@antv/l7-layers 2.20.5 → 2.20.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/es/canvas/index.d.ts +3 -3
- package/es/citybuliding/models/build.d.ts +7 -12
- package/es/citybuliding/models/build.js +22 -11
- package/es/citybuliding/shaders/build_frag.glsl +26 -23
- package/es/citybuliding/shaders/build_vert.glsl +24 -16
- package/es/core/BaseLayer.d.ts +14 -2
- package/es/core/BaseLayer.js +53 -9
- package/es/core/BaseModel.d.ts +1 -1
- package/es/core/BaseModel.js +41 -15
- package/es/core/CommonStyleAttribute.d.ts +4 -2
- package/es/core/CommonStyleAttribute.js +3 -0
- package/es/core/LayerPickService.d.ts +1 -1
- package/es/core/TextureService.d.ts +2 -2
- package/es/core/interface.d.ts +7 -3
- package/es/core/interface.js +0 -1
- package/es/core/line_trangluation.d.ts +1 -1
- package/es/core/shape/arrow.d.ts +1 -1
- package/es/core/shape/extrude.d.ts +1 -1
- package/es/core/triangulation.d.ts +1 -1
- package/es/core/triangulation.js +13 -7
- package/es/core/utils.js +1 -1
- package/es/earth/index.d.ts +1 -1
- package/es/earth/models/atmosphere.d.ts +8 -2
- package/es/earth/models/atmosphere.js +15 -8
- package/es/earth/models/base.d.ts +8 -2
- package/es/earth/models/base.js +21 -12
- package/es/earth/models/bloomsphere.d.ts +8 -2
- package/es/earth/models/bloomsphere.js +15 -8
- package/es/earth/shaders/{atmosphere_frag.glsl → atmosphere/atmosphere_frag.glsl} +9 -6
- package/es/earth/shaders/atmosphere/atmosphere_vert.glsl +22 -0
- package/es/earth/shaders/base/base_frag.glsl +11 -0
- package/es/earth/shaders/base/base_vert.glsl +52 -0
- package/es/earth/shaders/bloomshpere/bloomsphere_frag.glsl +16 -0
- package/es/earth/shaders/bloomshpere/bloomsphere_vert.glsl +19 -0
- package/es/geometry/index.d.ts +2 -2
- package/es/geometry/models/billboard.d.ts +8 -1
- package/es/geometry/models/billboard.js +26 -11
- package/es/geometry/models/plane.d.ts +8 -1
- package/es/geometry/models/plane.js +23 -6
- package/es/geometry/models/sprite.d.ts +12 -2
- package/es/geometry/models/sprite.js +44 -18
- package/es/geometry/shaders/billboard_frag.glsl +11 -6
- package/es/geometry/shaders/billboard_vert.glsl +12 -15
- package/es/geometry/shaders/plane_frag.glsl +14 -10
- package/es/geometry/shaders/plane_vert.glsl +11 -10
- package/es/geometry/shaders/sprite_frag.glsl +11 -7
- package/es/geometry/shaders/sprite_vert.glsl +10 -9
- package/es/heatmap/index.d.ts +3 -3
- package/es/heatmap/models/grid.d.ts +8 -1
- package/es/heatmap/models/grid.js +25 -12
- package/es/heatmap/models/grid3d.d.ts +8 -1
- package/es/heatmap/models/grid3d.js +29 -13
- package/es/heatmap/models/heatmap.d.ts +6 -4
- package/es/heatmap/models/heatmap.js +123 -75
- package/es/heatmap/models/hexagon.d.ts +8 -1
- package/es/heatmap/models/hexagon.js +25 -12
- package/es/heatmap/shaders/grid/grid_frag.glsl +8 -0
- package/es/heatmap/shaders/{grid_vert.glsl → grid/grid_vert.glsl} +15 -15
- package/es/heatmap/shaders/grid3d/grid_3d_frag.glsl +8 -0
- package/{lib/heatmap/shaders/hexagon_3d_vert.glsl → es/heatmap/shaders/grid3d/grid_3d_vert.glsl} +13 -16
- package/es/heatmap/shaders/heatmap/heatmap_3d_frag.glsl +24 -0
- package/es/heatmap/shaders/{heatmap_3d_vert.glsl → heatmap/heatmap_3d_vert.glsl} +19 -9
- package/es/heatmap/shaders/heatmap/heatmap_frag.glsl +52 -0
- package/es/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +16 -0
- package/{lib/heatmap/shaders → es/heatmap/shaders/heatmap}/heatmap_framebuffer_vert.glsl +14 -9
- package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +19 -0
- package/es/heatmap/shaders/hexagon/hexagon_frag.glsl +8 -0
- package/es/heatmap/shaders/{hexagon_vert.glsl → hexagon/hexagon_vert.glsl} +12 -13
- package/es/image/index.d.ts +2 -2
- package/es/image/models/image.d.ts +9 -2
- package/es/image/models/image.js +83 -44
- package/es/image/shaders/image_frag.glsl +34 -7
- package/es/image/shaders/image_vert.glsl +11 -5
- package/es/line/index.d.ts +4 -4
- package/es/line/index.js +2 -1
- package/es/line/models/arc.d.ts +8 -3
- package/es/line/models/arc.js +57 -76
- package/es/line/models/arc_3d.d.ts +8 -3
- package/es/line/models/arc_3d.js +46 -57
- package/es/line/models/flow.d.ts +8 -2
- package/es/line/models/flow.js +14 -12
- package/es/line/models/great_circle.d.ts +8 -3
- package/es/line/models/great_circle.js +40 -29
- package/es/line/models/index.d.ts +1 -1
- package/es/line/models/index.js +3 -6
- package/es/line/models/line.d.ts +8 -3
- package/es/line/models/line.js +67 -140
- package/es/line/models/{simpleLine.d.ts → simple_line.d.ts} +8 -2
- package/es/line/models/simple_line.js +204 -0
- package/es/line/models/wall.d.ts +8 -3
- package/es/line/models/wall.js +35 -27
- package/es/line/shaders/{line_arc_frag.glsl → arc/line_arc_frag.glsl} +36 -26
- package/es/line/shaders/{line_arc_vert.glsl → arc/line_arc_vert.glsl} +52 -22
- package/es/line/shaders/{line_arc_3d_frag.glsl → arc3d/line_arc_3d_frag.glsl} +32 -24
- package/{lib/line/shaders → es/line/shaders/arc3d}/line_arc_3d_vert.glsl +37 -27
- package/es/line/shaders/flow/flow_line_frag.glsl +5 -4
- package/es/line/shaders/flow/flow_line_vert.glsl +17 -18
- package/es/line/shaders/{line_arc_great_circle_frag.glsl → greatCircle/line_arc_great_circle_frag.glsl} +30 -30
- package/{lib/line/shaders → es/line/shaders/greatCircle}/line_arc_great_circle_vert.glsl +43 -40
- package/es/line/shaders/{line_frag.glsl → line/line_frag.glsl} +55 -28
- package/es/line/shaders/line/line_vert.glsl +114 -0
- package/es/line/shaders/simple/simpleline_frag.glsl +27 -3
- package/es/line/shaders/simple/simpleline_vert.glsl +20 -20
- package/es/line/shaders/wall/wall_frag.glsl +31 -26
- package/es/line/shaders/wall/wall_vert.glsl +29 -22
- package/es/mask/index.d.ts +2 -2
- package/es/mask/models/fill.d.ts +1 -1
- package/es/plugins/DataMappingPlugin.d.ts +1 -1
- package/es/plugins/DataMappingPlugin.js +1 -3
- package/es/plugins/DataSourcePlugin.d.ts +1 -1
- package/es/plugins/FeatureScalePlugin.d.ts +1 -1
- package/es/plugins/FeatureScalePlugin.js +14 -3
- package/es/plugins/LayerAnimateStylePlugin.d.ts +1 -1
- package/es/plugins/LayerMaskPlugin.d.ts +1 -1
- package/es/plugins/LayerModelPlugin.d.ts +1 -1
- package/es/plugins/LayerStylePlugin.d.ts +1 -1
- package/es/plugins/LightingPlugin.d.ts +1 -1
- package/es/plugins/MultiPassRendererPlugin.d.ts +1 -1
- package/es/plugins/PixelPickingPlugin.d.ts +6 -2
- package/es/plugins/PixelPickingPlugin.js +36 -49
- package/es/plugins/RegisterStyleAttributePlugin.d.ts +1 -1
- package/es/plugins/ShaderUniformPlugin.d.ts +1 -1
- package/es/plugins/ShaderUniformPlugin.js +11 -6
- package/es/plugins/UpdateModelPlugin.d.ts +1 -1
- package/es/plugins/UpdateStyleAttributePlugin.d.ts +1 -1
- package/es/point/index.d.ts +2 -2
- package/es/point/index.js +1 -0
- package/es/point/models/billboard_point.d.ts +9 -3
- package/es/point/models/billboard_point.js +18 -18
- package/es/point/models/earthExtrude.d.ts +7 -12
- package/es/point/models/earthExtrude.js +21 -13
- package/es/point/models/earthFill.d.ts +8 -3
- package/es/point/models/earthFill.js +18 -30
- package/es/point/models/extrude.d.ts +1 -4
- package/es/point/models/extrude.js +2 -11
- package/es/point/models/fill.d.ts +8 -2
- package/es/point/models/fill.js +33 -84
