@antv/l7-layers 2.17.12 → 2.18.0
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.js +7 -2
- package/es/earth/models/atmosphere.js +2 -1
- package/es/earth/models/bloomsphere.js +2 -1
- package/es/heatmap/models/heatmap.js +2 -2
- package/es/image/models/image.js +6 -29
- package/es/line/models/arc.js +2 -2
- package/es/line/models/linearline.js +2 -2
- package/es/line/models/simpleLine.js +2 -2
- package/es/line/models/wall.js +2 -2
- package/es/mask/models/fill.js +2 -2
- package/es/plugins/DataMappingPlugin.js +2 -2
- package/es/plugins/FeatureScalePlugin.js +4 -1
- package/es/plugins/ShaderUniformPlugin.js +1 -2
- package/es/point/models/earthExtrude.js +2 -2
- package/es/point/models/normal.js +2 -1
- package/es/point/models/text.js +2 -2
- package/es/polygon/models/ocean.js +2 -2
- package/es/polygon/models/water.js +2 -1
- package/es/tile/tileFactory/Tile.d.ts +0 -1
- package/es/tile/tileLayer/BaseLayer.js +2 -1
- package/es/utils/layerData.js +2 -2
- package/lib/core/BaseLayer.js +30 -25
- package/lib/earth/models/atmosphere.js +3 -2
- package/lib/earth/models/bloomsphere.js +3 -2
- package/lib/heatmap/models/heatmap.js +2 -2
- package/lib/image/models/image.js +6 -29
- package/lib/line/models/arc.js +2 -2
- package/lib/line/models/linearline.js +2 -2
- package/lib/line/models/simpleLine.js +2 -2
- package/lib/line/models/wall.js +2 -2
- package/lib/mask/models/fill.js +2 -2
- package/lib/plugins/DataMappingPlugin.js +2 -2
- package/lib/plugins/FeatureScalePlugin.js +8 -5
- package/lib/plugins/ShaderUniformPlugin.js +1 -2
- package/lib/point/models/earthExtrude.js +2 -2
- package/lib/point/models/normal.js +3 -2
- package/lib/point/models/text.js +2 -2
- package/lib/polygon/models/ocean.js +2 -2
- package/lib/polygon/models/water.js +3 -2
- package/lib/tile/tileLayer/BaseLayer.js +3 -2
- package/lib/utils/layerData.js +3 -3
- package/package.json +7 -8
|
@@ -15,7 +15,7 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
|
|
|
15
15
|
var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
|
|
16
16
|
var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
|
|
17
17
|
var _l7Core = require("@antv/l7-core");
|
|
18
|
-
var
|
|
18
|
+
var _l7Utils = require("@antv/l7-utils");
|
|
19
19
|
var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
|
|
20
20
|
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); }; }
|
|
21
21
|
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; } }
|
|
@@ -23,6 +23,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
|
|
|
23
23
|
var normalFrag = "varying vec4 v_color;\nvoid main() {\n gl_FragColor = v_color;\n}\n";
|
|
24
24
|
/* babel-plugin-inline-import '../shaders/normal_vert.glsl' */
|
|
25
25
|
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";
|
|
26
|
+
var isNumber = _l7Utils.lodashUtil.isNumber;
|
|
26
27
|
function PointTriangulation(feature) {
|
|
27
28
|
var coordinates = feature.coordinates;
|
|
28
29
|
return {
|
|
@@ -52,7 +53,7 @@ var NormalModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
52
53
|
_ref$opacity = _ref.opacity,
|
|
53
54
|
opacity = _ref$opacity === void 0 ? 1 : _ref$opacity;
|
|
54
55
|
return {
|
|
55
|
-
u_opacity:
|
|
56
|
+
u_opacity: isNumber(opacity) ? opacity : 1.0
|
|
56
57
|
};
|
|
57
58
|
}
|
|
58
59
|
}, {
|
package/lib/point/models/text.js
CHANGED
|
@@ -19,7 +19,6 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
|
|
|
19
19
|
var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
|
|
20
20
|
var _l7Core = require("@antv/l7-core");
|
|
21
21
|
var _l7Utils = require("@antv/l7-utils");
|
|
22
|
-
var _lodash = require("lodash");
|
|
23
22
|
var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
|
|
24
23
|
var _collisionIndex = _interopRequireDefault(require("../../utils/collision-index"));
