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

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 +6 -6
@@ -2,22 +2,23 @@ import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
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  import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
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  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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  import { AttributeType, TextureUsage, gl } from '@antv/l7-core';
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- import { generateColorRamp, lodashUtil } from '@antv/l7-utils';
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+ import { generateColorRamp, getCullFace, lodashUtil } from '@antv/l7-utils';
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  import { mat4 } from 'gl-matrix';
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  import BaseModel from "../../core/BaseModel";
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  import { HeatmapTriangulation } from "../../core/triangulation";
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  /* babel-plugin-inline-import '../shaders/heatmap/heatmap_3d_frag.glsl' */
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  const heatmap_3d_frag = "layout(std140) uniform commonUniforms {\n mat4 u_ViewProjectionMatrixUncentered;\n mat4 u_InverseViewProjectionMatrix;\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nin vec2 v_texCoord;\nin float v_intensity;\nout vec4 outputColor;\n\nvoid main(){\n \n float intensity = texture(SAMPLER_2D(u_texture), v_texCoord).r;\n vec4 color = texture(SAMPLER_2D(u_colorTexture),vec2(intensity, 0));\n outputColor = color;\n // gl_FragColor.a = color.a * smoothstep(0.1,0.2,intensity)* u_opacity;\n outputColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n}\n";
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  /* babel-plugin-inline-import '../shaders/heatmap/heatmap_3d_vert.glsl' */
12
- const heatmap_3d_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 10) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n mat4 u_ViewProjectionMatrixUncentered;\n mat4 u_InverseViewProjectionMatrix;\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nout vec2 v_texCoord;\nout float v_intensity;\n\nvec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {\n float t2 = t * t;\n float one_minus_t = 1.0 - t;\n float one_minus_t2 = one_minus_t * one_minus_t;\n return P0 * one_minus_t2 * one_minus_t +\n P1 * 3.0 * t * one_minus_t2 +\n P2 * 3.0 * t2 * one_minus_t +\n P3 * t2 * t;\n}\nvec2 toBezier(float t, vec4 p) {\n return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));\n}\n\n#pragma include \"projection\"\n#pragma include \"project\"\n\nvoid main() {\n v_texCoord = a_Uv;\n\n vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // \u5C06\u539F\u672C 0 -> 1 \u7684 uv \u8F6C\u6362\u4E3A -1 -> 1 \u7684\u6807\u51C6\u5750\u6807\u7A7A\u95F4\uFF08NDC\uFF09\n\n vec4 p1 = vec4(pos, 0.0, 1.0); // x/y \u5E73\u9762\u4E0A\u7684\u70B9\uFF08z == 0\uFF09\u53EF\u4EE5\u8BA4\u4E3A\u662F\u4E09\u7EF4\u4E0A\u7684\u70B9\u88AB\u6295\u5F71\u5230\u5E73\u9762\u540E\u7684\u70B9\n vec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n vec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // \u6839\u636E\u89C6\u56FE\u6295\u5F71\u77E9\u9635\u7684\u9006\u77E9\u9635\u5E73\u9762\u4E0A\u7684\u53CD\u7B97\u51FA\u4E09\u7EF4\u7A7A\u95F4\u4E2D\u7684\u70B9\uFF08p1\u5E73\u9762\u4E0A\u7684\u70B9\uFF09\n vec4 inverseP2 = u_InverseViewProjectionMatrix * p2;\n\n inverseP1 = inverseP1 / inverseP1.w; // \u5F52\u4E00\u5316\u64CD\u4F5C\uFF08\u5F52\u4E00\u5316\u540E\u4E3A\u4E16\u754C\u5750\u6807\uFF09\n inverseP2 = inverseP2 / inverseP2.w;\n\n float zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n vec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b = vec4(0.5, 0.0, 1.0, 0.5);\n float fh;\n\n v_intensity = texture(SAMPLER_2D(u_texture), v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.0), 1.0);\n\n}\n"; // 绘制平面热力的 shader
12
