@antv/l7-layers 2.20.12 → 2.20.14

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Files changed (102) hide show
  1. package/es/core/BaseLayer.d.ts +0 -1
  2. package/es/core/BaseLayer.js +8 -5
  3. package/es/core/LayerPickService.d.ts +1 -1
  4. package/es/core/LayerPickService.js +28 -10
  5. package/es/geometry/models/sprite.js +2 -2
  6. package/es/heatmap/models/grid.js +2 -2
  7. package/es/heatmap/models/grid3d.js +4 -4
  8. package/es/heatmap/models/heatmap.js +10 -6
  9. package/es/heatmap/shaders/grid/grid_frag.glsl +1 -0
  10. package/es/heatmap/shaders/grid3d/grid_3d_frag.glsl +9 -0
  11. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +4 -8
  12. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +2 -1
  13. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +3 -1
  14. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -0
  15. package/es/image/models/image.js +6 -8
  16. package/es/line/models/arc.js +1 -1
  17. package/es/line/models/line.js +10 -45
  18. package/es/line/shaders/arc/line_arc_frag.glsl +2 -1
  19. package/es/line/shaders/line/line_frag.glsl +2 -2
  20. package/es/line/shaders/line/line_vert.glsl +10 -7
  21. package/es/plugins/ShaderUniformPlugin.js +3 -2
  22. package/es/point/models/extrude.js +2 -2
  23. package/es/point/models/fill.js +1 -1
  24. package/es/point/models/fillImage.js +3 -5
  25. package/es/point/models/text.js +2 -2
  26. package/es/point/shaders/extrude/extrude_frag.glsl +1 -0
  27. package/es/point/shaders/extrude/extrude_vert.glsl +0 -1
  28. package/es/point/shaders/fill/fill_frag.glsl +1 -1
  29. package/es/point/shaders/fillImage/fillImage_frag.glsl +1 -2
  30. package/es/point/shaders/text/text_frag.glsl +3 -2
  31. package/es/point/shaders/text/text_vert.glsl +0 -2
  32. package/es/polygon/models/extrude.js +30 -39
  33. package/es/polygon/models/extrusion.js +1 -1
  34. package/es/polygon/models/fill.js +3 -3
  35. package/es/polygon/models/water.js +6 -4
  36. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +1 -0
  37. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +1 -0
  38. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +2 -3
  39. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +7 -9
  40. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +1 -2
  41. package/es/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +1 -0
  42. package/es/polygon/shaders/fill/fill_frag.glsl +1 -0
  43. package/es/polygon/shaders/fill/fill_linear_frag.glsl +4 -3
  44. package/es/polygon/shaders/fill/fill_linear_vert.glsl +5 -8
  45. package/es/raster/models/rasterTerrainRgb.d.ts +8 -2
  46. package/es/raster/models/rasterTerrainRgb.js +20 -14
  47. package/es/raster/shaders/terrain/terrain_rgb_frag.glsl +18 -16
  48. package/es/raster/shaders/terrain/terrain_rgb_vert.glsl +13 -5
  49. package/es/tile/service/TilePickService.d.ts +1 -1
  50. package/es/tile/service/TilePickService.js +36 -13
  51. package/es/tile/tile/Tile.js +4 -3
  52. package/es/utils/load-image.d.ts +1 -0
  53. package/es/utils/load-image.js +46 -0
  54. package/lib/core/BaseLayer.js +8 -5
  55. package/lib/core/LayerPickService.js +28 -10
  56. package/lib/geometry/models/sprite.js +2 -2
  57. package/lib/heatmap/models/grid.js +2 -2
  58. package/lib/heatmap/models/grid3d.js +4 -4
  59. package/lib/heatmap/models/heatmap.js +10 -6
  60. package/lib/heatmap/shaders/grid/grid_frag.glsl +1 -0
  61. package/lib/heatmap/shaders/grid3d/grid_3d_frag.glsl +9 -0
  62. package/lib/heatmap/shaders/grid3d/grid_3d_vert.glsl +4 -8
  63. package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +2 -1
  64. package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +3 -1
  65. package/lib/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -0
  66. package/lib/image/models/image.js +6 -8
  67. package/lib/line/models/arc.js +1 -1
  68. package/lib/line/models/line.js +10 -45
  69. package/lib/line/shaders/arc/line_arc_frag.glsl +2 -1
  70. package/lib/line/shaders/line/line_frag.glsl +2 -2
  71. package/lib/line/shaders/line/line_vert.glsl +10 -7
  72. package/lib/plugins/ShaderUniformPlugin.js +3 -2
  73. package/lib/point/models/extrude.js +2 -2
  74. package/lib/point/models/fill.js +1 -1
  75. package/lib/point/models/fillImage.js +3 -5
  76. package/lib/point/models/text.js +2 -2
  77. package/lib/point/shaders/extrude/extrude_frag.glsl +1 -0
  78. package/lib/point/shaders/extrude/extrude_vert.glsl +0 -1
  79. package/lib/point/shaders/fill/fill_frag.glsl +1 -1
  80. package/lib/point/shaders/fillImage/fillImage_frag.glsl +1 -2
  81. package/lib/point/shaders/text/text_frag.glsl +3 -2
  82. package/lib/point/shaders/text/text_vert.glsl +0 -2
  83. package/lib/polygon/models/extrude.js +29 -38
  84. package/lib/polygon/models/extrusion.js +1 -1
  85. package/lib/polygon/models/fill.js +3 -3
  86. package/lib/polygon/models/water.js +6 -4
  87. package/lib/polygon/shaders/extrude/polygon_extrude_frag.glsl +1 -0
  88. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +1 -0
  89. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +2 -3
  90. package/lib/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +7 -9
