@antv/l7-layers 2.21.7 → 2.21.9-beta.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (279) hide show
  1. package/es/citybuliding/models/build.d.ts +16 -0
  2. package/es/citybuliding/models/build.js +18 -20
  3. package/es/citybuliding/shaders/build_frag.glsl +6 -6
  4. package/es/citybuliding/shaders/build_vert.glsl +8 -14
  5. package/es/core/BaseLayer.js +9 -8
  6. package/es/core/BaseModel.d.ts +15 -2
  7. package/es/core/BaseModel.js +94 -62
  8. package/es/core/CommonStyleAttribute.d.ts +14 -18
  9. package/es/core/CommonStyleAttribute.js +23 -67
  10. package/es/core/triangulation.js +13 -39
  11. package/es/earth/models/atmosphere.d.ts +15 -0
  12. package/es/earth/models/atmosphere.js +30 -24
  13. package/es/earth/models/base.d.ts +15 -0
  14. package/es/earth/models/base.js +30 -24
  15. package/es/earth/models/bloomsphere.d.ts +15 -0
  16. package/es/earth/models/bloomsphere.js +30 -24
  17. package/es/earth/shaders/atmosphere/atmosphere_vert.glsl +7 -5
  18. package/es/earth/shaders/base/base_vert.glsl +3 -3
  19. package/es/earth/shaders/bloomshpere/bloomsphere_vert.glsl +5 -4
  20. package/es/geometry/models/billboard.d.ts +15 -0
  21. package/es/geometry/models/billboard.js +14 -8
  22. package/es/geometry/models/plane.d.ts +14 -0
  23. package/es/geometry/models/plane.js +10 -10
  24. package/es/geometry/models/sprite.js +3 -9
  25. package/es/geometry/shaders/billboard_vert.glsl +28 -25
  26. package/es/geometry/shaders/plane_vert.glsl +6 -6
  27. package/es/geometry/shaders/sprite_vert.glsl +7 -9
  28. package/es/heatmap/models/grid.d.ts +14 -0
  29. package/es/heatmap/models/grid.js +10 -3
  30. package/es/heatmap/models/grid3d.d.ts +16 -0
  31. package/es/heatmap/models/grid3d.js +14 -6
  32. package/es/heatmap/models/heatmap.d.ts +20 -1
  33. package/es/heatmap/models/heatmap.js +96 -83
  34. package/es/heatmap/models/hexagon.d.ts +14 -0
  35. package/es/heatmap/models/hexagon.js +9 -3
  36. package/es/heatmap/shaders/grid/grid_vert.glsl +30 -42
  37. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +14 -26
  38. package/es/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +19 -16
  39. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +16 -22
  40. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -4
  41. package/es/heatmap/shaders/hexagon/hexagon_vert.glsl +13 -23
  42. package/es/image/models/image.d.ts +14 -0
  43. package/es/image/models/image.js +11 -3
  44. package/es/image/shaders/image_vert.glsl +7 -6
  45. package/es/line/models/arc.d.ts +18 -0
  46. package/es/line/models/arc.js +57 -8
  47. package/es/line/models/arc_3d.d.ts +18 -0
  48. package/es/line/models/arc_3d.js +55 -7
  49. package/es/line/models/flow.d.ts +17 -0
  50. package/es/line/models/flow.js +35 -7
  51. package/es/line/models/great_circle.d.ts +17 -0
  52. package/es/line/models/great_circle.js +34 -6
  53. package/es/line/models/line.d.ts +17 -0
  54. package/es/line/models/line.js +17 -8
  55. package/es/line/models/simple_line.d.ts +14 -0
  56. package/es/line/models/simple_line.js +12 -47
  57. package/es/line/models/wall.d.ts +17 -0
  58. package/es/line/models/wall.js +22 -48
  59. package/es/line/shaders/arc/line_arc_vert.glsl +42 -48
  60. package/es/line/shaders/arc3d/line_arc_3d_vert.glsl +15 -20
  61. package/es/line/shaders/flow/flow_line_vert.glsl +30 -48
  62. package/es/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +56 -72
  63. package/es/line/shaders/line/line_vert.glsl +31 -48
  64. package/es/line/shaders/simple/simpleline_vert.glsl +18 -23
  65. package/es/line/shaders/wall/wall_vert.glsl +36 -45
  66. package/es/mask/models/fill.js +2 -1
  67. package/es/mask/shaders/mask_vert.glsl +2 -7
  68. package/es/plugins/DataMappingPlugin.d.ts +0 -1
  69. package/es/plugins/DataMappingPlugin.js +1 -24
  70. package/es/plugins/PixelPickingPlugin.js +2 -2
  71. package/es/plugins/RegisterStyleAttributePlugin.d.ts +0 -1
  72. package/es/plugins/RegisterStyleAttributePlugin.js +3 -25
  73. package/es/plugins/ShaderUniformPlugin.d.ts +0 -5
  74. package/es/plugins/ShaderUniformPlugin.js +2 -34
  75. package/es/point/models/billboard_point.d.ts +14 -0
  76. package/es/point/models/billboard_point.js +11 -3
  77. package/es/point/models/earthExtrude.d.ts +16 -0
  78. package/es/point/models/earthExtrude.js +15 -8
  79. package/es/point/models/earthFill.d.ts +16 -0
  80. package/es/point/models/earthFill.js +13 -5
  81. package/es/point/models/extrude.d.ts +16 -0
  82. package/es/point/models/extrude.js +19 -12
  83. package/es/point/models/fill.d.ts +16 -0
  84. package/es/point/models/fill.js +16 -5
  85. package/es/point/models/fillImage.d.ts +16 -0