|
|
25
24
|
var _symbolLayout = require("../../utils/symbol-layout");
|
|
@@ -32,6 +31,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
|
|
|
32
31
|
var textFrag = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 48.0\nuniform sampler2D u_sdf_map;\nuniform float u_gamma_scale : 0.5;\nuniform float u_stroke_width : 2.0;\nuniform float u_halo_blur : 0.5;\nuniform float u_DevicePixelRatio;\n\nvarying vec4 v_color;\nvarying vec4 v_stroke_color;\nvarying vec2 v_uv;\nvarying float v_gamma_scale;\nvarying float v_fontScale;\n\n\n#pragma include \"picking\"\nvoid main() {\n // get style data mapping\n\n // get sdf from atlas\n float dist = texture2D(u_sdf_map, v_uv).a;\n\n lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;\n highp float gamma = (u_halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (v_fontScale * u_gamma_scale) / 1.0;\n\n highp float gamma_scaled = gamma * v_gamma_scale;\n\n highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);\n\n gl_FragColor = mix(v_color, v_stroke_color, smoothstep(0., 0.5, 1.- dist));\n\n gl_FragColor.a *= alpha;\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 gl_FragColor = filterColor(gl_FragColor);\n}\n";
|
|
33
32
|
/* babel-plugin-inline-import '../shaders/text_vert.glsl' */
|
|
34
33
|
var textVert = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 24.0\nattribute vec3 a_Position;\nattribute vec2 a_tex;\nattribute vec2 a_textOffsets;\nattribute vec4 a_Color;\nattribute float a_Size;\nattribute float a_Rotate;\n\nuniform vec2 u_sdf_map_size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_raisingHeight: 0.0;\n\nvarying vec2 v_uv;\nvarying float v_gamma_scale;\nvarying vec4 v_color;\nvarying vec4 v_stroke_color;\nvarying float v_fontScale;\n// uniform float u_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n\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 \n v_uv = a_tex / u_sdf_map_size;\n\n\n\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n v_stroke_color = vec4(u_stroke_color.xyz, u_stroke_color.w * opacity);\n\n // \u6587\u672C\u7F29\u653E\u6BD4\u4F8B\n float fontScale = a_Size / FONT_SIZE;\n v_fontScale = fontScale;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // vec4 projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\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 \n // gl_Position = vec4(projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n\n float raiseHeight = u_raisingHeight;\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 raiseHeight = u_raisingHeight * mapboxZoomScale;\n }\n\n vec4 projected_position;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n projected_position = u_Mvp *(vec4(a_Position.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));\n } else { // else\n projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));\n }\n\n gl_Position = vec4(\n projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n v_gamma_scale = gl_Position.w;\n setPickingColor(a_PickingColor);\n\n}\n";
|
|
34
|
+
var isEqual = _l7Utils.lodashUtil.isEqual;
|
|
35
35
|
function TextTrianglation(feature) {
|
|
36
36
|
// @ts-ignore
|
|
37
37
|
var that = this;
|
|
@@ -198,7 +198,7 @@ var TextModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
198
198
|
while (1) switch (_context4.prev = _context4.next) {
|
|
199
199
|
case 0:
|
|
200
200
|
_ref4 = this.getTextStyle(), _ref4$textAllowOverla = _ref4.textAllowOverlap, textAllowOverlap = _ref4$textAllowOverla === void 0 ? false : _ref4$textAllowOverla, _ref4$textAnchor = _ref4.textAnchor, textAnchor = _ref4$textAnchor === void 0 ? 'center' : _ref4$textAnchor, textOffset = _ref4.textOffset, padding = _ref4.padding, fontFamily = _ref4.fontFamily, fontWeight = _ref4.fontWeight;
|
|
201
|
-
if (!(!
