@antv/l7-layers 2.21.9-beta.0 → 2.21.10

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 (283) hide show
  1. package/es/citybuliding/models/build.d.ts +0 -16
  2. package/es/citybuliding/models/build.js +20 -18
  3. package/es/citybuliding/shaders/build_frag.glsl +6 -6
  4. package/es/citybuliding/shaders/build_vert.glsl +14 -8
  5. package/es/core/BaseLayer.js +8 -12
  6. package/es/core/BaseModel.d.ts +2 -15
  7. package/es/core/BaseModel.js +62 -94
  8. package/es/core/CommonStyleAttribute.d.ts +18 -14
  9. package/es/core/CommonStyleAttribute.js +67 -23
  10. package/es/core/triangulation.js +39 -13
  11. package/es/earth/models/atmosphere.d.ts +0 -15
  12. package/es/earth/models/atmosphere.js +24 -30
  13. package/es/earth/models/base.d.ts +0 -15
  14. package/es/earth/models/base.js +24 -30
  15. package/es/earth/models/bloomsphere.d.ts +0 -15
  16. package/es/earth/models/bloomsphere.js +24 -30
  17. package/es/earth/shaders/atmosphere/atmosphere_vert.glsl +5 -7
  18. package/es/earth/shaders/base/base_vert.glsl +3 -3
  19. package/es/earth/shaders/bloomshpere/bloomsphere_vert.glsl +4 -5
  20. package/es/geometry/models/billboard.d.ts +0 -15
  21. package/es/geometry/models/billboard.js +8 -14
  22. package/es/geometry/models/plane.d.ts +0 -14
  23. package/es/geometry/models/plane.js +10 -10
  24. package/es/geometry/models/sprite.js +9 -3
  25. package/es/geometry/shaders/billboard_vert.glsl +25 -28
  26. package/es/geometry/shaders/plane_vert.glsl +6 -6
  27. package/es/geometry/shaders/sprite_vert.glsl +9 -7
  28. package/es/heatmap/models/grid.d.ts +0 -14
  29. package/es/heatmap/models/grid.js +3 -10
  30. package/es/heatmap/models/grid3d.d.ts +0 -16
  31. package/es/heatmap/models/grid3d.js +6 -14
  32. package/es/heatmap/models/heatmap.d.ts +1 -20
  33. package/es/heatmap/models/heatmap.js +83 -96
  34. package/es/heatmap/models/hexagon.d.ts +0 -14
  35. package/es/heatmap/models/hexagon.js +3 -9
  36. package/es/heatmap/shaders/grid/grid_vert.glsl +42 -30
  37. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +26 -14
  38. package/es/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +16 -19
  39. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +22 -16
  40. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +4 -3
  41. package/es/heatmap/shaders/hexagon/hexagon_vert.glsl +23 -13
  42. package/es/image/models/image.d.ts +0 -14
  43. package/es/image/models/image.js +3 -11
  44. package/es/image/shaders/image_vert.glsl +6 -7
  45. package/es/line/models/arc.d.ts +0 -18
  46. package/es/line/models/arc.js +8 -57
  47. package/es/line/models/arc_3d.d.ts +0 -18
  48. package/es/line/models/arc_3d.js +7 -55
  49. package/es/line/models/flow.d.ts +0 -17
  50. package/es/line/models/flow.js +7 -35
  51. package/es/line/models/great_circle.d.ts +0 -17
  52. package/es/line/models/great_circle.js +6 -34
  53. package/es/line/models/line.d.ts +0 -17
  54. package/es/line/models/line.js +8 -17
  55. package/es/line/models/simple_line.d.ts +0 -14
  56. package/es/line/models/simple_line.js +47 -12
  57. package/es/line/models/wall.d.ts +0 -17
  58. package/es/line/models/wall.js +48 -22
  59. package/es/line/shaders/arc/line_arc_vert.glsl +48 -42
  60. package/es/line/shaders/arc3d/line_arc_3d_vert.glsl +20 -15
  61. package/es/line/shaders/flow/flow_line_vert.glsl +48 -30
  62. package/es/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +72 -56
