@antv/l7-layers 2.16.0 → 2.16.2

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Files changed (218) hide show
  1. package/es/core/BaseLayer.d.ts +3 -0
  2. package/es/core/BaseLayer.js +76 -80
  3. package/es/core/BaseModel.d.ts +9 -71
  4. package/es/core/BaseModel.js +75 -357
  5. package/es/core/CommonStyleAttribute.d.ts +2 -0
  6. package/es/core/CommonStyleAttribute.js +66 -0
  7. package/es/core/interface.d.ts +13 -3
  8. package/es/core/shape/extrude.js +18 -6
  9. package/es/core/triangulation.d.ts +12 -0
  10. package/es/core/triangulation.js +70 -0
  11. package/es/heatmap/models/grid.js +1 -1
  12. package/es/heatmap/models/grid3d.js +1 -1
  13. package/es/heatmap/models/heatmap.d.ts +1 -0
  14. package/es/heatmap/models/heatmap.js +17 -13
  15. package/es/heatmap/models/hexagon.js +1 -1
  16. package/es/heatmap/shaders/grid_vert.glsl +2 -2
  17. package/es/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
  18. package/es/heatmap/shaders/hexagon_vert.glsl +2 -2
  19. package/es/line/index.d.ts +1 -0
  20. package/es/line/index.js +3 -2
  21. package/es/line/models/arc.js +9 -45
  22. package/es/line/models/arc_3d.js +12 -45
  23. package/es/line/models/earthArc_3d.js +6 -40
  24. package/es/line/models/{half.d.ts → flow.d.ts} +1 -11
  25. package/es/line/models/flow.js +167 -0
  26. package/es/line/models/great_circle.js +4 -38
  27. package/es/line/models/index.d.ts +1 -1
  28. package/es/line/models/index.js +3 -3
  29. package/es/line/models/line.js +7 -41
  30. package/es/line/models/linearline.js +4 -38
  31. package/es/line/models/simpleLine.d.ts +0 -1
  32. package/es/line/models/simpleLine.js +4 -43
  33. package/es/line/shaders/dash/arc_dash_frag.glsl +3 -6
  34. package/es/line/shaders/dash/arc_dash_vert.glsl +6 -46
  35. package/es/line/shaders/dash/line_dash_frag.glsl +4 -7
  36. package/es/line/shaders/dash/line_dash_vert.glsl +3 -33
  37. package/es/line/shaders/flow/flow_line_frag.glsl +13 -0
  38. package/es/line/shaders/flow/flow_line_vert.glsl +83 -0
  39. package/es/line/shaders/line_arc_3d_frag.glsl +6 -6
  40. package/es/line/shaders/line_arc_3d_vert.glsl +4 -34
  41. package/es/line/shaders/line_arc_frag.glsl +7 -11
  42. package/es/line/shaders/line_arc_great_circle_frag.glsl +5 -6
  43. package/es/line/shaders/line_arc_great_circle_vert.glsl +4 -32
  44. package/es/line/shaders/line_arc_vert.glsl +9 -45
  45. package/es/line/shaders/line_frag.glsl +15 -17
  46. package/es/line/shaders/line_vert.glsl +3 -34
  47. package/es/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
  48. package/es/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
  49. package/es/line/shaders/linear/arc_linear_frag.glsl +2 -30
  50. package/es/line/shaders/linear/arc_linear_vert.glsl +9 -45
  51. package/es/line/shaders/linear/line_linear_frag.glsl +5 -6
  52. package/es/line/shaders/linearLine/line_linear_frag.glsl +2 -14
  53. package/es/line/shaders/linearLine/line_linear_vert.glsl +14 -32
  54. package/es/line/shaders/simple/simpleline_frag.glsl +1 -5
  55. package/es/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
  56. package/es/line/shaders/simple/simpleline_vert.glsl +7 -33
  57. package/es/plugins/DataMappingPlugin.js +20 -34
  58. package/es/plugins/LayerModelPlugin.js +13 -1
  59. package/es/plugins/ShaderUniformPlugin.js +3 -3
  60. package/es/point/index.d.ts +1 -0
  61. package/es/point/index.js +1 -0
  62. package/es/point/models/earthExtrude.d.ts +0 -3
  63. package/es/point/models/earthExtrude.js +2 -40
  64. package/es/point/models/earthFill.d.ts +0 -1
  65. package/es/point/models/earthFill.js +9 -60
  66. package/es/point/models/extrude.d.ts +0 -3
  67. package/es/point/models/extrude.js +3 -42
  68. package/es/point/models/fill.d.ts +0 -1
  69. package/es/point/models/fill.js +15 -76
  70. package/es/point/models/fillmage.js +6 -43
  71. package/es/point/models/image.js +7 -41
  72. package/es/point/models/normal.js +2 -2
  73. package/es/point/models/radar.d.ts +0 -1
  74. package/es/point/models/radar.js +4 -13
  75. package/es/point/models/simplePoint.d.ts +0 -1
  76. package/es/point/models/simplePoint.js +8 -49
  77. package/es/point/models/text.js +17 -47
  78. package/es/point/shaders/animate/wave_frag.glsl +1 -11
  79. package/es/point/shaders/earth/extrude_frag.glsl +5 -17
  80. package/es/point/shaders/earth/extrude_vert.glsl +14 -29
  81. package/es/point/shaders/earth/fill_frag.glsl +5 -14
  82. package/es/point/shaders/earth/fill_vert.glsl +1 -75
  83. package/es/point/shaders/extrude/extrude_frag.glsl +3 -29
  84. package/es/point/shaders/extrude/extrude_vert.glsl +27 -35
  85. package/es/point/shaders/fill_frag.glsl +9 -20
  86. package/es/point/shaders/fill_vert.glsl +16 -101
  87. package/es/point/shaders/image/fillImage_frag.glsl +2 -5
  88. package/es/point/shaders/image/fillImage_vert.glsl +4 -47
  89. package/es/point/shaders/image_frag.glsl +1 -5
  90. package/es/point/shaders/image_vert.glsl +1 -44
  91. package/es/point/shaders/normal_frag.glsl +0 -2
  92. package/es/point/shaders/normal_vert.glsl +2 -1
  93. package/es/point/shaders/radar/radar_vert.glsl +2 -2
  94. package/es/point/shaders/simplePoint_frag.glsl +0 -7
  95. package/es/point/shaders/simplePoint_vert.glsl +3 -45
  96. package/es/point/shaders/text_frag.glsl +6 -19
  97. package/es/point/shaders/text_vert.glsl +5 -66
  98. package/es/polygon/index.d.ts +1 -0
  99. package/es/polygon/index.js +1 -0
  100. package/es/polygon/models/extrude.d.ts +0 -3
  101. package/es/polygon/models/extrude.js +86 -82
  102. package/es/polygon/models/fill.d.ts +0 -4
  103. package/es/polygon/models/fill.js +8 -47
  104. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
  105. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
  106. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
  107. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
  108. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
  109. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
  110. package/es/polygon/shaders/polygon_frag.glsl +0 -5
  111. package/es/polygon/shaders/polygon_linear_frag.glsl +0 -8
  112. package/es/polygon/shaders/polygon_linear_vert.glsl +0 -32
  113. package/es/polygon/shaders/polygon_vert.glsl +1 -27
  114. package/es/utils/layerData.js +2 -2
  115. package/lib/core/BaseLayer.js +74 -78
  116. package/lib/core/BaseModel.js +74 -356
  117. package/lib/core/CommonStyleAttribute.js +72 -0
  118. package/lib/core/shape/extrude.js +18 -6
  119. package/lib/core/triangulation.js +72 -0
  120. package/lib/heatmap/models/grid.js +1 -1
  121. package/lib/heatmap/models/grid3d.js +1 -1
  122. package/lib/heatmap/models/heatmap.js +17 -13
  123. package/lib/heatmap/models/hexagon.js +1 -1
  124. package/lib/heatmap/shaders/grid_vert.glsl +2 -2
  125. package/lib/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
