@antv/l7-layers 2.18.0 → 2.19.0
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/citybuliding/models/build.js +1 -1
- package/es/citybuliding/shaders/build_vert.glsl +0 -1
- package/es/core/BaseModel.d.ts +0 -20
- package/es/core/BaseModel.js +6 -2
- package/es/core/CommonStyleAttribute.js +40 -0
- package/es/core/interface.d.ts +5 -0
- package/es/{Geometry → geometry}/models/billboard.js +1 -1
- package/es/{Geometry → geometry}/models/plane.js +1 -1
- package/es/{Geometry → geometry}/models/sprite.js +1 -1
- package/{lib/Geometry → es/geometry}/shaders/billboard_vert.glsl +1 -8
- package/es/geometry/shaders/plane_vert.glsl +31 -0
- package/es/{Geometry → geometry}/shaders/sprite_vert.glsl +2 -8
- package/es/heatmap/models/grid.js +1 -1
- package/es/heatmap/models/grid3d.js +1 -1
- package/es/heatmap/models/heatmap.js +1 -1
- package/es/heatmap/models/hexagon.js +1 -1
- package/es/heatmap/shaders/grid_vert.glsl +1 -1
- package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +1 -1
- package/es/heatmap/shaders/hexagon_3d_vert.glsl +1 -1
- package/es/heatmap/shaders/hexagon_vert.glsl +1 -1
- package/es/image/models/image.js +1 -1
- package/es/image/shaders/image_vert.glsl +3 -7
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/line/models/arc.js +3 -3
- package/es/line/models/arc_3d.js +2 -2
- package/es/line/models/earthArc_3d.js +2 -2
- package/es/line/models/flow.js +1 -1
- package/es/line/models/great_circle.js +1 -1
- package/es/line/models/line.js +2 -2
- package/es/line/models/linearline.js +1 -1
- package/es/line/models/simpleLine.js +1 -1
- package/es/line/models/wall.js +1 -1
- package/es/line/shaders/dash/arc_dash_vert.glsl +3 -6
- package/es/line/shaders/dash/line_dash_vert.glsl +2 -1
- package/es/line/shaders/flow/flow_line_vert.glsl +2 -7
- package/es/line/shaders/line_arc2d_vert.glsl +1 -1
- package/es/line/shaders/line_arc_3d_vert.glsl +3 -8
- package/es/line/shaders/line_arc_great_circle_vert.glsl +4 -6
- package/es/line/shaders/line_arc_vert.glsl +3 -9
- package/es/line/shaders/line_bezier_vert.glsl +1 -1
- package/es/line/shaders/line_vert.glsl +1 -1
- package/es/line/shaders/linear/arc3d_linear_vert.glsl +2 -8
- package/es/line/shaders/linear/arc_linear_vert.glsl +3 -6
- package/es/line/shaders/linearLine/line_linear_vert.glsl +1 -1
- package/es/line/shaders/simple/simpleline_vert.glsl +1 -1
- package/es/line/shaders/wall/wall_vert.glsl +1 -1
- package/es/mask/models/fill.js +1 -1
- package/es/mask/shaders/mask_vert.glsl +1 -1
- package/es/plugins/FeatureScalePlugin.js +2 -1
- package/es/point/index.js +5 -3
- package/es/point/models/{simplePoint.js → billboard_point.js} +3 -3
- package/es/point/models/earthExtrude.js +1 -1
- package/es/point/models/earthFill.js +1 -1
- package/es/point/models/extrude.js +1 -1
- package/es/point/models/fill.js +1 -1
- package/es/point/models/fillmage.js +8 -37
- package/es/point/models/image.js +7 -7
- package/es/point/models/index.js +1 -1
- package/es/point/models/normal.js +4 -4
- package/es/point/models/radar.js +2 -2
- package/es/point/models/text.js +1 -19
- package/es/point/shaders/{simplePoint_vert.glsl → billboard_point_vert.glsl} +2 -2
- package/es/point/shaders/earth/extrude_vert.glsl +1 -1
- package/es/point/shaders/earth/fill_vert.glsl +1 -1
- package/es/point/shaders/extrude/extrude_vert.glsl +2 -6
- package/es/point/shaders/fill_vert.glsl +6 -14
- package/es/point/shaders/image/fillImage_frag.glsl +2 -1
- package/es/point/shaders/image/fillImage_vert.glsl +11 -19
- package/es/point/shaders/image_frag.glsl +2 -4
- package/es/point/shaders/image_vert.glsl +6 -10
- package/es/point/shaders/normal_vert.glsl +2 -3
- package/es/point/shaders/radar/radar_frag.glsl +0 -6
- package/es/point/shaders/radar/radar_vert.glsl +2 -9
- package/es/point/shaders/text_vert.glsl +6 -13
- package/es/polygon/index.js +3 -1
- package/es/polygon/models/extrude.js +3 -3
- package/es/polygon/models/extrusion.d.ts +17 -0
- package/es/polygon/models/extrusion.js +137 -0
- package/es/polygon/models/fill.js +2 -2
- package/es/polygon/models/index.d.ts +1 -1
- package/es/polygon/models/index.js +3 -1
- package/es/polygon/models/ocean.js +1 -1
- package/es/polygon/models/water.js +1 -1
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +2 -10
- package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +2 -8
- package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +2 -8
- package/es/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +13 -0
- package/es/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +34 -0
- package/es/polygon/shaders/polygon_linear_vert.glsl +2 -7
- package/es/polygon/shaders/polygon_vert.glsl +3 -6
- package/es/polygon/shaders/water/polygon_ocean_vert.glsl +2 -7
- package/es/polygon/shaders/water/polygon_water_vert.glsl +2 -6
- package/es/raster/models/raster.js +1 -1
- package/es/raster/models/rasterRgb.js +1 -1
- package/es/raster/models/rasterTerrainRgb.js +1 -1
- package/es/raster/shaders/raster_2d_vert.glsl +2 -6
- package/es/raster/shaders/raster_vert.glsl +2 -12
- package/es/raster/shaders/rater_terrain_rgb_vert.glsl +2 -7
- package/es/wind/models/wind.js +1 -1
- package/es/wind/shaders/wind_vert.glsl +3 -7
- package/lib/citybuliding/models/build.js +1 -1
- package/lib/citybuliding/shaders/build_vert.glsl +0 -1
- package/lib/core/BaseModel.js +6 -2
- package/lib/core/CommonStyleAttribute.js +40 -0
- package/lib/{Geometry → geometry}/models/billboard.js +1 -1
- package/lib/{Geometry → geometry}/models/plane.js +1 -1
- package/lib/{Geometry → geometry}/models/sprite.js +1 -1
- package/{es/Geometry → lib/geometry}/shaders/billboard_vert.glsl +1 -8
- package/lib/geometry/shaders/plane_vert.glsl +31 -0
