@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
@@ -7,7 +7,7 @@ import { RasterImageTriangulation } from "../../core/triangulation";
7
7
  /* babel-plugin-inline-import '../shaders/wind_frag.glsl' */
8
8
  const WindFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nvoid main() {\n vec4 color = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y));\n gl_FragColor = color;\n gl_FragColor.a *= u_opacity;\n}\n";
9
9
  /* babel-plugin-inline-import '../shaders/wind_vert.glsl' */
10
- const WindVert = "precision highp float;\nuniform mat4 u_ModelMatrix;\n\nlayout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;\n\nvarying vec2 v_texCoord;\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));\n}\n";
10
+ const WindVert = "precision highp float;\nuniform mat4 u_ModelMatrix;\n\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy,0., 1.0));\n}\n";
11
11
  import { Wind } from "./windRender";
12
12
  const defaultRampColors = {
13
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  0.0: '#3288bd',
@@ -32,12 +32,6 @@ export default class WindModel extends BaseModel {
32
32
  _defineProperty(this, "frequency", new FrequencyController(7.2));
33
33
  _defineProperty(this, "cacheZoom", void 0);
34
34
  }
35
- get attributeLocation() {
36
- return Object.assign(super.attributeLocation, {
37
- MAX: super.attributeLocation.MAX,
38
- UV: 9
39
- });
40
- }
41
35
  render(options) {
42
36
  this.drawColorMode(options);
43
37
  // Tip: 控制风场的平均更新频率
@@ -114,7 +108,6 @@ export default class WindModel extends BaseModel {
114
108
  moduleName: 'wind',
115
109
  vertexShader: WindVert,
116
110
  fragmentShader: WindFrag,
117
- defines: _this.getDefines(),
118
111
  triangulation: RasterImageTriangulation,
119
112
  primitive: gl.TRIANGLES,
120
113
  depth: {
@@ -153,7 +146,6 @@ export default class WindModel extends BaseModel {
153
146
  type: AttributeType.Attribute,
154
147
  descriptor: {
155
148
  name: 'a_Uv',
156
- shaderLocation: this.attributeLocation.UV,
157
149
  buffer: {
158
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  // give the WebGL driver a hint that this buffer may change
159
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  usage: gl.DYNAMIC_DRAW,
@@ -1,14 +1,13 @@
1
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  precision highp float;
2
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  uniform mat4 u_ModelMatrix;
3
3
 
4
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
5
- layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
6
-
4
+ attribute vec3 a_Position;
5
+ attribute vec2 a_Uv;
7
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  varying vec2 v_texCoord;
8
7
  #pragma include "projection"
9
8
  void main() {
10
- v_texCoord = a_Uv;
11
- vec4 project_pos = project_position(vec4(a_Position, 1.0));
9
+ v_texCoord = a_Uv;
10
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
12
11
 
13
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));
12
+ gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy,0., 1.0));
14
13
  }
@@ -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;
13
- readonly MAX: 8;
14
- } & Record<string, number> & {
15
- MAX: 8;
16
- SIZE: number;
17
- NORMAL: number;
18
- UV: number;
19
- };
20
4
  private cityCenter;
21
5
  private cityMinSize;
22
6
  protected getCommonUniformsInfo(): {
@@ -10,25 +10,18 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
10
10
  var _l7Core = require("@antv/l7-core");
11
11
  var _l7Utils = require("@antv/l7-utils");
12
12
  var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
13