  86. package/es/point/models/fillImage.js +16 -16
  87. package/es/point/models/image.d.ts +15 -0
  88. package/es/point/models/image.js +14 -4
  89. package/es/point/models/normal.d.ts +14 -0
  90. package/es/point/models/normal.js +11 -3
  91. package/es/point/models/radar.d.ts +15 -0
  92. package/es/point/models/radar.js +13 -4
  93. package/es/point/models/text.d.ts +16 -0
  94. package/es/point/models/text.js +18 -11
  95. package/es/point/shaders/billboard/billboard_point_vert.glsl +10 -13
  96. package/es/point/shaders/earthExtrude/earthExtrude_vert.glsl +15 -25
  97. package/es/point/shaders/earthFill/earthFill_vert.glsl +6 -6
  98. package/es/point/shaders/extrude/extrude_vert.glsl +35 -39
  99. package/es/point/shaders/fill/fill_vert.glsl +12 -14
  100. package/es/point/shaders/fillImage/fillImage_vert.glsl +16 -28
  101. package/es/point/shaders/image/image_vert.glsl +15 -12
  102. package/es/point/shaders/normal/normal_vert.glsl +7 -10
  103. package/es/point/shaders/radar/radar_vert.glsl +11 -11
  104. package/es/point/shaders/text/text_vert.glsl +10 -9
  105. package/es/polygon/models/extrude.d.ts +16 -0
  106. package/es/polygon/models/extrude.js +26 -26
  107. package/es/polygon/models/extrusion.d.ts +16 -0
  108. package/es/polygon/models/extrusion.js +34 -4
  109. package/es/polygon/models/fill.d.ts +14 -0
  110. package/es/polygon/models/fill.js +12 -4
  111. package/es/polygon/models/ocean.d.ts +14 -0
  112. package/es/polygon/models/ocean.js +11 -6
  113. package/es/polygon/models/water.d.ts +14 -0
  114. package/es/polygon/models/water.js +11 -6
  115. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +17 -15
  116. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +22 -20
  117. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +17 -17
  118. package/es/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +8 -8
  119. package/es/polygon/shaders/fill/fill_linear_vert.glsl +7 -6
  120. package/es/polygon/shaders/fill/fill_vert.glsl +10 -12
  121. package/es/polygon/shaders/ocean/ocean_vert.glsl +3 -4
  122. package/es/polygon/shaders/water/polygon_water_vert.glsl +5 -5
  123. package/es/raster/index.d.ts +1 -1
  124. package/es/raster/index.js +1 -1
  125. package/es/raster/models/raster.d.ts +14 -0
  126. package/es/raster/models/raster.js +12 -3
  127. package/es/raster/models/rasterRgb.d.ts +14 -0
  128. package/es/raster/models/rasterRgb.js +12 -3
  129. package/es/raster/models/rasterTerrainRgb.d.ts +14 -0
  130. package/es/raster/models/rasterTerrainRgb.js +11 -3
  131. package/es/raster/shaders/raster/raster_2d_vert.glsl +6 -6
  132. package/es/raster/shaders/rgb/raster_rgb_vert.glsl +11 -11
  133. package/es/raster/shaders/terrain/terrain_rgb_vert.glsl +11 -11
  134. package/es/tile/core/BaseLayer.js +0 -16
  135. package/es/utils/extrude_polyline.d.ts +0 -15
  136. package/es/utils/extrude_polyline.js +0 -217
  137. package/es/wind/models/wind.d.ts +14 -0
  138. package/es/wind/models/wind.js +9 -1
  139. package/es/wind/shaders/wind_vert.glsl +6 -5
  140. package/lib/citybuliding/models/build.d.ts +16 -0
  141. package/lib/citybuliding/models/build.js +18 -20
  142. package/lib/citybuliding/shaders/build_frag.glsl +6 -6
  143. package/lib/citybuliding/shaders/build_vert.glsl +8 -14
  144. package/lib/core/BaseLayer.js +9 -8
  145. package/lib/core/BaseModel.d.ts +15 -2
  146. package/lib/core/BaseModel.js +92 -60
  147. package/lib/core/CommonStyleAttribute.d.ts +14 -18
  148. package/lib/core/CommonStyleAttribute.js +23 -68
  149. package/lib/core/triangulation.js +13 -39
  150. package/lib/earth/models/atmosphere.d.ts +15 -0
  151. package/lib/earth/models/atmosphere.js +30 -24
  152. package/lib/earth/models/base.d.ts +15 -0
  153. package/lib/earth/models/base.js +30 -24
  154. package/lib/earth/models/bloomsphere.d.ts +15 -0
  155. package/lib/earth/models/bloomsphere.js +30 -24
  156. package/lib/earth/shaders/atmosphere/atmosphere_vert.glsl +7 -5
  157. package/lib/earth/shaders/base/base_vert.glsl +3 -3
  158. package/lib/earth/shaders/bloomshpere/bloomsphere_vert.glsl +5 -4
  159. package/lib/geometry/models/billboard.d.ts +15 -0
  160. package/lib/geometry/models/billboard.js +14 -8
  161. package/lib/geometry/models/plane.d.ts +14 -0
  162. package/lib/geometry/models/plane.js +10 -10
  163. package/lib/geometry/models/sprite.js +3 -9
  164. package/lib/geometry/shaders/billboard_vert.glsl +28 -25
  165. package/lib/geometry/shaders/plane_vert.glsl +6 -6
  166. package/lib/geometry/shaders/sprite_vert.glsl +7 -9
  167. package/lib/heatmap/models/grid.d.ts +14 -0
  168. package/lib/heatmap/models/grid.js +10 -3
