@antv/l7-layers 2.25.6 → 2.25.7

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 (717) hide show
  1. package/package.json +6 -6
  2. package/es/canvas/index.d.ts +0 -18
  3. package/es/canvas/index.js +0 -70
  4. package/es/canvas/models/canvas.d.ts +0 -23
  5. package/es/canvas/models/canvas.js +0 -141
  6. package/es/canvas/models/constants.d.ts +0 -2
  7. package/es/canvas/models/constants.js +0 -6
  8. package/es/canvas/models/index.d.ts +0 -2
  9. package/es/canvas/models/index.js +0 -2
  10. package/es/citybuilding/building.d.ts +0 -7
  11. package/es/citybuilding/building.js +0 -25
  12. package/es/citybuilding/models/build.d.ts +0 -33
  13. package/es/citybuilding/models/build.js +0 -160
  14. package/es/citybuilding/shaders/build_frag.glsl +0 -123
  15. package/es/citybuilding/shaders/build_vert.glsl +0 -58
  16. package/es/core/BaseLayer.d.ts +0 -265
  17. package/es/core/BaseLayer.js +0 -1310
  18. package/es/core/BaseModel.d.ts +0 -95
  19. package/es/core/BaseModel.js +0 -367
  20. package/es/core/CommonStyleAttribute.d.ts +0 -16
  21. package/es/core/CommonStyleAttribute.js +0 -114
  22. package/es/core/LayerPickService.d.ts +0 -12
  23. package/es/core/LayerPickService.js +0 -102
  24. package/es/core/TextureService.d.ts +0 -15
  25. package/es/core/TextureService.js +0 -65
  26. package/es/core/constant.d.ts +0 -6
  27. package/es/core/constant.js +0 -19
  28. package/es/core/interface.d.ts +0 -284
  29. package/es/core/interface.js +0 -32
  30. package/es/core/line_trangluation.d.ts +0 -19
  31. package/es/core/line_trangluation.js +0 -86
  32. package/es/core/schema.d.ts +0 -27
  33. package/es/core/schema.js +0 -25
  34. package/es/core/shape/Path.d.ts +0 -40
  35. package/es/core/shape/Path.js +0 -69
  36. package/es/core/shape/arrow.d.ts +0 -25
  37. package/es/core/shape/arrow.js +0 -144
  38. package/es/core/shape/extrude.d.ts +0 -17
  39. package/es/core/shape/extrude.js +0 -133
  40. package/es/core/triangulation.d.ts +0 -136
  41. package/es/core/triangulation.js +0 -601
  42. package/es/core/utils.d.ts +0 -5
  43. package/es/core/utils.js +0 -36
  44. package/es/earth/index.d.ts +0 -22
  45. package/es/earth/index.js +0 -54
  46. package/es/earth/models/atmosphere.d.ts +0 -30
  47. package/es/earth/models/atmosphere.js +0 -116
  48. package/es/earth/models/base.d.ts +0 -37
  49. package/es/earth/models/base.js +0 -172
  50. package/es/earth/models/bloomsphere.d.ts +0 -30
  51. package/es/earth/models/bloomsphere.js +0 -115
  52. package/es/earth/shaders/atmosphere/atmosphere_frag.glsl +0 -17
  53. package/es/earth/shaders/atmosphere/atmosphere_vert.glsl +0 -24
  54. package/es/earth/shaders/base/base_frag.glsl +0 -11
  55. package/es/earth/shaders/base/base_vert.glsl +0 -52
  56. package/es/earth/shaders/bloomshpere/bloomsphere_frag.glsl +0 -15
  57. package/es/earth/shaders/bloomshpere/bloomsphere_vert.glsl +0 -20
  58. package/es/earth/utils.d.ts +0 -26
  59. package/es/earth/utils.js +0 -99
  60. package/es/geometry/index.d.ts +0 -22
  61. package/es/geometry/index.js +0 -53
  62. package/es/geometry/models/billboard.d.ts +0 -39
  63. package/es/geometry/models/billboard.js +0 -175
  64. package/es/geometry/models/index.d.ts +0 -5
  65. package/es/geometry/models/index.js +0 -9
  66. package/es/geometry/models/plane.d.ts +0 -58
  67. package/es/geometry/models/plane.js +0 -308
  68. package/es/geometry/models/sprite.d.ts +0 -48
  69. package/es/geometry/models/sprite.js +0 -225
  70. package/es/geometry/shaders/billboard_frag.glsl +0 -18
  71. package/es/geometry/shaders/billboard_vert.glsl +0 -43
  72. package/es/geometry/shaders/plane_frag.glsl +0 -23
  73. package/es/geometry/shaders/plane_vert.glsl +0 -31
  74. package/es/geometry/shaders/sprite_frag.glsl +0 -23
  75. package/es/geometry/shaders/sprite_vert.glsl +0 -21
  76. package/es/heatmap/index.d.ts +0 -13
  77. package/es/heatmap/index.js +0 -87
  78. package/es/heatmap/models/grid.d.ts +0 -29
  79. package/es/heatmap/models/grid.js +0 -83
  80. package/es/heatmap/models/grid3d.d.ts +0 -31
  81. package/es/heatmap/models/grid3d.js +0 -122
  82. package/es/heatmap/models/heatmap.d.ts +0 -46
  83. package/es/heatmap/models/heatmap.js +0 -447
  84. package/es/heatmap/models/hexagon.d.ts +0 -29
  85. package/es/heatmap/models/hexagon.js +0 -83
  86. package/es/heatmap/models/index.d.ts +0 -5
  87. package/es/heatmap/models/index.js +0 -12
  88. package/es/heatmap/shaders/grid/grid_frag.glsl +0 -9
  89. package/es/heatmap/shaders/grid/grid_vert.glsl +0 -30
  90. package/es/heatmap/shaders/grid3d/grid_3d_frag.glsl +0 -17
  91. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +0 -34
  92. package/es/heatmap/shaders/heatmap/heatmap_3d_frag.glsl +0 -23
  93. package/es/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +0 -59