+ const heatmap_3d_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 14) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n mat4 u_ViewProjectionMatrixUncentered;\n mat4 u_InverseViewProjectionMatrix;\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nout vec2 v_texCoord;\nout float v_intensity;\n\nvec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {\n float t2 = t * t;\n float one_minus_t = 1.0 - t;\n float one_minus_t2 = one_minus_t * one_minus_t;\n return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);\n}\nvec2 toBezier(float t, vec4 p){\n return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));\n}\n\n#pragma include \"projection\"\n#pragma include \"project\"\n\nvoid main() {\n v_texCoord = a_Uv;\n\n vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // \u5C06\u539F\u672C 0 -> 1 \u7684 uv \u8F6C\u6362\u4E3A -1 -> 1 \u7684\u6807\u51C6\u5750\u6807\u7A7A\u95F4\uFF08NDC\uFF09\n\n vec4 p1 = vec4(pos, 0.0, 1.0); // x/y \u5E73\u9762\u4E0A\u7684\u70B9\uFF08z == 0\uFF09\u53EF\u4EE5\u8BA4\u4E3A\u662F\u4E09\u7EF4\u4E0A\u7684\u70B9\u88AB\u6295\u5F71\u5230\u5E73\u9762\u540E\u7684\u70B9\n\tvec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n\tvec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // \u6839\u636E\u89C6\u56FE\u6295\u5F71\u77E9\u9635\u7684\u9006\u77E9\u9635\u5E73\u9762\u4E0A\u7684\u53CD\u7B97\u51FA\u4E09\u7EF4\u7A7A\u95F4\u4E2D\u7684\u70B9\uFF08p1\u5E73\u9762\u4E0A\u7684\u70B9\uFF09\n\tvec4 inverseP2 = u_InverseViewProjectionMatrix * p2;\n\n inverseP1 = inverseP1 / inverseP1.w; // \u5F52\u4E00\u5316\u64CD\u4F5C\uFF08\u5F52\u4E00\u5316\u540E\u4E3A\u4E16\u754C\u5750\u6807\uFF09\n\tinverseP2 = inverseP2 / inverseP2.w;\n\n\tfloat zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n\tvec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);\n float fh;\n\n v_intensity = texture(SAMPLER_2D(u_texture), v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);\n \n}\n"; // 绘制平面热力的 shader
13
13
  /* babel-plugin-inline-import '../shaders/heatmap/heatmap_frag.glsl' */
14
14
  const heatmap_frag = "uniform sampler2D u_texture; // \u70ED\u529B\u5F3A\u5EA6\u56FE\nuniform sampler2D u_colorTexture; // \u6839\u636E\u5F3A\u5EA6\u5206\u5E03\u7684\u8272\u5E26\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\nin vec2 v_texCoord;\nout vec4 outputColor;\n\n#pragma include \"scene_uniforms\"\n\nfloat getBlurIndusty() {\n float vW = 2.0/ u_ViewportSize.x;\n float vH = 2.0/ u_ViewportSize.y;\n vec2 vUv = v_texCoord;\n float i11 = texture(SAMPLER_2D(u_texture), vec2( vUv.x - 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i12 = texture(SAMPLER_2D(u_texture), vec2( vUv.x - 0.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i13 = texture(SAMPLER_2D(u_texture), vec2( vUv.x + 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n\n float i21 = texture(SAMPLER_2D(u_texture), vec2( vUv.x - 1.0 * vW, vUv.y) ).r;\n float i22 = texture(SAMPLER_2D(u_texture), vec2( vUv.x , vUv.y) ).r;\n float i23 = texture(SAMPLER_2D(u_texture), vec2( vUv.x + 1.0 * vW, vUv.y) ).r;\n\n float i31 = texture(SAMPLER_2D(u_texture), vec2( vUv.x - 1.0 * vW, vUv.y-1.0*vH) ).r;\n float i32 = texture(SAMPLER_2D(u_texture), vec2( vUv.x - 0.0 * vW, vUv.y-1.0*vH) ).r;\n float i33 = texture(SAMPLER_2D(u_texture), vec2( vUv.x + 1.0 * vW, vUv.y-1.0*vH) ).r;\n\n return(\n i11 + \n i12 + \n i13 + \n i21 + \n i21 + \n i22 + \n i23 + \n i31 + \n i32 + \n i33\n )/9.0;\n}\n\n\nvoid main(){\n // float intensity = texture(u_texture, v_texCoord).r;\n float intensity = getBlurIndusty();\n vec4 color = texture(SAMPLER_2D(u_colorTexture), vec2(intensity, 0.0));\n outputColor = color;\n outputColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n}\n";
15
15
  /* babel-plugin-inline-import '../shaders/heatmap/heatmap_vert.glsl' */
16
- const heatmap_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 10) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\n#pragma include \"scene_uniforms\"\n\nout vec2 v_texCoord;\nvoid main() {\n v_texCoord = a_Uv;\n #ifdef VIEWPORT_ORIGIN_TL\n v_texCoord.y = 1.0 - v_texCoord.y;\n #endif\n\n gl_Position = vec4(a_Position.xy, 0, 1.0);\n}\n";
16
+ const heatmap_vert = "\nlayout(location = 0) in vec3 a_Position;\nlayout(location = 14) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\n#pragma include \"scene_uniforms\"\n\nout vec2 v_texCoord;\nvoid main() {\n v_texCoord = a_Uv;\n #ifdef VIEWPORT_ORIGIN_TL\n v_texCoord.y = 1.0 - v_texCoord.y;\n #endif\n\n gl_Position = vec4(a_Position.xy, 0, 1.);\n}\n";
17
+ import { ShaderLocation } from "../../core/CommonStyleAttribute";
17
18
  /* babel-plugin-inline-import '../shaders/heatmap/heatmap_framebuffer_frag.glsl' */
18
19
  const heatmap_framebuffer_frag = "layout(std140) uniform commonUniforms {\n float u_radius;\n float u_intensity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n};\n\nin vec2 v_extrude;\nin float v_weight;\nout vec4 outputColor;\n#define GAUSS_COEF 0.3989422804014327\n\nvoid main(){\n float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);\n float val = v_weight * u_intensity * GAUSS_COEF * exp(d);\n outputColor = vec4(val, 1., 1., 1.);\n}\n";
19
20
  /* babel-plugin-inline-import '../shaders/heatmap/heatmap_framebuffer_vert.glsl' */
20