- package/lib/{Geometry → geometry}/shaders/sprite_vert.glsl +2 -8
- package/lib/heatmap/models/grid.js +1 -1
- package/lib/heatmap/models/grid3d.js +1 -1
- package/lib/heatmap/models/heatmap.js +1 -1
- package/lib/heatmap/models/hexagon.js +1 -1
- package/lib/heatmap/shaders/grid_vert.glsl +1 -1
- package/lib/heatmap/shaders/heatmap_framebuffer_vert.glsl +1 -1
- package/lib/heatmap/shaders/hexagon_3d_vert.glsl +1 -1
- package/lib/heatmap/shaders/hexagon_vert.glsl +1 -1
- package/lib/image/models/image.js +1 -1
- package/lib/image/shaders/image_vert.glsl +3 -7
- package/lib/index.js +2 -2
- package/lib/line/models/arc.js +3 -3
- package/lib/line/models/arc_3d.js +2 -2
- package/lib/line/models/earthArc_3d.js +2 -2
- package/lib/line/models/flow.js +1 -1
- package/lib/line/models/great_circle.js +1 -1
- package/lib/line/models/line.js +2 -2
- package/lib/line/models/linearline.js +1 -1
- package/lib/line/models/simpleLine.js +1 -1
- package/lib/line/models/wall.js +1 -1
- package/lib/line/shaders/dash/arc_dash_vert.glsl +3 -6
- package/lib/line/shaders/dash/line_dash_vert.glsl +2 -1
- package/lib/line/shaders/flow/flow_line_vert.glsl +2 -7
- package/lib/line/shaders/line_arc2d_vert.glsl +1 -1
- package/lib/line/shaders/line_arc_3d_vert.glsl +3 -8
- package/lib/line/shaders/line_arc_great_circle_vert.glsl +4 -6
- package/lib/line/shaders/line_arc_vert.glsl +3 -9
- package/lib/line/shaders/line_bezier_vert.glsl +1 -1
- package/lib/line/shaders/line_vert.glsl +1 -1
- package/lib/line/shaders/linear/arc3d_linear_vert.glsl +2 -8
- package/lib/line/shaders/linear/arc_linear_vert.glsl +3 -6
- package/lib/line/shaders/linearLine/line_linear_vert.glsl +1 -1
- package/lib/line/shaders/simple/simpleline_vert.glsl +1 -1
- package/lib/line/shaders/wall/wall_vert.glsl +1 -1
- package/lib/mask/models/fill.js +1 -1
- package/lib/mask/shaders/mask_vert.glsl +1 -1
- package/lib/plugins/FeatureScalePlugin.js +2 -1
- package/lib/point/index.js +5 -3
- package/lib/point/models/{simplePoint.js → billboard_point.js} +3 -3
- package/lib/point/models/earthExtrude.js +1 -1
- package/lib/point/models/earthFill.js +1 -1
- package/lib/point/models/extrude.js +1 -1
- package/lib/point/models/fill.js +1 -1
- package/lib/point/models/fillmage.js +8 -37
- package/lib/point/models/image.js +7 -7
- package/lib/point/models/index.js +2 -2
- package/lib/point/models/normal.js +4 -4
- package/lib/point/models/radar.js +2 -2
- package/lib/point/models/text.js +1 -19
- package/lib/point/shaders/{simplePoint_vert.glsl → billboard_point_vert.glsl} +2 -2
- package/lib/point/shaders/earth/extrude_vert.glsl +1 -1
- package/lib/point/shaders/earth/fill_vert.glsl +1 -1
- package/lib/point/shaders/extrude/extrude_vert.glsl +2 -6
- package/lib/point/shaders/fill_vert.glsl +6 -14
- package/lib/point/shaders/image/fillImage_frag.glsl +2 -1
- package/lib/point/shaders/image/fillImage_vert.glsl +11 -19
- package/lib/point/shaders/image_frag.glsl +2 -4
- package/lib/point/shaders/image_vert.glsl +6 -10
- package/lib/point/shaders/normal_vert.glsl +2 -3
- package/lib/point/shaders/radar/radar_frag.glsl +0 -6
- package/lib/point/shaders/radar/radar_vert.glsl +2 -9
- package/lib/point/shaders/text_vert.glsl +6 -13
- package/lib/polygon/index.js +3 -1
- package/lib/polygon/models/extrude.js +3 -3
- package/lib/polygon/models/extrusion.js +144 -0
- package/lib/polygon/models/fill.js +2 -2
- package/lib/polygon/models/index.js +3 -1
- package/lib/polygon/models/ocean.js +1 -1
- package/lib/polygon/models/water.js +1 -1
- package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +2 -10
- package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +2 -8
- package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +2 -8
- package/lib/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +13 -0
- package/lib/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +34 -0
- package/lib/polygon/shaders/polygon_linear_vert.glsl +2 -7
- package/lib/polygon/shaders/polygon_vert.glsl +3 -6
- package/lib/polygon/shaders/water/polygon_ocean_vert.glsl +2 -7
- package/lib/polygon/shaders/water/polygon_water_vert.glsl +2 -6
- package/lib/raster/models/raster.js +1 -1
- package/lib/raster/models/rasterRgb.js +1 -1
- package/lib/raster/models/rasterTerrainRgb.js +1 -1
- package/lib/raster/shaders/raster_2d_vert.glsl +2 -6
- package/lib/raster/shaders/raster_vert.glsl +2 -12
- package/lib/raster/shaders/rater_terrain_rgb_vert.glsl +2 -7
- package/lib/wind/models/wind.js +1 -1
- package/lib/wind/shaders/wind_vert.glsl +3 -7
- package/package.json +7 -7
- package/es/Geometry/shaders/plane_vert.glsl +0 -53
- package/lib/Geometry/shaders/plane_vert.glsl +0 -53
- /package/es/{Geometry → geometry}/index.d.ts +0 -0
- /package/es/{Geometry → geometry}/index.js +0 -0
- /package/es/{Geometry → geometry}/models/billboard.d.ts +0 -0
- /package/es/{Geometry → geometry}/models/index.d.ts +0 -0
- /package/es/{Geometry → geometry}/models/index.js +0 -0
- /package/es/{Geometry → geometry}/models/plane.d.ts +0 -0
- /package/es/{Geometry → geometry}/models/sprite.d.ts +0 -0
- /package/es/{Geometry → geometry}/shaders/billboard_frag.glsl +0 -0
- /package/es/{Geometry → geometry}/shaders/plane_frag.glsl +0 -0
- /package/es/{Geometry → geometry}/shaders/sprite_frag.glsl +0 -0
- /package/es/point/models/{simplePoint.d.ts → billboard_point.d.ts} +0 -0
- /package/es/point/shaders/{simplePoint_frag.glsl → billboard_point_frag.glsl} +0 -0
- /package/lib/{Geometry → geometry}/index.js +0 -0
- /package/lib/{Geometry → geometry}/models/index.js +0 -0
- /package/lib/{Geometry → geometry}/shaders/billboard_frag.glsl +0 -0
- /package/lib/{Geometry → geometry}/shaders/plane_frag.glsl +0 -0
