@antv/l7-layers 2.21.11-beta.4 → 2.21.11-beta.6

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.
@@ -48,10 +48,11 @@ export default class PlaneModel extends BaseModel {
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  };
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  updateTexture(mapTexture: string | undefined): void;
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  protected getImageData(img: HTMLImageElement): ImageData;
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- protected translateVertex(positions: number[], indices: number[], image: HTMLImageElement, widthSegments: number, heightSegments: number, rgb2height: (r: number, g: number, b: number) => number): void;
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- /**
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- * load terrain texture & offset attribute z
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- */
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- protected loadTerrainTexture(positions: number[], indices: number[]): void;
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+ protected translateVertex(positions: number[], indices: number[], image: HTMLImageElement, widthSegments: number, heightSegments: number, rgb2height: (r: number, g: number, b: number) => number): {
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+ vertices: number[];
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+ indices: number[];
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+ size: number;
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+ };
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+ private loadTerrainImage;
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  protected registerBuiltinAttributes(): void;
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  }
@@ -2,12 +2,11 @@ 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 _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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  import { AttributeType, gl } from '@antv/l7-core';
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- // import { mat4, vec3 } from 'gl-matrix';
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  import BaseModel from "../../core/BaseModel";
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  /* babel-plugin-inline-import '../shaders/plane_frag.glsl' */
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- const planeFrag = "\nuniform sampler2D u_texture;\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nin vec3 v_Color;\nin vec2 v_uv;\nin float v_clip;\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n // gl_FragColor = vec4(v_Color, u_opacity);\n if(u_mapFlag > 0.0) {\n outputColor = texture(SAMPLER_2D(u_texture), vec2(v_uv.x, 1.0 - v_uv.y));\n outputColor.a *= u_opacity;\n } else {\n // gl_FragColor = vec4(v_uv, 0.0, u_opacity);\n outputColor = vec4(v_Color, u_opacity);\n }\n outputColor.a *= v_clip;\n outputColor = filterColor(outputColor);\n}\n";
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+ const planeFrag = "uniform sampler2D u_texture;\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nin vec3 v_Color;\nin vec2 v_uv;\nin float v_clip;\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n if (u_mapFlag > 0.0) {\n outputColor = texture(SAMPLER_2D(u_texture), vec2(v_uv.x, 1.0 - v_uv.y));\n outputColor.a *= u_opacity;\n } else {\n outputColor = vec4(v_Color, u_opacity);\n }\n outputColor.a *= v_clip;\n outputColor = filterColor(outputColor);\n}\n";
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  /* babel-plugin-inline-import '../shaders/plane_vert.glsl' */
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- const planeVert = "\nlayout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec3 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nout vec3 v_Color;\nout vec2 v_uv;\nout float v_clip;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\nvoid main() {\n v_Color = a_Color;\n v_uv = a_Uv;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n v_clip = 1.0;\n if(a_Position.z < u_terrainClipHeight) {\n v_clip = 0.0;\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, a_Position.z, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
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+ const planeVert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec3 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nout vec3 v_Color;\nout vec2 v_uv;\nout float v_clip;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\nvoid main() {\n v_Color = a_Color;\n v_uv = a_Uv;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n v_clip = 1.0;\n if (a_Position.z < u_terrainClipHeight) {\n v_clip = 0.0;\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, a_Position.z, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
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  export default class PlaneModel extends BaseModel {
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  constructor(...args) {
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  super(...args);
@@ -22,7 +21,8 @@ export default class PlaneModel extends BaseModel {
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  widthSegments = 1,
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  heightSegments = 1,
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  center = [120, 30],
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- terrainTexture
