@antv/l7-layers 2.21.2 → 2.21.4-beta.0

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Files changed (47) hide show
  1. package/LICENSE.md +21 -0
  2. package/README.md +7 -5
  3. package/es/citybuliding/models/build.js +1 -1
  4. package/es/core/CommonStyleAttribute.js +1 -1
  5. package/es/core/shape/arrow.js +2 -2
  6. package/es/core/triangulation.js +1 -1
  7. package/es/earth/models/atmosphere.js +1 -1
  8. package/es/earth/models/base.js +1 -1
  9. package/es/earth/models/bloomsphere.js +1 -1
  10. package/es/geometry/models/billboard.js +1 -1
  11. package/es/geometry/models/plane.js +1 -1
  12. package/es/heatmap/index.js +1 -1
  13. package/es/line/models/flow.js +1 -1
  14. package/es/line/models/great_circle.js +1 -1
  15. package/es/line/models/simple_line.js +1 -1
  16. package/es/point/models/earthExtrude.js +1 -1
  17. package/es/point/models/fill.js +1 -1
  18. package/es/point/models/radar.js +1 -1
  19. package/es/point/models/text.js +1 -1
  20. package/es/polygon/models/extrusion.js +1 -1
  21. package/es/polygon/models/fill.js +2 -2
  22. package/es/polygon/models/ocean.js +1 -1
  23. package/es/raster/index.js +1 -1
  24. package/es/raster/models/rasterTerrainRgb.js +1 -1
  25. package/es/tile/core/BaseLayer.d.ts +1 -2
  26. package/es/tile/service/TileLayerService.d.ts +1 -1
  27. package/es/tile/service/TilePickService.d.ts +1 -1
  28. package/lib/citybuliding/models/build.js +1 -1
  29. package/lib/core/CommonStyleAttribute.js +1 -1
  30. package/lib/core/shape/arrow.js +2 -2
  31. package/lib/earth/models/atmosphere.js +1 -1
  32. package/lib/earth/models/bloomsphere.js +1 -1
  33. package/lib/heatmap/index.js +1 -1
  34. package/lib/line/models/great_circle.js +1 -1
  35. package/lib/line/models/simple_line.js +1 -1
  36. package/lib/point/models/earthExtrude.js +1 -1
  37. package/lib/point/models/fill.js +1 -1
  38. package/lib/point/models/text.js +1 -1
  39. package/lib/polygon/models/extrusion.js +1 -1
  40. package/lib/polygon/models/fill.js +1 -1
  41. package/lib/polygon/models/ocean.js +1 -1
  42. package/lib/raster/index.js +1 -1
  43. package/lib/raster/models/rasterTerrainRgb.js +1 -1
  44. package/lib/tile/core/BaseLayer.d.ts +1 -2
  45. package/lib/tile/service/TileLayerService.d.ts +1 -1
  46. package/lib/tile/service/TilePickService.d.ts +1 -1
  47. package/package.json +21 -20
package/LICENSE.md ADDED
@@ -0,0 +1,21 @@
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+ MIT License
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+
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+ Copyright (c) 2018 AntV team
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md CHANGED
@@ -9,6 +9,7 @@ yarn add @antv/l7-layers
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  ## Getting Started
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  Use built-in layers directly:
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+
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  ```typescript
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  import { PointLayer } from '@antv/l7-layers';
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@@ -18,6 +19,7 @@ const layer = new PointLayer({
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  ```
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  Create a custom layer with the help of `BaseLayer`:
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+
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  ```typescript
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  import { BaseLayer } from '@antv/l7-layers';
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@@ -32,8 +34,8 @@ const layer = new MyCustomLayer({
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  ## Current Built-in Layers
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- * PointLayer
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- * PolygonLayer
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- * LineLayer
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- * HeatmapLayer
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- * RasterLayer
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+ - PointLayer
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+ - PolygonLayer
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+ - LineLayer
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+ - HeatmapLayer
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+ - RasterLayer
@@ -3,12 +3,12 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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  import { AttributeType, gl } from '@antv/l7-core';
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  import { 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 { PolygonExtrudeTriangulation } from "../../core/triangulation";
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  /* babel-plugin-inline-import '../shaders/build_frag.glsl' */
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  const buildFrag = "precision highp float;\nlayout(std140) uniform commonUniforms {\n vec4 u_baseColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_brightColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_windowColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_circleSweepColor;\n vec2 u_cityCenter;\n float u_circleSweep;\n float u_cityMinSize;\n float u_circleSweepSpeed;\n float u_opacity: 1.0;\n float u_near : 0;\n float u_far : 1;\n float u_time;\n};\nin vec4 v_Color;\nin vec2 v_texCoord;\nin float v_worldDis;\nout vec4 outputColor;\n\n#pragma include \"picking\"\n#pragma include \"scene_uniforms\"\n\nvec3 getWindowColor(float n, float hot, vec3 brightColor, vec3 darkColor) {\n float s = step(hot, n);\n vec3 color = mix(brightColor,vec3(0.9,0.9,1.0),n);\n\n return mix(darkColor, color, s);\n}\nfloat random (vec2 st) {\n return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);\n}\n\nfloat LinearizeDepth()\n{\n float z = gl_FragCoord.z * 2.0 - 1.0;\n return (2.0 * u_near * u_far) / (u_far + u_near - z * (u_far - u_near));\n}\n\nvec3 fog(vec3 color, vec3 fogColor, float depth){\n float fogFactor=clamp(depth,0.0,1.0);\n vec3 output_color=mix(fogColor,color,fogFactor);\n return output_color;\n}\n\nfloat sdRect(vec2 p, vec2 sz) {\n vec2 d = abs(p) - sz;\n float outside = length(max(d, 0.));\n float inside = min(max(d.x, d.y), 0.);\n return outside + inside;\n}\n\nvoid main() {\n outputColor = v_Color;\n vec3 baseColor = u_baseColor.xyz;\n vec3 brightColor = u_brightColor.xyz;\n vec3 windowColor = u_windowColor.xyz;\n float targetColId = 5.;\n float depth = 1.0 - LinearizeDepth() / u_far * u_Zoom;\n vec3 fogColor = vec3(23.0/255.0,31.0/255.0,51.0/255.0);\n if(v_texCoord.x < 0.) { //\u9876\u90E8\u989C\u8272\n vec3 foggedColor = fog(baseColor.xyz + vec3(0.12*0.9,0.2*0.9,0.3*0.9),fogColor,depth);\n outputColor = vec4( foggedColor, v_Color.w);\n }else { // \u4FA7\u9762\u989C\u8272\n vec2 st = v_texCoord;\n vec2 UvScale = v_texCoord;\n float tStep = min(0.08,max(0.05* (18.0-u_Zoom),0.02));\n float tStart = 0.25 * tStep;\n float tEnd = 0.75 * tStep;\n float u = mod(UvScale.x, tStep);\n float v = mod(UvScale.y, tStep);\n float ux = floor(UvScale.x/tStep);\n float uy = floor(UvScale.y/tStep);\n float n = random(vec2(ux,uy));\n float lightP = u_time;\n float head = 1.0- step(0.005,st.y);\n /*step3*/\n // \u5C06\u7A97\u6237\u989C\u8272\u548C\u5899\u9762\u989C\u8272\u533A\u522B\u5F00\u6765\n float sU = step(tStart, u) - step(tEnd, u);\n float sV = step(tStart, v) - step(tEnd, v);\n vec2 windowSize = vec2(abs(tEnd-tStart),abs(tEnd-tStart));\n float dist = sdRect(vec2(u,v), windowSize);\n float s = sU * sV;\n\n float curColId = floor(UvScale.x / tStep);\n float sCol = step(targetColId - 0.2, curColId) - step(targetColId + 0.2, curColId);\n\n float mLightP = mod(lightP, 2.);\n float sRow = step(mLightP - 0.2, st.y) - step(mLightP, st.y);\n if(ux == targetColId){\n n =0.;\n }\n float timeP = min(0.75, abs ( sin(u_time/3.0) ) );\n float hot = smoothstep(1.0,0.0,timeP);\n vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), s);\n //vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), 1.0);\n float sFinal = s * sCol * sRow;\n color += mix(baseColor, brightColor, sFinal*n);\n if (st.y<0.01){\n color = baseColor;\n }\n if(head ==1.0) { // \u9876\u90E8\u4EAE\u7EBF\n color = brightColor;\n }\n color = color * v_Color.rgb;\n\n vec3 foggedColor = fog(color,fogColor,depth);\n\n outputColor = vec4(foggedColor,1.0);\n }\n\n\n if(u_circleSweep > 0.0 && v_worldDis < u_cityMinSize) {\n float r = fract(((v_worldDis/u_cityMinSize) - u_time * u_circleSweepSpeed) * 2.0);\n outputColor.rgb += r * r * u_circleSweepColor.rgb;\n }\n \n outputColor.a *= u_opacity;\n outputColor = filterColor(outputColor);\n}\n";
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  /* babel-plugin-inline-import '../shaders/build_vert.glsl' */
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  const buildVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec2 a_Uv;\n\nout vec2 v_texCoord;\nout vec4 v_Color;\nout float v_worldDis;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_baseColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_brightColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_windowColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_circleSweepColor;\n vec2 u_cityCenter;\n float u_circleSweep;\n float u_cityMinSize;\n float u_circleSweepSpeed;\n float u_opacity: 1.0;\n float u_near : 0;\n float u_far : 1;\n float u_time;\n};\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n v_texCoord = a_Uv;\n\n if(u_circleSweep > 0.0) {\n vec2 lnglatscale = vec2(0.0);\n if(u_CoordinateSystem != COORDINATE_SYSTEM_P20_2) {\n lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);\n }\n v_worldDis = length(a_Position.xy + lnglatscale - u_cityCenter);\n }\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
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- import { ShaderLocation } from "../../core/CommonStyleAttribute";
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  export default class CityBuildModel extends BaseModel {
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  constructor(...args) {
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  super(...args);
@@ -17,7 +17,7 @@ export let ShaderLocation = /*#__PURE__*/function (ShaderLocation) {
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  ShaderLocation[ShaderLocation["UV"] = 14] = "UV";
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  ShaderLocation[ShaderLocation["LINEAR"] = 15] = "LINEAR";
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  return ShaderLocation;
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- }({});
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+ }({}); // Polygon Linear
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  export function getCommonStyleAttributeOptions(name) {
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  switch (name) {
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  // // roate
@@ -1,5 +1,5 @@
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- import { circle } from "./Path";
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  import earcut from 'earcut';
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+ import { circle } from "./Path";
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  const maxArrowWidthMap = {
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  circle: 2,
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  triangle: 2,
@@ -7,7 +7,7 @@ const maxArrowWidthMap = {
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  rect: 2,
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  classic: 3,
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  halfTriangle: 2,
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- 'none': 0
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+ none: 0
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  };
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  const PathHeight = 1 / 2;
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  export function halfTriangleArrow(dir, options) {
@@ -1,4 +1,4 @@
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- import { calculateCentroid, calculatePointsCenterAndRadius, lngLatToMeters, aProjectFlat } from '@antv/l7-utils';
