@antv/l7-layers 2.20.13 → 2.20.15

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.
Files changed (116) 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/core/TextureService.js +2 -1
  6. package/es/geometry/models/sprite.js +2 -2
  7. package/es/heatmap/models/grid.js +2 -2
  8. package/es/heatmap/models/grid3d.js +4 -4
  9. package/es/heatmap/models/heatmap.js +10 -6
  10. package/es/heatmap/shaders/grid/grid_frag.glsl +1 -0
  11. package/es/heatmap/shaders/grid3d/grid_3d_frag.glsl +9 -0
  12. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +4 -8
  13. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +2 -1
  14. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +3 -1
  15. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -0
  16. package/es/image/models/image.js +6 -8
  17. package/es/line/models/arc.js +1 -1
  18. package/es/line/models/line.js +10 -45
  19. package/es/line/shaders/arc/line_arc_frag.glsl +2 -1
  20. package/es/line/shaders/line/line_frag.glsl +2 -2
  21. package/es/line/shaders/line/line_vert.glsl +10 -7
  22. package/es/plugins/ShaderUniformPlugin.js +16 -11
  23. package/es/point/models/extrude.js +2 -2
  24. package/es/point/models/fill.js +1 -1
  25. package/es/point/models/fillImage.js +3 -5
  26. package/es/point/models/text.js +2 -2
  27. package/es/point/shaders/extrude/extrude_frag.glsl +1 -0
  28. package/es/point/shaders/extrude/extrude_vert.glsl +0 -1
  29. package/es/point/shaders/fill/fill_frag.glsl +1 -1
  30. package/es/point/shaders/fillImage/fillImage_frag.glsl +1 -2
  31. package/es/point/shaders/text/text_frag.glsl +3 -2
  32. package/es/point/shaders/text/text_vert.glsl +0 -2
  33. package/es/polygon/models/extrude.js +30 -39
  34. package/es/polygon/models/extrusion.js +1 -1
  35. package/es/polygon/models/fill.js +3 -3
  36. package/es/polygon/models/water.js +6 -4
  37. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +1 -0
  38. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +1 -0
  39. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +2 -3
  40. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +7 -9
  41. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +1 -2
  42. package/es/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +1 -0
  43. package/es/polygon/shaders/fill/fill_frag.glsl +1 -0
  44. package/es/polygon/shaders/fill/fill_linear_frag.glsl +4 -3
  45. package/es/polygon/shaders/fill/fill_linear_vert.glsl +5 -8
  46. package/es/raster/models/raster.js +6 -5
  47. package/es/raster/models/rasterRgb.js +3 -2
  48. package/es/raster/models/rasterTerrainRgb.d.ts +8 -2
  49. package/es/raster/models/rasterTerrainRgb.js +20 -14
  50. package/es/raster/shaders/raster/raster_2d_frag.glsl +3 -3
  51. package/es/raster/shaders/raster/raster_2d_vert.glsl +2 -2
  52. package/es/raster/shaders/rgb/raster_rgb_frag.glsl +1 -0
  53. package/es/raster/shaders/terrain/terrain_rgb_frag.glsl +19 -17
  54. package/es/raster/shaders/terrain/terrain_rgb_vert.glsl +12 -5
  55. package/es/tile/core/BaseLayer.js +7 -7
  56. package/es/tile/service/TilePickService.d.ts +1 -1
  57. package/es/tile/service/TilePickService.js +36 -13
  58. package/es/tile/tile/Tile.js +4 -3
  59. package/es/utils/load-image.d.ts +1 -0
  60. package/es/utils/load-image.js +46 -0
  61. package/lib/core/BaseLayer.js +8 -5
  62. package/lib/core/LayerPickService.js +28 -10
  63. package/lib/core/TextureService.js +2 -1
  64. package/lib/geometry/models/sprite.js +2 -2
  65. package/lib/heatmap/models/grid.js +2 -2
  66. package/lib/heatmap/models/grid3d.js +4 -4
  67. package/lib/heatmap/models/heatmap.js +10 -6
  68. package/lib/heatmap/shaders/grid/grid_frag.glsl +1 -0
  69. package/lib/heatmap/shaders/grid3d/grid_3d_frag.glsl +9 -0
  70. package/lib/heatmap/shaders/grid3d/grid_3d_vert.glsl +4 -8
  71. package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +2 -1
  72. package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +3 -1