- /package/lib/{Geometry → geometry}/shaders/sprite_frag.glsl +0 -0
- /package/lib/point/shaders/{simplePoint_frag.glsl → billboard_point_frag.glsl} +0 -0
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attribute float a_Size;
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varying vec4 v_color;
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varying vec2 v_uv;
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varying float v_opacity;
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uniform mat4 u_ModelMatrix;
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uniform mat4 u_Mvp;
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uniform vec2 u_offsets;
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uniform float u_raisingHeight: 0.0;
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uniform float u_heightfixed: 0.0;
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#pragma include "projection"
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#pragma include "picking"
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// cal style mapping - 数据纹理映射部分的计算
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v_color = a_Color;
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v_opacity = opacity;
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v_uv = a_Uv;
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vec4 project_pos = project_position(vec4(a_Position, 1.0));
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vec2 offset = project_pixel(
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float raisingHeight = u_raisingHeight;
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}
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}
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gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));
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}
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gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy + offset, raisingHeight, 1.0));
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gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;
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setPickingColor(a_PickingColor);
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attribute vec3 a_Position;
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uniform mat4 u_ModelMatrix;
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uniform mat4 u_Mvp;
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attribute float a_Size;
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attribute vec4 a_Color;
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#pragma include "project"
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void main() {
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v_color = vec4(a_Color.xyz, a_Color.w *
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v_color = vec4(a_Color.xyz, a_Color.w * opacity);
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gl_Position = u_Mvp * vec4(a_Position.xy, a_Position.z, 1.0);
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vec2 dir = normalize(extrude);
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vec2 baseDir = vec2(1.0, 0.0);
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float pi = 3.14159265359;
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// full circle
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// float rades = dot(dir, baseDir);
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// float radar_v = (flag - 1.0) * -0.5 + flag * acos(rades)/pi/2.0;
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// half circle
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float radar_v = (flag - 1.0) * -0.5 * acos(rades)/pi;
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vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));
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} else {
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gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
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}
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attribute vec2 a_textOffsets;
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attribute vec4 a_Color;
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attribute float a_Size;
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attribute float a_Rotate;
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uniform vec2 u_sdf_map_size;
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uniform float u_raisingHeight: 0.0;
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varying vec4 v_color;
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varying vec4 v_stroke_color;
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varying float v_fontScale;
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-
// uniform float u_opacity : 1;
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uniform float u_stroke_width : 2;
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uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
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+
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#pragma include "projection"
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#pragma include "picking"
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+
#pragma include "rotation_2d"
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void main() {
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// cal style mapping - 数据纹理映射部分的计算
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@@ -43,9 +43,7 @@ void main() {