  169. package/lib/heatmap/models/grid3d.d.ts +16 -0
  170. package/lib/heatmap/models/grid3d.js +14 -6
  171. package/lib/heatmap/models/heatmap.d.ts +20 -1
  172. package/lib/heatmap/models/heatmap.js +95 -82
  173. package/lib/heatmap/models/hexagon.d.ts +14 -0
  174. package/lib/heatmap/models/hexagon.js +9 -3
  175. package/lib/heatmap/shaders/grid/grid_vert.glsl +30 -42
  176. package/lib/heatmap/shaders/grid3d/grid_3d_vert.glsl +14 -26
  177. package/lib/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +19 -16
  178. package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +16 -22
  179. package/lib/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -4
  180. package/lib/heatmap/shaders/hexagon/hexagon_vert.glsl +13 -23
  181. package/lib/image/models/image.d.ts +14 -0
  182. package/lib/image/models/image.js +11 -3
  183. package/lib/image/shaders/image_vert.glsl +7 -6
  184. package/lib/line/models/arc.d.ts +18 -0
  185. package/lib/line/models/arc.js +56 -7
  186. package/lib/line/models/arc_3d.d.ts +18 -0
  187. package/lib/line/models/arc_3d.js +55 -7
  188. package/lib/line/models/flow.d.ts +17 -0
  189. package/lib/line/models/flow.js +35 -7
  190. package/lib/line/models/great_circle.d.ts +17 -0
  191. package/lib/line/models/great_circle.js +33 -5
  192. package/lib/line/models/line.d.ts +17 -0
  193. package/lib/line/models/line.js +17 -8
  194. package/lib/line/models/simple_line.d.ts +14 -0
  195. package/lib/line/models/simple_line.js +12 -47
  196. package/lib/line/models/wall.d.ts +17 -0
  197. package/lib/line/models/wall.js +22 -48
  198. package/lib/line/shaders/arc/line_arc_vert.glsl +42 -48
  199. package/lib/line/shaders/arc3d/line_arc_3d_vert.glsl +15 -20
  200. package/lib/line/shaders/flow/flow_line_vert.glsl +30 -48
  201. package/lib/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +56 -72
  202. package/lib/line/shaders/line/line_vert.glsl +31 -48
  203. package/lib/line/shaders/simple/simpleline_vert.glsl +18 -23
  204. package/lib/line/shaders/wall/wall_vert.glsl +36 -45
  205. package/lib/mask/models/fill.js +2 -1
  206. package/lib/mask/shaders/mask_vert.glsl +2 -7
  207. package/lib/plugins/DataMappingPlugin.d.ts +0 -1
  208. package/lib/plugins/DataMappingPlugin.js +0 -23
  209. package/lib/plugins/PixelPickingPlugin.js +1 -1
  210. package/lib/plugins/RegisterStyleAttributePlugin.d.ts +0 -1
  211. package/lib/plugins/RegisterStyleAttributePlugin.js +2 -24
  212. package/lib/plugins/ShaderUniformPlugin.d.ts +0 -5
  213. package/lib/plugins/ShaderUniformPlugin.js +2 -34
  214. package/lib/point/models/billboard_point.d.ts +14 -0
  215. package/lib/point/models/billboard_point.js +11 -3
  216. package/lib/point/models/earthExtrude.d.ts +16 -0
  217. package/lib/point/models/earthExtrude.js +14 -7
  218. package/lib/point/models/earthFill.d.ts +16 -0
  219. package/lib/point/models/earthFill.js +13 -5
  220. package/lib/point/models/extrude.d.ts +16 -0
  221. package/lib/point/models/extrude.js +18 -11
  222. package/lib/point/models/fill.d.ts +16 -0
  223. package/lib/point/models/fill.js +16 -5
  224. package/lib/point/models/fillImage.d.ts +16 -0
  225. package/lib/point/models/fillImage.js +16 -16
  226. package/lib/point/models/image.d.ts +15 -0
  227. package/lib/point/models/image.js +14 -4
  228. package/lib/point/models/normal.d.ts +14 -0
  229. package/lib/point/models/normal.js +11 -3
  230. package/lib/point/models/radar.d.ts +15 -0
  231. package/lib/point/models/radar.js +13 -4
  232. package/lib/point/models/text.d.ts +16 -0
  233. package/lib/point/models/text.js +18 -11
  234. package/lib/point/shaders/billboard/billboard_point_vert.glsl +10 -13
  235. package/lib/point/shaders/earthExtrude/earthExtrude_vert.glsl +15 -25
  236. package/lib/point/shaders/earthFill/earthFill_vert.glsl +6 -6
  237. package/lib/point/shaders/extrude/extrude_vert.glsl +35 -39
  238. package/lib/point/shaders/fill/fill_vert.glsl +12 -14
  239. package/lib/point/shaders/fillImage/fillImage_vert.glsl +16 -28
  240. package/lib/point/shaders/image/image_vert.glsl +15 -12
  241. package/lib/point/shaders/normal/normal_vert.glsl +7 -10
  242. package/lib/point/shaders/radar/radar_vert.glsl +11 -11
  243. package/lib/point/shaders/text/text_vert.glsl +10 -9
  244. package/lib/polygon/models/extrude.d.ts +16 -0
  245. package/lib/polygon/models/extrude.js +25 -25
  246. package/lib/polygon/models/extrusion.d.ts +16 -0
  247. package/lib/polygon/models/extrusion.js +34 -4
  248. package/lib/polygon/models/fill.d.ts +14 -0
  249. package/lib/polygon/models/fill.js +12 -4
  250. package/lib/polygon/models/ocean.d.ts +14 -0