  73. package/lib/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -0
  74. package/lib/image/models/image.js +6 -8
  75. package/lib/line/models/arc.js +1 -1
  76. package/lib/line/models/line.js +10 -45
  77. package/lib/line/shaders/arc/line_arc_frag.glsl +2 -1
  78. package/lib/line/shaders/line/line_frag.glsl +2 -2
  79. package/lib/line/shaders/line/line_vert.glsl +10 -7
  80. package/lib/plugins/ShaderUniformPlugin.js +16 -11
  81. package/lib/point/models/extrude.js +2 -2
  82. package/lib/point/models/fill.js +1 -1
  83. package/lib/point/models/fillImage.js +3 -5
  84. package/lib/point/models/text.js +2 -2
  85. package/lib/point/shaders/extrude/extrude_frag.glsl +1 -0
  86. package/lib/point/shaders/extrude/extrude_vert.glsl +0 -1
  87. package/lib/point/shaders/fill/fill_frag.glsl +1 -1
  88. package/lib/point/shaders/fillImage/fillImage_frag.glsl +1 -2
  89. package/lib/point/shaders/text/text_frag.glsl +3 -2
  90. package/lib/point/shaders/text/text_vert.glsl +0 -2
  91. package/lib/polygon/models/extrude.js +29 -38
  92. package/lib/polygon/models/extrusion.js +1 -1
  93. package/lib/polygon/models/fill.js +3 -3
  94. package/lib/polygon/models/water.js +6 -4
  95. package/lib/polygon/shaders/extrude/polygon_extrude_frag.glsl +1 -0
  96. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +1 -0
  97. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +2 -3
  98. package/lib/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +7 -9
  99. package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +1 -2
  100. package/lib/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +1 -0
  101. package/lib/polygon/shaders/fill/fill_frag.glsl +1 -0
  102. package/lib/polygon/shaders/fill/fill_linear_frag.glsl +4 -3
  103. package/lib/polygon/shaders/fill/fill_linear_vert.glsl +5 -8
  104. package/lib/raster/models/raster.js +6 -5
  105. package/lib/raster/models/rasterRgb.js +3 -2
  106. package/lib/raster/models/rasterTerrainRgb.js +20 -14
  107. package/lib/raster/shaders/raster/raster_2d_frag.glsl +3 -3
  108. package/lib/raster/shaders/raster/raster_2d_vert.glsl +2 -2
  109. package/lib/raster/shaders/rgb/raster_rgb_frag.glsl +1 -0
  110. package/lib/raster/shaders/terrain/terrain_rgb_frag.glsl +19 -17
  111. package/lib/raster/shaders/terrain/terrain_rgb_vert.glsl +12 -5
  112. package/lib/tile/core/BaseLayer.js +7 -7
  113. package/lib/tile/service/TilePickService.js +36 -13
  114. package/lib/tile/tile/Tile.js +4 -3
  115. package/lib/utils/load-image.js +53 -0
  116. package/package.json +7 -7
@@ -22,9 +22,9 @@ var _triangulation = require("../../core/triangulation");
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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/extrude_frag.glsl' */
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- var pointExtrudeFrag = "\nin vec4 v_color;\nin float v_lightWeight;\nout vec4 outputColor;\n\nlayout(std140) uniform commonUniforms {\n float u_pickLight;\n float u_heightfixed;\n float u_r;\n float u_linearColor;\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_opacitylinear;\n float u_opacitylinear_dir;\n float u_lightEnable;\n};\n\n#pragma include \"picking\"\n\nvoid main() {\n\n outputColor = v_color;\n // \u5F00\u542F\u900F\u660E\u5EA6\u6E10\u53D8\n // picking\n if(u_pickLight > 0.0) {\n outputColor = filterColorAlpha(outputColor, v_lightWeight);\n } else {\n outputColor = filterColor(outputColor);\n }\n}\n";
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+ var pointExtrudeFrag = "\nin vec4 v_color;\nin float v_lightWeight;\nout vec4 outputColor;\n\nlayout(std140) uniform commonUniforms {\n float u_pickLight;\n float u_heightfixed;\n float u_r;\n float u_linearColor;\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_opacitylinear;\n float u_opacitylinear_dir;\n float u_lightEnable;\n};\n\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\n\nvoid main() {\n\n outputColor = v_color;\n // \u5F00\u542F\u900F\u660E\u5EA6\u6E10\u53D8\n // picking\n if(u_pickLight > 0.0) {\n outputColor = filterColorAlpha(outputColor, v_lightWeight);\n } else {\n outputColor = filterColor(outputColor);\n }\n}\n";