  94. package/es/heatmap/shaders/heatmap/heatmap_frag.glsl +0 -40
  95. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +0 -17
  96. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +0 -36
  97. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +0 -21
  98. package/es/heatmap/shaders/hexagon/hexagon_frag.glsl +0 -8
  99. package/es/heatmap/shaders/hexagon/hexagon_vert.glsl +0 -30
  100. package/es/heatmap/triangulation.d.ts +0 -5
  101. package/es/heatmap/triangulation.js +0 -33
  102. package/es/image/index.d.ts +0 -9
  103. package/es/image/index.js +0 -28
  104. package/es/image/models/image.d.ts +0 -31
  105. package/es/image/models/image.js +0 -113
  106. package/es/image/models/index.d.ts +0 -5
  107. package/es/image/models/index.js +0 -5
  108. package/es/image/shaders/dataImage_frag.glsl +0 -32
  109. package/es/image/shaders/image_frag.glsl +0 -38
  110. package/es/image/shaders/image_vert.glsl +0 -20
  111. package/es/index.d.ts +0 -18
  112. package/es/index.js +0 -18
  113. package/es/line/index.d.ts +0 -36
  114. package/es/line/index.js +0 -90
  115. package/es/line/models/arc.d.ts +0 -40
  116. package/es/line/models/arc.js +0 -279
  117. package/es/line/models/arc_3d.d.ts +0 -40
  118. package/es/line/models/arc_3d.js +0 -269
  119. package/es/line/models/flow.d.ts +0 -31
  120. package/es/line/models/flow.js +0 -140
  121. package/es/line/models/great_circle.d.ts +0 -34
  122. package/es/line/models/great_circle.js +0 -240
  123. package/es/line/models/index.d.ts +0 -5
  124. package/es/line/models/index.js +0 -18
  125. package/es/line/models/line.d.ts +0 -44
  126. package/es/line/models/line.js +0 -273
  127. package/es/line/models/simple_line.d.ts +0 -33
  128. package/es/line/models/simple_line.js +0 -118
  129. package/es/line/models/wall.d.ts +0 -34
  130. package/es/line/models/wall.js +0 -223
  131. package/es/line/shaders/arc/line_arc_frag.glsl +0 -92
  132. package/es/line/shaders/arc/line_arc_vert.glsl +0 -156
  133. package/es/line/shaders/arc3d/line_arc_3d_frag.glsl +0 -108
  134. package/es/line/shaders/arc3d/line_arc_3d_vert.glsl +0 -177
  135. package/es/line/shaders/flow/flow_line_frag.glsl +0 -13
  136. package/es/line/shaders/flow/flow_line_vert.glsl +0 -76
  137. package/es/line/shaders/greatCircle/line_arc_great_circle_frag.glsl +0 -99
  138. package/es/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +0 -165
  139. package/es/line/shaders/line/line_frag.glsl +0 -122
  140. package/es/line/shaders/line/line_vert.glsl +0 -101
  141. package/es/line/shaders/simple/simpleline_frag.glsl +0 -30
  142. package/es/line/shaders/simple/simpleline_vert.glsl +0 -45
  143. package/es/line/shaders/wall/wall_frag.glsl +0 -94
  144. package/es/line/shaders/wall/wall_vert.glsl +0 -90
  145. package/es/mask/index.d.ts +0 -16
  146. package/es/mask/index.js +0 -21
  147. package/es/mask/models/fill.d.ts +0 -18
  148. package/es/mask/models/fill.js +0 -61
  149. package/es/mask/models/index.d.ts +0 -5
  150. package/es/mask/models/index.js +0 -5
  151. package/es/mask/shaders/mask_vert.glsl +0 -14
  152. package/es/plugins/DataMappingPlugin.d.ts +0 -12
  153. package/es/plugins/DataMappingPlugin.js +0 -226
  154. package/es/plugins/DataSourcePlugin.d.ts +0 -6
  155. package/es/plugins/DataSourcePlugin.js +0 -75
  156. package/es/plugins/FeatureScalePlugin.d.ts +0 -20
  157. package/es/plugins/FeatureScalePlugin.js +0 -295
  158. package/es/plugins/LayerAnimateStylePlugin.d.ts +0 -4
  159. package/es/plugins/LayerAnimateStylePlugin.js +0 -14
  160. package/es/plugins/LayerMaskPlugin.d.ts +0 -7
  161. package/es/plugins/LayerMaskPlugin.js +0 -19
  162. package/es/plugins/LayerModelPlugin.d.ts +0 -10
  163. package/es/plugins/LayerModelPlugin.js +0 -60
  164. package/es/plugins/LayerStylePlugin.d.ts +0 -7
  165. package/es/plugins/LayerStylePlugin.js +0 -18
  166. package/es/plugins/LightingPlugin.d.ts +0 -35
  167. package/es/plugins/LightingPlugin.js +0 -84
  168. package/es/plugins/MultiPassRendererPlugin.d.ts +0 -22
  169. package/es/plugins/MultiPassRendererPlugin.js +0 -52
  170. package/es/plugins/PixelPickingPlugin.d.ts +0 -11
  171. package/es/plugins/PixelPickingPlugin.js +0 -146
  172. package/es/plugins/RegisterStyleAttributePlugin.d.ts +0 -10
  173. package/es/plugins/RegisterStyleAttributePlugin.js +0 -72
  174. package/es/plugins/ShaderUniformPlugin.d.ts +0 -17
  175. package/es/plugins/ShaderUniformPlugin.js +0 -196
  176. package/es/plugins/UpdateModelPlugin.d.ts +0 -7
  177. package/es/plugins/UpdateModelPlugin.js +0 -20
  178. package/es/plugins/UpdateStyleAttributePlugin.d.ts +0 -9
  179. package/es/plugins/UpdateStyleAttributePlugin.js +0 -54
  180. package/es/plugins/index.d.ts +0 -15
  181. package/es/plugins/index.js +0 -18
  182. package/es/point/index.d.ts +0 -35