+ var _CommonStyleAttribute = require("../../core/CommonStyleAttribute");
13
14
  var _triangulation = require("../../core/triangulation");
14
15
  /* babel-plugin-inline-import '../shaders/build_frag.glsl' */
15
- 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";
16
+ const buildFrag = "precision highp float;\nlayout(std140) uniform commonUniforms {\n vec4 u_baseColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_brightColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_windowColor : [ 1.0, 0, 0, 1.0 ];\n vec4 u_circleSweepColor;\n vec2 u_cityCenter;\n float u_circleSweep;\n float u_cityMinSize;\n float u_circleSweepSpeed;\n float u_opacity: 1.0;\n float u_near : 0;\n float u_far : 1;\n float u_time;\n};\nin vec4 v_Color;\nin vec2 v_texCoord;\nin float v_worldDis;\nout vec4 outputColor;\n\n#pragma include \"picking\"\n#pragma include \"scene_uniforms\"\n\nvec3 getWindowColor(float n, float hot, vec3 brightColor, vec3 darkColor) {\n float s = step(hot, n);\n vec3 color = mix(brightColor,vec3(0.9,0.9,1.0),n);\n\n return mix(darkColor, color, s);\n}\nfloat random (vec2 st) {\n return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);\n}\n\nfloat LinearizeDepth()\n{\n float z = gl_FragCoord.z * 2.0 - 1.0;\n return (2.0 * u_near * u_far) / (u_far + u_near - z * (u_far - u_near));\n}\n\nvec3 fog(vec3 color, vec3 fogColor, float depth){\n float fogFactor=clamp(depth,0.0,1.0);\n vec3 output_color=mix(fogColor,color,fogFactor);\n return output_color;\n}\n\nfloat sdRect(vec2 p, vec2 sz) {\n vec2 d = abs(p) - sz;\n float outside = length(max(d, 0.));\n float inside = min(max(d.x, d.y), 0.);\n return outside + inside;\n}\n\nvoid main() {\n outputColor = v_Color;\n vec3 baseColor = u_baseColor.xyz;\n vec3 brightColor = u_brightColor.xyz;\n vec3 windowColor = u_windowColor.xyz;\n float targetColId = 5.;\n float depth = 1.0 - LinearizeDepth() / u_far * u_Zoom;\n vec3 fogColor = vec3(23.0/255.0,31.0/255.0,51.0/255.0);\n if(v_texCoord.x < 0.) { //\u9876\u90E8\u989C\u8272\n vec3 foggedColor = fog(baseColor.xyz + vec3(0.12*0.9,0.2*0.9,0.3*0.9),fogColor,depth);\n outputColor = vec4( foggedColor, v_Color.w);\n }else { // \u4FA7\u9762\u989C\u8272\n vec2 st = v_texCoord;\n vec2 UvScale = v_texCoord;\n float tStep = min(0.08,max(0.05* (18.0-u_Zoom),0.02));\n float tStart = 0.25 * tStep;\n float tEnd = 0.75 * tStep;\n float u = mod(UvScale.x, tStep);\n float v = mod(UvScale.y, tStep);\n float ux = floor(UvScale.x/tStep);\n float uy = floor(UvScale.y/tStep);\n float n = random(vec2(ux,uy));\n float lightP = u_time;\n float head = 1.0- step(0.005,st.y);\n /*step3*/\n // \u5C06\u7A97\u6237\u989C\u8272\u548C\u5899\u9762\u989C\u8272\u533A\u522B\u5F00\u6765\n float sU = step(tStart, u) - step(tEnd, u);\n float sV = step(tStart, v) - step(tEnd, v);\n vec2 windowSize = vec2(abs(tEnd-tStart),abs(tEnd-tStart));\n float dist = sdRect(vec2(u,v), windowSize);\n float s = sU * sV;\n\n float curColId = floor(UvScale.x / tStep);\n float sCol = step(targetColId - 0.2, curColId) - step(targetColId + 0.2, curColId);\n\n float mLightP = mod(lightP, 2.);\n float sRow = step(mLightP - 0.2, st.y) - step(mLightP, st.y);\n if(ux == targetColId){\n n =0.;\n }\n float timeP = min(0.75, abs ( sin(u_time/3.0) ) );\n float hot = smoothstep(1.0,0.0,timeP);\n vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), s);\n //vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), 1.0);\n float sFinal = s * sCol * sRow;\n color += mix(baseColor, brightColor, sFinal*n);\n if (st.y<0.01){\n color = baseColor;\n }\n if(head ==1.0) { // \u9876\u90E8\u4EAE\u7EBF\n color = brightColor;\n }\n color = color * v_Color.rgb;\n\n vec3 foggedColor = fog(color,fogColor,depth);\n\n outputColor = vec4(foggedColor,1.0);\n }\n\n\n if(u_circleSweep > 0.0 && v_worldDis < u_cityMinSize) {\n float r = fract(((v_worldDis/u_cityMinSize) - u_time * u_circleSweepSpeed) * 2.0);\n outputColor.rgb += r * r * u_circleSweepColor.rgb;\n }\n \n outputColor.a *= u_opacity;\n outputColor = filterColor(outputColor);\n}\n";