- const heatmap_framebuffer_vert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;\nlayout(location = ATTRIBUTE_LOCATION_DIR) in vec2 a_Dir;\n\nlayout(std140) uniform commonUniforms {\n float u_radius;\n float u_intensity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n};\n\nout vec2 v_extrude;\nout float v_weight;\n\n#define GAUSS_COEF (0.3989422804014327)\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 picking_color_placeholder = u_PickingColor;\n\n v_weight = a_Size;\n float ZERO = 1.0 / 255.0 / 16.0;\n float extrude_x = a_Dir.x * 2.0 - 1.0;\n float extrude_y = a_Dir.y * 2.0 - 1.0;\n vec2 extrude_dir = normalize(vec2(extrude_x, extrude_y));\n float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;\n v_extrude = extrude_dir * S;\n\n vec2 offset = project_pixel(v_extrude * u_radius);\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n}\n";
21
+ const heatmap_framebuffer_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 9) in float a_Size;\nlayout(location = 10) in vec2 a_Dir;\n\n\nlayout(std140) uniform commonUniforms {\n float u_radius;\n float u_intensity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n};\n\nout vec2 v_extrude;\nout float v_weight;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main(){\n vec3 picking_color_placeholder = u_PickingColor;\n\n v_weight = a_Size;\n float ZERO = 1.0 / 255.0 / 16.0;\n float extrude_x = a_Dir.x * 2.0 -1.0;\n float extrude_y = a_Dir.y * 2.0 -1.0;\n vec2 extrude_dir = normalize(vec2(extrude_x,extrude_y));\n float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;\n v_extrude = extrude_dir * S;\n\n vec2 offset = project_pixel(v_extrude * u_radius);\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
21
22
  import { heatMap3DTriangulation } from "../triangulation";
22
23
  const {
23
24
  isEqual
@@ -36,14 +37,6 @@ export default class HeatMapModel extends BaseModel {
36
37
  _defineProperty(this, "colorModelUniformBuffer", []);
37
38
  _defineProperty(this, "heat3DModelUniformBuffer", []);
38
39
  }
39
- get attributeLocation() {
40
- return Object.assign(super.attributeLocation, {
41
- MAX: super.attributeLocation.MAX,
42
- SIZE: 9,
43
- UV: 10,
44
- DIR: 11
45
- });
46
- }
47
40
  prerender() {
48
41
  const {
49
42
  clear,
@@ -127,7 +120,7 @@ export default class HeatMapModel extends BaseModel {
127
120
  type: AttributeType.Attribute,
128
121
  descriptor: {
129
122
  name: 'a_Dir',
130
- shaderLocation: this.attributeLocation.DIR,
123
+ shaderLocation: 10,
131
124
  buffer: {
132
125
  usage: gl.DYNAMIC_DRAW,
133
126
  data: [],
@@ -144,7 +137,7 @@ export default class HeatMapModel extends BaseModel {
144
137
  type: AttributeType.Attribute,
145
138
  descriptor: {
146
139
  name: 'a_Size',
147
- shaderLocation: this.attributeLocation.SIZE,
140
+ shaderLocation: ShaderLocation.SIZE,
148
141
  buffer: {
149
142
  // give the WebGL driver a hint that this buffer may change
150
143
  usage: gl.DYNAMIC_DRAW,
@@ -161,10 +154,6 @@ export default class HeatMapModel extends BaseModel {
161
154
  }
162
155
  });
163
156
  }
164
-
165
- /**
166
- * 热力图密度图
167
- */
168
157
  buildHeatMapIntensity() {
169
158
  var _this3 = this;
170
159
  return _asyncToGenerator(function* () {
@@ -180,13 +169,12 @@ export default class HeatMapModel extends BaseModel {
180
169
  vertexShader: heatmap_framebuffer_vert,
181
170
  fragmentShader: heatmap_framebuffer_frag,
182
171
  triangulation: HeatmapTriangulation,
183
- defines: _this3.getDefines(),
184
172
  depth: {
185
173
  enable: false
186
174
  },
187
175
  cull: {
188
176
  enable: true,
189
- face: gl.FRONT
177
+ face: getCullFace(_this3.mapService.version)
190
178
  }
191
179
  });
192
180
  return model;
@@ -220,7 +208,7 @@ export default class HeatMapModel extends BaseModel {
220
208
  uniformBuffers: [...this.colorModelUniformBuffer, ...this.rendererService.uniformBuffers],
221
209
  attributes: {
222
210
  a_Position: createAttribute({
223
- shaderLocation: this.attributeLocation.POSITION,
211
+ shaderLocation: ShaderLocation.POSITION,
224
212
  buffer: createBuffer({
225
213
  data: [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0],
226
214
  type: gl.FLOAT
@@ -228,7 +216,7 @@ export default class HeatMapModel extends BaseModel {
228
216
  size: 3
229
217
  }),
230
218
  a_Uv: createAttribute({
231
- shaderLocation: this.attributeLocation.UV,
219
+ shaderLocation: ShaderLocation.UV,
232
220
  buffer: createBuffer({
233
221
  data: [0, 1, 1, 1, 0, 0, 1, 0],
234
222
  type: gl.FLOAT
@@ -247,80 +235,6 @@ export default class HeatMapModel extends BaseModel {
247
235
  })
248
236
  });
249
237
  }
250
- build3dHeatMap() {
251
- const {
252
- getViewportSize
253
- } = this.rendererService;
254
- const {
255
- width,
256
- height
257
- } = getViewportSize();
258
- const triangulation = heatMap3DTriangulation(width / 4.0, height / 4.0);
259
- this.shaderModuleService.registerModule('heatmap3dColor', {