  183. package/es/point/index.js +0 -153
  184. package/es/point/models/billboard_point.d.ts +0 -35
  185. package/es/point/models/billboard_point.js +0 -95
  186. package/es/point/models/earthExtrude.d.ts +0 -32
  187. package/es/point/models/earthExtrude.js +0 -199
  188. package/es/point/models/earthFill.d.ts +0 -31
  189. package/es/point/models/earthFill.js +0 -158
  190. package/es/point/models/extrude.d.ts +0 -32
  191. package/es/point/models/extrude.js +0 -195
  192. package/es/point/models/fill.d.ts +0 -47
  193. package/es/point/models/fill.js +0 -180
  194. package/es/point/models/fillImage.d.ts +0 -42
  195. package/es/point/models/fillImage.js +0 -189
  196. package/es/point/models/image.d.ts +0 -48
  197. package/es/point/models/image.js +0 -293
  198. package/es/point/models/index.d.ts +0 -5
  199. package/es/point/models/index.js +0 -24
  200. package/es/point/models/normal.d.ts +0 -36
  201. package/es/point/models/normal.js +0 -89
  202. package/es/point/models/radar.d.ts +0 -37
  203. package/es/point/models/radar.js +0 -115
  204. package/es/point/models/text.d.ts +0 -85
  205. package/es/point/models/text.js +0 -503
  206. package/es/point/shaders/billboard/billboard_point_frag.glsl +0 -48
  207. package/es/point/shaders/billboard/billboard_point_vert.glsl +0 -33
  208. package/es/point/shaders/earthExtrude/earthExtrude_frag.glsl +0 -36
  209. package/es/point/shaders/earthExtrude/earthExtrude_vert.glsl +0 -118
  210. package/es/point/shaders/earthFill/earthFill_frag.glsl +0 -79
  211. package/es/point/shaders/earthFill/earthFill_vert.glsl +0 -46
  212. package/es/point/shaders/extrude/extrude_frag.glsl +0 -29
  213. package/es/point/shaders/extrude/extrude_vert.glsl +0 -95
  214. package/es/point/shaders/fill/fill_frag.glsl +0 -97
  215. package/es/point/shaders/fill/fill_vert.glsl +0 -79
  216. package/es/point/shaders/fillImage/fillImage_frag.glsl +0 -23
  217. package/es/point/shaders/fillImage/fillImage_vert.glsl +0 -46
  218. package/es/point/shaders/image/image_frag.glsl +0 -45
  219. package/es/point/shaders/image/image_vert.glsl +0 -47
  220. package/es/point/shaders/normal/normal_frag.glsl +0 -5
  221. package/es/point/shaders/normal/normal_vert.glsl +0 -22
  222. package/es/point/shaders/radar/radar_frag.glsl +0 -52
  223. package/es/point/shaders/radar/radar_vert.glsl +0 -53
  224. package/es/point/shaders/text/text_frag.glsl +0 -47
  225. package/es/point/shaders/text/text_vert.glsl +0 -65
  226. package/es/point/shape/extrude.d.ts +0 -15
  227. package/es/point/shape/extrude.js +0 -48
  228. package/es/polygon/index.d.ts +0 -18
  229. package/es/polygon/index.js +0 -71
  230. package/es/polygon/models/extrude.d.ts +0 -41
  231. package/es/polygon/models/extrude.js +0 -248
  232. package/es/polygon/models/extrusion.d.ts +0 -40
  233. package/es/polygon/models/extrusion.js +0 -137
  234. package/es/polygon/models/fill.d.ts +0 -32
  235. package/es/polygon/models/fill.js +0 -127
  236. package/es/polygon/models/index.d.ts +0 -5
  237. package/es/polygon/models/index.js +0 -26
  238. package/es/polygon/models/ocean.d.ts +0 -37
  239. package/es/polygon/models/ocean.js +0 -172
  240. package/es/polygon/models/water.d.ts +0 -35
  241. package/es/polygon/models/water.js +0 -150
  242. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +0 -24
  243. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +0 -49
  244. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +0 -53
  245. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +0 -74
  246. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +0 -55
  247. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +0 -54
  248. package/es/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +0 -8
  249. package/es/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +0 -24
  250. package/es/polygon/shaders/fill/fill_frag.glsl +0 -8
  251. package/es/polygon/shaders/fill/fill_linear_frag.glsl +0 -23
  252. package/es/polygon/shaders/fill/fill_linear_vert.glsl +0 -36
  253. package/es/polygon/shaders/fill/fill_vert.glsl +0 -35
  254. package/es/polygon/shaders/ocean/ocean_frag.glsl +0 -277
  255. package/es/polygon/shaders/ocean/ocean_vert.glsl +0 -21
  256. package/es/polygon/shaders/water/polygon_water_frag.glsl +0 -78
  257. package/es/polygon/shaders/water/polygon_water_vert.glsl +0 -22
  258. package/es/raster/buffers/triangulation.d.ts +0 -6
  259. package/es/raster/buffers/triangulation.js +0 -25
  260. package/es/raster/index.d.ts +0 -11
  261. package/es/raster/index.js +0 -55
  262. package/es/raster/models/index.d.ts +0 -5
  263. package/es/raster/models/index.js +0 -10
  264. package/es/raster/models/raster.d.ts +0 -35
  265. package/es/raster/models/raster.js +0 -156
  266. package/es/raster/models/rasterRgb.d.ts +0 -35
  267. package/es/raster/models/rasterRgb.js +0 -158