- package/es/point/models/{fillmage.d.ts → fillImage.d.ts} +8 -2
- package/es/point/models/{fillmage.js → fillImage.js} +23 -15
- package/es/point/models/image.d.ts +8 -1
- package/es/point/models/image.js +31 -17
- package/es/point/models/index.js +1 -1
- package/es/point/models/normal.d.ts +9 -3
- package/es/point/models/normal.js +13 -30
- package/es/point/models/radar.d.ts +8 -2
- package/es/point/models/radar.js +23 -45
- package/es/point/models/text.d.ts +9 -2
- package/es/point/models/text.js +31 -32
- package/{lib/point/shaders → es/point/shaders/billboard}/billboard_point_frag.glsl +17 -13
- package/{lib/point/shaders → es/point/shaders/billboard}/billboard_point_vert.glsl +13 -14
- package/es/point/shaders/earthExtrude/earthExtrude_frag.glsl +36 -0
- package/{lib/point/shaders/earth/extrude_vert.glsl → es/point/shaders/earthExtrude/earthExtrude_vert.glsl} +25 -22
- package/{lib/point/shaders/earth/fill_frag.glsl → es/point/shaders/earthFill/earthFill_frag.glsl} +20 -18
- package/{lib/point/shaders/earth/fill_vert.glsl → es/point/shaders/earthFill/earthFill_vert.glsl} +17 -22
- package/es/point/shaders/extrude/extrude_vert.glsl +0 -3
- package/{lib/point/shaders → es/point/shaders/fill}/fill_frag.glsl +18 -1
- package/es/point/shaders/{fill_vert.glsl → fill/fill_vert.glsl} +5 -4
- package/es/point/shaders/fillImage/fillImage_frag.glsl +24 -0
- package/{lib/point/shaders/image → es/point/shaders/fillImage}/fillImage_vert.glsl +15 -17
- package/es/point/shaders/image/image_frag.glsl +42 -0
- package/{lib/point/shaders → es/point/shaders/image}/image_vert.glsl +14 -13
- package/es/point/shaders/radar/radar_frag.glsl +19 -14
- package/es/point/shaders/radar/radar_vert.glsl +21 -24
- package/es/point/shaders/text/text_frag.glsl +44 -0
- package/es/point/shaders/{text_vert.glsl → text/text_vert.glsl} +19 -17
- package/es/point/shape/extrude.d.ts +1 -1
- package/es/polygon/index.d.ts +2 -2
- package/es/polygon/models/extrude.d.ts +9 -9
- package/es/polygon/models/extrude.js +38 -15
- package/es/polygon/models/extrusion.d.ts +8 -1
- package/es/polygon/models/extrusion.js +24 -7
- package/es/polygon/models/fill.d.ts +9 -4
- package/es/polygon/models/fill.js +26 -13
- package/es/polygon/models/ocean.d.ts +9 -7
- package/es/polygon/models/ocean.js +30 -14
- package/es/polygon/models/water.d.ts +9 -4
- package/es/polygon/models/water.js +26 -10
- package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +14 -14
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +17 -15
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +18 -18
- package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +18 -24
- package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +19 -15
- package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +20 -24
- package/es/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +4 -8
- package/es/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +7 -16
- package/es/polygon/shaders/fill/fill_frag.glsl +7 -0
- package/es/polygon/shaders/fill/fill_linear_frag.glsl +20 -0
- package/{lib/polygon/shaders/polygon_linear_vert.glsl → es/polygon/shaders/fill/fill_linear_vert.glsl} +12 -11
- package/es/polygon/shaders/{polygon_vert.glsl → fill/fill_vert.glsl} +6 -6
- package/es/polygon/shaders/{water/polygon_ocean_frag.glsl → ocean/ocean_frag.glsl} +13 -13
- package/es/polygon/shaders/ocean/ocean_vert.glsl +22 -0
- package/es/polygon/shaders/water/polygon_water_frag.glsl +14 -12
- package/es/polygon/shaders/water/polygon_water_vert.glsl +10 -10
- package/es/raster/buffers/triangulation.d.ts +1 -1
- package/es/raster/index.d.ts +2 -2
- package/es/raster/models/raster.d.ts +9 -8
- package/es/raster/models/raster.js +54 -38
- package/es/raster/models/rasterRgb.d.ts +9 -7
- package/es/raster/models/rasterRgb.js +36 -19
- package/es/raster/models/rasterTerrainRgb.d.ts +1 -1
- package/es/raster/models/rasterTerrainRgb.js +2 -2
- package/es/raster/shaders/raster/raster_2d_frag.glsl +34 -0
- package/es/raster/shaders/raster/raster_2d_vert.glsl +21 -0
- package/es/raster/shaders/rgb/raster_rgb_frag.glsl +26 -0
- package/es/raster/shaders/rgb/raster_rgb_vert.glsl +21 -0
- package/es/tile/core/BaseLayer.d.ts +2 -2
- package/es/tile/core/TileDebugLayer.d.ts +1 -1
- package/es/tile/interaction/getRasterData.d.ts +2 -2
- package/es/tile/interaction/utils.d.ts +1 -1
- package/es/tile/interface.d.ts +2 -2
- package/es/tile/service/TileLayerService.d.ts +2 -2
- package/es/tile/service/TilePickService.d.ts +2 -2
- package/es/tile/service/TileSourceService.d.ts +1 -1
- package/es/tile/tile/Tile.d.ts +2 -3
- package/es/tile/tile/VectorTile.d.ts +1 -1
- package/es/tile/tile/index.d.ts +1 -1
- package/es/tile/utils/constants.js +1 -1
- package/es/tile/utils/utils.d.ts +1 -1
- package/es/utils/blend.d.ts +1 -1
- package/es/utils/multiPassRender.d.ts +1 -1
- package/es/utils/stencil.d.ts +1 -1
- package/es/wind/index.d.ts +3 -3
- package/es/wind/models/wind.d.ts +1 -1
- package/lib/citybuliding/models/build.js +22 -11
- package/lib/citybuliding/shaders/build_frag.glsl +26 -23
- package/lib/citybuliding/shaders/build_vert.glsl +24 -16
- package/lib/core/BaseLayer.js +53 -9
- package/lib/core/BaseModel.js +41 -15
- package/lib/core/CommonStyleAttribute.js +3 -0
- package/lib/core/triangulation.js +12 -6
- package/lib/core/utils.js +1 -1
- package/lib/earth/models/atmosphere.js +15 -8
- package/lib/earth/models/base.js +21 -12
- package/lib/earth/models/bloomsphere.js +15 -8
- package/lib/earth/shaders/{atmosphere_frag.glsl → atmosphere/atmosphere_frag.glsl} +9 -6
- package/lib/earth/shaders/atmosphere/atmosphere_vert.glsl +22 -0
- package/lib/earth/shaders/base/base_frag.glsl +11 -0
- package/lib/earth/shaders/base/base_vert.glsl +52 -0
- package/lib/earth/shaders/bloomshpere/bloomsphere_frag.glsl +16 -0
- package/lib/earth/shaders/bloomshpere/bloomsphere_vert.glsl +19 -0
- package/lib/geometry/models/billboard.js +26 -11
- package/lib/geometry/models/plane.js +23 -6
- package/lib/geometry/models/sprite.js +44 -18
- package/lib/geometry/shaders/billboard_frag.glsl +11 -6
- package/lib/geometry/shaders/billboard_vert.glsl +12 -15
- package/lib/geometry/shaders/plane_frag.glsl +14 -10
- package/lib/geometry/shaders/plane_vert.glsl +11 -10
- package/lib/geometry/shaders/sprite_frag.glsl +11 -7
- package/lib/geometry/shaders/sprite_vert.glsl +10 -9
- package/lib/heatmap/models/grid.js +25 -12
- package/lib/heatmap/models/grid3d.js +29 -13
- package/lib/heatmap/models/heatmap.js +122 -74
- package/lib/heatmap/models/hexagon.js +25 -12
- package/lib/heatmap/shaders/grid/grid_frag.glsl +8 -0
- package/lib/heatmap/shaders/{grid_vert.glsl → grid/grid_vert.glsl} +15 -15
- package/lib/heatmap/shaders/grid3d/grid_3d_frag.glsl +8 -0
- package/{es/heatmap/shaders/hexagon_3d_vert.glsl → lib/heatmap/shaders/grid3d/grid_3d_vert.glsl} +13 -16
- package/lib/heatmap/shaders/heatmap/heatmap_3d_frag.glsl +24 -0
- package/lib/heatmap/shaders/{heatmap_3d_vert.glsl → heatmap/heatmap_3d_vert.glsl} +19 -9
- package/lib/heatmap/shaders/heatmap/heatmap_frag.glsl +52 -0
- package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +16 -0
- package/{es/heatmap/shaders → lib/heatmap/shaders/heatmap}/heatmap_framebuffer_vert.glsl +14 -9