260
- vs: heatmap_3d_vert,
261
- fs: heatmap_3d_frag
262
- });
263
- this.heat3DModelUniformBuffer = [this.rendererService.createBuffer({
264
- // opacity
265
- data: new Float32Array(16 * 2 + 4).fill(0),
266
- // 长度需要大于等于 4
267
- isUBO: true
268
- })];
269
- const {
270
- vs,
271
- fs,
272
- uniforms
273
- } = this.shaderModuleService.getModule('heatmap3dColor');
274
- const {
275
- createAttribute,
276
- createElements,
277
- createBuffer,
278
- createModel
279
- } = this.rendererService;
280
- return createModel({
281
- vs,
282
- fs,
283
- attributes: {
284
- a_Position: createAttribute({
285
- shaderLocation: this.attributeLocation.POSITION,
286
- buffer: createBuffer({
287
- data: triangulation.vertices,
288
- type: gl.FLOAT
289
- }),
290
- size: 3
291
- }),
292
- a_Uv: createAttribute({
293
- shaderLocation: this.attributeLocation.UV,
294
- buffer: createBuffer({
295
- data: triangulation.uvs,
296
- type: gl.FLOAT
297
- }),
298
- size: 2
299
- })
300
- },
301
- primitive: gl.TRIANGLES,
302
- uniformBuffers: [...this.heat3DModelUniformBuffer, ...this.rendererService.uniformBuffers],
303
- uniforms: _objectSpread({}, uniforms),
304
- depth: {
305
- enable: true
306
- },
307
- blend: {
308
- enable: true,
309
- func: {
310
- srcRGB: gl.SRC_ALPHA,
311
- srcAlpha: 1,
312
- dstRGB: gl.ONE_MINUS_SRC_ALPHA,
313
- dstAlpha: 1
314
- }
315
- },
316
- elements: createElements({
317
- data: triangulation.indices,
318
- type: gl.UNSIGNED_INT,
319
- count: triangulation.indices.length
320
- })
321
- });
322
- }
323
-
324
238
  // 绘制密度图
325
239
  drawIntensityMode() {
326
240
  var _this$intensityModel;
@@ -420,6 +334,79 @@ export default class HeatMapModel extends BaseModel {
420
334
  stencil: this.getStencil(options)
421
335
  });
422
336
  }
337
+ build3dHeatMap() {
338
+ const {
339
+ getViewportSize
340
+ } = this.rendererService;
341
+ const {
342
+ width,
343
+ height
344
+ } = getViewportSize();
345
+ const triangulation = heatMap3DTriangulation(width / 4.0, height / 4.0);
346
+ this.shaderModuleService.registerModule('heatmap3dColor', {
347
+ vs: heatmap_3d_vert,
348
+ fs: heatmap_3d_frag
349
+ });
350
+ this.heat3DModelUniformBuffer = [this.rendererService.createBuffer({
351
+ // opacity
352
+ data: new Float32Array(16 * 2 + 4).fill(0),
353
+ // 长度需要大于等于 4
354
+ isUBO: true
355
+ })];
356
+ const {
357
+ vs,
358
+ fs,
359
+ uniforms
360
+ } = this.shaderModuleService.getModule('heatmap3dColor');
361
+ const {
362
+ createAttribute,
363
+ createElements,
364
+ createBuffer,
365
+ createModel
366
+ } = this.rendererService;
367
+ return createModel({
368
+ vs,
369
+ fs,
370
+ attributes: {
371
+ a_Position: createAttribute({
372
+ shaderLocation: ShaderLocation.POSITION,
373
+ buffer: createBuffer({
374
+ data: triangulation.vertices,
375
+ type: gl.FLOAT
376
+ }),
377
+ size: 3
378
+ }),
379
+ a_Uv: createAttribute({
380
+ shaderLocation: ShaderLocation.UV,
381
+ buffer: createBuffer({
382
+ data: triangulation.uvs,
383
+ type: gl.FLOAT
384
+ }),
385
+ size: 2
386
+ })
387
+ },
388
+ primitive: gl.TRIANGLES,
389
+ uniformBuffers: [...this.heat3DModelUniformBuffer, ...this.rendererService.uniformBuffers],
390
+ uniforms: _objectSpread({}, uniforms),
391
+ depth: {
392
+ enable: true
393
+ },
394
+ blend: {
395
+ enable: true,
396
+ func: {
397
+ srcRGB: gl.SRC_ALPHA,
398
+ srcAlpha: 1,
399
+ dstRGB: gl.ONE_MINUS_SRC_ALPHA,
400
+ dstAlpha: 1
401
+ }
402
+ },
403
+ elements: createElements({
404
+ data: triangulation.indices,
405
+ type: gl.UNSIGNED_INT,
406
+ count: triangulation.indices.length
407
+ })
408
+ });
409
+ }
423
410
  updateColorTexture() {
424
411
  const {
425
412
  createTexture2D
@@ -1,20 +1,6 @@
1
1
  import type { IModel, IModelUniform } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class HexagonModel 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
- POS: number;
17
- };
18
4
  getUninforms(): IModelUniform;
19
5
  protected getCommonUniformsInfo(): {
20
6
  uniformsArray: number[];
@@ -6,14 +6,8 @@ import { HeatmapGridTriangulation } from "../../core/triangulation";
6
6
  /* babel-plugin-inline-import '../shaders/hexagon/hexagon_frag.glsl' */
7
7
  const hexagon_frag = "in vec4 v_color;\n\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n outputColor = v_color;\n outputColor = filterColor(outputColor);\n}\n";
8
8
  /* babel-plugin-inline-import '../shaders/hexagon/hexagon_vert.glsl' */
9
- const hexagon_vert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;\n\nlayout(std140) uniform commonUniforms {\n vec2 u_radius;\n float u_opacity;\n float u_coverage;\n float u_angle;\n};\n\nout vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n v_color.a *= u_opacity;\n\n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset = vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage);\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\n\n vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
