 
30
30
  if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
31
31
  vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
32
- vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT; // 将经纬度转换为高德2.0需要的平面坐标
32
+ vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator; // 将经纬度转换为高德2.0需要的平面坐标
33
33
  vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));
34
34
  gl_Position = u_Mvp * (project_pos);
35
35
  } else {
@@ -14,7 +14,7 @@ uniform mat4 u_ModelMatrix;
14
14
  uniform mat4 u_Mvp;
15
15
  varying vec4 v_color;
16
16
 
17
- uniform vec2 u_SceneCenterMKT;
17
+ uniform vec2 u_sceneCenterMercator;
18
18
 
19
19
  #pragma include "projection"
20
20
  #pragma include "project"
@@ -30,7 +30,7 @@ void main() {
30
30
  if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
31
31
 
32
32
  vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // 经纬度
33
- vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT; // 将经纬度转换为高德2.0需要的平面坐标
33
+ vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator; // 将经纬度转换为高德2.0需要的平面坐标
34
34
  vec4 project_pos = project_position(vec4(customLnglat, a_Position.z * a_Size, 1.0));
35
35
 
36
36
  float lightWeight = calc_lighting(project_pos);
@@ -12,7 +12,7 @@ uniform mat4 u_ModelMatrix;
12
12
  uniform mat4 u_Mvp;
13
13
  varying vec4 v_color;
14
14
 
15
- uniform vec2 u_SceneCenterMKT;
15
+ uniform vec2 u_sceneCenterMercator;
16
16
 