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  /* babel-plugin-inline-import '../shaders/extrude/extrude_vert.glsl' */
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- var pointExtrudeVert = "#define pi 3.1415926535\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in vec3 a_Size;\nlayout(location = 11) in vec3 a_Extrude;\nlayout(location = 13) in vec3 a_Normal;\n\nlayout(std140) uniform commonUniforms {\n float u_pickLight;\n float u_heightfixed;\n float u_r;\n float u_linearColor;\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_opacitylinear;\n float u_opacitylinear_dir;\n float u_lightEnable;\n};\nout vec4 v_color;\nout float v_lightWeight;\nout float v_barLinearZ;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nfloat getYRadian(float x, float z) {\n if(x > 0.0 && z > 0.0) {\n return atan(x/z);\n } else if(x > 0.0 && z <= 0.0){\n return atan(-z/x) + pi/2.0;\n } else if(x <= 0.0 && z <= 0.0) {\n return pi + atan(x/z); //atan(x/z) + \n } else {\n return atan(z/-x) + pi*3.0/2.0;\n }\n}\n\nfloat getXRadian(float y, float r) {\n return atan(y/r);\n}\n\nvoid main() {\n\n\n vec3 size = a_Size * a_Position;\n\n vec3 offset = size; // \u63A7\u5236\u5706\u67F1\u4F53\u7684\u5927\u5C0F - \u4ECE\u6807\u51C6\u5355\u4F4D\u5706\u67F1\u4F53\u8FDB\u884C\u504F\u79FB\n\n if(u_heightfixed < 1.0) { // \u5706\u67F1\u4F53\u4E0D\u56FA\u5B9A\u9AD8\u5EA6\n \n if (u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // P20 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF1\n offset = offset * pow(2.0, (19.0 - u_Zoom));\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // P20_2 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF3\n offset = offset * pow(2.0, (19.0 - 3.0 - u_Zoom));\n }\n } else {// \u5706\u67F1\u4F53\u56FA\u5B9A\u9AD8\u5EA6 \uFF08 \u5904\u7406 mapbox \uFF09\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n offset *= 4.0/pow(2.0, 21.0 - u_Zoom);\n }\n }\n\n\n vec4 project_pos = project_position(vec4(a_Extrude.xy, 0., 1.0));\n\n // u_r \u63A7\u5236\u5706\u67F1\u7684\u751F\u957F\n vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);\n\n // // \u5706\u67F1\u5149\u7167\u6548\u679C\n float lightWeight = 1.0;\n\n if(u_lightEnable > 0.0) { // \u53D6\u6D88\u4E09\u5143\u8868\u8FBE\u5F0F\uFF0C\u589E\u5F3A\u5065\u58EE\u6027\n lightWeight = calc_lighting(pos);\n }\n\n v_lightWeight = lightWeight;\n\n v_color = a_Color;\n\n // \u8BBE\u7F6E\u5706\u67F1\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n v_color = mix(u_sourceColor, u_targetColor, a_Position.z);\n v_color.a = v_color.a * opacity;\n } else {\n v_color = vec4(a_Color.rgb * lightWeight, a_Color.w * opacity);\n }\n\n if(u_opacitylinear > 0.0) {\n v_color.a *= u_opacitylinear_dir > 0.0 ? (1.0 - a_Position.z): a_Position.z;\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(pos);\n\n setPickingColor(a_PickingColor);\n}\n";
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+ var pointExtrudeVert = "#define pi 3.1415926535\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in vec3 a_Size;\nlayout(location = 11) in vec3 a_Extrude;\nlayout(location = 13) in vec3 a_Normal;\n\nlayout(std140) uniform commonUniforms {\n float u_pickLight;\n float u_heightfixed;\n float u_r;\n float u_linearColor;\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_opacitylinear;\n float u_opacitylinear_dir;\n float u_lightEnable;\n};\nout vec4 v_color;\nout float v_lightWeight;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nfloat getYRadian(float x, float z) {\n if(x > 0.0 && z > 0.0) {\n return atan(x/z);\n } else if(x > 0.0 && z <= 0.0){\n return atan(-z/x) + pi/2.0;\n } else if(x <= 0.0 && z <= 0.0) {\n return