9
+ const hexagon_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 1) in vec4 a_Color;\nlayout(location = 10) in vec3 a_Pos;\n\nlayout(std140) uniform commonUniforms {\n vec2 u_radius;\n float u_opacity;\n float u_coverage;\n float u_angle;\n};\n\nout vec4 v_color;\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n v_color.a *= u_opacity;\n \n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\n \n // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xy, 0., 1.0));\n // gl_Position = u_Mvp * (vec4(a_Pos.xy + offset, 0., 1.0));\n vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator;\n vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));\n gl_Position = u_Mvp * vec4(project_pos.xy, 0.0, 1.0);\n } else {\n vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
10
10
  export default class HexagonModel extends BaseModel {
11
- get attributeLocation() {
12
- return Object.assign(super.attributeLocation, {
13
- MAX: super.attributeLocation.MAX,
14
- POS: 9
15
- });
16
- }
17
11
  getUninforms() {
18
12
  const commoninfo = this.getCommonUniformsInfo();
19
13
  const attributeInfo = this.getUniformsBufferInfo(this.getStyleAttribute());
@@ -65,7 +59,7 @@ export default class HexagonModel extends BaseModel {
65
59
  type: AttributeType.Attribute,
66
60
  descriptor: {
67
61
  name: 'a_Pos',
68
- shaderLocation: this.attributeLocation.POS,
62
+ shaderLocation: 10,
69
63
  buffer: {
70
64
  usage: gl.DYNAMIC_DRAW,
71
65
  data: [],
@@ -73,7 +67,7 @@ export default class HexagonModel extends BaseModel {
73
67
  },
74
68
  size: 3,
75
69
  update: feature => {
76
- const coordinates = feature.coordinates;
70
+ const coordinates = feature.version === 'GAODE2.x' ? feature.originCoordinates : feature.coordinates;
77
71
  return [coordinates[0], coordinates[1], 0];
78
72
  }
79
73
  }
@@ -1,30 +1,42 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
- layout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;
4
-
5
- layout(std140) uniform commonUniforms {
6
- vec2 u_radius;
7
- float u_opacity;
8
- float u_coverage;
9
- float u_angle;
10
- };
11
-
12
- out vec4 v_color;
13
-
14
- #pragma include "projection"
15
- #pragma include "project"
16
- #pragma include "picking"
17
-
18
- void main() {
19
- v_color = a_Color;
20
- v_color.a *= u_opacity;
21
-
22
- mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
23
- vec2 offset = a_Position.xy * u_radius * rotationMatrix * u_coverage;
24
-
25
- vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
26
- vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
27
- gl_Position = project_common_position_to_clipspace(project_pos);
28
-
29
- setPickingColor(a_PickingColor);
30
- }
1
+ layout(location = 0) in vec3 a_Position;
2
+ layout(location = 1) in vec4 a_Color;
3
+ layout(location = 10) in vec3 a_Pos;
4
+
5
+ layout(std140) uniform commonUniforms {
6
+ vec2 u_radius;
7
+ float u_opacity;
8
+ float u_coverage;
9
+ float u_angle;
10
+ };
11
+
12
+
13
+ out vec4 v_color;
14
+
15
+
16
+ #pragma include "projection"
17
+ #pragma include "project"
18
+ #pragma include "picking"
19
+
20
+ void main() {
21
+ v_color = a_Color;
22
+ v_color.a *= u_opacity;
23
+
24
+ mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
25
+ vec2 offset = a_Position.xy * u_radius * rotationMatrix * u_coverage ;
26
+ // vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
27
+ // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
28
+ // gl_Position = project_common_position_to_clipspace(project_pos);
29
+
30
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
31
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
32
+ vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator; // 将经纬度转换为高德2.0需要的平面坐标
33
+ vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));
34
+ gl_Position = u_Mvp * (project_pos);
35
+ } else {
36
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
37
+ vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
38
+ gl_Position = project_common_position_to_clipspace(project_pos);
39
+ }
40
+
41
+ setPickingColor(a_PickingColor);
42
+ }
@@ -1,8 +1,8 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
- layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
4
- layout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;
5
- layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
1
+ layout(location = 0) in vec3 a_Position;
2
+ layout(location = 1) in vec4 a_Color;
3
+ layout(location = 9) in float a_Size;
4
+ layout(location = 10) in vec3 a_Pos;
5
+ layout(location = 13) in vec3 a_Normal;
6
6
 