  63. package/es/line/shaders/line/line_vert.glsl +48 -31
  64. package/es/line/shaders/simple/simpleline_vert.glsl +23 -18
  65. package/es/line/shaders/wall/wall_vert.glsl +45 -36
  66. package/es/mask/models/fill.js +1 -2
  67. package/es/mask/shaders/mask_vert.glsl +7 -2
  68. package/es/plugins/DataMappingPlugin.d.ts +1 -0
  69. package/es/plugins/DataMappingPlugin.js +24 -1
  70. package/es/plugins/PixelPickingPlugin.js +2 -2
  71. package/es/plugins/RegisterStyleAttributePlugin.d.ts +1 -0
  72. package/es/plugins/RegisterStyleAttributePlugin.js +25 -3
  73. package/es/plugins/ShaderUniformPlugin.d.ts +5 -0
  74. package/es/plugins/ShaderUniformPlugin.js +34 -2
  75. package/es/point/models/billboard_point.d.ts +0 -14
  76. package/es/point/models/billboard_point.js +3 -11
  77. package/es/point/models/earthExtrude.d.ts +0 -16
  78. package/es/point/models/earthExtrude.js +8 -15
  79. package/es/point/models/earthFill.d.ts +0 -16
  80. package/es/point/models/earthFill.js +5 -13
  81. package/es/point/models/extrude.d.ts +0 -16
  82. package/es/point/models/extrude.js +12 -19
  83. package/es/point/models/fill.d.ts +0 -16
  84. package/es/point/models/fill.js +5 -16
  85. package/es/point/models/fillImage.d.ts +0 -16
  86. package/es/point/models/fillImage.js +16 -16
  87. package/es/point/models/image.d.ts +0 -15
  88. package/es/point/models/image.js +4 -14
  89. package/es/point/models/normal.d.ts +0 -14
  90. package/es/point/models/normal.js +3 -11
  91. package/es/point/models/radar.d.ts +0 -15
  92. package/es/point/models/radar.js +4 -13
  93. package/es/point/models/text.d.ts +0 -16
  94. package/es/point/models/text.js +11 -18
  95. package/es/point/shaders/billboard/billboard_point_vert.glsl +13 -10
  96. package/es/point/shaders/earthExtrude/earthExtrude_vert.glsl +25 -15
  97. package/es/point/shaders/earthFill/earthFill_vert.glsl +6 -6
  98. package/es/point/shaders/extrude/extrude_vert.glsl +39 -35
  99. package/es/point/shaders/fill/fill_vert.glsl +14 -12
  100. package/es/point/shaders/fillImage/fillImage_vert.glsl +28 -16
  101. package/es/point/shaders/image/image_vert.glsl +12 -15
  102. package/es/point/shaders/normal/normal_vert.glsl +10 -7
  103. package/es/point/shaders/radar/radar_vert.glsl +11 -11
  104. package/es/point/shaders/text/text_vert.glsl +9 -10
  105. package/es/polygon/models/extrude.d.ts +0 -16
  106. package/es/polygon/models/extrude.js +26 -26
  107. package/es/polygon/models/extrusion.d.ts +0 -16
  108. package/es/polygon/models/extrusion.js +4 -34
  109. package/es/polygon/models/fill.d.ts +0 -14
  110. package/es/polygon/models/fill.js +4 -12
  111. package/es/polygon/models/ocean.d.ts +0 -14
  112. package/es/polygon/models/ocean.js +6 -11
  113. package/es/polygon/models/water.d.ts +0 -14
  114. package/es/polygon/models/water.js +6 -11
  115. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +15 -17
  116. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +20 -22
  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 +6 -7
  120. package/es/polygon/shaders/fill/fill_vert.glsl +12 -10
  121. package/es/polygon/shaders/ocean/ocean_vert.glsl +4 -3
  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 +0 -14
  126. package/es/raster/models/raster.js +3 -12
  127. package/es/raster/models/rasterRgb.d.ts +0 -14
  128. package/es/raster/models/rasterRgb.js +3 -12
