@antv/l7-layers 2.21.8 → 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
@@ -1,10 +1,12 @@
1
- #define Animate 0.0
2
- #define LineTexture 1.0
3
- layout(location = 0) in vec3 a_Position;
4
- layout(location = 1) in vec4 a_Color;
5
- layout(location = 9) in float a_Size;
6
- layout(location = 12) in vec4 a_Instance;
7
- layout(location = 14) in vec2 a_iconMapUV;
1
+ #define Animate (0.0)
2
+ #define LineTexture (1.0)
3
+
4
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
5
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
6
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
7
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE) in vec4 a_Instance;
8
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE_64LOW) in vec4 a_Instance64Low;
9
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_iconMapUV;
8
10
 
9
11
  layout(std140) uniform commonUniorm {
10
12
  vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
@@ -22,6 +24,7 @@ layout(std140) uniform commonUniorm {
22
24
  float u_time;
23
25
  float u_linearColor: 0.0;
24
26
  };
27
+
25
28
  out vec4 v_color;
26
29
  out vec2 v_iconMapUV;
27
30
  out vec4 v_lineData;
@@ -29,13 +32,12 @@ out vec4 v_lineData;
29
32
  out vec4 v_dash_array;
30
33
  out float v_distance_ratio;
31
34
 
32
-
33
35
  #pragma include "projection"
34
36
  #pragma include "project"
35
37
  #pragma include "picking"
36
38
 
37
39
  float bezier3(vec3 arr, float t) {
38
- float ut = 1. - t;
40
+ float ut = 1.0 - t;
39
41
  return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
40
42
  }
41
43
  vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
@@ -45,10 +47,12 @@ vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
45
47
  float thetaOffset = arcThetaOffset;
46
48
  float r2 = r / 2.0 / cos(thetaOffset);
47
49
  float theta2 = theta + thetaOffset;
48
- vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
49
- if(u_lineDir == 1.0) { // 正向
50
+ vec2 mid = vec2(r2 * cos(theta2) + source.x, r2 * sin(theta2) + source.y);
51
+ if (u_lineDir == 1.0) {
52
+ // 正向
50
53
  return mid;
51
- } else { // 逆向
54
+ } else {
55
+ // 逆向
52
56
  // (mid + vmin)/2 = (s + t)/2
53
57
  vec2 vmid = source + target - mid;
54
58
  return vmid;
@@ -56,23 +60,23 @@ vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
56
60
  // return mid;
57
61
  }
58
62
  float getSegmentRatio(float index) {
59
- // dash: index / (segmentNumber - 1.);
60
- // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
61
- return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
62
- // return index / (segmentNumber - 1.);
63
+ // dash: index / (segmentNumber - 1.);
64
+ // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
65
+ return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));
66
+ // return index / (segmentNumber - 1.);
63
67
  }
64
- vec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {
68
+ vec2 interpolate(vec2 source, vec2 target, float t, float arcThetaOffset) {
65
69
  // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
66
70
  vec2 mid = midPoint(source, target, arcThetaOffset);
67
71
  vec3 x = vec3(source.x, mid.x, target.x);
68
72
  vec3 y = vec3(source.y, mid.y, target.y);
69
- return vec2(bezier3(x ,t), bezier3(y,t));
73
+ return vec2(bezier3(x, t), bezier3(y, t));
70
74
  }
71
75
  vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
72
76
  // normalized direction of the line
73
77
  vec2 dir_screenspace = normalize(line_clipspace);
74
78
  // rotate by 90 degrees
75
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
79
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
76
80
  vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
77
81
  return offset;
78
82
  }
@@ -81,43 +85,34 @@ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
81
85
  vec2 dir_screenspace = normalize(line_clipspace);
82
86
  // rotate by 90 degrees
83
87
  dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
84
- return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
88
+ return dir_screenspace.xy * sign(offset_direction);
85
89
  }
86
90
 
87
91
  void main() {
88
92
  //vs中计算渐变色
89
- if(u_linearColor==1.0){
93
+ if (u_linearColor == 1.0) {
90
94
  float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置
91
- v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);
92
- }
93
- else{
95
+ v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex / segmentNumber);
96
+ } else {
94
97
  v_color = a_Color;
95
98
  }
96
99
  v_color.a = v_color.a * opacity;
97
100
 