- package/lib/heatmap/shaders/heatmap/heatmap_vert.glsl +19 -0
- package/lib/heatmap/shaders/hexagon/hexagon_frag.glsl +8 -0
- package/lib/heatmap/shaders/{hexagon_vert.glsl → hexagon/hexagon_vert.glsl} +12 -13
- package/lib/image/models/image.js +83 -44
- package/lib/image/shaders/image_frag.glsl +34 -7
- package/lib/image/shaders/image_vert.glsl +11 -5
- package/lib/line/index.js +2 -1
- package/lib/line/models/arc.js +57 -76
- package/lib/line/models/arc_3d.js +47 -59
- package/lib/line/models/flow.js +14 -12
- package/lib/line/models/great_circle.js +40 -29
- package/lib/line/models/index.js +4 -7
- package/lib/line/models/line.js +67 -142
- package/lib/line/models/{simpleLine.js → simple_line.js} +84 -74
- package/lib/line/models/wall.js +35 -27
- package/lib/line/shaders/{line_arc_frag.glsl → arc/line_arc_frag.glsl} +36 -26
- package/lib/line/shaders/{line_arc_vert.glsl → arc/line_arc_vert.glsl} +52 -22
- package/lib/line/shaders/{line_arc_3d_frag.glsl → arc3d/line_arc_3d_frag.glsl} +32 -24
- package/{es/line/shaders → lib/line/shaders/arc3d}/line_arc_3d_vert.glsl +37 -27
- package/lib/line/shaders/flow/flow_line_frag.glsl +5 -4
- package/lib/line/shaders/flow/flow_line_vert.glsl +17 -18
- package/lib/line/shaders/{line_arc_great_circle_frag.glsl → greatCircle/line_arc_great_circle_frag.glsl} +30 -30
- package/{es/line/shaders → lib/line/shaders/greatCircle}/line_arc_great_circle_vert.glsl +43 -40
- package/lib/line/shaders/{line_frag.glsl → line/line_frag.glsl} +55 -28
- package/lib/line/shaders/line/line_vert.glsl +114 -0
- package/lib/line/shaders/simple/simpleline_frag.glsl +27 -3
- package/lib/line/shaders/simple/simpleline_vert.glsl +20 -20
- package/lib/line/shaders/wall/wall_frag.glsl +31 -26
- package/lib/line/shaders/wall/wall_vert.glsl +29 -22
- package/lib/plugins/DataMappingPlugin.js +1 -3
- package/lib/plugins/FeatureScalePlugin.js +14 -3
- package/lib/plugins/PixelPickingPlugin.js +35 -48
- package/lib/plugins/ShaderUniformPlugin.js +11 -6
- package/lib/point/index.js +1 -0
- package/lib/point/models/billboard_point.js +18 -18
- package/lib/point/models/earthExtrude.js +21 -13
- package/lib/point/models/earthFill.js +18 -30
- package/lib/point/models/extrude.js +2 -11
- package/lib/point/models/fill.js +33 -84
- package/lib/point/models/{fillmage.js → fillImage.js} +24 -17
- package/lib/point/models/image.js +31 -17
- package/lib/point/models/index.js +2 -2
- package/lib/point/models/normal.js +13 -30
- package/lib/point/models/radar.js +23 -45
- package/lib/point/models/text.js +31 -32
- package/{es/point/shaders → lib/point/shaders/billboard}/billboard_point_frag.glsl +17 -13
- package/{es/point/shaders → lib/point/shaders/billboard}/billboard_point_vert.glsl +13 -14
- package/lib/point/shaders/earthExtrude/earthExtrude_frag.glsl +36 -0
- package/{es/point/shaders/earth/extrude_vert.glsl → lib/point/shaders/earthExtrude/earthExtrude_vert.glsl} +25 -22
- package/{es/point/shaders/earth/fill_frag.glsl → lib/point/shaders/earthFill/earthFill_frag.glsl} +20 -18
- package/{es/point/shaders/earth/fill_vert.glsl → lib/point/shaders/earthFill/earthFill_vert.glsl} +17 -22
- package/lib/point/shaders/extrude/extrude_vert.glsl +0 -3
- package/{es/point/shaders → lib/point/shaders/fill}/fill_frag.glsl +18 -1
- package/lib/point/shaders/{fill_vert.glsl → fill/fill_vert.glsl} +5 -4
- package/lib/point/shaders/fillImage/fillImage_frag.glsl +24 -0
- package/{es/point/shaders/image → lib/point/shaders/fillImage}/fillImage_vert.glsl +15 -17
- package/lib/point/shaders/image/image_frag.glsl +42 -0
- package/{es/point/shaders → lib/point/shaders/image}/image_vert.glsl +14 -13
- package/lib/point/shaders/radar/radar_frag.glsl +19 -14
- package/lib/point/shaders/radar/radar_vert.glsl +21 -24
- package/lib/point/shaders/text/text_frag.glsl +44 -0
- package/lib/point/shaders/{text_vert.glsl → text/text_vert.glsl} +19 -17
- package/lib/polygon/models/extrude.js +38 -15
- package/lib/polygon/models/extrusion.js +24 -7
- package/lib/polygon/models/fill.js +26 -13
- package/lib/polygon/models/ocean.js +30 -14
- package/lib/polygon/models/water.js +26 -10
- package/lib/polygon/shaders/extrude/polygon_extrude_frag.glsl +14 -14
- package/lib/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +17 -15
- package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +18 -18
- package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +18 -24
- package/lib/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +19 -15
- package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +20 -24
- package/lib/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +4 -8
- package/lib/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +7 -16
- package/lib/polygon/shaders/fill/fill_frag.glsl +7 -0
- package/lib/polygon/shaders/fill/fill_linear_frag.glsl +20 -0
- package/{es/polygon/shaders/polygon_linear_vert.glsl → lib/polygon/shaders/fill/fill_linear_vert.glsl} +12 -11
- package/lib/polygon/shaders/{polygon_vert.glsl → fill/fill_vert.glsl} +6 -6
- package/lib/polygon/shaders/{water/polygon_ocean_frag.glsl → ocean/ocean_frag.glsl} +13 -13
- package/lib/polygon/shaders/ocean/ocean_vert.glsl +22 -0
- package/lib/polygon/shaders/water/polygon_water_frag.glsl +14 -12
- package/lib/polygon/shaders/water/polygon_water_vert.glsl +10 -10
- package/lib/raster/models/raster.js +54 -38
- package/lib/raster/models/rasterRgb.js +36 -19
- package/lib/raster/models/rasterTerrainRgb.js +2 -2
- package/lib/raster/shaders/raster/raster_2d_frag.glsl +34 -0
- package/lib/raster/shaders/raster/raster_2d_vert.glsl +21 -0
- package/lib/raster/shaders/rgb/raster_rgb_frag.glsl +26 -0
- package/lib/raster/shaders/rgb/raster_rgb_vert.glsl +21 -0
- package/lib/tile/utils/constants.js +1 -1
- package/package.json +7 -7
- package/es/earth/shaders/atmosphere_vert.glsl +0 -26
- package/es/earth/shaders/base_frag.glsl +0 -13
- package/es/earth/shaders/base_vert.glsl +0 -52
- package/es/earth/shaders/bloomsphere_frag.glsl +0 -15
- package/es/earth/shaders/bloomsphere_vert.glsl +0 -20
- package/es/heatmap/shaders/heatmap_3d_frag.glsl +0 -14
- package/es/heatmap/shaders/heatmap_frag.glsl +0 -47
- package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +0 -10
- package/es/heatmap/shaders/heatmap_vert.glsl +0 -10
- package/es/heatmap/shaders/hexagon_frag.glsl +0 -12
- package/es/line/models/earthArc_3d.d.ts +0 -17
- package/es/line/models/earthArc_3d.js +0 -285
- package/es/line/models/linearline.d.ts +0 -11
- package/es/line/models/linearline.js +0 -241
- package/es/line/models/simpleLine.js +0 -194
- package/es/line/shaders/arc_chunks.vert.glsl +0 -21
- package/es/line/shaders/dash/arc_dash_frag.glsl +0 -21
- package/es/line/shaders/dash/arc_dash_vert.glsl +0 -102
- package/es/line/shaders/dash/line_dash_frag.glsl +0 -27
- package/es/line/shaders/dash/line_dash_vert.glsl +0 -82
- package/es/line/shaders/line_arc2d_vert.glsl +0 -114
- package/es/line/shaders/line_bezier_vert.glsl +0 -85
- package/es/line/shaders/line_vert.glsl +0 -165
- package/es/line/shaders/linear/arc3d_linear_frag.glsl +0 -32
- package/es/line/shaders/linear/arc3d_linear_vert.glsl +0 -161
- package/es/line/shaders/linear/arc_linear_frag.glsl +0 -10