  251. package/lib/polygon/models/ocean.js +11 -6
  252. package/lib/polygon/models/water.d.ts +14 -0
  253. package/lib/polygon/models/water.js +11 -6
  254. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +17 -15
  255. package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +22 -20
  256. package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +17 -17
  257. package/lib/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +8 -8
  258. package/lib/polygon/shaders/fill/fill_linear_vert.glsl +7 -6
  259. package/lib/polygon/shaders/fill/fill_vert.glsl +10 -12
  260. package/lib/polygon/shaders/ocean/ocean_vert.glsl +3 -4
  261. package/lib/polygon/shaders/water/polygon_water_vert.glsl +5 -5
  262. package/lib/raster/index.d.ts +1 -1
  263. package/lib/raster/index.js +2 -2
  264. package/lib/raster/models/raster.d.ts +14 -0
  265. package/lib/raster/models/raster.js +12 -3
  266. package/lib/raster/models/rasterRgb.d.ts +14 -0
  267. package/lib/raster/models/rasterRgb.js +12 -3
  268. package/lib/raster/models/rasterTerrainRgb.d.ts +14 -0
  269. package/lib/raster/models/rasterTerrainRgb.js +11 -3
  270. package/lib/raster/shaders/raster/raster_2d_vert.glsl +6 -6
  271. package/lib/raster/shaders/rgb/raster_rgb_vert.glsl +11 -11
  272. package/lib/raster/shaders/terrain/terrain_rgb_vert.glsl +11 -11
  273. package/lib/tile/core/BaseLayer.js +0 -16
  274. package/lib/utils/extrude_polyline.d.ts +0 -15
  275. package/lib/utils/extrude_polyline.js +0 -217
  276. package/lib/wind/models/wind.d.ts +14 -0
  277. package/lib/wind/models/wind.js +9 -1
  278. package/lib/wind/shaders/wind_vert.glsl +6 -5
  279. package/package.json +6 -6
@@ -1,6 +1,22 @@
1
1
  import type { IModel } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class CityBuildModel extends BaseModel {
4
+ protected get attributeLocation(): {
5
+ readonly POSITION: 0;
6
+ readonly POSITION_64LOW: 1;
7
+ readonly COLOR: 2;
8
+ readonly PICKING_COLOR: 3;
9
+ readonly STROKE: 4;
10
+ readonly OPACITY: 5;
11
+ readonly OFFSETS: 6;
12
+ readonly ROTATION: 7;
13
+ readonly MAX: 8;
14
+ } & Record<string, number> & {
15
+ MAX: 8;
16
+ SIZE: number;
17
+ NORMAL: number;
18
+ UV: number;
19
+ };
4
20
  private cityCenter;
5
21
  private cityMinSize;
6
22
  protected getCommonUniformsInfo(): {
@@ -3,18 +3,25 @@ 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";
7
6
  import { PolygonExtrudeTriangulation } from "../../core/triangulation";
8
7
  /* babel-plugin-inline-import '../shaders/build_frag.glsl' */
9
- 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";
8
+ 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";
10
9
  /* babel-plugin-inline-import '../shaders/build_vert.glsl' */
11
- 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";
10
+ const buildVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nlayout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;\nlayout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;\nlayout(location = ATTRIBUTE_LOCATION_UV) 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 lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);\n v_worldDis = length(a_Position.xy + lnglatscale - u_cityCenter);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\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";
12
11
  export default class CityBuildModel extends BaseModel {
13
12
  constructor(...args) {
14
13
  super(...args);
15
14
  _defineProperty(this, "cityCenter", void 0);
16
15
  _defineProperty(this, "cityMinSize", void 0);
17
16
  }
17
+ get attributeLocation() {
18
+ return Object.assign(super.attributeLocation, {
19
+ MAX: super.attributeLocation.MAX,
20
+ SIZE: 9,
21
+ NORMAL: 10,
22
+ UV: 11
23
+ });
24
+ }
18
25
  getCommonUniformsInfo() {
19
26
  const {
20
27
  opacity = 1,
@@ -50,20 +57,10 @@ export default class CityBuildModel extends BaseModel {
50
57
  calCityGeo() {
51
58
  // @ts-ignore
52
59
  const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;
53
- if (this.mapService.version === 'GAODE2.x') {
54
- // @ts-ignore
55
- this.cityCenter = this.mapService.lngLatToCoord([(maxLng + minLng) / 2, (maxLat + minLat) / 2]);
56
- // @ts-ignore
57
- const l1 = this.mapService.lngLatToCoord([maxLng, maxLat]);
58
- // @ts-ignore
59
- const l2 = this.mapService.lngLatToCoord([minLng, minLat]);
60
- this.cityMinSize = Math.sqrt(Math.pow(l1[0] - l2[0], 2) + Math.pow(l1[1] - l2[1], 2)) / 4;
61
- } else {
62
- const w = maxLng - minLng;
63
- const h = maxLat - minLat;
64
- this.cityCenter = [(maxLng + minLng) / 2, (maxLat + minLat) / 2];
65
- this.cityMinSize = Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)) / 4;
