@antv/l7-layers 2.21.9 → 2.21.11-beta.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (287) hide show
  1. package/es/citybuliding/models/build.d.ts +16 -0
  2. package/es/citybuliding/models/build.js +18 -20
  3. package/es/citybuliding/shaders/build_frag.glsl +6 -6
  4. package/es/citybuliding/shaders/build_vert.glsl +8 -14
  5. package/es/core/BaseLayer.d.ts +0 -1
  6. package/es/core/BaseLayer.js +9 -19
  7. package/es/core/BaseModel.d.ts +15 -2
  8. package/es/core/BaseModel.js +98 -64
  9. package/es/core/CommonStyleAttribute.d.ts +14 -18
  10. package/es/core/CommonStyleAttribute.js +23 -67
  11. package/es/core/shape/extrude.js +6 -3
  12. package/es/core/triangulation.js +22 -50
  13. package/es/core/utils.d.ts +4 -0
  14. package/es/core/utils.js +33 -0
  15. package/es/earth/models/atmosphere.d.ts +15 -0
  16. package/es/earth/models/atmosphere.js +30 -24
  17. package/es/earth/models/base.d.ts +15 -0
  18. package/es/earth/models/base.js +30 -24
  19. package/es/earth/models/bloomsphere.d.ts +15 -0
  20. package/es/earth/models/bloomsphere.js +30 -24
  21. package/es/earth/shaders/atmosphere/atmosphere_vert.glsl +7 -5
  22. package/es/earth/shaders/base/base_vert.glsl +3 -3
  23. package/es/earth/shaders/bloomshpere/bloomsphere_vert.glsl +5 -4
  24. package/es/geometry/models/billboard.d.ts +15 -0
  25. package/es/geometry/models/billboard.js +14 -8
  26. package/es/geometry/models/plane.d.ts +14 -0
  27. package/es/geometry/models/plane.js +10 -10
  28. package/es/geometry/models/sprite.js +3 -9
  29. package/es/geometry/shaders/billboard_vert.glsl +28 -25
  30. package/es/geometry/shaders/plane_vert.glsl +6 -6
  31. package/es/geometry/shaders/sprite_vert.glsl +7 -9
  32. package/es/heatmap/models/grid.d.ts +14 -0
  33. package/es/heatmap/models/grid.js +10 -3
  34. package/es/heatmap/models/grid3d.d.ts +16 -0
  35. package/es/heatmap/models/grid3d.js +14 -6
  36. package/es/heatmap/models/heatmap.d.ts +20 -1
  37. package/es/heatmap/models/heatmap.js +96 -83
  38. package/es/heatmap/models/hexagon.d.ts +14 -0
  39. package/es/heatmap/models/hexagon.js +9 -3
  40. package/es/heatmap/shaders/grid/grid_vert.glsl +30 -42
  41. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +14 -26
  42. package/es/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +19 -16
  43. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +16 -22
  44. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -4
  45. package/es/heatmap/shaders/hexagon/hexagon_vert.glsl +13 -23
  46. package/es/image/models/image.d.ts +14 -0
  47. package/es/image/models/image.js +11 -7
  48. package/es/image/shaders/image_vert.glsl +7 -6
  49. package/es/line/models/arc.d.ts +18 -0
  50. package/es/line/models/arc.js +57 -8
  51. package/es/line/models/arc_3d.d.ts +18 -0
  52. package/es/line/models/arc_3d.js +55 -7
  53. package/es/line/models/flow.d.ts +17 -0
  54. package/es/line/models/flow.js +35 -7
  55. package/es/line/models/great_circle.d.ts +17 -0
  56. package/es/line/models/great_circle.js +34 -6
  57. package/es/line/models/line.d.ts +17 -0
  58. package/es/line/models/line.js +17 -8
  59. package/es/line/models/simple_line.d.ts +14 -0
  60. package/es/line/models/simple_line.js +12 -47
  61. package/es/line/models/wall.d.ts +17 -0
  62. package/es/line/models/wall.js +22 -48
  63. package/es/line/shaders/arc/line_arc_vert.glsl +44 -52
  64. package/es/line/shaders/arc3d/line_arc_3d_vert.glsl +15 -20
  65. package/es/line/shaders/flow/flow_line_vert.glsl +30 -48
  66. package/es/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +53 -74
  67. package/es/line/shaders/line/line_vert.glsl +31 -48
  68. package/es/line/shaders/simple/simpleline_vert.glsl +18 -23
  69. package/es/line/shaders/wall/wall_vert.glsl +36 -45
  70. package/es/mask/models/fill.js +2 -1
  71. package/es/mask/shaders/mask_vert.glsl +2 -7
  72. package/es/plugins/DataMappingPlugin.d.ts +0 -1
  73. package/es/plugins/DataMappingPlugin.js +1 -24
  74. package/es/plugins/PixelPickingPlugin.js +2 -2
  75. package/es/plugins/RegisterStyleAttributePlugin.d.ts +0 -1
  76. package/es/plugins/RegisterStyleAttributePlugin.js +3 -25
  77. package/es/plugins/ShaderUniformPlugin.d.ts +0 -5
  78. package/es/plugins/ShaderUniformPlugin.js +4 -35
  79. package/es/point/models/billboard_point.d.ts +14 -0
  80. package/es/point/models/billboard_point.js +11 -3
  81. package/es/point/models/earthExtrude.d.ts +16 -0
  82. package/es/point/models/earthExtrude.js +15 -8
  83. package/es/point/models/earthFill.d.ts +16 -0
  84. package/es/point/models/earthFill.js +13 -5
  85. package/es/point/models/extrude.d.ts +16 -0
  86. package/es/point/models/extrude.js +19 -12
  87. package/es/point/models/fill.d.ts +16 -0
  88. package/es/point/models/fill.js +16 -5
  89. package/es/point/models/fillImage.d.ts +16 -0
  90. package/es/point/models/fillImage.js +16 -16
  91. package/es/point/models/image.d.ts +15 -0
  92. package/es/point/models/image.js +14 -4
  93. package/es/point/models/normal.d.ts +14 -0
  94. package/es/point/models/normal.js +11 -3
  95. package/es/point/models/radar.d.ts +15 -0
  96. package/es/point/models/radar.js +13 -4
  97. package/es/point/models/text.d.ts +16 -0