  126. package/lib/heatmap/shaders/hexagon_vert.glsl +2 -2
  127. package/lib/line/index.js +3 -2
  128. package/lib/line/models/arc.js +9 -45
  129. package/lib/line/models/arc_3d.js +12 -45
  130. package/lib/line/models/earthArc_3d.js +6 -40
  131. package/lib/line/models/flow.js +174 -0
  132. package/lib/line/models/great_circle.js +4 -38
  133. package/lib/line/models/index.js +3 -3
  134. package/lib/line/models/line.js +7 -41
  135. package/lib/line/models/linearline.js +4 -38
  136. package/lib/line/models/simpleLine.js +4 -43
  137. package/lib/line/shaders/dash/arc_dash_frag.glsl +3 -6
  138. package/lib/line/shaders/dash/arc_dash_vert.glsl +6 -46
  139. package/lib/line/shaders/dash/line_dash_frag.glsl +4 -7
  140. package/lib/line/shaders/dash/line_dash_vert.glsl +3 -33
  141. package/lib/line/shaders/flow/flow_line_frag.glsl +13 -0
  142. package/lib/line/shaders/flow/flow_line_vert.glsl +83 -0
  143. package/lib/line/shaders/line_arc_3d_frag.glsl +6 -6
  144. package/lib/line/shaders/line_arc_3d_vert.glsl +4 -34
  145. package/lib/line/shaders/line_arc_frag.glsl +7 -11
  146. package/lib/line/shaders/line_arc_great_circle_frag.glsl +5 -6
  147. package/lib/line/shaders/line_arc_great_circle_vert.glsl +4 -32
  148. package/lib/line/shaders/line_arc_vert.glsl +9 -45
  149. package/lib/line/shaders/line_frag.glsl +15 -17
  150. package/lib/line/shaders/line_vert.glsl +3 -34
  151. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
  152. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
  153. package/lib/line/shaders/linear/arc_linear_frag.glsl +2 -30
  154. package/lib/line/shaders/linear/arc_linear_vert.glsl +9 -45
  155. package/lib/line/shaders/linear/line_linear_frag.glsl +5 -6
  156. package/lib/line/shaders/linearLine/line_linear_frag.glsl +2 -14
  157. package/lib/line/shaders/linearLine/line_linear_vert.glsl +14 -32
  158. package/lib/line/shaders/simple/simpleline_frag.glsl +1 -5
  159. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
  160. package/lib/line/shaders/simple/simpleline_vert.glsl +7 -33
  161. package/lib/plugins/DataMappingPlugin.js +20 -34
  162. package/lib/plugins/LayerModelPlugin.js +13 -1
  163. package/lib/plugins/ShaderUniformPlugin.js +3 -3
  164. package/lib/point/index.js +1 -0
  165. package/lib/point/models/earthExtrude.js +2 -40
  166. package/lib/point/models/earthFill.js +9 -60
  167. package/lib/point/models/extrude.js +3 -42
  168. package/lib/point/models/fill.js +15 -76
  169. package/lib/point/models/fillmage.js +6 -43
  170. package/lib/point/models/image.js +7 -41
  171. package/lib/point/models/normal.js +2 -2
  172. package/lib/point/models/radar.js +4 -13
  173. package/lib/point/models/simplePoint.js +8 -49
  174. package/lib/point/models/text.js +15 -45
  175. package/lib/point/shaders/animate/wave_frag.glsl +1 -11
  176. package/lib/point/shaders/earth/extrude_frag.glsl +5 -17
  177. package/lib/point/shaders/earth/extrude_vert.glsl +14 -29
  178. package/lib/point/shaders/earth/fill_frag.glsl +5 -14
  179. package/lib/point/shaders/earth/fill_vert.glsl +1 -75
  180. package/lib/point/shaders/extrude/extrude_frag.glsl +3 -29
  181. package/lib/point/shaders/extrude/extrude_vert.glsl +27 -35
  182. package/lib/point/shaders/fill_frag.glsl +9 -20
  183. package/lib/point/shaders/fill_vert.glsl +16 -101
  184. package/lib/point/shaders/image/fillImage_frag.glsl +2 -5
  185. package/lib/point/shaders/image/fillImage_vert.glsl +4 -47
  186. package/lib/point/shaders/image_frag.glsl +1 -5
  187. package/lib/point/shaders/image_vert.glsl +1 -44
  188. package/lib/point/shaders/normal_frag.glsl +0 -2
  189. package/lib/point/shaders/normal_vert.glsl +2 -1
  190. package/lib/point/shaders/radar/radar_vert.glsl +2 -2
  191. package/lib/point/shaders/simplePoint_frag.glsl +0 -7
  192. package/lib/point/shaders/simplePoint_vert.glsl +3 -45
  193. package/lib/point/shaders/text_frag.glsl +6 -19
  194. package/lib/point/shaders/text_vert.glsl +5 -66
  195. package/lib/polygon/index.js +1 -0
  196. package/lib/polygon/models/extrude.js +86 -82
  197. package/lib/polygon/models/fill.js +8 -47
  198. package/lib/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
  199. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
  200. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
  201. package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
  202. package/lib/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
  203. package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
  204. package/lib/polygon/shaders/polygon_frag.glsl +0 -5
  205. package/lib/polygon/shaders/polygon_linear_frag.glsl +0 -8
  206. package/lib/polygon/shaders/polygon_linear_vert.glsl +0 -32
  207. package/lib/polygon/shaders/polygon_vert.glsl +1 -27
  208. package/lib/utils/layerData.js +2 -2
  209. package/package.json +7 -7
  210. package/es/line/models/half.js +0 -267
  211. package/es/line/shaders/half/line_half_frag.glsl +0 -53
  212. package/es/line/shaders/half/line_half_vert.glsl +0 -169
  213. package/es/utils/dataMappingStyle.d.ts +0 -31
  214. package/es/utils/dataMappingStyle.js +0 -137
  215. package/lib/line/models/half.js +0 -274
  216. package/lib/line/shaders/half/line_half_frag.glsl +0 -53
  217. package/lib/line/shaders/half/line_half_vert.glsl +0 -169
  218. package/lib/utils/dataMappingStyle.js +0 -140
@@ -1,4 +1,5 @@
1
1
  import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
+ import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
2
3
  import _classCallCheck from "@babel/runtime/helpers/esm/classCallCheck";
3
4
  import _createClass from "@babel/runtime/helpers/esm/createClass";
4
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  import _inherits from "@babel/runtime/helpers/esm/inherits";
@@ -9,16 +10,15 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
9
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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; } }
10
11
  import { AttributeType, gl } from '@antv/l7-core';
11
12
  import { PointFillTriangulation } from '@antv/l7-utils';
12
- import { isNumber } from 'lodash';
13
13
  import BaseModel from "../../core/BaseModel";
14
14
  import { SizeUnitType } from "../../core/interface";
15
15
  // animate pointLayer shader - support animate
16
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  /* babel-plugin-inline-import '../shaders/animate/wave_frag.glsl' */
17
- var waveFillFrag = "\nuniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n\n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n \n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n\n float d = length(v_data.xy);\n if(d > 0.5) {\n discard;\n }\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_animate.z - u_animate.y * u_time)), 0.0, 1.0);\n \n // \u6839\u636E\u53E0\u52A0\u6A21\u5F0F\u9009\u62E9\u6548\u679C\n if(u_additive > 0.0) {\n gl_FragColor *= intensity;\n // \u4F18\u5316\u6C34\u6CE2\u70B9 blend additive \u6A21\u5F0F\u4E0B\u6709\u7684\u62FE\u53D6\u6548\u679C \n gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);\n } else {\n gl_FragColor = vec4(gl_FragColor.xyz, gl_FragColor.a * intensity);\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n"; // static pointLayer shader - not support animate