  268. package/es/raster/models/rasterTerrainRgb.d.ts +0 -30
  269. package/es/raster/models/rasterTerrainRgb.js +0 -118
  270. package/es/raster/shaders/raster/raster_2d_frag.glsl +0 -37
  271. package/es/raster/shaders/raster/raster_2d_vert.glsl +0 -21
  272. package/es/raster/shaders/rgb/raster_rgb_frag.glsl +0 -30
  273. package/es/raster/shaders/rgb/raster_rgb_vert.glsl +0 -21
  274. package/es/raster/shaders/terrain/terrain_rgb_frag.glsl +0 -40
  275. package/es/raster/shaders/terrain/terrain_rgb_vert.glsl +0 -19
  276. package/es/shader/minify_frag.glsl +0 -11
  277. package/es/shader/minify_picking_frag.glsl +0 -10
  278. package/es/tile/core/BaseLayer.d.ts +0 -50
  279. package/es/tile/core/BaseLayer.js +0 -256
  280. package/es/tile/core/TileDebugLayer.d.ts +0 -15
  281. package/es/tile/core/TileDebugLayer.js +0 -23
  282. package/es/tile/interaction/getFeatureData.d.ts +0 -0
  283. package/es/tile/interaction/getFeatureData.js +0 -0
  284. package/es/tile/interaction/getRasterData.d.ts +0 -4
  285. package/es/tile/interaction/getRasterData.js +0 -45
  286. package/es/tile/interaction/utils.d.ts +0 -11
  287. package/es/tile/interaction/utils.js +0 -69
  288. package/es/tile/interface.d.ts +0 -29
  289. package/es/tile/interface.js +0 -1
  290. package/es/tile/service/TileLayerService.d.ts +0 -58
  291. package/es/tile/service/TileLayerService.js +0 -195
  292. package/es/tile/service/TilePickService.d.ts +0 -26
  293. package/es/tile/service/TilePickService.js +0 -126
  294. package/es/tile/service/TileSourceService.d.ts +0 -7
  295. package/es/tile/service/TileSourceService.js +0 -26
  296. package/es/tile/tile/DebugTile.d.ts +0 -16
  297. package/es/tile/tile/DebugTile.js +0 -47
  298. package/es/tile/tile/ImageTile.d.ts +0 -14
  299. package/es/tile/tile/ImageTile.js +0 -39
  300. package/es/tile/tile/MaskTile.d.ts +0 -18
  301. package/es/tile/tile/MaskTile.js +0 -54
  302. package/es/tile/tile/RasterRGBTile.d.ts +0 -11
  303. package/es/tile/tile/RasterRGBTile.js +0 -47
  304. package/es/tile/tile/RasterTerrainRGBTile.d.ts +0 -14
  305. package/es/tile/tile/RasterTerrainRGBTile.js +0 -39
  306. package/es/tile/tile/RasterTile.d.ts +0 -18
  307. package/es/tile/tile/RasterTile.js +0 -81
  308. package/es/tile/tile/Tile.d.ts +0 -112
  309. package/es/tile/tile/Tile.js +0 -166
  310. package/es/tile/tile/VectorTile.d.ts +0 -26
  311. package/es/tile/tile/VectorTile.js +0 -87
  312. package/es/tile/tile/index.d.ts +0 -12
  313. package/es/tile/tile/index.js +0 -44
  314. package/es/tile/tile/util.d.ts +0 -5
  315. package/es/tile/tile/util.js +0 -18
  316. package/es/tile/utils/constants.d.ts +0 -1
  317. package/es/tile/utils/constants.js +0 -8
  318. package/es/tile/utils/utils.d.ts +0 -8
  319. package/es/tile/utils/utils.js +0 -11
  320. package/es/utils/blend.d.ts +0 -2
  321. package/es/utils/blend.js +0 -57
  322. package/es/utils/collision-index.d.ts +0 -47
  323. package/es/utils/collision-index.js +0 -87
  324. package/es/utils/extrude_polyline.d.ts +0 -53
  325. package/es/utils/extrude_polyline.js +0 -319
  326. package/es/utils/grid-index.d.ts +0 -28
  327. package/es/utils/grid-index.js +0 -128
  328. package/es/utils/identityScale.d.ts +0 -8
  329. package/es/utils/identityScale.js +0 -26
  330. package/es/utils/load-image.d.ts +0 -1
  331. package/es/utils/load-image.js +0 -22
  332. package/es/utils/multiPassRender.d.ts +0 -16
  333. package/es/utils/multiPassRender.js +0 -37
  334. package/es/utils/polylineNormal.d.ts +0 -9
  335. package/es/utils/polylineNormal.js +0 -182
  336. package/es/utils/rampcolor_legend.d.ts +0 -6
  337. package/es/utils/rampcolor_legend.js +0 -12
  338. package/es/utils/scale.d.ts +0 -87
  339. package/es/utils/scale.js +0 -595
  340. package/es/utils/simpleLine.d.ts +0 -23
  341. package/es/utils/simpleLine.js +0 -76
  342. package/es/utils/stencil.d.ts +0 -7
  343. package/es/utils/stencil.js +0 -49
  344. package/es/utils/symbol-layout.d.ts +0 -43
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  692. package/lib/utils/polylineNormal.d.ts +0 -9
  693. package/lib/utils/polylineNormal.js +0 -191
  694. package/lib/utils/rampcolor_legend.d.ts +0 -6
  695. package/lib/utils/rampcolor_legend.js +0 -18
  696. package/lib/utils/scale.d.ts +0 -87
  697. package/lib/utils/scale.js +0 -610
  698. package/lib/utils/simpleLine.d.ts +0 -23
  699. package/lib/utils/simpleLine.js +0 -85
  700. package/lib/utils/stencil.d.ts +0 -7
  701. package/lib/utils/stencil.js +0 -56
  702. package/lib/utils/symbol-layout.d.ts +0 -43
  703. package/lib/utils/symbol-layout.js +0 -258
  704. package/lib/wind/index.d.ts +0 -11
  705. package/lib/wind/index.js +0 -42
  706. package/lib/wind/models/index.d.ts +0 -5
  707. package/lib/wind/models/index.js +0 -12