17
17
  #pragma include "projection"
18
18
  #pragma include "project"
@@ -30,7 +30,7 @@ void main() {
30
30
  if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
31
31
  // gl_Position = u_Mvp * (vec4(project_pos.xy, 0., 1.0));
32
32
  // gl_Position = u_Mvp * (vec4(a_Pos.xy + offset, 0., 1.0));
33
- vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT;
33
+ vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator;
34
34
  vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));
35
35
  gl_Position = u_Mvp * vec4(project_pos.xy, 0.0, 1.0);
36
36
  } else {
package/lib/line/index.js CHANGED
@@ -30,6 +30,7 @@ var LineLayer = /*#__PURE__*/function (_BaseLayer) {
30
30
  }
31
31
  _this = _super.call.apply(_super, [this].concat(args));
32
32
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "type", 'LineLayer');
33
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "enableEncodeStyles", ['opacity', 'offsets', 'stroke']);
33
34
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "arrowInsertCount", 0);
34
35
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "defaultSourceConfig", {
35
36
  data: [{
@@ -92,8 +93,8 @@ var LineLayer = /*#__PURE__*/function (_BaseLayer) {
92
93
  blend: 'additive'
93
94
  },
94
95
  tileLine: {},
95
- halfLine: {},
96
- earthArc3d: {}
96
+ earthArc3d: {},
97
+ flowline: {}
97
98
  };
98
99
  return defaultConfig[type];
99
100
  }
@@ -16,24 +16,23 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
16
16
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
17
17
  var _l7Core = require("@antv/l7-core");
18
18
  var _l7Utils = require("@antv/l7-utils");
19
- var _lodash = require("lodash");
20
19
  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
21
20
  var _triangulation = require("../../core/triangulation");
22
21
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
23
22
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
24
23
  /* babel-plugin-inline-import '../shaders/dash/arc_dash_frag.glsl' */
25
24
  // arc dash line
26
- var arc_dash_frag = "\nuniform float u_opacity;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float segmentNumber;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity;\n\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n };\n gl_FragColor.a *=flag;\n \n gl_FragColor = filterColor(gl_FragColor);\n}";
25
+ var arc_dash_frag = "\nuniform float u_opacity;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying float v_distance_ratio;\n\nuniform float segmentNumber;\n\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n\n\n float flag = 0.;\n float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n };\n gl_FragColor.a *=flag;\n \n gl_FragColor = filterColor(gl_FragColor);\n}";
27
26
  /* babel-plugin-inline-import '../shaders/dash/arc_dash_vert.glsl' */
28
- var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n\n styleMappingMat[3].b = segmentIndex / segmentNumber;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n gl_PointSize = 5.0;\n setPickingColor(a_PickingColor);\n}\n"; // arc normal line
27
+ var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\nvarying float v_distance_ratio;\n\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n\n v_distance_ratio = segmentIndex / segmentNumber;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));\n \n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n gl_PointSize = 5.0;\n setPickingColor(a_PickingColor);\n}\n"; // arc normal line
29
28
  /* babel-plugin-inline-import '../shaders/line_arc_frag.glsl' */
30
- var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n \n gl_FragColor.a *= opacity;\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = styleMappingMat[3].g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = styleMappingMat[3].a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}";
29
+ var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_lineData;\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n gl_FragColor = v_color;\n \n gl_FragColor.a *= u_opacity;\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_lineData.b, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (v_lineData.r / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = v_lineData.g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = v_lineData.a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= u_opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}";
31
30
  /* babel-plugin-inline-import '../shaders/line_arc_vert.glsl' */
32
- var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n // return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n float arcThetaOffset = styleMappingMat[0][1];\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, arcThetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, arcThetaOffset), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n styleMappingMat[3].g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n"; // arc linear line
31
+ var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_lineData;\nvarying vec2 v_distance_ratio;\n\nuniform float u_opacity: 1.0;\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n // return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n v_lineData.b = d_distance_ratio;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));\n\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n v_lineData.r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n v_lineData.g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n v_lineData.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n"; // arc linear line
33
32
  /* babel-plugin-inline-import '../shaders/linear/arc_linear_frag.glsl' */
34
- var arc_linear_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}";
33
+ var arc_linear_frag = "varying vec4 v_color;\n\n#pragma include \"picking\"\n\nvoid main() {\n// \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n gl_FragColor = v_Color;\n gl_FragColor = filterColor(gl_FragColor);\n}";
35
34
  /* babel-plugin-inline-import '../shaders/linear/arc_linear_vert.glsl' */
36
- var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
35
+ var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\nvarying float v_segmentIndex;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset, 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n v_Color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n v_Color.a *= u_opacity;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
37
36
  var lineStyleObj = {
38
37
  solid: 0.0,
39
38
  dash: 1.0
@@ -92,37 +91,6 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
92
91
  segmentNumber = _ref$segmentNumber === void 0 ? 30 : _ref$segmentNumber,
93
92
  _ref$thetaOffset = _ref.thetaOffset,
94
93
  thetaOffset = _ref$thetaOffset === void 0 ? 0.314 : _ref$thetaOffset;
95
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
96
- opacity: opacity,
97
- thetaOffset: thetaOffset
98
- })) {
99
- this.judgeStyleAttributes({
100
- opacity: opacity,
101
- thetaOffset: thetaOffset
102
- });
103
- var encodeData = this.layer.getEncodedData();
104
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
105
- data = _this$calDataFrame.data,
106
- width = _this$calDataFrame.width,
107
- height = _this$calDataFrame.height;
108
- this.rowCount = height; // 当前数据纹理有多少行
109
-
110
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
111
- flipY: true,
112
- data: data,
113
- format: _l7Core.gl.LUMINANCE,
114
- type: _l7Core.gl.FLOAT,
115
- width: width,
116
- height: height
117
- }) : this.createTexture2D({
118
- flipY: true,
119
- data: [1],
120
- format: _l7Core.gl.LUMINANCE,
121
- type: _l7Core.gl.FLOAT,
122
- width: 1,
123
- height: 1
124
- });
125
- }
126
94
  if (dashArray.length === 2) {
127
95
  dashArray.push(0, 0);
128
96
  }
@@ -140,12 +108,9 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
140
108
  this.texture.bind();
141
109
  }
142
110
  return {
143
- u_dataTexture: this.dataTexture,
144
- // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
145
- u_cellTypeLayout: this.getCellTypeLayout(),
146
- u_thetaOffset: (0, _lodash.isNumber)(thetaOffset) ? thetaOffset : 0.0,
111
+ u_thetaOffset: thetaOffset,
147
112
  // u_thetaOffset: 0.0,
148
- u_opacity: (0, _lodash.isNumber)(opacity) ? opacity : 1.0,
113
+ u_opacity: opacity,
149
114
  u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
150
115
  segmentNumber: segmentNumber,
151
116
  u_line_type: lineStyleObj[lineType || 'solid'],