|
|
201
|
+
if (!(!isEqual(padding, this.preTextStyle.padding) || !isEqual(textOffset, this.preTextStyle.textOffset) || !isEqual(textAnchor, this.preTextStyle.textAnchor) || !isEqual(fontFamily, this.preTextStyle.fontFamily) || !isEqual(fontWeight, this.preTextStyle.fontWeight))) {
|
|
202
202
|
_context4.next = 5;
|
|
203
203
|
break;
|
|
204
204
|
}
|
|
@@ -16,7 +16,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
|
|
|
16
16
|
var _l7Core = require("@antv/l7-core");
|
|
17
17
|
var _l7Maps = require("@antv/l7-maps");
|
|
18
18
|
var _l7Utils = require("@antv/l7-utils");
|
|
19
|
-
var _lodash = require("lodash");
|
|
20
19
|
var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
|
|
21
20
|
var _triangulation = require("../../core/triangulation");
|
|
22
21
|
function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
|
|
@@ -25,6 +24,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
|
|
|
25
24
|
var ocean_frag = "\nuniform float u_time: 0.0;\nuniform float u_opacity: 1.0;\n\nvarying vec2 v_uv;\n\nfloat coast2water_fadedepth = 0.10;\nfloat large_waveheight = .750; // change to adjust the \"heavy\" waves\nfloat large_wavesize = 3.4; // factor to adjust the large wave size\nfloat small_waveheight = 0.6; // change to adjust the small random waves\nfloat small_wavesize = 0.5; // factor to ajust the small wave size\nfloat water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)\nfloat water_glossylight_fact= 120.; // range [1..200]\nfloat particle_amount = 70.;\n// vec3 watercolor = vec3(0.43, 0.60, 0.66); // 'transparent' low-water color (RGB)\n// vec3 watercolor2 = vec3(0.06, 0.07, 0.11); // deep-water color (RGB, should be darker than the low-water color)\nuniform vec4 u_watercolor;\nuniform vec4 u_watercolor2;\nvec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights\n#define light vec3(-0., sin(u_time*0.5)*.5 + .35, 2.8) // position of the sun\n\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\n\n \n\nfloat hash( float n ) {\n return fract(sin(n)*43758.5453123);\n}\n\n// 2d noise function\nfloat noise1( in vec2 x ) {\n vec2 p = floor(x);\n vec2 f = smoothstep(0.0, 1.0, fract(x));\n float n = p.x + p.y*57.0;\n return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),\n mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);\n}\n\nfloat noise(vec2 p) {\n return texture2D(u_texture2,p*vec2(1./256.)).x;\n}\n\nvec4 highness(vec2 p) {\n vec4 t = texture2D(u_texture1,fract(p));\n float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;\n return clamp(t, 0.0,3.0)+clamp(t/3.0-1.0, 0.0,1.0)+clamp(t/16.0-1.0, 0.0,1.0);\n}\n\nfloat height_map( vec2 p ) {\n vec4 height=highness(p);\n /*\n height = -0.5+\n 0.5*smoothstep(-100.,0.,-height)+\n 2.75*smoothstep(0.,2.,height)+\n 1.75*smoothstep(2.,4.,height)+\n 2.75*smoothstep(4.,16.,height)+\n 1.5*smoothstep(16.,1000.,height);\n */\n\n mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );\n //p = p*6.;\n float f = 0.6000*noise1( p ); p = m*p*1.1*6.;\n f += 0.2500*noise( p ); p = m*p*1.32;\n f += 0.1666*noise( p ); p = m*p*1.11;\n f += 0.0834*noise( p ); p = m*p*1.12;\n f += 0.0634*noise( p ); p = m*p*1.13;\n f += 0.0444*noise( p ); p = m*p*1.14;\n f += 0.0274*noise( p ); p = m*p*1.15;\n f += 0.0134*noise( p ); p = m*p*1.16;\n f += 0.0104*noise( p ); p = m*p*1.17;\n f += 0.0084*noise( p );\n f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;\n const float FLAT_LEVEL = 0.92525;\n //f = f*0.25+height*0.75;\n if (f<FLAT_LEVEL)\n