  708. package/lib/wind/models/utils.d.ts +0 -19
  709. package/lib/wind/models/utils.js +0 -229
  710. package/lib/wind/models/wind.d.ts +0 -38
  711. package/lib/wind/models/wind.js +0 -248
  712. package/lib/wind/models/windRender.d.ts +0 -104
  713. package/lib/wind/models/windRender.js +0 -343
  714. package/lib/wind/models/windShader.d.ts +0 -12
  715. package/lib/wind/models/windShader.js +0 -157
  716. package/lib/wind/shaders/wind_frag.glsl +0 -9
  717. package/lib/wind/shaders/wind_vert.glsl +0 -14
@@ -1,37 +0,0 @@
1
- import type { IModel, IModelUniform } from '@antv/l7-core';
2
- import BaseModel from '../../core/BaseModel';
3
- export default class OceanModel 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
- };
18
- private texture1;
19
- private texture2;
20
- private texture3;
21
- getUninforms(): {
22
- [x: string]: any;
23
- };
24
- protected getCommonUniformsInfo(): {
25
- uniformsArray: number[];
26
- uniformsLength: number;
27
- uniformsOption: {
28
- [key: string]: any;
29
- };
30
- };
31
- getAnimateUniforms(): IModelUniform;
32
- initModels(): Promise<IModel[]>;
33
- buildModels(): Promise<IModel[]>;
34
- clearModels(): void;
35
- protected registerBuiltinAttributes(): void;
36
- private loadTexture;
37
- }
@@ -1,180 +0,0 @@
1
- "use strict";
2
-
3
- var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
- Object.defineProperty(exports, "__esModule", {
5
- value: true
6
- });
7
- exports.default = void 0;
8
- var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
9
- var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
- var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
11
- var _l7Core = require("@antv/l7-core");
12
- var _l7Utils = require("@antv/l7-utils");
13
- var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
14
- var _triangulation = require("../../core/triangulation");
15
- /* babel-plugin-inline-import '../shaders/ocean/ocean_frag.glsl' */
16
- const ocean_frag = "layout(std140) uniform commonUniforms {\n vec4 u_watercolor;\n vec4 u_watercolor2;\n float u_time;\n};\n\nin vec2 v_uv;\nin float v_opacity;\nout vec4 outputColor;\n\nfloat coast2water_fadedepth = 0.1;\nfloat large_waveheight = 0.75; // change to adjust the \"heavy\" waves\nfloat large_wavesize = 3.4; // factor to adjust the large wave size\nfloat small_waveheight = 0.6; // change to adjust the small random waves\nfloat small_wavesize = 0.5; // factor to ajust the small wave size\nfloat water_softlight_fact = 15.0; // range [1..200] (should be << smaller than glossy-fact)\nfloat water_glossylight_fact = 120.0; // range [1..200]\nfloat particle_amount = 70.0;\n\nvec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights\n#define light (vec3(-0.0, sin(u_time * 0.5) * 0.5 + 0.35, 2.8)) // position of the sun\n\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\n\nfloat hash(float n) {\n return fract(sin(n) * 43758.5453123);\n}\n\n// 2d noise function\nfloat noise1(vec2 x) {\n vec2 p = floor(x);\n vec2 f = smoothstep(0.0, 1.0, fract(x));\n float n = p.x + p.y * 57.0;\n return mix(mix(hash(n + 0.0), hash(n + 1.0), f.x), mix(hash(n + 57.0), hash(n + 58.0), f.x), f.y);\n}\n\nfloat noise(vec2 p) {\n return texture(SAMPLER_2D(u_texture2), p * vec2(1.0 / 256.0)).x;\n}\n\nvec4 highness(vec2 p) {\n vec4 t = texture(SAMPLER_2D(u_texture1), fract(p));\n float clipped =\n -2.0 -\n smoothstep(3.0, 10.0, t.a) * 6.9 -\n smoothstep(10.0, 100.0, t.a) * 89.9 -\n smoothstep(0.0, 10000.0, t.a) * 10000.0;\n return clamp(t, 0.0, 3.0) + clamp(t / 3.0 - 1.0, 0.0, 1.0) + clamp(t / 16.0 - 1.0, 0.0, 1.0);\n}\n\nfloat height_map(vec2 p) {\n vec4 height = highness(p);\n /*\n height = -0.5+\n 0.5*smoothstep(-100.,0.,-height)+\n 2.75*smoothstep(0.,2.,height)+\n 1.75*smoothstep(2.,4.,height)+\n 2.75*smoothstep(4.,16.,height)+\n 1.5*smoothstep(16.,1000.,height);\n */\n\n mat2 m = mat2(0.9563 * 1.4, -0.2924 * 1.4, 0.2924 * 1.4, 0.9563 * 1.4);\n //p = p*6.;\n float f = 0.6 * noise1(p);\n p = m * p * 1.1 * 6.0;\n f += 0.25 * noise(p);\n p = m * p * 1.32;\n f += 0.1666 * noise(p);\n p = m * p * 1.11;\n f += 0.0834 * noise(p);\n p = m * p * 1.12;\n f += 0.0634 * noise(p);\n p = m * p * 1.13;\n f += 0.0444 * noise(p);\n p = m * p * 1.14;\n f += 0.0274 * noise(p);\n p = m * p * 1.15;\n f += 0.0134 * noise(p);\n p = m * p * 1.16;\n f += 0.0104 * noise(p);\n p = m * p * 1.17;\n f += 0.0084 * noise(p);\n f = 0.25 * f + dot(height, vec4(-0.03125, -0.125, 0.25, 0.25)) * 0.5;\n const float FLAT_LEVEL = 0.92525;\n //f = f*0.25+height*0.75;\n if (f < FLAT_LEVEL) f = f;\n else f = pow((f - FLAT_LEVEL) / (1.0 - FLAT_LEVEL), 2.0) * (1.0 - FLAT_LEVEL) * 2.0 + FLAT_LEVEL; // makes a smooth coast-increase\n return clamp(f, 0.0, 10.0);\n}\n\nvec3 plasma_quintic(float x) {\n x = clamp(x, 0.0, 1.0);\n vec4 x1 = vec4(1.0, x, x * x, x * x * x); // 1 x x2 x3\n vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7\n