@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.
- package/es/core/BaseLayer.d.ts +3 -0
- package/es/core/BaseLayer.js +76 -80
- package/es/core/BaseModel.d.ts +9 -71
- package/es/core/BaseModel.js +75 -357
- package/es/core/CommonStyleAttribute.d.ts +2 -0
- package/es/core/CommonStyleAttribute.js +66 -0
- package/es/core/interface.d.ts +13 -3
- package/es/core/shape/extrude.js +18 -6
- package/es/core/triangulation.d.ts +12 -0
- package/es/core/triangulation.js +70 -0
- package/es/heatmap/models/grid.js +1 -1
- package/es/heatmap/models/grid3d.js +1 -1
- package/es/heatmap/models/heatmap.d.ts +1 -0
- package/es/heatmap/models/heatmap.js +17 -13
- package/es/heatmap/models/hexagon.js +1 -1
- package/es/heatmap/shaders/grid_vert.glsl +2 -2
- package/es/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
- package/es/heatmap/shaders/hexagon_vert.glsl +2 -2
- package/es/line/index.d.ts +1 -0
- package/es/line/index.js +3 -2
- package/es/line/models/arc.js +9 -45
- package/es/line/models/arc_3d.js +12 -45
- package/es/line/models/earthArc_3d.js +6 -40
- package/es/line/models/{half.d.ts → flow.d.ts} +1 -11
- package/es/line/models/flow.js +167 -0
- package/es/line/models/great_circle.js +4 -38
- package/es/line/models/index.d.ts +1 -1
- package/es/line/models/index.js +3 -3
- package/es/line/models/line.js +7 -41
- package/es/line/models/linearline.js +4 -38
- package/es/line/models/simpleLine.d.ts +0 -1
- package/es/line/models/simpleLine.js +4 -43
- package/es/line/shaders/dash/arc_dash_frag.glsl +3 -6
- package/es/line/shaders/dash/arc_dash_vert.glsl +6 -46
- package/es/line/shaders/dash/line_dash_frag.glsl +4 -7
- package/es/line/shaders/dash/line_dash_vert.glsl +3 -33
- package/es/line/shaders/flow/flow_line_frag.glsl +13 -0
- package/es/line/shaders/flow/flow_line_vert.glsl +83 -0
- package/es/line/shaders/line_arc_3d_frag.glsl +6 -6
- package/es/line/shaders/line_arc_3d_vert.glsl +4 -34
- package/es/line/shaders/line_arc_frag.glsl +7 -11
- package/es/line/shaders/line_arc_great_circle_frag.glsl +5 -6
- package/es/line/shaders/line_arc_great_circle_vert.glsl +4 -32
- package/es/line/shaders/line_arc_vert.glsl +9 -45
- package/es/line/shaders/line_frag.glsl +15 -17
- package/es/line/shaders/line_vert.glsl +3 -34
- package/es/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
- package/es/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
- package/es/line/shaders/linear/arc_linear_frag.glsl +2 -30
- package/es/line/shaders/linear/arc_linear_vert.glsl +9 -45
- package/es/line/shaders/linear/line_linear_frag.glsl +5 -6
- package/es/line/shaders/linearLine/line_linear_frag.glsl +2 -14
- package/es/line/shaders/linearLine/line_linear_vert.glsl +14 -32
- package/es/line/shaders/simple/simpleline_frag.glsl +1 -5
- package/es/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
- package/es/line/shaders/simple/simpleline_vert.glsl +7 -33
- package/es/plugins/DataMappingPlugin.js +20 -34
- package/es/plugins/LayerModelPlugin.js +13 -1
- package/es/plugins/ShaderUniformPlugin.js +3 -3
- package/es/point/index.d.ts +1 -0
- package/es/point/index.js +1 -0
- package/es/point/models/earthExtrude.d.ts +0 -3
- package/es/point/models/earthExtrude.js +2 -40
- package/es/point/models/earthFill.d.ts +0 -1
- package/es/point/models/earthFill.js +9 -60
- package/es/point/models/extrude.d.ts +0 -3
- package/es/point/models/extrude.js +3 -42
- package/es/point/models/fill.d.ts +0 -1
- package/es/point/models/fill.js +15 -76
- package/es/point/models/fillmage.js +6 -43
- package/es/point/models/image.js +7 -41
- package/es/point/models/normal.js +2 -2
- package/es/point/models/radar.d.ts +0 -1
- package/es/point/models/radar.js +4 -13
- package/es/point/models/simplePoint.d.ts +0 -1
- package/es/point/models/simplePoint.js +8 -49
- package/es/point/models/text.js +17 -47
- package/es/point/shaders/animate/wave_frag.glsl +1 -11
- package/es/point/shaders/earth/extrude_frag.glsl +5 -17
- package/es/point/shaders/earth/extrude_vert.glsl +14 -29