17
+ var waveFillFrag = "\nuniform float u_additive;\n\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n \n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n gl_FragColor = v_color;\n\n float d = length(v_data.xy);\n if(d > 0.5) {\n discard;\n }\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_animate.z - u_animate.y * u_time)), 0.0, 1.0);\n \n // \u6839\u636E\u53E0\u52A0\u6A21\u5F0F\u9009\u62E9\u6548\u679C\n if(u_additive > 0.0) {\n gl_FragColor *= intensity;\n // \u4F18\u5316\u6C34\u6CE2\u70B9 blend additive \u6A21\u5F0F\u4E0B\u6709\u7684\u62FE\u53D6\u6548\u679C \n gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);\n } else {\n gl_FragColor = vec4(gl_FragColor.xyz, gl_FragColor.a * intensity);\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n"; // static pointLayer shader - not support animate
18
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  /* babel-plugin-inline-import '../shaders/fill_frag.glsl' */
19
- var pointFillFrag = "uniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n float stroke_opacity = styleMappingMat[0][1];\n float strokeWidth = styleMappingMat[0][2];\n vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + strokeWidth);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n\n if(strokeWidth < 0.01) {\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n } else {\n gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);\n } else {\n gl_FragColor.a *= opacity_t;\n gl_FragColor = filterColor(gl_FragColor);\n }\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if(gl_FragColor.a < 0.01) {\n discard;\n } \n}\n";
19
+ var pointFillFrag = "uniform float u_additive;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nvarying vec4 v_stroke;\n\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + u_stroke_width);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n\n if(u_stroke_width < 0.01) {\n gl_FragColor = v_color;\n } else {\n gl_FragColor = mix(v_color, v_stroke * u_stroke_opacity, color_t);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);\n } else {\n gl_FragColor.a *= opacity_t;\n gl_FragColor = filterColor(gl_FragColor);\n }\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if(gl_FragColor.a < 0.01) {\n discard;\n } \n}\n";
20
20
  /* babel-plugin-inline-import '../shaders/fill_vert.glsl' */
21
- var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\n\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\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform int u_Size_Unit;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\nuniform float u_raisingHeight: 0.0;\nuniform float u_heightfixed: 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalStrokeOpacity\"\n#pragma include \"styleMappingCalStrokeWidth\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n /*\n * setPickingSize \u8BBE\u7F6E\u62FE\u53D6\u5927\u5C0F\n * u_meter2coord \u5728\u7B49\u9762\u79EF\u5927\u5C0F\u7684\u65F6\u5019\u8BBE\u7F6E\u5355\u4F4D\n */\n float newSize = setPickingSize(a_Size);\n // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;\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\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\n vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = strokeOpacityAndOffset.r;\n textureOffset = strokeOpacityAndOffset.g;\n\n vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][2] = strokeWidthAndOffset.r;\n textureOffset = strokeWidthAndOffset.g;\n\n vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);\n if(hasStroke()) {\n vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R\n textureOffset += 1.0;\n\n vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G\n textureOffset += 1.0;\n\n vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B\n textureOffset += 1.0;\n\n vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A\n textureOffset += 1.0;\n } else {\n if(u_stroke_color == vec4(0.0)) {\n styleMappingMat[1][0] = v_color.r;\n styleMappingMat[1][1] = v_color.g;\n styleMappingMat[1][2] = v_color.b;\n styleMappingMat[1][3] = v_color.a;\n } else {\n styleMappingMat[1][0] = u_stroke_color.r;\n styleMappingMat[1][1] = u_stroke_color.g;\n styleMappingMat[1][2] = u_stroke_color.b;\n styleMappingMat[1][3] = u_stroke_color.a;\n }\n }\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\nif(u_Size_Unit == 1) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n\n v_radius = newSize;\n\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);\n vec3 aPosition = a_Position;\n\n offset = project_pixel(offset);\n \n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n\n // vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n float raisingHeight = u_raisingHeight;\n\n if(u_heightfixed < 1.0) { // false\n raisingHeight = project_pixel(u_raisingHeight);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_raisingHeight * mapboxZoomScale;\n }\n }\n \n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, raisingHeight, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
21
+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform int u_size_unit;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nvarying vec4 v_stroke;\n\n// uniform float u_opacity : 1;\nuniform float u_stroke_width: 2;\nuniform vec3 u_blur_height_fixed: [0, 0, 0];\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n // \u900F\u660E\u5EA6\u8BA1\u7B97\n v_stroke = stroke; \n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n /*\n * setPickingSize \u8BBE\u7F6E\u62FE\u53D6\u5927\u5C0F\n * u_meter2coord \u5728\u7B49\u9762\u79EF\u5927\u5C0F\u7684\u65F6\u5019\u8BBE\u7F6E\u5355\u4F4D\n */\n float newSize = setPickingSize(a_Size);\n // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;\n\n\n\n // unpack color(vec2)\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n\n if(u_size_unit == 1) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n\n v_radius = newSize;\n\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur_height_fixed.x);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + u_offsets);\n vec3 aPosition = a_Position;\n\n offset = project_pixel(offset);\n \n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n\n // vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n float raisingHeight = u_blur_height_fixed.y;\n\n if(u_blur_height_fixed.z < 1.0) { // false\n raisingHeight = project_pixel(u_blur_height_fixed.y);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_blur_height_fixed.y * mapboxZoomScale;\n }\n }\n \n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, raisingHeight, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
22
22