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+ terrainTexture,
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+ rgb2height = (r, g, b) => r + g + b
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  } = this.layer.getLayerConfig();
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  const {
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  indices,
@@ -30,7 +30,7 @@ export default class PlaneModel extends BaseModel {
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  } = this.initPlane(width, height, widthSegments, heightSegments, ...center);
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  if (terrainTexture) {
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  // 存在地形贴图的时候会根据地形贴图对顶点进行偏移
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- this.loadTerrainTexture(positions, indices);
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+ return this.translateVertex(positions, indices, this.terrainImage, widthSegments, heightSegments, rgb2height);
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  }
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  return {
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  vertices: positions,
@@ -121,7 +121,8 @@ export default class PlaneModel extends BaseModel {
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  var _this = this;
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  return _asyncToGenerator(function* () {
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  const {
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- mapTexture
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+ mapTexture,
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+ terrainTexture
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  } = _this.layer.getLayerConfig();
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  _this.mapTexture = mapTexture;
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  const {
@@ -133,6 +134,9 @@ export default class PlaneModel extends BaseModel {
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  });
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  _this.updateTexture(mapTexture);
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  _this.initUniformsBuffer();
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+ if (terrainTexture) {
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+ _this.terrainImage = yield _this.loadTerrainImage(terrainTexture);
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+ }
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  const model = yield _this.layer.buildLayerModel({
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  moduleName: 'geometryPlane',
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  vertexShader: planeVert,
@@ -244,50 +248,41 @@ export default class PlaneModel extends BaseModel {
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  positions[z] = rgb2height(r, g, b);
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  }
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  }
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- const oldFeatures = this.layer.getEncodedData();
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- const modelData = this.styleAttributeService.createAttributesAndIndices(oldFeatures, () => {
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- return {
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- vertices: positions,
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- indices,
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- size: 5
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- };
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- });
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- this.layer.updateModelData(modelData);
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- this.layerService.throttleRenderLayers();
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+ return {
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+ vertices: positions,
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+ indices,
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+ size: 5
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+ };
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  }
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-
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- /**
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- * load terrain texture & offset attribute z
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- */
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- loadTerrainTexture(positions, indices) {
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- const {
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- widthSegments = 1,
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- heightSegments = 1,
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- terrainTexture,
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- rgb2height = (r, g, b) => r + g + b
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- } = this.layer.getLayerConfig();
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- if (this.terrainImage) {
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- // 若当前已经存在 image,直接进行偏移计算(LOD)
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- if (this.terrainImageLoaded) {
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- this.translateVertex(positions, indices, this.terrainImage, widthSegments, heightSegments, rgb2height);