- package/es/point/shaders/earth/fill_frag.glsl +5 -14
- package/es/point/shaders/earth/fill_vert.glsl +1 -75
- package/es/point/shaders/extrude/extrude_frag.glsl +3 -29
- package/es/point/shaders/extrude/extrude_vert.glsl +27 -35
- package/es/point/shaders/fill_frag.glsl +9 -20
- package/es/point/shaders/fill_vert.glsl +16 -101
- package/es/point/shaders/image/fillImage_frag.glsl +2 -5
- package/es/point/shaders/image/fillImage_vert.glsl +4 -47
- package/es/point/shaders/image_frag.glsl +1 -5
- package/es/point/shaders/image_vert.glsl +1 -44
- package/es/point/shaders/normal_frag.glsl +0 -2
- package/es/point/shaders/normal_vert.glsl +2 -1
- package/es/point/shaders/radar/radar_vert.glsl +2 -2
- package/es/point/shaders/simplePoint_frag.glsl +0 -7
- package/es/point/shaders/simplePoint_vert.glsl +3 -45
- package/es/point/shaders/text_frag.glsl +6 -19
- package/es/point/shaders/text_vert.glsl +5 -66
- package/es/polygon/index.d.ts +1 -0
- package/es/polygon/index.js +1 -0
- package/es/polygon/models/extrude.d.ts +0 -3
- package/es/polygon/models/extrude.js +86 -82
- package/es/polygon/models/fill.d.ts +0 -4
- package/es/polygon/models/fill.js +8 -47
- package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
- package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
- package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
- package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
- package/es/polygon/shaders/polygon_frag.glsl +0 -5
- package/es/polygon/shaders/polygon_linear_frag.glsl +0 -8
- package/es/polygon/shaders/polygon_linear_vert.glsl +0 -32
- package/es/polygon/shaders/polygon_vert.glsl +1 -27
- package/es/utils/layerData.js +2 -2
- package/lib/core/BaseLayer.js +74 -78
- package/lib/core/BaseModel.js +74 -356
- package/lib/core/CommonStyleAttribute.js +72 -0
- package/lib/core/shape/extrude.js +18 -6
- package/lib/core/triangulation.js +72 -0
- package/lib/heatmap/models/grid.js +1 -1
- package/lib/heatmap/models/grid3d.js +1 -1
- package/lib/heatmap/models/heatmap.js +17 -13
- package/lib/heatmap/models/hexagon.js +1 -1
- package/lib/heatmap/shaders/grid_vert.glsl +2 -2
- package/lib/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
- package/lib/heatmap/shaders/hexagon_vert.glsl +2 -2
- package/lib/line/index.js +3 -2
- package/lib/line/models/arc.js +9 -45
- package/lib/line/models/arc_3d.js +12 -45
- package/lib/line/models/earthArc_3d.js +6 -40
- package/lib/line/models/flow.js +174 -0
- package/lib/line/models/great_circle.js +4 -38
- package/lib/line/models/index.js +3 -3
- package/lib/line/models/line.js +7 -41
- package/lib/line/models/linearline.js +4 -38
- package/lib/line/models/simpleLine.js +4 -43
- package/lib/line/shaders/dash/arc_dash_frag.glsl +3 -6
- package/lib/line/shaders/dash/arc_dash_vert.glsl +6 -46
- package/lib/line/shaders/dash/line_dash_frag.glsl +4 -7
- package/lib/line/shaders/dash/line_dash_vert.glsl +3 -33
- package/lib/line/shaders/flow/flow_line_frag.glsl +13 -0
- package/lib/line/shaders/flow/flow_line_vert.glsl +83 -0
- package/lib/line/shaders/line_arc_3d_frag.glsl +6 -6
- package/lib/line/shaders/line_arc_3d_vert.glsl +4 -34
- package/lib/line/shaders/line_arc_frag.glsl +7 -11
- package/lib/line/shaders/line_arc_great_circle_frag.glsl +5 -6
- package/lib/line/shaders/line_arc_great_circle_vert.glsl +4 -32
- package/lib/line/shaders/line_arc_vert.glsl +9 -45
- package/lib/line/shaders/line_frag.glsl +15 -17
- package/lib/line/shaders/line_vert.glsl +3 -34
- package/lib/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
- package/lib/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
- package/lib/line/shaders/linear/arc_linear_frag.glsl +2 -30
- package/lib/line/shaders/linear/arc_linear_vert.glsl +9 -45
- package/lib/line/shaders/linear/line_linear_frag.glsl +5 -6
- package/lib/line/shaders/linearLine/line_linear_frag.glsl +2 -14
- package/lib/line/shaders/linearLine/line_linear_vert.glsl +14 -32
- package/lib/line/shaders/simple/simpleline_frag.glsl +1 -5
- package/lib/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