  var FillModel = /*#__PURE__*/function (_BaseModel) {
23
23
  _inherits(FillModel, _BaseModel);
24
24
  var _super = _createSuper(FillModel);
@@ -30,16 +30,10 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
30
30
  key: "getUninforms",
31
31
  value: function getUninforms() {
32
32
  var _ref = this.layer.getLayerConfig(),
33
- _ref$opacity = _ref.opacity,
34
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
35
33
  _ref$strokeOpacity = _ref.strokeOpacity,
36
34
  strokeOpacity = _ref$strokeOpacity === void 0 ? 1 : _ref$strokeOpacity,
37
35
  _ref$strokeWidth = _ref.strokeWidth,
38
36
  strokeWidth = _ref$strokeWidth === void 0 ? 0 : _ref$strokeWidth,
39
- _ref$stroke = _ref.stroke,
40
- stroke = _ref$stroke === void 0 ? 'rgba(0,0,0,0)' : _ref$stroke,
41
- _ref$offsets = _ref.offsets,
42
- offsets = _ref$offsets === void 0 ? [0, 0] : _ref$offsets,
43
37
  blend = _ref.blend,
44
38
  _ref$blur = _ref.blur,
45
39
  blur = _ref$blur === void 0 ? 0 : _ref$blur,
@@ -49,58 +43,13 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
49
43
  heightfixed = _ref$heightfixed === void 0 ? false : _ref$heightfixed,
50
44
  _ref$unit = _ref.unit,
51
45
  unit = _ref$unit === void 0 ? 'pixel' : _ref$unit;
52
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
53
- opacity: opacity,
54
- strokeOpacity: strokeOpacity,
55
- strokeWidth: strokeWidth,
56
- stroke: stroke,
57
- offsets: offsets
58
- })) {
59
- // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量
60
- this.judgeStyleAttributes({
61
- opacity: opacity,
62
- strokeOpacity: strokeOpacity,
63
- strokeWidth: strokeWidth,
64
- stroke: stroke,
65
- offsets: offsets
66
- });
67
- var encodeData = this.layer.getEncodedData();
68
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
69
- data = _this$calDataFrame.data,
70
- width = _this$calDataFrame.width,
71
- height = _this$calDataFrame.height;
72
- this.rowCount = height; // 当前数据纹理有多少行
73
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
74
- flipY: true,
75
- data: data,
76
- format: gl.LUMINANCE,
77
- type: gl.FLOAT,
78
- width: width,
79
- height: height
80
- }) : this.createTexture2D({
81
- flipY: true,
82
- data: [1],
83
- format: gl.LUMINANCE,
84
- type: gl.FLOAT,
85
- width: 1,
86
- height: 1
87
- });
88
- }
89
- return {
90
- u_raisingHeight: Number(raisingHeight),
91
- u_heightfixed: Number(heightfixed),
92
- u_blur: blur,
46
+ return _objectSpread({
47
+ u_blur_height_fixed: [blur, Number(raisingHeight), Number(heightfixed)],
93
48
  u_additive: blend === 'additive' ? 1.0 : 0.0,
94
- u_dataTexture: this.dataTexture,
95
- // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
96
- u_cellTypeLayout: this.getCellTypeLayout(),
97
- u_opacity: isNumber(opacity) ? opacity : 1.0,
98
- u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,
99
- u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 1.0,
100
- u_stroke_color: this.getStrokeColor(stroke),
101
- u_Size_Unit: SizeUnitType[unit],
102
- u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0]
103
- };
49
+ u_stroke_opacity: strokeOpacity,
50
+ u_stroke_width: strokeWidth,
51
+ u_size_unit: SizeUnitType[unit]
52
+ }, this.getStyleAttribute());
104
53
  }
105
54
  }, {
106
55
  key: "getAnimateUniforms",
@@ -143,13 +92,13 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
143
92
  key: "buildModels",
144
93
  value: function () {
145
94
  var _buildModels = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime.mark(function _callee2() {
146
- var _ref3, _ref3$animateOption, animateOption, _ref3$workerEnabled, workerEnabled, enablePicking, shape2d, _this$getShaders, frag, vert, type, model;
95
+ var _ref3, _ref3$animateOption, animateOption, _this$getShaders, frag, vert, type, model;
147
96
  return _regeneratorRuntime.wrap(function _callee2$(_context2) {
148
97
  while (1) switch (_context2.prev = _context2.next) {
149
98
  case 0:
150
99
  _ref3 = this.layer.getLayerConfig(), _ref3$animateOption = _ref3.animateOption, animateOption = _ref3$animateOption === void 0 ? {
151
100
  enable: false
152
- } : _ref3$animateOption, _ref3$workerEnabled = _ref3.workerEnabled, workerEnabled = _ref3$workerEnabled === void 0 ? false : _ref3$workerEnabled, enablePicking = _ref3.enablePicking, shape2d = _ref3.shape2d;
101
+ } : _ref3$animateOption;
153
102
  _this$getShaders = this.getShaders(animateOption), frag = _this$getShaders.frag, vert = _this$getShaders.vert, type = _this$getShaders.type;
154
103
  this.layer.triangulation = PointFillTriangulation;
155
104
  _context2.next = 5;
@@ -157,15 +106,10 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
157
106
  moduleName: type,
158
107
  vertexShader: vert,
159
108
  fragmentShader: frag,
109
+ inject: this.getInject(),
160
110
  triangulation: PointFillTriangulation,
161
111
  depth: {
162
112
  enable: false
163
- },
164
- workerEnabled: workerEnabled,
165
- workerOptions: {
166
- modelType: type,
167
- enablePicking: enablePicking,
168
- shape2d: shape2d
169
113
  }
170
114
  });
171
115
  case 5:
@@ -212,12 +156,6 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
212
156
  };
213
157
  }
214
158
  }
215
- }, {
216
- key: "clearModels",
217
- value: function clearModels() {
218
- var _this$dataTexture;
219
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
220
- }
221
159
 
222
160
  // overwrite baseModel func
223
161
  }, {
@@ -228,6 +166,7 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
228
166
  }, {
229
167
  key: "registerBuiltinAttributes",
230
168
  value: function registerBuiltinAttributes() {
169
+ // 注册 Style 参与数据映射的内置属性
231
170
  var shape2d = this.layer.getLayerConfig().shape2d;
232
171
  this.styleAttributeService.registerStyleAttribute({
233
172
  name: 'extrude',
@@ -270,7 +209,7 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
270
209
  }
271
210
  });
272
211
 
273
- // point layer size;
212
+ // point layer shape;
274
213
  this.styleAttributeService.registerStyleAttribute({
275
214
  name: 'shape',
276
215
  type: AttributeType.Attribute,
@@ -11,15 +11,14 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
11
11
  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; } }
12
12
  import { AttributeType, gl } from '@antv/l7-core';
13
13
  import { getCullFace } from '@antv/l7-utils';
14
- import { isNumber } from 'lodash';
15
14
  import BaseModel from "../../core/BaseModel";
16
15
  import { SizeUnitType } from "../../core/interface";
17
16
  import { PointFillTriangulation } from "../../core/triangulation";
18
17
  // static pointLayer shader - not support animate
19
18
  /* babel-plugin-inline-import '../shaders/image/fillImage_frag.glsl' */
20
- var pointFillFrag = "uniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\nvarying vec2 v_uv; // \u672C\u8EAB\u7684 uv \u5750\u6807\nvarying vec2 v_Iconuv;\n\nvoid main() {\n\n float opacity = styleMappingMat[0][0];\n\n vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;\n gl_FragColor = texture2D(u_texture, pos);\n gl_FragColor.a *= opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