  98. package/es/point/models/text.js +18 -11
  99. package/es/point/shaders/billboard/billboard_point_vert.glsl +10 -13
  100. package/es/point/shaders/earthExtrude/earthExtrude_vert.glsl +15 -25
  101. package/es/point/shaders/earthFill/earthFill_vert.glsl +6 -6
  102. package/es/point/shaders/extrude/extrude_vert.glsl +35 -39
  103. package/es/point/shaders/fill/fill_vert.glsl +12 -14
  104. package/es/point/shaders/fillImage/fillImage_vert.glsl +16 -28
  105. package/es/point/shaders/image/image_vert.glsl +15 -12
  106. package/es/point/shaders/normal/normal_vert.glsl +7 -10
  107. package/es/point/shaders/radar/radar_vert.glsl +11 -11
  108. package/es/point/shaders/text/text_vert.glsl +10 -9
  109. package/es/polygon/models/extrude.d.ts +16 -0
  110. package/es/polygon/models/extrude.js +26 -26
  111. package/es/polygon/models/extrusion.d.ts +16 -0
  112. package/es/polygon/models/extrusion.js +34 -4
  113. package/es/polygon/models/fill.d.ts +14 -0
  114. package/es/polygon/models/fill.js +12 -4
  115. package/es/polygon/models/ocean.d.ts +14 -0
  116. package/es/polygon/models/ocean.js +11 -6
  117. package/es/polygon/models/water.d.ts +14 -0
  118. package/es/polygon/models/water.js +11 -6
  119. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +17 -15
  120. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +22 -20
  121. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +17 -17
  122. package/es/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +8 -8
  123. package/es/polygon/shaders/fill/fill_linear_vert.glsl +7 -6
  124. package/es/polygon/shaders/fill/fill_vert.glsl +10 -12
  125. package/es/polygon/shaders/ocean/ocean_vert.glsl +3 -4
  126. package/es/polygon/shaders/water/polygon_water_vert.glsl +5 -5
  127. package/es/raster/index.d.ts +1 -1
  128. package/es/raster/index.js +1 -1
  129. package/es/raster/models/raster.d.ts +14 -0
  130. package/es/raster/models/raster.js +13 -3
  131. package/es/raster/models/rasterRgb.d.ts +14 -0
  132. package/es/raster/models/rasterRgb.js +12 -3
  133. package/es/raster/models/rasterTerrainRgb.d.ts +14 -0
  134. package/es/raster/models/rasterTerrainRgb.js +11 -3
  135. package/es/raster/shaders/raster/raster_2d_vert.glsl +6 -6
  136. package/es/raster/shaders/rgb/raster_rgb_vert.glsl +11 -11
  137. package/es/raster/shaders/terrain/terrain_rgb_vert.glsl +11 -11
  138. package/es/tile/core/BaseLayer.js +0 -16
  139. package/es/utils/extrude_polyline.d.ts +0 -15
  140. package/es/utils/extrude_polyline.js +0 -217
  141. package/es/wind/models/wind.d.ts +14 -0
  142. package/es/wind/models/wind.js +9 -1
  143. package/es/wind/shaders/wind_vert.glsl +6 -5
  144. package/lib/citybuliding/models/build.d.ts +16 -0
  145. package/lib/citybuliding/models/build.js +18 -20
  146. package/lib/citybuliding/shaders/build_frag.glsl +6 -6
  147. package/lib/citybuliding/shaders/build_vert.glsl +8 -14
  148. package/lib/core/BaseLayer.d.ts +0 -1
  149. package/lib/core/BaseLayer.js +9 -19
  150. package/lib/core/BaseModel.d.ts +15 -2
  151. package/lib/core/BaseModel.js +96 -62
  152. package/lib/core/CommonStyleAttribute.d.ts +14 -18
  153. package/lib/core/CommonStyleAttribute.js +23 -68
  154. package/lib/core/shape/extrude.js +6 -3
  155. package/lib/core/triangulation.js +22 -50
  156. package/lib/core/utils.d.ts +4 -0
  157. package/lib/core/utils.js +35 -0
  158. package/lib/earth/models/atmosphere.d.ts +15 -0
  159. package/lib/earth/models/atmosphere.js +30 -24
  160. package/lib/earth/models/base.d.ts +15 -0
  161. package/lib/earth/models/base.js +30 -24
  162. package/lib/earth/models/bloomsphere.d.ts +15 -0
  163. package/lib/earth/models/bloomsphere.js +30 -24
  164. package/lib/earth/shaders/atmosphere/atmosphere_vert.glsl +7 -5
  165. package/lib/earth/shaders/base/base_vert.glsl +3 -3
  166. package/lib/earth/shaders/bloomshpere/bloomsphere_vert.glsl +5 -4
  167. package/lib/geometry/models/billboard.d.ts +15 -0
  168. package/lib/geometry/models/billboard.js +14 -8
  169. package/lib/geometry/models/plane.d.ts +14 -0
  170. package/lib/geometry/models/plane.js +10 -10
  171. package/lib/geometry/models/sprite.js +3 -9
  172. package/lib/geometry/shaders/billboard_vert.glsl +28 -25
  173. package/lib/geometry/shaders/plane_vert.glsl +6 -6
  174. package/lib/geometry/shaders/sprite_vert.glsl +7 -9
  175. package/lib/heatmap/models/grid.d.ts +14 -0
  176. package/lib/heatmap/models/grid.js +10 -3
  177. package/lib/heatmap/models/grid3d.d.ts +16 -0
  178. package/lib/heatmap/models/grid3d.js +14 -6
  179. package/lib/heatmap/models/heatmap.d.ts +20 -1
  180. package/lib/heatmap/models/heatmap.js +95 -82
  181. package/lib/heatmap/models/hexagon.d.ts +14 -0
  182. package/lib/heatmap/models/hexagon.js +9 -3
  183. package/lib/heatmap/shaders/grid/grid_vert.glsl +30 -42
  184. package/lib/heatmap/shaders/grid3d/grid_3d_vert.glsl +14 -26
  185. package/lib/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +19 -16
  186. package/lib/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +16 -22
  187. package/lib/heatmap/shaders/heatmap/heatmap_vert.glsl +3 -4
  188. package/lib/heatmap/shaders/hexagon/hexagon_vert.glsl +13 -23