- package/lib/line/shaders/simple/simpleline_vert.glsl +7 -33
- package/lib/plugins/DataMappingPlugin.js +20 -34
- package/lib/plugins/LayerModelPlugin.js +13 -1
- package/lib/plugins/ShaderUniformPlugin.js +3 -3
- package/lib/point/index.js +1 -0
- package/lib/point/models/earthExtrude.js +2 -40
- package/lib/point/models/earthFill.js +9 -60
- package/lib/point/models/extrude.js +3 -42
- package/lib/point/models/fill.js +15 -76
- package/lib/point/models/fillmage.js +6 -43
- package/lib/point/models/image.js +7 -41
- package/lib/point/models/normal.js +2 -2
- package/lib/point/models/radar.js +4 -13
- package/lib/point/models/simplePoint.js +8 -49
- package/lib/point/models/text.js +15 -45
- package/lib/point/shaders/animate/wave_frag.glsl +1 -11
- package/lib/point/shaders/earth/extrude_frag.glsl +5 -17
- package/lib/point/shaders/earth/extrude_vert.glsl +14 -29
- package/lib/point/shaders/earth/fill_frag.glsl +5 -14
- package/lib/point/shaders/earth/fill_vert.glsl +1 -75
- package/lib/point/shaders/extrude/extrude_frag.glsl +3 -29
- package/lib/point/shaders/extrude/extrude_vert.glsl +27 -35
- package/lib/point/shaders/fill_frag.glsl +9 -20
- package/lib/point/shaders/fill_vert.glsl +16 -101
- package/lib/point/shaders/image/fillImage_frag.glsl +2 -5
- package/lib/point/shaders/image/fillImage_vert.glsl +4 -47
- package/lib/point/shaders/image_frag.glsl +1 -5
- package/lib/point/shaders/image_vert.glsl +1 -44
- package/lib/point/shaders/normal_frag.glsl +0 -2
- package/lib/point/shaders/normal_vert.glsl +2 -1
- package/lib/point/shaders/radar/radar_vert.glsl +2 -2
- package/lib/point/shaders/simplePoint_frag.glsl +0 -7
- package/lib/point/shaders/simplePoint_vert.glsl +3 -45
- package/lib/point/shaders/text_frag.glsl +6 -19
- package/lib/point/shaders/text_vert.glsl +5 -66
- package/lib/polygon/index.js +1 -0
- package/lib/polygon/models/extrude.js +86 -82
- package/lib/polygon/models/fill.js +8 -47
- package/lib/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
- package/lib/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
- package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
- package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
- package/lib/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
- package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
- package/lib/polygon/shaders/polygon_frag.glsl +0 -5
- package/lib/polygon/shaders/polygon_linear_frag.glsl +0 -8
- package/lib/polygon/shaders/polygon_linear_vert.glsl +0 -32
- package/lib/polygon/shaders/polygon_vert.glsl +1 -27
- package/lib/utils/layerData.js +2 -2
- package/package.json +7 -7
- package/es/line/models/half.js +0 -267
- package/es/line/shaders/half/line_half_frag.glsl +0 -53
- package/es/line/shaders/half/line_half_vert.glsl +0 -169
- package/es/utils/dataMappingStyle.d.ts +0 -31
- package/es/utils/dataMappingStyle.js +0 -137
- package/lib/line/models/half.js +0 -274
- package/lib/line/shaders/half/line_half_frag.glsl +0 -53
- package/lib/line/shaders/half/line_half_vert.glsl +0 -169
- package/lib/utils/dataMappingStyle.js +0 -140
package/lib/line/models/line.js
CHANGED
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@@ -16,7 +16,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
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var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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var _l7Core = require("@antv/l7-core");
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var _l7Utils = require("@antv/l7-utils");
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var _lodash = require("lodash");
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var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
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var _interface = require("../../core/interface");
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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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@@ -24,15 +23,15 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
