@antv/l7-layers 2.18.0 → 2.18.3

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Files changed (44) hide show
  1. package/es/core/BaseModel.d.ts +0 -20
  2. package/es/core/BaseModel.js +4 -2
  3. package/es/core/CommonStyleAttribute.js +20 -0
  4. package/es/core/interface.d.ts +1 -0
  5. package/es/plugins/FeatureScalePlugin.js +2 -1
  6. package/es/point/index.js +5 -3
  7. package/es/point/models/{simplePoint.js → billboard_point.js} +2 -2
  8. package/es/point/models/fill.js +1 -1
  9. package/es/point/models/fillmage.js +8 -37
  10. package/es/point/models/image.js +7 -7
  11. package/es/point/models/index.js +1 -1
  12. package/es/point/models/normal.js +4 -4
  13. package/es/point/models/text.js +1 -19
  14. package/es/point/shaders/fill_vert.glsl +3 -4
  15. package/es/point/shaders/image/fillImage_frag.glsl +2 -1
  16. package/es/point/shaders/image/fillImage_vert.glsl +9 -11
  17. package/es/point/shaders/image_frag.glsl +2 -4
  18. package/es/point/shaders/image_vert.glsl +3 -4
  19. package/es/point/shaders/normal_vert.glsl +1 -2
  20. package/es/point/shaders/text_vert.glsl +4 -6
  21. package/lib/core/BaseModel.js +4 -2
  22. package/lib/core/CommonStyleAttribute.js +20 -0
  23. package/lib/plugins/FeatureScalePlugin.js +2 -1
  24. package/lib/point/index.js +5 -3
  25. package/lib/point/models/{simplePoint.js → billboard_point.js} +2 -2
  26. package/lib/point/models/fill.js +1 -1
  27. package/lib/point/models/fillmage.js +8 -37
  28. package/lib/point/models/image.js +7 -7
  29. package/lib/point/models/index.js +2 -2
  30. package/lib/point/models/normal.js +4 -4
  31. package/lib/point/models/text.js +1 -19
  32. package/lib/point/shaders/fill_vert.glsl +3 -4
  33. package/lib/point/shaders/image/fillImage_frag.glsl +2 -1
  34. package/lib/point/shaders/image/fillImage_vert.glsl +9 -11
  35. package/lib/point/shaders/image_frag.glsl +2 -4
  36. package/lib/point/shaders/image_vert.glsl +3 -4
  37. package/lib/point/shaders/normal_vert.glsl +1 -2
  38. package/lib/point/shaders/text_vert.glsl +4 -6
  39. package/package.json +7 -7
  40. /package/es/point/models/{simplePoint.d.ts → billboard_point.d.ts} +0 -0
  41. /package/es/point/shaders/{simplePoint_frag.glsl → billboard_point_frag.glsl} +0 -0
  42. /package/es/point/shaders/{simplePoint_vert.glsl → billboard_point_vert.glsl} +0 -0
  43. /package/lib/point/shaders/{simplePoint_frag.glsl → billboard_point_frag.glsl} +0 -0
  44. /package/lib/point/shaders/{simplePoint_vert.glsl → billboard_point_vert.glsl} +0 -0
@@ -218,7 +218,8 @@ var BaseModel = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
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  opacity: 'float',
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  stroke: 'vec4',
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  offsets: 'vec2',
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- textOffset: 'vec2'
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+ textOffset: 'vec2',
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+ rotation: 'float'
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  };
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  this.layer.enableShaderEncodeStyles.forEach(function (key) {
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  if (encodeStyleAttribute[key]) {
@@ -247,7 +248,8 @@ var BaseModel = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
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  var defualtValue = {
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  opacity: 1,
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  stroke: [1, 0, 0, 1],
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- offsets: [0, 0]
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+ offsets: [0, 0],
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+ rotation: 0
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  };
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  this.layer.enableShaderEncodeStyles.forEach(function (key) {
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  if (!_this.layer.encodeStyleAttribute[key]) {
@@ -7,6 +7,26 @@ exports.getCommonStyleAttributeOptions = getCommonStyleAttributeOptions;
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  var _l7Core = require("@antv/l7-core");
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  function getCommonStyleAttributeOptions(name) {
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  switch (name) {
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+ // // roate
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+ case 'rotation':
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+ return {
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+ name: 'Rotation',
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+ type: _l7Core.AttributeType.Attribute,
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+ descriptor: {
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+ name: 'a_Rotation',
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+ buffer: {
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+ usage: _l7Core.gl.DYNAMIC_DRAW,
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+ data: [],