16
17
  /* babel-plugin-inline-import '../shaders/build_vert.glsl' */
17
- 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";
18
+ 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";
18
19
  class CityBuildModel extends _BaseModel.default {
19
20
  constructor(...args) {
20
21
  super(...args);
21
22
  (0, _defineProperty2.default)(this, "cityCenter", void 0);
22
23
  (0, _defineProperty2.default)(this, "cityMinSize", void 0);
23
24
  }
24
- get attributeLocation() {
25
- return Object.assign(super.attributeLocation, {
26
- MAX: super.attributeLocation.MAX,
27
- SIZE: 9,
28
- NORMAL: 10,
29
- UV: 11
30
- });
31
- }
32
25
  getCommonUniformsInfo() {
33
26
  const {
34
27
  opacity = 1,
@@ -64,10 +57,20 @@ class CityBuildModel extends _BaseModel.default {
64
57
  calCityGeo() {
65
58
  // @ts-ignore
66
59
  const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;
67
- const w = maxLng - minLng;
68
- const h = maxLat - minLat;
69
- this.cityCenter = [(maxLng + minLng) / 2, (maxLat + minLat) / 2];
70
- this.cityMinSize = Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)) / 4;
60
+ if (this.mapService.version === 'GAODE2.x') {
61
+ // @ts-ignore
62
+ this.cityCenter = this.mapService.lngLatToCoord([(maxLng + minLng) / 2, (maxLat + minLat) / 2]);
63
+ // @ts-ignore
64
+ const l1 = this.mapService.lngLatToCoord([maxLng, maxLat]);
65
+ // @ts-ignore
66
+ const l2 = this.mapService.lngLatToCoord([minLng, minLat]);
67
+ this.cityMinSize = Math.sqrt(Math.pow(l1[0] - l2[0], 2) + Math.pow(l1[1] - l2[1], 2)) / 4;
68
+ } else {
69
+ const w = maxLng - minLng;
70
+ const h = maxLat - minLat;
71
+ this.cityCenter = [(maxLng + minLng) / 2, (maxLat + minLat) / 2];
72
+ this.cityMinSize = Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)) / 4;
73
+ }
71
74
  }
72
75
  initModels() {
73
76
  var _this = this;
@@ -89,7 +92,6 @@ class CityBuildModel extends _BaseModel.default {
89
92
  depth: {
90
93
  enable: true
91
94
  },
92
- defines: _this2.getDefines(),
93
95
  inject: _this2.getInject(),
94
96
  cull: {
95
97
  enable: true,
@@ -106,7 +108,7 @@ class CityBuildModel extends _BaseModel.default {
106
108
  type: _l7Core.AttributeType.Attribute,
107
109
  descriptor: {
108
110
  name: 'a_Normal',
109
- shaderLocation: this.attributeLocation.NORMAL,
111
+ shaderLocation: _CommonStyleAttribute.ShaderLocation.NORMAL,
110
112
  buffer: {
111
113
  // give the WebGL driver a hint that this buffer may change
112
114
  usage: _l7Core.gl.STATIC_DRAW,
@@ -124,7 +126,7 @@ class CityBuildModel extends _BaseModel.default {
124
126
  type: _l7Core.AttributeType.Attribute,
125
127
  descriptor: {
126
128
  name: 'a_Size',
127
- shaderLocation: this.attributeLocation.SIZE,
129
+ shaderLocation: _CommonStyleAttribute.ShaderLocation.SIZE,
128
130
  buffer: {
129
131
  // give the WebGL driver a hint that this buffer may change
130
132
  usage: _l7Core.gl.DYNAMIC_DRAW,
@@ -145,7 +147,7 @@ class CityBuildModel extends _BaseModel.default {
145
147
  type: _l7Core.AttributeType.Attribute,
146
148
  descriptor: {
147
149
  name: 'a_Uv',
148
- shaderLocation: this.attributeLocation.UV,
150
+ shaderLocation: _CommonStyleAttribute.ShaderLocation.UV,
149
151
  buffer: {
150
152