  91. package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +1 -2
  92. package/lib/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +1 -0
  93. package/lib/polygon/shaders/fill/fill_frag.glsl +1 -0
  94. package/lib/polygon/shaders/fill/fill_linear_frag.glsl +4 -3
  95. package/lib/polygon/shaders/fill/fill_linear_vert.glsl +5 -8
  96. package/lib/raster/models/rasterTerrainRgb.js +20 -14
  97. package/lib/raster/shaders/terrain/terrain_rgb_frag.glsl +18 -16
  98. package/lib/raster/shaders/terrain/terrain_rgb_vert.glsl +13 -5
  99. package/lib/tile/service/TilePickService.js +36 -13
  100. package/lib/tile/tile/Tile.js +4 -3
  101. package/lib/utils/load-image.js +53 -0
  102. package/package.json +7 -7
@@ -19,20 +19,21 @@ var _l7Utils = require("@antv/l7-utils");
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  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
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  var _triangulation = require("../../core/triangulation");
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  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
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+ var _loadImage = require("../../utils/load-image");
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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/extrude/polygon_extrude_frag.glsl' */
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- var polygonExtrudeFrag = "layout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nin vec4 v_Color;\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n\n outputColor = v_Color;\n \n outputColor = filterColor(outputColor);\n}\n";
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+ var polygonExtrudeFrag = "layout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nin vec4 v_Color;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n\n outputColor = v_Color;\n \n outputColor = filterColor(outputColor);\n}\n";
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  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_vert.glsl' */
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  var polygonExtrudeVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec3 a_uvs;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nout vec4 v_Color;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n \nfloat 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;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nin vec4 v_Color;\nin vec3 v_uvs;\nin vec2 v_texture_data;\n\n\n#pragma include \"picking\"\n\nout vec4 outputColor;\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 outputColor = linearColor;\n } else {\n outputColor = v_Color;\n }\n } else {\n\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n\n outputColor = texture(SAMPLER_2D(u_texture), vec2(topU, topV));\n }\n \n\n outputColor.a *= opacity;\n outputColor = filterColor(outputColor);\n}\n"; // texture
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+ var polygonExtrudeTexFrag = "uniform sampler2D u_texture;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nin vec4 v_Color;\nin vec3 v_uvs;\nin vec2 v_texture_data;\n\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\n\nout vec4 outputColor;\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\n outputColor = texture(SAMPLER_2D(u_texture), vec2(topU, topV));\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 outputColor = linearColor;\n } else {\n outputColor = v_Color;\n }\n } else {\n // top face\n if (u_topsurface < 1.0) {\n discard;\n }\n }\n \n outputColor.a *= opacity;\n outputColor = filterColor(outputColor);\n}\n"; // texture
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  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrudetex_vert.glsl' */
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- var polygonExtrudeTexVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec3 a_uvs;\n\n\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nout vec4 v_Color;\n\nout vec2 v_texture_data;\nout 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 v_Color = a_Color;\n v_Color.a *= opacity;\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
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+ var polygonExtrudeTexVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec3 a_uvs;\n\n\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nout vec4 v_Color;\nout vec3 v_uvs;\nout vec2 v_texture_data;\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 v_Color = a_Color;\n v_Color.a *= opacity;\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
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  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_picklight_frag.glsl' */
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- var polygonExtrudePickLightFrag = "\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nin vec4 v_Color;\nin vec3 v_uvs;\nin vec2 v_texture_data;\nout vec4 outputColor;\n\n#pragma include \"picking\"\n\nvoid main() {\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 outputColor = linearColor;\n } else {\n // side notuse linear\n outputColor = v_Color;\n }\n } else {\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n outputColor = v_Color;\n }\n\n outputColor = filterColorAlpha(outputColor, lightWeight);\n}\n";