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vec4 project_pos = project_position(vec4(a_Position, 1.0));
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// vec4 projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
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-
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-
highp float angle_cos = cos(a_Rotate);
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-
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
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+
vec2 offset = rotate_matrix(a_textOffsets,rotation);
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// gl_Position = vec4(projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);
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@@ -55,15 +53,10 @@ void main() {
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raiseHeight = u_raisingHeight * mapboxZoomScale;
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}
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-
vec4 projected_position;
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-
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
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projected_position = u_Mvp *(vec4(a_Position.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));
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} else { // else
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-
projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));
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-
}
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+
vec4 projected_position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));
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gl_Position = vec4(
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projected_position.xy / projected_position.w +
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projected_position.xy / projected_position.w + offset * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);
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v_gamma_scale = gl_Position.w;
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setPickingColor(a_PickingColor);
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package/es/polygon/index.js
CHANGED
|
@@ -22,7 +22,7 @@ var PolygonLayer = /*#__PURE__*/function (_BaseLayer) {
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}
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_this = _super.call.apply(_super, [this].concat(args));
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_defineProperty(_assertThisInitialized(_this), "type", 'PolygonLayer');
|
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-
_defineProperty(_assertThisInitialized(_this), "enableShaderEncodeStyles", ['opacity']);
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+
_defineProperty(_assertThisInitialized(_this), "enableShaderEncodeStyles", ['opacity', 'extrusionBase']);
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return _this;
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}
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_createClass(PolygonLayer, [{
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@@ -58,6 +58,8 @@ var PolygonLayer = /*#__PURE__*/function (_BaseLayer) {
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return 'fill';
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} else if (shape === 'extrude') {
|
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return 'extrude';
|
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61
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+
} else if (shape === 'extrusion') {
|
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+
return 'extrusion';
|
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} else if (shape === 'water') {
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return 'water';
|
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63
65
|
} else if (shape === 'ocean') {
|
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@@ -16,15 +16,15 @@ import { PolygonExtrudeTriangulation } from "../../core/triangulation";
|
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16
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/* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_frag.glsl' */
|
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var polygonExtrudeFrag = "uniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_linearColor: 0;\n\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\n\nvarying vec4 v_Color;\n\n#pragma include \"picking\"\n\nvoid main() {\n\n\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n\n gl_FragColor = v_Color;\n \n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
|
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18
18
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/* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_vert.glsl' */
|
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19
|
-
var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\nuniform
|
|
19
|
+
var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\n\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_linearColor: 0;\n\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n \n float isSide = a_Position.z;\n float topU = a_uvs[0];\n float topV = 1.0 - a_uvs[1];\n float sidey = a_uvs[2];\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n float lightWeight = calc_lighting(pos);\n\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\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 project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n\n // Tip: \u90E8\u5206\u673A\u578B GPU \u8BA1\u7B97\u7CBE\u5EA6\u517C\u5BB9\n if(isSide < 0.999) {\n // side face\n // if(u_sidesurface < 1.0) {\n // discard;\n // }\n\n if(u_linearColor == 1.0) {\n vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);\n linearColor.rgb *= lightWeight;\n v_Color = linearColor;\n } else {\n v_Color = a_Color;\n }\n\n } else {\n v_Color = a_Color;\n }\n\n v_Color = vec4(v_Color.rgb * lightWeight, v_Color.w * opacity);\n\n\n setPickingColor(a_PickingColor);\n}\n"; // extrude