  129. package/es/raster/models/rasterTerrainRgb.d.ts +0 -14
  130. package/es/raster/models/rasterTerrainRgb.js +3 -11
  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 +16 -0
  135. package/es/tile/tile/Tile.d.ts +0 -2
  136. package/es/utils/extrude_polyline.d.ts +15 -0
  137. package/es/utils/extrude_polyline.js +217 -0
  138. package/es/utils/multiPassRender.js +2 -10
  139. package/es/wind/models/wind.d.ts +0 -14
  140. package/es/wind/models/wind.js +1 -9
  141. package/es/wind/shaders/wind_vert.glsl +5 -6
  142. package/lib/citybuliding/models/build.d.ts +0 -16
  143. package/lib/citybuliding/models/build.js +20 -18
  144. package/lib/citybuliding/shaders/build_frag.glsl +6 -6
  145. package/lib/citybuliding/shaders/build_vert.glsl +14 -8
  146. package/lib/core/BaseLayer.js +8 -12
  147. package/lib/core/BaseModel.d.ts +2 -15
  148. package/lib/core/BaseModel.js +60 -92
  149. package/lib/core/CommonStyleAttribute.d.ts +18 -14
  150. package/lib/core/CommonStyleAttribute.js +68 -23
  151. package/lib/core/triangulation.js +39 -13
  152. package/lib/earth/models/atmosphere.d.ts +0 -15
  153. package/lib/earth/models/atmosphere.js +24 -30
  154. package/lib/earth/models/base.d.ts +0 -15
  155. package/lib/earth/models/base.js +24 -30
  156. package/lib/earth/models/bloomsphere.d.ts +0 -15
  157. package/lib/earth/models/bloomsphere.js +24 -30
  158. package/lib/earth/shaders/atmosphere/atmosphere_vert.glsl +5 -7
  159. package/lib/earth/shaders/base/base_vert.glsl +3 -3
  160. package/lib/earth/shaders/bloomshpere/bloomsphere_vert.glsl +4 -5
  161. package/lib/geometry/models/billboard.d.ts +0 -15
  162. package/lib/geometry/models/billboard.js +8 -14
  163. package/lib/geometry/models/plane.d.ts +0 -14
  164. package/lib/geometry/models/plane.js +10 -10
  165. package/lib/geometry/models/sprite.js +9 -3
  166. package/lib/geometry/shaders/billboard_vert.glsl +25 -28
  167. package/lib/geometry/shaders/plane_vert.glsl +6 -6
  168. package/lib/geometry/shaders/sprite_vert.glsl +9 -7
  169. package/lib/heatmap/models/grid.d.ts +0 -14
  170. package/lib/heatmap/models/grid.js +3 -10
  171. package/lib/heatmap/models/grid3d.d.ts +0 -16
  172. package/lib/heatmap/models/grid3d.js +6 -14
  173. package/lib/heatmap/models/heatmap.d.ts +1 -20
  174. package/lib/heatmap/models/heatmap.js +82 -95
  175. package/lib/heatmap/models/hexagon.d.ts +0 -14
  176. package/lib/heatmap/models/hexagon.js +3 -9
  177. package/lib/heatmap/shaders/grid/grid_vert.glsl +42 -30
  178. package/lib/heatmap/shaders/grid3d/grid_3d_vert.glsl +26 -14
  179. package/lib/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +16 -19
  180. package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +22 -16
  181. package/lib/heatmap/shaders/heatmap/heatmap_vert.glsl +4 -3
  182. package/lib/heatmap/shaders/hexagon/hexagon_vert.glsl +23 -13
  183. package/lib/image/models/image.d.ts +0 -14
  184. package/lib/image/models/image.js +3 -11
  185. package/lib/image/shaders/image_vert.glsl +6 -7
  186. package/lib/line/models/arc.d.ts +0 -18
  187. package/lib/line/models/arc.js +7 -56
  188. package/lib/line/models/arc_3d.d.ts +0 -18
  189. package/lib/line/models/arc_3d.js +7 -55
  190. package/lib/line/models/flow.d.ts +0 -17
  191. package/lib/line/models/flow.js +7 -35
  192. package/lib/line/models/great_circle.d.ts +0 -17
  193. package/lib/line/models/great_circle.js +5 -33