- package/es/line/shaders/linear/arc_linear_vert.glsl +0 -98
- package/es/line/shaders/linear/line_linear_frag.glsl +0 -25
- package/es/line/shaders/linearLine/line_linear_frag.glsl +0 -8
- package/es/line/shaders/linearLine/line_linear_vert.glsl +0 -93
- package/es/line/shaders/simple/simpleline_linear_frag.glsl +0 -8
- package/es/point/shaders/animate/wave_frag.glsl +0 -55
- package/es/point/shaders/earth/extrude_frag.glsl +0 -32
- package/es/point/shaders/image/fillImage_frag.glsl +0 -18
- package/es/point/shaders/image_frag.glsl +0 -37
- package/es/point/shaders/text_frag.glsl +0 -39
- package/es/polygon/shaders/polygon_frag.glsl +0 -7
- package/es/polygon/shaders/polygon_linear_frag.glsl +0 -15
- package/es/polygon/shaders/water/polygon_ocean_vert.glsl +0 -16
- package/es/raster/shaders/raster_2d_frag.glsl +0 -32
- package/es/raster/shaders/raster_2d_vert.glsl +0 -13
- package/es/raster/shaders/raster_frag.glsl +0 -11
- package/es/raster/shaders/raster_rgb_frag.glsl +0 -20
- package/es/raster/shaders/raster_vert.glsl +0 -34
- package/lib/earth/shaders/atmosphere_vert.glsl +0 -26
- package/lib/earth/shaders/base_frag.glsl +0 -13
- package/lib/earth/shaders/base_vert.glsl +0 -52
- package/lib/earth/shaders/bloomsphere_frag.glsl +0 -15
- package/lib/earth/shaders/bloomsphere_vert.glsl +0 -20
- package/lib/heatmap/shaders/heatmap_3d_frag.glsl +0 -14
- package/lib/heatmap/shaders/heatmap_frag.glsl +0 -47
- package/lib/heatmap/shaders/heatmap_framebuffer_frag.glsl +0 -10
- package/lib/heatmap/shaders/heatmap_vert.glsl +0 -10
- package/lib/heatmap/shaders/hexagon_frag.glsl +0 -12
- package/lib/line/models/earthArc_3d.js +0 -291
- package/lib/line/models/linearline.js +0 -247
- package/lib/line/shaders/arc_chunks.vert.glsl +0 -21
- package/lib/line/shaders/dash/arc_dash_frag.glsl +0 -21
- package/lib/line/shaders/dash/arc_dash_vert.glsl +0 -102
- package/lib/line/shaders/dash/line_dash_frag.glsl +0 -27
- package/lib/line/shaders/dash/line_dash_vert.glsl +0 -82
- package/lib/line/shaders/line_arc2d_vert.glsl +0 -114
- package/lib/line/shaders/line_bezier_vert.glsl +0 -85
- package/lib/line/shaders/line_vert.glsl +0 -165
- package/lib/line/shaders/linear/arc3d_linear_frag.glsl +0 -32
- package/lib/line/shaders/linear/arc3d_linear_vert.glsl +0 -161
- package/lib/line/shaders/linear/arc_linear_frag.glsl +0 -10
- package/lib/line/shaders/linear/arc_linear_vert.glsl +0 -98
- package/lib/line/shaders/linear/line_linear_frag.glsl +0 -25
- package/lib/line/shaders/linearLine/line_linear_frag.glsl +0 -8
- package/lib/line/shaders/linearLine/line_linear_vert.glsl +0 -93
- package/lib/line/shaders/simple/simpleline_linear_frag.glsl +0 -8
- package/lib/point/shaders/animate/wave_frag.glsl +0 -55
- package/lib/point/shaders/earth/extrude_frag.glsl +0 -32
- package/lib/point/shaders/image/fillImage_frag.glsl +0 -18
- package/lib/point/shaders/image_frag.glsl +0 -37
- package/lib/point/shaders/text_frag.glsl +0 -39
- package/lib/polygon/shaders/polygon_frag.glsl +0 -7
- package/lib/polygon/shaders/polygon_linear_frag.glsl +0 -15
- package/lib/polygon/shaders/water/polygon_ocean_vert.glsl +0 -16
- package/lib/raster/shaders/raster_2d_frag.glsl +0 -32
- package/lib/raster/shaders/raster_2d_vert.glsl +0 -13
- package/lib/raster/shaders/raster_frag.glsl +0 -11
- package/lib/raster/shaders/raster_rgb_frag.glsl +0 -20
- package/lib/raster/shaders/raster_vert.glsl +0 -34
- /package/es/point/shaders/{normal_frag.glsl → normal/normal_frag.glsl} +0 -0
- /package/es/point/shaders/{normal_vert.glsl → normal/normal_vert.glsl} +0 -0
- /package/es/raster/shaders/{raster_terrain_rgb_frag.glsl → terrain/terrain_rgb_frag.glsl} +0 -0
- /package/es/raster/shaders/{rater_terrain_rgb_vert.glsl → terrain/terrain_rgb_vert.glsl} +0 -0
- /package/lib/point/shaders/{normal_frag.glsl → normal/normal_frag.glsl} +0 -0
- /package/lib/point/shaders/{normal_vert.glsl → normal/normal_vert.glsl} +0 -0
- /package/lib/raster/shaders/{raster_terrain_rgb_frag.glsl → terrain/terrain_rgb_frag.glsl} +0 -0
- /package/lib/raster/shaders/{rater_terrain_rgb_vert.glsl → terrain/terrain_rgb_vert.glsl} +0 -0
package/es/line/models/arc.js
CHANGED
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import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
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import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
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import _classCallCheck from "@babel/runtime/helpers/esm/classCallCheck";
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import _createClass from "@babel/runtime/helpers/esm/createClass";
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import _assertThisInitialized from "@babel/runtime/helpers/esm/assertThisInitialized";
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@@ -13,20 +12,12 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
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import { AttributeType, gl } from '@antv/l7-core';
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import { lodashUtil, rgb2arr } from '@antv/l7-utils';
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import BaseModel from "../../core/BaseModel";
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import { ShaderLocation } from "../../core/CommonStyleAttribute";
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import { LineArcTriangulation } from "../../core/triangulation";
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var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\nvarying float v_distance_ratio;\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n\n v_distance_ratio = segmentIndex / segmentNumber;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));\n \n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n gl_PointSize = 5.0;\n setPickingColor(a_PickingColor);\n}\n"; // arc normal line
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/* babel-plugin-inline-import '../shaders/line_arc_frag.glsl' */
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var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_lineData;\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n gl_FragColor = v_color;\n \n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_lineData.b, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (v_lineData.r / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = v_lineData.g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = v_lineData.a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= v_color.a;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}";
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/* babel-plugin-inline-import '../shaders/line_arc_vert.glsl' */
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var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_lineData;\nvarying vec2 v_distance_ratio;\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n // return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n v_color.a = v_color.a * opacity;\n\n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n v_lineData.b = d_distance_ratio;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));\n\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n v_lineData.r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n v_lineData.g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n v_lineData.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n"; // arc linear line