  189. package/lib/image/models/image.d.ts +14 -0
  190. package/lib/image/models/image.js +11 -7
  191. package/lib/image/shaders/image_vert.glsl +7 -6
  192. package/lib/line/models/arc.d.ts +18 -0
  193. package/lib/line/models/arc.js +56 -7
  194. package/lib/line/models/arc_3d.d.ts +18 -0
  195. package/lib/line/models/arc_3d.js +55 -7
  196. package/lib/line/models/flow.d.ts +17 -0
  197. package/lib/line/models/flow.js +35 -7
  198. package/lib/line/models/great_circle.d.ts +17 -0
  199. package/lib/line/models/great_circle.js +33 -5
  200. package/lib/line/models/line.d.ts +17 -0
  201. package/lib/line/models/line.js +17 -8
  202. package/lib/line/models/simple_line.d.ts +14 -0
  203. package/lib/line/models/simple_line.js +12 -47
  204. package/lib/line/models/wall.d.ts +17 -0
  205. package/lib/line/models/wall.js +22 -48
  206. package/lib/line/shaders/arc/line_arc_vert.glsl +44 -52
  207. package/lib/line/shaders/arc3d/line_arc_3d_vert.glsl +15 -20
  208. package/lib/line/shaders/flow/flow_line_vert.glsl +30 -48
  209. package/lib/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +53 -74
  210. package/lib/line/shaders/line/line_vert.glsl +31 -48
  211. package/lib/line/shaders/simple/simpleline_vert.glsl +18 -23
  212. package/lib/line/shaders/wall/wall_vert.glsl +36 -45
  213. package/lib/mask/models/fill.js +2 -1
  214. package/lib/mask/shaders/mask_vert.glsl +2 -7
  215. package/lib/plugins/DataMappingPlugin.d.ts +0 -1
  216. package/lib/plugins/DataMappingPlugin.js +0 -23
  217. package/lib/plugins/PixelPickingPlugin.js +1 -1
  218. package/lib/plugins/RegisterStyleAttributePlugin.d.ts +0 -1
  219. package/lib/plugins/RegisterStyleAttributePlugin.js +2 -24
  220. package/lib/plugins/ShaderUniformPlugin.d.ts +0 -5
  221. package/lib/plugins/ShaderUniformPlugin.js +4 -35
  222. package/lib/point/models/billboard_point.d.ts +14 -0
  223. package/lib/point/models/billboard_point.js +11 -3
  224. package/lib/point/models/earthExtrude.d.ts +16 -0
  225. package/lib/point/models/earthExtrude.js +14 -7
  226. package/lib/point/models/earthFill.d.ts +16 -0
  227. package/lib/point/models/earthFill.js +13 -5
  228. package/lib/point/models/extrude.d.ts +16 -0
  229. package/lib/point/models/extrude.js +18 -11
  230. package/lib/point/models/fill.d.ts +16 -0
  231. package/lib/point/models/fill.js +16 -5
  232. package/lib/point/models/fillImage.d.ts +16 -0
  233. package/lib/point/models/fillImage.js +16 -16
  234. package/lib/point/models/image.d.ts +15 -0
  235. package/lib/point/models/image.js +14 -4
  236. package/lib/point/models/normal.d.ts +14 -0
  237. package/lib/point/models/normal.js +11 -3
  238. package/lib/point/models/radar.d.ts +15 -0
  239. package/lib/point/models/radar.js +13 -4
  240. package/lib/point/models/text.d.ts +16 -0
  241. package/lib/point/models/text.js +18 -11
  242. package/lib/point/shaders/billboard/billboard_point_vert.glsl +10 -13
  243. package/lib/point/shaders/earthExtrude/earthExtrude_vert.glsl +15 -25
  244. package/lib/point/shaders/earthFill/earthFill_vert.glsl +6 -6
  245. package/lib/point/shaders/extrude/extrude_vert.glsl +35 -39
  246. package/lib/point/shaders/fill/fill_vert.glsl +12 -14
  247. package/lib/point/shaders/fillImage/fillImage_vert.glsl +16 -28
  248. package/lib/point/shaders/image/image_vert.glsl +15 -12
  249. package/lib/point/shaders/normal/normal_vert.glsl +7 -10
  250. package/lib/point/shaders/radar/radar_vert.glsl +11 -11
  251. package/lib/point/shaders/text/text_vert.glsl +10 -9
  252. package/lib/polygon/models/extrude.d.ts +16 -0
  253. package/lib/polygon/models/extrude.js +25 -25
  254. package/lib/polygon/models/extrusion.d.ts +16 -0
  255. package/lib/polygon/models/extrusion.js +34 -4
  256. package/lib/polygon/models/fill.d.ts +14 -0
  257. package/lib/polygon/models/fill.js +12 -4
  258. package/lib/polygon/models/ocean.d.ts +14 -0
  259. package/lib/polygon/models/ocean.js +11 -6
  260. package/lib/polygon/models/water.d.ts +14 -0
  261. package/lib/polygon/models/water.js +11 -6
  262. package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +17 -15
  263. package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +22 -20
  264. package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +17 -17
  265. package/lib/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +8 -8
  266. package/lib/polygon/shaders/fill/fill_linear_vert.glsl +7 -6
  267. package/lib/polygon/shaders/fill/fill_vert.glsl +10 -12
  268. package/lib/polygon/shaders/ocean/ocean_vert.glsl +3 -4
  269. package/lib/polygon/shaders/water/polygon_water_vert.glsl +5 -5
  270. package/lib/raster/index.d.ts +1 -1
  271. package/lib/raster/index.js +2 -2
  272. package/lib/raster/models/raster.d.ts +14 -0
  273. package/lib/raster/models/raster.js +13 -3
  274. package/lib/raster/models/rasterRgb.d.ts +14 -0
  275. package/lib/raster/models/rasterRgb.js +12 -3
  276. package/lib/raster/models/rasterTerrainRgb.d.ts +14 -0
  277. package/lib/raster/models/rasterTerrainRgb.js +11 -3
  278. package/lib/raster/shaders/raster/raster_2d_vert.glsl +6 -6
  279. package/lib/raster/shaders/rgb/raster_rgb_vert.glsl +11 -11