|
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/* babel-plugin-inline-import '../shaders/extrude/polygon_extrudetex_frag.glsl' */
|
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var polygonExtrudeTexFrag = "uniform sampler2D u_texture;\nuniform float u_opacity: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_linearColor: 0;\n\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\n\nvarying vec4 v_Color;\nvarying vec3 v_uvs;\nvarying vec2 v_texture_data;\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = u_opacity;\n float isSide = v_texture_data.x;\n float lightWeight = v_texture_data.y;\n float topU = v_uvs[0];\n float topV = 1.0 - v_uvs[1];\n float sidey = v_uvs[2];\n // Tip: \u90E8\u5206\u673A\u578B GPU \u8BA1\u7B97\u7CBE\u5EA6\u517C\u5BB9\n if(isSide < 0.999) {// \u662F\u5426\u662F\u8FB9\u7F18\n // side face\n if(u_sidesurface < 1.0) {\n discard;\n }\n\n if(u_linearColor == 1.0) {\n vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);\n linearColor.rgb *= lightWeight;\n gl_FragColor = linearColor;\n } else {\n gl_FragColor = v_Color;\n }\n } else {\n\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n\n gl_FragColor = texture2D(u_texture, vec2(topU, topV));\n // gl_FragColor = vec4(1.0, 0., 0., 1.0);\n }\n \n\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n"; // texture
|
|
22
22
|
/* babel-plugin-inline-import '../shaders/extrude/polygon_extrudetex_vert.glsl' */
|
|
23
|
-
var polygonExtrudeTexVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\nuniform
|
|
23
|
+
var polygonExtrudeTexVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\n\nuniform sampler2D u_texture;\n\n\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_linearColor: 0.0;\n\nvarying vec2 v_texture_data;\nvarying vec3 v_uvs;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n \n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n float lightWeight = calc_lighting(pos);\n vec4 project_pos = project_position(pos);\n v_uvs = a_uvs;\n\n v_texture_data = vec2(a_Position.z, lightWeight);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\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 project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n\n\n\n setPickingColor(a_PickingColor);\n}\n"; // extrude picking
|
|
24
24
|
/* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_picklight_frag.glsl' */
|
|
25
25
|
var polygonExtrudePickLightFrag = "uniform float u_opacity: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_linearColor: 0;\n\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\n\nvarying vec4 v_Color;\nvarying vec3 v_uvs;\nvarying vec2 v_texture_data;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = u_opacity;\n float isSide = v_texture_data.x;\n float sidey = v_uvs[2];\n float lightWeight = v_texture_data.y;\n\n // Tip: \u90E8\u5206\u673A\u578B GPU \u8BA1\u7B97\u7CBE\u5EA6\u517C\u5BB9\n if(isSide < 0.999) {\n // side face\n if(u_sidesurface < 1.0) {\n discard;\n }\n \n if( u_linearColor == 1.0) {\n // side use linear\n vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);\n linearColor.rgb *= lightWeight;\n gl_FragColor = linearColor;\n } else {\n // side notuse linear\n gl_FragColor = v_Color;\n }\n } else {\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n gl_FragColor = v_Color;\n }\n\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColorAlpha(gl_FragColor, lightWeight);\n}\n";
|
|
26
26
|
/* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_picklight_vert.glsl' */
|
|
27
|
-
var polygonExtrudePickLightVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\
|
|
27
|
+
var polygonExtrudePickLightVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\n\n\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\n\nvarying vec2 v_texture_data;\nvarying vec3 v_uvs;\nvarying vec4 v_Color;\n\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n\n\n v_uvs = a_uvs;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += 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 project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n float lightWeight = calc_lighting(pos);\n v_texture_data = vec2(a_Position.z,lightWeight);\n\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
|
|
28
28
|
var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
|
|
29
29
|
_inherits(ExtrudeModel, _BaseModel);
|
|
30
30
|
var _super = _createSuper(ExtrudeModel);
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
import { IModel, ITexture2D } from '@antv/l7-core';
|
|
2
|
+
import BaseModel from '../../core/BaseModel';
|
|
3
|
+
export default class ExtrusionModel extends BaseModel {
|
|
4
|
+
protected texture: ITexture2D;
|
|
5
|
+
getUninforms(): {
|
|
6
|
+
[x: string]: any;
|
|
7
|
+
};
|
|
8
|
+
initModels(): Promise<IModel[]>;
|
|
9
|
+
buildModels(): Promise<IModel[]>;
|
|
10
|
+
getShaders(): {
|
|
11
|
+
frag: string;
|
|
12
|
+
vert: string;
|
|
13
|
+
type: string;
|
|
14
|
+
};
|
|
15
|
+
clearModels(): void;
|
|
16
|
+
protected registerBuiltinAttributes(): void;
|
|
17
|
+
}
|
|
@@ -0,0 +1,137 @@
|
|
|
1
|
+
import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
|
|
2
|
+
import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
|
|
3
|
+