66
- }
60
+ const w = maxLng - minLng;
61
+ const h = maxLat - minLat;
62
+ this.cityCenter = [(maxLng + minLng) / 2, (maxLat + minLat) / 2];
63
+ this.cityMinSize = Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)) / 4;
67
64
  }
68
65
  initModels() {
69
66
  var _this = this;
@@ -85,6 +82,7 @@ export default class CityBuildModel extends BaseModel {
85
82
  depth: {
86
83
  enable: true
87
84
  },
85
+ defines: _this2.getDefines(),
88
86
  inject: _this2.getInject(),
89
87
  cull: {
90
88
  enable: true,
@@ -101,7 +99,7 @@ export default class CityBuildModel extends BaseModel {
101
99
  type: AttributeType.Attribute,
102
100
  descriptor: {
103
101
  name: 'a_Normal',
104
- shaderLocation: ShaderLocation.NORMAL,
102
+ shaderLocation: this.attributeLocation.NORMAL,
105
103
  buffer: {
106
104
  // give the WebGL driver a hint that this buffer may change
107
105
  usage: gl.STATIC_DRAW,
@@ -119,7 +117,7 @@ export default class CityBuildModel extends BaseModel {
119
117
  type: AttributeType.Attribute,
120
118
  descriptor: {
121
119
  name: 'a_Size',
122
- shaderLocation: ShaderLocation.SIZE,
120
+ shaderLocation: this.attributeLocation.SIZE,
123
121
  buffer: {
124
122
  // give the WebGL driver a hint that this buffer may change
125
123
  usage: gl.DYNAMIC_DRAW,
@@ -140,7 +138,7 @@ export default class CityBuildModel extends BaseModel {
140
138
  type: AttributeType.Attribute,
141
139
  descriptor: {
142
140
  name: 'a_Uv',
143
- shaderLocation: ShaderLocation.UV,
141
+ shaderLocation: this.attributeLocation.UV,
144
142
  buffer: {
145
143
  // give the WebGL driver a hint that this buffer may change
146
144
  usage: gl.DYNAMIC_DRAW,
@@ -1,16 +1,16 @@
1
1
  precision highp float;
2
2
  layout(std140) uniform commonUniforms {
3
- vec4 u_baseColor : [ 1.0, 0, 0, 1.0 ];
4
- vec4 u_brightColor : [ 1.0, 0, 0, 1.0 ];
5
- vec4 u_windowColor : [ 1.0, 0, 0, 1.0 ];
3
+ vec4 u_baseColor: [ 1.0, 0, 0, 1.0 ];
4
+ vec4 u_brightColor: [ 1.0, 0, 0, 1.0 ];
5
+ vec4 u_windowColor: [ 1.0, 0, 0, 1.0 ];
6
6
  vec4 u_circleSweepColor;
7
7
  vec2 u_cityCenter;
8
8
  float u_circleSweep;
9
9
  float u_cityMinSize;
10
10
  float u_circleSweepSpeed;
11
11
  float u_opacity: 1.0;
12
- float u_near : 0;
13
- float u_far : 1;
12
+ float u_near: 0;
13
+ float u_far: 1;
14
14
  float u_time;
15
15
  };
16
16
  in vec4 v_Color;
@@ -114,7 +114,7 @@ void main() {
114
114
  float r = fract(((v_worldDis/u_cityMinSize) - u_time * u_circleSweepSpeed) * 2.0);
115
115
  outputColor.rgb += r * r * u_circleSweepColor.rgb;
116
116
  }
117
-
117
+
118
118
  outputColor.a *= u_opacity;
119
119
  outputColor = filterColor(outputColor);
120
120
  }
@@ -4,11 +4,11 @@ precision highp float;
4
4
  #define diffuseRatio 0.3
5
5
  #define specularRatio 0.2
6
6
 
7
- layout(location = 0) in vec3 a_Position;
8
- layout(location = 1) in vec4 a_Color;
9
- layout(location = 9) in float a_Size;
10
- layout(location = 13) in vec3 a_Normal;
11
- layout(location = 14) in vec2 a_Uv;
7
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
8
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
9
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
10
+ layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
11
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
12
12
 
13
13
  out vec2 v_texCoord;
14
14
  out vec4 v_Color;
@@ -41,17 +41,11 @@ void main() {
41
41
 
42
42
  if(u_circleSweep > 0.0) {
43
43
  vec2 lnglatscale = vec2(0.0);
44
- if(u_CoordinateSystem != COORDINATE_SYSTEM_P20_2) {
45
- lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);
46
- }
44
+ lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);
47
45
  v_worldDis = length(a_Position.xy + lnglatscale - u_cityCenter);
48
46
  }
49
-
50
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
51
- gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
52
- } else {
53
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
54
- }
47
+
48
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
55
49
 
56
50
  float lightWeight = calc_lighting(pos);
57
51
  // v_Color = a_Color;
@@ -3,7 +3,7 @@ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
3
3
  import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
4
4
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
5
5
  const _excluded = ["passes"],
6
- _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "inject", "triangulation", "styleOption", "pickingEnabled"];
6
+ _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "defines", "inject", "triangulation", "styleOption", "pickingEnabled"];
7
7
  // @ts-ignore
8
8
  import { AsyncSeriesBailHook, AsyncWaterfallHook, SyncBailHook, SyncHook } from '@antv/async-hook';