98
- vec2 source = a_Instance.rg; // 起始点
99
- vec2 target = a_Instance.ba; // 终点
100
-
101
-
101
+ vec2 source_world = a_Instance.rg; // 起始点
102
+ vec2 target_world = a_Instance.ba; // 终点
102
103
 
103
104
  float segmentIndex = a_Position.x;
104
105
  float segmentRatio = getSegmentRatio(segmentIndex);
105
106
 
106
- //计算dashArray和distanceRatio 输出到片元
107
- vec2 s = source;
108
- vec2 t = target;
109
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
110
- s = unProjCustomCoord(source);
111
- t = unProjCustomCoord(target);
112
- }
113
- float total_Distance = pixelDistance(s, t) / 2.0 * PI;
107
+ // 计算 dashArray distanceRatio 输出到片元
108
+ float total_Distance = pixelDistance(source_world, target_world) / 2.0 * PI;
114
109
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
115
110
  v_distance_ratio = segmentIndex / segmentNumber;
116
111
 
117
112
  float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
118
113
  float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
119
114
  float d_distance_ratio;
120
-
115
+
121
116
  if(u_animate.x == Animate) {
122
117
  d_distance_ratio = segmentIndex / segmentNumber;
123
118
  if(u_lineDir != 1.0) {
@@ -127,22 +122,21 @@ void main() {
127
122
 
128
123
  v_lineData.b = d_distance_ratio;
129
124
 
130
- vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));
131
- vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));
125
+ vec4 source = project_position(vec4(source_world, 0, 1.), a_Instance64Low.xy);
126
+ vec4 target = project_position(vec4(target_world, 0, 1.), a_Instance64Low.zw);
132
127
 
133
-
134
- vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
128
+ vec2 currPos = interpolate(source.xy, target.xy, segmentRatio, thetaOffset);
129
+ vec2 nextPos = interpolate(source.xy, target.xy, nextSegmentRatio, thetaOffset);
135
130
 
131
+ vec2 offset = project_pixel(
132
+ getExtrusionOffset((nextPos.xy - currPos.xy) * indexDir, a_Position.y)
133
+ );
136
134
 
137
135
  float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置
138
136
  v_lineData.r = d_segmentIndex;
139
137
 
140
138
  if(LineTexture == u_line_texture) { // 开启贴图模式
141
-
142
139
  float arcDistrance = length(source - target); // 起始点和终点的距离
143
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap
144
- arcDistrance *= 1000000.0;
145
- }
146
140
  if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox
147
141
  // arcDistrance *= 8.0;
148
142
  arcDistrance = project_pixel_allmap(arcDistrance);
@@ -150,15 +144,15 @@ void main() {
150
144
  v_iconMapUV = a_iconMapUV;
151
145
 
152
146
  float pixelLen = project_pixel_texture(u_icon_step); // 贴图沿弧线方向的长度 - 随地图缩放改变
153
- float texCount = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量
147
+ float texCount = floor(arcDistrance / pixelLen); // 贴图在弧线上重复的数量
154
148
  v_lineData.g = texCount;
155
149
 
156
150
  float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // 线横向偏移的距离
157
151
  float linePixelSize = project_pixel(a_Size); // 定点位置偏移
158
- v_lineData.a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
152
+ v_lineData.a = lineOffsetWidth / linePixelSize; // 线图层贴图部分的 v 坐标值
159
153
  }
160
154
 
161
- gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));
155
+ gl_Position = project_common_position_to_clipspace(vec4(currPos.xy + offset, 0, 1.0));
162
156
 
163
157
  setPickingColor(a_PickingColor);
164
158
  }
@@ -2,11 +2,13 @@
2
2
  #define LineTypeDash 1.0
3
3
  #define Animate 0.0
4
4
  #define LineTexture 1.0
5
- layout(location = 0) in vec3 a_Position;
6
- layout(location = 1) in vec4 a_Color;
7
- layout(location = 9) in float a_Size;
8
- layout(location = 12) in vec4 a_Instance;
9
- layout(location = 14) in vec2 a_iconMapUV;
5
+
6
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
7
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
8
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
9
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE) in vec4 a_Instance;
10
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE_64LOW) in vec4 a_Instance64Low;
11
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_iconMapUV;
10
12
 