  // give the WebGL driver a hint that this buffer may change
151
153
  usage: _l7Core.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;
@@ -19,7 +19,7 @@ var _multiPassRender = require("../utils/multiPassRender");
19
19
  var _LayerPickService = _interopRequireDefault(require("./LayerPickService"));
20
20
  var _TextureService = _interopRequireDefault(require("./TextureService"));
21
21
  const _excluded = ["passes"],
22
- _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "defines", "inject", "triangulation", "styleOption", "pickingEnabled"]; // @ts-ignore
22
+ _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "inject", "triangulation", "styleOption", "pickingEnabled"]; // @ts-ignore
23
23
  const {
24
24
  isEqual,
25
25
  isFunction,
@@ -64,8 +64,7 @@ class BaseLayer extends _eventemitter.EventEmitter {
64
64
  return this.container.interactionService;
65
65
  }
66
66
  get mapService() {
67
- var _this$container;
68
- return (_this$container = this.container) === null || _this$container === void 0 ? void 0 : _this$container.mapService;
67
+ return this.container.mapService;
69
68
  }
70
69
  get normalPassFactory() {
71
70
  return this.container.normalPassFactory;
@@ -612,9 +611,6 @@ class BaseLayer extends _eventemitter.EventEmitter {
612
611
  if (_this2.multiPassRenderer && _this2.multiPassRenderer.getRenderFlag()) {
613
612
  // multi render 开始执行 multiPassRender 的渲染流程
614
613
  yield _this2.multiPassRenderer.render();
615
- } else if (_this2.multiPassRenderer) {
616
- // renderPass 触发的渲染
617
- _this2.renderModels();
618
614
  } else {
619
615
  _this2.renderModels();
620
616
  }
@@ -928,8 +924,12 @@ class BaseLayer extends _eventemitter.EventEmitter {
928
924
  type
929
925
  }) => {
930
926
  if (this.coordCenter === undefined) {
927
+ var _this$mapService;
931
928
  const layerCenter = this.layerSource.center;
932
929
  this.coordCenter = layerCenter;
930
+ if ((_this$mapService = this.mapService) !== null && _this$mapService !== void 0 && _this$mapService.setCoordCenter) {
931
+ this.mapService.setCoordCenter(layerCenter);
932
+ }
933
933
  }
934
934
  if (type === 'update') {
935
935
  if (this.tileLayer) {
@@ -1023,7 +1023,6 @@ class BaseLayer extends _eventemitter.EventEmitter {
1023
1023
  moduleName,
1024
1024
  vertexShader,
1025
1025
  fragmentShader,
1026
- defines,
1027
1026
  inject,
1028
1027
  triangulation,
1029
1028
  styleOption,
@@ -1033,7 +1032,6 @@ class BaseLayer extends _eventemitter.EventEmitter {
1033
1032
  _this3.shaderModuleService.registerModule(moduleName, {
1034
1033
  vs: vertexShader,
1035
1034
  fs: fragmentShader,
1036
- defines,
1037
1035
  inject
1038
1036
  });
1039
1037
  const {
@@ -1050,9 +1048,7 @@ class BaseLayer extends _eventemitter.EventEmitter {
1050
1048
  elements,
1051
1049
  count
1052
1050
  } = _this3.styleAttributeService.createAttributesAndIndices(_this3.encodedData, triangulation, styleOption, _this3);
1053
- const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers,
1054
- // TODO: 目前未使用
1055
- _this3.getLayerUniformBuffer()];
1051
+ const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers, _this3.getLayerUniformBuffer()];
1056
1052
  if (pickingEnabled) {
1057
1053
  uniformBuffers.push(_this3.getPickingUniformBuffer());
1058
1054
  }
@@ -1237,8 +1233,8 @@ class BaseLayer extends _eventemitter.EventEmitter {
1237
1233
  _this5.uniformBuffers = [];
1238
1234
  // Layer Uniform
1239
1235
  const layerUniforms = _this5.rendererService.createBuffer({
1240
- // TODO: 不再需要,之前用于 amap2 u_Mvp
1241
1236
  data: new Float32Array(16 + 4).fill(0),
1237
+ // u_Mvp