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+ var polygonExtrudePickLightFrag = "\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nin vec4 v_Color;\nin vec3 v_uvs;\nin vec2 v_texture_data;\nout vec4 outputColor;\n\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\n\nvoid main() {\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 outputColor = linearColor;\n } else {\n // side notuse linear\n outputColor = v_Color;\n }\n } else {\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n outputColor = v_Color;\n }\n\n outputColor = filterColorAlpha(outputColor, lightWeight);\n}\n";
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  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_picklight_vert.glsl' */
35
- var polygonExtrudePickLightVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec3 a_uvs;\n\n\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nout vec2 v_texture_data;\nout vec3 v_uvs;\nout 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 * opacity);\n\n setPickingColor(a_PickingColor);\n}\n";
36
+ var polygonExtrudePickLightVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec3 a_uvs;\n\n\nlayout(std140) uniform commonUniforms {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor;\n float u_topsurface;\n float u_sidesurface;\n float u_heightfixed; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_raisingHeight;\n};\n\nout vec4 v_Color;\nout vec3 v_uvs;\nout vec2 v_texture_data;\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 * opacity);\n\n setPickingColor(a_PickingColor);\n}\n";
36
37
  var ExtrudeModel = exports.default = /*#__PURE__*/function (_BaseModel) {
37
38
  (0, _inherits2.default)(ExtrudeModel, _BaseModel);
38
39
  var _super = _createSuper(ExtrudeModel);
@@ -52,6 +53,7 @@ var ExtrudeModel = exports.default = /*#__PURE__*/function (_BaseModel) {
52
53
  key: "getCommonUniformsInfo",
53
54
  value: function getCommonUniformsInfo() {
54
55
  var _ref = this.layer.getLayerConfig(),
56
+ mapTexture = _ref.mapTexture,
55
57
  _ref$heightfixed = _ref.heightfixed,
56
58
  heightfixed = _ref$heightfixed === void 0 ? false : _ref$heightfixed,
57
59
  _ref$raisingHeight = _ref.raisingHeight,
@@ -80,12 +82,11 @@ var ExtrudeModel = exports.default = /*#__PURE__*/function (_BaseModel) {
80
82
  u_topsurface: Number(topsurface),
81
83
  u_sidesurface: Number(sidesurface),
82
84
  u_heightfixed: Number(heightfixed),
83
- u_raisingHeight: Number(raisingHeight),
84
- // 渐变色支持参数
85
- u_texture: this.texture // 纹理
85
+ u_raisingHeight: Number(raisingHeight)
86
86
  };
87
-
88
- if (this.texture) {
87
+ if (mapTexture && this.texture) {
88
+ // @ts-ignore
89
+ commonOptions.u_texture = this.texture;
89
90
  this.textures = [this.texture];
90
91
  }
91
92
  var commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
@@ -269,44 +270,34 @@ var ExtrudeModel = exports.default = /*#__PURE__*/function (_BaseModel) {
269
270
  key: "loadTexture",
270
271
  value: function () {
271
272
  var _loadTexture = (0, _asyncToGenerator2.default)( /*#__PURE__*/_regenerator.default.mark(function _callee3() {
272
- var _this = this;
273
- var _ref3, mapTexture, createTexture2D;
273
+ var _ref3, mapTexture, createTexture2D, image;
274
274
  return _regenerator.default.wrap(function _callee3$(_context3) {
275
275
  while (1) switch (_context3.prev = _context3.next) {
276
276
  case 0:
277
277
  _ref3 = this.layer.getLayerConfig(), mapTexture = _ref3.mapTexture;
278
278
  createTexture2D = this.rendererService.createTexture2D;
279
279
  this.texture = createTexture2D({
280
- height: 0,
281
- width: 0
280
+ height: 1,
281
+ width: 1
282
282
  });
283
283
  if (!mapTexture) {
284
- _context3.next = 5;
284
+ _context3.next = 8;
285
285
  break;
286
286
  }
287
- return _context3.abrupt("return", new Promise(function (resolve, reject) {
288
- var image = new Image();
289
- image.crossOrigin = 'anonymous';
290
- image.src = mapTexture;
291
- image.onload = function () {
292
- _this.texture = createTexture2D({
293
- data: image,
294
- width: image.width,
295
- height: image.height,
296
- wrapS: _l7Core.gl.CLAMP_TO_EDGE,
297
- wrapT: _l7Core.gl.CLAMP_TO_EDGE,
298
- min: _l7Core.gl.LINEAR,
299
- mag: _l7Core.gl.LINEAR
300
- });
301
- return resolve(null);
302
- // this.layerService.reRender();
303
- };
304
-
305
- image.onerror = function () {
306
- reject(new Error('image load error'));
307
- };
308
- }));
309
- case 5:
287
+ _context3.next = 6;
288
+ return (0, _loadImage.loadImage)(mapTexture);
289
+ case 6:
290
+ image = _context3.sent;
291
+ this.texture = createTexture2D({
292
+ data: image,
293
+ width: image.width,
294
+ height: image.height,
295
+ wrapS: _l7Core.gl.CLAMP_TO_EDGE,
296
+ wrapT: _l7Core.gl.CLAMP_TO_EDGE,
297
+ min: _l7Core.gl.LINEAR,
298
+ mag: _l7Core.gl.LINEAR
299
+ });
300
+ case 8:
310
301
  case "end":
311
302
  return _context3.stop();
312
303
  }
@@ -20,7 +20,7 @@ var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
20
20
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
21
21