pi + atan(x/z); //atan(x/z) + \n } else {\n return atan(z/-x) + pi*3.0/2.0;\n }\n}\n\nfloat getXRadian(float y, float r) {\n return atan(y/r);\n}\n\nvoid main() {\n\n\n vec3 size = a_Size * a_Position;\n\n vec3 offset = size; // \u63A7\u5236\u5706\u67F1\u4F53\u7684\u5927\u5C0F - \u4ECE\u6807\u51C6\u5355\u4F4D\u5706\u67F1\u4F53\u8FDB\u884C\u504F\u79FB\n\n if(u_heightfixed < 1.0) { // \u5706\u67F1\u4F53\u4E0D\u56FA\u5B9A\u9AD8\u5EA6\n \n if (u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // P20 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF1\n offset = offset * pow(2.0, (19.0 - u_Zoom));\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // P20_2 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF3\n offset = offset * pow(2.0, (19.0 - 3.0 - u_Zoom));\n }\n } else {// \u5706\u67F1\u4F53\u56FA\u5B9A\u9AD8\u5EA6 \uFF08 \u5904\u7406 mapbox \uFF09\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n offset *= 4.0/pow(2.0, 21.0 - u_Zoom);\n }\n }\n\n\n vec4 project_pos = project_position(vec4(a_Extrude.xy, 0., 1.0));\n\n // u_r \u63A7\u5236\u5706\u67F1\u7684\u751F\u957F\n vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);\n\n // // \u5706\u67F1\u5149\u7167\u6548\u679C\n float lightWeight = 1.0;\n\n if(u_lightEnable > 0.0) { // \u53D6\u6D88\u4E09\u5143\u8868\u8FBE\u5F0F\uFF0C\u589E\u5F3A\u5065\u58EE\u6027\n lightWeight = calc_lighting(pos);\n }\n\n v_lightWeight = lightWeight;\n\n v_color = a_Color;\n\n // \u8BBE\u7F6E\u5706\u67F1\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n v_color = mix(u_sourceColor, u_targetColor, a_Position.z);\n v_color.a = v_color.a * opacity;\n } else {\n v_color = vec4(a_Color.rgb * lightWeight, a_Color.w * opacity);\n }\n\n if(u_opacitylinear > 0.0) {\n v_color.a *= u_opacitylinear_dir > 0.0 ? (1.0 - a_Position.z): a_Position.z;\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(pos);\n\n setPickingColor(a_PickingColor);\n}\n";
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  var ExtrudeModel = exports.default = /*#__PURE__*/function (_BaseModel) {
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  (0, _inherits2.default)(ExtrudeModel, _BaseModel);
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  var _super = _createSuper(ExtrudeModel);
@@ -20,7 +20,7 @@ var _interface = require("../../core/interface");
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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/fill/fill_frag.glsl' */
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- var pointFillFrag = "layout(std140) uniform commonUniforms {\n vec3 u_blur_height_fixed;\n float u_stroke_width;\n float u_additive;\n float u_stroke_opacity;\n float u_size_unit;\n float u_time;\n vec4 u_animate;\n};\n\n\nin vec4 v_color;\nin vec4 v_stroke;\nin vec4 v_data;\nin float v_radius;\n\n#pragma include \"scene_uniforms\"\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nout vec4 outputColor;\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + u_stroke_width);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(u_stroke_width < 0.01) {\n outputColor = v_color;\n } else {\n outputColor = mix(v_color, v_stroke * u_stroke_opacity, color_t);\n }\n float intensity = 1.0;\n if(u_time!=-1.0){\n //wave\u76F8\u5173\u903B\u8F91\n float d = length(v_data.xy);\n if(d > 0.5) {\n discard;\n }\n intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_animate.z - u_animate.y * u_time)), 0.0, 1.0);\n }\n\n if(u_additive > 0.0) {\n outputColor *= opacity_t;\n outputColor *= intensity;//wave\n outputColor = filterColorAlpha(outputColor, outputColor.a);\n } else {\n outputColor.a *= opacity_t;\n outputColor.a *= intensity;//wave \n outputColor = filterColor(outputColor);\n }\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if(outputColor.a < 0.01) {\n discard;\n } \n}\n";
23