9
9
  import { BlendType, IDebugLog, ILayerStage, globalConfigService } from '@antv/l7-core';
@@ -58,7 +58,8 @@ export default class BaseLayer extends EventEmitter {
58
58
  return this.container.interactionService;
59
59
  }
60
60
  get mapService() {
61
- return this.container.mapService;
61
+ var _this$container;
62
+ return (_this$container = this.container) === null || _this$container === void 0 ? void 0 : _this$container.mapService;
62
63
  }
63
64
  get normalPassFactory() {
64
65
  return this.container.normalPassFactory;
@@ -921,12 +922,8 @@ export default class BaseLayer extends EventEmitter {
921
922
  type
922
923
  }) => {
923
924
  if (this.coordCenter === undefined) {
924
- var _this$mapService;
925
925
  const layerCenter = this.layerSource.center;
926
926
  this.coordCenter = layerCenter;
927
- if ((_this$mapService = this.mapService) !== null && _this$mapService !== void 0 && _this$mapService.setCoordCenter) {
928
- this.mapService.setCoordCenter(layerCenter);
929
- }
930
927
  }
931
928
  if (type === 'update') {
932
929
  if (this.tileLayer) {
@@ -1020,6 +1017,7 @@ export default class BaseLayer extends EventEmitter {
1020
1017
  moduleName,
1021
1018
  vertexShader,
1022
1019
  fragmentShader,
1020
+ defines,
1023
1021
  inject,
1024
1022
  triangulation,
1025
1023
  styleOption,
@@ -1029,6 +1027,7 @@ export default class BaseLayer extends EventEmitter {
1029
1027
  _this3.shaderModuleService.registerModule(moduleName, {
1030
1028
  vs: vertexShader,
1031
1029
  fs: fragmentShader,
1030
+ defines,
1032
1031
  inject
1033
1032
  });
1034
1033
  const {
@@ -1045,7 +1044,9 @@ export default class BaseLayer extends EventEmitter {
1045
1044
  elements,
1046
1045
  count
1047
1046
  } = _this3.styleAttributeService.createAttributesAndIndices(_this3.encodedData, triangulation, styleOption, _this3);
1048
- const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers, _this3.getLayerUniformBuffer()];
1047
+ const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers,
1048
+ // TODO: 目前未使用
1049
+ _this3.getLayerUniformBuffer()];
1049
1050
  if (pickingEnabled) {
1050
1051
  uniformBuffers.push(_this3.getPickingUniformBuffer());
1051
1052
  }
@@ -1230,8 +1231,8 @@ export default class BaseLayer extends EventEmitter {
1230
1231
  _this5.uniformBuffers = [];
1231
1232
  // Layer Uniform
1232
1233
  const layerUniforms = _this5.rendererService.createBuffer({
1234
+ // TODO: 不再需要,之前用于 amap2 u_Mvp
1233
1235
  data: new Float32Array(16 + 4).fill(0),
1234
- // u_Mvp
1235
1236
  isUBO: true
1236
1237
  });
1237
1238
  _this5.uniformBuffers.push(layerUniforms);
@@ -1,4 +1,5 @@
1
- import type { IAnimateOption, IAttribute, IBlendOptions, IBuffer, ICameraService, IElements, IFontService, IGlobalConfigService, IIconService, IInject, ILayer, ILayerModel, ILayerService, IMapService, IModel, IModelUniform, IPickingService, IRendererService, IRenderOptions, IShaderModuleService, IStencilOptions, IStyleAttributeService, ITexture2D, ITexture2DInitializationOptions, Triangulation } from '@antv/l7-core';
1
+ import type { IAnimateOption, IAttribute, IBlendOptions, IBuffer, ICameraService, IElements, IFontService, IGlobalConfigService, IIconService, ILayer, ILayerModel, ILayerService, IMapService, IModel, IModelUniform, IPickingService, IRenderOptions, IRendererService, IShaderModuleService, IStencilOptions, IStyleAttributeService, ITexture2D, ITexture2DInitializationOptions, ShaderDefine, ShaderInject, Triangulation } from '@antv/l7-core';
2
+ import { COMMON_ATTRIBUTE_LOCATION } from './CommonStyleAttribute';
2
3
  export type styleSingle = number | string | [string, (single: any) => number] | [string, [number, number]];
3
4
  export type styleOffset = string | [number, number] | [string, (single: any) => number];
4
5
  export type styleColor = string | [string, (single: any) => string] | [string, [string, string]];
@@ -11,10 +12,15 @@ export interface ICellProperty {
11
12
  attr: string;
12
13
  count: number;
13
14
  }
15
+ type AttributeLayoutLocationType = typeof COMMON_ATTRIBUTE_LOCATION & Record<string, number>;
14
16
  export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerModel {
15
17
  triangulation: Triangulation;
16
18
  uniformBuffers: IBuffer[];
17
19
  textures: ITexture2D[];
20
+ /**
21
+ * Attribute Layout Location in Shader
22
+ */
23
+ protected get attributeLocation(): AttributeLayoutLocationType;
18
24
  createTexture2D: (options: ITexture2DInitializationOptions) => ITexture2D;
19
25
  preStyleAttribute: Record<string, any>;
20
26
  protected encodeStyleAttribute: Record<string, boolean>;