f = f;\n else\n f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase\n return clamp(f, 0., 10.);\n}\n\nvec3 plasma_quintic( float x ) {\n x = clamp( x, 0.0, 1.0);\n vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3\n vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7\n return vec3(\n dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),\n dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),\n dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );\n}\n\nvec4 color(vec2 p){\n vec4 c1 = vec4(1.7,1.6,.9,1);\n vec4 c2 = vec4(.2,.94,.1,1);\n vec4 c3 = vec4(.3,.2,.0,1);\n vec4 c4 = vec4(.99,.99,1.6,1);\n vec4 v = highness(p);\n float los = smoothstep(0.1,1.1,v.b);\n float his = smoothstep(3.5,6.5,v.b);\n float ces = smoothstep(1.,5.,v.a);\n vec4 lo = mix(c1,c2,los);\n vec4 hi = mix(c3,c4,his);\n vec4 ce = mix(lo,hi,ces);\n\n return vec4(plasma_quintic(ces),1).ragb;\n}\n\nvec3 terrain_map( vec2 p )\n{\n return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture2D(u_texture3, fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'\n}\n\nconst mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );\n\nfloat water_map( vec2 p, float height ) {\n vec2 p2 = p*large_wavesize;\n vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );\n vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );\n\n // coarse crossing 'ocean' waves...\n float f = 0.6000*noise( p );\n f += 0.2500*noise( p*m );\n f += 0.1666*noise( p*m*m );\n float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;\n\n p *= small_wavesize;\n f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<9; i++)\n { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }\n \n return wave+f*small_waveheight;\n}\n\nfloat nautic(vec2 p) {\n p *= 18.;\n float f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }\n return pow(1.-f, 5.);\n}\n\nfloat particles(vec2 p) {\n p *= 200.;\n float f = 0.;\n float amp = 1.0, s = 1.5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }\n return pow(f*.35, 7.)*particle_amount;\n}\n\nfloat test_shadow( vec2 xy, float height) {\n vec3 r0 = vec3(xy, height);\n vec3 rd = normalize( light - r0 );\n \n float hit = 1.0;\n float t = 0.001;\n for (int j=1; j<25; j++)\n {\n vec3 p = r0 + t*rd;\n float h = height_map( p.xy );\n float height_diff = p.z - h;\n if (height_diff<0.0)\n {\n return 0.0;\n }\n t += 0.01+height_diff*.02;\n hit = min(hit, 2.*height_diff/t); // soft shaddow \n }\n return hit;\n}\n\nvec3 CalcTerrain(vec2 uv, float height) {\n vec3 col = terrain_map( uv );\n vec2 iResolution = vec2(512.);\n float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);\n float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);\n float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);\n float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);\n vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));\n vec3 r0 = vec3(uv, height);\n vec3 rd = normalize( light - r0 );\n float grad = dot(norm, rd);\n col *= grad+pow(grad, 8.);\n float terrainshade = test_shadow( uv, height );\n col = mix(col*.25, col, terrainshade);\n return col;\n}\n\n\nvoid main() {\n vec3 watercolor = u_watercolor.rgb;\n vec3 watercolor2 = u_watercolor2.rgb;\n vec2 uv = v_uv;\n float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)\n float deepwater_fadedepth = 0.4 + coast2water_fadedepth;\n float height = height_map( uv );\n vec3 col;\n\n float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);\n