19
+ var pointFillFrag = "uniform sampler2D u_texture;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\nvarying vec2 v_uv; // \u672C\u8EAB\u7684 uv \u5750\u6807\nvarying vec2 v_Iconuv;\n\nvoid main() {\n\n vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;\n gl_FragColor = texture2D(u_texture, pos);\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
21
20
  /* babel-plugin-inline-import '../shaders/image/fillImage_vert.glsl' */
22
- var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute vec2 a_Uv;\nattribute float a_Rotate;\n\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\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform mat2 u_RotateMatrix;\nuniform int u_Size_Unit;\n\nvarying vec2 v_uv; // \u672C\u8EAB\u7684 uv \u5750\u6807\nvarying vec2 v_Iconuv; // icon \u8D34\u56FE\u7684 uv \u5750\u6807\n\nuniform float u_raisingHeight: 0.0;\nuniform float u_heightfixed: 0.0;\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 extrude = a_Extrude;\n\n v_uv = (a_Extrude.xy + 1.0)/2.0;\n v_uv.y = 1.0 - v_uv.y;\n v_Iconuv = a_Uv;\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 - empty - empty - empty\n 0.0, 0.0, 0.0, 0.0, // empty - empty - empty - empty\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\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\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n highp float angle_sin = sin(a_Rotate);\n highp float angle_cos = cos(a_Rotate);\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float newSize = a_Size;\n if(u_Size_Unit == 1) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n\n // vec2 offset = (u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);\n vec2 offset = (rotation_matrix * u_RotateMatrix * extrude.xy * (newSize) + textrueOffsets);\n vec3 aPosition = a_Position;\n\n offset = project_pixel(offset);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n float raisingHeight = u_raisingHeight;\n if(u_heightfixed < 1.0) { // height fixed\n raisingHeight = project_pixel(u_raisingHeight);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_raisingHeight * mapboxZoomScale;\n }\n }\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp *vec4(project_pos.xy + offset, raisingHeight, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
21
+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute vec2 a_Uv;\nattribute float a_Rotate;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform mat2 u_RotateMatrix;\nuniform int u_size_unit;\n\nvarying vec2 v_uv; // \u672C\u8EAB\u7684 uv \u5750\u6807\nvarying vec2 v_Iconuv; // icon \u8D34\u56FE\u7684 uv \u5750\u6807\n\nuniform float u_raisingHeight: 0.0;\nuniform float u_heightfixed: 0.0;\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\n\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 extrude = a_Extrude;\n v_uv = (a_Extrude.xy + 1.0)/2.0;\n v_uv.y = 1.0 - v_uv.y;\n v_Iconuv = a_Uv;\n\n\n highp float angle_sin = sin(a_Rotate);\n highp float angle_cos = cos(a_Rotate);\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float newSize = a_Size;\n if(u_size_unit == 1) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n\n // vec2 offset = (u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);\n vec2 offset = (rotation_matrix * u_RotateMatrix * extrude.xy * (newSize) + u_offsets);\n vec3 aPosition = a_Position;\n\n offset = project_pixel(offset);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n float raisingHeight = u_raisingHeight;\n if(u_heightfixed < 1.0) { // height fixed\n raisingHeight = project_pixel(u_raisingHeight);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_raisingHeight * mapboxZoomScale;\n }\n }\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp *vec4(project_pos.xy + offset, raisingHeight, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
23
22
  var FillImageModel = /*#__PURE__*/function (_BaseModel) {
24
23
  _inherits(FillImageModel, _BaseModel);
25
24
  var _super = _createSuper(FillImageModel);
@@ -91,50 +90,15 @@ var FillImageModel = /*#__PURE__*/function (_BaseModel) {
91
90
  }
92
91
  // 控制图标的旋转角度(绕 Z 轴旋转)
93
92
  this.radian = rotation !== undefined ? rotateFlag * Math.PI * rotation / 180 : rotateFlag * Math.PI * (this.mapService.getRotation() % 360) / 180;
94
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
95
- opacity: opacity,
96
- offsets: offsets
97
- })) {
98
- // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量
99
- this.judgeStyleAttributes({
100
- opacity: opacity,
101
- offsets: offsets
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: gl.LUMINANCE,
114
- type: gl.FLOAT,
115
- width: width,
116
- height: height
117
- }) : this.createTexture2D({
118
- flipY: true,
119
- data: [1],
120
- format: gl.LUMINANCE,
121
- type: gl.FLOAT,
122
- width: 1,
123
- height: 1
124
- });
125
- }
126
93
  return {
127
94
  u_raisingHeight: Number(raisingHeight),
128
95
  u_heightfixed: Number(heightfixed),
129
- u_Size_Unit: SizeUnitType[unit],
96
+ u_size_unit: SizeUnitType[unit],
130
97
  u_RotateMatrix: new Float32Array([Math.cos(this.radian), Math.sin(this.radian), -Math.sin(this.radian), Math.cos(this.radian)]),
131
- u_dataTexture: this.dataTexture,
132
- // 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]
133
- u_cellTypeLayout: this.getCellTypeLayout(),
134
98
  u_texture: this.texture,
135
99
  u_textSize: [1024, this.iconService.canvasHeight || 128],
136
- u_opacity: isNumber(opacity) ? opacity : 1.0,
137
- u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0]
100
+ u_opacity: opacity,
101
+ u_offsets: offsets
138
102
  };
139
103
  }
140
104
  }, {
@@ -202,10 +166,9 @@ var FillImageModel = /*#__PURE__*/function (_BaseModel) {
202
166
  }, {
203
167
  key: "clearModels",
204
168
  value: function clearModels() {
205
- var _this$texture, _this$dataTexture;
169
+ var _this$texture;
206
170
  this.iconService.off('imageUpdate', this.updateTexture);
207
171
  (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
208
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
209
172
  }
210
173
 
211
174
  // overwrite baseModel func
@@ -10,13 +10,12 @@ import _regeneratorRuntime from "@babel/runtime/regenerator";
10
10
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
11
11
  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; } }
12
12
  import { AttributeType, gl } from '@antv/l7-core';
13
- import { isNumber } from 'lodash';
14
13
  import BaseModel from "../../core/BaseModel";
15
14
  import { PointImageTriangulation } from "../../core/triangulation";
16
15
  /* babel-plugin-inline-import '../shaders/image_frag.glsl' */
17