@@ -55,11 +61,17 @@ export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerMod
55
61
  protected registerBuiltinAttributes(): void;
56
62
  protected animateOption2Array(option: IAnimateOption): number[];
57
63
  protected startModelAnimate(): void;
58
- protected getInject(): IInject;
64
+ protected getInject(): ShaderInject;
65
+ protected getDefines(): Record<string, ShaderDefine>;
59
66
  protected getStyleAttribute(): {
60
67
  [key: string]: any;
61
68
  };
62
69
  protected registerStyleAttribute(): void;
70
+ /**
71
+ * 注册 Position 属性 64 位地位部分,当经纬度数据开启双精度浮点数使用,
72
+ * 避免大于 20层级以上出现数据偏移
73
+ */
74
+ protected registerPosition64LowAttribute(enable64bitPosition?: boolean): void;
63
75
  updateEncodeAttribute(type: string, flag: boolean): void;
64
76
  initUniformsBuffer(): void;
65
77
  protected getUniformsBufferInfo(uniformsOption: {
@@ -80,3 +92,4 @@ export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerMod
80
92
  };
81
93
  updateStyleUnifoms(): void;
82
94
  }
95
+ export {};
@@ -1,24 +1,27 @@
1
1
  import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
2
  import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
3
3
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
4
- import { BlendType, MaskOperation, StencilType } from '@antv/l7-core';
5
- import { rgb2arr } from '@antv/l7-utils';
4
+ import { AttributeType, BlendType, MaskOperation, StencilType, gl } from '@antv/l7-core';
5
+ import { fp64LowPart, rgb2arr } from '@antv/l7-utils';
6
6
  import { BlendTypes } from "../utils/blend";
7
7
  import { getStencil, getStencilMask } from "../utils/stencil";
8
- import { getCommonStyleAttributeOptions, ShaderLocation } from "./CommonStyleAttribute";
8
+ import { COMMON_ATTRIBUTE_LOCATION, getCommonStyleAttributeOptions } from "./CommonStyleAttribute";
9
9
  import { DefaultUniformStyleType, DefaultUniformStyleValue } from "./constant";
10
10
  import { MultipleOfFourNumber } from "./utils";
11
- const shaderLocationMap = {
12
- opacity: ShaderLocation.OPACITY,
13
- stroke: ShaderLocation.STROKE,
14
- offsets: ShaderLocation.OFFSETS,
15
- rotation: ShaderLocation.ROTATION,
16
- extrusionBase: ShaderLocation.EXTRUSION_BASE,
17
- thetaOffset: 15
18
- };
11
+ // 属性索引宏定义前缀,使用命名空间避免 define 名称重复情况
12
+ const DEFINE_ATTRIBUTE_LOCATION_PREFIX = 'ATTRIBUTE_LOCATION_';
19
13
 
20
14
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
21
15
  export default class BaseModel {
16
+ /**
17
+ * Attribute Layout Location in Shader
18
+ */
19
+ get attributeLocation() {
20
+ return _objectSpread({}, COMMON_ATTRIBUTE_LOCATION);
21
+ }
22
+
23
+ // style texture data mapping
24
+
22
25
  // 不支持数据映射的buffer
23
26
 
24
27
  // style texture data mapping
@@ -27,7 +30,6 @@ export default class BaseModel {
27
30
  _defineProperty(this, "triangulation", void 0);
28
31
  _defineProperty(this, "uniformBuffers", []);
29
32
  _defineProperty(this, "textures", []);
30
- // style texture data mapping
31
33
  _defineProperty(this, "createTexture2D", void 0);
32
34
  _defineProperty(this, "preStyleAttribute", {});
33
35
  _defineProperty(this, "encodeStyleAttribute", {});
@@ -178,55 +180,18 @@ export default class BaseModel {
178
180
  this.layer.setAnimateStartTime();
179
181
  }
180
182
  }
181
-
182
- // 动态注入参与数据映射的uniform
183
183
  getInject() {
184
- const encodeStyleAttribute = this.layer.encodeStyleAttribute;
185
- let str = '';
186
- // a_Position = 0
187
- // a_Color = 1
188
- // a_PickingColor = 2
189
-
190
- const uniforms = [];
191
- // 支持数据映射的类型
192
- this.layer.enableShaderEncodeStyles.forEach(key => {
193
- if (encodeStyleAttribute[key]) {
194
- // 配置了数据映射的类型
195
- str += `#define USE_ATTRIBUTE_${key.toUpperCase()} 0.0; \n\n`;
196
- } else {
197
- uniforms.push(` ${DefaultUniformStyleType[key]} u_${key};`);
198
- }
199
- let location = shaderLocationMap[key];
200
- if (!location && key === 'THETA_OFFSET') {
201
- location = 15;
202
- }
203
- str += `
204
- #ifdef USE_ATTRIBUTE_${key.toUpperCase()}
205
- layout(location = ${shaderLocationMap[key]}) in ${DefaultUniformStyleType[key]} a_${key.charAt(0).toUpperCase() + key.slice(1)};
206
- #endif\n
207
- `;
208
- });
209
- const attributeUniforms = uniforms.length ? `
210
- layout(std140) uniform AttributeUniforms {
211
- ${uniforms.join('\n')}
212
- };
213
- ` : '';
214
- str += attributeUniforms;
215
- let innerStr = '';
216
- this.layer.enableShaderEncodeStyles.forEach(key => {
217
- innerStr += `\n
218
- #ifdef USE_ATTRIBUTE_${key.toUpperCase()}
219
- ${DefaultUniformStyleType[key]} ${key} = a_${key.charAt(0).toUpperCase() + key.slice(1)};
220
- #else
221
- ${DefaultUniformStyleType[key]} ${key} = u_${key};