7
7
  layout(std140) uniform commonUniforms {
8
8
  vec2 u_radius;
@@ -20,15 +20,27 @@ out vec4 v_color;
20
20
 
21
21
  void main() {
22
22
  mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
23
- vec2 offset = vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage);
24
-
25
- vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // 实际的经纬度
26
- vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));
27
-
28
- float lightWeight = calc_lighting(project_pos);
29
- v_color = vec4(a_Color.rgb * lightWeight, a_Color.w);
30
-
31
- gl_Position = project_common_position_to_clipspace(project_pos);
23
+ vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));
24
+
25
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
26
+
27
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // 经纬度
28
+ vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator; // 将经纬度转换为高德2.0需要的平面坐标
29
+ vec4 project_pos = project_position(vec4(customLnglat, a_Position.z * a_Size, 1.0));
30
+
31
+ float lightWeight = calc_lighting(project_pos);
32
+ v_color =vec4(a_Color.rgb*lightWeight, a_Color.w * u_opacity);
33
+
34
+ gl_Position = u_Mvp * vec4(customLnglat , a_Position.z * a_Size, 1.0);
35
+ } else {
36
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // 实际的经纬度
37
+ vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));
38
+
39
+ float lightWeight = calc_lighting(project_pos);
40
+ v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);
41
+
42
+ gl_Position = project_common_position_to_clipspace(project_pos);
43
+ }
32
44
 