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+ type: _l7Core.gl.FLOAT
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+ },
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+ size: 1,
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+ update: function update(feature) {
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+ var _feature$rotation = feature.rotation,
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+ rotation = _feature$rotation === void 0 ? 0 : _feature$rotation;
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+ return Array.isArray(rotation) ? [rotation[0]] : [rotation];
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+ }
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+ }
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+ };
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  case 'stroke':
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  return {
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  name: 'stroke',
@@ -138,7 +138,8 @@ var FeatureScalePlugin = (_dec = (0, _inversify.injectable)(), _dec(_class = /*#
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  // 创建Scale
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  var attributeScale = attribute.scale;
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  // eslint-disable-next-line @typescript-eslint/no-non-null-assertion
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- attributeScale.names = _this2.parseFields(attribute.scale.field || []);
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+ var fieldValue = attribute.scale.field;
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+ attributeScale.names = _this2.parseFields(isNil(fieldValue) ? [] : fieldValue);
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  var scales = [];
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  // 为每个字段创建 Scale
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  attributeScale.names.forEach(function (field) {
@@ -32,7 +32,7 @@ var PointLayer = /*#__PURE__*/function (_BaseLayer) {
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  }
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  _this = _super.call.apply(_super, [this].concat(args));
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  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "type", 'PointLayer');
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- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "enableShaderEncodeStyles", ['opacity', 'offsets', 'stroke']);
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+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "enableShaderEncodeStyles", ['opacity', 'offsets', 'stroke', 'rotation']);
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  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "enableDataEncodeStyles", ['textOffset', 'textAnchor']);
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  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "defaultSourceConfig", {
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  data: [],
@@ -164,7 +164,9 @@ var PointLayer = /*#__PURE__*/function (_BaseLayer) {
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  var layerData = this.getEncodedData();
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  var _this$getLayerConfig2 = this.getLayerConfig(),
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  shape2d = _this$getLayerConfig2.shape2d,
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- shape3d = _this$getLayerConfig2.shape3d;
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+ shape3d = _this$getLayerConfig2.shape3d,
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+ _this$getLayerConfig3 = _this$getLayerConfig2.billboard,
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+ billboard = _this$getLayerConfig3 === void 0 ? true : _this$getLayerConfig3;
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  var iconMap = this.iconService.getIconMap();
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  var item = layerData.find(function (fe) {
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  return fe.hasOwnProperty('shape');
@@ -182,7 +184,7 @@ var PointLayer = /*#__PURE__*/function (_BaseLayer) {
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  if (shape === 'radar') {
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  return 'radar';
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  }
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- if (this.layerType === 'fillImage') {
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+ if (this.layerType === 'fillImage' || billboard === false) {
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  return 'fillImage';
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  }
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  if ((shape2d === null || shape2d === void 0 ? void 0 : shape2d.indexOf(shape)) !== -1) {
@@ -19,9 +19,9 @@ var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
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  var _l7Utils = require("@antv/l7-utils");
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  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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- /* babel-plugin-inline-import '../shaders/simplePoint_frag.glsl' */