float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);\n if (height > level)\n {\n col = CalcTerrain(uv, height);\n }\n if (height <= level)\n {\n vec2 dif = vec2(.0, .01);\n vec2 pos = uv*15. + vec2(u_time*.01);\n float h1 = water_map(pos-dif,waveheight);\n float h2 = water_map(pos+dif,waveheight);\n float h3 = water_map(pos-dif.yx,waveheight);\n float h4 = water_map(pos+dif.yx,waveheight);\n vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane\n uv += normwater.xy*.002*(level-height);\n \n col = CalcTerrain(uv, height);\n\n float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);\n float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);\n float intensity = col.r*.2126+col.g*.7152+col.b*.0722;\n watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));\n\n vec3 r0 = vec3(uv, WATER_LEVEL);\n vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position\n float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction\n float specular = pow(grad, water_softlight_fact); // used for soft highlights \n float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights\n float gradpos = dot(vec3(0., 0., 1.), rd);\n float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...) \n float watershade = test_shadow( uv, level );\n watercolor *= 2.2+watershade;\n watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;\n watercolor /= (1.+specular1*1.25);\n watercolor += watershade*specular2*water_specularcolor;\n watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));\n \n col = mix(col, watercolor, coastfade);\n }\n \n\n float opacity = u_opacity;\n gl_FragColor = vec4(col, opacity); \n}\n";
|
|
26
25
|
/* babel-plugin-inline-import '../shaders/water/polygon_ocean_vert.glsl' */
|
|
27
26
|
var ocean_vert = "attribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec2 v_uv;\n\n#pragma include \"projection\"\n\nvoid main() {\n v_uv = a_uv;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n}\n\n";
|
|
27
|
+
var isNumber = _l7Utils.lodashUtil.isNumber;
|
|
28
28
|
var OceanModel = /*#__PURE__*/function (_BaseModel) {
|
|
29
29
|
(0, _inherits2.default)(OceanModel, _BaseModel);
|
|
30
30
|
var _super = _createSuper(OceanModel);
|
|
@@ -48,7 +48,7 @@ var OceanModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
48
48
|
u_texture3: this.texture3,
|
|
49
49
|
u_watercolor: (0, _l7Utils.rgb2arr)(watercolor),
|
|
50
50
|
u_watercolor2: (0, _l7Utils.rgb2arr)(watercolor2),
|
|
51
|
-
u_opacity:
|
|
51
|
+
u_opacity: isNumber(opacity) ? opacity : 1.0
|
|
52
52
|
};
|
|
53
53
|
}
|
|
54
54
|
}, {
|
|
@@ -15,7 +15,7 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
|
|
|
15
15
|
var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
|
|
16
16
|
var _l7Core = require("@antv/l7-core");
|
|
17
17
|
var _l7Maps = require("@antv/l7-maps");
|
|
18
|
-
var
|
|
18
|
+
var _l7Utils = require("@antv/l7-utils");
|
|
19
19
|
var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
|
|
20
20
|
var _triangulation = require("../../core/triangulation");
|
|
21
21
|
function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
|
|
@@ -24,6 +24,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
|
|
|
24
24
|