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+ loadTerrainImage(terrainTexture) {
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+ var _this3 = this;
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+ return _asyncToGenerator(function* () {
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+ if (_this3.terrainImage) {
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+ // 若当前已经存在 image,直接进行偏移计算(LOD)
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+ if (_this3.terrainImageLoaded) {
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+ return _this3.terrainImage;
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+ } else {
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+ return new Promise(resolve => {
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+ _this3.terrainImage.onload = () => {
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+ resolve(_this3.terrainImage);
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+ };
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+ });
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+ }
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  } else {
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- this.terrainImage.onload = () => {
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- this.translateVertex(positions, indices, this.terrainImage, widthSegments, heightSegments, rgb2height);
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- };
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+ // 加载地形贴图、根据地形贴图对 planeGeometry 进行偏移
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+ const terrainImage = new Image();
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+ terrainImage.crossOrigin = 'anonymous';
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+ return new Promise(resolve => {
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+ terrainImage.onload = () => {
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+ _this3.terrainImageLoaded = true;
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+ resolve(terrainImage);
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+ // 图片加载完,触发事件,可以进行地形图的顶点计算存储
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+ setTimeout(() => _this3.layer.emit('terrainImageLoaded', null));
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+ };
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+ terrainImage.src = terrainTexture;
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+ });
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  }
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- } else {
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- // 加载地形贴图、根据地形贴图对 planeGeometry 进行偏移
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- const terrainImage = new Image();
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- this.terrainImage = terrainImage;
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- terrainImage.crossOrigin = 'anonymous';
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- terrainImage.onload = () => {
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- this.terrainImageLoaded = true;
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- // 图片加载完,触发事件,可以进行地形图的顶点计算存储
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- setTimeout(() => this.layer.emit('terrainImageLoaded', null));
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- this.translateVertex(positions, indices, terrainImage, widthSegments, heightSegments, rgb2height);
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- };
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- terrainImage.src = terrainTexture;
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- }
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+ })();
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  }
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  registerBuiltinAttributes() {
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  // point layer size;
@@ -25,7 +25,7 @@ export default class SpriteModel extends BaseModel {
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  _defineProperty(this, "spriteAnimate", void 0);
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  _defineProperty(this, "planeGeometryUpdateTriangulation", () => {
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  const {
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- spriteBottom = -100000
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+ spriteBottom = -10
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  } = this.layer.getLayerConfig();
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  const updateZ = this.spriteUpdate;
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  const bottomZ = spriteBottom;
@@ -152,8 +152,8 @@ export default class SpriteModel extends BaseModel {
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  return _asyncToGenerator(function* () {
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  const {
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  mapTexture,
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- spriteTop = 5000000,
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- spriteUpdate = 10000,
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+ spriteTop = 300,
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+ spriteUpdate = 10,