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+ /* babel-plugin-inline-import '../shaders/billboard_point_frag.glsl' */
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  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";
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- /* babel-plugin-inline-import '../shaders/simplePoint_vert.glsl' */
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+ /* babel-plugin-inline-import '../shaders/billboard_point_vert.glsl' */
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  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";
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  function PointTriangulation(feature) {
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  var coordinates = feature.coordinates;
@@ -25,7 +25,7 @@ var waveFillFrag = "\nuniform float u_additive;\n\n\nvarying vec4 v_data;\nvaryi
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  /* babel-plugin-inline-import '../shaders/fill_frag.glsl' */
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  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";
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  /* babel-plugin-inline-import '../shaders/fill_vert.glsl' */
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- 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";
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+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\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;\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#pragma include \"rotation_2d\"\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 offset = rotate_matrix(offset,rotation);\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";
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  var FillModel = /*#__PURE__*/function (_BaseModel) {
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  (0, _inherits2.default)(FillModel, _BaseModel);
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  var _super = _createSuper(FillModel);
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
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  exports.default = void 0;
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  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
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  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
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+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
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  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
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  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
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  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
@@ -23,9 +24,9 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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  /* babel-plugin-inline-import '../shaders/image/fillImage_frag.glsl' */
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  // static pointLayer shader - not support animate
26
- 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";
27
+ 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;\nvarying float v_opacity;\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 *= v_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
27
28
  /* babel-plugin-inline-import '../shaders/image/fillImage_vert.glsl' */
28
- 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";
29
+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute vec2 a_Uv;\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;\nvarying float v_opacity;\n// uniform vec2 u_offsets; // shader \u6CE8\u5165\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\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 v_opacity = opacity;\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 = (extrude.xy * (newSize) + offsets);\n\n offset = rotate_matrix(offset,rotation);\n\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";
29
30
  var FillImageModel = /*#__PURE__*/function (_BaseModel) {
30
31
  (0, _inherits2.default)(FillImageModel, _BaseModel);
31
32
  var _super = _createSuper(FillImageModel);
@@ -70,11 +71,6 @@ var FillImageModel = /*#__PURE__*/function (_BaseModel) {
70
71
  // 旋转的弧度
71
72
  function getUninforms() {
72
73
  var _ref = this.layer.getLayerConfig(),
73
- _ref$opacity = _ref.opacity,
74
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
75
- _ref$offsets = _ref.offsets,
76
- offsets = _ref$offsets === void 0 ? [0, 0] : _ref$offsets,
77
- rotation = _ref.rotation,
78
74
  _ref$raisingHeight = _ref.raisingHeight,
79
75
  raisingHeight = _ref$raisingHeight === void 0 ? 0.0 : _ref$raisingHeight,
80
76
  _ref$heightfixed = _ref.heightfixed,
@@ -91,22 +87,14 @@ var FillImageModel = /*#__PURE__*/function (_BaseModel) {
91
87
  * GAODE2.x -1
92
88
  * GAODE1.x -1
93
89
  */
94
- var rotateFlag = 1;
95
- if (this.mapService.version === 'GAODE2.x' || this.mapService.version === 'GAODE1.x') {
96
- rotateFlag = -1;
97
- }
98
- // 控制图标的旋转角度(绕 Z 轴旋转)
99