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/* babel-plugin-inline-import '../shaders/dash/line_dash_frag.glsl' */
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// import { LineTriangulation } from '../../core/triangulation';
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// dash line shader
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var line_dash_frag = "#define LineTypeSolid 0.0\
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var line_dash_frag = "#define LineTypeSolid 0.0\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\nvarying float v_d_distance_ratio;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\n// [animate, duration, interval, trailLength],\nvoid main() {\n\n gl_FragColor = v_color;\n\n \n float dashLength = mod(v_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 // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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/* babel-plugin-inline-import '../shaders/dash/line_dash_vert.glsl' */
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var line_dash_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\n\nuniform float u_opacity: 1.0;\
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var line_dash_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\nvarying float v_d_distance_ratio;\n\nuniform float u_opacity: 1.0;\n\nvoid main() {\n\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n vec2 offset = project_pixel(size.xy);\n v_d_distance_ratio = a_DistanceAndIndex.x / a_Total_Distance;\n\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));\n } else {\n float lineHeight = a_Size.y;\n \n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n"; // basic line shader
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/* babel-plugin-inline-import '../shaders/line_frag.glsl' */
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var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\n\nuniform vec3 u_blur;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\
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var line_frag = "#extension GL_OES_standard_derivatives : enable\n#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\n\nuniform vec3 u_blur;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_texture_data;\n\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n// [animate, duration, interval, trailLength],\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_texture_data.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n gl_FragColor.a *= u_opacity; // \u5168\u5C40\u900F\u660E\u5EA6\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) + animateSpeed);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = v_texture_data.g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = v_texture_data.b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = v_texture_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n 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 = pattern;\n }\n } \n\n float v = v_texture_data.a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth / 2.0;\n\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) { // \u5916\u4FA7\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n // float linear = step(0.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n // blur\n float blurV = v_texture_data.a;\n if(blurV < 0.5) {\n gl_FragColor.a *= mix(u_blur.r, u_blur.g, blurV/0.5);\n } else {\n gl_FragColor.a *= mix(u_blur.g, u_blur.b, (blurV - 0.5)/0.5);\n }\n \n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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/* babel-plugin-inline-import '../shaders/line_vert.glsl' */
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var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\n\