11
13
 
12
14
  layout(std140) uniform commonUniorm {
@@ -75,7 +77,7 @@ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
75
77
  vec2 dir_screenspace = normalize(line_clipspace);
76
78
  // rotate by 90 degrees
77
79
  dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
78
- return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
80
+ return dir_screenspace.xy * sign(offset_direction);
79
81
  }
80
82
 
81
83
  float torad(float deg) {
@@ -107,8 +109,8 @@ void main() {
107
109
  v_color = a_Color;
108
110
  }
109
111
  v_color.a = v_color.a * opacity;
110
- vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;
111
- vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;
112
+ vec2 source = project_position(vec4(a_Instance.rg, 0, 0), a_Instance64Low.xy).xy;
113
+ vec2 target = project_position(vec4(a_Instance.ba, 0, 0), a_Instance64Low.zw).xy;
112
114
  float segmentIndex = a_Position.x;
113
115
  float segmentRatio = getSegmentRatio(segmentIndex);
114
116
  float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
@@ -116,14 +118,7 @@ void main() {
116
118
  float d_distance_ratio;
117
119
  if(u_line_type == LineTypeDash) {
118
120
  d_distance_ratio = segmentIndex / segmentNumber;
119
- vec2 s = source;
120
- vec2 t = target;
121
-
122
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
123
- s = unProjCustomCoord(source);
124
- t = unProjCustomCoord(target);
125
- }
126
- float total_Distance = pixelDistance(s, t) / 2.0 * PI;
121
+ float total_Distance = pixelDistance(source, target) / 2.0 * PI;
127
122
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
128
123
  }
129
124
  if(u_animate.x == Animate) {
@@ -139,7 +134,7 @@ void main() {
139
134
 
140
135
 
141
136
  v_segmentIndex = a_Position.x;
142
- if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // 开启贴图模式
137
+ if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // 开启贴图模式
143
138
 
144
139
  float arcDistrance = length(source - target);
145
140
  float pixelLen = project_pixel_texture(u_icon_step);
@@ -154,7 +149,7 @@ void main() {
154
149
  }
155
150
 
156
151
 
157
- gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z * thetaOffset, 1.0));
152
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z * thetaOffset, 1.0));
158
153
 
159
154
  // 地球模式
160
155
  if(u_globel > 0.0) {
@@ -173,10 +168,10 @@ void main() {
173
168
  float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;
174
169
  // 地球点位
175
170
  vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;
176
-
171
+
177
172
  gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);
178
173
  }
179
-
174
+
180
175
 
181
176
  setPickingColor(a_PickingColor);
182
177
  }
@@ -1,8 +1,9 @@
1
- layout(location = 0) in vec3 a_Position;
2
- layout(location = 1) in vec4 a_Color;
3
- layout(location = 9) in vec2 a_Size;
4
- layout(location = 12) in vec4 a_Instance;
5
- layout(location = 13) in vec3 a_Normal;
1
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in vec2 a_Size;
4
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE) in vec4 a_Instance;
5
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE_64LOW) in vec4 a_Instance64Low;
6
+ layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
6
7
 
7
8
  layout(std140) uniform commonUniorm {
8
9
  float u_gap_width: 1.0;
@@ -17,78 +18,59 @@ layout(std140) uniform commonUniorm {
17
18
  out vec4 v_color;
18
19
 
19
20
  vec2 project_pixel_offset(vec2 offsets) {
21
+ vec2 data = project_pixel(offsets);
20
22
 
21
- vec2 data = project_pixel(offsets);
22
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
23
- // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
24
- return data;
25
- }
26
-
27
- return vec2(data.x, -data.y);;
23
+ return vec2(data.x, -data.y);
28
24
  }
29
25
 
30
26
  vec2 line_dir(vec2 target, vec2 source) {
31
-
32
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
33
- // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
34
- return normalize(target - source);
35
- }
36
27
  return normalize(ProjectFlat(target) - ProjectFlat(source));
37
28
  }
38
29
 
39
- float flag_gap() {
40
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
41
- // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
42
- return 1.;
43
- }
44
- return -1.;
45
-
46
- }
47
-
48
30
 