- this.radian = rotation !== undefined ? rotateFlag * Math.PI * rotation / 180 : rotateFlag * Math.PI * (this.mapService.getRotation() % 360) / 180;
100
- return {
90
+
91
+ return (0, _objectSpread2.default)({
101
92
  u_raisingHeight: Number(raisingHeight),
102
93
  u_heightfixed: Number(heightfixed),
103
94
  u_size_unit: _interface.SizeUnitType[unit],
104
- u_RotateMatrix: new Float32Array([Math.cos(this.radian), Math.sin(this.radian), -Math.sin(this.radian), Math.cos(this.radian)]),
105
95
  u_texture: this.texture,
106
- u_textSize: [1024, this.iconService.canvasHeight || 128],
107
- u_opacity: opacity,
108
- u_offsets: offsets
109
- };
96
+ u_textSize: [1024, this.iconService.canvasHeight || 128]
97
+ }, this.getStyleAttribute());
110
98
  }
111
99
  }, {
112
100
  key: "getAttribute",
@@ -151,6 +139,7 @@ var FillImageModel = /*#__PURE__*/function (_BaseModel) {
151
139
  depth: {
152
140
  enable: false
153
141
  },
142
+ inject: this.getInject(),
154
143
  cull: {
155
144
  enable: true,
156
145
  face: (0, _l7Utils.getCullFace)(this.mapService.version)
@@ -183,24 +172,6 @@ var FillImageModel = /*#__PURE__*/function (_BaseModel) {
183
172
  key: "registerBuiltinAttributes",
184
173
  value: function registerBuiltinAttributes() {
185
174
  var _this2 = this;
186
- this.styleAttributeService.registerStyleAttribute({
187
- name: 'rotate',
188
- type: _l7Core.AttributeType.Attribute,
189
- descriptor: {
190
- name: 'a_Rotate',
191
- buffer: {
192
- usage: _l7Core.gl.DYNAMIC_DRAW,
193
- data: [],
194
- type: _l7Core.gl.FLOAT
195
- },
196
- size: 1,
197
- update: function update(feature) {
198
- var _feature$rotate = feature.rotate,
199
- rotate = _feature$rotate === void 0 ? 0 : _feature$rotate;
200
- return Array.isArray(rotate) ? [rotate[0]] : [rotate];
201
- }
202
- }
203
- });
204
175
  this.styleAttributeService.registerStyleAttribute({
205
176
  name: 'uv',
206
177
  type: _l7Core.AttributeType.Attribute,
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
9
9
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
11
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
13
  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
@@ -20,9 +21,9 @@ var _triangulation = require("../../core/triangulation");
20
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); }; }
21
22
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
22
23
  /* babel-plugin-inline-import '../shaders/image_frag.glsl' */
23
- 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";
24
+ var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nvarying float v_opacity;\nuniform vec2 u_textSize;\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 gl_FragColor.a *= v_opacity;\n if (gl_FragColor.a < 0.01) {\n discard;\n }\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
24
25
  /* babel-plugin-inline-import '../shaders/image_vert.glsl' */
25
- 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";
26
+ 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;\nvarying float v_opacity;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_raisingHeight: 0.0;\nuniform float u_heightfixed: 0.0;\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_opacity = opacity;\n v_uv = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n \n vec2 offset = project_pixel(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";
26
27
  var ImageModel = /*#__PURE__*/function (_BaseModel) {
27
28
  (0, _inherits2.default)(ImageModel, _BaseModel);
28
29
  var _super = _createSuper(ImageModel);
@@ -79,14 +80,12 @@ var ImageModel = /*#__PURE__*/function (_BaseModel) {
79
80
  if (this.rendererService.getDirty()) {
80
81
  this.texture.bind();
81
82
  }
82
- return {
83
+ return (0, _objectSpread2.default)({
83
84
  u_raisingHeight: Number(raisingHeight),
84
85
  u_heightfixed: Number(heightfixed),
85
86
  u_texture: this.texture,
86
- u_textSize: [1024, this.iconService.canvasHeight || 128],
87
- u_opacity: opacity,
88
- u_offsets: offsets
89
- };
87
+ u_textSize: [1024, this.iconService.canvasHeight || 128]
88
+ }, this.getStyleAttribute());
90
89
  }
91
90
  }, {
92
91
  key: "initModels",
@@ -130,6 +129,7 @@ var ImageModel = /*#__PURE__*/function (_BaseModel) {
130
129
  vertexShader: pointImageVert,
131
130
  fragmentShader: pointImageFrag,
132
131
  triangulation: _triangulation.PointImageTriangulation,
132
+ inject: this.getInject(),
133
133
  depth: {
134
134
  enable: false
135
135
  },
@@ -5,6 +5,7 @@ Object.defineProperty(exports, "__esModule", {
5
5
  value: true
6
6
  });
7
7
  exports.default = void 0;
8
+ var _billboard_point = _interopRequireDefault(require("./billboard_point"));
8
9
  var _earthExtrude = _interopRequireDefault(require("./earthExtrude"));
9
10
  var _earthFill = _interopRequireDefault(require("./earthFill"));
10
11
  var _extrude = _interopRequireDefault(require("./extrude"));
@@ -13,7 +14,6 @@ var _fillmage = _interopRequireDefault(require("./fillmage"));
13
14
  var _image = _interopRequireDefault(require("./image"));
14
15
  var _normal = _interopRequireDefault(require("./normal"));
15
16
  var _radar = _interopRequireDefault(require("./radar"));
16
- var _simplePoint = _interopRequireDefault(require("./simplePoint"));
17
17
  var _text = _interopRequireDefault(require("./text"));
18
18
  // earth
19
19
 