33
45
  setPickingColor(a_PickingColor);
34
46
  }
@@ -1,5 +1,5 @@
1
1
  layout(location = 0) in vec3 a_Position;
2
- layout(location = 10) in vec2 a_Uv;
2
+ layout(location = 14) in vec2 a_Uv;
3
3
 
4
4
  layout(std140) uniform commonUniforms {
5
5
  mat4 u_ViewProjectionMatrixUncentered;
@@ -17,16 +17,13 @@ out vec2 v_texCoord;
17
17
  out float v_intensity;
18
18
 
19
19
  vec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {
20
- float t2 = t * t;
21
- float one_minus_t = 1.0 - t;
22
- float one_minus_t2 = one_minus_t * one_minus_t;
23
- return P0 * one_minus_t2 * one_minus_t +
24
- P1 * 3.0 * t * one_minus_t2 +
25
- P2 * 3.0 * t2 * one_minus_t +
26
- P3 * t2 * t;
20
+ float t2 = t * t;
21
+ float one_minus_t = 1.0 - t;
22
+ float one_minus_t2 = one_minus_t * one_minus_t;
23
+ return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
27
24
  }
28
- vec2 toBezier(float t, vec4 p) {
29
- return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));
25
+ vec2 toBezier(float t, vec4 p){
26
+ return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));
30
27
  }
31
28
 
32
29
  #pragma include "projection"
@@ -38,22 +35,22 @@ void main() {
38
35
  vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // 将原本 0 -> 1 的 uv 转换为 -1 -> 1 的标准坐标空间(NDC)
39
36
 
40
37
  vec4 p1 = vec4(pos, 0.0, 1.0); // x/y 平面上的点(z == 0)可以认为是三维上的点被投影到平面后的点
41
- vec4 p2 = vec4(pos, 1.0, 1.0); // 平行于x/y平面、z==1 的平面上的点
38
+ vec4 p2 = vec4(pos, 1.0, 1.0); // 平行于x/y平面、z==1 的平面上的点
42
39
 
43
- vec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // 根据视图投影矩阵的逆矩阵平面上的反算出三维空间中的点(p1平面上的点)
44
- vec4 inverseP2 = u_InverseViewProjectionMatrix * p2;
40
+ vec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // 根据视图投影矩阵的逆矩阵平面上的反算出三维空间中的点(p1平面上的点)
41
+ vec4 inverseP2 = u_InverseViewProjectionMatrix * p2;
45
42
 
46
43
  inverseP1 = inverseP1 / inverseP1.w; // 归一化操作(归一化后为世界坐标)
47
- inverseP2 = inverseP2 / inverseP2.w;
44
+ inverseP2 = inverseP2 / inverseP2.w;
48
45
 
49
- float zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??
50
- vec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);
46
+ float zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??
47
+ vec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);
51
48
 
52
- vec4 b = vec4(0.5, 0.0, 1.0, 0.5);
49
+ vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);
53
50
  float fh;
54
51
 
55
52
  v_intensity = texture(SAMPLER_2D(u_texture), v_texCoord).r;
56
53
  fh = toBezier(v_intensity, b).y;
57
- gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.0), 1.0);
58
-
54
+ gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);
55
+
59
56
  }
@@ -1,6 +1,7 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
3
- layout(location = ATTRIBUTE_LOCATION_DIR) in vec2 a_Dir;
1
+ layout(location = 0) in vec3 a_Position;
2
+ layout(location = 9) in float a_Size;
3
+ layout(location = 10) in vec2 a_Dir;
4
+
4
5
 