49
31
  void main() {
50
-
51
- // 透明度计算
52
- vec2 source = a_Instance.rg; // 起始点
53
- vec2 target = a_Instance.ba; // 终点
54
- vec2 flowlineDir = line_dir(target,source);
32
+ // 透明度计算
33
+ vec2 source_world = a_Instance.rg; // 起点
34
+ vec2 target_world = a_Instance.ba; // 终点
35
+ vec2 flowlineDir = line_dir(target_world, source_world);
55
36
  vec2 perpendicularDir = vec2(-flowlineDir.y, flowlineDir.x); // mapbox || 高德
56
-
57
- vec2 position = mix(source, target, a_Position.x);
58
-
59
- float lengthCommon = length(project_position(vec4(target,0,1)) - project_position(vec4(source,0,1))); //
37
+
38
+ vec2 position = mix(source_world, target_world, a_Position.x);
39
+ vec2 position64Low = mix(a_Instance64Low.rg, a_Instance64Low.ba, a_Position.x);
40
+
41
+ float lengthCommon = length(
42
+ project_position(vec4(target_world, 0, 1)) - project_position(vec4(source_world, 0, 1))
43
+ );
60
44
  vec2 offsetDistances = a_Size.x * project_pixel_offset(vec2(a_Position.y, a_Position.z)); // Mapbox || 高德
61
- vec2 limitedOffsetDistances = clamp(
62
- offsetDistances,
63
- project_pixel(-lengthCommon*.2), project_pixel(lengthCommon*.2)
45
+ vec2 limitedOffsetDistances = clamp(
46
+ offsetDistances,
47
+ project_pixel(-lengthCommon * 0.2),
48
+ project_pixel(lengthCommon * 0.2)
64
49
  );
65
50
 
66
-
67
51
  float startOffsetCommon = project_pixel(offsets[0]);
68
52
  float endOffsetCommon = project_pixel(offsets[1]);
69
53
  float endpointOffset = mix(
70
- clamp(startOffsetCommon, 0.0, lengthCommon*.2),
71
- -clamp(endOffsetCommon, 0.0, lengthCommon*.2),
54
+ clamp(startOffsetCommon, 0.0, lengthCommon * 0.2),
55
+ -clamp(endOffsetCommon, 0.0, lengthCommon * 0.2),
72
56
  a_Position.x
73
57
  );
74
58
 
75
- vec2 normalsCommon = u_stroke_width * project_pixel_offset(vec2(a_Normal.x, a_Normal.y)); // mapbox || 高德
59
+ vec2 normalsCommon = u_stroke_width * project_pixel_offset(vec2(a_Normal.x, a_Normal.y)); // mapbox || 高德
76
60
 
77
- float gapCommon = flag_gap() * project_pixel(u_gap_width);
61
+ float gapCommon = -1. * project_pixel(u_gap_width);
78
62
  vec3 offsetCommon = vec3(
79
63
  flowlineDir * (limitedOffsetDistances[1] + normalsCommon.y + endpointOffset * 1.05) -
80
- perpendicularDir * (limitedOffsetDistances[0] + gapCommon + normalsCommon.x),
64
+ perpendicularDir * (limitedOffsetDistances[0] + gapCommon + normalsCommon.x),
81
65
  0.0
82
66
  );
83
67
 
84
- vec4 project_pos = project_position(vec4(position.xy, 0, 1.0));
68
+ vec4 project_pos = project_position(vec4(position.xy, 0, 1.0), position64Low);
85
69
 
86
70
  vec4 fillColor = vec4(a_Color.rgb, a_Color.a * opacity);
87
71
  v_color = mix(fillColor, vec4(u_stroke.xyz, u_stroke.w * fillColor.w * u_stroke_opacity), a_Normal.z);
88
72
 
89
- gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy + offsetCommon.xy, 0., 1.0));
90
-
91
-
73
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offsetCommon.xy, 0., 1.0));
92
74
 