return vec3(\n dot(x1.xyzw, vec4(+0.063861086, +1.992659096, -1.023901152, -0.490832805)) +\n dot(x2.xy, vec2(+1.308442123, -0.914547012)),\n dot(x1.xyzw, vec4(+0.04971859, -0.791144343, +2.892305078, +0.811726816)) +\n dot(x2.xy, vec2(-4.686502417, +2.717794514)),\n dot(x1.xyzw, vec4(+0.513275779, +1.58025506, -5.164414457, +4.559573646)) +\n dot(x2.xy, vec2(-1.916810682, +0.570638854))\n );\n}\n\nvec4 color(vec2 p) {\n vec4 c1 = vec4(1.7, 1.6, 0.9, 1);\n vec4 c2 = vec4(0.2, 0.94, 0.1, 1);\n vec4 c3 = vec4(0.3, 0.2, 0.0, 1);\n vec4 c4 = vec4(0.99, 0.99, 1.6, 1);\n vec4 v = highness(p);\n float los = smoothstep(0.1, 1.1, v.b);\n float his = smoothstep(3.5, 6.5, v.b);\n float ces = smoothstep(1.0, 5.0, v.a);\n vec4 lo = mix(c1, c2, los);\n vec4 hi = mix(c3, c4, his);\n vec4 ce = mix(lo, hi, ces);\n\n return vec4(plasma_quintic(ces), 1).ragb;\n}\n\nvec3 terrain_map(vec2 p) {\n return color(p).rgb * 0.75 +\n 0.25 * vec3(0.7, 0.55, 0.4) +\n texture(SAMPLER_2D(u_texture3), fract(p * 5.0)).rgb * 0.5; // test-terrain is simply 'sandstone'\n}\n\nconst mat2 m = mat2(\n 0.72, -1.6 ,\n 1.6 , 0.72\n);\n\nfloat water_map(vec2 p, float height) {\n vec2 p2 = p * large_wavesize;\n vec2 shift1 = 0.001 * vec2(u_time * 160.0 * 2.0, u_time * 120.0 * 2.0);\n vec2 shift2 = 0.001 * vec2(u_time * 190.0 * 2.0, -u_time * 130.0 * 2.0);\n\n // coarse crossing 'ocean' waves...\n float f = 0.6 * noise(p);\n f += 0.25 * noise(p * m);\n f += 0.1666 * noise(p * m * m);\n float wave =\n sin(p2.x * 0.622 + p2.y * 0.622 + shift2.x * 4.269) * large_waveheight * f * height * height;\n\n p *= small_wavesize;\n f = 0.0;\n float amp = 1.0,\n s = 0.5;\n for (int i = 0; i < 9; i++) {\n p = m * p * 0.947;\n f -= amp * abs(sin((noise(p + shift1 * s) - 0.5) * 2.0));\n amp = amp * 0.59;\n s *= -1.329;\n }\n\n return wave + f * small_waveheight;\n}\n\nfloat nautic(vec2 p) {\n p *= 18.0;\n float f = 0.0;\n float amp = 1.0,\n s = 0.5;\n for (int i = 0; i < 3; i++) {\n p = m * p * 1.2;\n f += amp * abs(smoothstep(0.0, 1.0, noise(p + u_time * s)) - 0.5);\n amp = amp * 0.5;\n s *= -1.227;\n }\n return pow(1.0 - f, 5.0);\n}\n\nfloat particles(vec2 p) {\n p *= 200.0;\n float f = 0.0;\n float amp = 1.0,\n s = 1.5;\n for (int i = 0; i < 3; i++) {\n p = m * p * 1.2;\n f += amp * noise(p + u_time * s);\n amp = amp * 0.5;\n s *= -1.227;\n }\n return pow(f * 0.35, 7.0) * particle_amount;\n}\n\nfloat test_shadow(vec2 xy, float height) {\n vec3 r0 = vec3(xy, height);\n vec3 rd = normalize(light - r0);\n\n float hit = 1.0;\n float t = 0.001;\n for (int j = 1; j < 25; j++) {\n vec3 p = r0 + t * rd;\n float h = height_map(p.xy);\n float height_diff = p.z - h;\n if (height_diff < 0.0) {\n return 0.0;\n }\n t += 0.01 + height_diff * 0.02;\n hit = min(hit, 2.0 * height_diff / t); // soft shaddow\n }\n return hit;\n}\n\nvec3 CalcTerrain(vec2 uv, float height) {\n vec3 col = terrain_map(uv);\n vec2 iResolution = vec2(512.0);\n float h1 = height_map(uv - vec2(0.0, 0.5) / iResolution.xy);\n float h2 = height_map(uv + vec2(0.0, 0.5) / iResolution.xy);\n float h3 = height_map(uv - vec2(0.5, 0.0) / iResolution.xy);\n float h4 = height_map(uv + vec2(0.5, 0.0) / iResolution.xy);\n vec3 norm = normalize(vec3(h3 - h4, h1 - h2, 1.0));\n vec3 r0 = vec3(uv, height);\n vec3 rd = normalize(light - r0);\n float grad = dot(norm, rd);\n col *= grad + pow(grad, 8.0);\n float terrainshade = test_shadow(uv, height);\n col = mix(col * 0.25, col, terrainshade);\n return col;\n}\n\nvoid main() {\n vec3 watercolor = u_watercolor.rgb;\n vec3 watercolor2 = u_watercolor2.rgb;\n vec2 uv = v_uv;\n float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)\n float deepwater_fadedepth = 0.4 + coast2water_fadedepth;\n float height = height_map(uv);\n vec3 col;\n\n float waveheight = clamp(WATER_LEVEL * 3.0 - 1.5, 0.0, 1.0);\n float level = WATER_LEVEL + 0.2 * water_map(uv * 15.0 + vec2(u_time * 0.1), waveheight);\n if (height > level) {\n col = CalcTerrain(uv, height);\n }\n if (height <= level) {\n vec2 dif = vec2(0.0, 0.01);\n vec2 pos = uv * 15.0 + vec2(u_time * 0.01);\n float h1 = water_map(pos - dif, waveheight);\n float h2 = water_map(pos + dif, waveheight);\n float h3 = water_map(pos - dif.yx, waveheight);\n float h4 = water_map(pos + dif.yx, waveheight);\n vec3 normwater = normalize(vec3(h3 - h4, h1 - h2, 0.125)); // norm-vector of the 'bumpy' water-plane\n uv += normwater.xy * 0.002 * (level - height);\n\n col = CalcTerrain(uv, height);\n\n float coastfade = clamp((level - height) / coast2water_fadedepth, 0.0, 1.0);\n float coastfade2 = clamp((level - height) / deepwater_fadedepth, 0.0, 1.0);\n float intensity = col.r * 0.2126 + col.g * 0.7152 + col.b * 0.0722;\n watercolor = mix(watercolor * intensity, watercolor2, smoothstep(0.0, 1.0, coastfade2));\n\n vec3 r0 = vec3(uv, WATER_LEVEL);\n vec3 rd = normalize(light - r0); // ray-direction to the light from water-position\n float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction\n float specular = pow(grad, water_softlight_fact); // used for soft highlights\n float specular2 = pow(grad, water_glossylight_fact); // used for glossy highlights\n float gradpos = dot(vec3(0.0, 0.0, 1.0), rd);\n float specular1 = smoothstep(0.0, 1.0, pow(gradpos, 5.0)); // used for diffusity (some darker corona around light's specular reflections...)