var water_frag = "uniform sampler2D u_texture;\nuniform float u_time: 0.0;\nuniform float u_speed: 1.0;\nuniform float u_opacity: 1.0;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\n\nfloat rand(vec2 n) { return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); }\n\nfloat water(vec3 p) {\n float t = u_time * u_speed;\n p.z += t * 2.; p.x += t * 2.;\n vec3 c1 = texture2D(u_texture, p.xz / 30.).xyz;\n p.z += t * 3.; p.x += t * 0.52;\n vec3 c2 = texture2D(u_texture, p.xz / 30.).xyz;\n p.z += t * 4.; p.x += t * 0.8;\n vec3 c3 = texture2D(u_texture, p.xz / 30.).xyz;\n c1 += c2 - c3;\n float z = (c1.x + c1.y + c1.z) / 3.;\n return p.y + z / 4.;\n}\n\nfloat map(vec3 p) {\n float d = 100.0;\n d = water(p);\n return d;\n}\n\nfloat intersect(vec3 ro, vec3 rd) {\n float d = 0.0;\n for (int i = 0; i <= 100; i++) {\n float h = map(ro + rd * d);\n if (h < 0.1) return d;\n d += h;\n }\n return 0.0;\n}\n\nvec3 norm(vec3 p) {\n float eps = .1;\n return normalize(vec3(\n map(p + vec3(eps, 0, 0)) - map(p + vec3(-eps, 0, 0)),\n map(p + vec3(0, eps, 0)) - map(p + vec3(0, -eps, 0)),\n map(p + vec3(0, 0, eps)) - map(p + vec3(0, 0, -eps))\n ));\n} \n\nfloat calSpc() {\n vec3 l1 = normalize(vec3(1, 1, 1));\n vec3 ro = vec3(-3, 20, -8);\n vec3 rc = vec3(0, 0, 0);\n vec3 ww = normalize(rc - ro);\n vec3 uu = normalize(cross(vec3(0,1,0), ww));\n vec3 vv = normalize(cross(rc - ro, uu));\n vec3 rd = normalize(uu * v_uv.x + vv * v_uv.y + ww);\n float d = intersect(ro, rd);\n vec3 p = ro + rd * d;\n vec3 n = norm(p);\n float spc = pow(max(0.0, dot(reflect(l1, n), rd)), 30.0);\n return spc;\n}\n\nvoid main() {\n float opacity = u_opacity;\n gl_FragColor = v_Color;\n gl_FragColor.a *= opacity;\n\n float spc = calSpc();\n gl_FragColor += spc * 0.4;\n}\n";
|
|
25
25
|
/* babel-plugin-inline-import '../shaders/water/polygon_water_vert.glsl' */
|
|
26
26
|
var water_vert = "attribute vec4 a_Color;\nattribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\nuniform float u_opacity: 1.0;\n\n\n#pragma include \"projection\"\n\nvoid main() {\n v_uv = a_uv;\n\n v_Color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n}\n\n";
|
|
27
|
+
var isNumber = _l7Utils.lodashUtil.isNumber;
|
|
27
28
|
var WaterModel = /*#__PURE__*/function (_BaseModel) {
|
|
28
29
|
(0, _inherits2.default)(WaterModel, _BaseModel);
|
|
29
30
|
var _super = _createSuper(WaterModel);
|
|
@@ -42,7 +43,7 @@ var WaterModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
42
43
|
return {
|
|
43
44
|
u_texture: this.texture,
|
|
44
45
|
u_speed: speed,
|
|
45
|
-
u_opacity:
|
|
46
|
+
u_opacity: isNumber(opacity) ? opacity : 1.0
|
|
46
47
|
};
|
|
47
48
|
}
|
|
48
49
|
}, {
|
|
@@ -11,11 +11,12 @@ var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/cl
|
|
|
11
11
|
var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
|
|
12
12
|
var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
|
|
13
13
|
var _l7Core = require("@antv/l7-core");
|
|
14
|
-
var
|
|
14
|
+
var _l7Utils = require("@antv/l7-utils");
|
|
15
15
|
var _TileLayerService = require("../service/TileLayerService");
|
|
16
16
|
var _TilePickService = require("../service/TilePickService");
|
|
17
17
|
var _constants = require("../style/constants");
|
|
18
18
|
var _tileFactory = require("../tileFactory");
|
|
19
|
+
var debounce = _l7Utils.lodashUtil.debounce;
|
|
19
20
|
var BaseTileLayer = /*#__PURE__*/function () {
|
|
20
21
|
// 瓦片是否加载成功
|
|
21
22
|
|
|
@@ -58,7 +59,7 @@ var BaseTileLayer = /*#__PURE__*/function () {
|
|
|
58
59
|
(_this$tilesetManager = _this.tilesetManager) === null || _this$tilesetManager === void 0 ? void 0 : _this$tilesetManager.throttleUpdate(zoom, latLonBounds);
|
|
59
60
|
});
|
|
60
61
|
// 防抖操作
|
|
61
|
-
(0, _defineProperty2.default)(this, "viewchange",