93
75
  setPickingColor(a_PickingColor);
94
76
  }
@@ -1,13 +1,14 @@
1
- #define LineTypeSolid 0.0
2
- #define LineTypeDash 1.0
3
- #define Animate 0.0
4
- #define LineTexture 1.0
5
-
6
- layout(location = 0) in vec3 a_Position;
7
- layout(location = 1) in vec4 a_Color;
8
- layout(location = 9) in float a_Size;
9
- layout(location = 12) in vec4 a_Instance;
10
- layout(location = 14) in vec2 a_iconMapUV;
1
+ #define LineTypeSolid (0.0)
2
+ #define LineTypeDash (1.0)
3
+ #define Animate (0.0)
4
+ #define LineTexture (1.0)
5
+
6
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
7
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
8
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
9
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE) in vec4 a_Instance;
10
+ layout(location = ATTRIBUTE_LOCATION_INSTANCE_64LOW) in vec4 a_Instance64Low;
11
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_iconMapUV;
11
12
 
12
13
  layout(std140) uniform commonUniorm {
13
14
  vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
@@ -34,12 +35,12 @@ out float v_distance_ratio;
34
35
  #pragma include "project"
35
36
  #pragma include "picking"
36
37
 
37
- float maps (float value, float start1, float stop1, float start2, float stop2) {
38
+ float maps(float value, float start1, float stop1, float start2, float stop2) {
38
39
  return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
39
40
  }
40
41
 
41
42
  float getSegmentRatio(float index) {
42
- return index / (segmentNumber - 1.);
43
+ return index / (segmentNumber - 1.0);
43
44
  }
44
45
 
45
46
  float paraboloid(vec2 source, vec2 target, float ratio) {
@@ -53,33 +54,29 @@ float paraboloid(vec2 source, vec2 target, float ratio) {
53
54
  vec3 getPos(vec2 source, vec2 target, float segmentRatio) {
54
55
  float vertex_height = paraboloid(source, target, segmentRatio);
55
56
 
56
- return vec3(
57
- mix(source, target, segmentRatio),
58
- sqrt(max(0.0, vertex_height))
59
- );
57
+ return vec3(mix(source, target, segmentRatio), sqrt(max(0.0, vertex_height)));
60
58
  }
61
59
  vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
62
60
  // normalized direction of the line
63
61
  vec2 dir_screenspace = normalize(line_clipspace);
64
62
  // rotate by 90 degrees
65
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
66
- vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size)/ 2.0;
63
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
64
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
67
65
  return offset;
68
66
  }
69
67
  vec2 getNormal(vec2 line_clipspace, float offset_direction) {
70
68
  // normalized direction of the line
71
69
  vec2 dir_screenspace = normalize(line_clipspace);
72
70
  // rotate by 90 degrees
73
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
74
- return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
71
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
72
+ return dir_screenspace.xy * sign(offset_direction);
75
73
  }
76
- float getAngularDist (vec2 source, vec2 target) {
74
+ float getAngularDist(vec2 source, vec2 target) {
77
75
  vec2 delta = source - target;
78
76
  vec2 sin_half_delta = sin(delta / 2.0);
79
77
  float a =
80
78
  sin_half_delta.y * sin_half_delta.y +
81
- cos(source.y) * cos(target.y) *
82
- sin_half_delta.x * sin_half_delta.x;
79
+ cos(source.y) * cos(target.y) * sin_half_delta.x * sin_half_delta.x;
83
80
  return 2.0 * atan(sqrt(a), sqrt(1.0 - a));
84
81
  }
85
82
 
@@ -90,37 +87,29 @@ vec2 midPoint(vec2 source, vec2 target) {
90
87
  float thetaOffset = 0.314;
91
88
  float r2 = r / 2.0 / cos(thetaOffset);
92
89
  float theta2 = theta + thetaOffset;
93
- vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
90
+ vec2 mid = vec2(r2 * cos(theta2) + source.x, r2 * sin(theta2) + source.y);
94
91
  return mid;
95
92
  }
96
93
  float bezier3(vec3 arr, float t) {
97
- float ut = 1. - t;
94
+ float ut = 1.0 - t;
98
95
  return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
99
96
  }
100
97
 