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+ import { aProjectFlat, calculateCentroid, calculatePointsCenterAndRadius, lngLatToMeters } from '@antv/l7-utils';
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  import earcut from 'earcut';
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  // @ts-ignore
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  import { vec3 } from 'gl-matrix';
@@ -2,12 +2,12 @@ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
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  import { AttributeType, gl } from '@antv/l7-core';
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  import { lodashUtil } 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 { earthTriangulation } from "../../core/triangulation";
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  /* babel-plugin-inline-import '../shaders/atmosphere/atmosphere_frag.glsl' */
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  const atmoSphereFrag = "\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n};\nin vec3 vVertexNormal;\nin float v_offset;\nin vec4 v_Color;\n\n#pragma include \"scene_uniforms\"\nout vec4 outputColor;\nvoid main() {\n \n \n // float intensity = pow(0.5 + dot(normalize(vVertexNormal), normalize(u_CameraPosition)), 3.0);\n float intensity = pow(v_offset + dot(normalize(vVertexNormal), normalize(u_CameraPosition)), 3.0);\n // \u53BB\u9664\u80CC\u9762\n if(intensity > 1.0) intensity = 0.0;\n\n outputColor = vec4(v_Color.rgb, v_Color.a * intensity * u_opacity);\n}\n";
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  /* babel-plugin-inline-import '../shaders/atmosphere/atmosphere_vert.glsl' */
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  const atmoSphereVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) vec4 a_Color;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec2 a_Uv;\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n};\n#pragma include \"scene_uniforms\"\nout vec3 vVertexNormal;\nout vec4 v_Color;\nout float v_offset;\n\nvoid main() {\n float EARTH_RADIUS = 100.0;\n \n v_Color = a_Color;\n\n v_offset = min(((length(u_CameraPosition) - EARTH_RADIUS)/600.0) * 0.5 + 0.4, 1.0);\n vVertexNormal = a_Normal;\n\n gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);\n}\n";
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- import { ShaderLocation } from "../../core/CommonStyleAttribute";
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  const {
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  isNumber
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  } = lodashUtil;
@@ -3,11 +3,11 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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  import { AttributeType, gl } from '@antv/l7-core';
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  import BaseModel from "../../core/BaseModel";
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  import { earthTriangulation } from "../../core/triangulation";
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+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
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  /* babel-plugin-inline-import '../shaders/base/base_frag.glsl' */
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  const baseFrag = "uniform sampler2D u_texture;\n\nin vec2 v_texCoord;\nin float v_lightWeight;\nout vec4 outputColor;\n\nvoid main() {\n vec4 color = texture(SAMPLER_2D(u_texture),vec2(v_texCoord.x,v_texCoord.y));\n color.xyz = color.xyz * v_lightWeight;\n outputColor = color;\n}\n";
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  /* babel-plugin-inline-import '../shaders/base/base_vert.glsl' */
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  const baseVert = "// attribute vec4 a_Color;\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec2 a_Uv;\n\n// attribute vec2 a_Extrude;\n// attribute float a_Size;\n// attribute float a_Shape;\n\nlayout(std140) uniform commonUniforms {\n\tvec4 u_sunLight: [1.0, -10.5, 12.0,0.0];\n\tfloat u_ambientRatio : 0.5;\n\tfloat u_diffuseRatio : 0.3;\n\tfloat u_specularRatio : 0.2;\n};\n\n#pragma include \"scene_uniforms\"\n\nout vec2 v_texCoord;\nout float v_lightWeight;\n\nfloat calc_lighting(vec4 pos) {\n\n\tvec3 worldPos = vec3(pos * u_ModelMatrix);\n\n\tvec3 worldNormal = a_Normal;\n\n\t// cal light weight\n\tvec3 viewDir = normalize(u_CameraPosition - worldPos);\n\n\tvec3 lightDir = normalize(u_sunLight.xyz);\n\n\tvec3 halfDir = normalize(viewDir+lightDir);\n\t// lambert\n\tfloat lambert = dot(worldNormal, lightDir);\n\t// specular\n\tfloat specular = pow(max(0.0, dot(worldNormal, halfDir)), 32.0);\n\t//sum to light weight\n\tfloat lightWeight = u_ambientRatio + u_diffuseRatio * lambert + u_specularRatio * specular;\n\n\treturn lightWeight;\n}\n\nvoid main() {\n\n\tv_texCoord = a_Uv;\n\n\tfloat lightWeight = calc_lighting(vec4(a_Position, 1.0));\n\tv_lightWeight = lightWeight;\n\n\tgl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);\n}\n";
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- import { ShaderLocation } from "../../core/CommonStyleAttribute";
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  export default class BaseEarthModel extends BaseModel {
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  constructor(...args) {
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  super(...args);
@@ -2,12 +2,12 @@ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
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  import { AttributeType, gl } from '@antv/l7-core';
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  import { lodashUtil } 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 { earthOuterTriangulation } from "../../core/triangulation";
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  /* babel-plugin-inline-import '../shaders/bloomshpere/bloomsphere_frag.glsl' */
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  const bloomSphereFrag = "\nin vec3 vVertexNormal;\nin vec4 v_Color;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n};\nout vec4 outputColor;\n#pragma include \"scene_uniforms\"\nvoid main() {\n float intensity = - dot(normalize(vVertexNormal), normalize(u_CameraPosition));\n // \u53BB\u9664\u80CC\u9762\n if(intensity > 1.0) intensity = 0.0;\n\n outputColor = vec4(v_Color.rgb, v_Color.a * intensity * u_opacity);\n}\n";
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  /* babel-plugin-inline-import '../shaders/bloomshpere/bloomsphere_vert.glsl' */
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  const bloomSphereVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) vec4 a_Color;\nlayout(location = 13) in vec3 a_Normal;\nlayout(location = 14) in vec2 a_Uv;\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n};\n#pragma include \"scene_uniforms\"\n\nout vec3 vVertexNormal;\nout vec4 v_Color;\n\nvoid main() {\n v_Color = a_Color;\n\n vVertexNormal = a_Normal;\n\n gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);\n}\n";
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- import { ShaderLocation } from "../../core/CommonStyleAttribute";
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  const {
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  isNumber
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  } = lodashUtil;
@@ -3,11 +3,11 @@ 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 BaseModel from "../../core/BaseModel";
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+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
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  /* babel-plugin-inline-import '../shaders/billboard_frag.glsl' */
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  const planeFrag = "layout(std140) uniform commonUniforms {\n vec2 u_size;\n float u_raisingHeight;\n float u_rotation;\n float u_opacity;\n};\n\nuniform sampler2D u_texture;\n\nin vec2 v_uv;\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n outputColor = texture(SAMPLER_2D(u_texture), vec2(v_uv.x, 1.0 - v_uv.y));\n outputColor.a *= u_opacity;\n outputColor = filterColor(outputColor);\n}\n";
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  /* babel-plugin-inline-import '../shaders/billboard_vert.glsl' */
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  const planeVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 11) in vec3 a_Extrude;\nlayout(location = 14) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n vec2 u_size;\n float u_raisingHeight;\n float u_rotation;\n float u_opacity;\n};\n\nout vec2 v_uv;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\nvoid main() {\n vec3 extrude = a_Extrude;\n v_uv = a_Uv;\n float raiseHeight = u_raisingHeight;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raiseHeight = u_raisingHeight * mapboxZoomScale;\n }\n\n // \u8BA1\u7B97\u7ECF\u7EAC\u5EA6\u70B9\u4F4D\u5750\u6807\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n // \u8BA1\u7B97\u7ED5 z \u8F74\u65CB\u8F6C\u540E\u7684\u504F\u79FB\n vec2 offsetXY = project_pixel(rotate_matrix(vec2(extrude.x * u_size.x, 0.0),u_rotation));\n // \u7ED5 z \u8F74\u65CB\u8F6C\n float x = project_pos.x + offsetXY.x;\n float y = project_pos.y + offsetXY.y;\n // z \u8F74\u4E0D\u53C2\u4E0E\u65CB\u8F6C\n float z = project_pixel(extrude.y * u_size.y + raiseHeight);\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(x , y, z , 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
10
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
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  export default class BillBoardModel extends BaseModel {
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  constructor(...args) {
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13
  super(...args);
@@ -4,11 +4,11 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
4
4
  import { AttributeType, gl } from '@antv/l7-core';
5
5
  // import { mat4, vec3 } from 'gl-matrix';
6
6
  import BaseModel from "../../core/BaseModel";
7
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
7
8
  /* babel-plugin-inline-import '../shaders/plane_frag.glsl' */
8
9
  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";
9
10
  /* babel-plugin-inline-import '../shaders/plane_vert.glsl' */
10
11
  const planeVert = "\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec3 a_Color;\nlayout(location = 14) 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_v2(vec4(project_pos.xy, a_Position.z, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
11
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
12
12
  export default class PlaneModel extends BaseModel {
13
13
  constructor(...args) {
14
14
  super(...args);
@@ -1,8 +1,8 @@
1
1
  import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
2
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
3
3
  import BaseLayer from "../core/BaseLayer";
4
- import HeatMapModels from "./models";
5
4
  import { rampColor2legend } from "../utils/rampcolor_legend";
5
+ import HeatMapModels from "./models";
6
6
  export default class HeatMapLayer extends BaseLayer {
7
7
  constructor(...args) {
8
8
  super(...args);
@@ -4,9 +4,9 @@ import BaseModel from "../../core/BaseModel";
4
4
  import { FlowLineTriangulation } from "../../core/line_trangluation";
5
5
  /* babel-plugin-inline-import '../shaders/flow/flow_line_frag.glsl' */
6
6
  const flow_line_frag = "// #extension GL_OES_standard_derivatives : enable\n\nin vec4 v_color;\nout vec4 outputColor;\n\n\n// line texture\n\n#pragma include \"picking\"\n\nvoid main() {\n outputColor = v_color;\n outputColor = filterColor(outputColor);\n}\n"; // linear simple line shader
7
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
7
8
  /* babel-plugin-inline-import '../shaders/flow/flow_line_vert.glsl' */
8
9