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
22
22
  /* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_frag.glsl' */
23
- var polygonExtrudeFrag = "\nin vec4 v_Color;\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n\n outputColor = v_Color;\n outputColor = filterColor(outputColor);\n}\n";
23
+ var polygonExtrudeFrag = "\nin vec4 v_Color;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n\n outputColor = v_Color;\n outputColor = filterColor(outputColor);\n}\n";
24
24
  /* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_vert.glsl' */
25
25
  var polygonExtrudeVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\n\nout 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, 1.0);\n\n vec4 project_pos = project_position(pos);\n float lightWeight = calc_lighting(project_pos);\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";
26
26
  var ExtrusionModel = exports.default = /*#__PURE__*/function (_BaseModel) {
@@ -21,11 +21,11 @@ var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
21
21
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
22
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; } }
23
23
  /* babel-plugin-inline-import '../shaders/fill/fill_frag.glsl' */
24
- var polygon_frag = "in vec4 v_color;\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n outputColor = v_color;\n outputColor = filterColor(outputColor);\n}\n";
24
+ var polygon_frag = "in vec4 v_color;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n outputColor = v_color;\n outputColor = filterColor(outputColor);\n}\n";
25
25
  /* babel-plugin-inline-import '../shaders/fill/fill_linear_frag.glsl' */
26
- var polygon_linear_frag = "\nlayout(std140) uniform commonUniforms {\n float u_raisingHeight;\n float u_opacitylinear;\n float u_dir;\n};\n\nin vec3 v_linear;\nin vec2 v_pos;\nin vec4 v_color;\nout vec4 outputColor;\n#pragma include \"picking\"\n\nvoid main() {\n outputColor = v_color;\n if(u_opacitylinear > 0.0) {\n outputColor.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 outputColor = filterColor(outputColor);\n}\n";
26
+ var polygon_linear_frag = "\nlayout(std140) uniform commonUniforms {\n float u_raisingHeight;\n float u_opacitylinear;\n float u_dir;\n};\n\nin vec4 v_color;\nin vec3 v_linear;\nin vec2 v_pos;\nout vec4 outputColor;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\n\nvoid main() {\n outputColor = v_color;\n if (u_opacitylinear > 0.0) {\n outputColor.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 outputColor = filterColor(outputColor);\n}\n";
27
27
  /* babel-plugin-inline-import '../shaders/fill/fill_linear_vert.glsl' */
28
- var polygon_linear_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 15) in vec3 a_linear;\n\n\nlayout(std140) uniform commonUniforms {\n float u_raisingHeight;\n float u_opacitylinear;\n float u_dir;\n};\n\n\nout vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nout vec3 v_linear;\nout 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}";
28
+ var polygon_linear_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 15) in vec3 a_linear;\n\nlayout(std140) uniform commonUniforms {\n float u_raisingHeight;\n float u_opacitylinear;\n float u_dir;\n};\n\nout vec4 v_color;\nout vec3 v_linear;\nout vec2 v_pos;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\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}";
29
29
  /* babel-plugin-inline-import '../shaders/fill/fill_vert.glsl' */
30
30
  var polygon_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\n\nlayout(std140) uniform commonUniforms {\n float u_raisingHeight;\n};\n\n\nout 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";
31
31
  var FillModel = exports.default = /*#__PURE__*/function (_BaseModel) {
@@ -17,8 +17,8 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
17
17
  var _l7Core = require("@antv/l7-core");
18
18
  var _l7Utils = require("@antv/l7-utils");
19
19
  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
20
- var _triangulation = require("../../core/triangulation");
21
20
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
21
+ var _triangulation = require("../../core/triangulation");
22
22
  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); }; }
23
23
  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; } }
24
24
  /* babel-plugin-inline-import '../shaders/water/polygon_water_frag.glsl' */
@@ -104,7 +104,9 @@ var WaterModel = exports.default = /*#__PURE__*/function (_BaseModel) {
104
104
  primitive: _l7Core.gl.TRIANGLES,
105
105
  depth: {
106
106
  enable: false
107
- }
107
+ },
108
+ pickingEnabled: false,
109
+ diagnosticDerivativeUniformityEnabled: false
108
110
  });
109
111
  case 3:
110
112
  model = _context2.sent;
@@ -168,8 +170,8 @@ var WaterModel = exports.default = /*#__PURE__*/function (_BaseModel) {
168
170
  waterTexture = _ref2.waterTexture;
169
171
  var createTexture2D = this.rendererService.createTexture2D;
170
172
  this.texture = createTexture2D({
171
- height: 0,
172
- width: 0
173
+ height: 1,
174
+ width: 1
173
175
  });
174
176
  var image = new Image();
175
177
  image.crossOrigin = '';
@@ -9,6 +9,7 @@ layout(std140) uniform commonUniforms {
9
9
  };
10
10
 