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/* babel-plugin-inline-import '../shaders/linear/arc_linear_frag.glsl' */
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var arc_linear_frag = "varying vec4 v_color;\n\n#pragma include \"picking\"\n\nvoid main() {\n// \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n gl_FragColor = v_color;\n gl_FragColor = filterColor(gl_FragColor);\n}";
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/* babel-plugin-inline-import '../shaders/linear/arc_linear_vert.glsl' */
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var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nvarying vec4 v_color;\nvarying float v_segmentIndex;\n\nuniform float u_lineDir: 1.0;\n\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n v_color.a *= opacity;\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
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/* babel-plugin-inline-import '../shaders/arc/line_arc_frag.glsl' */
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var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\nuniform sampler2D u_texture;\nlayout(std140) uniform commonUniorm {\n vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n vec4 u_dash_array;\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec2 u_textSize;\n float segmentNumber;\n float u_lineDir: 1.0;\n float u_icon_step: 100;\n float u_line_texture: 0.0;\n float u_textureBlend;\n float u_blur : 0.9;\n float u_line_type: 0.0;\n float u_time;\n float u_linearColor: 0.0;\n};\nin vec2 v_iconMapUV;\nin vec4 v_lineData;\nin vec4 v_color;\n//dash\nin vec4 v_dash_array;\nin float v_distance_ratio;\n\nout vec4 outputColor;\n#pragma include \"picking\"\n\nvoid main() {\n if(u_dash_array!=vec4(0.0)){\n float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(!(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z))) {\n discard;\n };\n }\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n outputColor = v_color;\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_lineData.b, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n outputColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (v_lineData.r / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = v_lineData.g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = v_lineData.a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture(SAMPLER_2D(u_texture), uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n outputColor = filterColor(outputColor + pattern);\n } else { // replace\n pattern.a *= v_color.a;\n if(outputColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n outputColor = filterColor(pattern);\n }\n \n } else {\n outputColor = filterColor(outputColor);\n }\n}";
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/* babel-plugin-inline-import '../shaders/arc/line_arc_vert.glsl' */
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var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 12) in vec4 a_Instance;\nlayout(location = 14) in vec2 a_iconMapUV;\n\nlayout(std140) uniform commonUniorm {\n vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n vec4 u_dash_array;\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec2 u_textSize;\n float segmentNumber;\n float u_lineDir: 1.0;\n float u_icon_step: 100;\n float u_line_texture: 0.0;\n float u_textureBlend;\n float u_blur : 0.9;\n float u_line_type: 0.0;\n float u_time;\n float u_linearColor: 0.0;\n};\nout vec4 v_color;\nout vec2 v_iconMapUV;\nout vec4 v_lineData;\n//dash\nout vec4 v_dash_array;\nout float v_distance_ratio;\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n // return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n //vs\u4E2D\u8BA1\u7B97\u6E10\u53D8\u8272\n if(u_linearColor==1.0){\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n }\n else{\n v_color = a_Color;\n }\n v_color.a = v_color.a * opacity;\n\n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n\n\n\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n //\u8BA1\u7B97dashArray\u548CdistanceRatio \u8F93\u51FA\u5230\u7247\u5143\n vec2 s = source;\n vec2 t = target;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n v_distance_ratio = segmentIndex / segmentNumber;\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n v_lineData.b = d_distance_ratio;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));\n\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n v_lineData.r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n v_lineData.g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n v_lineData.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
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var
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var _ref3, _ref3$segmentNumber, segmentNumber, _this$getShaders, frag, vert, type, model;
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this.initUniformsBuffer();
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_ref3 = this.layer.getLayerConfig(), _ref3$segmentNumber = _ref3.segmentNumber, segmentNumber = _ref3$segmentNumber === void 0 ? 30 : _ref3$segmentNumber;
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_this$getShaders = this.getShaders(), frag = _this$getShaders.frag, vert = _this$getShaders.vert, type = _this$getShaders.type; //
|
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_context2.next =
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_context2.next = 5;
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return this.layer.buildLayerModel({
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vertexShader: vert,
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@@ -211,10 +189,10 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
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case
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model = _context2.sent;
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case
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case 7:
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case "end":
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return _context2.stop();
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}
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@@ -234,6 +212,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Size',
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shaderLocation: ShaderLocation.SIZE,
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buffer: {
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// give the WebGL driver a hint that this buffer may change
|
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usage: gl.DYNAMIC_DRAW,
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@@ -254,6 +233,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
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type: AttributeType.Attribute,
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shaderLocation: 12,
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buffer: {
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data: [],