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var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\n\nvarying vec4 v_texture_data;\n\nvec2 calculateArrow(vec2 offset) {\n /*\n * \u5728\u652F\u6301\u7BAD\u5934\u7684\u65F6\u5019\uFF0C\u7B2C\u4E8C\u3001\u7B2C\u4E09\u7EC4\u9876\u70B9\u662F\u989D\u5916\u63D2\u5165\u7528\u4E8E\u6784\u5EFA\u9876\u70B9\u7684\n */\n float arrowFlag = -1.0;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // \u9AD8\u5FB7 2.0 \u7684\u65CB\u8F6C\u89D2\u5EA6\u4E0D\u540C\n arrowFlag = 1.0;\n }\n float pi = arrowFlag * 3.1415926/2.;\n if(a_Miter < 0.) {\n // \u6839\u636E\u7EBF\u7684\u4E24\u4FA7\u504F\u79FB\u4E0D\u540C\u3001\u65CB\u8F6C\u7684\u65B9\u5411\u76F8\u53CD\n pi = -pi;\n }\n highp float angle_sin = sin(pi);\n highp float angle_cos = cos(pi);\n // \u8BA1\u7B97\u5782\u76F4\u4E0E\u7EBF\u65B9\u5411\u7684\u65CB\u8F6C\u77E9\u9635\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float arrowWidth = u_arrowWidth;\n float arrowHeight = u_arrowHeight;\n\n vec2 arrowOffset = vec2(0.0);\n /*\n * a_DistanceAndIndex.y \u7528\u4E8E\u6807\u8BB0\u5F53\u524D\u9876\u70B9\u5C5E\u4E8E\u54EA\u4E00\u7EC4\uFF08\u4E24\u4E2A\u9876\u70B9\u4E00\u7EC4\uFF0C\u6784\u6210\u7EBF\u7684\u5176\u5B9E\u662F\u77E9\u5F62\uFF0C\u6700\u7B80\u9700\u8981\u56DB\u4E2A\u9876\u70B9\u3001\u4E24\u7EC4\u9876\u70B9\u6784\u6210\uFF09\n */\n if(a_DistanceAndIndex.y == 0.0) {\n // \u7BAD\u5934\u5C16\u90E8\n offset = vec2(0.0);\n } else if(a_DistanceAndIndex.y == 1.0) {\n // \u7BAD\u5934\u4E24\u4FA7\n arrowOffset = rotation_matrix*(offset * arrowHeight);\n offset += arrowOffset; // \u6CBF\u7EBF\u504F\u79FB\n offset = offset * arrowWidth; // \u5782\u76F4\u7EBF\u5411\u5916\u504F\u79FB\uFF08\u662F\u6784\u5EFA\u7BAD\u5934\u4E24\u4FA7\u7684\u9876\u70B9\uFF09\n } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {\n // \u504F\u79FB\u5176\u4F59\u7684\u70B9\u4F4D\uFF08\u5C06\u957F\u5EA6\u8BA9\u4F4D\u7ED9\u7BAD\u5934\uFF09\n arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;\n offset += arrowOffset;// \u6CBF\u7EBF\u504F\u79FB\n }\n\n return offset;\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n \n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n if(u_arrow > 0.0) {\n // \u8BA1\u7B97\u7BAD\u5934\n offset = calculateArrow(offset);\n\n if(a_DistanceAndIndex.y > 4.0) {\n offset *= mix(1.0, u_tailWidth, currentLinePointRatio);\n }\n }\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n \n v_texture_data = vec4(currentLinePointRatio, lineDistance, d_texPixelLen, texV);\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n"; 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/* babel-plugin-inline-import '../shaders/linear/line_linear_frag.glsl' */
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var linear_line_frag = "varying vec4 v_color;\nuniform float u_linearDir: 1.0;\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\n\
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var linear_line_frag = "varying vec4 v_color;\nvarying vec4 v_texture_data;\nuniform float u_linearDir: 1.0;\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_opacity: 1.0;\n\n#pragma include \"picking\"\n\n\nvoid main() {\n float linearRadio = v_texture_data.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = v_texture_data.a;\n }\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, linearRadio);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= u_opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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// 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]
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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/linearLine/line_linear_frag.glsl' */
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var linear_line_frag = "
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var linear_line_frag = "\nvarying vec4 v_Color;\n#pragma include \"picking\"\nvoid main() {\n\n gl_FragColor = v_Color; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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/* babel-plugin-inline-import '../shaders/linearLine/line_linear_vert.glsl' */