11
11
  in vec4 v_Color;
12
+ #pragma include "scene_uniforms"
12
13
  #pragma include "picking"
13
14
  out vec4 outputColor;
14
15
  void main() {
@@ -14,6 +14,7 @@ in vec3 v_uvs;
14
14
  in vec2 v_texture_data;
15
15
  out vec4 outputColor;
16
16
 
17
+ #pragma include "scene_uniforms"
17
18
  #pragma include "picking"
18
19
 
19
20
  void main() {
@@ -15,10 +15,9 @@ layout(std140) uniform commonUniforms {
15
15
  float u_raisingHeight;
16
16
  };
17
17
 
18
- out vec2 v_texture_data;
19
- out vec3 v_uvs;
20
18
  out vec4 v_Color;
21
-
19
+ out vec3 v_uvs;
20
+ out vec2 v_texture_data;
22
21
 
23
22
  #pragma include "projection"
24
23
  #pragma include "light"
@@ -14,7 +14,7 @@ in vec4 v_Color;
14
14
  in vec3 v_uvs;
15
15
  in vec2 v_texture_data;
16
16
 
17
-
17
+ #pragma include "scene_uniforms"
18
18
  #pragma include "picking"
19
19
 
20
20
  out vec4 outputColor;
@@ -26,14 +26,16 @@ void main() {
26
26
  float topU = v_uvs[0];
27
27
  float topV = 1.0 - v_uvs[1];
28
28
  float sidey = v_uvs[2];
29
+
30
+ outputColor = texture(SAMPLER_2D(u_texture), vec2(topU, topV));
29
31
  // Tip: 部分机型 GPU 计算精度兼容
30
- if(isSide < 0.999) {// 是否是边缘
32
+ if (isSide < 0.999) {// 是否是边缘
31
33
  // side face
32
- if(u_sidesurface < 1.0) {
34
+ if (u_sidesurface < 1.0) {
33
35
  discard;
34
36
  }
35
37
 
36
- if(u_linearColor == 1.0) {
38
+ if (u_linearColor == 1.0) {
37
39
  vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
38
40
  linearColor.rgb *= lightWeight;
39
41
  outputColor = linearColor;
@@ -41,16 +43,12 @@ void main() {
41
43
  outputColor = v_Color;
42
44
  }
43
45
  } else {
44
-
45
46
  // top face
46
- if(u_topsurface < 1.0) {
47
+ if (u_topsurface < 1.0) {
47
48
  discard;
48
49
  }
49
-
50
- outputColor = texture(SAMPLER_2D(u_texture), vec2(topU, topV));
51
50
  }
52
51
 
53
-
54
52
  outputColor.a *= opacity;
55
53
  outputColor = filterColor(outputColor);
56
54
  }
@@ -16,9 +16,8 @@ layout(std140) uniform commonUniforms {
16
16
  };
17
17
 
18
18
  out vec4 v_Color;
19
-
20
- out vec2 v_texture_data;
21
19
  out vec3 v_uvs;
20
+ out vec2 v_texture_data;
22
21
 
23
22
  #pragma include "projection"
24
23
  #pragma include "light"
@@ -1,5 +1,6 @@
1
1
 
2
2
  in vec4 v_Color;
3
+ #pragma include "scene_uniforms"
3
4
  #pragma include "picking"
4
5
  out vec4 outputColor;
5
6
  void main() {
@@ -1,4 +1,5 @@
1
1
  in vec4 v_color;
2
+ #pragma include "scene_uniforms"
2
3
  #pragma include "picking"
3
4
  out vec4 outputColor;
4
5
  void main() {
@@ -5,15 +5,16 @@ layout(std140) uniform commonUniforms {
5
5
  float u_dir;
6
6
  };
7
7
 
8
+ in vec4 v_color;
8
9
  in vec3 v_linear;
9
10
  in vec2 v_pos;
10
- in vec4 v_color;
11
11
  out vec4 outputColor;
12
+ #pragma include "scene_uniforms"
12
13
  #pragma include "picking"
13
14
 
14
15
  void main() {
15
- outputColor = v_color;
16
- if(u_opacitylinear > 0.0) {
16
+ outputColor = v_color;
17
+ if (u_opacitylinear > 0.0) {
17
18
  outputColor.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;
18
19
  }
19
20
  outputColor = filterColor(outputColor);
@@ -2,24 +2,21 @@ layout(location = 0) in vec3 a_Position;
2
2
  layout(location = 1) in vec4 a_Color;
3
3
  layout(location = 15) in vec3 a_linear;
4
4
 
5
-
6
5
  layout(std140) uniform commonUniforms {
7
6
  float u_raisingHeight;
8
7
  float u_opacitylinear;
9
8
  float u_dir;
10
9
  };
11
10
 
12
-
13
11
  out vec4 v_color;
12
+ out vec3 v_linear;
13
+ out vec2 v_pos;
14
14
 