  const flow_line_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in vec2 a_Size;\nlayout(location = 12) in vec4 a_Instance;\nlayout(location = 13) in vec3 a_Normal;\n\nlayout(std140) uniform commonUniorm {\n float u_gap_width: 1.0;\n float u_stroke_width: 1.0;\n float u_stroke_opacity: 1.0;\n};\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nout vec4 v_color;\n\nvec2 project_pixel_offset(vec2 offsets) {\n\n vec2 data = project_pixel(offsets);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // P20_2 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF3\n return data;\n }\n\n return vec2(data.x, -data.y);;\n}\n\nvec2 line_dir(vec2 target, vec2 source) {\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // P20_2 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF3\n return normalize(target - source);\n }\n return normalize(ProjectFlat(target) - ProjectFlat(source));\n}\n\nfloat flag_gap() {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // P20_2 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF3\n return 1.;\n }\n return -1.;\n\n}\n\n\nvoid main() {\n\n// \u900F\u660E\u5EA6\u8BA1\u7B97\n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n vec2 flowlineDir = line_dir(target,source);\n vec2 perpendicularDir = vec2(-flowlineDir.y, flowlineDir.x); // mapbox || \u9AD8\u5FB7\n \n vec2 position = mix(source, target, a_Position.x);\n \n float lengthCommon = length(project_position(vec4(target,0,1)) - project_position(vec4(source,0,1))); // \n vec2 offsetDistances = a_Size.x * project_pixel_offset(vec2(a_Position.y, a_Position.z)); // Mapbox || \u9AD8\u5FB7\n vec2 limitedOffsetDistances = clamp( \n offsetDistances,\n project_pixel(-lengthCommon*.2), project_pixel(lengthCommon*.2)\n );\n\n\n float startOffsetCommon = project_pixel(offsets[0]);\n float endOffsetCommon = project_pixel(offsets[1]);\n float endpointOffset = mix(\n clamp(startOffsetCommon, 0.0, lengthCommon*.2),\n -clamp(endOffsetCommon, 0.0, lengthCommon*.2),\n a_Position.x\n );\n\n vec2 normalsCommon = u_stroke_width * project_pixel_offset(vec2(a_Normal.x, a_Normal.y)); // mapbox || \u9AD8\u5FB7\n\n float gapCommon = flag_gap() * project_pixel(u_gap_width);\n vec3 offsetCommon = vec3(\n flowlineDir * (limitedOffsetDistances[1] + normalsCommon.y + endpointOffset * 1.05) -\n perpendicularDir * (limitedOffsetDistances[0] + gapCommon + normalsCommon.x),\n 0.0\n );\n\n vec4 project_pos = project_position(vec4(position.xy, 0, 1.0));\n\n vec4 fillColor = vec4(a_Color.rgb, a_Color.a * opacity);\n v_color = mix(fillColor, vec4(u_stroke.xyz, u_stroke.w * fillColor.w * u_stroke_opacity), a_Normal.z);\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy + offsetCommon.xy, 0., 1.0));\n\n\n\n setPickingColor(a_PickingColor);\n}\n";
9
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
10
10
  export default class FlowLineModel extends BaseModel {
11
11
  getCommonUniformsInfo() {
12
12
  const {
@@ -3,12 +3,12 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
3
3
  import { AttributeType, gl } from '@antv/l7-core';
4
4
  import { rgb2arr } from '@antv/l7-utils';
5
5
  import BaseModel from "../../core/BaseModel";
6
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
6
7
  import { LineArcTriangulation } from "../../core/triangulation";
7
8
  /* babel-plugin-inline-import '../shaders/greatCircle/line_arc_great_circle_frag.glsl' */
8
9
  const line_arc_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;\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 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;\n};\n\nin vec4 v_line_data;\nin vec2 v_iconMapUV;\nin vec4 v_dash_array;\nin float v_distance_ratio;\nin vec4 v_color;\n\nout vec4 outputColor;\n#pragma include \"picking\"\n#pragma include \"project\"\n#pragma include \"projection\"\n\nvoid main() {\n\n float animateSpeed = 0.0;\n float d_segmentIndex = v_line_data.g;\n \n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n outputColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n outputColor.a *= v_color.a;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n outputColor = v_color;\n }\n\n // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));\n // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));\n if(u_line_type == LineTypeDash) {\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 // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u52A8\u753B\u6A21\u5F0F\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 alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n outputColor.a *= alpha;\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u8D34\u56FE\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { \n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));\n // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n float u = fract(arcRadio * count - animateSpeed * count);\n // float u = fract(arcRadio * count - animateSpeed);\n if(u_animate.x == Animate) {\n u = outputColor.a/v_color.a;\n }\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture(SAMPLER_2D(u_texture), uv);\n \n // \u8BBE\u7F6E\u8D34\u56FE\u548C\u5E95\u8272\u7684\u53E0\u52A0\u6A21\u5F0F\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 } else {\n outputColor = filterColor(outputColor);\n }\n\n // gl_FragColor = filterColor(gl_FragColor);\n}";
9
10
  /* babel-plugin-inline-import '../shaders/greatCircle/line_arc_great_circle_vert.glsl' */
10
11
  const line_arc2d_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 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: [10.0, 5., 0, 0];\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec2 u_textSize;\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;\n};\n\nout vec4 v_dash_array;\nout vec4 v_color;\nout vec2 v_iconMapUV;\nout vec4 v_line_data;\nout float v_distance_ratio;\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 index / (segmentNumber - 1.);\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 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}\nfloat getAngularDist (vec2 source, vec2 target) {\n vec2 delta = source - target;\n vec2 sin_half_delta = sin(delta / 2.0);\n float a =\n sin_half_delta.y * sin_half_delta.y +\n cos(source.y) * cos(target.y) *\n sin_half_delta.x * sin_half_delta.x;\n return 2.0 * atan(sqrt(a), sqrt(1.0 - a));\n}\n\nvec2 midPoint(vec2 source, vec2 target) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = 0.314;\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 return mid;\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}\n\nvec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n vec2 mid = midPoint(source, target);\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 }\n else {\n if(abs(angularDist - PI) < 0.001) {\n return (1.0 - t) * source + t * target;\n }\n float a = sin((1.0 - t) * angularDist) / sin(angularDist);\n float b = sin(t * angularDist) / sin(angularDist);\n vec2 sin_source = sin(source);\n vec2 cos_source = cos(source);\n vec2 sin_target = sin(target);\n vec2 cos_target = cos(target);\n float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;\n float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;\n float z = a * sin_source.y + b * sin_target.y;\n return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));\n }\n}\n\nvoid main() {\n v_color = a_Color;\n v_color.a = v_color.a * opacity;\n vec2 source = radians(a_Instance.rg);\n vec2 target = radians(a_Instance.ba);\n float angularDist = getAngularDist(source, target);\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 if(u_line_type == LineTypeDash) {\n v_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 total_Distance = total_Distance*16.0; // total_Distance*16.0 \u8C03\u6574\u9ED8\u8BA4\u7684\u6548\u679C\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n }\n\n if(u_animate.x == Animate) {\n v_distance_ratio = segmentIndex / segmentNumber;\n }\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n v_distance_ratio = segmentIndex / segmentNumber;\n vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));\n vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));\n\n v_line_data.g = a_Position.x; // \u8BE5\u9876\u70B9\u5728\u5F27\u7EBF\u4E0A\u7684\u5206\u6BB5\u6392\u5E8F\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;\n float d_arcDistrance = length(source - target);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n d_arcDistrance = d_arcDistrance * 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n d_arcDistrance = project_pixel_allmap(d_arcDistrance);\n }\n float d_pixelLen = project_pixel(u_icon_step)/8.0;\n v_line_data.b = floor(d_arcDistrance/d_pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\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\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 gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n setPickingColor(a_PickingColor);\n}\n\n";
11
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
12
12
  const lineStyleObj = {
13
13
  solid: 0.0,
14
14
  dash: 1.0
@@ -2,12 +2,12 @@ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
2
  import { AttributeType, gl } from '@antv/l7-core';
3
3
  import { rgb2arr } from '@antv/l7-utils';
4
4
  import BaseModel from "../../core/BaseModel";
5
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
5
6
  import { SimpleLineTriangulation } from "../../core/triangulation";
6
7
  /* babel-plugin-inline-import '../shaders/simple/simpleline_frag.glsl' */
7
8
  const simple_line_frag = "\nlayout(std140) uniform commonUniorm {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec4 u_dash_array;\n float u_vertexScale: 1.0;\n float u_linearColor: 0;\n};\nin float v_distanceScale;\nin vec4 v_color;\n//dash\nin vec4 v_dash_array;\n\nout vec4 outputColor;\nvoid main() {\n if(u_dash_array!=vec4(0.0)){\n float dashLength = mod(v_distanceScale, 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 // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n }\n if(u_linearColor==1.0){\n outputColor = mix(u_sourceColor, u_targetColor, v_distanceScale);\n outputColor.a *= v_color.a; // \u5168\u5C40\u900F\u660E\u5EA6\n }\n else{\n outputColor = v_color;\n }\n}\n";
8
9
  /* babel-plugin-inline-import '../shaders/simple/simpleline_vert.glsl' */
9
10
  const simple_line_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in vec4 a_SizeDistanceAndTotalDistance;\n\nlayout(std140) uniform commonUniorm {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec4 u_dash_array;\n float u_vertexScale: 1.0;\n float u_linearColor: 0;\n};\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nout vec4 v_color;\nout float v_distanceScale;\nout vec4 v_dash_array;\n\nvoid main() {\n //dash\u8F93\u51FA\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_SizeDistanceAndTotalDistance.a;\n\n v_color = a_Color; \n v_distanceScale = a_SizeDistanceAndTotalDistance.b / a_SizeDistanceAndTotalDistance.a;\n v_color.a = v_color.a * opacity;\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_SizeDistanceAndTotalDistance.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_SizeDistanceAndTotalDistance.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n gl_PointSize = 10.0;\n }\n}\n";
10
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
11
11
  export default class SimpleLineModel extends BaseModel {
12
12
  getCommonUniformsInfo() {
13
13
  const {
@@ -3,13 +3,13 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
3
3
  import { AttributeType, gl } from '@antv/l7-core';
4
4
  import { calculateCentroid, getCullFace, lodashUtil, rgb2arr } from '@antv/l7-utils';
5
5
  import BaseModel from "../../core/BaseModel";
6
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
6
7
  import { PointExtrudeTriangulation } from "../../core/triangulation";
7
8
  import { lglt2xyz } from "../../earth/utils";
8
9
  /* babel-plugin-inline-import '../shaders/earthExtrude/earthExtrude_frag.glsl' */
9
10
  const pointExtrudeFrag = "precision highp float;\nin vec4 v_color;\n\n#pragma include \"picking\"\n\nlayout(std140) uniform commonUniform {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor: 0;\n float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_globel;\n float u_r;\n float u_pickLight: 0.0;\n float u_opacitylinear: 0.0;\n float u_opacitylinear_dir: 1.0;\n float u_lightEnable: 1.0;\n};\nin float v_lightWeight;\nin float v_barLinearZ;\nout vec4 outputColor;\nvoid main() {\n\n outputColor = v_color;\n\n // \u5F00\u542F\u900F\u660E\u5EA6\u6E10\u53D8\n if(u_opacitylinear > 0.0) {\n outputColor.a *= u_opacitylinear_dir > 0.0 ? (1.0 - v_barLinearZ): v_barLinearZ;\n }\n\n // picking\n if(u_pickLight > 0.0) {\n outputColor = filterColorAlpha(outputColor, v_lightWeight);\n } else {\n outputColor = filterColor(outputColor);\n }\n}\n";
10
11