- var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\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 size = styleMappingMat[1][0];\n vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;\n vec4 textureColor;\n\n // Y = 0.299R + 0.587G + 0.114B // \u4EAE\u5EA6\u63D0\u53D6\n \n textureColor = texture2D(u_texture, pos);\n\n // Tip: \u53BB\u9664\u8FB9\u7F18\u90E8\u5206 mipmap \u5BFC\u81F4\u7684\u6DF7\u5408\u53D8\u6697\n float fragmengTocenter = distance(vec2(0.5), gl_PointCoord);\n if(fragmengTocenter >= 0.5) {\n float luma = 0.299 * textureColor.r + 0.587 * textureColor.g + 0.114 * textureColor.b;\n textureColor.a *= luma;\n }\n \n \n\n if(all(lessThan(v_color, vec4(1.0+0.00001))) && all(greaterThan(v_color, vec4(1.0-0.00001))) || v_color==vec4(1.0)){\n gl_FragColor= textureColor;\n }else {\n gl_FragColor= step(0.01, textureColor.z) * v_color;\n }\n\n gl_FragColor.a = gl_FragColor.a * opacity;\n \n if (gl_FragColor.a < 0.01) {\n discard;\n }\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
16
+ var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\n\n#pragma include \"picking\"\n\nvoid main(){\n vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;\n vec4 textureColor;\n\n // Y = 0.299R + 0.587G + 0.114B // \u4EAE\u5EA6\u63D0\u53D6\n \n textureColor = texture2D(u_texture, pos);\n\n // Tip: \u53BB\u9664\u8FB9\u7F18\u90E8\u5206 mipmap \u5BFC\u81F4\u7684\u6DF7\u5408\u53D8\u6697\n float fragmengTocenter = distance(vec2(0.5), gl_PointCoord);\n if(fragmengTocenter >= 0.5) {\n float luma = 0.299 * textureColor.r + 0.587 * textureColor.g + 0.114 * textureColor.b;\n textureColor.a *= luma;\n }\n \n \n\n if(all(lessThan(v_color, vec4(1.0+0.00001))) && all(greaterThan(v_color, vec4(1.0-0.00001))) || v_color==vec4(1.0)){\n gl_FragColor= textureColor;\n }else {\n gl_FragColor= step(0.01, textureColor.z) * v_color;\n }\n\n gl_FragColor.a = gl_FragColor.a * u_opacity;\n \n if (gl_FragColor.a < 0.01) {\n discard;\n }\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
18
17
  /* babel-plugin-inline-import '../shaders/image_vert.glsl' */
19
- var pointImageVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec4 a_Color;\nattribute vec2 a_Uv;\nattribute float a_Size;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec2 u_offsets;\n\nuniform float u_opacity : 1;\nuniform float u_raisingHeight: 0.0;\nuniform float u_heightfixed: 0.0;\n\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 \"picking\"\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\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\n styleMappingMat[1][0] = a_Size;\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n v_color = a_Color;\n v_uv = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n \n vec2 offset = project_pixel(textrueOffsets);\n\n float raisingHeight = u_raisingHeight;\n if(u_heightfixed < 1.0) { // false\n raisingHeight = project_pixel(u_raisingHeight);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_raisingHeight * mapboxZoomScale;\n }\n }\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, raisingHeight, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n";
18
+ var pointImageVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec4 a_Color;\nattribute vec2 a_Uv;\nattribute float a_Size;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec2 u_offsets;\n\nuniform float u_opacity : 1;\nuniform float u_raisingHeight: 0.0;\nuniform float u_heightfixed: 0.0;\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n v_color = a_Color;\n v_uv = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n \n vec2 offset = project_pixel(u_offsets);\n\n float raisingHeight = u_raisingHeight;\n if(u_heightfixed < 1.0) { // false\n raisingHeight = project_pixel(u_raisingHeight);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_raisingHeight * mapboxZoomScale;\n }\n }\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, raisingHeight, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n";
20
19
  var ImageModel = /*#__PURE__*/function (_BaseModel) {
21
20
  _inherits(ImageModel, _BaseModel);
22
21
  var _super = _createSuper(ImageModel);
@@ -68,50 +67,18 @@ var ImageModel = /*#__PURE__*/function (_BaseModel) {
68
67
  raisingHeight = _ref$raisingHeight === void 0 ? 0 : _ref$raisingHeight,
69
68
  _ref$heightfixed = _ref.heightfixed,
70
69
  heightfixed = _ref$heightfixed === void 0 ? false : _ref$heightfixed;
70
+
71
+ // ThreeJS 图层兼容
71
72
  if (this.rendererService.getDirty()) {
72
73
  this.texture.bind();
73
74
  }
74
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
75
- opacity: opacity,
76
- offsets: offsets
77
- })) {
78
- this.judgeStyleAttributes({
79
- opacity: opacity,
80
- offsets: offsets
81
- });
82
- var encodeData = this.layer.getEncodedData();
83
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
84
- data = _this$calDataFrame.data,
85
- width = _this$calDataFrame.width,
86
- height = _this$calDataFrame.height;
87
- this.rowCount = height; // 当前数据纹理有多少行
88
-
89
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
90
- flipY: true,
91
- data: data,
92
- format: gl.LUMINANCE,
93
- type: gl.FLOAT,
94
- width: width,
95
- height: height
96
- }) : this.createTexture2D({
97
- flipY: true,
98
- data: [1],
99
- format: gl.LUMINANCE,
100
- type: gl.FLOAT,
101
- width: 1,
102
- height: 1
103
- });
104
- }
105
75
  return {
106
76
  u_raisingHeight: Number(raisingHeight),
107
77
  u_heightfixed: Number(heightfixed),
108
- u_dataTexture: this.dataTexture,
109
- // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
110
- u_cellTypeLayout: this.getCellTypeLayout(),
111
78
  u_texture: this.texture,
112
79
  u_textSize: [1024, this.iconService.canvasHeight || 128],
113
- u_opacity: isNumber(opacity) ? opacity : 1.0,
114
- u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0]
80
+ u_opacity: opacity,
81
+ u_offsets: offsets
115
82
  };
116
83
  }
117
84
  }, {
@@ -138,9 +105,8 @@ var ImageModel = /*#__PURE__*/function (_BaseModel) {
138
105
  }, {
139
106
  key: "clearModels",
140
107
  value: function clearModels() {
141
- var _this$texture, _this$dataTexture;
108
+ var _this$texture;
142
109
  (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
143
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
144
110
  this.iconService.off('imageUpdate', this.updateTexture);
145
111
  }
146
112
  }, {
@@ -12,9 +12,9 @@ import { AttributeType, gl } from '@antv/l7-core';
12
12
  import { isNumber } from 'lodash';
13
13
  import BaseModel from "../../core/BaseModel";
14
14
  /* babel-plugin-inline-import '../shaders/normal_frag.glsl' */
15
- var normalFrag = "uniform float u_opacity : 1;\nvarying vec4 v_color;\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n}\n";
15
+ var normalFrag = "varying vec4 v_color;\nvoid main() {\n gl_FragColor = v_color;\n}\n";
16
16
  /* babel-plugin-inline-import '../shaders/normal_vert.glsl' */
17