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@@ -270,6 +250,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
|
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type: AttributeType.Attribute,
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descriptor: {
|
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name: 'a_iconMapUV',
|
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buffer: {
|
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|
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usage: gl.DYNAMIC_DRAW,
|
|
@@ -280,12 +261,12 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
|
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|
update: function update(feature) {
|
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|
var iconMap = _this2.iconService.getIconMap();
|
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|
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|
|
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|
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var
|
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|
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var _ref4 = iconMap[texture] || {
|
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|
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|
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|
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|
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|
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x =
|
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y =
|
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|
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|
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|
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|
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|
}
|
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|
}
|
|
@@ -1,9 +1,14 @@
|
|
|
1
|
-
import { IModel,
|
|
1
|
+
import type { IModel, ITexture2D } from '@antv/l7-core';
|
|
2
2
|
import BaseModel from '../../core/BaseModel';
|
|
3
3
|
export default class Arc3DModel extends BaseModel {
|
|
4
4
|
protected texture: ITexture2D;
|
|
5
|
-
|
|
6
|
-
|
|
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|
+
protected getCommonUniformsInfo(): {
|
|
6
|
+
uniformsArray: number[];
|
|
7
|
+
uniformsLength: number;
|
|
8
|
+
uniformsOption: {
|
|
9
|
+
[key: string]: any;
|
|
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|
+
};
|
|
11
|
+
};
|
|
7
12
|
initModels(): Promise<IModel[]>;
|
|
8
13
|
clearModels(): void;
|
|
9
14
|
getShaders(): {
|
package/es/line/models/arc_3d.js
CHANGED
|
@@ -1,5 +1,4 @@
|
|
|
1
1
|
import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
|
|
2
|
-
import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
|
|
3
2
|
import _classCallCheck from "@babel/runtime/helpers/esm/classCallCheck";
|
|
4
3
|
import _createClass from "@babel/runtime/helpers/esm/createClass";
|
|
5
4
|
import _assertThisInitialized from "@babel/runtime/helpers/esm/assertThisInitialized";
|
|
@@ -16,14 +15,11 @@ import BaseModel from "../../core/BaseModel";
|
|
|
16
15
|
import { LineArcTriangulation } from "../../core/triangulation";
|
|
17
16
|
import { EARTH_RADIUS } from "../../earth/utils";
|
|
18
17
|
// arc3d line layer
|
|
19
|
-
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
var arc3d_linear_frag = "\n#define Animate 0.0\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_Color;\n\nvarying float v_distance_ratio;\n#pragma include \"picking\"\n\nvoid main() {\n\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n gl_FragColor = v_Color;\n\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
|
|
25
|
-
/* babel-plugin-inline-import '../shaders/linear/arc3d_linear_vert.glsl' */
|
|
26
|
-
var arc3d_linear_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\nattribute vec2 a_iconMapUV;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_distance_ratio;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_Color;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n v_distance_ratio = segmentIndex / segmentNumber;\n }\n\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n v_Color = mix(u_sourceColor, u_targetColor, a_Position.x/segmentNumber);\n\n v_Color.a *= opacity;\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n";
|
|
18
|
+
import { ShaderLocation } from "../../core/CommonStyleAttribute";
|
|
19
|
+
/* babel-plugin-inline-import '../shaders/arc3d/line_arc_3d_frag.glsl' */
|
|
20
|
+
var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform sampler2D u_texture;\n\nlayout(std140) uniform commonUniorm {\n vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n vec4 u_dash_array: [10.0, 5., 0, 0];\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec2 u_textSize;\n float u_globel;\n float u_globel_radius;\n float u_global_height: 10;\n float segmentNumber;\n float u_line_type: 0.0;\n float u_icon_step: 100;\n float u_line_texture: 0.0;\n float u_textureBlend;\n float u_time;\n float u_linearColor: 0.0;\n};\n\n// varying vec2 v_normal;\nin vec4 v_dash_array;\nin vec4 v_color;\nin vec4 v_line_data;\nin float v_segmentIndex;\nin vec2 v_iconMapUV;\n\nout vec4 outputColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_line_data.g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n outputColor = v_color;\n\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n outputColor.a *=flag;\n }\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n outputColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture(SAMPLER_2D(u_texture), uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n outputColor = filterColor(outputColor + pattern);\n } else { // replace\n pattern.a *= v_color.a;\n if(outputColor.a <= 0.0) {\n pattern.a = 0.0;\n discard;\n } else {\n outputColor = filterColor(pattern);\n }\n }\n\n } else {\n outputColor = filterColor(outputColor);\n }\n}\n";
|
|
21
|
+
/* babel-plugin-inline-import '../shaders/arc3d/line_arc_3d_vert.glsl' */
|
|
22
|
+
var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 12) in vec4 a_Instance;\nlayout(location = 14) in vec2 a_iconMapUV;\n\n\nlayout(std140) uniform commonUniorm {\n vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n vec4 u_dash_array: [10.0, 5., 0, 0];\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec2 u_textSize;\n float u_globel;\n float u_globel_radius;\n float u_global_height: 10;\n float segmentNumber;\n float u_line_type: 0.0;\n float u_icon_step: 100;\n float u_line_texture: 0.0;\n float u_textureBlend;\n float u_time;\n float u_linearColor: 0.0;\n};\nout vec4 v_color;\nout vec4 v_dash_array;\nout float v_segmentIndex;\nout vec2 v_iconMapUV;\nout vec4 v_line_data;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n //vs\u4E2D\u8BA1\u7B97\u6E10\u53D8\u8272\n if(u_linearColor==1.0){\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n }\n else{\n v_color = a_Color;\n }\n v_color.a = v_color.a * opacity;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n v_line_data.g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n v_line_data.b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n v_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z * thetaOffset, 1.0));\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n";