  /* babel-plugin-inline-import '../shaders/earthExtrude/earthExtrude_vert.glsl' */
11
12
  const pointExtrudeVert = "precision highp float;\n\n#define pi 3.1415926535\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in vec3 a_Size;\nlayout(location = 11) in vec3 a_Pos;\nlayout(location = 13) in vec3 a_Normal;\n\n\nlayout(std140) uniform commonUniform {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor: 0;\n float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_globel;\n float u_r;\n float u_pickLight: 0.0;\n float u_opacitylinear: 0.0;\n float u_opacitylinear_dir: 1.0;\n float u_lightEnable: 1.0;\n};\n\nout vec4 v_color;\nout float v_lightWeight;\nout float v_barLinearZ;\n// \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nfloat getYRadian(float x, float z) {\n if(x > 0.0 && z > 0.0) {\n return atan(x/z);\n } else if(x > 0.0 && z <= 0.0){\n return atan(-z/x) + pi/2.0;\n } else if(x <= 0.0 && z <= 0.0) {\n return pi + atan(x/z); //atan(x/z) + \n } else {\n return atan(z/-x) + pi*3.0/2.0;\n }\n}\n\nfloat getXRadian(float y, float r) {\n return atan(y/r);\n}\n\nvoid main() {\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n vec3 size = a_Size * a_Position;\n\n // a_Position.z \u662F\u5728\u6784\u5EFA\u7F51\u683C\u7684\u65F6\u5019\u4F20\u5165\u7684\u6807\u51C6\u503C 0 - 1\uFF0C\u5728\u63D2\u503C\u5668\u63D2\u503C\u53EF\u4EE5\u83B7\u53D6 0\uFF5E1 \u7EBF\u6027\u6E10\u53D8\u7684\u503C\n v_barLinearZ = a_Position.z;\n\n vec3 offset = size; // \u63A7\u5236\u5706\u67F1\u4F53\u7684\u5927\u5C0F - \u4ECE\u6807\u51C6\u5355\u4F4D\u5706\u67F1\u4F53\u8FDB\u884C\u504F\u79FB\n if(u_heightfixed < 1.0) { // \u5706\u67F1\u4F53\u4E0D\u56FA\u5B9A\u9AD8\u5EA6\n \n if (u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // P20 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF1\n offset = offset * pow(2.0, (19.0 - u_Zoom));\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // P20_2 \u5750\u6807\u7CFB\u4E0B\uFF0C\u4E3A\u4E86\u548C Web \u58A8\u5361\u6258\u5750\u6807\u7CFB\u7EDF\u4E00\uFF0Czoom \u9ED8\u8BA4\u51CF3\n offset = offset * pow(2.0, (19.0 - 3.0 - u_Zoom));\n }\n } else {// \u5706\u67F1\u4F53\u56FA\u5B9A\u9AD8\u5EA6 \uFF08 \u5904\u7406 mapbox \uFF09\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n offset *= 4.0/pow(2.0, 21.0 - u_Zoom);\n }\n }\n\n\n vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));\n\n // u_r \u63A7\u5236\u5706\u67F1\u7684\u751F\u957F\n vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);\n\n // \u5706\u67F1\u5149\u7167\u6548\u679C\n float lightWeight = 1.0;\n if(u_lightEnable > 0.0) { // \u53D6\u6D88\u4E09\u5143\u8868\u8FBE\u5F0F\uFF0C\u589E\u5F3A\u5065\u58EE\u6027\n lightWeight = calc_lighting(pos);\n }\n v_lightWeight = lightWeight;\n // \u8BBE\u7F6E\u5706\u67F1\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n v_color = mix(u_sourceColor, u_targetColor, v_barLinearZ);\n v_color.rgb *= lightWeight;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n v_color = a_Color;\n }\n v_color.a *= u_opacity;\n\n \n // \u5728\u5730\u7403\u6A21\u5F0F\u4E0B\uFF0C\u5C06\u539F\u672C\u5782\u76F4\u4E8E xy \u5E73\u9762\u7684\u5706\u67F1\u8C03\u6574\u59FF\u6001\u5230\u9002\u5E94\u5706\u7684\u89D2\u5EA6\n //\u65CB\u8F6C\u77E9\u9635mx\uFF0C\u521B\u5EFA\u7ED5x\u8F74\u65CB\u8F6C\u77E9\u9635\n float r = sqrt(a_Pos.z*a_Pos.z + a_Pos.x*a_Pos.x);\n float xRadian = getXRadian(a_Pos.y, r);\n float xcos = cos(xRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u4F59\u5F26\u503C\n float xsin = sin(xRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u6B63\u5F26\u503C\n mat4 mx = mat4(\n 1,0,0,0, \n 0,xcos,-xsin,0, \n 0,xsin,xcos,0, \n 0,0,0,1);\n\n //\u65CB\u8F6C\u77E9\u9635my\uFF0C\u521B\u5EFA\u7ED5y\u8F74\u65CB\u8F6C\u77E9\u9635\n float yRadian = getYRadian(a_Pos.x, a_Pos.z);\n float ycos = cos(yRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u4F59\u5F26\u503C\n float ysin = sin(yRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u6B63\u5F26\u503C\n mat4 my = mat4(\n ycos,0,-ysin,0, \n 0,1,0,0, \n ysin,0,ycos,0, \n 0,0,0,1);\n\n gl_Position = u_ViewProjectionMatrix * vec4(( my * mx * vec4(a_Position * a_Size, 1.0)).xyz + a_Pos, 1.0);\n \n\n setPickingColor(a_PickingColor);\n}\n";
12
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
13
13
  const {
14
14
  isNumber
15
15
  } = lodashUtil;
@@ -1,8 +1,8 @@
1
1
  import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
2
  import { AttributeType, gl } from '@antv/l7-core';
3
- import { PointFillTriangulation } from "../../core/triangulation";
4
3
  import BaseModel from "../../core/BaseModel";
5
4
  import { ShaderLocation } from "../../core/CommonStyleAttribute";
5
+ import { PointFillTriangulation } from "../../core/triangulation";
6
6
  /* babel-plugin-inline-import '../shaders/fill/fill_frag.glsl' */
7
7
  const pointFillFrag = "\nlayout(std140) uniform commonUniforms {\n vec3 u_blur_height_fixed;\n float u_stroke_width;\n float u_additive;\n float u_stroke_opacity;\n float u_size_unit;\n float u_time;\n vec4 u_animate;\n};\n\nin vec4 v_color;\nin vec4 v_stroke;\nin vec4 v_data;\nin float v_radius;\n\n#pragma include \"scene_uniforms\"\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nout vec4 outputColor;\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + u_stroke_width);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(u_stroke_width < 0.01) {\n outputColor = v_color;\n } else {\n outputColor = mix(v_color, v_stroke * u_stroke_opacity, color_t);\n }\n float intensity = 1.0;\n if(u_time!=-1.0){\n //wave\u76F8\u5173\u903B\u8F91\n float d = length(v_data.xy);\n if(d > 0.5) {\n discard;\n }\n intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_animate.z - u_animate.y * u_time)), 0.0, 1.0);\n }\n\n if(u_additive > 0.0) {\n outputColor *= opacity_t;\n outputColor *= intensity;//wave\n outputColor = filterColorAlpha(outputColor, outputColor.a);\n } else {\n outputColor.a *= opacity_t;\n outputColor.a *= intensity;//wave \n outputColor = filterColor(outputColor);\n }\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if(outputColor.a < 0.01) {\n discard;\n } \n}\n";
8
8
  /* babel-plugin-inline-import '../shaders/fill/fill_vert.glsl' */
@@ -3,11 +3,11 @@ import { AttributeType, gl } from '@antv/l7-core';
3
3
  import BaseModel from "../../core/BaseModel";
4
4
  import { SizeUnitType } from "../../core/interface";
5
5
  import { PointFillTriangulation } from "../../core/triangulation";
6
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
6
7
  /* babel-plugin-inline-import '../shaders/radar/radar_frag.glsl' */
7
8
  const pointFillFrag = "\nlayout(std140) uniform commonUniorm{\n float u_additive;\n float u_size_unit;\n float u_speed: 1.0;\n float u_time;\n};\nin vec4 v_data;\nin vec4 v_color;\nin float v_radius;\nin vec2 v_extrude;\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nout vec4 outputColor;\n\nvoid main() {\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius);\n\n float outer_df = sdCircle(v_data.xy, 1.0);\n float inner_df = sdCircle(v_data.xy, r);\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n outputColor = vec4(v_color.rgb, v_color.a);\n\n if(u_additive > 0.0) {\n outputColor *= opacity_t;\n } else {\n outputColor.a *= opacity_t;\n }\n\n if(outputColor.a > 0.0) {\n outputColor = filterColor(outputColor);\n }\n\n vec2 extrude = v_extrude;\n vec2 dir = normalize(extrude);\n vec2 baseDir = vec2(1.0, 0.0);\n float pi = 3.14159265359;\n float flag = sign(dir.y);\n float rades = dot(dir, baseDir);\n float radar_v = (flag - 1.0) * -0.5 * acos(rades)/pi;\n // simple AA\n if(radar_v > 0.99) {\n radar_v = 1.0 - (radar_v - 0.99)/0.01;\n }\n\n outputColor.a *= radar_v;\n}\n";
8
9
  /* babel-plugin-inline-import '../shaders/radar/radar_vert.glsl' */
9
10
  const pointFillVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 11) in vec3 a_Extrude;\n\nlayout(std140) uniform commonUniorm {\n float u_additive;\n float u_size_unit;\n float u_speed: 1.0;\n float u_time;\n};\n\nout vec4 v_data;\nout vec4 v_color;\nout float v_radius;\nout vec2 v_extrude;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n float newSize = setPickingSize(a_Size);\n\n float time = u_time * u_speed;\n mat2 rotateMatrix = mat2( \n cos(time), sin(time), \n -sin(time), cos(time)\n );\n v_extrude = rotateMatrix * a_Extrude.xy;\n\n v_color = a_Color;\n v_color.a *= opacity;\n\n float blur = 0.0;\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, blur);\n\n if(u_size_unit == 1.) {\n newSize = newSize * u_PixelsPerMeter.z;\n }\n v_radius = newSize;\n\n vec2 offset = (a_Extrude.xy * (newSize));\n vec3 aPosition = a_Position;\n \n offset = project_pixel(offset);\n \n v_data = vec4(a_Extrude.x, a_Extrude.y, antialiasblur, -1.0);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
10
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
11
11
  export default class RadarModel extends BaseModel {
12
12
  getCommonUniformsInfo() {
13
13
  const {
@@ -4,13 +4,13 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
4
4
  import { AttributeType, gl } from '@antv/l7-core';
5
5
  import { boundsContains, calculateCentroid, lodashUtil, padBounds, rgb2arr } from '@antv/l7-utils';
6
6
  import BaseModel from "../../core/BaseModel";
7
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
7
8
  import CollisionIndex from "../../utils/collision-index";
8
9
  import { getGlyphQuads, shapeText } from "../../utils/symbol-layout";
9
10
  /* babel-plugin-inline-import '../shaders/text/text_frag.glsl' */
10
11
  const textFrag = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 48.0\n\nuniform sampler2D u_sdf_map;\nlayout(std140) uniform commonUniforms {\n vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n vec2 u_sdf_map_size;\n float u_raisingHeight: 0.0;\n float u_stroke_width : 2;\n float u_gamma_scale : 0.5;\n float u_halo_blur : 0.5;\n};\n\nin vec2 v_uv;\nin float v_gamma_scale;\nin vec4 v_color;\nin vec4 v_stroke_color;\nin float v_fontScale;\n\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n // get style data mapping\n\n // get sdf from atlas\n float dist = texture(SAMPLER_2D(u_sdf_map), v_uv).a;\n\n lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;\n highp float gamma = (u_halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (v_fontScale * u_gamma_scale) / 1.0;\n\n highp float gamma_scaled = gamma * v_gamma_scale;\n\n highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);\n\n outputColor = mix(v_color, v_stroke_color, smoothstep(0., 0.5, 1.- dist));\n\n outputColor.a *= alpha;\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if (outputColor.a < 0.01) {\n discard;\n }\n outputColor = filterColor(outputColor);\n}\n";
11
12
  /* babel-plugin-inline-import '../shaders/text/text_vert.glsl' */
12
13
  const textVert = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 24.0\n\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 10) in vec2 a_textOffsets;\nlayout(location = 14) in vec2 a_tex;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n vec2 u_sdf_map_size;\n float u_raisingHeight: 0.0;\n float u_stroke_width : 2;\n float u_gamma_scale : 0.5;\n float u_halo_blur : 0.5;\n};\n\nout vec2 v_uv;\nout float v_gamma_scale;\nout vec4 v_color;\nout vec4 v_stroke_color;\nout float v_fontScale;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"rotation_2d\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n \n v_uv = a_tex / u_sdf_map_size;\n\n\n\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n v_stroke_color = vec4(u_stroke_color.xyz, u_stroke_color.w * opacity);\n\n // \u6587\u672C\u7F29\u653E\u6BD4\u4F8B\n float fontScale = a_Size / FONT_SIZE;\n v_fontScale = fontScale;\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // vec4 projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n vec2 offset = rotate_matrix(a_textOffsets,rotation);\n \n // gl_Position = vec4(projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n\n float raiseHeight = u_raisingHeight;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n raiseHeight = u_raisingHeight * mapboxZoomScale;\n }\n\n vec4 projected_position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));\n\n gl_Position = vec4(\n projected_position.xy / projected_position.w + offset * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);\n v_gamma_scale = gl_Position.w;\n setPickingColor(a_PickingColor);\n\n}\n";