- var normalVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute float a_Size;\nattribute vec4 a_Color;\n\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n\nvoid main() {\n v_color = a_Color;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(a_Position.xy, a_Position.z, 1.0);\n } else {\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy),project_pos.z,project_pos.w));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n}\n";
17
+ var normalVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform float u_opacity : 1;\nuniform mat4 u_Mvp;\nattribute float a_Size;\nattribute vec4 a_Color;\n\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n\nvoid main() {\n v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(a_Position.xy, a_Position.z, 1.0);\n } else {\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy),project_pos.z,project_pos.w));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n}\n";
18
18
  export function PointTriangulation(feature) {
19
19
  var coordinates = feature.coordinates;
20
20
  return {
@@ -11,7 +11,6 @@ export default class RadarModel extends BaseModel {
11
11
  };
12
12
  initModels(): Promise<IModel[]>;
13
13
  buildModels(): Promise<IModel[]>;
14
- clearModels(): void;
15
14
  protected animateOption2Array(option: Partial<IAnimateOption>): number[];
16
15
  protected registerBuiltinAttributes(): void;
17
16
  }
@@ -8,14 +8,13 @@ import _regeneratorRuntime from "@babel/runtime/regenerator";
8
8
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
9
9
  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; } }
10
10
  import { AttributeType, gl } from '@antv/l7-core';
11
- import { isNumber } from 'lodash';
12
11
  import BaseModel from "../../core/BaseModel";
13
12
  import { SizeUnitType } from "../../core/interface";
14
13
  import { PointFillTriangulation } from "../../core/triangulation";
15
14
  /* babel-plugin-inline-import '../shaders/radar/radar_frag.glsl' */
16
15
  var pointFillFrag = "\nuniform float u_additive;\nuniform float u_opacity: 1.0;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nvarying vec2 v_exteude;\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius);\n\n float outer_df = sdCircle(v_data.xy, 1.0);\n float inner_df = sdCircle(v_data.xy, r);\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n gl_FragColor = vec4(v_color.rgb, v_color.a * u_opacity);\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n } else {\n gl_FragColor.a *= opacity_t;\n }\n\n if(gl_FragColor.a > 0.0) {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n vec2 extrude = v_exteude;\n vec2 dir = normalize(extrude);\n vec2 baseDir = vec2(1.0, 0.0);\n float pi = 3.14159265359;\n // full circle\n // float rades = dot(dir, baseDir);\n // float flag = sign(dir.y);\n // float radar_v = (flag - 1.0) * -0.5 + flag * acos(rades)/pi/2.0;\n \n // half circle\n float flag = sign(dir.y);\n float rades = dot(dir, baseDir);\n float radar_v = (flag - 1.0) * -0.5 * acos(rades)/pi;\n // simple AA\n if(radar_v > 0.99) {\n radar_v = 1.0 - (radar_v - 0.99)/0.01;\n }\n\n gl_FragColor.a *= radar_v;\n}\n";
17
16
  /* babel-plugin-inline-import '../shaders/radar/radar_vert.glsl' */
18
- var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nuniform float u_speed: 1.0;\nuniform float u_time;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform int u_Size_Unit;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nvarying vec2 v_exteude;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float newSize = setPickingSize(a_Size);\n\n float time = u_time * u_speed;\n mat2 rotateMatrix = mat2( \n cos(time), sin(time), \n -sin(time), cos(time)\n );\n v_exteude = rotateMatrix * a_Extrude.xy;\n\n // unpack color(vec2)\n v_color = a_Color;\n\n\n\n // anti-alias\n float blur = 0.0;\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, blur);\n\n if(u_Size_Unit == 1) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n // radius(16-bit)\n v_radius = newSize;\n\n vec2 offset = (extrude.xy * (newSize));\n vec3 aPosition = a_Position;\n \n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n \n v_data = vec4(extrude.x, extrude.y, antialiasblur, -1.0);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp *vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
17
+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nuniform float u_speed: 1.0;\nuniform float u_time;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform int u_size_unit;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nvarying vec2 v_exteude;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float newSize = setPickingSize(a_Size);\n\n float time = u_time * u_speed;\n mat2 rotateMatrix = mat2( \n cos(time), sin(time), \n -sin(time), cos(time)\n );\n v_exteude = rotateMatrix * a_Extrude.xy;\n\n // unpack color(vec2)\n v_color = a_Color;\n\n\n\n // anti-alias\n float blur = 0.0;\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, blur);\n\n if(u_size_unit == 1) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n // radius(16-bit)\n v_radius = newSize;\n\n vec2 offset = (extrude.xy * (newSize));\n vec3 aPosition = a_Position;\n \n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n \n v_data = vec4(extrude.x, extrude.y, antialiasblur, -1.0);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp *vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
19
18
  var RadarModel = /*#__PURE__*/function (_BaseModel) {
20
19
  _inherits(RadarModel, _BaseModel);
21
20
  var _super = _createSuper(RadarModel);
@@ -35,10 +34,10 @@ var RadarModel = /*#__PURE__*/function (_BaseModel) {
35
34
  _ref$unit = _ref.unit,
36
35
  unit = _ref$unit === void 0 ? 'pixel' : _ref$unit;
37
36
  return {
38
- u_Size_Unit: SizeUnitType[unit],
37
+ u_size_unit: SizeUnitType[unit],
39
38
  u_speed: speed,
40
39
  u_additive: blend === 'additive' ? 1.0 : 0.0,
41
- u_opacity: isNumber(opacity) ? opacity : 1.0
40
+ u_opacity: opacity
42
41
  };
43
42
  }
44
43
  }, {
@@ -109,15 +108,7 @@ var RadarModel = /*#__PURE__*/function (_BaseModel) {
109
108
  return _buildModels.apply(this, arguments);
110
109
  }
111
110
  return buildModels;
112
- }()
113
- }, {
114
- key: "clearModels",
115
- value: function clearModels() {
116
- var _this$dataTexture;
117
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
118
- }
119
-
120
- // overwrite baseModel func
111
+ }() // overwrite baseModel func
121
112
  }, {
122
113
  key: "animateOption2Array",
123
114
  value: function animateOption2Array(option) {
@@ -11,6 +11,5 @@ export default class SimplePointModel extends BaseModel {
11
11
  getUninforms(): IModelUniform;
12
12
  initModels(): Promise<IModel[]>;
13
13
  buildModels(): Promise<IModel[]>;
14
- clearModels(): void;
15
14
  protected registerBuiltinAttributes(): void;
16
15
  }
@@ -9,12 +9,12 @@ import _regeneratorRuntime from "@babel/runtime/regenerator";
9
9
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
10
10
  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; } }
11
11
  import { AttributeType, gl } from '@antv/l7-core';
12
- import { isNumber } from 'lodash';
13
12
  import BaseModel from "../../core/BaseModel";