import _classCallCheck from "@babel/runtime/helpers/esm/classCallCheck";
|
|
4
|
+
import _createClass from "@babel/runtime/helpers/esm/createClass";
|
|
5
|
+
import _inherits from "@babel/runtime/helpers/esm/inherits";
|
|
6
|
+
import _possibleConstructorReturn from "@babel/runtime/helpers/esm/possibleConstructorReturn";
|
|
7
|
+
import _getPrototypeOf from "@babel/runtime/helpers/esm/getPrototypeOf";
|
|
8
|
+
import _regeneratorRuntime from "@babel/runtime/regenerator";
|
|
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
|
+
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
|
+
import { AttributeType, gl } from '@antv/l7-core';
|
|
12
|
+
import BaseModel from "../../core/BaseModel";
|
|
13
|
+
import { PolygonExtrudeTriangulation } from "../../core/triangulation";
|
|
14
|
+
/* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_frag.glsl' */
|
|
15
|
+
var polygonExtrudeFrag = "\nuniform float u_opacity: 1.0;\nvarying vec4 v_Color;\nvarying vec2 v_texture_data;\n\n\n#pragma include \"picking\"\n\nvoid main() {\n\n gl_FragColor = v_Color;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
|
|
16
|
+
/* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_vert.glsl' */
|
|
17
|
+
var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\n\n\n\nvarying vec4 v_Color;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n \n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size + (1.0 - a_Position.z) * extrusionBase * 1.5, 1.0);\n float lightWeight = calc_lighting(pos);\n vec4 project_pos = project_position(pos);\n // project_pos.z += extrusionBase * 2.0;\n v_Color = a_Color;\n v_Color = vec4(v_Color.rgb * lightWeight, v_Color.w * opacity);\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
|
|
18
|
+
var ExtrusionModel = /*#__PURE__*/function (_BaseModel) {
|
|
19
|
+
_inherits(ExtrusionModel, _BaseModel);
|
|
20
|
+
var _super = _createSuper(ExtrusionModel);
|
|
21
|
+
function ExtrusionModel() {
|
|
22
|
+
_classCallCheck(this, ExtrusionModel);
|
|
23
|
+
return _super.apply(this, arguments);
|
|
24
|
+
}
|
|
25
|
+
_createClass(ExtrusionModel, [{
|
|
26
|
+
key: "getUninforms",
|
|
27
|
+
value: function getUninforms() {
|
|
28
|
+
return _objectSpread({}, this.getStyleAttribute());
|
|
29
|
+
}
|
|
30
|
+
}, {
|
|
31
|
+
key: "initModels",
|
|
32
|
+
value: function () {
|
|
33
|
+
var _initModels = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime.mark(function _callee() {
|
|
34
|
+
return _regeneratorRuntime.wrap(function _callee$(_context) {
|
|
35
|
+
while (1) switch (_context.prev = _context.next) {
|
|
36
|
+
case 0:
|
|
37
|
+
return _context.abrupt("return", this.buildModels());
|
|
38
|
+
case 1:
|
|
39
|
+
case "end":
|
|
40
|
+
return _context.stop();
|
|
41
|
+
}
|
|
42
|
+
}, _callee, this);
|
|
43
|
+
}));
|
|
44
|
+
function initModels() {
|
|
45
|
+
return _initModels.apply(this, arguments);
|
|
46
|
+
}
|
|
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value: function () {
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var _buildModels = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime.mark(function _callee2() {
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_context2.next = 3;
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vertexShader: vert,
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return {
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frag: polygonExtrudeFrag,
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vert: polygonExtrudeVert,
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};
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buffer: {
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update: function update(feature) {
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});
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}
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}]);
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return ExtrusionModel;
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}(BaseModel);
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export { ExtrusionModel as default };
|
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@@ -17,9 +17,9 @@ var polygon_frag = "varying vec4 v_color;\n#pragma include \"picking\"\n\nvoid m
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/* babel-plugin-inline-import '../shaders/polygon_linear_frag.glsl' */
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var polygon_linear_frag = "#pragma include \"picking\"\nuniform float u_opacitylinear: 0.0;\nuniform float u_dir: 1.0;\nvarying vec3 v_linear;\nvarying vec2 v_pos;\nvarying vec4 v_Color;\n\n\nvoid main() {\n gl_FragColor = v_Color;\n if(u_opacitylinear > 0.0) {\n gl_FragColor.a *= u_dir == 1.0 ? 1.0 - length(v_pos - v_linear.xy)/v_linear.z : length(v_pos - v_linear.xy)/v_linear.z;\n }\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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/* babel-plugin-inline-import '../shaders/polygon_linear_vert.glsl' */
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var polygon_linear_vert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\n\nuniform mat4 u_ModelMatrix;\nuniform
|
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var polygon_linear_vert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\n\nuniform mat4 u_ModelMatrix;\n\nuniform float u_raisingHeight: 0.0;\n\nvarying vec4 v_Color;\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nuniform float u_opacitylinear: 0.0;\n\nattribute vec3 a_linear;\nvarying vec3 v_linear;\nvarying vec2 v_pos;\n\nvoid main() {\n if(u_opacitylinear > 0.0) {\n v_linear = a_linear;\n v_pos = a_Position.xy;\n }\n v_Color = vec4(a_Color.xyz, a_Color.w * opacity);\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n project_pos.z += u_raisingHeight;\n\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 project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n setPickingColor(a_PickingColor);\n}";