@@ -23,7 +23,7 @@ var PointModels = {
23
23
  radar: _radar.default,
24
24
  image: _image.default,
25
25
  normal: _normal.default,
26
- simplePoint: _simplePoint.default,
26
+ simplePoint: _billboard_point.default,
27
27
  extrude: _extrude.default,
28
28
  text: _text.default,
29
29
  earthFill: _earthFill.default,
@@ -8,6 +8,7 @@ exports.PointTriangulation = PointTriangulation;
8
8
  exports.default = void 0;
9
9
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
10
10
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
11
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
11
12
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
12
13
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
13
14
  var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
@@ -22,7 +23,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
22
23
  /* babel-plugin-inline-import '../shaders/normal_frag.glsl' */
23
24
  var normalFrag = "varying vec4 v_color;\nvoid main() {\n gl_FragColor = v_color;\n}\n";
24
25
  /* babel-plugin-inline-import '../shaders/normal_vert.glsl' */
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 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 = vec4(a_Color.xyz, a_Color.w * 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
27
  var isNumber = _l7Utils.lodashUtil.isNumber;
27
28
  function PointTriangulation(feature) {
28
29
  var coordinates = feature.coordinates;
@@ -52,9 +53,7 @@ var NormalModel = /*#__PURE__*/function (_BaseModel) {
52
53
  var _ref = this.layer.getLayerConfig(),
53
54
  _ref$opacity = _ref.opacity,
54
55
  opacity = _ref$opacity === void 0 ? 1 : _ref$opacity;
55
- return {
56
- u_opacity: isNumber(opacity) ? opacity : 1.0
57
- };
56
+ return (0, _objectSpread2.default)({}, this.getStyleAttribute());
58
57
  }
59
58
  }, {
60
59
  key: "initModels",
@@ -90,6 +89,7 @@ var NormalModel = /*#__PURE__*/function (_BaseModel) {
90
89
  vertexShader: normalVert,
91
90
  fragmentShader: normalFrag,
92
91
  triangulation: PointTriangulation,
92
+ inject: this.getInject(),
93
93
  depth: {
94
94
  enable: false
95
95
  },
@@ -30,7 +30,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
30
30
  /* babel-plugin-inline-import '../shaders/text_frag.glsl' */
31
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";
32
32
  /* babel-plugin-inline-import '../shaders/text_vert.glsl' */
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";
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;\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;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\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 vec2 offset = rotate_matrix(a_textOffsets,rotation);\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 + offset * 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
34
  var isEqual = _l7Utils.lodashUtil.isEqual;
35
35
  function TextTrianglation(feature) {
36
36
  // @ts-ignore
@@ -249,24 +249,6 @@ var TextModel = /*#__PURE__*/function (_BaseModel) {
249
249
  }, {
250
250
  key: "registerBuiltinAttributes",
251
251
  value: function registerBuiltinAttributes() {
252
- this.styleAttributeService.registerStyleAttribute({
253
- name: 'rotate',
254
- type: _l7Core.AttributeType.Attribute,
255
- descriptor: {
256
- name: 'a_Rotate',
257
- buffer: {
258
- usage: _l7Core.gl.DYNAMIC_DRAW,
259
- data: [],
260
- type: _l7Core.gl.FLOAT
261
- },
262
- size: 1,
263
- update: function update(feature) {
264
- var _feature$rotate = feature.rotate,
265
- rotate = _feature$rotate === void 0 ? 0 : _feature$rotate;
266
- return Array.isArray(rotate) ? [rotate[0]] : [rotate];
267
- }
268
- }
269
- });
270
252
  this.styleAttributeService.registerStyleAttribute({
271
253
  name: 'textOffsets',
272
254
  type: _l7Core.AttributeType.Attribute,
@@ -3,7 +3,6 @@ attribute vec3 a_Position;
3
3
  attribute vec3 a_Extrude;
4
4
  attribute float a_Size;
5
5
  attribute float a_Shape;
6
-
7
6
  uniform mat4 u_ModelMatrix;
8
7
  uniform mat4 u_Mvp;
9
8
  uniform int u_size_unit;
@@ -12,19 +11,18 @@ varying vec4 v_data;
12
11
  varying vec4 v_color;
13
12
  varying float v_radius;
14
13
  varying vec4 v_stroke;
15
-
16
- // uniform float u_opacity : 1;
17
14
  uniform float u_stroke_width: 2;
18
15
  uniform vec3 u_blur_height_fixed: [0, 0, 0];
19
16
 