  280. package/lib/raster/shaders/terrain/terrain_rgb_vert.glsl +11 -11
  281. package/lib/tile/core/BaseLayer.js +0 -16
  282. package/lib/utils/extrude_polyline.d.ts +0 -15
  283. package/lib/utils/extrude_polyline.js +0 -217
  284. package/lib/wind/models/wind.d.ts +14 -0
  285. package/lib/wind/models/wind.js +9 -1
  286. package/lib/wind/shaders/wind_vert.glsl +6 -5
  287. package/package.json +9 -9
@@ -91,98 +91,6 @@ export default class ExtrudePolyline {
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  complex.startIndex = complex.positions.length / 6;
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  return complex;
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  }
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- simpleExtrude_gaode2(points, originPoints) {
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- const complex = this.complex;
96
- if (points.length <= 1) {
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- return complex;
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- }
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- this.lastFlip = -1;
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- this.started = false;
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- this.normal = null;
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- this.totalDistance = 0;
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- // 去除数组里重复的点
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- // points = getArrayUnique(points);
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- const total = points.length;
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- let count = complex.startIndex;
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- for (let i = 1; i < total; i++) {
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- var _originPoints$, _originPoints$i$, _originPoints$2;
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- const last = points[i - 1];
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- last.push((_originPoints$ = originPoints[i - 1][2]) !== null && _originPoints$ !== void 0 ? _originPoints$ : 0);
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- // @ts-ignore
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- const originLast = originPoints[i - 1];
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- const cur = points[i];
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- cur.push((_originPoints$i$ = originPoints[i][2]) !== null && _originPoints$i$ !== void 0 ? _originPoints$i$ : 0);
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- // @ts-ignore
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- const originCur = originPoints[i];
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- const next = i < points.length - 1 ? [...points[i + 1], (_originPoints$2 = originPoints[i + 1][2]) !== null && _originPoints$2 !== void 0 ? _originPoints$2 : 0] : null;
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- const originNext = i < originPoints.length - 1 ? originPoints[i + 1] : null;
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- const amt = this.simpleSegment(complex, count,
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- // @ts-ignore
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- last,
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- // @ts-ignore
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- cur,
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- // @ts-ignore
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- next,
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- // @ts-ignore
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- originLast, originCur,
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- // @ts-ignore
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- originNext);
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- count += amt;
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- }
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- if (this.dash) {
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- for (let i = 0; i < complex.positions.length / 6; i++) {
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- complex.positions[i * 6 + 5] = this.totalDistance;
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- }
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- }
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- complex.startIndex = complex.positions.length / 6;
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- return complex;
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- }
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- extrude_gaode2(points, originPoints) {
141
- const complex = this.complex;
142
- if (points.length <= 1) {
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- return complex;
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- }
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- this.lastFlip = -1;
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- this.started = false;
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- this.normal = null;
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- this.totalDistance = 0;