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|
/* babel-plugin-inline-import '../shaders/polygon_vert.glsl' */
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-
var polygon_vert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\n\nuniform mat4 u_ModelMatrix;\
|
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|
+
var polygon_vert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\n\nuniform mat4 u_ModelMatrix;\n\n\nuniform float u_raisingHeight: 0.0;\n\nvarying vec4 v_color;\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 // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n project_pos.z += u_raisingHeight;\n\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 project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n\n \n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n\n";
|
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|
var FillModel = /*#__PURE__*/function (_BaseModel) {
|
|
24
24
|
_inherits(FillModel, _BaseModel);
|
|
25
25
|
var _super = _createSuper(FillModel);
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
export type PolygonModelType = 'fill' | 'extrude' | 'line' | 'point_fill' | 'point_image' | 'point_normal' | 'point_extrude' | 'text' | 'water' | 'ocean';
|
|
1
|
+
export type PolygonModelType = 'fill' | 'extrude' | 'line' | 'point_fill' | 'point_image' | 'point_normal' | 'point_extrude' | 'text' | 'water' | 'ocean' | 'extrusion';
|
|
2
2
|
declare const PolygonModels: {
|
|
3
3
|
[key in PolygonModelType]: any;
|
|
4
4
|
};
|
|
@@ -5,6 +5,7 @@ import IMageModel from "../../point/models/image";
|
|
|
5
5
|
import NormalModel from "../../point/models/normal";
|
|
6
6
|
import TextModel from "../../point/models/text";
|
|
7
7
|
import ExtrudeModel from "./extrude";
|
|
8
|
+
import Extrusion from "./extrusion";
|
|
8
9
|
import FillModel from "./fill";
|
|
9
10
|
import Ocean from "./ocean";
|
|
10
11
|
import Water from "./water";
|
|
@@ -18,7 +19,8 @@ var PolygonModels = {
|
|
|
18
19
|
point_normal: NormalModel,
|
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19
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|
point_extrude: PointExtrudeModel,
|
|
20
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|
water: Water,
|
|
21
|
-
ocean: Ocean
|
|
22
|
+
ocean: Ocean,
|
|
23
|
+
extrusion: Extrusion
|
|
22
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|
// point_fill: PointModels.fill,
|
|
23
25
|
};
|
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24
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|
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|
@@ -16,7 +16,7 @@ import { polygonTriangulation } from "../../core/triangulation";
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16
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/* babel-plugin-inline-import '../shaders/water/polygon_ocean_frag.glsl' */
|
|
17
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|
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";
|
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18
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|
/* babel-plugin-inline-import '../shaders/water/polygon_ocean_vert.glsl' */
|
|
19
|
-
var ocean_vert = "attribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\
|
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var ocean_vert = "attribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\n\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 gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n}\n\n";
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var isNumber = lodashUtil.isNumber;
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var OceanModel = /*#__PURE__*/function (_BaseModel) {
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_inherits(OceanModel, _BaseModel);
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@@ -16,7 +16,7 @@ import { polygonTriangulation } from "../../core/triangulation";
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/* babel-plugin-inline-import '../shaders/water/polygon_water_frag.glsl' */
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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";
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/* babel-plugin-inline-import '../shaders/water/polygon_water_vert.glsl' */
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var water_vert = "attribute vec4 a_Color;\nattribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\
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var water_vert = "attribute vec4 a_Color;\nattribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\n\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 gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n}\n\n";
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var isNumber = lodashUtil.isNumber;
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var WaterModel = /*#__PURE__*/function (_BaseModel) {
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_inherits(WaterModel, _BaseModel);
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@@ -10,7 +10,7 @@ attribute vec3 a_Normal;
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attribute float a_Size;
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attribute vec3 a_uvs;
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uniform float u_heightfixed: 0.0; // 默认不固定
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uniform float u_raisingHeight: 0.0;