1242
1238
  isUBO: true
1243
1239
  });
1244
1240
  _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 {};
@@ -15,20 +15,17 @@ var _stencil = require("../utils/stencil");
15
15
  var _CommonStyleAttribute = require("./CommonStyleAttribute");
16
16
  var _constant = require("./constant");
17
17
  var _utils = require("./utils");
18
- // 属性索引宏定义前缀,使用命名空间避免 define 名称重复情况
19
- const DEFINE_ATTRIBUTE_LOCATION_PREFIX = 'ATTRIBUTE_LOCATION_';
18
+ const shaderLocationMap = {
19
+ opacity: _CommonStyleAttribute.ShaderLocation.OPACITY,
20
+ stroke: _CommonStyleAttribute.ShaderLocation.STROKE,
21
+ offsets: _CommonStyleAttribute.ShaderLocation.OFFSETS,
22
+ rotation: _CommonStyleAttribute.ShaderLocation.ROTATION,
23
+ extrusionBase: _CommonStyleAttribute.ShaderLocation.EXTRUSION_BASE,
24
+ thetaOffset: 15
25
+ };
20
26
 
21
27
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
22
28
  class BaseModel {
23
- /**
24
- * Attribute Layout Location in Shader
25
- */
26
- get attributeLocation() {
27
- return (0, _objectSpread2.default)({}, _CommonStyleAttribute.COMMON_ATTRIBUTE_LOCATION);
28
- }
29
-
30
- // style texture data mapping
31
-
32
29
  // 不支持数据映射的buffer
33
30
 
34
31
  // style texture data mapping
@@ -37,6 +34,7 @@ class BaseModel {
37
34
  (0, _defineProperty2.default)(this, "triangulation", void 0);
38
35
  (0, _defineProperty2.default)(this, "uniformBuffers", []);
39
36
  (0, _defineProperty2.default)(this, "textures", []);
37
+ // style texture data mapping
40
38
  (0, _defineProperty2.default)(this, "createTexture2D", void 0);
41
39
  (0, _defineProperty2.default)(this, "preStyleAttribute", {});
42
40
  (0, _defineProperty2.default)(this, "encodeStyleAttribute", {});
@@ -187,18 +185,55 @@ class BaseModel {
187
185
  this.layer.setAnimateStartTime();
188
186
  }
189
187
  }
188
+
189
+ // 动态注入参与数据映射的uniform
190
190
  getInject() {
191
- const shaderInject = getDynamicStyleInject(this.layer.enableShaderEncodeStyles, this.layer.encodeStyleAttribute);
192
- return shaderInject;
193
- }
194
- getDefines() {
195
- // define atribute Layout Location
196
- const atributeLocationDefines = Object.keys(this.attributeLocation).reduce((result, key) => {
197
- const normalizedKey = DEFINE_ATTRIBUTE_LOCATION_PREFIX + key;
198
- result[normalizedKey] = this.attributeLocation[key];
199
- return result;
200
- }, {});
201
- return (0, _objectSpread2.default)({}, atributeLocationDefines);
191
+ const encodeStyleAttribute = this.layer.encodeStyleAttribute;
192
+ let str = '';
193
+ // a_Position = 0
194
+ // a_Color = 1
195
+ // a_PickingColor = 2
196
+
197
+ const uniforms = [];
198
+ // 支持数据映射的类型
199
+ this.layer.enableShaderEncodeStyles.forEach(key => {
200
+ if (encodeStyleAttribute[key]) {
201
+ // 配置了数据映射的类型
202
+ str += `#define USE_ATTRIBUTE_${key.toUpperCase()} 0.0; \n\n`;
203
+ } else {
204
+ uniforms.push(` ${_constant.DefaultUniformStyleType[key]} u_${key};`);
205
+ }
206
+ let location = shaderLocationMap[key];
207
+ if (!location && key === 'THETA_OFFSET') {
208
+ location = 15;
209
+ }
210
+ str += `
211
+ #ifdef USE_ATTRIBUTE_${key.toUpperCase()}
212
+ layout(location = ${shaderLocationMap[key]}) in ${_constant.DefaultUniformStyleType[key]} a_${key.charAt(0).toUpperCase() + key.slice(1)};
213
+ #endif\n
214
+ `;
215
+ });
216
+ const attributeUniforms = uniforms.length ? `
217
+ layout(std140) uniform AttributeUniforms {
218
+ ${uniforms.join('\n')}
219
+ };
220
+ ` : '';
221
+ str += attributeUniforms;
222
+ let innerStr = '';
223
+ this.layer.enableShaderEncodeStyles.forEach(key => {
224
+ innerStr += `\n
225