+ var pointFillFrag = "\nlayout(std140) uniform commonUniforms {\n vec3 u_blur_height_fixed;\n float u_stroke_width;\n float u_additive;\n float u_stroke_opacity;\n float u_size_unit;\n float u_time;\n vec4 u_animate;\n};\n\nin vec4 v_color;\nin vec4 v_stroke;\nin vec4 v_data;\nin float v_radius;\n\n#pragma include \"scene_uniforms\"\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nout vec4 outputColor;\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + u_stroke_width);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(u_stroke_width < 0.01) {\n outputColor = v_color;\n } else {\n outputColor = mix(v_color, v_stroke * u_stroke_opacity, color_t);\n }\n float intensity = 1.0;\n if(u_time!=-1.0){\n //wave\u76F8\u5173\u903B\u8F91\n float d = length(v_data.xy);\n if(d > 0.5) {\n discard;\n }\n intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_animate.z - u_animate.y * u_time)), 0.0, 1.0);\n }\n\n if(u_additive > 0.0) {\n outputColor *= opacity_t;\n outputColor *= intensity;//wave\n outputColor = filterColorAlpha(outputColor, outputColor.a);\n } else {\n outputColor.a *= opacity_t;\n outputColor.a *= intensity;//wave \n outputColor = filterColor(outputColor);\n }\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if(outputColor.a < 0.01) {\n discard;\n } \n}\n";
24
24
  /* babel-plugin-inline-import '../shaders/fill/fill_vert.glsl' */
25
25
  var pointFillVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 10) in float a_Shape;\nlayout(location = 11) in vec3 a_Extrude;\n\nlayout(std140) uniform commonUniforms {\n vec3 u_blur_height_fixed;\n float u_stroke_width;\n float u_additive;\n float u_stroke_opacity;\n float u_size_unit;\n float u_time;\n vec4 u_animate; \n};\n\nout vec4 v_color;\nout vec4 v_stroke;\nout vec4 v_data;\nout float v_radius;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\n\nvoid main() {\n // \u900F\u660E\u5EA6\u8BA1\u7B97\n v_stroke = stroke; \n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n /*\n * setPickingSize \u8BBE\u7F6E\u62FE\u53D6\u5927\u5C0F\n * u_meter2coord \u5728\u7B49\u9762\u79EF\u5927\u5C0F\u7684\u65F6\u5019\u8BBE\u7F6E\u5355\u4F4D\n */\n float newSize = setPickingSize(a_Size);\n // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;\n\n\n\n // unpack color(vec2)\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n\n if(u_size_unit == 1.0) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n\n v_radius = newSize;\n\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur_height_fixed.x);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + u_offsets);\n vec3 aPosition = a_Position;\n\n offset = project_pixel(offset);\n offset = rotate_matrix(offset,rotation);\n \n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n\n // vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n float raisingHeight = u_blur_height_fixed.y;\n\n if(u_blur_height_fixed.z < 1.0) { // false\n raisingHeight = project_pixel(u_blur_height_fixed.y);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_blur_height_fixed.y * mapboxZoomScale;\n }\n }\n \n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy + offset, raisingHeight, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
26
26
  var FillModel = exports.default = /*#__PURE__*/function (_BaseModel) {
@@ -23,7 +23,7 @@ var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
23
23
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
24
24
  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; } } // static pointLayer shader - not support animate
25
25
  /* babel-plugin-inline-import '../shaders/fillImage/fillImage_frag.glsl' */
26
- var pointFillFrag = "in vec4 v_color;\nin vec2 v_uv;// \u672C\u8EAB\u7684 uv \u5750\u6807\nin vec2 v_Iconuv;\nin float v_opacity;\nout vec4 outputColor;\n\nuniform sampler2D u_texture;\nlayout(std140) uniform commonUniform {\n vec2 u_textSize;\n float u_heightfixed: 0.0;\n float u_raisingHeight: 0.0;\n float u_size_unit;\n};\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;\n outputColor = texture(SAMPLER_2D(u_texture), pos);\n outputColor.a *= v_opacity;\n outputColor = filterColor(outputColor);\n}\n";