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if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
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// gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));
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gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
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} else {
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gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
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}
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gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));
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float lightWeight = calc_lighting(pos);
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v_texture_data = vec2(a_Position.z,lightWeight);
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attribute float a_Size;
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uniform vec4 u_sourceColor;
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uniform float u_linearColor: 0;
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if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
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// gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));
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gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
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} else {
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gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
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}
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gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));
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// Tip: 部分机型 GPU 计算精度兼容
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if(isSide < 0.999) {
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@@ -10,7 +10,7 @@ attribute vec3 a_Normal;
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attribute float a_Size;
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attribute vec3 a_uvs;
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uniform mat4 u_ModelMatrix;
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uniform sampler2D u_texture;
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// gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));
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} else {
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}
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gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));
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precision highp float;
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#define ambientRatio 0.5
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#define specularRatio 0.2
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attribute vec4 a_Color;
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attribute vec3 a_Position;
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attribute vec3 a_Normal;
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attribute float a_Size;
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varying vec4 v_Color;
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#pragma include "projection"
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#pragma include "light"
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#pragma include "picking"
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void main() {
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vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size + (1.0 - a_Position.z) * extrusionBase * 1.5, 1.0);
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float lightWeight = calc_lighting(pos);
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vec4 project_pos = project_position(pos);
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// project_pos.z += extrusionBase * 2.0;
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v_Color = a_Color;
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v_Color = vec4(v_Color.rgb * lightWeight, v_Color.w * opacity);
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gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));
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setPickingColor(a_PickingColor);
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}
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@@ -2,7 +2,7 @@ attribute vec4 a_Color;
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uniform float u_raisingHeight: 0.0;
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varying vec4 v_Color;
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@@ -32,11 +32,6 @@ void main() {
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project_pos.z += u_raisingHeight * mapboxZoomScale;
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}
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gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
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} else {
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gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
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}
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gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));
|
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41
36
|
setPickingColor(a_PickingColor);
|
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|
}
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