13
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
14
14
  const {
15
15
  isEqual
16
16
  } = lodashUtil;
@@ -3,12 +3,12 @@ import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
3
3
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
4
4
  import { AttributeType, gl } from '@antv/l7-core';
5
5
  import BaseModel from "../../core/BaseModel";
6
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
6
7
  import { PolygonExtrudeTriangulation } from "../../core/triangulation";
7
8
  /* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_frag.glsl' */
8
9
  const polygonExtrudeFrag = "\nin vec4 v_Color;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n\n outputColor = v_Color;\n outputColor = filterColor(outputColor);\n}\n";
9
10
  /* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_vert.glsl' */
10
11
  const polygonExtrudeVert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 9) in float a_Size;\nlayout(location = 13) in vec3 a_Normal;\n\nout vec4 v_Color;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n \n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size + (1.0 - a_Position.z) * extrusionBase, 1.0);\n\n vec4 project_pos = project_position(pos);\n float lightWeight = calc_lighting(project_pos);\n v_Color = a_Color;\n v_Color = vec4(v_Color.rgb * lightWeight, v_Color.w * opacity);\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
11
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
12
12
  export default class ExtrusionModel extends BaseModel {
13
13
  constructor(...args) {
14
14
  super(...args);
@@ -2,7 +2,8 @@ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
2
  import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
3
3
  import { AttributeType, gl } from '@antv/l7-core';
4
4
  import BaseModel from "../../core/BaseModel";
5
- import { polygonTriangulationWithCenter, polygonTriangulation } from "../../core/triangulation";
5
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
6
+ import { polygonTriangulation, polygonTriangulationWithCenter } from "../../core/triangulation";
6
7
  /* babel-plugin-inline-import '../shaders/fill/fill_frag.glsl' */
7
8
  const polygon_frag = "in vec4 v_color;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n outputColor = v_color;\n outputColor = filterColor(outputColor);\n}\n";
8
9
  /* babel-plugin-inline-import '../shaders/fill/fill_linear_frag.glsl' */
@@ -11,7 +12,6 @@ const polygon_linear_frag = "\nlayout(std140) uniform commonUniforms {\n float
11
12
  const polygon_linear_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 15) in vec3 a_linear;\n\nlayout(std140) uniform commonUniforms {\n float u_raisingHeight;\n float u_opacitylinear;\n float u_dir;\n};\n\nout vec4 v_color;\nout vec3 v_linear;\nout vec2 v_pos;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n if (u_opacitylinear > 0.0) {\n v_linear = a_linear;\n v_pos = a_Position.xy;\n }\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n project_pos.z += u_raisingHeight;\n\n if (u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n setPickingColor(a_PickingColor);\n}";
12
13
  /* babel-plugin-inline-import '../shaders/fill/fill_vert.glsl' */
13
14
  const polygon_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\n\nlayout(std140) uniform commonUniforms {\n float u_raisingHeight;\n};\n\n\nout vec4 v_color;\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n project_pos.z += u_raisingHeight;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n\n \n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n\n";
14
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
15
15
  export default class FillModel extends BaseModel {
16
16
  getUninforms() {
17
17
  const commoninfo = this.getCommonUniformsInfo();
@@ -4,12 +4,12 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
4
4
  import { AttributeType, gl } from '@antv/l7-core';
5
5
  import { rgb2arr } from '@antv/l7-utils';
6
6
  import BaseModel from "../../core/BaseModel";
7
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
7
8
  import { polygonTriangulation } from "../../core/triangulation";
8
9
  /* babel-plugin-inline-import '../shaders/ocean/ocean_frag.glsl' */
9
10
  const ocean_frag = "\nlayout(std140) uniform commonUniforms {\n vec4 u_watercolor;\n vec4 u_watercolor2;\n float u_time;\n};\n\nin vec2 v_uv;\nin float v_opacity;\nout vec4 outputColor;\n\nfloat coast2water_fadedepth = 0.10;\nfloat large_waveheight = .750; // change to adjust the \"heavy\" waves\nfloat large_wavesize = 3.4; // factor to adjust the large wave size\nfloat small_waveheight = 0.6; // change to adjust the small random waves\nfloat small_wavesize = 0.5; // factor to ajust the small wave size\nfloat water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)\nfloat water_glossylight_fact= 120.; // range [1..200]\nfloat particle_amount = 70.;\n\nvec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights\n#define light vec3(-0., sin(u_time*0.5)*.5 + .35, 2.8) // position of the sun\n\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\n\n \n\nfloat hash( float n ) {\n return fract(sin(n)*43758.5453123);\n}\n\n// 2d noise function\nfloat noise1( in vec2 x ) {\n vec2 p = floor(x);\n vec2 f = smoothstep(0.0, 1.0, fract(x));\n float n = p.x + p.y*57.0;\n return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),\n mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);\n}\n\nfloat noise(vec2 p) {\n return texture(SAMPLER_2D(u_texture2),p*vec2(1./256.)).x;\n}\n\nvec4 highness(vec2 p) {\n vec4 t = texture(SAMPLER_2D(u_texture1),fract(p));\n float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;\n return clamp(t, 0.0,3.0)+clamp(t/3.0-1.0, 0.0,1.0)+clamp(t/16.0-1.0, 0.0,1.0);\n}\n\nfloat height_map( vec2 p ) {\n vec4 height=highness(p);\n /*\n height = -0.5+\n 0.5*smoothstep(-100.,0.,-height)+\n 2.75*smoothstep(0.,2.,height)+\n 1.75*smoothstep(2.,4.,height)+\n 2.75*smoothstep(4.,16.,height)+\n 1.5*smoothstep(16.,1000.,height);\n */\n\n mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );\n //p = p*6.;\n float f = 0.6000*noise1( p ); p = m*p*1.1*6.;\n f += 0.2500*noise( p ); p = m*p*1.32;\n f += 0.1666*noise( p ); p = m*p*1.11;\n f += 0.0834*noise( p ); p = m*p*1.12;\n f += 0.0634*noise( p ); p = m*p*1.13;\n f += 0.0444*noise( p ); p = m*p*1.14;\n f += 0.0274*noise( p ); p = m*p*1.15;\n f += 0.0134*noise( p ); p = m*p*1.16;\n f += 0.0104*noise( p ); p = m*p*1.17;\n f += 0.0084*noise( p );\n f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;\n const float FLAT_LEVEL = 0.92525;\n //f = f*0.25+height*0.75;\n if (f<FLAT_LEVEL)\n f = f;\n else\n f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase\n return clamp(f, 0., 10.);\n}\n\nvec3 plasma_quintic( float x ) {\n x = clamp( x, 0.0, 1.0);\n vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3\n vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7\n return vec3(\n dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),\n dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),\n dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );\n}\n\nvec4 color(vec2 p){\n vec4 c1 = vec4(1.7,1.6,.9,1);\n vec4 c2 = vec4(.2,.94,.1,1);\n vec4 c3 = vec4(.3,.2,.0,1);\n vec4 c4 = vec4(.99,.99,1.6,1);\n vec4 v = highness(p);\n float los = smoothstep(0.1,1.1,v.b);\n float his = smoothstep(3.5,6.5,v.b);\n float ces = smoothstep(1.,5.,v.a);\n vec4 lo = mix(c1,c2,los);\n vec4 hi = mix(c3,c4,his);\n vec4 ce = mix(lo,hi,ces);\n\n return vec4(plasma_quintic(ces),1).ragb;\n}\n\nvec3 terrain_map( vec2 p )\n{\n return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture(SAMPLER_2D(u_texture3), fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'\n}\n\nconst mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );\n\nfloat water_map( vec2 p, float height ) {\n vec2 p2 = p*large_wavesize;\n vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );\n vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );\n\n // coarse crossing 'ocean' waves...\n float f = 0.6000*noise( p );\n f += 0.2500*noise( p*m );\n f += 0.1666*noise( p*m*m );\n float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;\n\n p *= small_wavesize;\n f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<9; i++)\n { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }\n \n return wave+f*small_waveheight;\n}\n\nfloat nautic(vec2 p) {\n p *= 18.;\n float f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }\n return pow(1.-f, 5.);\n}\n\nfloat particles(vec2 p) {\n p *= 200.;\n float f = 0.;\n float amp = 1.0, s = 1.5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }\n return pow(f*.35, 7.)*particle_amount;\n}\n\nfloat test_shadow( vec2 xy, float height) {\n vec3 r0 = vec3(xy, height);\n vec3 rd = normalize( light - r0 );\n \n float hit = 1.0;\n float t = 0.001;\n for (int j=1; j<25; j++)\n {\n vec3 p = r0 + t*rd;\n float h = height_map( p.xy );\n float height_diff = p.z - h;\n if (height_diff<0.0)\n {\n return 0.0;\n }\n t += 0.01+height_diff*.02;\n hit = min(hit, 2.*height_diff/t); // soft shaddow \n }\n return hit;\n}\n\nvec3 CalcTerrain(vec2 uv, float height) {\n vec3 col = terrain_map( uv );\n vec2 iResolution = vec2(512.);\n float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);\n float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);\n float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);\n float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);\n vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));\n vec3 r0 = vec3(uv, height);\n vec3 rd = normalize( light - r0 );\n float grad = dot(norm, rd);\n col *= grad+pow(grad, 8.);\n float terrainshade = test_shadow( uv, height );\n col = mix(col*.25, col, terrainshade);\n return col;\n}\n\n\nvoid main() {\n vec3 watercolor = u_watercolor.rgb;\n vec3 watercolor2 = u_watercolor2.rgb;\n vec2 uv = v_uv;\n float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)\n float deepwater_fadedepth = 0.4 + coast2water_fadedepth;\n float height = height_map( uv );\n vec3 col;\n\n float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);\n float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);\n if (height > level)\n {\n col = CalcTerrain(uv, height);\n }\n if (height <= level)\n {\n vec2 dif = vec2(.0, .01);\n vec2 pos = uv*15. + vec2(u_time*.01);\n float h1 = water_map(pos-dif,waveheight);\n float h2 = water_map(pos+dif,waveheight);\n float h3 = water_map(pos-dif.yx,waveheight);\n float h4 = water_map(pos+dif.yx,waveheight);\n vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane\n uv += normwater.xy*.002*(level-height);\n \n col = CalcTerrain(uv, height);\n\n float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);\n float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);\n float intensity = col.r*.2126+col.g*.7152+col.b*.0722;\n watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));\n\n vec3 r0 = vec3(uv, WATER_LEVEL);\n vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position\n float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction\n float specular = pow(grad, water_softlight_fact); // used for soft highlights \n float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights\n float gradpos = dot(vec3(0., 0., 1.), rd);\n float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...) \n float watershade = test_shadow( uv, level );\n watercolor *= 2.2+watershade;\n watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;\n watercolor /= (1.+specular1*1.25);\n watercolor += watershade*specular2*water_specularcolor;\n watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));\n \n col = mix(col, watercolor, coastfade);\n }\n \n outputColor = vec4(col, v_opacity); \n}\n";
10
11
  /* babel-plugin-inline-import '../shaders/ocean/ocean_vert.glsl' */
11
12
  const ocean_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 14) in vec2 a_uv;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_watercolor;\n vec4 u_watercolor2;\n float u_time;\n};\n\n\nout vec2 v_uv;\nout float v_opacity;\n\n#pragma include \"projection\"\n\nvoid main() {\n v_uv = a_uv;\n v_opacity = opacity;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xyz, 1.0));\n}\n\n";
12
- import { ShaderLocation } from "../../core/CommonStyleAttribute";
13
13
  export default class OceanModel extends BaseModel {