101
- vec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {
102
- // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
103
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
104
- vec2 mid = midPoint(source, target);
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- vec3 x = vec3(source.x, mid.x, target.x);
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- vec3 y = vec3(source.y, mid.y, target.y);
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- return vec2(bezier3(x ,t), bezier3(y,t));
108
- }
109
- else {
110
- if(abs(angularDist - PI) < 0.001) {
111
- return (1.0 - t) * source + t * target;
112
- }
113
- float a = sin((1.0 - t) * angularDist) / sin(angularDist);
114
- float b = sin(t * angularDist) / sin(angularDist);
115
- vec2 sin_source = sin(source);
116
- vec2 cos_source = cos(source);
117
- vec2 sin_target = sin(target);
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- vec2 cos_target = cos(target);
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- float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;
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- float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;
121
- float z = a * sin_source.y + b * sin_target.y;
122
- return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));
98
+ vec2 interpolate(vec2 source, vec2 target, float angularDist, float t) {
99
+ if (abs(angularDist - PI) < 0.001) {
100
+ return (1.0 - t) * source + t * target;
123
101
  }
102
+ float a = sin((1.0 - t) * angularDist) / sin(angularDist);
103
+ float b = sin(t * angularDist) / sin(angularDist);
104
+ vec2 sin_source = sin(source);
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+ vec2 cos_source = cos(source);
106
+ vec2 sin_target = sin(target);
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+ vec2 cos_target = cos(target);
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+ float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;
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+ float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;
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+ float z = a * sin_source.y + b * sin_target.y;
111
+ return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));
112
+
124
113
  }
125
114
 
126
115
  void main() {
@@ -133,54 +122,49 @@ void main() {
133
122
  float segmentRatio = getSegmentRatio(segmentIndex);
134
123
  float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
135
124
 
136
- if(u_line_type == LineTypeDash) {
125
+ if (u_line_type == LineTypeDash) {
137
126
  v_distance_ratio = segmentIndex / segmentNumber;
138
- vec2 s = source;
139
- vec2 t = target;
140
-
141
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
142
- s = unProjCustomCoord(source);
143
- t = unProjCustomCoord(target);
144
- }
145
- float total_Distance = pixelDistance(s, t) / 2.0 * PI;
146
- total_Distance = total_Distance*16.0; // total_Distance*16.0 调整默认的效果
127
+ float total_Distance = pixelDistance(source, target) / 2.0 * PI;
128
+ total_Distance = total_Distance * 16.0; // total_Distance*16.0 调整默认的效果
147
129
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
148
130
  }
149
131
 
150
- if(u_animate.x == Animate) {
151
- v_distance_ratio = segmentIndex / segmentNumber;
132
+ if (u_animate.x == Animate) {
133
+ v_distance_ratio = segmentIndex / segmentNumber;
152
134
  }
153
135
 
154
136
  float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
155
137
  v_distance_ratio = segmentIndex / segmentNumber;
156
- vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));
157
- vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));
138
+
139
+ vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0), a_Instance64Low.xy);
140
+ vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0), a_Instance64Low.zw);
141
+
158
142
  // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
159
143
  vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
160
144
  // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));
161
145
  // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));
162
146
 
163
147
  v_line_data.g = a_Position.x; // 该顶点在弧线上的分段排序
164
- if(LineTexture == u_line_texture) { // 开启贴图模式
165
- // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;
148
+ if (LineTexture == u_line_texture) {
166
149
  float d_arcDistrance = length(source - target);
167
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap
168
- d_arcDistrance = d_arcDistrance * 1000000.0;
169
- }
170
- if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox
150
+ if (
151
+ u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT ||
152
+ u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET
153
+ ) {
154
+ // mapbox
171
155
  d_arcDistrance = project_pixel_allmap(d_arcDistrance);
172
156
  }
173
- float d_pixelLen = project_pixel(u_icon_step)/8.0;
174
- v_line_data.b = floor(d_arcDistrance/d_pixelLen); // 贴图在弧线上重复的数量
157
+ float d_pixelLen = project_pixel(u_icon_step) / 8.0;
158
+ v_line_data.b = floor(d_arcDistrance / d_pixelLen); // 贴图在弧线上重复的数量
175
159
 
176
160
  float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // 线横向偏移的距离
177
- float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
178
- v_line_data.a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
161
+ float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
162
+ v_line_data.a = lineOffsetWidth / linePixelSize; // 线图层贴图部分的 v 坐标值
179
163
 
180
164
  v_iconMapUV = a_iconMapUV;
181
165
  }
182
166
 
183
- gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));
167
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
184
168
  setPickingColor(a_PickingColor);
185
169
  }
186
170