26
+ var pointFillFrag = "in vec2 v_uv;// \u672C\u8EAB\u7684 uv \u5750\u6807\nin vec2 v_Iconuv;\nin float v_opacity;\nout vec4 outputColor;\n\nuniform sampler2D u_texture;\nlayout(std140) uniform commonUniform {\n vec2 u_textSize;\n float u_heightfixed: 0.0;\n float u_raisingHeight: 0.0;\n float u_size_unit;\n};\n\n#pragma include \"scene_uniforms\"\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;\n outputColor = texture(SAMPLER_2D(u_texture), pos);\n outputColor.a *= v_opacity;\n outputColor = filterColor(outputColor);\n}\n";
27
27
  /* babel-plugin-inline-import '../shaders/fillImage/fillImage_vert.glsl' */
28
28
  var pointFillVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 11) in vec3 a_Extrude;\nlayout(location = 14) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniform {\n vec2 u_textSize;\n float u_heightfixed: 0.0;\n float u_raisingHeight: 0.0;\n float u_size_unit;\n};\n\nout vec2 v_uv;\nout vec2 v_Iconuv;\nout float v_opacity;\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\n\nvoid main() {\n vec3 extrude = a_Extrude;\n v_uv = (a_Extrude.xy + 1.0)/2.0;\n v_uv.y = 1.0 - v_uv.y;\n v_Iconuv = a_Uv;\n v_opacity = opacity;\n float newSize = a_Size;\n if(u_size_unit == 1.0) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n \n // vec2 offset = (u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);\n vec2 offset = (extrude.xy * (newSize) + offsets);\n\n offset = rotate_matrix(offset,rotation);\n\n vec3 aPosition = a_Position;\n\n offset = project_pixel(offset);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n float raisingHeight = u_raisingHeight;\n if(u_heightfixed < 1.0) { // height fixed\n raisingHeight = project_pixel(u_raisingHeight);\n } else {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raisingHeight = u_raisingHeight * mapboxZoomScale;\n }\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
29
29
  var FillImageModel = exports.default = /*#__PURE__*/function (_BaseModel) {
@@ -92,10 +92,8 @@ var FillImageModel = exports.default = /*#__PURE__*/function (_BaseModel) {
92
92
  u_textSize: [1024, this.iconService.canvasHeight || 128],
93
93
  u_heightfixed: Number(heightfixed),
94
94
  u_raisingHeight: Number(raisingHeight),
95
- u_size_unit: _interface.SizeUnitType[unit],
96
- u_texture: this.texture
97
- };
98
- this.textures = [this.texture];
95
+ u_size_unit: _interface.SizeUnitType[unit]
96
+ }; //2+1+1+1
99
97
  var commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
100
98
  return commonBufferInfo;
101
99
  }
@@ -29,9 +29,9 @@ function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len
29
29
  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); }; }
30
30
  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; } }
31
31
  /* babel-plugin-inline-import '../shaders/text/text_frag.glsl' */
32
- var textFrag = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 48.0\n\nuniform sampler2D u_sdf_map;\nlayout(std140) uniform commonUniforms {\n vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n vec2 u_sdf_map_size;\n float u_raisingHeight: 0.0;\n float u_stroke_width : 2;\n float u_gamma_scale : 0.5;\n float u_halo_blur : 0.5;\n};\n\nin vec4 v_color;\nin vec4 v_stroke_color;\nin vec2 v_uv;\nin float v_gamma_scale;\nin float v_fontScale;\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n // get style data mapping\n\n // get sdf from atlas\n float dist = texture(SAMPLER_2D(u_sdf_map), v_uv).a;\n\n lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;\n highp float gamma = (u_halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (v_fontScale * u_gamma_scale) / 1.0;\n\n highp float gamma_scaled = gamma * v_gamma_scale;\n\n highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);\n\n outputColor = mix(v_color, v_stroke_color, smoothstep(0., 0.5, 1.- dist));\n\n outputColor.a *= alpha;\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if (outputColor.a < 0.01) {\n discard;\n }\n outputColor = filterColor(outputColor);\n}\n";