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- // 去除数组里重复的点
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- // points = getArrayUnique(points);
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- const total = points.length;
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- let count = complex.startIndex;
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- for (let i = 1; i < total; i++) {
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- var _originPoints$3, _originPoints$i$2, _originPoints$4;
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- const last = points[i - 1];
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- last.push((_originPoints$3 = originPoints[i - 1][2]) !== null && _originPoints$3 !== void 0 ? _originPoints$3 : 0);
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- // @ts-ignore
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- const originLast = originPoints[i - 1];
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- const cur = points[i];
160
- cur.push((_originPoints$i$2 = originPoints[i][2]) !== null && _originPoints$i$2 !== void 0 ? _originPoints$i$2 : 0);
161
- // @ts-ignore
162
- const originCur = originPoints[i];
163
- const next = i < points.length - 1 ? [...points[i + 1], (_originPoints$4 = originPoints[i + 1][2]) !== null && _originPoints$4 !== void 0 ? _originPoints$4 : 0] : null;
164
- const originNext = i < originPoints.length - 1 ? originPoints[i + 1] : null;
165
- const amt = this.segment_gaode2(complex, count,
166
- // @ts-ignore
167
- last,
168
- // @ts-ignore
169
- cur,
170
- // @ts-ignore
171
- next,
172
- // @ts-ignore
173
- originLast, originCur,
174
- // @ts-ignore
175
- originNext);
176
- count += amt;
177
- }
178
- if (this.dash) {
179
- for (let i = 0; i < complex.positions.length / 6; i++) {
180
- complex.positions[i * 6 + 5] = this.totalDistance;
181
- }
182
- }
183
- complex.startIndex = complex.positions.length / 6;
184
- return complex;
185
- }
186
94
  extrude(points) {
187
95
  const complex = this.complex;
188
96
  if (points.length <= 1) {
@@ -265,131 +173,6 @@ export default class ExtrudePolyline {
265
173
  }
266
174
  return count;
267
175
  }
268
- segment_gaode2(complex, index, last, cur, next, originLast, originCur,
269
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
270
- originNext) {
271
- let count = 0;
272
- const indices = complex.indices;
273
- const positions = complex.positions;
274
- const normals = complex.normals;
275
- const capSquare = this.cap === 'square';
276
- const joinBevel = this.join === 'bevel';
277
- const flatCur = aProjectFlat([originCur[0], originCur[1]]);
278
- const flatLast = aProjectFlat([originLast[0], originLast[1]]);
279
- // @ts-ignore
280
- direction(lineA, cur, last);
281
- let segmentDistance = 0;
282
- if (this.dash) {
283
- // @ts-ignore
284
- segmentDistance = this.lineSegmentDistance(flatCur, flatLast);
285
- this.totalDistance += segmentDistance;
286
- }
287
- if (!this.normal) {
288
- this.normal = vec2.create();
289
- computeNormal(this.normal, lineA);
290
- }
291
- if (!this.started) {
292
- this.started = true;
293
-
294
- // if the end cap is type square, we can just push the verts out a bit
295
- if (capSquare) {
296
- // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);
297
- const out1 = vec2.create();
298
- const out2 = vec2.create();
299
- vec2.add(out1, this.normal, lineA);
300
- vec2.add(out2, this.normal, lineA);
301
- normals.push(out2[0], out2[1], 0);
302
- normals.push(out1[0], out1[1], 0);
303
- positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, -this.thickness, last[2] | 0);
304
- this.complex.indexes.push(this.currentIndex);
305
- positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, this.thickness, last[2] | 0);
306
- this.complex.indexes.push(this.currentIndex);
307
- this.currentIndex++;
308
- } else {
309
- this.extrusions(positions, normals, last, this.normal, this.thickness, this.totalDistance - segmentDistance);
310
- }
311
- }
312
- indices.push(index + 0, index + 1, index + 2);
313
- if (!next) {
314
- computeNormal(this.normal, lineA);
315
- if (capSquare) {
316
- const out1 = vec2.create();
317
- const out2 = vec2.create();
318
- vec2.sub(out2, lineA, this.normal);
319
- vec2.add(out1, lineA, this.normal);
320
- normals.push(out2[0], out2[1], 0);
321
- normals.push(out1[0], out1[1], 0);
322
- positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
323
- this.complex.indexes.push(this.currentIndex);
324
- positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
325
- this.complex.indexes.push(this.currentIndex);
326
- this.currentIndex++;
327
- } else {
328
- this.extrusions(positions, normals, cur, this.normal, this.thickness, this.totalDistance);
329
- }
330
- indices.push(...(this.lastFlip === 1 ? [index, index + 2, index + 3] : [index + 2, index + 1, index + 3]));
331
- count += 2;
332
- } else {
333
- // @ts-ignore
334
- if (isPointEqual(cur, next)) {
335
- vec2.add(
336
- // @ts-ignore
337
- next,
338
- // @ts-ignore
339
- cur, vec2.normalize(
340
- // @ts-ignore
341
- next,
342
- // @ts-ignore
343
- vec2.subtract(next, cur, last)));
344
- }
345
- // @ts-ignore
346
- direction(lineB, next, cur);
347