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var linear_line_vert = "\nattribute float a_Miter;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\
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var linear_line_vert = "\nattribute float a_Miter;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity : 1.0;\nuniform sampler2D u_texture;\nuniform float u_linearDir: 1.0;\nvarying vec4 v_Color;\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n float linearRadio =currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = texV;\n }\n\n v_Color = texture2D(u_texture, vec2(linearRadio, 0.5));\n\n v_Color.a *= u_opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n\n\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
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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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var simple_line_frag = "\nvarying vec4 v_color;\nvoid main() {\n gl_FragColor = v_color;\n\n}\n"; // linear simple line shader
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var simle_linear_frag = "uniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float opacity;\nvoid main() {\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_distanceScale);\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
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var simple_line_vert = "attribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_opacity: 1.0;\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\
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var simple_line_vert = "attribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_opacity: 1.0;\nuniform float u_vertexScale: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\nvarying float v_distanceScale;\n\nvoid main() {\n\n v_color = a_Color; \n v_distanceScale = a_Distance / a_Total_Distance;\n v_color = vec4(a_Color.xyz, a_Color.w * u_opacity); \n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n gl_PointSize = 10.0;\n }\n}\n";
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// 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]
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varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
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float d_distance_ratio = styleMappingMat[3].b; // 当前顶点在弧线中所处的分段比例
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varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
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float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
|
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94
|
-
float id = a_vertexId; // 第n个顶点
|
|
95
|
-
float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
|
|
96
|
-
float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
|
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97
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-
|
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98
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-
// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset...
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99
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-
// 按顺序从 cell 中取值、若没有则自动往下取值
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100
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-
float textureOffset = 0.0; // 在 cell 中取值的偏移量
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101
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-
|
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102
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-
vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
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103
|
-
styleMappingMat[0][0] = opacityAndOffset.r;
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104
|
-
textureOffset = opacityAndOffset.g;
|
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105
|
-
|
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106
|
-
vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