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  spriteAnimate = SPRITE_ANIMATE_DIR.DOWN
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  } = _this.layer.getLayerConfig();
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  _this.initUniformsBuffer();
@@ -1,4 +1,3 @@
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-
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  uniform sampler2D u_texture;
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  layout(std140) uniform commonUniforms {
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  float u_opacity;
@@ -13,12 +12,10 @@ out vec4 outputColor;
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  #pragma include "picking"
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  void main() {
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- // gl_FragColor = vec4(v_Color, u_opacity);
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- if(u_mapFlag > 0.0) {
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+ if (u_mapFlag > 0.0) {
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  outputColor = texture(SAMPLER_2D(u_texture), vec2(v_uv.x, 1.0 - v_uv.y));
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  outputColor.a *= u_opacity;
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  } else {
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- // gl_FragColor = vec4(v_uv, 0.0, u_opacity);
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  outputColor = vec4(v_Color, u_opacity);
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  }
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  outputColor.a *= v_clip;
@@ -1,4 +1,3 @@
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-
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  layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
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  layout(location = ATTRIBUTE_LOCATION_COLOR) in vec3 a_Color;
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  layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
@@ -16,17 +15,17 @@ out float v_clip;
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  #pragma include "projection"
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  #pragma include "picking"
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  void main() {
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- v_Color = a_Color;
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- v_uv = a_Uv;
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+ v_Color = a_Color;
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+ v_uv = a_Uv;
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- vec4 project_pos = project_position(vec4(a_Position, 1.0));
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+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
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- v_clip = 1.0;
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- if(a_Position.z < u_terrainClipHeight) {
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- v_clip = 0.0;
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- }
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+ v_clip = 1.0;
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+ if (a_Position.z < u_terrainClipHeight) {
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+ v_clip = 0.0;
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+ }
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  gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, a_Position.z, 1.0));
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29
 
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- setPickingColor(a_PickingColor);
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+ setPickingColor(a_PickingColor);
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  }
@@ -48,10 +48,11 @@ export default class PlaneModel extends BaseModel {
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  };
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  updateTexture(mapTexture: string | undefined): void;
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  protected getImageData(img: HTMLImageElement): ImageData;
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- protected translateVertex(positions: number[], indices: number[], image: HTMLImageElement, widthSegments: number, heightSegments: number, rgb2height: (r: number, g: number, b: number) => number): void;
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- /**
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- * load terrain texture & offset attribute z
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- */
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- protected loadTerrainTexture(positions: number[], indices: number[]): void;
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+ protected translateVertex(positions: number[], indices: number[], image: HTMLImageElement, widthSegments: number, heightSegments: number, rgb2height: (r: number, g: number, b: number) => number): {
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+ vertices: number[];
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+ indices: number[];
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+ size: number;
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+ };
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+ private loadTerrainImage;
56