- // stores tangent & miter
348
-
349
- const [miterLen, miter] = computeMiter(tangent, vec2.create(), lineA, lineB, this.thickness);
350
- // normal(tmp, lineA)
351
-
352
- // get orientation
353
- let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;
354
- let bevel = joinBevel;
355
- if (!bevel && this.join === 'miter') {
356
- const limit = miterLen;
357
- if (limit > this.miterLimit) {
358
- bevel = true;
359
- }
360
- }
361
- if (bevel) {
362
- normals.push(this.normal[0], this.normal[1], 0);
363
- normals.push(miter[0], miter[1], 0);
364
- positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
365
- this.complex.indexes.push(this.currentIndex);
366
- positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness * flip, cur[2] | 0);
367
- this.complex.indexes.push(this.currentIndex);
368
- this.currentIndex++;
369
- indices.push(...(this.lastFlip !== -flip ? [index, index + 2, index + 3] : [index + 2, index + 1, index + 3]));
370
-
371
- // now add the bevel triangle
372
- indices.push(index + 2, index + 3, index + 4);
373
- computeNormal(tmp, lineB);
374
- vec2.copy(this.normal, tmp); // store normal for next round
375
- normals.push(this.normal[0], this.normal[1], 0);
376
- positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
377
- this.complex.indexes.push(this.currentIndex);
378
- this.currentIndex++;
379
- count += 3;
380
- } else {
381
- this.extrusions(positions, normals, cur, miter, miterLen, this.totalDistance);
382
- indices.push(...(this.lastFlip === 1 ? [index, index + 2, index + 3] : [index + 2, index + 1, index + 3]));
383
- flip = -1;
384
-
385
- // the miter is now the normal for our next join
386
- vec2.copy(this.normal, miter);
387
- count += 2;
388
- }
389
- this.lastFlip = flip;
390
- }
391
- return count;
392
- }
393
176
  segment(complex, index, last, cur, next) {
394
177
  let count = 0;
395
178
  const indices = complex.indices;
@@ -1,6 +1,20 @@
1
1
  import type { IModel, IModelUniform, IRenderOptions, ITexture2D } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class WindModel 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
+ UV: number;
17
+ };
4
18
  protected texture: ITexture2D;
5
19
  private colorModel;
6
20
  private wind;
@@ -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\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";
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";
11
11
  import { Wind } from "./windRender";
12
12
  const defaultRampColors = {
13
13
  0.0: '#3288bd',
@@ -32,6 +32,12 @@ 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
+ }
35
41
  render(options) {
36
42
  this.drawColorMode(options);
37
43
  // Tip: 控制风场的平均更新频率
@@ -108,6 +114,7 @@ export default class WindModel extends BaseModel {
108
114
  moduleName: 'wind',
109
115
  vertexShader: WindVert,
110
116
  fragmentShader: WindFrag,
117
+ defines: _this.getDefines(),
111
118
  triangulation: RasterImageTriangulation,
112
119
  primitive: gl.TRIANGLES,
113
120
  depth: {
@@ -146,6 +153,7 @@ export default class WindModel extends BaseModel {
146
153
  type: AttributeType.Attribute,
147
154
  descriptor: {
148
155
  name: 'a_Uv',
156
+ shaderLocation: this.attributeLocation.UV,
149
157
  buffer: {
150
158
  // give the WebGL driver a hint that this buffer may change
151
159
  usage: gl.DYNAMIC_DRAW,
@@ -1,13 +1,14 @@
1
1
  precision highp float;
2
2
  uniform mat4 u_ModelMatrix;
3
3
 
4
- attribute vec3 a_Position;
5
- attribute vec2 a_Uv;
4
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
5
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
6
+
6
7
  varying vec2 v_texCoord;
7
8
  #pragma include "projection"
8
9
  void main() {
9
- v_texCoord = a_Uv;
10
- vec4 project_pos = project_position(vec4(a_Position, 1.0));
10
+ v_texCoord = a_Uv;
11
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
11
12
 
12
- gl_Position = project_common_position_to_clipspace_v2(vec4(project_pos.xy,0., 1.0));
13
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));
13
14
  }
@@ -1,6 +1,22 @@
1
1
  import type { IModel } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class CityBuildModel extends BaseModel {
4
+ protected get attributeLocation(): {
5
+ readonly POSITION: 0;
6
+ readonly POSITION_64LOW: 1;
7
+ readonly COLOR: 2;
8
+ readonly PICKING_COLOR: 3;
9
+ readonly STROKE: 4;
10
+ readonly OPACITY: 5;
11
+ readonly OFFSETS: 6;
12
+ readonly ROTATION: 7;
13
+ readonly MAX: 8;
14
+ } & Record<string, number> & {
15
+ MAX: 8;
16
+ SIZE: number;
17
+ NORMAL: number;
18
+ UV: number;
19
+ };
4
20
  private cityCenter;
5
21
  private cityMinSize;
6
22
  protected getCommonUniformsInfo(): {
@@ -10,18 +10,25 @@ 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");
14
13
  var _triangulation = require("../../core/triangulation");
15
14
  /* babel-plugin-inline-import '../shaders/build_frag.glsl' */
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";
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";
17
16
  /* babel-plugin-inline-import '../shaders/build_vert.glsl' */
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";
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";
19
18
  class CityBuildModel extends _BaseModel.default {
20
19