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107
|
-
styleMappingMat[0][1] = thetaOffsetAndOffset.r;
|
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108
|
-
textureOffset = thetaOffsetAndOffset.g;
|
|
109
|
-
// cal style mapping - 数据纹理映射部分的计算
|
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110
|
-
|
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75
|
+
v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
|
|
111
76
|
|
|
112
77
|
vec2 source = a_Instance.rg; // 起始点
|
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113
78
|
vec2 target = a_Instance.ba; // 终点
|
|
@@ -127,20 +92,15 @@ void main() {
|
|
|
127
92
|
float total_Distance = pixelDistance(s, t) / 2.0 * PI;
|
|
128
93
|
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
|
|
129
94
|
|
|
130
|
-
|
|
95
|
+
v_distance_ratio = segmentIndex / segmentNumber;
|
|
131
96
|
|
|
132
|
-
|
|
133
|
-
vec4
|
|
134
|
-
|
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135
|
-
// v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
|
|
136
|
-
//unProjCustomCoord
|
|
97
|
+
vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset), 0.0, 1.0));
|
|
98
|
+
vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));
|
|
99
|
+
|
|
137
100
|
|
|
138
101
|
vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
|
|
139
|
-
|
|
140
102
|
|
|
141
|
-
// gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
|
|
142
103
|
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
|
143
|
-
// gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
|
|
144
104
|
gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
|
|
145
105
|
} else {
|
|
146
106
|
gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
|
|
@@ -1,25 +1,22 @@
|
|
|
1
1
|
#define LineTypeSolid 0.0
|
|
2
|
-
uniform float u_opacity : 1.0;
|
|
3
|
-
|
|
4
2
|
varying vec4 v_color;
|
|
5
3
|
|
|
6
4
|
// dash
|
|
7
5
|
varying vec4 v_dash_array;
|
|
6
|
+
varying float v_d_distance_ratio;
|
|
8
7
|
|
|
9
8
|
#pragma include "picking"
|
|
10
9
|
|
|
11
10
|
uniform float u_time;
|
|
12
11
|
uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // 控制运动
|
|
13
12
|
|
|
14
|
-
varying mat4 styleMappingMat;
|
|
15
13
|
// [animate, duration, interval, trailLength],
|
|
16
14
|
void main() {
|
|
17
|
-
|
|
18
|
-
float d_distance_ratio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
|
|
15
|
+
|
|
19
16
|
gl_FragColor = v_color;
|
|
20
|
-
|
|
17
|
+
|
|
21
18
|
|
|
22
|
-
float dashLength = mod(
|
|
19
|
+
float dashLength = mod(v_d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
|
|
23
20
|
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)) {
|
|
24
21
|
// 实线部分
|
|
25
22
|
} else {
|
|
@@ -25,49 +25,19 @@ uniform float u_vertexScale: 1.0;
|
|
|
25
25
|
|
|
26
26
|
varying vec4 v_color;
|
|
27
27
|
varying vec4 v_dash_array;
|
|
28
|
+
varying float v_d_distance_ratio;
|
|
28
29
|
|
|
29
30
|
uniform float u_opacity: 1.0;
|
|
30
|
-
varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
|
|
31
|
-
|
|
32
|
-
#pragma include "styleMapping"
|
|
33
|
-
#pragma include "styleMappingCalOpacity"
|
|
34
31
|
|
|
35
32
|
void main() {
|
|
36
|
-
// cal style mapping - 数据纹理映射部分的计算
|
|
37
|
-
styleMappingMat = mat4(
|
|
38
|
-
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
|
|
39
|
-
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
|
40
|
-
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
|
41
|
-
0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
|
|
42
|
-
);
|
|
43
|
-
|
|
44
|
-
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
|
45
|
-
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
|
46
|
-
float columnWidth = 1.0/columnCount; // 列宽
|
|
47
|
-
float rowHeight = 1.0/rowCount; // 行高
|
|
48
|
-
float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
|
|
49
|
-
float id = a_vertexId; // 第n个顶点
|
|
50
|
-
float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
|
|
51
|
-
float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
|
|
52
|
-
|
|
53
|
-
// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