  194. package/lib/line/models/line.d.ts +0 -17
  195. package/lib/line/models/line.js +8 -17
  196. package/lib/line/models/simple_line.d.ts +0 -14
  197. package/lib/line/models/simple_line.js +47 -12
  198. package/lib/line/models/wall.d.ts +0 -17
  199. package/lib/line/models/wall.js +48 -22
  200. package/lib/line/shaders/arc/line_arc_vert.glsl +48 -42
  201. package/lib/line/shaders/arc3d/line_arc_3d_vert.glsl +20 -15
  202. package/lib/line/shaders/flow/flow_line_vert.glsl +48 -30
  203. package/lib/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +72 -56
  204. package/lib/line/shaders/line/line_vert.glsl +48 -31
  205. package/lib/line/shaders/simple/simpleline_vert.glsl +23 -18
  206. package/lib/line/shaders/wall/wall_vert.glsl +45 -36
  207. package/lib/mask/models/fill.js +1 -2
  208. package/lib/mask/shaders/mask_vert.glsl +7 -2
  209. package/lib/plugins/DataMappingPlugin.d.ts +1 -0
  210. package/lib/plugins/DataMappingPlugin.js +23 -0
  211. package/lib/plugins/PixelPickingPlugin.js +1 -1
  212. package/lib/plugins/RegisterStyleAttributePlugin.d.ts +1 -0
  213. package/lib/plugins/RegisterStyleAttributePlugin.js +24 -2
  214. package/lib/plugins/ShaderUniformPlugin.d.ts +5 -0
  215. package/lib/plugins/ShaderUniformPlugin.js +34 -2
  216. package/lib/point/models/billboard_point.d.ts +0 -14
  217. package/lib/point/models/billboard_point.js +3 -11
  218. package/lib/point/models/earthExtrude.d.ts +0 -16
  219. package/lib/point/models/earthExtrude.js +7 -14
  220. package/lib/point/models/earthFill.d.ts +0 -16
  221. package/lib/point/models/earthFill.js +5 -13
  222. package/lib/point/models/extrude.d.ts +0 -16
  223. package/lib/point/models/extrude.js +11 -18
  224. package/lib/point/models/fill.d.ts +0 -16
  225. package/lib/point/models/fill.js +5 -16
  226. package/lib/point/models/fillImage.d.ts +0 -16
  227. package/lib/point/models/fillImage.js +16 -16
  228. package/lib/point/models/image.d.ts +0 -15
  229. package/lib/point/models/image.js +4 -14
  230. package/lib/point/models/normal.d.ts +0 -14
  231. package/lib/point/models/normal.js +3 -11
  232. package/lib/point/models/radar.d.ts +0 -15
  233. package/lib/point/models/radar.js +4 -13
  234. package/lib/point/models/text.d.ts +0 -16
  235. package/lib/point/models/text.js +11 -18
  236. package/lib/point/shaders/billboard/billboard_point_vert.glsl +13 -10
  237. package/lib/point/shaders/earthExtrude/earthExtrude_vert.glsl +25 -15
  238. package/lib/point/shaders/earthFill/earthFill_vert.glsl +6 -6
  239. package/lib/point/shaders/extrude/extrude_vert.glsl +39 -35
  240. package/lib/point/shaders/fill/fill_vert.glsl +14 -12
  241. package/lib/point/shaders/fillImage/fillImage_vert.glsl +28 -16
  242. package/lib/point/shaders/image/image_vert.glsl +12 -15
  243. package/lib/point/shaders/normal/normal_vert.glsl +10 -7
  244. package/lib/point/shaders/radar/radar_vert.glsl +11 -11
  245. package/lib/point/shaders/text/text_vert.glsl +9 -10
  246. package/lib/polygon/models/extrude.d.ts +0 -16
  247. package/lib/polygon/models/extrude.js +25 -25
  248. package/lib/polygon/models/extrusion.d.ts +0 -16
  249. package/lib/polygon/models/extrusion.js +4 -34
  250. package/lib/polygon/models/fill.d.ts +0 -14
  251. package/lib/polygon/models/fill.js +4 -12
  252. package/lib/polygon/models/ocean.d.ts +0 -14
  253. package/lib/polygon/models/ocean.js +6 -11
  254. package/lib/polygon/models/water.d.ts +0 -14