20
17
 
21
18
  #pragma include "projection"
22
19
  #pragma include "picking"
20
+ #pragma include "rotation_2d"
23
21
 
24
22
 
25
23
  void main() {
26
24
  // 透明度计算
27
- v_stroke = stroke;
25
+ v_stroke = stroke;
28
26
  vec3 extrude = a_Extrude;
29
27
  float shape_type = a_Shape;
30
28
  /*
@@ -53,6 +51,7 @@ void main() {
53
51
  vec3 aPosition = a_Position;
54
52
 
55
53
  offset = project_pixel(offset);
54
+ offset = rotate_matrix(offset,rotation);
56
55
 
57
56
  // TODP: /abs(extrude.x) 是为了兼容地球模式
58
57
  v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);
@@ -6,12 +6,13 @@ uniform float u_opacity : 1;
6
6
  #pragma include "picking"
7
7
  varying vec2 v_uv; // 本身的 uv 坐标
8
8
  varying vec2 v_Iconuv;
9
+ varying float v_opacity;
9
10
 
10
11
  void main() {
11
12
 
12
13
  vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;
13
14
  gl_FragColor = texture2D(u_texture, pos);
14
- gl_FragColor.a *= u_opacity;
15
+ gl_FragColor.a *= v_opacity;
15
16
 
16
17
  gl_FragColor = filterColor(gl_FragColor);
17
18
  }
@@ -3,7 +3,6 @@ attribute vec3 a_Position;
3
3
  attribute vec3 a_Extrude;
4
4
  attribute float a_Size;
5
5
  attribute vec2 a_Uv;
6
- attribute float a_Rotate;
7
6
 
8
7
  uniform mat4 u_ModelMatrix;
9
8
  uniform mat4 u_Mvp;
@@ -15,31 +14,30 @@ varying vec2 v_Iconuv; // icon 贴图的 uv 坐标
15
14
 
16
15
  uniform float u_raisingHeight: 0.0;
17
16
  uniform float u_heightfixed: 0.0;
18
- uniform float u_opacity : 1;
19
- uniform vec2 u_offsets;
20
-
17
+ varying float v_opacity;
18
+ // uniform vec2 u_offsets; // shader 注入
21
19
 
22
20
 
23
21
  #pragma include "projection"
24
22
  #pragma include "picking"
23
+ #pragma include "rotation_2d"
25
24
 
26
25
  void main() {
27
26
  vec3 extrude = a_Extrude;
28
27
  v_uv = (a_Extrude.xy + 1.0)/2.0;
29
28
  v_uv.y = 1.0 - v_uv.y;
30
29
  v_Iconuv = a_Uv;
31
-
32
-
33
- highp float angle_sin = sin(a_Rotate);
34
- highp float angle_cos = cos(a_Rotate);
35
- mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
30
+ v_opacity = opacity;
36
31
  float newSize = a_Size;
37
32
  if(u_size_unit == 1) {
38
33
  newSize = newSize * u_PixelsPerMeter.z;
39
34
  }
40
-
35
+
41
36
  // vec2 offset = (u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);
42
- vec2 offset = (rotation_matrix * u_RotateMatrix * extrude.xy * (newSize) + u_offsets);
37
+ vec2 offset = (extrude.xy * (newSize) + offsets);
38
+
39
+ offset = rotate_matrix(offset,rotation);
40
+
43
41
  vec3 aPosition = a_Position;
44
42
 
45
43
  offset = project_pixel(offset);
@@ -2,8 +2,8 @@
2
2
  uniform sampler2D u_texture;
3
3
  varying vec4 v_color;
4
4
  varying vec2 v_uv;
5
+ varying float v_opacity;
5
6
  uniform vec2 u_textSize;
6
- uniform float u_opacity : 1;
7
7
 