@@ -199,9 +164,8 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
199
164
  }, {
200
165
  key: "clearModels",
201
166
  value: function clearModels() {
202
- var _this$texture, _this$dataTexture;
167
+ var _this$texture;
203
168
  (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
204
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
205
169
  this.iconService.off('imageUpdate', this.updateTexture);
206
170
  }
207
171
  }, {
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
9
9
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
11
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
13
  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
@@ -16,7 +17,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
16
17
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
17
18
  var _l7Core = require("@antv/l7-core");
18
19
  var _l7Utils = require("@antv/l7-utils");
19
- var _lodash = require("lodash");
20
20
  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
21
21
  var _triangulation = require("../../core/triangulation");
22
22
  var _utils = require("../../earth/utils");
@@ -24,13 +24,13 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
24
24
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
25
25
  /* babel-plugin-inline-import '../shaders/line_arc_3d_frag.glsl' */
26
26
  // arc3d line layer
27
- var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nvarying mat4 styleMappingMat;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = styleMappingMat[3].b; // // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n discard;\n } else {\n gl_FragColor = filterColor(pattern);\n }\n }\n\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
27
+ var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying vec4 v_line_data;\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\nuniform float u_opacity;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = u_opacity;\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_line_data.g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n discard;\n } else {\n gl_FragColor = filterColor(pattern);\n }\n }\n\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
28
28
  /* babel-plugin-inline-import '../shaders/line_arc_3d_vert.glsl' */
29
- var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n styleMappingMat[3].g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n styleMappingMat[3].b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n }\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n"; // arc3d linear layer
29
+ var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_line_data;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n v_line_data.g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n v_line_data.b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n v_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n }\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n"; // arc3d linear layer
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30
  /* babel-plugin-inline-import '../shaders/linear/arc3d_linear_frag.glsl' */
31
- var arc3d_linear_frag = "\n#define Animate 0.0\n\nuniform float u_opacity;\nuniform float u_blur : 0.9;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nvarying mat4 styleMappingMat;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_segmentIndex/segmentNumber);\n\n gl_FragColor.a *= opacity;\n\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
31
+ var arc3d_linear_frag = "\n#define Animate 0.0\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_Color;\n\nvarying float v_distance_ratio;\n#pragma include \"picking\"\n\nvoid main() {\n\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n gl_FragColor = v_Color;\n\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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32
  /* babel-plugin-inline-import '../shaders/linear/arc3d_linear_vert.glsl' */
33
- var arc3d_linear_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\nattribute vec2 a_iconMapUV;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nuniform float u_opacity: 1.0;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying float v_segmentIndex;\nvarying vec2 v_iconMapUV;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n styleMappingMat[3].g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n styleMappingMat[3].b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n }\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n";
33
+ var arc3d_linear_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\nattribute vec2 a_iconMapUV;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_distance_ratio;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_Color;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n v_distance_ratio = segmentIndex / segmentNumber;\n }\n\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n v_Color = mix(u_sourceColor, u_targetColor, a_Position.x/segmentNumber);\n\n v_Color.a *= opacity;\n\n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n }\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n";
34
34
  var lineStyleObj = {
35
35
  solid: 0.0,
36
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  dash: 1.0
@@ -67,10 +67,10 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
67
67
  }
68
68
  (0, _createClass2.default)(Arc3DModel, [{
69
69
  key: "getUninforms",
70
- value: function getUninforms() {
70
+ value:
71
+ // public enableEncodeStyles = ['opacity'];
72
+ function getUninforms() {
71
73
  var _ref = this.layer.getLayerConfig(),
72
- _ref$opacity = _ref.opacity,
73
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
74
74
  sourceColor = _ref.sourceColor,
75
75
  targetColor = _ref.targetColor,
76
76
  _ref$textureBlend = _ref.textureBlend,
@@ -103,44 +103,11 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
103
103
  if (this.rendererService.getDirty()) {
104
104
  this.texture.bind();
105
105
  }
106
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
107
- opacity: opacity
108
- })) {
109
- this.judgeStyleAttributes({
110
- opacity: opacity
111
- });
112
- var encodeData = this.layer.getEncodedData();
113
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
114
- data = _this$calDataFrame.data,
115
- width = _this$calDataFrame.width,
116
- height = _this$calDataFrame.height;
117
- this.rowCount = height; // 当前数据纹理有多少行
118
-
119
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
120
- flipY: true,
121
- data: data,
122
- format: _l7Core.gl.LUMINANCE,
123
- type: _l7Core.gl.FLOAT,
124
- width: width,
125
- height: height
126
- }) : this.createTexture2D({
127
- flipY: true,
128
- data: [1],
129
- format: _l7Core.gl.LUMINANCE,
130
- type: _l7Core.gl.FLOAT,
131
- width: 1,
132
- height: 1
133
- });
134
- }
135
- return {
106
+ return (0, _objectSpread2.default)({
136
107
  u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,
137
108
  u_globel_radius: _utils.EARTH_RADIUS,
138
109
  // 地球半径
139
110
  u_global_height: globalArcHeight,
140
- u_dataTexture: this.dataTexture,
141
- // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
142
- u_cellTypeLayout: this.getCellTypeLayout(),
143
- u_opacity: (0, _lodash.isNumber)(opacity) ? opacity : 1.0,
144
111
  u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
145
112
  segmentNumber: segmentNumber,
146
113
  u_line_type: lineStyleObj[lineType] || 0.0,
@@ -156,7 +123,7 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
156
123
  u_linearColor: useLinearColor,
157
124
  u_sourceColor: sourceColorArr,
158
125
  u_targetColor: targetColorArr
159
- };
126
+ }, this.getStyleAttribute());
160
127
  }
161
128
  }, {
162
129
  key: "getAnimateUniforms",
@@ -192,9 +159,8 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
192
159
  }, {
193
160
  key: "clearModels",
194
161
  value: function clearModels() {
195
- var _this$texture, _this$dataTexture;
162
+ var _this$texture;
196
163
  (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
197
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
198
164
  this.iconService.off('imageUpdate', this.updateTexture);
199
165
  }
200
166
  }, {
@@ -233,6 +199,7 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
233
199
  moduleName: 'lineArc3d' + type,
234
200
  vertexShader: vert,
235
201
  fragmentShader: frag,
202
+ inject: this.getInject(),
236
203
  triangulation: _triangulation.LineArcTriangulation,
237
204
  segmentNumber: segmentNumber
238
205
  });