222
- #endif\n
223
- `;
224
- });
225
- return {
226
- 'vs:#decl': str,
227
- 'fs:#decl': attributeUniforms,
228
- 'vs:#main-start': innerStr
229
- };
184
+ const shaderInject = getDynamicStyleInject(this.layer.enableShaderEncodeStyles, this.layer.encodeStyleAttribute);
185
+ return shaderInject;
186
+ }
187
+ getDefines() {
188
+ // define atribute Layout Location
189
+ const atributeLocationDefines = Object.keys(this.attributeLocation).reduce((result, key) => {
190
+ const normalizedKey = DEFINE_ATTRIBUTE_LOCATION_PREFIX + key;
191
+ result[normalizedKey] = this.attributeLocation[key];
192
+ return result;
193
+ }, {});
194
+ return _objectSpread({}, atributeLocationDefines);
230
195
  }
231
196
 
232
197
  // 获取数据映射样式
@@ -247,14 +212,36 @@ ${uniforms.join('\n')}
247
212
  });
248
213
  return options;
249
214
  }
215
+
250
216
  // 注册数据映射样式
251
217
  registerStyleAttribute() {
252
218
  Object.keys(this.layer.encodeStyleAttribute).forEach(key => {
253
219
  const options = getCommonStyleAttributeOptions(key);
254
220
  if (options) {
255
221
  this.styleAttributeService.registerStyleAttribute(options);
256
- if (options.descriptor) {
257
- options.descriptor.shaderLocation = shaderLocationMap[key];
222
+ }
223
+ });
224
+ }
225
+
226
+ /**
227
+ * 注册 Position 属性 64 位地位部分,当经纬度数据开启双精度浮点数使用,
228
+ * 避免大于 20层级以上出现数据偏移
229
+ */
230
+ registerPosition64LowAttribute(enable64bitPosition = true) {
231
+ // save low part for enabled double precision POSITION attribute
232
+ this.styleAttributeService.registerStyleAttribute({
233
+ name: 'position64Low',
234
+ type: AttributeType.Attribute,
235
+ descriptor: {
236
+ name: 'a_Position64Low',
237
+ shaderLocation: this.attributeLocation.POSITION_64LOW,
238
+ buffer: {
239
+ data: [],
240
+ type: gl.FLOAT
241
+ },
242
+ size: 2,
243
+ update: (feature, featureIdx, vertex) => {
244
+ return enable64bitPosition ? [fp64LowPart(vertex[0]), fp64LowPart(vertex[1])] : [0, 0];
258
245
  }
259
246
  }
260
247
  });
@@ -330,4 +317,49 @@ ${uniforms.join('\n')}
330
317
  data: new Uint8Array(new Float32Array(commonUniformsArray).buffer)
331
318
  });
332
319
  }
320
+ }
321
+
322
+ /**
323
+ * 获取动态注入参与数据映射 uniform/attribute
324
+ */
325
+ function getDynamicStyleInject(shaderEncodeStyles, styleAttribute) {
326
+ const uniforms = [];
327
+ let vsDeclInjection = '';
328
+
329
+ // 支持数据映射的类型
330
+ shaderEncodeStyles.forEach(key => {
331
+ const upperCaseKey = key.replace(/([a-z])([A-Z])/g, '$1_$2').toUpperCase();
332
+ const shaderDefineName = DEFINE_ATTRIBUTE_LOCATION_PREFIX + upperCaseKey;
333
+ if (styleAttribute[key]) {
334
+ // 配置了数据映射的类型
335
+ vsDeclInjection += `#define USE_ATTRIBUTE_${upperCaseKey} 0.0 \n`;
336
+ } else {
337
+ uniforms.push(` ${DefaultUniformStyleType[key]} u_${key};`);
338
+ }
339
+ vsDeclInjection += `
340
+ #ifdef USE_ATTRIBUTE_${upperCaseKey}
341
+ layout(location = ${shaderDefineName}) in ${DefaultUniformStyleType[key]} a_${key.charAt(0).toUpperCase() + key.slice(1)};
342
+ #endif \n`;
343
+ });
344
+ const fsDeclInjection = uniforms.length ? `
345
+ layout(std140) uniform AttributeUniforms {
346
+ ${uniforms.join('\n')}
347
+ };\n` : '';
348
+ vsDeclInjection += fsDeclInjection;
349
+ let vsMainInjection = '';
350
+ shaderEncodeStyles.forEach(key => {
351
+ const upperCaseKey = key.replace(/([a-z])([A-Z])/g, '$1_$2').toUpperCase();
352
+ vsMainInjection += `
353
+ #ifdef USE_ATTRIBUTE_${upperCaseKey}
354
+ ${DefaultUniformStyleType[key]} ${key} = a_${key.charAt(0).toUpperCase() + key.slice(1)};
355
+ #else
356
+ ${DefaultUniformStyleType[key]} ${key} = u_${key};
357
+ #endif
358
+ `;
359
+ });
360
+ return {
361
+ 'vs:#decl': vsDeclInjection,
362
+ 'fs:#decl': fsDeclInjection,
363
+ 'vs:#main-start': vsMainInjection
364
+ };
333
365
  }
@@ -1,20 +1,16 @@
1
1
  import type { IStyleAttribute } from '@antv/l7-core';
2
- export declare enum ShaderLocation {
3
- POSITION = 0,
4
- COLOR = 1,
5
- VERTEX_ID = 2,
6
- PICKING_COLOR = 3,
7
- STROKE = 4,
8
- OPACITY = 5,
9
- OFFSETS = 6,
10
- ROTATION = 7,
11
- EXTRUSION_BASE = 8,
12
- SIZE = 9,
13
- SHAPE = 10,
14
- EXTRUDE = 11,
15
- MAX = 12,
16
- NORMAL = 13,
17
- UV = 14,
18
- LINEAR = 15
19
- }
2
+ /**
3
+ * Attribute Layout Location in Shader
4
+ */
5
+ export declare const COMMON_ATTRIBUTE_LOCATION: {
6
+ readonly POSITION: 0;
7
+ readonly POSITION_64LOW: 1;
8
+ readonly COLOR: 2;
9
+ readonly PICKING_COLOR: 3;
10
+ readonly STROKE: 4;
11
+ readonly OPACITY: 5;
12
+ readonly OFFSETS: 6;
13
+ readonly ROTATION: 7;
14
+ readonly MAX: 8;
15
+ };
20
16
  export declare function getCommonStyleAttributeOptions(name: string): Partial<IStyleAttribute> | undefined;