15
15
  #pragma include "projection"
16
16
  #pragma include "picking"
17
17
 
18
- out vec3 v_linear;
19
- out vec2 v_pos;
20
-
21
18
  void main() {
22
- if(u_opacitylinear > 0.0) {
19
+ if (u_opacitylinear > 0.0) {
23
20
  v_linear = a_linear;
24
21
  v_pos = a_Position.xy;
25
22
  }
@@ -27,12 +24,12 @@ void main() {
27
24
  vec4 project_pos = project_position(vec4(a_Position, 1.0));
28
25
  project_pos.z += u_raisingHeight;
29
26
 
30
- if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
27
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
31
28
  float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
32
29
  project_pos.z *= mapboxZoomScale;
33
30
  project_pos.z += u_raisingHeight * mapboxZoomScale;
34
31
  }
35
32
 
36
- gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));
33
+ gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));
37
34
  setPickingColor(a_PickingColor);
38
35
  }
@@ -16,12 +16,13 @@ var _l7Core = require("@antv/l7-core");
16
16
  var _l7Utils = require("@antv/l7-utils");
17
17
  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
18
18
  var _triangulation = require("../../core/triangulation");
19
+ var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
19
20
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
20
21
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
21
22
  /* babel-plugin-inline-import '../shaders/terrain/terrain_rgb_frag.glsl' */
22
- var Raster_terrainFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\n\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nvarying vec2 v_texCoord;\n\nuniform vec2 u_domain;\nuniform float u_noDataValue;\nuniform bool u_clampLow: true;\nuniform bool u_clampHigh: true;\nuniform vec4 u_unpack;\n\nfloat getElevation(vec2 coord, float bias) {\n // Convert encoded elevation value to meters\n vec4 data = texture2D(u_texture, coord,bias) * 255.0;\n data.a = -1.0;\n return dot(data, u_unpack);\n}\n\nvec4 getColor(float value) {\n float normalisedValue =(value- u_domain[0]) / (u_domain[1] - u_domain[0]);\n vec2 coord = vec2(normalisedValue, 0);\n return texture2D(u_colorTexture, coord);\n}\n\nvoid main() {\n float value = getElevation(v_texCoord,0.0);\n if (value == u_noDataValue) {\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n } else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1])) {\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n } else {\n \n gl_FragColor = getColor(value);\n gl_FragColor.a = gl_FragColor.a * u_opacity ;\n if(gl_FragColor.a < 0.01)\n discard;\n }\n}\n";
23
+ var Raster_terrainFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_unpack;\n vec2 u_domain;\n float u_opacity;\n float u_noDataValue;\n bool u_clampLow;\n bool u_clampHigh;\n};\n\nin vec2 v_texCoord;\nout vec4 outputColor;\n\n\nfloat getElevation(vec2 coord, float bias) {\n // Convert encoded elevation value to meters\n vec4 data = texture(SAMPLER_2D(u_texture), coord,bias) * 255.0;\n data.a = -1.0;\n return dot(data, u_unpack);\n}\n\nvec4 getColor(float value) {\n float normalisedValue =(value- u_domain[0]) / (u_domain[1] - u_domain[0]);\n vec2 coord = vec2(normalisedValue, 0);\n return texture(SAMPLER_2D(u_colorTexture), coord);\n}\n\nvoid main() {\n float value = getElevation(v_texCoord,0.0);\n if (value == u_noDataValue) {\n outputColor = vec4(0.0, 0, 0, 0.0);\n } else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1])) {\n outputColor = vec4(0.0, 0, 0, 0.0);\n } else {\n \n outputColor = getColor(value);\n outputColor.a = outputColor.a * u_opacity ;\n if(outputColor.a < 0.01)\n discard;\n }\n}\n";
23
24
  /* babel-plugin-inline-import '../shaders/terrain/terrain_rgb_vert.glsl' */
24
- var Raster_terrainVert = "precision highp float;\nuniform mat4 u_ModelMatrix;\n\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy,0., 1.0));\n}\n";
25
+ var Raster_terrainVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 14) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_unpack;\n vec2 u_domain;\n float u_opacity;\n float u_noDataValue;\n bool u_clampLow;\n bool u_clampHigh;\n\n};\nout vec2 v_texCoord;\n#pragma include \"projection\"\n\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy,0., 1.0));\n}\n";
25
26
  var RasterTerrainRGB = exports.default = /*#__PURE__*/function (_BaseModel) {
26
27
  (0, _inherits2.default)(RasterTerrainRGB, _BaseModel);
27
28
  var _super = _createSuper(RasterTerrainRGB);
@@ -30,8 +31,8 @@ var RasterTerrainRGB = exports.default = /*#__PURE__*/function (_BaseModel) {
30
31
  return _super.apply(this, arguments);
31
32
  }
32
33
  (0, _createClass2.default)(RasterTerrainRGB, [{
33
- key: "getUninforms",
34
- value: function getUninforms() {
34
+ key: "getCommonUniformsInfo",
35
+ value: function getCommonUniformsInfo() {
35
36
  var _ref = this.layer.getLayerConfig(),
36
37
  opacity = _ref.opacity,
37
38
  _ref$clampLow = _ref.clampLow,
@@ -58,16 +59,19 @@ var RasterTerrainRGB = exports.default = /*#__PURE__*/function (_BaseModel) {
58
59
  } else {
59
60
  this.layer.textureService.setColorTexture(colorTexture, rampColors, newdomain);
60
61
  }
61
- return {
62
- u_opacity: opacity || 1,
63
- u_texture: this.texture,
62
+ var commonOptions = {
63
+ u_unpack: [rScaler, gScaler, bScaler, offset],
64
64
  u_domain: newdomain,
65
+ u_opacity: opacity || 1,
66
+ u_noDataValue: noDataValue,
65
67
  u_clampLow: clampLow,
66
68
  u_clampHigh: typeof clampHigh !== 'undefined' ? clampHigh : clampLow,
67
- u_noDataValue: noDataValue,
68
- u_unpack: [rScaler, gScaler, bScaler, offset],
69
+ u_texture: this.texture,
69
70
  u_colorTexture: texture
70
71
  };
72
+ this.textures = [this.texture, texture];
73
+ var commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
74
+ return commonBufferInfo;
71
75
  }
72
76
  }, {
73
77
  key: "initModels",
@@ -77,11 +81,12 @@ var RasterTerrainRGB = exports.default = /*#__PURE__*/function (_BaseModel) {
77
81
  return _regenerator.default.wrap(function _callee$(_context) {
78
82
  while (1) switch (_context.prev = _context.next) {
79
83
  case 0:
84
+ this.initUniformsBuffer();
80
85
  source = this.layer.getSource();
81
86
  createTexture2D = this.rendererService.createTexture2D;
82
- _context.next = 4;
87
+ _context.next = 5;
83
88
  return source.data.images;
84
- case 4:
89
+ case 5:
85
90
  imageData = _context.sent;
86
91
  this.texture = createTexture2D({
87
92
  data: imageData[0],
@@ -90,7 +95,7 @@ var RasterTerrainRGB = exports.default = /*#__PURE__*/function (_BaseModel) {
90
95
  min: _l7Core.gl.LINEAR,
91
96
  mag: _l7Core.gl.LINEAR
92
97
  });
93
- _context.next = 8;
98
+ _context.next = 9;
94
99
  return this.layer.buildLayerModel({
95
100
  moduleName: 'RasterTileDataImage',
96
101
  vertexShader: Raster_terrainVert,
@@ -101,10 +106,10 @@ var RasterTerrainRGB = exports.default = /*#__PURE__*/function (_BaseModel) {
101
106
  enable: false
102
107
  }
103
108
  });
104
- case 8:
109
+ case 9:
105
110
  model = _context.sent;
106
111
  return _context.abrupt("return", [model]);
107
- case 10:
112
+ case 11:
108
113
  case "end":
109
114
  return _context.stop();
110
115
  }
@@ -148,6 +153,7 @@ var RasterTerrainRGB = exports.default = /*#__PURE__*/function (_BaseModel) {
148
153
  type: _l7Core.AttributeType.Attribute,
149
154
  descriptor: {
150
155
  name: 'a_Uv',
156
+ shaderLocation: _CommonStyleAttribute.ShaderLocation.UV,
151
157
  buffer: {
152
158
  usage: _l7Core.gl.DYNAMIC_DRAW,
153
159
  data: [],
@@ -1,20 +1,22 @@
1
- precision mediump float;
2
- uniform float u_opacity: 1.0;
3
-
4
1
  uniform sampler2D u_texture;
5
2
  uniform sampler2D u_colorTexture;
6
3
 