|
|
54
|
-
// 按顺序从 cell 中取值、若没有则自动往下取值
|
|
55
|
-
float textureOffset = 0.0; // 在 cell 中取值的偏移量
|
|
56
|
-
|
|
57
|
-
vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
|
58
|
-
styleMappingMat[0][0] = opacityAndOffset.r;
|
|
59
|
-
textureOffset = opacityAndOffset.g;
|
|
60
|
-
// cal style mapping - 数据纹理映射部分的计算
|
|
61
33
|
|
|
62
34
|
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;
|
|
63
|
-
v_color = a_Color;
|
|
35
|
+
v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
|
|
64
36
|
|
|
65
37
|
vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
|
|
66
38
|
vec2 offset = project_pixel(size.xy);
|
|
39
|
+
v_d_distance_ratio = a_DistanceAndIndex.x / a_Total_Distance;
|
|
67
40
|
|
|
68
|
-
// 设置数据集的参数
|
|
69
|
-
styleMappingMat[3][0] = a_DistanceAndIndex.x / a_Total_Distance; // 当前点位距离占线总长的比例
|
|
70
|
-
styleMappingMat[3][1] = a_DistanceAndIndex.x; // 当前顶点的距离
|
|
71
41
|
|
|
72
42
|
vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
|
|
73
43
|
|
|
@@ -0,0 +1,83 @@
|
|
|
1
|
+
attribute vec4 a_Color;
|
|
2
|
+
attribute vec2 a_Size;
|
|
3
|
+
attribute vec4 a_Instance;
|
|
4
|
+
attribute vec3 a_Normal;
|
|
5
|
+
attribute vec3 a_Position;
|
|
6
|
+
|
|
7
|
+
uniform mat4 u_ModelMatrix;
|
|
8
|
+
uniform mat4 u_Mvp;
|
|
9
|
+
|
|
10
|
+
#pragma include "projection"
|
|
11
|
+
#pragma include "picking"
|
|
12
|
+
varying vec4 v_color;
|
|
13
|
+
uniform float u_gap_width: 1.0;
|
|
14
|
+
uniform float u_stroke_width: 1.0;
|
|
15
|
+
uniform float u_stroke_opacity: 1.0;
|
|
16
|
+
|
|
17
|
+
|
|
18
|
+
void main() {
|
|
19
|
+
|
|
20
|
+
// #ifdef USE_ATTRIBUTE_OPACITY
|
|
21
|
+
// float opacity = a_Opacity;
|
|
22
|
+
// #else
|
|
23
|
+
// float opacity = u_opacity;
|
|
24
|
+
// #endif
|
|
25
|
+
|
|
26
|
+
|
|
27
|
+
// #ifdef USE_ATTRIBUTE_OFFSETS
|
|
28
|
+
// vec2 offsets = a_Offsets;
|
|
29
|
+
// #else
|
|
30
|
+
// vec2 offsets = u_offsets;
|
|
31
|
+
// #endif
|
|
32
|
+
|
|
33
|
+
// float opacity = u_opacity;
|
|
34
|
+
// 透明度计算
|
|
35
|
+
vec2 source = a_Instance.rg; // 起始点
|
|
36
|
+
vec2 target = a_Instance.ba; // 终点
|
|
37
|
+
vec2 flowlineDir = normalize(target - source);
|
|
38
|
+
vec2 perpendicularDir = vec2(-flowlineDir.y, flowlineDir.x);
|
|
39
|
+
|
|
40
|
+
|
|
41
|
+
vec2 position = mix(source, target, a_Position.x);
|
|
42
|
+
|
|
43
|
+
float lengthCommon = length(target - source);
|
|
44
|
+
vec2 offsetDistances = a_Size.x * project_pixel(a_Position.yz);
|
|
45
|
+
vec2 limitedOffsetDistances = clamp(
|
|
46
|
+
offsetDistances,
|
|
47
|
+
-lengthCommon*.8, lengthCommon*.8
|
|
48
|
+
);
|
|
49
|
+
|
|
50
|
+
float startOffsetCommon = project_pixel(offsets[0]);
|
|
51
|
+
float endOffsetCommon = project_pixel(offsets[1]);
|
|
52
|
+
float endpointOffset = mix(
|
|
53
|
+
clamp(startOffsetCommon, 0.0, lengthCommon*.2),
|
|
54
|
+
-clamp(endOffsetCommon, 0.0, lengthCommon*.2),
|
|
55
|
+
a_Position.x
|
|
56
|
+
);
|
|
57
|
+
|
|
58
|
+
vec2 normalsCommon = u_stroke_width * project_pixel(a_Normal.xy);
|
|
59
|
+
|
|
60
|
+
float gapCommon = project_pixel(u_gap_width);
|
|
61
|
+
vec3 offsetCommon = vec3(
|
|
62
|
+
flowlineDir * (limitedOffsetDistances[1] + normalsCommon.y + endpointOffset * 1.05) -
|
|
63
|
+
perpendicularDir * (limitedOffsetDistances[0] + gapCommon + normalsCommon.x),
|
|
64
|
+
0.0
|
|
65
|
+
);
|
|
66
|
+
|
|
67
|
+
|
|
68
|
+
vec4 project_pos = project_position(vec4(position.xy, 0, 1.0));
|
|
69
|
+
|
|
70
|
+
vec4 fillColor = vec4(a_Color.rgb, a_Color.a * opacity);
|
|
71
|
+
v_color = mix(fillColor, vec4(u_stroke.xyz, u_stroke.w * fillColor.w * u_stroke_opacity), a_Normal.z);
|
|
72
|
+
|
|
73
|
+
|
|
74
|
+
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
|
75
|
+
gl_Position = u_Mvp * vec4(project_pos.xy + offsetCommon.xy, 0., 1.0);
|
|
76
|
+
} else {
|
|
77
|
+
gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offsetCommon.xy, 0., 1.0));
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
|
|
81
|
+
|
|
82
|
+
setPickingColor(a_PickingColor);
|
|
83
|
+
}
|