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  protected registerBuiltinAttributes(): void;
57
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  }
@@ -10,11 +10,10 @@ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/obje
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  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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  var _l7Core = require("@antv/l7-core");
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  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
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- // import { mat4, vec3 } from 'gl-matrix';
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  /* babel-plugin-inline-import '../shaders/plane_frag.glsl' */
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- const planeFrag = "\nuniform sampler2D u_texture;\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nin vec3 v_Color;\nin vec2 v_uv;\nin float v_clip;\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n // gl_FragColor = vec4(v_Color, u_opacity);\n if(u_mapFlag > 0.0) {\n outputColor = texture(SAMPLER_2D(u_texture), vec2(v_uv.x, 1.0 - v_uv.y));\n outputColor.a *= u_opacity;\n } else {\n // gl_FragColor = vec4(v_uv, 0.0, u_opacity);\n outputColor = vec4(v_Color, u_opacity);\n }\n outputColor.a *= v_clip;\n outputColor = filterColor(outputColor);\n}\n";
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+ const planeFrag = "uniform sampler2D u_texture;\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nin vec3 v_Color;\nin vec2 v_uv;\nin float v_clip;\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n if (u_mapFlag > 0.0) {\n outputColor = texture(SAMPLER_2D(u_texture), vec2(v_uv.x, 1.0 - v_uv.y));\n outputColor.a *= u_opacity;\n } else {\n outputColor = vec4(v_Color, u_opacity);\n }\n outputColor.a *= v_clip;\n outputColor = filterColor(outputColor);\n}\n";
16
15
  /* babel-plugin-inline-import '../shaders/plane_vert.glsl' */
17
- const planeVert = "\nlayout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec3 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nout vec3 v_Color;\nout vec2 v_uv;\nout float v_clip;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\nvoid main() {\n v_Color = a_Color;\n v_uv = a_Uv;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n v_clip = 1.0;\n if(a_Position.z < u_terrainClipHeight) {\n v_clip = 0.0;\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, a_Position.z, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
16
+ const planeVert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec3 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_mapFlag;\n float u_terrainClipHeight;\n};\n\nout vec3 v_Color;\nout vec2 v_uv;\nout float v_clip;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\nvoid main() {\n v_Color = a_Color;\n v_uv = a_Uv;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n v_clip = 1.0;\n if (a_Position.z < u_terrainClipHeight) {\n v_clip = 0.0;\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, a_Position.z, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
18
17
  class PlaneModel extends _BaseModel.default {
19
18
  constructor(...args) {
20
19
  super(...args);
@@ -29,7 +28,8 @@ class PlaneModel extends _BaseModel.default {
29
28
  widthSegments = 1,
30
29
  heightSegments = 1,
31
30
  center = [120, 30],
32
- terrainTexture
31
+ terrainTexture,
32
+ rgb2height = (r, g, b) => r + g + b
33
33
  } = this.layer.getLayerConfig();
34
34
  const {
35
35
  indices,
@@ -37,7 +37,7 @@ class PlaneModel extends _BaseModel.default {
37
37
  } = this.initPlane(width, height, widthSegments, heightSegments, ...center);
38
38
  if (terrainTexture) {
39
39
  // 存在地形贴图的时候会根据地形贴图对顶点进行偏移
40
- this.loadTerrainTexture(positions, indices);
40
+ return this.translateVertex(positions, indices, this.terrainImage, widthSegments, heightSegments, rgb2height);
41
41
  }
42
42
  return {
43
43
  vertices: positions,
@@ -128,7 +128,8 @@ class PlaneModel extends _BaseModel.default {
128
128
  var _this = this;
129
129
  return (0, _asyncToGenerator2.default)(function* () {
130
130
  const {
131
- mapTexture
131
+ mapTexture,
132
+ terrainTexture
132
133
  } = _this.layer.getLayerConfig();
133
134
  _this.mapTexture = mapTexture;
134
135
  const {
@@ -140,6 +141,9 @@ class PlaneModel extends _BaseModel.default {
140
141
  });
141
142
  _this.updateTexture(mapTexture);
142
143
  _this.initUniformsBuffer();
144
+ if (terrainTexture) {
145
+ _this.terrainImage = yield _this.loadTerrainImage(terrainTexture);
146
+ }
143
147
  const model = yield _this.layer.buildLayerModel({
144
148
  moduleName: 'geometryPlane',
145
149
  vertexShader: planeVert,
@@ -251,50 +255,41 @@ class PlaneModel extends _BaseModel.default {
251
255
  positions[z] = rgb2height(r, g, b);
252
256
  }
253
257
  }
254
- const oldFeatures = this.layer.getEncodedData();
255
- const modelData = this.styleAttributeService.createAttributesAndIndices(oldFeatures, () => {
256
- return {
257
- vertices: positions,
258
- indices,
259
- size: 5
260
- };
261
- });
262
- this.layer.updateModelData(modelData);
263
- this.layerService.throttleRenderLayers();
258
+ return {
259
+ vertices: positions,
260
+ indices,
261
+ size: 5
262
+ };
264
263
  }
265
-
266
- /**
267
- * load terrain texture & offset attribute z
268
- */
269
- loadTerrainTexture(positions, indices) {
270
- const {
271
- widthSegments = 1,
272
- heightSegments = 1,
273