5
6
  layout(std140) uniform commonUniforms {
6
7
  float u_radius;
@@ -12,25 +13,30 @@ layout(std140) uniform commonUniforms {
12
13
  out vec2 v_extrude;
13
14
  out float v_weight;
14
15
 
15
- #define GAUSS_COEF (0.3989422804014327)
16
+ #define GAUSS_COEF 0.3989422804014327
16
17
 
17
18
  #pragma include "projection"
18
19
  #pragma include "picking"
19
20
 
20
- void main() {
21
- vec3 picking_color_placeholder = u_PickingColor;
21
+ void main(){
22
+ vec3 picking_color_placeholder = u_PickingColor;
22
23
 
23
- v_weight = a_Size;
24
- float ZERO = 1.0 / 255.0 / 16.0;
25
- float extrude_x = a_Dir.x * 2.0 - 1.0;
26
- float extrude_y = a_Dir.y * 2.0 - 1.0;
27
- vec2 extrude_dir = normalize(vec2(extrude_x, extrude_y));
28
- float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;
29
- v_extrude = extrude_dir * S;
24
+ v_weight = a_Size;
25
+ float ZERO = 1.0 / 255.0 / 16.0;
26
+ float extrude_x = a_Dir.x * 2.0 -1.0;
27
+ float extrude_y = a_Dir.y * 2.0 -1.0;
28
+ vec2 extrude_dir = normalize(vec2(extrude_x,extrude_y));
29
+ float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;
30
+ v_extrude = extrude_dir * S;
30
31
 
31
- vec2 offset = project_pixel(v_extrude * u_radius);
32
- vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));
32
+ vec2 offset = project_pixel(v_extrude * u_radius);
33
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));
33
34
 
34
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
35
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
35
36
 
37
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
38
+ gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));
39
+ } else {
40
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
41
+ }
36
42
  }
@@ -1,5 +1,6 @@
1
+
1
2
  layout(location = 0) in vec3 a_Position;
2
- layout(location = 10) in vec2 a_Uv;
3
+ layout(location = 14) in vec2 a_Uv;
3
4
 
4
5
  layout(std140) uniform commonUniforms {
5
6
  float u_opacity;
@@ -14,8 +15,8 @@ out vec2 v_texCoord;
14
15
  void main() {
15
16
  v_texCoord = a_Uv;
16
17
  #ifdef VIEWPORT_ORIGIN_TL
17
- v_texCoord.y = 1.0 - v_texCoord.y;
18
+ v_texCoord.y = 1.0 - v_texCoord.y;
18
19
  #endif
19
20
 
20
- gl_Position = vec4(a_Position.xy, 0, 1.0);
21
+ gl_Position = vec4(a_Position.xy, 0, 1.);
21
22
  }
@@ -1,16 +1,17 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
- layout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;
1
+ layout(location = 0) in vec3 a_Position;
2
+ layout(location = 1) in vec4 a_Color;
3
+ layout(location = 10) in vec3 a_Pos;
4
4
 
5
5
  layout(std140) uniform commonUniforms {
6
- vec2 u_radius;
7
- float u_opacity;
8
- float u_coverage;
9
- float u_angle;
6
+ vec2 u_radius;
7
+ float u_opacity;
8
+ float u_coverage;
9
+ float u_angle;
10
10
  };
11
11
 
12
12
  out vec4 v_color;
13
13
 
14
+
14
15
  #pragma include "projection"
15
16
  #pragma include "project"
16
17
  #pragma include "picking"
@@ -18,13 +19,22 @@ out vec4 v_color;
18
19
  void main() {
19
20
  v_color = a_Color;
20
21
  v_color.a *= u_opacity;
21
-
22
+
22
23
  mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
23
- vec2 offset = vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage);
24
+ vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));
24
25
  vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
25
-
26
- vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
27
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));
28
-
26
+
27
+ // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
28
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));
29
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
30
+ // gl_Position = u_Mvp * (vec4(project_pos.xy, 0., 1.0));
31
+ // gl_Position = u_Mvp * (vec4(a_Pos.xy + offset, 0., 1.0));
32
+ vec2 customLnglat = customProject(lnglat) - u_sceneCenterMercator;
33
+ vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));
34
+ gl_Position = u_Mvp * vec4(project_pos.xy, 0.0, 1.0);
35
+ } else {
36
+ vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
37
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));
38
+ }
29
39
  setPickingColor(a_PickingColor);
30
40
  }