\n float watershade = test_shadow(uv, level);\n watercolor *= 2.2 + watershade;\n watercolor += (0.2 + 0.8 * watershade) * ((grad - 1.0) * 0.5 + specular) * 0.25;\n watercolor /= 1.0 + specular1 * 1.25;\n watercolor += watershade * specular2 * water_specularcolor;\n watercolor +=\n watershade *\n coastfade *\n (1.0 - coastfade2) *\n (vec3(0.5, 0.6, 0.7) * nautic(uv) + vec3(1.0, 1.0, 1.0) * particles(uv));\n\n col = mix(col, watercolor, coastfade);\n }\n\n outputColor = vec4(col, v_opacity);\n}\n";
17
- /* babel-plugin-inline-import '../shaders/ocean/ocean_vert.glsl' */
18
- const ocean_vert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_uv;\n\nlayout(std140) uniform commonUniforms {\n vec4 u_watercolor;\n vec4 u_watercolor2;\n float u_time;\n};\n\nout vec2 v_uv;\nout float v_opacity;\n\n#pragma include \"projection\"\n\nvoid main() {\n v_uv = a_uv;\n v_opacity = opacity;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n}\n\n";
19
- class OceanModel extends _BaseModel.default {
20
- constructor(...args) {
21
- super(...args);
22
- (0, _defineProperty2.default)(this, "texture1", void 0);
23
- (0, _defineProperty2.default)(this, "texture2", void 0);
24
- (0, _defineProperty2.default)(this, "texture3", void 0);
25
- }
26
- get attributeLocation() {
27
- return Object.assign(super.attributeLocation, {
28
- MAX: super.attributeLocation.MAX,
29
- UV: 9
30
- });
31
- }
32
- getUninforms() {
33
- const commoninfo = this.getCommonUniformsInfo();
34
- const attributeInfo = this.getUniformsBufferInfo(this.getStyleAttribute());
35
- this.updateStyleUnifoms();
36
- return (0, _objectSpread2.default)((0, _objectSpread2.default)({}, commoninfo.uniformsOption), attributeInfo.uniformsOption);
37
- }
38
- getCommonUniformsInfo() {
39
- const {
40
- watercolor = '#6D99A8',
41
- watercolor2 = '#0F121C'
42
- } = this.layer.getLayerConfig();
43
- const commonOptions = {
44
- u_watercolor: (0, _l7Utils.rgb2arr)(watercolor),
45
- u_watercolor2: (0, _l7Utils.rgb2arr)(watercolor2),
46
- u_time: this.layer.getLayerAnimateTime(),
47
- u_texture1: this.texture1,
48
- u_texture2: this.texture2,
49
- u_texture3: this.texture3
50
- };
51
-
52
- // u_opacity: isNumber(opacity) ? opacity : 1.0,
53
- this.textures = [this.texture1, this.texture2, this.texture3];
54
- const commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
55
- return commonBufferInfo;
56
- }
57
- getAnimateUniforms() {
58
- return {
59
- u_time: this.layer.getLayerAnimateTime()
60
- };
61
- }
62
- initModels() {
63
- var _this = this;
64
- return (0, _asyncToGenerator2.default)(function* () {
65
- _this.loadTexture();
66
- return _this.buildModels();
67
- })();
68
- }
69
- buildModels() {
70
- var _this2 = this;
71
- return (0, _asyncToGenerator2.default)(function* () {
72
- _this2.initUniformsBuffer();
73
- const model = yield _this2.layer.buildLayerModel({
74
- moduleName: 'polygonOcean',
75
- vertexShader: ocean_vert,
76
- fragmentShader: ocean_frag,
77
- defines: _this2.getDefines(),
78
- inject: _this2.getInject(),
79
- triangulation: _triangulation.polygonTriangulation,
80
- primitive: _l7Core.gl.TRIANGLES,
81
- depth: {
82
- enable: false
83
- }
84
- });
85
- return [model];
86
- })();
87
- }
88
- clearModels() {
89
- var _this$texture, _this$texture2, _this$texture3;
90
- (_this$texture = this.texture1) === null || _this$texture === void 0 || _this$texture.destroy();
91
- (_this$texture2 = this.texture2) === null || _this$texture2 === void 0 || _this$texture2.destroy();
92
- (_this$texture3 = this.texture3) === null || _this$texture3 === void 0 || _this$texture3.destroy();
93
- }
94
- registerBuiltinAttributes() {
95
- this.styleAttributeService.registerStyleAttribute({
96
- name: 'oceanUv',
97
- type: _l7Core.AttributeType.Attribute,
98
- descriptor: {
99
- name: 'a_uv',
100
- shaderLocation: this.attributeLocation.UV,
101
- buffer: {
102
- usage: _l7Core.gl.STATIC_DRAW,
103
- data: [],
104
- type: _l7Core.gl.FLOAT
105
- },
106
- size: 2,
107
- update: (feature, featureIdx, vertex) => {
108
- // 当启用 enableRelativeCoordinates 时:需要将相对坐标转换回绝对坐标
109
- const originalExtent = this.layer.getOriginalExtent();
110
- const relativeOrigin = this.layer.getRelativeOrigin();
111
- const isRelativeCoordinates = originalExtent[0] !== 0 || originalExtent[2] !== 0;
112
- let lng, lat;
113