32
+ var textFrag = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 48.0\n\nuniform sampler2D u_sdf_map;\nlayout(std140) uniform commonUniforms {\n vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n vec2 u_sdf_map_size;\n float u_raisingHeight: 0.0;\n float u_stroke_width : 2;\n float u_gamma_scale : 0.5;\n float u_halo_blur : 0.5;\n};\n\nin vec2 v_uv;\nin float v_gamma_scale;\nin vec4 v_color;\nin vec4 v_stroke_color;\nin float v_fontScale;\n\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n // get style data mapping\n\n // get sdf from atlas\n float dist = texture(SAMPLER_2D(u_sdf_map), v_uv).a;\n\n lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;\n highp float gamma = (u_halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (v_fontScale * u_gamma_scale) / 1.0;\n\n highp float gamma_scaled = gamma * v_gamma_scale;\n\n highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);\n\n outputColor = mix(v_color, v_stroke_color, smoothstep(0., 0.5, 1.- dist));\n\n outputColor.a *= alpha;\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if (outputColor.a < 0.01) {\n discard;\n }\n outputColor = filterColor(outputColor);\n}\n";
33
33
  /* babel-plugin-inline-import '../shaders/text/text_vert.glsl' */
34
- var textVert = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 24.0\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 10) in vec2 a_textOffsets;\nlayout(location = 14) in vec2 a_tex;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n vec2 u_sdf_map_size;\n float u_raisingHeight: 0.0;\n float u_stroke_width : 2;\n float u_gamma_scale : 0.5;\n float u_halo_blur : 0.5;\n};\n\nout vec2 v_uv;\nout float v_gamma_scale;\nout vec4 v_color;\nout vec4 v_stroke_color;\nout float v_fontScale;\n\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n \n v_uv = a_tex / u_sdf_map_size;\n\n\n\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n v_stroke_color = vec4(u_stroke_color.xyz, u_stroke_color.w * opacity);\n\n // \u6587\u672C\u7F29\u653E\u6BD4\u4F8B\n float fontScale = a_Size / FONT_SIZE;\n v_fontScale = fontScale;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // vec4 projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n vec2 offset = rotate_matrix(a_textOffsets,rotation);\n \n // gl_Position = vec4(projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n\n float raiseHeight = u_raisingHeight;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raiseHeight = u_raisingHeight * mapboxZoomScale;\n }\n\n vec4 projected_position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));\n\n gl_Position = vec4(\n projected_position.xy / projected_position.w + offset * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n v_gamma_scale = gl_Position.w;\n setPickingColor(a_PickingColor);\n\n}\n";
34
+ var textVert = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 24.0\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 10) in vec2 a_textOffsets;\nlayout(location = 14) in vec2 a_tex;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n vec2 u_sdf_map_size;\n float u_raisingHeight: 0.0;\n float u_stroke_width : 2;\n float u_gamma_scale : 0.5;\n float u_halo_blur : 0.5;\n};\n\nout vec2 v_uv;\nout float v_gamma_scale;\nout vec4 v_color;\nout vec4 v_stroke_color;\nout float v_fontScale;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n \n v_uv = a_tex / u_sdf_map_size;\n\n\n\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n v_stroke_color = vec4(u_stroke_color.xyz, u_stroke_color.w * opacity);\n\n // \u6587\u672C\u7F29\u653E\u6BD4\u4F8B\n float fontScale = a_Size / FONT_SIZE;\n v_fontScale = fontScale;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // vec4 projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n vec2 offset = rotate_matrix(a_textOffsets,rotation);\n \n // gl_Position = vec4(projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n\n float raiseHeight = u_raisingHeight;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raiseHeight = u_raisingHeight * mapboxZoomScale;\n }\n\n vec4 projected_position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));\n\n gl_Position = vec4(\n projected_position.xy / projected_position.w + offset * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n v_gamma_scale = gl_Position.w;\n setPickingColor(a_PickingColor);\n\n}\n";