14
14
  constructor(...args) {
15
15
  super(...args);
@@ -1,8 +1,8 @@
1
1
  import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
2
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
3
3
  import BaseLayer from "../core/BaseLayer";
4
- import RasterModels from "./models/index";
5
4
  import { rampColor2legend } from "../utils/rampcolor_legend";
5
+ import RasterModels from "./models/index";
6
6
  export default class RaterLayer extends BaseLayer {
7
7
  constructor(...args) {
8
8
  super(...args);
@@ -3,8 +3,8 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
3
3
  import { AttributeType, gl } from '@antv/l7-core';
4
4
  import { getDefaultDomain } from '@antv/l7-utils';
5
5
  import BaseModel from "../../core/BaseModel";
6
- import { RasterImageTriangulation } from "../../core/triangulation";
7
6
  import { ShaderLocation } from "../../core/CommonStyleAttribute";
7
+ import { RasterImageTriangulation } from "../../core/triangulation";
8
8
  /* babel-plugin-inline-import '../shaders/terrain/terrain_rgb_frag.glsl' */
9
9
  const Raster_terrainFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_unpack;\n vec2 u_domain;\n float u_opacity;\n float u_noDataValue;\n float u_clampLow;\n float u_clampHigh;\n};\n\nin vec2 v_texCoord;\nout vec4 outputColor;\n\n\nfloat getElevation(vec2 coord, float bias) {\n // Convert encoded elevation value to meters\n vec4 data = texture(SAMPLER_2D(u_texture), coord,bias) * 255.0;\n data.a = -1.0;\n return dot(data, u_unpack);\n}\n\nvec4 getColor(float value) {\n float normalisedValue =(value- u_domain[0]) / (u_domain[1] - u_domain[0]);\n vec2 coord = vec2(normalisedValue, 0);\n return texture(SAMPLER_2D(u_colorTexture), coord);\n}\n\nvoid main() {\n float value = getElevation(v_texCoord,0.0);\n if (value == u_noDataValue) {\n outputColor = vec4(0.0, 0, 0, 0.0);\n } else if ((u_clampLow < 0.5 && value < u_domain[0]) || (u_clampHigh < 0.5 && value > u_domain[1])) {\n outputColor = vec4(0.0, 0, 0, 0.0);\n } else {\n \n outputColor = getColor(value);\n outputColor.a = outputColor.a * u_opacity ;\n if(outputColor.a < 0.01)\n discard;\n }\n}\n";
10
10
  /* babel-plugin-inline-import '../shaders/terrain/terrain_rgb_vert.glsl' */
@@ -1,4 +1,3 @@
1
- /// <reference types="lodash" />
2
1
  import type { IInteractionTarget, ILayer, ILayerService, IMapService, IPickingService, IRendererService } from '@antv/l7-core';
3
2
  import type { SourceTile, TilesetManager } from '@antv/l7-utils';
4
3
  import { TileLayerService } from '../service/TileLayerService';
@@ -29,7 +28,7 @@ export default class BaseTileLayer {
29
28
  getLayers(): ILayer[];
30
29
  getTiles(): import("@antv/l7-core").ITile[];
31
30
  getTile(key: string): import("@antv/l7-core").ITile | undefined;
32
- viewchange: import("lodash").DebouncedFunc<() => void>;
31
+ viewchange: import("@antv/l7-utils").DebouncedFunc<() => void>;
33
32
  tileLoaded(tile: SourceTile): void;
34
33
  tileError(error: Error): void;
35
34
  destroy(): void;
@@ -14,7 +14,7 @@ export declare class TileLayerService {
14
14
  private layerService;
15
15
  private parent;
16
16
  private layerTiles;
17
- constructor({ rendererService, layerService, parent, }: ITileLayerServiceOptions);
17
+ constructor({ rendererService, layerService, parent }: ITileLayerServiceOptions);
18
18
  get tiles(): ITile[];
19
19
  hasTile(tileKey: string): boolean;
20
20
  addTile(tile: ITile): void;
@@ -11,7 +11,7 @@ export declare class TilePickService implements ITilePickService {
11
11
  private tileSourceService;
12
12
  private parent;
13
13
  private tilePickID;
14
- constructor({ layerService, tileLayerService, parent, }: ITilePickServiceOptions);
14
+ constructor({ layerService, tileLayerService, parent }: ITilePickServiceOptions);
15
15
  pickRender(target: IInteractionTarget): void;
16
16
  pick(layer: ILayer, target: IInteractionTarget): Promise<boolean>;
17
17
  selectFeature(pickedColors: Uint8Array | undefined): void;
@@ -10,8 +10,8 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
10
10
  var _l7Core = require("@antv/l7-core");
11
11
  var _l7Utils = require("@antv/l7-utils");
12
12
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
13
- var _triangulation = require("../../core/triangulation");
14
13
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
14
+ var _triangulation = require("../../core/triangulation");
15
15
  /* babel-plugin-inline-import '../shaders/build_frag.glsl' */
16
16
  const buildFrag = "precision highp float;\nlayout(std140) uniform commonUniforms {\n vec4 u_baseColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_brightColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_windowColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_circleSweepColor;\n vec2 u_cityCenter;\n float u_circleSweep;\n float u_cityMinSize;\n float u_circleSweepSpeed;\n float u_opacity: 1.0;\n float u_near : 0;\n float u_far : 1;\n float u_time;\n};\nin vec4 v_Color;\nin vec2 v_texCoord;\nin float v_worldDis;\nout vec4 outputColor;\n\n#pragma include \"picking\"\n#pragma include \"scene_uniforms\"\n\nvec3 getWindowColor(float n, float hot, vec3 brightColor, vec3 darkColor) {\n float s = step(hot, n);\n vec3 color = mix(brightColor,vec3(0.9,0.9,1.0),n);\n\n return mix(darkColor, color, s);\n}\nfloat random (vec2 st) {\n return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);\n}\n\nfloat LinearizeDepth()\n{\n float z = gl_FragCoord.z * 2.0 - 1.0;\n return (2.0 * u_near * u_far) / (u_far + u_near - z * (u_far - u_near));\n}\n\nvec3 fog(vec3 color, vec3 fogColor, float depth){\n float fogFactor=clamp(depth,0.0,1.0);\n vec3 output_color=mix(fogColor,color,fogFactor);\n return output_color;\n}\n\nfloat sdRect(vec2 p, vec2 sz) {\n vec2 d = abs(p) - sz;\n float outside = length(max(d, 0.));\n float inside = min(max(d.x, d.y), 0.);\n return outside + inside;\n}\n\nvoid main() {\n outputColor = v_Color;\n vec3 baseColor = u_baseColor.xyz;\n vec3 brightColor = u_brightColor.xyz;\n vec3 windowColor = u_windowColor.xyz;\n float targetColId = 5.;\n float depth = 1.0 - LinearizeDepth() / u_far * u_Zoom;\n vec3 fogColor = vec3(23.0/255.0,31.0/255.0,51.0/255.0);\n if(v_texCoord.x < 0.) { //\u9876\u90E8\u989C\u8272\n vec3 foggedColor = fog(baseColor.xyz + vec3(0.12*0.9,0.2*0.9,0.3*0.9),fogColor,depth);\n outputColor = vec4( foggedColor, v_Color.w);\n }else { // \u4FA7\u9762\u989C\u8272\n vec2 st = v_texCoord;\n vec2 UvScale = v_texCoord;\n float tStep = min(0.08,max(0.05* (18.0-u_Zoom),0.02));\n float tStart = 0.25 * tStep;\n float tEnd = 0.75 * tStep;\n float u = mod(UvScale.x, tStep);\n float v = mod(UvScale.y, tStep);\n float ux = floor(UvScale.x/tStep);\n float uy = floor(UvScale.y/tStep);\n float n = random(vec2(ux,uy));\n float lightP = u_time;\n float head = 1.0- step(0.005,st.y);\n /*step3*/\n // \u5C06\u7A97\u6237\u989C\u8272\u548C\u5899\u9762\u989C\u8272\u533A\u522B\u5F00\u6765\n float sU = step(tStart, u) - step(tEnd, u);\n float sV = step(tStart, v) - step(tEnd, v);\n vec2 windowSize = vec2(abs(tEnd-tStart),abs(tEnd-tStart));\n float dist = sdRect(vec2(u,v), windowSize);\n float s = sU * sV;\n\n float curColId = floor(UvScale.x / tStep);\n float sCol = step(targetColId - 0.2, curColId) - step(targetColId + 0.2, curColId);\n\n float mLightP = mod(lightP, 2.);\n float sRow = step(mLightP - 0.2, st.y) - step(mLightP, st.y);\n if(ux == targetColId){\n n =0.;\n }\n float timeP = min(0.75, abs ( sin(u_time/3.0) ) );\n float hot = smoothstep(1.0,0.0,timeP);\n vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), s);\n //vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), 1.0);\n float sFinal = s * sCol * sRow;\n color += mix(baseColor, brightColor, sFinal*n);\n if (st.y<0.01){\n color = baseColor;\n }\n if(head ==1.0) { // \u9876\u90E8\u4EAE\u7EBF\n color = brightColor;\n }\n color = color * v_Color.rgb;\n\n vec3 foggedColor = fog(color,fogColor,depth);\n\n outputColor = vec4(foggedColor,1.0);\n }\n\n\n if(u_circleSweep > 0.0 && v_worldDis < u_cityMinSize) {\n float r = fract(((v_worldDis/u_cityMinSize) - u_time * u_circleSweepSpeed) * 2.0);\n outputColor.rgb += r * r * u_circleSweepColor.rgb;\n }\n \n outputColor.a *= u_opacity;\n outputColor = filterColor(outputColor);\n}\n";
17
17
  /* babel-plugin-inline-import '../shaders/build_vert.glsl' */
@@ -24,7 +24,7 @@ let ShaderLocation = exports.ShaderLocation = /*#__PURE__*/function (ShaderLocat
24
24
  ShaderLocation[ShaderLocation["UV"] = 14] = "UV";
25
25
  ShaderLocation[ShaderLocation["LINEAR"] = 15] = "LINEAR";
26
26
  return ShaderLocation;
27
- }({});
27
+ }({}); // Polygon Linear
28
28
  function getCommonStyleAttributeOptions(name) {
29
29
  switch (name) {
30
30
  // // roate
@@ -12,8 +12,8 @@ exports.halfTriangleArrow = halfTriangleArrow;
12
12
  exports.lineArrowPath = lineArrowPath;
13
13
  exports.rectArrow = rectArrow;
14
14
  exports.triangleArrow = triangleArrow;
15
- var _Path = require("./Path");
16
15
  var _earcut = _interopRequireDefault(require("earcut"));
16
+ var _Path = require("./Path");
17
17
  const maxArrowWidthMap = {
18
18
  circle: 2,
19
19
  triangle: 2,
@@ -21,7 +21,7 @@ const maxArrowWidthMap = {
21
21
  rect: 2,
22
22
  classic: 3,
23
23
  halfTriangle: 2,
24
- 'none': 0
24
+ none: 0
25
25
  };
26
26
  const PathHeight = 1 / 2;
27
27
  function halfTriangleArrow(dir, options) {
@@ -9,8 +9,8 @@ var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/
9
9
  var _l7Core = require("@antv/l7-core");
10
10
  var _l7Utils = require("@antv/l7-utils");
11
11
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
12
- var _triangulation = require("../../core/triangulation");
13
12
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
13
+ var _triangulation = require("../../core/triangulation");
14
14
  /* babel-plugin-inline-import '../shaders/atmosphere/atmosphere_frag.glsl' */
15
15
  const atmoSphereFrag = "\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n};\nin vec3 vVertexNormal;\nin float v_offset;\nin vec4 v_Color;\n\n#pragma include \"scene_uniforms\"\nout vec4 outputColor;\nvoid main() {\n \n \n // float intensity = pow(0.5 + dot(normalize(vVertexNormal), normalize(u_CameraPosition)), 3.0);\n float intensity = pow(v_offset + dot(normalize(vVertexNormal), normalize(u_CameraPosition)), 3.0);\n // \u53BB\u9664\u80CC\u9762\n if(intensity > 1.0) intensity = 0.0;\n\n outputColor = vec4(v_Color.rgb, v_Color.a * intensity * u_opacity);\n}\n";
16
16
  /* babel-plugin-inline-import '../shaders/atmosphere/atmosphere_vert.glsl' */
@@ -9,8 +9,8 @@ var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/
9
9
  var _l7Core = require("@antv/l7-core");
10
10
  var _l7Utils = require("@antv/l7-utils");
11
11
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
12
- var _triangulation = require("../../core/triangulation");
13
12
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
13
+ var _triangulation = require("../../core/triangulation");
14
14
  /* babel-plugin-inline-import '../shaders/bloomshpere/bloomsphere_frag.glsl' */
15
15
  const bloomSphereFrag = "\nin vec3 vVertexNormal;\nin vec4 v_Color;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n};\nout vec4 outputColor;\n#pragma include \"scene_uniforms\"\nvoid main() {\n float intensity = - dot(normalize(vVertexNormal), normalize(u_CameraPosition));\n // \u53BB\u9664\u80CC\u9762\n if(intensity > 1.0) intensity = 0.0;\n\n outputColor = vec4(v_Color.rgb, v_Color.a * intensity * u_opacity);\n}\n";
16
16
  /* babel-plugin-inline-import '../shaders/bloomshpere/bloomsphere_vert.glsl' */
@@ -8,8 +8,8 @@ exports.default = void 0;
8
8
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
9
9
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
10
10
  var _BaseLayer = _interopRequireDefault(require("../core/BaseLayer"));
11
- var _models = _interopRequireDefault(require("./models"));
12
11
  var _rampcolor_legend = require("../utils/rampcolor_legend");
12
+ var _models = _interopRequireDefault(require("./models"));
13
13
  class HeatMapLayer extends _BaseLayer.default {
14
14
  constructor(...args) {
15
15
  super(...args);
@@ -10,8 +10,8 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
10
10
  var _l7Core = require("@antv/l7-core");
11
11
  var _l7Utils = require("@antv/l7-utils");
12
12
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