|
|
62
|
+
(0, _defineProperty2.default)(this, "viewchange", debounce(this.mapchange, 24));
|
|
62
63
|
this.parent = parent;
|
|
63
64
|
var container = this.parent.getContainer();
|
|
64
65
|
this.rendererService = container.get(_l7Core.TYPES.IRendererService);
|
package/lib/utils/layerData.js
CHANGED
|
@@ -8,7 +8,7 @@ exports.calculateData = calculateData;
|
|
|
8
8
|
var _l7Maps = require("@antv/l7-maps");
|
|
9
9
|
var _l7Source = _interopRequireDefault(require("@antv/l7-source"));
|
|
10
10
|
var _l7Utils = require("@antv/l7-utils");
|
|
11
|
-
var
|
|
11
|
+
var cloneDeep = _l7Utils.lodashUtil.cloneDeep;
|
|
12
12
|
function getArrowPoints(p1, p2) {
|
|
13
13
|
var dir = [p2[0] - p1[0], p2[1] - p1[1]];
|
|
14
14
|
var normalizeDir = (0, _l7Utils.normalize)(dir);
|
|
@@ -29,7 +29,7 @@ function adjustData2Amap2Coordinates(mappedData, mapService, layer) {
|
|
|
29
29
|
}).map(function (d) {
|
|
30
30
|
d.version = _l7Maps.Version['GAODE2.x'];
|
|
31
31
|
// @ts-ignore
|
|
32
|
-
d.originCoordinates =
|
|
32
|
+
d.originCoordinates = cloneDeep(d.coordinates); // 为了兼容高德1.x 需要保存一份原始的经纬度坐标数据(许多上层逻辑依赖经纬度数据)
|
|
33
33
|
// @ts-ignore
|
|
34
34
|
// d.coordinates = mapService.lngLatToCoord(d.coordinates);
|
|
35
35
|
d.coordinates = mapService.coordToAMap2RelativeCoordinates(d.coordinates, layerCenter);
|
|
@@ -44,7 +44,7 @@ function adjustData2Amap2Coordinates(mappedData, mapService, layer) {
|
|
|
44
44
|
}).map(function (d) {
|
|
45
45
|
d.version = _l7Maps.Version['GAODE2.x'];
|
|
46
46
|
// @ts-ignore
|
|
47
|
-
d.originCoordinates =
|
|
47
|
+
d.originCoordinates = cloneDeep(d.coordinates); // 为了兼容高德1.x 需要保存一份原始的经纬度坐标数据(许多上层逻辑依赖经纬度数据)
|
|
48
48
|
// @ts-ignore
|
|
49
49
|
// d.coordinates = mapService.lngLatToCoords(d.coordinates);
|
|
50
50
|
d.coordinates = mapService.coordToAMap2RelativeCoordinates(d.coordinates, layerCenter);
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@antv/l7-layers",
|
|
3
|
-
"version": "2.
|
|
3
|
+
"version": "2.18.0",
|
|
4
4
|
"description": "L7's collection of built-in layers",
|
|
5
5
|
"main": "lib/index.js",
|
|
6
6
|
"module": "es/index.js",
|
|
@@ -27,10 +27,10 @@
|
|
|
27
27
|
"license": "ISC",
|
|
28
28
|
"dependencies": {
|
|
29
29
|
"@antv/async-hook": "^2.2.9",
|
|
30
|
-
"@antv/l7-core": "2.
|
|
31
|
-
"@antv/l7-maps": "2.
|
|
32
|
-
"@antv/l7-source": "2.
|
|
33
|
-
"@antv/l7-utils": "2.
|
|
30
|
+
"@antv/l7-core": "2.18.0",
|
|
31
|
+
"@antv/l7-maps": "2.18.0",
|
|
32
|
+
"@antv/l7-source": "2.18.0",
|
|
33
|
+
"@antv/l7-utils": "2.18.0",
|
|
34
34
|
"@babel/runtime": "^7.7.7",
|
|
35
35
|
"@mapbox/martini": "^0.2.0",
|
|
36
36
|
"@turf/clone": "^6.5.0",
|
|
@@ -48,12 +48,11 @@
|
|
|
48
48
|
"gl-matrix": "^3.1.0",
|
|
49
49
|
"gl-vec2": "^1.3.0",
|
|
50
50
|
"inversify": "^5.0.1",
|
|
51
|
-
"lodash": "^4.17.15",
|
|
52
51
|
"polyline-miter-util": "^1.0.1",
|
|
53
52
|
"reflect-metadata": "^0.1.13"
|
|
54
53
|
},
|
|
55
54
|
"devDependencies": {
|
|
56
|
-
"@antv/l7-test-utils": "2.
|
|
55
|
+
"@antv/l7-test-utils": "2.18.0",
|
|
57
56
|
"@types/d3-array": "^2.0.0",
|
|
58
57
|
"@types/d3-color": "^1.2.2",
|
|
59
58
|
"@types/d3-interpolate": "1.1.6",
|
|
@@ -62,7 +61,7 @@
|
|
|
62
61
|
"@types/gl-matrix": "^2.4.5",
|
|
63
62
|
"@types/lodash": "^4.14.138"
|
|
64
63
|
},
|
|
65
|
-
"gitHead": "
|
|
64
|
+
"gitHead": "578d1b5343a379d8a7a57ae0d5ae7a700a6589a6",
|
|
66
65
|
"publishConfig": {
|
|
67
66
|
"access": "public"
|
|
68
67
|
}
|