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var lineStyleObj = {
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solid: 0.0,
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dash: 1.0
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@@ -55,14 +51,15 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
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width: 1024,
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height: _this.iconService.canvasHeight || 128
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});
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_this.textures = [_this.texture];
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});
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return _this;
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}
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_createClass(Arc3DModel, [{
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key: "
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key: "getCommonUniformsInfo",
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value:
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// public enableShaderEncodeStyles = ['opacity'];
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function
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function getCommonUniformsInfo() {
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var _ref = this.layer.getLayerConfig(),
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sourceColor = _ref.sourceColor,
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targetColor = _ref.targetColor,
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@@ -80,10 +77,11 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
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segmentNumber = _ref$segmentNumber === void 0 ? 30 : _ref$segmentNumber,
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_ref$globalArcHeight = _ref.globalArcHeight,
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globalArcHeight = _ref$globalArcHeight === void 0 ? 10 : _ref$globalArcHeight;
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var _ref2 = this.layer.getLayerConfig(),
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animateOption = _ref2.animateOption;
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if (dashArray.length === 2) {
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dashArray.push(0, 0);
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}
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// 转化渐变色
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var useLinearColor = 0; // 默认不生效
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var sourceColorArr = [0, 0, 0, 0];
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@@ -96,38 +94,37 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
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if (this.rendererService.getDirty()) {
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this.texture.bind();
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}
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var commonOptions = {
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u_animate: this.animateOption2Array(animateOption),
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u_dash_array: dashArray,
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u_sourceColor: sourceColorArr,
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u_targetColor: targetColorArr,
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u_textSize: [1024, this.iconService.canvasHeight || 128],
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u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,
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u_globel_radius: EARTH_RADIUS,
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// 地球半径
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u_global_height: globalArcHeight,
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u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
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segmentNumber: segmentNumber,
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u_line_type: lineStyleObj[lineType] || 0.0,
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// 纹理支持参数
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u_texture: this.texture,
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// 贴图
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u_icon_step: iconStep,
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u_line_texture: lineTexture ? 1.0 : 0.0,
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// 传入线的标识
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u_linearColor: useLinearColor,
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u_sourceColor: sourceColorArr,
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u_targetColor: targetColorArr
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}, this.getStyleAttribute());
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}
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}, {
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key: "getAnimateUniforms",
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value: function getAnimateUniforms() {
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var _ref2 = this.layer.getLayerConfig(),
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animateOption = _ref2.animateOption;
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return {
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u_animate: this.animateOption2Array(animateOption),
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u_time: this.layer.getLayerAnimateTime()
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u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
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u_time: this.layer.getLayerAnimateTime() || 0,
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u_linearColor: useLinearColor //是否使用渐变色
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};
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var commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
|
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return commonBufferInfo;
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|
}
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+
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// public getAnimateUniforms(): IModelUniform {
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// const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;
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// return {
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// u_animate: this.animateOption2Array(animateOption as IAnimateOption),
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// u_time: this.layer.getLayerAnimateTime(),
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// };
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// }
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}, {
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key: "initModels",