  255. package/lib/polygon/models/water.js +6 -11
  256. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +15 -17
  257. package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +20 -22
  258. package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +17 -17
  259. package/lib/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +8 -8
  260. package/lib/polygon/shaders/fill/fill_linear_vert.glsl +6 -7
  261. package/lib/polygon/shaders/fill/fill_vert.glsl +12 -10
  262. package/lib/polygon/shaders/ocean/ocean_vert.glsl +4 -3
  263. package/lib/polygon/shaders/water/polygon_water_vert.glsl +5 -5
  264. package/lib/raster/index.d.ts +1 -1
  265. package/lib/raster/index.js +2 -2
  266. package/lib/raster/models/raster.d.ts +0 -14
  267. package/lib/raster/models/raster.js +3 -12
  268. package/lib/raster/models/rasterRgb.d.ts +0 -14
  269. package/lib/raster/models/rasterRgb.js +3 -12
  270. package/lib/raster/models/rasterTerrainRgb.d.ts +0 -14
  271. package/lib/raster/models/rasterTerrainRgb.js +3 -11
  272. package/lib/raster/shaders/raster/raster_2d_vert.glsl +6 -6
  273. package/lib/raster/shaders/rgb/raster_rgb_vert.glsl +11 -11
  274. package/lib/raster/shaders/terrain/terrain_rgb_vert.glsl +11 -11
  275. package/lib/tile/core/BaseLayer.js +16 -0
  276. package/lib/tile/tile/Tile.d.ts +0 -2
  277. package/lib/utils/extrude_polyline.d.ts +15 -0
  278. package/lib/utils/extrude_polyline.js +217 -0
  279. package/lib/utils/multiPassRender.js +2 -10
  280. package/lib/wind/models/wind.d.ts +0 -14
  281. package/lib/wind/models/wind.js +1 -9
  282. package/lib/wind/shaders/wind_vert.glsl +5 -6
  283. package/package.json +9 -9
@@ -1,22 +1,6 @@
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;
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- readonly MAX: 8;
14
- } & Record<string, number> & {
15
- MAX: 8;
16
- SIZE: number;
17
- NORMAL: number;
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- UV: number;
19
- };
20
4
  private cityCenter;
21
5
  private cityMinSize;
22
6
  protected getCommonUniformsInfo(): {
@@ -3,25 +3,18 @@ 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 { PolygonExtrudeTriangulation } from "../../core/triangulation";
7
8
  /* babel-plugin-inline-import '../shaders/build_frag.glsl' */
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";
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";
9
10
  /* babel-plugin-inline-import '../shaders/build_vert.glsl' */
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";
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";
11
12
  export default class CityBuildModel extends BaseModel {
12
13
  constructor(...args) {
13
14
  super(...args);
14
15
  _defineProperty(this, "cityCenter", void 0);
15
16
  _defineProperty(this, "cityMinSize", void 0);
16
17
  }
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
- }
25
18
  getCommonUniformsInfo() {
26
19
  const {
27
20
  opacity = 1,
@@ -57,10 +50,20 @@ export default class CityBuildModel extends BaseModel {
57
50
  calCityGeo() {
58
51
  // @ts-ignore
59
52
  const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;
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;
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
+ }
64
67
  }
65
68
  initModels() {
66
69
  var _this = this;
@@ -82,7 +85,6 @@ export default class CityBuildModel extends BaseModel {
82
85
  depth: {
83
86
  enable: true