- terrainTexture,
274
- rgb2height = (r, g, b) => r + g + b
275
- } = this.layer.getLayerConfig();
276
- if (this.terrainImage) {
277
- // 若当前已经存在 image,直接进行偏移计算(LOD)
278
- if (this.terrainImageLoaded) {
279
- this.translateVertex(positions, indices, this.terrainImage, widthSegments, heightSegments, rgb2height);
264
+ loadTerrainImage(terrainTexture) {
265
+ var _this3 = this;
266
+ return (0, _asyncToGenerator2.default)(function* () {
267
+ if (_this3.terrainImage) {
268
+ // 若当前已经存在 image,直接进行偏移计算(LOD)
269
+ if (_this3.terrainImageLoaded) {
270
+ return _this3.terrainImage;
271
+ } else {
272
+ return new Promise(resolve => {
273
+ _this3.terrainImage.onload = () => {
274
+ resolve(_this3.terrainImage);
275
+ };
276
+ });
277
+ }
280
278
  } else {
281
- this.terrainImage.onload = () => {
282
- this.translateVertex(positions, indices, this.terrainImage, widthSegments, heightSegments, rgb2height);
283
- };
279
+ // 加载地形贴图、根据地形贴图对 planeGeometry 进行偏移
280
+ const terrainImage = new Image();
281
+ terrainImage.crossOrigin = 'anonymous';
282
+ return new Promise(resolve => {
283
+ terrainImage.onload = () => {
284
+ _this3.terrainImageLoaded = true;
285
+ resolve(terrainImage);
286
+ // 图片加载完,触发事件,可以进行地形图的顶点计算存储
287
+ setTimeout(() => _this3.layer.emit('terrainImageLoaded', null));
288
+ };
289
+ terrainImage.src = terrainTexture;
290
+ });
284
291
  }
285
- } else {
286
- // 加载地形贴图、根据地形贴图对 planeGeometry 进行偏移
287
- const terrainImage = new Image();
288
- this.terrainImage = terrainImage;
289
- terrainImage.crossOrigin = 'anonymous';
290
- terrainImage.onload = () => {
291
- this.terrainImageLoaded = true;
292
- // 图片加载完,触发事件,可以进行地形图的顶点计算存储
293
- setTimeout(() => this.layer.emit('terrainImageLoaded', null));
294
- this.translateVertex(positions, indices, terrainImage, widthSegments, heightSegments, rgb2height);
295
- };
296
- terrainImage.src = terrainTexture;
297
- }
292
+ })();
298
293
  }
299
294
  registerBuiltinAttributes() {
300
295
  // point layer size;
@@ -32,7 +32,7 @@ class SpriteModel extends _BaseModel.default {
32
32
  (0, _defineProperty2.default)(this, "spriteAnimate", void 0);
33
33
  (0, _defineProperty2.default)(this, "planeGeometryUpdateTriangulation", () => {
34
34
  const {
35
- spriteBottom = -100000
35
+ spriteBottom = -10
36
36
  } = this.layer.getLayerConfig();
37
37
  const updateZ = this.spriteUpdate;
38
38
  const bottomZ = spriteBottom;
@@ -159,8 +159,8 @@ class SpriteModel extends _BaseModel.default {
159
159
  return (0, _asyncToGenerator2.default)(function* () {
160
160
  const {
161
161
  mapTexture,
162
- spriteTop = 5000000,
163
- spriteUpdate = 10000,
162
+ spriteTop = 300,
163
+ spriteUpdate = 10,
164
164
  spriteAnimate = SPRITE_ANIMATE_DIR.DOWN
165
165
  } = _this.layer.getLayerConfig();
166
166
  _this.initUniformsBuffer();
@@ -1,4 +1,3 @@
1
-
2
1
  uniform sampler2D u_texture;
3
2
  layout(std140) uniform commonUniforms {
4
3
  float u_opacity;
@@ -13,12 +12,10 @@ out vec4 outputColor;
13
12
 
14
13
  #pragma include "picking"
15
14
  void main() {
16
- // gl_FragColor = vec4(v_Color, u_opacity);
17
- if(u_mapFlag > 0.0) {
15
+ if (u_mapFlag > 0.0) {
18
16
  outputColor = texture(SAMPLER_2D(u_texture), vec2(v_uv.x, 1.0 - v_uv.y));
19
17
  outputColor.a *= u_opacity;
20
18
  } else {
21
- // gl_FragColor = vec4(v_uv, 0.0, u_opacity);
22
19
  outputColor = vec4(v_Color, u_opacity);
23
20
  }
24
21
  outputColor.a *= v_clip;
@@ -1,4 +1,3 @@
1
-
2
1
  layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
3
2
  layout(location = ATTRIBUTE_LOCATION_COLOR) in vec3 a_Color;
4
3
  layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
@@ -16,17 +15,17 @@ out float v_clip;
16
15
  #pragma include "projection"
17
16
  #pragma include "picking"
18
17
  void main() {
19
- v_Color = a_Color;
20
- v_uv = a_Uv;
18
+ v_Color = a_Color;
19
+ v_uv = a_Uv;
21
20
 
22
- vec4 project_pos = project_position(vec4(a_Position, 1.0));
21
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
23
22
 
24
- v_clip = 1.0;
25
- if(a_Position.z < u_terrainClipHeight) {
26
- v_clip = 0.0;
27
- }
23
+ v_clip = 1.0;
24
+ if (a_Position.z < u_terrainClipHeight) {
25
+ v_clip = 0.0;
26
+ }
28
27
 
29
28
  gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, a_Position.z, 1.0));
30
29
 
31
- setPickingColor(a_PickingColor);
30
+ setPickingColor(a_PickingColor);
32
31
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@antv/l7-layers",
3
- "version": "2.21.11-beta.4",
3
+ "version": "2.21.11-beta.6",
4
4
  "description": "L7's collection of built-in layers",
5
5
  "license": "MIT",
6
6
  "author": "https://github.com/orgs/antvis/people",
@@ -33,10 +33,10 @@
33
33
  "gl-matrix": "^3.1.0",
34
34
  "gl-vec2": "^1.3.0",
35
35
  "polyline-miter-util": "^1.0.1",
36
- "@antv/l7-core": "2.21.11-beta.4",
37
- "@antv/l7-maps": "2.21.11-beta.4",
38
- "@antv/l7-source": "2.21.11-beta.4",
39
- "@antv/l7-utils": "2.21.11-beta.4"
36
+ "@antv/l7-core": "2.21.11-beta.6",
37
+ "@antv/l7-maps": "2.21.11-beta.6",
38
+ "@antv/l7-source": "2.21.11-beta.6",
39
+ "@antv/l7-utils": "2.21.11-beta.6"
40
40
  },
41
41
  "devDependencies": {
42
42
  "@types/d3-array": "^2",
@@ -45,7 +45,7 @@
45
45
  "@types/d3-scale": "^2.1.1",
46
46
  "@types/earcut": "^2.1.0",
47
47
  "@types/gl-matrix": "^2.4.5",
48
- "@antv/l7-test-utils": "^2.21.11-beta.4"
48
+ "@antv/l7-test-utils": "^2.21.11-beta.6"
49
49
  },
50
50
  "publishConfig": {
51
51
  "access": "public",