7
- varying vec2 v_texCoord;
4
+ layout(std140) uniform commonUniforms {
5
+ vec4 u_unpack;
6
+ vec2 u_domain;
7
+ float u_opacity;
8
+ float u_noDataValue;
9
+ bool u_clampLow;
10
+ bool u_clampHigh;
11
+ };
12
+
13
+ in vec2 v_texCoord;
14
+ out vec4 outputColor;
8
15
 
9
- uniform vec2 u_domain;
10
- uniform float u_noDataValue;
11
- uniform bool u_clampLow: true;
12
- uniform bool u_clampHigh: true;
13
- uniform vec4 u_unpack;
14
16
 
15
17
  float getElevation(vec2 coord, float bias) {
16
18
  // Convert encoded elevation value to meters
17
- vec4 data = texture2D(u_texture, coord,bias) * 255.0;
19
+ vec4 data = texture(SAMPLER_2D(u_texture), coord,bias) * 255.0;
18
20
  data.a = -1.0;
19
21
  return dot(data, u_unpack);
20
22
  }
@@ -22,20 +24,20 @@ float getElevation(vec2 coord, float bias) {
22
24
  vec4 getColor(float value) {
23
25
  float normalisedValue =(value- u_domain[0]) / (u_domain[1] - u_domain[0]);
24
26
  vec2 coord = vec2(normalisedValue, 0);
25
- return texture2D(u_colorTexture, coord);
27
+ return texture(SAMPLER_2D(u_colorTexture), coord);
26
28
  }
27
29
 