84
87
  },
85
- defines: _this2.getDefines(),
86
88
  inject: _this2.getInject(),
87
89
  cull: {
88
90
  enable: true,
@@ -99,7 +101,7 @@ export default class CityBuildModel extends BaseModel {
99
101
  type: AttributeType.Attribute,
100
102
  descriptor: {
101
103
  name: 'a_Normal',
102
- shaderLocation: this.attributeLocation.NORMAL,
104
+ shaderLocation: ShaderLocation.NORMAL,
103
105
  buffer: {
104
106
  // give the WebGL driver a hint that this buffer may change
105
107
  usage: gl.STATIC_DRAW,
@@ -117,7 +119,7 @@ export default class CityBuildModel extends BaseModel {
117
119
  type: AttributeType.Attribute,
118
120
  descriptor: {
119
121
  name: 'a_Size',
120
- shaderLocation: this.attributeLocation.SIZE,
122
+ shaderLocation: ShaderLocation.SIZE,
121
123
  buffer: {
122
124
  // give the WebGL driver a hint that this buffer may change
123
125
  usage: gl.DYNAMIC_DRAW,
@@ -138,7 +140,7 @@ export default class CityBuildModel extends BaseModel {
138
140
  type: AttributeType.Attribute,
139
141
  descriptor: {
140
142
  name: 'a_Uv',
141
- shaderLocation: this.attributeLocation.UV,
143
+ shaderLocation: ShaderLocation.UV,
142
144
  buffer: {
143
145
  // give the WebGL driver a hint that this buffer may change
144
146
  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 = 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;
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;
12
12
 
13
13
  out vec2 v_texCoord;
14
14
  out vec4 v_Color;
@@ -41,11 +41,17 @@ void main() {
41
41
 
42
42
  if(u_circleSweep > 0.0) {
43
43
  vec2 lnglatscale = vec2(0.0);
44
- lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);
44
+ if(u_CoordinateSystem != COORDINATE_SYSTEM_P20_2) {
45
+ lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);
46
+ }
45
47
  v_worldDis = length(a_Position.xy + lnglatscale - u_cityCenter);
46
48
  }
47
-
48
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
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
+ }
49
55
 
50
56
  float lightWeight = calc_lighting(pos);
51
57
  // 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", "defines", "inject", "triangulation", "styleOption", "pickingEnabled"];
6
+ _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "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';
@@ -58,8 +58,7 @@ export default class BaseLayer extends EventEmitter {
58
58
  return this.container.interactionService;
59
59
  }
60
60
  get mapService() {
61
- var _this$container;
62
- return (_this$container = this.container) === null || _this$container === void 0 ? void 0 : _this$container.mapService;
61
+ return this.container.mapService;
63
62
  }
64
63
  get normalPassFactory() {
65
64
  return this.container.normalPassFactory;
@@ -606,9 +605,6 @@ export default class BaseLayer extends EventEmitter {
606
605
  if (_this2.multiPassRenderer && _this2.multiPassRenderer.getRenderFlag()) {
607
606
  // multi render 开始执行 multiPassRender 的渲染流程
608
607
  yield _this2.multiPassRenderer.render();
609
- } else if (_this2.multiPassRenderer) {
610
- // renderPass 触发的渲染
611
- _this2.renderModels();
612
608
  } else {
613
609
  _this2.renderModels();
614
610
  }
@@ -922,8 +918,12 @@ export default class BaseLayer extends EventEmitter {
922
918
  type
923
919
  }) => {
924
920
  if (this.coordCenter === undefined) {
921
+ var _this$mapService;
925
922
  const layerCenter = this.layerSource.center;
926
923