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value: function () {
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@@ -135,10 +132,11 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
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return _regeneratorRuntime.wrap(function _callee$(_context) {
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while (1) switch (_context.prev = _context.next) {
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case 0:
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this.initUniformsBuffer();
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this.updateTexture();
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this.iconService.on('imageUpdate', this.updateTexture);
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return _context.abrupt("return", this.buildModels());
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case
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case 4:
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case "end":
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|
return _context.stop();
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}
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@@ -159,33 +157,21 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
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}, {
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key: "getShaders",
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value: function getShaders() {
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return {
|
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frag: arc3d_linear_frag,
|
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|
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vert: arc3d_linear_vert,
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|
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type: 'Linear'
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|
-
};
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|
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} else {
|
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return {
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frag: arc3d_line_frag,
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|
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vert: arc3d_line_vert,
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type: ''
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};
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}
|
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|
+
return {
|
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|
+
frag: arc3d_line_frag,
|
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|
+
vert: arc3d_line_vert,
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|
+
type: ''
|
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|
+
};
|
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|
}
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|
}, {
|
|
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|
key: "buildModels",
|
|
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|
value: function () {
|
|
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169
|
var _buildModels = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime.mark(function _callee2() {
|
|
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|
-
var
|
|
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|
+
var _ref3, _ref3$segmentNumber, segmentNumber, _this$getShaders, frag, vert, type, model;
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|
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|
return _regeneratorRuntime.wrap(function _callee2$(_context2) {
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|
while (1) switch (_context2.prev = _context2.next) {
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|
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|
case 0:
|
|
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|
-
|
|
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|
+
_ref3 = this.layer.getLayerConfig(), _ref3$segmentNumber = _ref3.segmentNumber, segmentNumber = _ref3$segmentNumber === void 0 ? 30 : _ref3$segmentNumber;
|
|
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175
|
_this$getShaders = this.getShaders(), frag = _this$getShaders.frag, vert = _this$getShaders.vert, type = _this$getShaders.type;
|
|
190
176
|
_context2.next = 4;
|
|
191
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|
return this.layer.buildLayerModel({
|
|
@@ -221,6 +207,7 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
221
207
|
type: AttributeType.Attribute,
|
|
222
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|
descriptor: {
|
|
223
209
|
name: 'a_Size',
|
|
210
|
+
shaderLocation: ShaderLocation.SIZE,
|
|
224
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|
buffer: {
|
|
225
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|
// give the WebGL driver a hint that this buffer may change
|
|
226
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|
usage: gl.DYNAMIC_DRAW,
|
|
@@ -241,6 +228,7 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
241
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|
type: AttributeType.Attribute,
|
|
242
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|
descriptor: {
|
|
243
230
|
name: 'a_Instance',
|
|
231
|
+
shaderLocation: 12,
|
|
244
232
|
buffer: {
|
|
245
233
|
usage: gl.STATIC_DRAW,
|
|
246
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|
data: [],
|
|
@@ -257,6 +245,7 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
257
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|
type: AttributeType.Attribute,
|
|
258
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|
descriptor: {
|
|
259
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|
name: 'a_iconMapUV',
|
|
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|
+
shaderLocation: 14,
|
|
260
249
|
buffer: {
|
|
261
250
|
usage: gl.DYNAMIC_DRAW,
|
|
262
251
|
data: [],
|
|
@@ -266,12 +255,12 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
266
255
|
update: function update(feature) {
|
|
267
256
|
var iconMap = _this2.iconService.getIconMap();
|
|
268
257
|
var texture = feature.texture;
|
|
269
|
-
var
|
|
258
|
+
var _ref4 = iconMap[texture] || {
|
|
270
259
|
x: 0,
|
|
271
260
|
y: 0
|
|
272
261
|
},
|
|
273
|
-
x =
|
|
274
|
-
y =
|
|
262
|
+
x = _ref4.x,
|
|
263
|
+
y = _ref4.y;
|
|
275
264
|
return [x, y];
|
|
276
265
|
}
|
|
277
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|
}
|
package/es/line/models/flow.d.ts
CHANGED
|
@@ -1,7 +1,13 @@
|
|
|
1
|
-
import { IModel
|
|
1
|
+
import type { IModel } from '@antv/l7-core';
|
|
2
2
|
import BaseModel from '../../core/BaseModel';
|
|
3
3
|
export default class FlowLineModel extends BaseModel {
|
|
4
|
-
|
|
4
|
+
protected getCommonUniformsInfo(): {
|
|
5
|
+
uniformsArray: number[];
|
|
6
|
+
uniformsLength: number;
|
|
7
|
+
uniformsOption: {
|
|
8
|
+
[key: string]: any;
|
|
9
|
+
};
|
|
10
|
+
};
|
|
5
11
|
initModels(): Promise<IModel[]>;
|
|
6
12
|
buildModels(): Promise<IModel[]>;
|
|
7
13
|
protected registerBuiltinAttributes(): void;
|