+ #ifdef USE_ATTRIBUTE_${key.toUpperCase()}
226
+ ${_constant.DefaultUniformStyleType[key]} ${key} = a_${key.charAt(0).toUpperCase() + key.slice(1)};
227
+ #else
228
+ ${_constant.DefaultUniformStyleType[key]} ${key} = u_${key};
229
+ #endif\n
230
+ `;
231
+ });
232
+ return {
233
+ 'vs:#decl': str,
234
+ 'fs:#decl': attributeUniforms,
235
+ 'vs:#main-start': innerStr
236
+ };
202
237
  }
203
238
 
204
239
  // 获取数据映射样式
@@ -219,36 +254,14 @@ class BaseModel {
219
254
  });
220
255
  return options;
221
256
  }
222
-
223
257
  // 注册数据映射样式
224
258
  registerStyleAttribute() {
225
259
  Object.keys(this.layer.encodeStyleAttribute).forEach(key => {
226
260
  const options = (0, _CommonStyleAttribute.getCommonStyleAttributeOptions)(key);
227
261
  if (options) {
228
262
  this.styleAttributeService.registerStyleAttribute(options);
229
- }
230
- });
231
- }
232
-
233
- /**
234
- * 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,
235
- * 避免大于 20层级以上出现数据偏移
236
- */
237
- registerPosition64LowAttribute(enable64bitPosition = true) {
238
- // save low part for enabled double precision POSITION attribute
239
- this.styleAttributeService.registerStyleAttribute({
240
- name: 'position64Low',
241
- type: _l7Core.AttributeType.Attribute,
242
- descriptor: {
243
- name: 'a_Position64Low',
244
- shaderLocation: this.attributeLocation.POSITION_64LOW,
245
- buffer: {
246
- data: [],
247
- type: _l7Core.gl.FLOAT
248
- },
249
- size: 2,
250
- update: (feature, featureIdx, vertex) => {
251
- return enable64bitPosition ? [(0, _l7Utils.fp64LowPart)(vertex[0]), (0, _l7Utils.fp64LowPart)(vertex[1])] : [0, 0];
263
+ if (options.descriptor) {
264
+ options.descriptor.shaderLocation = shaderLocationMap[key];
252
265
  }
253
266
  }
254
267
  });
@@ -325,49 +338,4 @@ class BaseModel {
325
338
  });
326
339
  }
327
340
  }
328
-
329
- /**
330
- * 获取动态注入参与数据映射 uniform/attribute
331
- */
332
- exports.default = BaseModel;
333
- function getDynamicStyleInject(shaderEncodeStyles, styleAttribute) {
334
- const uniforms = [];
335
- let vsDeclInjection = '';
336
-
337
- // 支持数据映射的类型
338
- shaderEncodeStyles.forEach(key => {
339
- const upperCaseKey = key.replace(/([a-z])([A-Z])/g, '$1_$2').toUpperCase();
340
- const shaderDefineName = DEFINE_ATTRIBUTE_LOCATION_PREFIX + upperCaseKey;
341
- if (styleAttribute[key]) {
342
- // 配置了数据映射的类型
343
- vsDeclInjection += `#define USE_ATTRIBUTE_${upperCaseKey} 0.0 \n`;
344
- } else {
345
- uniforms.push(` ${_constant.DefaultUniformStyleType[key]} u_${key};`);
346
- }
347
- vsDeclInjection += `
348
- #ifdef USE_ATTRIBUTE_${upperCaseKey}
349
- layout(location = ${shaderDefineName}) in ${_constant.DefaultUniformStyleType[key]} a_${key.charAt(0).toUpperCase() + key.slice(1)};
350
- #endif \n`;
351
- });
352
- const fsDeclInjection = uniforms.length ? `
353
- layout(std140) uniform AttributeUniforms {
354
- ${uniforms.join('\n')}
355
- };\n` : '';
356
- vsDeclInjection += fsDeclInjection;
357
- let vsMainInjection = '';
358
- shaderEncodeStyles.forEach(key => {
359
- const upperCaseKey = key.replace(/([a-z])([A-Z])/g, '$1_$2').toUpperCase();
360
- vsMainInjection += `
361
- #ifdef USE_ATTRIBUTE_${upperCaseKey}
362
- ${_constant.DefaultUniformStyleType[key]} ${key} = a_${key.charAt(0).toUpperCase() + key.slice(1)};
363
- #else
364
- ${_constant.DefaultUniformStyleType[key]} ${key} = u_${key};
365
- #endif
366
- `;
367
- });
368
- return {
369
- 'vs:#decl': vsDeclInjection,
370
- 'fs:#decl': fsDeclInjection,
371
- 'vs:#main-start': vsMainInjection
372
- };
373
- }
341
+ exports.default = BaseModel;
@@ -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;