  this.coordCenter = layerCenter;
924
+ if ((_this$mapService = this.mapService) !== null && _this$mapService !== void 0 && _this$mapService.setCoordCenter) {
925
+ this.mapService.setCoordCenter(layerCenter);
926
+ }
927
927
  }
928
928
  if (type === 'update') {
929
929
  if (this.tileLayer) {
@@ -1017,7 +1017,6 @@ export default class BaseLayer extends EventEmitter {
1017
1017
  moduleName,
1018
1018
  vertexShader,
1019
1019
  fragmentShader,
1020
- defines,
1021
1020
  inject,
1022
1021
  triangulation,
1023
1022
  styleOption,
@@ -1027,7 +1026,6 @@ export default class BaseLayer extends EventEmitter {
1027
1026
  _this3.shaderModuleService.registerModule(moduleName, {
1028
1027
  vs: vertexShader,
1029
1028
  fs: fragmentShader,
1030
- defines,
1031
1029
  inject
1032
1030
  });
1033
1031
  const {
@@ -1044,9 +1042,7 @@ export default class BaseLayer extends EventEmitter {
1044
1042
  elements,
1045
1043
  count
1046
1044
  } = _this3.styleAttributeService.createAttributesAndIndices(_this3.encodedData, triangulation, styleOption, _this3);
1047
- const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers,
1048
- // TODO: 目前未使用
1049
- _this3.getLayerUniformBuffer()];
1045
+ const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers, _this3.getLayerUniformBuffer()];
1050
1046
  if (pickingEnabled) {
1051
1047
  uniformBuffers.push(_this3.getPickingUniformBuffer());
1052
1048
  }
@@ -1231,8 +1227,8 @@ export default class BaseLayer extends EventEmitter {
1231
1227
  _this5.uniformBuffers = [];
1232
1228
  // Layer Uniform
1233
1229
  const layerUniforms = _this5.rendererService.createBuffer({
1234
- // TODO: 不再需要,之前用于 amap2 u_Mvp
1235
1230
  data: new Float32Array(16 + 4).fill(0),
1231
+ // u_Mvp
1236
1232
  isUBO: true
1237
1233
  });
1238
1234
  _this5.uniformBuffers.push(layerUniforms);
@@ -1,5 +1,4 @@
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';
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';
3
2
  export type styleSingle = number | string | [string, (single: any) => number] | [string, [number, number]];
4
3
  export type styleOffset = string | [number, number] | [string, (single: any) => number];
5
4
  export type styleColor = string | [string, (single: any) => string] | [string, [string, string]];
@@ -12,15 +11,10 @@ export interface ICellProperty {
12
11
  attr: string;
13
12
  count: number;
14
13
  }
15
- type AttributeLayoutLocationType = typeof COMMON_ATTRIBUTE_LOCATION & Record<string, number>;
16
14
  export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerModel {
17
15
  triangulation: Triangulation;
18
16
  uniformBuffers: IBuffer[];
19
17
  textures: ITexture2D[];
20
- /**
21
- * Attribute Layout Location in Shader
22
- */
23
- protected get attributeLocation(): AttributeLayoutLocationType;
24
18
  createTexture2D: (options: ITexture2DInitializationOptions) => ITexture2D;
25
19
  preStyleAttribute: Record<string, any>;
26
20
  protected encodeStyleAttribute: Record<string, boolean>;
@@ -61,17 +55,11 @@ export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerMod
61
55
  protected registerBuiltinAttributes(): void;
62
56
  protected animateOption2Array(option: IAnimateOption): number[];
63
57
  protected startModelAnimate(): void;
64
- protected getInject(): ShaderInject;
65
- protected getDefines(): Record<string, ShaderDefine>;
58
+ protected getInject(): IInject;
66
59
  protected getStyleAttribute(): {
67