8
8
  #pragma include "picking"
9
9
 
@@ -29,9 +29,7 @@ void main(){
29
29
  }else {
30
30
  gl_FragColor= step(0.01, textureColor.z) * v_color;
31
31
  }
32
-
33
- gl_FragColor.a = gl_FragColor.a * u_opacity;
34
-
32
+ gl_FragColor.a *= v_opacity;
35
33
  if (gl_FragColor.a < 0.01) {
36
34
  discard;
37
35
  }
@@ -5,15 +5,13 @@ attribute vec2 a_Uv;
5
5
  attribute float a_Size;
6
6
  varying vec4 v_color;
7
7
  varying vec2 v_uv;
8
+ varying float v_opacity;
8
9
  uniform mat4 u_ModelMatrix;
9
10
  uniform mat4 u_Mvp;
10
- uniform vec2 u_offsets;
11
11
 
12
- uniform float u_opacity : 1;
13
12
  uniform float u_raisingHeight: 0.0;
14
13
  uniform float u_heightfixed: 0.0;
15
14
 
16
-
17
15
  #pragma include "projection"
18
16
  #pragma include "picking"
19
17
 
@@ -21,10 +19,11 @@ void main() {
21
19
 
22
20
  // cal style mapping - 数据纹理映射部分的计算
23
21
  v_color = a_Color;
22
+ v_opacity = opacity;
24
23
  v_uv = a_Uv;
25
24
  vec4 project_pos = project_position(vec4(a_Position, 1.0));
26
25
 
27
- vec2 offset = project_pixel(u_offsets);
26
+ vec2 offset = project_pixel(offsets);
28
27
 
29
28
  float raisingHeight = u_raisingHeight;
30
29
  if(u_heightfixed < 1.0) { // false
@@ -1,7 +1,6 @@
1
1
 
2
2
  attribute vec3 a_Position;
3
3
  uniform mat4 u_ModelMatrix;
4
- uniform float u_opacity : 1;
5
4
  uniform mat4 u_Mvp;
6
5
  attribute float a_Size;
7
6
  attribute vec4 a_Color;
@@ -12,7 +11,7 @@ varying vec4 v_color;
12
11
  #pragma include "project"
13
12
 
14
13
  void main() {
15
- v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
14
+ v_color = vec4(a_Color.xyz, a_Color.w * opacity);
16
15
 
17
16
  if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
18
17
  gl_Position = u_Mvp * vec4(a_Position.xy, a_Position.z, 1.0);
@@ -6,7 +6,6 @@ attribute vec2 a_tex;
6
6
  attribute vec2 a_textOffsets;
7
7
  attribute vec4 a_Color;
8
8
  attribute float a_Size;
9
- attribute float a_Rotate;
10
9
 
11
10
  uniform vec2 u_sdf_map_size;
12
11
  uniform mat4 u_ModelMatrix;
@@ -18,13 +17,14 @@ varying float v_gamma_scale;
18
17
  varying vec4 v_color;
19
18
  varying vec4 v_stroke_color;
20
19
  varying float v_fontScale;
21
- // uniform float u_opacity : 1;
22
20
  uniform float u_stroke_width : 2;
23
21
  uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
24
22
 
25
23
 
24
+
26
25
  #pragma include "projection"
27
26
  #pragma include "picking"
27
+ #pragma include "rotation_2d"
28
28
 
29
29
  void main() {
30
30
  // cal style mapping - 数据纹理映射部分的计算
@@ -43,9 +43,7 @@ void main() {
43
43
  vec4 project_pos = project_position(vec4(a_Position, 1.0));
44
44
  // vec4 projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
45
45
 
46
- highp float angle_sin = sin(a_Rotate);
47
- highp float angle_cos = cos(a_Rotate);
48
- mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
46
+ vec2 offset = rotate_matrix(a_textOffsets,rotation);
49
47
 
50
48
  // gl_Position = vec4(projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);
51
49
 
@@ -63,7 +61,7 @@ void main() {
63
61
  }
64
62
 
65
63
  gl_Position = vec4(
66
- projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);
64
+ projected_position.xy / projected_position.w + offset * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);
67
65
  v_gamma_scale = gl_Position.w;
68
66
  setPickingColor(a_PickingColor);
69
67