35
35
  var isEqual = _l7Utils.lodashUtil.isEqual;
36
36
  function TextTrianglation(feature) {
37
37
  // @ts-ignore
@@ -15,6 +15,7 @@ layout(std140) uniform commonUniforms {
15
15
  float u_lightEnable;
16
16
  };
17
17
 
18
+ #pragma include "scene_uniforms"
18
19
  #pragma include "picking"
19
20
 
20
21
  void main() {
@@ -19,7 +19,6 @@ layout(std140) uniform commonUniforms {
19
19
  };
20
20
  out vec4 v_color;
21
21
  out float v_lightWeight;
22
- out float v_barLinearZ;
23
22
 
24
23
  #pragma include "projection"
25
24
  #pragma include "light"
@@ -1,3 +1,4 @@
1
+
1
2
  layout(std140) uniform commonUniforms {
2
3
  vec3 u_blur_height_fixed;
3
4
  float u_stroke_width;
@@ -8,7 +9,6 @@ layout(std140) uniform commonUniforms {
8
9
  vec4 u_animate;
9
10
  };
10
11
 
11
-
12
12
  in vec4 v_color;
13
13
  in vec4 v_stroke;
14
14
  in vec4 v_data;
@@ -1,4 +1,3 @@
1
- in vec4 v_color;
2
1
  in vec2 v_uv;// 本身的 uv 坐标
3
2
  in vec2 v_Iconuv;
4
3
  in float v_opacity;
@@ -12,10 +11,10 @@ layout(std140) uniform commonUniform {
12
11
  float u_size_unit;
13
12
  };
14
13
 
14
+ #pragma include "scene_uniforms"
15
15
  #pragma include "sdf_2d"
16
16
  #pragma include "picking"
17
17
 
18
-
19
18
  void main() {
20
19
  vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;
21
20
  outputColor = texture(SAMPLER_2D(u_texture), pos);
@@ -12,11 +12,12 @@ layout(std140) uniform commonUniforms {
12
12
  float u_halo_blur : 0.5;
13
13
  };
14
14
 
15
- in vec4 v_color;
16
- in vec4 v_stroke_color;
17
15
  in vec2 v_uv;
18
16
  in float v_gamma_scale;
17
+ in vec4 v_color;
18
+ in vec4 v_stroke_color;
19
19
  in float v_fontScale;
20
+
20
21
  out vec4 outputColor;
21
22
 
22
23
  #pragma include "picking"
@@ -23,8 +23,6 @@ out vec4 v_color;
23
23
  out vec4 v_stroke_color;
24
24
  out float v_fontScale;
25
25
 
26
-
27
-
28
26
  #pragma include "projection"
29
27
  #pragma include "picking"
30
28
  #pragma include "rotation_2d"
@@ -19,20 +19,21 @@ var _l7Utils = require("@antv/l7-utils");
19
19
  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
20
20
  var _triangulation = require("../../core/triangulation");
21
21
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
22
+ var _loadImage = require("../../utils/load-image");
22
23
  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
24
  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
25
  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_frag.glsl' */
25
- 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";
26
+ 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";
26
27
  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_vert.glsl' */
27
28
  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
28
29
  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrudetex_frag.glsl' */
29
- 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
30
+ 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
30
31
  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrudetex_vert.glsl' */
31
- 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
32
+ 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
32
33
  /* babel-plugin-inline-import '../shaders/extrude/polygon_extrude_picklight_frag.glsl' */
33
- 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";
34
+ 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";
34
35
  /* 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
  }