60
  [key: string]: any;
68
61
  };
69
62
  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;
75
63
  updateEncodeAttribute(type: string, flag: boolean): void;
76
64
  initUniformsBuffer(): void;
77
65
  protected getUniformsBufferInfo(uniformsOption: {
@@ -92,4 +80,3 @@ export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerMod
92
80
  };
93
81
  updateStyleUnifoms(): void;
94
82
  }
95
- export {};
@@ -1,27 +1,24 @@
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 { AttributeType, BlendType, MaskOperation, StencilType, gl } from '@antv/l7-core';
5
- import { fp64LowPart, rgb2arr } from '@antv/l7-utils';
4
+ import { BlendType, MaskOperation, StencilType } from '@antv/l7-core';
5
+ import { rgb2arr } from '@antv/l7-utils';
6
6
  import { BlendTypes } from "../utils/blend";
7
7
  import { getStencil, getStencilMask } from "../utils/stencil";
8
- import { COMMON_ATTRIBUTE_LOCATION, getCommonStyleAttributeOptions } from "./CommonStyleAttribute";
8
+ import { getCommonStyleAttributeOptions, ShaderLocation } from "./CommonStyleAttribute";
9
9
  import { DefaultUniformStyleType, DefaultUniformStyleValue } from "./constant";
10
10
  import { MultipleOfFourNumber } from "./utils";
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_';
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
+ };
13
19
 
14
20
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
15
21
  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
-
25
22
  // 不支持数据映射的buffer
26
23
 
27
24
  // style texture data mapping
@@ -30,6 +27,7 @@ export default class BaseModel {
30
27
  _defineProperty(this, "triangulation", void 0);
31
28
  _defineProperty(this, "uniformBuffers", []);
32
29
  _defineProperty(this, "textures", []);
30
+ // style texture data mapping
33
31
  _defineProperty(this, "createTexture2D", void 0);
34
32
  _defineProperty(this, "preStyleAttribute", {});
35
33
  _defineProperty(this, "encodeStyleAttribute", {});
@@ -180,18 +178,55 @@ export default class BaseModel {
180
178
  this.layer.setAnimateStartTime();
181
179
  }
182
180
  }
181
+
182
+ // 动态注入参与数据映射的uniform
183
183
  getInject() {
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);
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
+ };
195
230
  }
196
231
 
197
232
  // 获取数据映射样式
@@ -212,36 +247,14 @@ export default class BaseModel {
212
247
  });
213
248
  return options;
214
249
  }
215
-
216
250
  // 注册数据映射样式
217
251
  registerStyleAttribute() {
218
252
  Object.keys(this.layer.encodeStyleAttribute).forEach(key => {
219
253
  const options = getCommonStyleAttributeOptions(key);
220
254
  if (options) {
221
255
  this.styleAttributeService.registerStyleAttribute(options);
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];
256
+ if (options.descriptor) {
257
+ options.descriptor.shaderLocation = shaderLocationMap[key];
245
258
  }
246
259
  }
247
260
  });
@@ -317,49 +330,4 @@ export default class BaseModel {
317
330
  data: new Uint8Array(new Float32Array(commonUniformsArray).buffer)
318
331
  });
319
332
  }
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
- };
365
333
  }
@@ -1,16 +1,20 @@
1
1
  import type { IStyleAttribute } from '@antv/l7-core';
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
- };
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
+ }
16
20
  export declare function getCommonStyleAttributeOptions(name: string): Partial<IStyleAttribute> | undefined;