13
+ import { rgb2arr } from '@antv/l7-utils';
14
14
  /* babel-plugin-inline-import '../shaders/simplePoint_frag.glsl' */
15
- var simplePointFrag = "\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\nuniform float u_additive;\n\nuniform float u_stroke_opacity : 1;\n\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n\nvarying vec4 v_color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\nvarying float v_blur;\nvarying float v_innerRadius;\n\n#pragma include \"picking\"\nvoid main() {\n vec2 center = vec2(0.5);\n\n float opacity = styleMappingMat[0][0];\n // Tip: \u7247\u5143\u5230\u4E2D\u5FC3\u70B9\u7684\u8DDD\u79BB 0 - 1\n float fragmengTocenter = distance(center, gl_PointCoord) * 2.0;\n // Tip: \u7247\u5143\u7684\u526A\u5207\u6210\u5706\u5F62\n float circleClipOpacity = 1.0 - smoothstep(v_blur, 1.0, fragmengTocenter);\n\n\n if(v_innerRadius < 0.99) {\n // \u5F53\u5B58\u5728 stroke \u4E14 stroke > 0.01\n float blurWidth = (1.0 - v_blur)/2.0;\n vec4 stroke = vec4(u_stroke_color.rgb, u_stroke_opacity);\n if(fragmengTocenter > v_innerRadius + blurWidth) {\n gl_FragColor = stroke;\n } else if(fragmengTocenter > v_innerRadius - blurWidth){\n float mixR = (fragmengTocenter - (v_innerRadius - blurWidth)) / (blurWidth * 2.0);\n gl_FragColor = mix(v_color, stroke, mixR);\n } else {\n gl_FragColor = v_color;\n }\n } else {\n // \u5F53\u4E0D\u5B58\u5728 stroke \u6216 stroke <= 0.01\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n \n if(u_additive > 0.0) {\n gl_FragColor *= circleClipOpacity;\n } else {\n gl_FragColor.a *= circleClipOpacity;\n }\n\n}\n";
15
+ var simplePointFrag = "\nuniform float u_additive;\nuniform float u_stroke_opacity : 1;\n\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n\nvarying vec4 v_color;\nvarying float v_blur;\nvarying float v_innerRadius;\n\n#pragma include \"picking\"\nvoid main() {\n vec2 center = vec2(0.5);\n\n // Tip: \u7247\u5143\u5230\u4E2D\u5FC3\u70B9\u7684\u8DDD\u79BB 0 - 1\n float fragmengTocenter = distance(center, gl_PointCoord) * 2.0;\n // Tip: \u7247\u5143\u7684\u526A\u5207\u6210\u5706\u5F62\n float circleClipOpacity = 1.0 - smoothstep(v_blur, 1.0, fragmengTocenter);\n\n\n if(v_innerRadius < 0.99) {\n // \u5F53\u5B58\u5728 stroke \u4E14 stroke > 0.01\n float blurWidth = (1.0 - v_blur)/2.0;\n vec4 stroke = vec4(u_stroke_color.rgb, u_stroke_opacity);\n if(fragmengTocenter > v_innerRadius + blurWidth) {\n gl_FragColor = stroke;\n } else if(fragmengTocenter > v_innerRadius - blurWidth){\n float mixR = (fragmengTocenter - (v_innerRadius - blurWidth)) / (blurWidth * 2.0);\n gl_FragColor = mix(v_color, stroke, mixR);\n } else {\n gl_FragColor = v_color;\n }\n } else {\n // \u5F53\u4E0D\u5B58\u5728 stroke \u6216 stroke <= 0.01\n gl_FragColor = v_color;\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n \n if(u_additive > 0.0) {\n gl_FragColor *= circleClipOpacity;\n } else {\n gl_FragColor.a *= circleClipOpacity;\n }\n\n}\n";
16
16
  /* babel-plugin-inline-import '../shaders/simplePoint_vert.glsl' */
17
- var simplePointVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\nuniform float u_stroke_width;\n\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\nvarying float v_blur;\nvarying float v_innerRadius;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"project\"\nvoid main() {\n v_color = a_Color;\n v_blur = 1.0 - max(2.0/a_Size, 0.05);\n v_innerRadius = max((a_Size - u_stroke_width) / a_Size, 0.0);\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\nstyleMappingMat = 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\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\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n \n vec2 offset = project_pixel(textrueOffsets);\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(a_Position.xy + offset, a_Position.z, 1.0);\n } else { // else\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n";
17
+ var simplePointVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\nuniform float u_stroke_width;\n\nvarying float v_blur;\nvarying float v_innerRadius;\n\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"project\"\nvoid main() {\n v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);\n v_blur = 1.0 - max(2.0/a_Size, 0.05);\n v_innerRadius = max((a_Size - u_stroke_width) / a_Size, 0.0);\n \n vec2 offset = project_pixel(u_offsets);\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(a_Position.xy + offset, a_Position.z, 1.0);\n } else { // else\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n";
18
18
  export function PointTriangulation(feature) {
19
19
  var coordinates = feature.coordinates;
20
20
  return {
@@ -52,48 +52,13 @@ var SimplePointModel = /*#__PURE__*/function (_BaseModel) {
52
52
  strokeWidth = _ref$strokeWidth === void 0 ? 0 : _ref$strokeWidth,
53
53
  _ref$stroke = _ref.stroke,
54
54
  stroke = _ref$stroke === void 0 ? '#fff' : _ref$stroke;
55
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
56
- opacity: opacity,
57
- offsets: offsets
58
- })) {
59
- // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量
60
- this.judgeStyleAttributes({
61
- opacity: opacity,
62
- offsets: offsets
63
- });
64
- var encodeData = this.layer.getEncodedData();
65
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
66
- data = _this$calDataFrame.data,
67
- width = _this$calDataFrame.width,
68
- height = _this$calDataFrame.height;
69
- this.rowCount = height; // 当前数据纹理有多少行
70
-
71
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
72
- flipY: true,
73
- data: data,
74
- format: gl.LUMINANCE,
75
- type: gl.FLOAT,
76
- width: width,
77
- height: height
78
- }) : this.createTexture2D({
79
- flipY: true,
80
- data: [1],
81
- format: gl.LUMINANCE,
82
- type: gl.FLOAT,
83
- width: 1,
84
- height: 1
85
- });
86
- }
87
55
  return {
88
56
  u_additive: blend === 'additive' ? 1.0 : 0.0,
89
- u_dataTexture: this.dataTexture,
90
- // 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]
91
- u_cellTypeLayout: this.getCellTypeLayout(),
92
- u_opacity: isNumber(opacity) ? opacity : 1.0,
93
- u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0],
94
- u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,
95
- u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 1.0,
96
- u_stroke_color: this.getStrokeColor(stroke)
57
+ u_opacity: opacity,
58
+ u_offsets: offsets,
59
+ u_stroke_opacity: strokeOpacity,
60
+ u_stroke_width: strokeWidth,
61
+ u_stroke_color: rgb2arr(stroke)
97
62
  };
98
63
  }
99
64
  }, {
@@ -149,12 +114,6 @@ var SimplePointModel = /*#__PURE__*/function (_BaseModel) {
149
114
  }
150
115
  return buildModels;
151
116
  }()
152
- }, {
153
- key: "clearModels",
154
- value: function clearModels() {
155
- var _this$dataTexture;
156
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
157
- }
158
117
  }, {
159
118
  key: "registerBuiltinAttributes",
160
119
  value: function registerBuiltinAttributes() {