13
- var _triangulation = require("../../core/triangulation");
14
13
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
14
+ var _triangulation = require("../../core/triangulation");
15
15
  /* babel-plugin-inline-import '../shaders/greatCircle/line_arc_great_circle_frag.glsl' */
16
16
  const line_arc_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;\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 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;\n};\n\nin vec4 v_line_data;\nin vec2 v_iconMapUV;\nin vec4 v_dash_array;\nin float v_distance_ratio;\nin vec4 v_color;\n\nout vec4 outputColor;\n#pragma include \"picking\"\n#pragma include \"project\"\n#pragma include \"projection\"\n\nvoid main() {\n\n float animateSpeed = 0.0;\n float d_segmentIndex = v_line_data.g;\n \n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n outputColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n outputColor.a *= v_color.a;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n outputColor = v_color;\n }\n\n // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));\n // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));\n if(u_line_type == LineTypeDash) {\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 // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u52A8\u753B\u6A21\u5F0F\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 alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n outputColor.a *= alpha;\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u8D34\u56FE\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { \n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));\n // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n float u = fract(arcRadio * count - animateSpeed * count);\n // float u = fract(arcRadio * count - animateSpeed);\n if(u_animate.x == Animate) {\n u = outputColor.a/v_color.a;\n }\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture(SAMPLER_2D(u_texture), uv);\n \n // \u8BBE\u7F6E\u8D34\u56FE\u548C\u5E95\u8272\u7684\u53E0\u52A0\u6A21\u5F0F\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 } else {\n outputColor = filterColor(outputColor);\n }\n\n // gl_FragColor = filterColor(gl_FragColor);\n}";
17
17
  /* babel-plugin-inline-import '../shaders/greatCircle/line_arc_great_circle_vert.glsl' */
@@ -9,8 +9,8 @@ var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/
9
9
  var _l7Core = require("@antv/l7-core");
10
10
  var _l7Utils = require("@antv/l7-utils");
11
11
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
12
- var _triangulation = require("../../core/triangulation");
13
12
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
13
+ var _triangulation = require("../../core/triangulation");
14
14
  /* babel-plugin-inline-import '../shaders/simple/simpleline_frag.glsl' */
15
15
  const simple_line_frag = "\nlayout(std140) uniform commonUniorm {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n vec4 u_dash_array;\n float u_vertexScale: 1.0;\n float u_linearColor: 0;\n};\nin float v_distanceScale;\nin vec4 v_color;\n//dash\nin vec4 v_dash_array;\n\nout vec4 outputColor;\nvoid main() {\n if(u_dash_array!=vec4(0.0)){\n float dashLength = mod(v_distanceScale, 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 // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n }\n if(u_linearColor==1.0){\n outputColor = mix(u_sourceColor, u_targetColor, v_distanceScale);\n outputColor.a *= v_color.a; // \u5168\u5C40\u900F\u660E\u5EA6\n }\n else{\n outputColor = v_color;\n }\n}\n";
16
16
  /* babel-plugin-inline-import '../shaders/simple/simpleline_vert.glsl' */
@@ -10,9 +10,9 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
10
10
  var _l7Core = require("@antv/l7-core");
11
11
  var _l7Utils = require("@antv/l7-utils");
12
12
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
13
+ var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
13
14
  var _triangulation = require("../../core/triangulation");
14
15
  var _utils = require("../../earth/utils");
15
- var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
16
16
  /* babel-plugin-inline-import '../shaders/earthExtrude/earthExtrude_frag.glsl' */
17
17
  const pointExtrudeFrag = "precision highp float;\nin vec4 v_color;\n\n#pragma include \"picking\"\n\nlayout(std140) uniform commonUniform {\n vec4 u_sourceColor;\n vec4 u_targetColor;\n float u_linearColor: 0;\n float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\n float u_globel;\n float u_r;\n float u_pickLight: 0.0;\n float u_opacitylinear: 0.0;\n float u_opacitylinear_dir: 1.0;\n float u_lightEnable: 1.0;\n};\nin float v_lightWeight;\nin float v_barLinearZ;\nout vec4 outputColor;\nvoid main() {\n\n outputColor = v_color;\n\n // \u5F00\u542F\u900F\u660E\u5EA6\u6E10\u53D8\n if(u_opacitylinear > 0.0) {\n outputColor.a *= u_opacitylinear_dir > 0.0 ? (1.0 - v_barLinearZ): v_barLinearZ;\n }\n\n // picking\n if(u_pickLight > 0.0) {\n outputColor = filterColorAlpha(outputColor, v_lightWeight);\n } else {\n outputColor = filterColor(outputColor);\n }\n}\n";
18
18
  /* babel-plugin-inline-import '../shaders/earthExtrude/earthExtrude_vert.glsl' */
@@ -7,9 +7,9 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
9
9
  var _l7Core = require("@antv/l7-core");
10
- var _triangulation = require("../../core/triangulation");
11
10
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
12
11
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
12
+ var _triangulation = require("../../core/triangulation");
13
13
  var _interface = require("../../core/interface");
14
14
  /* babel-plugin-inline-import '../shaders/fill/fill_frag.glsl' */
15
15
  const pointFillFrag = "\nlayout(std140) uniform commonUniforms {\n vec3 u_blur_height_fixed;\n float u_stroke_width;\n float u_additive;\n float u_stroke_opacity;\n float u_size_unit;\n float u_time;\n vec4 u_animate;\n};\n\nin vec4 v_color;\nin vec4 v_stroke;\nin vec4 v_data;\nin float v_radius;\n\n#pragma include \"scene_uniforms\"\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nout vec4 outputColor;\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + u_stroke_width);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(u_stroke_width < 0.01) {\n outputColor = v_color;\n } else {\n outputColor = mix(v_color, v_stroke * u_stroke_opacity, color_t);\n }\n float intensity = 1.0;\n if(u_time!=-1.0){\n //wave\u76F8\u5173\u903B\u8F91\n float d = length(v_data.xy);\n if(d > 0.5) {\n discard;\n }\n intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_animate.z - u_animate.y * u_time)), 0.0, 1.0);\n }\n\n if(u_additive > 0.0) {\n outputColor *= opacity_t;\n outputColor *= intensity;//wave\n outputColor = filterColorAlpha(outputColor, outputColor.a);\n } else {\n outputColor.a *= opacity_t;\n outputColor.a *= intensity;//wave \n outputColor = filterColor(outputColor);\n }\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if(outputColor.a < 0.01) {\n discard;\n } \n}\n";
@@ -12,9 +12,9 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
12
12
  var _l7Core = require("@antv/l7-core");
13
13
  var _l7Utils = require("@antv/l7-utils");
14
14
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
15
+ var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
15
16
  var _collisionIndex = _interopRequireDefault(require("../../utils/collision-index"));
16
17
  var _symbolLayout = require("../../utils/symbol-layout");
17
- var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
18
18
  /* babel-plugin-inline-import '../shaders/text/text_frag.glsl' */
19
19
  const textFrag = "#define SDF_PX 8.0\n#define EDGE_GAMMA 0.105\n#define FONT_SIZE 48.0\n\nuniform sampler2D u_sdf_map;\nlayout(std140) uniform commonUniforms {\n vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n vec2 u_sdf_map_size;\n float u_raisingHeight: 0.0;\n float u_stroke_width : 2;\n float u_gamma_scale : 0.5;\n float u_halo_blur : 0.5;\n};\n\nin vec2 v_uv;\nin float v_gamma_scale;\nin vec4 v_color;\nin vec4 v_stroke_color;\nin float v_fontScale;\n\nout vec4 outputColor;\n\n#pragma include \"picking\"\nvoid main() {\n // get style data mapping\n\n // get sdf from atlas\n float dist = texture(SAMPLER_2D(u_sdf_map), v_uv).a;\n\n lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;\n highp float gamma = (u_halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (v_fontScale * u_gamma_scale) / 1.0;\n\n highp float gamma_scaled = gamma * v_gamma_scale;\n\n highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);\n\n outputColor = mix(v_color, v_stroke_color, smoothstep(0., 0.5, 1.- dist));\n\n outputColor.a *= alpha;\n // \u4F5C\u4E3A mask \u6A21\u677F\u65F6\u9700\u8981\u4E22\u5F03\u900F\u660E\u7684\u50CF\u7D20\n if (outputColor.a < 0.01) {\n discard;\n }\n outputColor = filterColor(outputColor);\n}\n";
20
20
  /* babel-plugin-inline-import '../shaders/text/text_vert.glsl' */
@@ -10,8 +10,8 @@ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/obje
10
10
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
11
11
  var _l7Core = require("@antv/l7-core");
12
12
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
13
- var _triangulation = require("../../core/triangulation");
14
13
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
14
+ var _triangulation = require("../../core/triangulation");
15
15
  /* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_frag.glsl' */
16
16
  const polygonExtrudeFrag = "\nin vec4 v_Color;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n\n outputColor = v_Color;\n outputColor = filterColor(outputColor);\n}\n";
17
17
  /* babel-plugin-inline-import '../shaders/extrusion/polygon_extrusion_vert.glsl' */
@@ -9,8 +9,8 @@ var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/
9
9
  var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
10
  var _l7Core = require("@antv/l7-core");
11
11
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
12
- var _triangulation = require("../../core/triangulation");
13
12
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
13
+ var _triangulation = require("../../core/triangulation");
14
14
  /* babel-plugin-inline-import '../shaders/fill/fill_frag.glsl' */
15
15
  const polygon_frag = "in vec4 v_color;\n#pragma include \"scene_uniforms\"\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n outputColor = v_color;\n outputColor = filterColor(outputColor);\n}\n";
16
16
  /* babel-plugin-inline-import '../shaders/fill/fill_linear_frag.glsl' */
@@ -11,8 +11,8 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
11
11
  var _l7Core = require("@antv/l7-core");
12
12
  var _l7Utils = require("@antv/l7-utils");
13
13
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
14
- var _triangulation = require("../../core/triangulation");
15
14
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
15
+ var _triangulation = require("../../core/triangulation");
16
16
  /* babel-plugin-inline-import '../shaders/ocean/ocean_frag.glsl' */
17
17