  constructor(...args) {
21
20
  super(...args);
22
21
  (0, _defineProperty2.default)(this, "cityCenter", void 0);
23
22
  (0, _defineProperty2.default)(this, "cityMinSize", void 0);
24
23
  }
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
+ }
25
32
  getCommonUniformsInfo() {
26
33
  const {
27
34
  opacity = 1,
@@ -57,20 +64,10 @@ class CityBuildModel extends _BaseModel.default {
57
64
  calCityGeo() {
58
65
  // @ts-ignore
59
66
  const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;
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
- }
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;
74
71
  }
75
72
  initModels() {
76
73
  var _this = this;
@@ -92,6 +89,7 @@ class CityBuildModel extends _BaseModel.default {
92
89
  depth: {
93
90
  enable: true
94
91
  },
92
+ defines: _this2.getDefines(),
95
93
  inject: _this2.getInject(),
96
94
  cull: {
97
95
  enable: true,
@@ -108,7 +106,7 @@ class CityBuildModel extends _BaseModel.default {
108
106
  type: _l7Core.AttributeType.Attribute,
109
107
  descriptor: {
110
108
  name: 'a_Normal',
111
- shaderLocation: _CommonStyleAttribute.ShaderLocation.NORMAL,
109
+ shaderLocation: this.attributeLocation.NORMAL,
112
110
  buffer: {
113
111
  // give the WebGL driver a hint that this buffer may change
114
112
  usage: _l7Core.gl.STATIC_DRAW,
@@ -126,7 +124,7 @@ class CityBuildModel extends _BaseModel.default {
126
124
  type: _l7Core.AttributeType.Attribute,
127
125
  descriptor: {
128
126
  name: 'a_Size',
129
- shaderLocation: _CommonStyleAttribute.ShaderLocation.SIZE,
127
+ shaderLocation: this.attributeLocation.SIZE,
130
128
  buffer: {
131
129
  // give the WebGL driver a hint that this buffer may change
132
130
  usage: _l7Core.gl.DYNAMIC_DRAW,
@@ -147,7 +145,7 @@ class CityBuildModel extends _BaseModel.default {
147
145
  type: _l7Core.AttributeType.Attribute,
148
146
  descriptor: {
149
147
  name: 'a_Uv',
150
- shaderLocation: _CommonStyleAttribute.ShaderLocation.UV,
148
+ shaderLocation: this.attributeLocation.UV,
151
149
  buffer: {
152
150
  // give the WebGL driver a hint that this buffer may change
153
151
  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 = 0) in vec3 a_Position;
8
- layout(location = 1) in vec4 a_Color;
9
- layout(location = 9) in float a_Size;
10
- layout(location = 13) in vec3 a_Normal;
11
- layout(location = 14) in vec2 a_Uv;
7
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
8
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
9
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
10
+ layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
11
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
12
12
 
13
13
  out vec2 v_texCoord;
14
14
  out vec4 v_Color;
@@ -41,17 +41,11 @@ void main() {
41
41
 
42
42
  if(u_circleSweep > 0.0) {
43
43
  vec2 lnglatscale = vec2(0.0);
44
- if(u_CoordinateSystem != COORDINATE_SYSTEM_P20_2) {
45
- lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);
46
- }
44
+ lnglatscale = (a_Position.xy - u_cityCenter) * vec2(0.0, 0.135);
47
45
  v_worldDis = length(a_Position.xy + lnglatscale - u_cityCenter);
48
46
  }
49
-
50
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
51
- gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
52
- } else {
53
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
54
- }
47
+
48
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
55
49
 
56
50
  float lightWeight = calc_lighting(pos);
57
51
  // v_Color = a_Color;
@@ -237,7 +237,6 @@ export default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter
237
237
  protected getDefaultConfig(): {};
238
238
  protected sourceEvent: () => void;
239
239
  protected initLayerModels(): Promise<void>;
240
- getLayerUniformBuffer(): IBuffer;
241
240
  getPickingUniformBuffer(): IBuffer;
242
241
  protected reRender(): void;
243
242
  protected splitValuesAndCallbackInAttribute(valuesOrCallback?: unknown[]): {
@@ -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", "inject", "triangulation", "styleOption", "pickingEnabled"]; // @ts-ignore
22
+ _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "defines", "inject", "triangulation", "styleOption", "pickingEnabled"]; // @ts-ignore
23
23
  const {
24
24
  isEqual,
25
25
  isFunction,
@@ -64,7 +64,8 @@ class BaseLayer extends _eventemitter.EventEmitter {
64
64
  return this.container.interactionService;
65
65
  }
66
66
  get mapService() {
67
- return this.container.mapService;
67
+ var _this$container;
68
+ return (_this$container = this.container) === null || _this$container === void 0 ? void 0 : _this$container.mapService;
68
69
  }
69
70
  get normalPassFactory() {
70
71
  return this.container.normalPassFactory;
@@ -924,12 +925,8 @@ class BaseLayer extends _eventemitter.EventEmitter {
924
925
  type
925
926
  }) => {
926
927
  if (this.coordCenter === undefined) {
927
- var _this$mapService;
928
928
  const layerCenter = this.layerSource.center;
929
929
  this.coordCenter = layerCenter;
930
- if ((_this$mapService = this.mapService) !== null && _this$mapService !== void 0 && _this$mapService.setCoordCenter) {
931
- this.mapService.setCoordCenter(layerCenter);
932
- }
933
930
  }
934
931
  if (type === 'update') {
935
932