28
30
  void main() {
29
31
  float value = getElevation(v_texCoord,0.0);
30
32
  if (value == u_noDataValue) {
31
- gl_FragColor = vec4(0.0, 0, 0, 0.0);
33
+ outputColor = vec4(0.0, 0, 0, 0.0);
32
34
  } else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1])) {
33
- gl_FragColor = vec4(0.0, 0, 0, 0.0);
35
+ outputColor = vec4(0.0, 0, 0, 0.0);
34
36
  } else {
35
37
 
36
- gl_FragColor = getColor(value);
37
- gl_FragColor.a = gl_FragColor.a * u_opacity ;
38
- if(gl_FragColor.a < 0.01)
38
+ outputColor = getColor(value);
39
+ outputColor.a = outputColor.a * u_opacity ;
40
+ if(outputColor.a < 0.01)
39
41
  discard;
40
42
  }
41
43
  }
@@ -1,10 +1,18 @@
1
- precision highp float;
2
- uniform mat4 u_ModelMatrix;
1
+ layout(location = 0) in vec3 a_Position;
2
+ layout(location = 14) in vec2 a_Uv;
3
3
 
4
- attribute vec3 a_Position;
5
- attribute vec2 a_Uv;
6
- varying vec2 v_texCoord;
4
+ layout(std140) uniform commonUniforms {
5
+ vec4 u_unpack;
6
+ vec2 u_domain;
7
+ float u_opacity;
8
+ float u_noDataValue;
9
+ bool u_clampLow;
10
+ bool u_clampHigh;
11
+
12
+ };
13
+ out vec2 v_texCoord;
7
14
  #pragma include "projection"
15
+
8
16
  void main() {
9
17
  v_texCoord = a_Uv;
10
18
  vec4 project_pos = project_position(vec4(a_Position, 1.0));
@@ -5,8 +5,10 @@ Object.defineProperty(exports, "__esModule", {
5
5
  value: true
6
6
  });
7
7
  exports.TilePickService = void 0;
8
+ var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
8
9
  var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
9
10
  var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
11
+ var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
12
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
13
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
14
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
@@ -40,20 +42,41 @@ var TilePickService = exports.TilePickService = /*#__PURE__*/function () {
40
42
  }
41
43
  }, {
42
44
  key: "pick",
43
- value: function pick(layer, target) {
44
- var container = this.parent.getContainer();
45
- var pickingService = container.get(_l7Core.TYPES.IPickingService);
46
- if (layer.type === 'RasterLayer') {
47
- var tile = this.tileLayerService.getVisibleTileBylngLat(target.lngLat);
48
- if (tile && tile.getMainLayer() !== undefined) {
49
- var pickLayer = tile.getMainLayer();
50
- return pickLayer.layerPickService.pickRasterLayer(pickLayer, target, this.parent);
51
- }
52
- return false;
45
+ value: function () {
46
+ var _pick = (0, _asyncToGenerator2.default)( /*#__PURE__*/_regenerator.default.mark(function _callee(layer, target) {
47
+ var container, pickingService, tile, pickLayer;
48
+ return _regenerator.default.wrap(function _callee$(_context) {
49
+ while (1) switch (_context.prev = _context.next) {
50
+ case 0:
51
+ container = this.parent.getContainer();
52
+ pickingService = container.get(_l7Core.TYPES.IPickingService);
53
+ if (!(layer.type === 'RasterLayer')) {
54
+ _context.next = 8;
55
+ break;
56
+ }
57
+ tile = this.tileLayerService.getVisibleTileBylngLat(target.lngLat);
58
+ if (!(tile && tile.getMainLayer() !== undefined)) {
59
+ _context.next = 7;
60
+ break;
61
+ }
62
+ pickLayer = tile.getMainLayer();
63
+ return _context.abrupt("return", pickLayer.layerPickService.pickRasterLayer(pickLayer, target, this.parent));
64
+ case 7:
65
+ return _context.abrupt("return", false);
66
+ case 8:
67
+ this.pickRender(target);
68
+ return _context.abrupt("return", pickingService.pickFromPickingFBO(layer, target));
69
+ case 10:
70
+ case "end":
71
+ return _context.stop();
72
+ }
73
+ }, _callee, this);
74
+ }));
75
+ function pick(_x, _x2) {
76
+ return _pick.apply(this, arguments);
53
77
  }
54
- this.pickRender(target);
55
- return pickingService.pickFromPickingFBO(layer, target);
56
- }
78
+ return pick;
79
+ }()
57
80
  }, {
58
81
  key: "selectFeature",
59
82
  value: function selectFeature(pickedColors) {