  const ocean_frag = "\nlayout(std140) uniform commonUniforms {\n vec4 u_watercolor;\n vec4 u_watercolor2;\n float u_time;\n};\n\nin vec2 v_uv;\nin float v_opacity;\nout vec4 outputColor;\n\nfloat coast2water_fadedepth = 0.10;\nfloat large_waveheight = .750; // change to adjust the \"heavy\" waves\nfloat large_wavesize = 3.4; // factor to adjust the large wave size\nfloat small_waveheight = 0.6; // change to adjust the small random waves\nfloat small_wavesize = 0.5; // factor to ajust the small wave size\nfloat water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)\nfloat water_glossylight_fact= 120.; // range [1..200]\nfloat particle_amount = 70.;\n\nvec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights\n#define light vec3(-0., sin(u_time*0.5)*.5 + .35, 2.8) // position of the sun\n\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\n\n \n\nfloat hash( float n ) {\n return fract(sin(n)*43758.5453123);\n}\n\n// 2d noise function\nfloat noise1( in vec2 x ) {\n vec2 p = floor(x);\n vec2 f = smoothstep(0.0, 1.0, fract(x));\n float n = p.x + p.y*57.0;\n return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),\n mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);\n}\n\nfloat noise(vec2 p) {\n return texture(SAMPLER_2D(u_texture2),p*vec2(1./256.)).x;\n}\n\nvec4 highness(vec2 p) {\n vec4 t = texture(SAMPLER_2D(u_texture1),fract(p));\n float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;\n return clamp(t, 0.0,3.0)+clamp(t/3.0-1.0, 0.0,1.0)+clamp(t/16.0-1.0, 0.0,1.0);\n}\n\nfloat height_map( vec2 p ) {\n vec4 height=highness(p);\n /*\n height = -0.5+\n 0.5*smoothstep(-100.,0.,-height)+\n 2.75*smoothstep(0.,2.,height)+\n 1.75*smoothstep(2.,4.,height)+\n 2.75*smoothstep(4.,16.,height)+\n 1.5*smoothstep(16.,1000.,height);\n */\n\n mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );\n //p = p*6.;\n float f = 0.6000*noise1( p ); p = m*p*1.1*6.;\n f += 0.2500*noise( p ); p = m*p*1.32;\n f += 0.1666*noise( p ); p = m*p*1.11;\n f += 0.0834*noise( p ); p = m*p*1.12;\n f += 0.0634*noise( p ); p = m*p*1.13;\n f += 0.0444*noise( p ); p = m*p*1.14;\n f += 0.0274*noise( p ); p = m*p*1.15;\n f += 0.0134*noise( p ); p = m*p*1.16;\n f += 0.0104*noise( p ); p = m*p*1.17;\n f += 0.0084*noise( p );\n f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;\n const float FLAT_LEVEL = 0.92525;\n //f = f*0.25+height*0.75;\n if (f<FLAT_LEVEL)\n f = f;\n else\n f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase\n return clamp(f, 0., 10.);\n}\n\nvec3 plasma_quintic( float x ) {\n x = clamp( x, 0.0, 1.0);\n vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3\n vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7\n return vec3(\n dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),\n dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),\n dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );\n}\n\nvec4 color(vec2 p){\n vec4 c1 = vec4(1.7,1.6,.9,1);\n vec4 c2 = vec4(.2,.94,.1,1);\n vec4 c3 = vec4(.3,.2,.0,1);\n vec4 c4 = vec4(.99,.99,1.6,1);\n vec4 v = highness(p);\n float los = smoothstep(0.1,1.1,v.b);\n float his = smoothstep(3.5,6.5,v.b);\n float ces = smoothstep(1.,5.,v.a);\n vec4 lo = mix(c1,c2,los);\n vec4 hi = mix(c3,c4,his);\n vec4 ce = mix(lo,hi,ces);\n\n return vec4(plasma_quintic(ces),1).ragb;\n}\n\nvec3 terrain_map( vec2 p )\n{\n return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture(SAMPLER_2D(u_texture3), fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'\n}\n\nconst mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );\n\nfloat water_map( vec2 p, float height ) {\n vec2 p2 = p*large_wavesize;\n vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );\n vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );\n\n // coarse crossing 'ocean' waves...\n float f = 0.6000*noise( p );\n f += 0.2500*noise( p*m );\n f += 0.1666*noise( p*m*m );\n float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;\n\n p *= small_wavesize;\n f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<9; i++)\n { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }\n \n return wave+f*small_waveheight;\n}\n\nfloat nautic(vec2 p) {\n p *= 18.;\n float f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }\n return pow(1.-f, 5.);\n}\n\nfloat particles(vec2 p) {\n p *= 200.;\n float f = 0.;\n float amp = 1.0, s = 1.5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }\n return pow(f*.35, 7.)*particle_amount;\n}\n\nfloat test_shadow( vec2 xy, float height) {\n vec3 r0 = vec3(xy, height);\n vec3 rd = normalize( light - r0 );\n \n float hit = 1.0;\n float t = 0.001;\n for (int j=1; j<25; j++)\n {\n vec3 p = r0 + t*rd;\n float h = height_map( p.xy );\n float height_diff = p.z - h;\n if (height_diff<0.0)\n {\n return 0.0;\n }\n t += 0.01+height_diff*.02;\n hit = min(hit, 2.*height_diff/t); // soft shaddow \n }\n return hit;\n}\n\nvec3 CalcTerrain(vec2 uv, float height) {\n vec3 col = terrain_map( uv );\n vec2 iResolution = vec2(512.);\n float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);\n float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);\n float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);\n float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);\n vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));\n vec3 r0 = vec3(uv, height);\n vec3 rd = normalize( light - r0 );\n float grad = dot(norm, rd);\n col *= grad+pow(grad, 8.);\n float terrainshade = test_shadow( uv, height );\n col = mix(col*.25, col, terrainshade);\n return col;\n}\n\n\nvoid main() {\n vec3 watercolor = u_watercolor.rgb;\n vec3 watercolor2 = u_watercolor2.rgb;\n vec2 uv = v_uv;\n float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)\n float deepwater_fadedepth = 0.4 + coast2water_fadedepth;\n float height = height_map( uv );\n vec3 col;\n\n float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);\n float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);\n if (height > level)\n {\n col = CalcTerrain(uv, height);\n }\n if (height <= level)\n {\n vec2 dif = vec2(.0, .01);\n vec2 pos = uv*15. + vec2(u_time*.01);\n float h1 = water_map(pos-dif,waveheight);\n float h2 = water_map(pos+dif,waveheight);\n float h3 = water_map(pos-dif.yx,waveheight);\n float h4 = water_map(pos+dif.yx,waveheight);\n vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane\n uv += normwater.xy*.002*(level-height);\n \n col = CalcTerrain(uv, height);\n\n float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);\n float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);\n float intensity = col.r*.2126+col.g*.7152+col.b*.0722;\n watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));\n\n vec3 r0 = vec3(uv, WATER_LEVEL);\n vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position\n float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction\n float specular = pow(grad, water_softlight_fact); // used for soft highlights \n float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights\n float gradpos = dot(vec3(0., 0., 1.), rd);\n float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...) \n float watershade = test_shadow( uv, level );\n watercolor *= 2.2+watershade;\n watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;\n watercolor /= (1.+specular1*1.25);\n watercolor += watershade*specular2*water_specularcolor;\n watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));\n \n col = mix(col, watercolor, coastfade);\n }\n \n outputColor = vec4(col, v_opacity); \n}\n";
18
18
  /* babel-plugin-inline-import '../shaders/ocean/ocean_vert.glsl' */
@@ -8,8 +8,8 @@ exports.default = void 0;
8
8
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
9
9
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
10
10
  var _BaseLayer = _interopRequireDefault(require("../core/BaseLayer"));
11
- var _index = _interopRequireDefault(require("./models/index"));
12
11
  var _rampcolor_legend = require("../utils/rampcolor_legend");
12
+ var _index = _interopRequireDefault(require("./models/index"));
13
13
  class RaterLayer extends _BaseLayer.default {
14
14
  constructor(...args) {
15
15
  super(...args);
@@ -10,8 +10,8 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
10
10
  var _l7Core = require("@antv/l7-core");
11
11
  var _l7Utils = require("@antv/l7-utils");
12
12
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
13
- var _triangulation = require("../../core/triangulation");
14
13
  var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
14
+ var _triangulation = require("../../core/triangulation");
15
15
  /* babel-plugin-inline-import '../shaders/terrain/terrain_rgb_frag.glsl' */
16
16
  const Raster_terrainFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_unpack;\n vec2 u_domain;\n float u_opacity;\n float u_noDataValue;\n float u_clampLow;\n float u_clampHigh;\n};\n\nin vec2 v_texCoord;\nout vec4 outputColor;\n\n\nfloat getElevation(vec2 coord, float bias) {\n // Convert encoded elevation value to meters\n vec4 data = texture(SAMPLER_2D(u_texture), coord,bias) * 255.0;\n data.a = -1.0;\n return dot(data, u_unpack);\n}\n\nvec4 getColor(float value) {\n float normalisedValue =(value- u_domain[0]) / (u_domain[1] - u_domain[0]);\n vec2 coord = vec2(normalisedValue, 0);\n return texture(SAMPLER_2D(u_colorTexture), coord);\n}\n\nvoid main() {\n float value = getElevation(v_texCoord,0.0);\n if (value == u_noDataValue) {\n outputColor = vec4(0.0, 0, 0, 0.0);\n } else if ((u_clampLow < 0.5 && value < u_domain[0]) || (u_clampHigh < 0.5 && value > u_domain[1])) {\n outputColor = vec4(0.0, 0, 0, 0.0);\n } else {\n \n outputColor = getColor(value);\n outputColor.a = outputColor.a * u_opacity ;\n if(outputColor.a < 0.01)\n discard;\n }\n}\n";
17
17
  /* babel-plugin-inline-import '../shaders/terrain/terrain_rgb_vert.glsl' */
@@ -1,4 +1,3 @@
1
- /// <reference types="lodash" />
2
1
  import type { IInteractionTarget, ILayer, ILayerService, IMapService, IPickingService, IRendererService } from '@antv/l7-core';
3
2
  import type { SourceTile, TilesetManager } from '@antv/l7-utils';
4
3
  import { TileLayerService } from '../service/TileLayerService';
@@ -29,7 +28,7 @@ export default class BaseTileLayer {
29
28
  getLayers(): ILayer[];
30
29
  getTiles(): import("@antv/l7-core").ITile[];
31
30
  getTile(key: string): import("@antv/l7-core").ITile | undefined;
32
- viewchange: import("lodash").DebouncedFunc<() => void>;
31
+ viewchange: import("@antv/l7-utils").DebouncedFunc<() => void>;
33
32
  tileLoaded(tile: SourceTile): void;
34
33
  tileError(error: Error): void;
35
34
  destroy(): void;
@@ -14,7 +14,7 @@ export declare class TileLayerService {
14
14
  private layerService;
15
15
  private parent;
16
16
  private layerTiles;
17
- constructor({ rendererService, layerService, parent, }: ITileLayerServiceOptions);
17
+ constructor({ rendererService, layerService, parent }: ITileLayerServiceOptions);
18
18
  get tiles(): ITile[];
19
19
  hasTile(tileKey: string): boolean;
20
20
  addTile(tile: ITile): void;
@@ -11,7 +11,7 @@ export declare class TilePickService implements ITilePickService {
11
11
  private tileSourceService;
12
12
  private parent;
13
13
  private tilePickID;
14
- constructor({ layerService, tileLayerService, parent, }: ITilePickServiceOptions);
14
+ constructor({ layerService, tileLayerService, parent }: ITilePickServiceOptions);
15
15
  pickRender(target: IInteractionTarget): void;
16
16
  pick(layer: ILayer, target: IInteractionTarget): Promise<boolean>;
17
17
  selectFeature(pickedColors: Uint8Array | undefined): void;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@antv/l7-layers",
3
- "version": "2.21.2",
3
+ "version": "2.21.4-beta.0",
4
4
  "description": "L7's collection of built-in layers",
5
5
  "license": "MIT",
6
6
  "author": "https://github.com/orgs/antvis/people",
@@ -14,20 +14,8 @@
14
14
  "lib",
15
15
  "es"
16
16
  ],
17
- "scripts": {
18
- "dev": "father dev",
19
- "build": "npm run clean && father build",
20
- "check-deps": "father doctor",
21
- "lint": "eslint src __tests__",
22
- "clean": "rimraf dist es lib",
23
- "sync": "tnpm sync"
24
- },
25
17
  "dependencies": {
26
18
  "@antv/async-hook": "^2.2.9",
27
- "@antv/l7-core": "^2.21.2",
28
- "@antv/l7-maps": "^2.21.2",
29
- "@antv/l7-source": "^2.21.2",
30
- "@antv/l7-utils": "^2.21.2",
31
19
  "@babel/runtime": "^7.7.7",
32
20
  "@mapbox/martini": "^0.2.0",
33
21
  "@turf/clone": "^6.5.0",
@@ -44,20 +32,33 @@
44
32
  "extrude-polyline": "^1.0.6",
45
33
  "gl-matrix": "^3.1.0",
46
34
  "gl-vec2": "^1.3.0",
47
- "polyline-miter-util": "^1.0.1"
35
+ "polyline-miter-util": "^1.0.1",
36
+ "@antv/l7-core": "2.21.4-beta.0",
37
+ "@antv/l7-maps": "2.21.4-beta.0",
38
+ "@antv/l7-source": "2.21.4-beta.0",
39
+ "@antv/l7-utils": "2.21.4-beta.0"
48
40
  },
49
41
  "devDependencies": {
50
- "@antv/l7-test-utils": "^2.21.2",
51
42
  "@types/d3-array": "^2.0.0",
52
43
  "@types/d3-color": "^1.2.2",
53
44
  "@types/d3-interpolate": "1.1.6",
54
45
  "@types/d3-scale": "^2.1.1",
55
46
  "@types/earcut": "^2.1.0",
56
- "@types/gl-matrix": "^2.4.5",
57
- "@types/lodash": "^4.14.138"
47
+ "@types/gl-matrix": "^2.4.5"
48
+ },
49
+ "peerDependencies": {
50
+ "@antv/l7-test-utils": "2.21.4-beta.0"
58
51
  },
59
52
  "publishConfig": {
60
- "access": "public"
53
+ "access": "public",
54
+ "registry": "https://registry.npmjs.org"
61
55
  },
62
- "gitHead": "5c2d29d2ac1d631bdecf741cb1725316c0d6f9b9"
63
- }
56
+ "repository": "git@github.com:antvis/L7.git",
57
+ "scripts": {
58
+ "dev": "father dev",
59
+ "build": "npm run clean && father build",
60
+ "check-deps": "father doctor",
61
+ "lint": "eslint src __tests__",
62
+ "clean": "rimraf dist es lib"
63
+ }
64
+ }