  if (this.tileLayer) {
@@ -1023,6 +1020,7 @@ class BaseLayer extends _eventemitter.EventEmitter {
1023
1020
  moduleName,
1024
1021
  vertexShader,
1025
1022
  fragmentShader,
1023
+ defines,
1026
1024
  inject,
1027
1025
  triangulation,
1028
1026
  styleOption,
@@ -1032,6 +1030,7 @@ class BaseLayer extends _eventemitter.EventEmitter {
1032
1030
  _this3.shaderModuleService.registerModule(moduleName, {
1033
1031
  vs: vertexShader,
1034
1032
  fs: fragmentShader,
1033
+ defines,
1035
1034
  inject
1036
1035
  });
1037
1036
  const {
@@ -1048,7 +1047,7 @@ class BaseLayer extends _eventemitter.EventEmitter {
1048
1047
  elements,
1049
1048
  count
1050
1049
  } = _this3.styleAttributeService.createAttributesAndIndices(_this3.encodedData, triangulation, styleOption, _this3);
1051
- const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers, _this3.getLayerUniformBuffer()];
1050
+ const uniformBuffers = [..._this3.layerModel.uniformBuffers, ..._this3.rendererService.uniformBuffers];
1052
1051
  if (pickingEnabled) {
1053
1052
  uniformBuffers.push(_this3.getPickingUniformBuffer());
1054
1053
  }
@@ -1231,28 +1230,19 @@ class BaseLayer extends _eventemitter.EventEmitter {
1231
1230
  buffer.destroy();
1232
1231
  });
1233
1232
  _this5.uniformBuffers = [];
1234
- // Layer Uniform
1235
- const layerUniforms = _this5.rendererService.createBuffer({
1236
- data: new Float32Array(16 + 4).fill(0),
1237
- // u_Mvp
1238
- isUBO: true
1239
- });
1240
- _this5.uniformBuffers.push(layerUniforms);
1241
1233
 
1242
1234
  // Picking Uniform
1243
1235
  const pickingUniforms = _this5.rendererService.createBuffer({
1244
1236
  data: new Float32Array(20).fill(0),
1245
- isUBO: true
1237
+ isUBO: true,
1238
+ label: 'pickingUniforms'
1246
1239
  });
1247
1240
  _this5.uniformBuffers.push(pickingUniforms);
1248
1241
  _this5.models = yield _this5.layerModel.initModels();
1249
1242
  })();
1250
1243
  }
1251
- getLayerUniformBuffer() {
1252
- return this.uniformBuffers[0];
1253
- }
1254
1244
  getPickingUniformBuffer() {
1255
- return this.uniformBuffers[1];
1245
+ return this.uniformBuffers[0];
1256
1246
  }
1257
1247
  reRender() {
1258
1248
  if (this.inited) {
@@ -1,4 +1,5 @@
1
- import type { IAnimateOption, IAttribute, IBlendOptions, IBuffer, ICameraService, IElements, IFontService, IGlobalConfigService, IIconService, IInject, ILayer, ILayerModel, ILayerService, IMapService, IModel, IModelUniform, IPickingService, IRendererService, IRenderOptions, IShaderModuleService, IStencilOptions, IStyleAttributeService, ITexture2D, ITexture2DInitializationOptions, Triangulation } from '@antv/l7-core';
1
+ import type { IAnimateOption, IAttribute, IBlendOptions, IBuffer, ICameraService, IElements, IFontService, IGlobalConfigService, IIconService, ILayer, ILayerModel, ILayerService, IMapService, IModel, IModelUniform, IPickingService, IRenderOptions, IRendererService, IShaderModuleService, IStencilOptions, IStyleAttributeService, ITexture2D, ITexture2DInitializationOptions, ShaderDefine, ShaderInject, Triangulation } from '@antv/l7-core';
2
+ import { COMMON_ATTRIBUTE_LOCATION } from './CommonStyleAttribute';
2
3
  export type styleSingle = number | string | [string, (single: any) => number] | [string, [number, number]];
3
4
  export type styleOffset = string | [number, number] | [string, (single: any) => number];
4
5
  export type styleColor = string | [string, (single: any) => string] | [string, [string, string]];
@@ -11,10 +12,15 @@ export interface ICellProperty {
11
12
  attr: string;
12
13
  count: number;
13
14
  }
15
+ type AttributeLayoutLocationType = typeof COMMON_ATTRIBUTE_LOCATION & Record<string, number>;
14
16
  export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerModel {
15
17
  triangulation: Triangulation;
16
18
  uniformBuffers: IBuffer[];
17
19
  textures: ITexture2D[];
20
+ /**
21
+ * Attribute Layout Location in Shader
22
+ */
23
+ protected get attributeLocation(): AttributeLayoutLocationType;
18
24
  createTexture2D: (options: ITexture2DInitializationOptions) => ITexture2D;
19
25
  preStyleAttribute: Record<string, any>;
20
26
  protected encodeStyleAttribute: Record<string, boolean>;
@@ -55,11 +61,17 @@ export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerMod
55
61
  protected registerBuiltinAttributes(): void;
56
62
  protected animateOption2Array(option: IAnimateOption): number[];
57
63
  protected startModelAnimate(): void;
58
- protected getInject(): IInject;
64
+ protected getInject(): ShaderInject;
65
+ protected getDefines(): Record<string, ShaderDefine>;
59
66
  protected getStyleAttribute(): {
60
67
  [key: string]: any;
61
68
  };
62
69
  protected registerStyleAttribute(): void;
70
+ /**
71
+ * 注册 Position 属性 64 位地位部分,当经纬度数据开启双精度浮点数使用,
72
+ * 避免大于 20层级以上出现数据偏移
73
+ */
74
+ protected registerPosition64LowAttribute(enable64bitPosition?: boolean): void;
63
75
  updateEncodeAttribute(type: string, flag: boolean): void;
64
76
  initUniformsBuffer(): void;
65
77
  protected getUniformsBufferInfo(uniformsOption: {
@@ -80,3 +92,4 @@ export default class BaseModel<ChildLayerStyleOptions = {}> implements ILayerMod
80
92
  };
81
93
  updateStyleUnifoms(): void;
82
94
  }
95
+ export {};