- let minLng, minLat, maxLng, maxLat;
114
- if (isRelativeCoordinates && relativeOrigin) {
115
- lng = vertex[0] + relativeOrigin[0];
116
- lat = vertex[1] + relativeOrigin[1];
117
- [minLng, minLat, maxLng, maxLat] = originalExtent;
118
- } else {
119
- lng = vertex[0];
120
- lat = vertex[1];
121
- [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;
122
- }
123
- const lngLen = maxLng - minLng;
124
- const latLen = maxLat - minLat;
125
- return [(lng - minLng) / lngLen, (lat - minLat) / latLen];
126
- }
127
- }
128
- });
129
- }
130
- loadTexture() {
131
- const {
132
- createTexture2D
133
- } = this.rendererService;
134
- const defaultTextureOptions = {
135
- height: 0,
136
- width: 0
137
- };
138
- // 默认索引为 undefined,所以单独赋值
139
- this.texture1 = createTexture2D(defaultTextureOptions);
140
- this.texture2 = createTexture2D(defaultTextureOptions);
141
- this.texture3 = createTexture2D(defaultTextureOptions);
142
-
143
- // 加载完 image 后单独给 texture f赋值
144
- initImage(images => {
145
- this.texture1 = initTex(images[0]);
146
- this.texture2 = initTex(images[1]);
147
- this.texture3 = initTex(images[2]);
148
- this.layerService.reRender();
149
- });
150
- function initImage(callback) {
151
- let loadedCount = 0;
152
- const loadedImages = [];
153
- const images = ['https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ', 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*MJ22QbpuCzIAAAAAAAAAAAAAARQnAQ', 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*-z2HSIVDsHIAAAAAAAAAAAAAARQnAQ'];
154
- images.map(imgSrc => {
155
- const image = new Image();
156
- image.crossOrigin = '';
157
- image.src = imgSrc;
158
- loadedImages.push(image);
159
- image.onload = () => {
160
- loadedCount++;
161
- if (loadedCount === 3) {
162
- callback(loadedImages);
163
- }
164
- };
165
- });
166
- }
167
- function initTex(image) {
168
- return createTexture2D({
169
- data: image,
170
- width: image.width,
171
- height: image.height,
172
- wrapS: _l7Core.gl.MIRRORED_REPEAT,
173
- wrapT: _l7Core.gl.MIRRORED_REPEAT,
174
- min: _l7Core.gl.LINEAR,
175
- mag: _l7Core.gl.LINEAR
176
- });
177
- }
178
- }
179
- }
180
- exports.default = OceanModel;
@@ -1,35 +0,0 @@
1
- import type { IModel, IModelUniform } from '@antv/l7-core';
2
- import BaseModel from '../../core/BaseModel';
3
- export default class WaterModel 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
- };
18
- private texture;
19
- getUninforms(): {
20
- [x: string]: any;
21
- };
22
- protected getCommonUniformsInfo(): {
23
- uniformsArray: number[];
24
- uniformsLength: number;
25
- uniformsOption: {
26
- [key: string]: any;
27
- };
28
- };
29
- getAnimateUniforms(): IModelUniform;
30
- initModels(): Promise<IModel[]>;
31
- buildModels(): Promise<IModel[]>;
32
- clearModels(): void;
33
- protected registerBuiltinAttributes(): void;
34
- private loadTexture;
35
- }
@@ -1,158 +0,0 @@
1
- "use strict";
2
-
3
- var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
- Object.defineProperty(exports, "__esModule", {
5
- value: true
6
- });
7
- exports.default = void 0;
8
- var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
9
- var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
- var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
11
- var _l7Core = require("@antv/l7-core");
12
- var _BaseModel = _interopRequireDefault(require("../../core/BaseModel"));
13
- var _triangulation = require("../../core/triangulation");
14
- /* babel-plugin-inline-import '../shaders/water/polygon_water_frag.glsl' */
15
- const water_frag = "uniform sampler2D u_texture;\nlayout(std140) uniform commonUniforms {\n float u_speed;\n float u_time;\n};\n\nout vec4 outputColor;\n\nin vec4 v_Color;\nin vec2 v_uv;\n\nfloat rand(vec2 n) {\n return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nfloat water(vec3 p) {\n float t = u_time * u_speed;\n p.z += t * 2.0;\n p.x += t * 2.0;\n vec3 c1 = texture(SAMPLER_2D(u_texture), p.xz / 30.0).xyz;\n p.z += t * 3.0;\n p.x += t * 0.52;\n vec3 c2 = texture(SAMPLER_2D(u_texture), p.xz / 30.0).xyz;\n p.z += t * 4.0;\n p.x += t * 0.8;\n vec3 c3 = texture(SAMPLER_2D(u_texture), p.xz / 30.0).xyz;\n c1 += c2 - c3;\n float z = (c1.x + c1.y + c1.z) / 3.0;\n return p.y + z / 4.0;\n}\n\nfloat map(vec3 p) {\n float d = 100.0;\n d = water(p);\n return d;\n}\n\nfloat intersect(vec3 ro, vec3 rd) {\n float d = 0.0;\n for (int i = 0; i <= 100; i++) {\n float h = map(ro + rd * d);\n if (h < 0.1) return d;\n d += h;\n }\n return 0.0;\n}\n\nvec3 norm(vec3 p) {\n float eps = 0.1;\n return normalize(\n vec3(\n map(p + vec3(eps, 0, 0)) - map(p + vec3(-eps, 0, 0)),\n map(p + vec3(0, eps, 0)) - map(p + vec3(0, -eps, 0)),\n map(p + vec3(0, 0, eps)) - map(p + vec3(0, 0, -eps))\n )\n );\n}\n\nfloat calSpc() {\n vec3 l1 = normalize(vec3(1, 1, 1));\n vec3 ro = vec3(-3, 20, -8);\n vec3 rc = vec3(0, 0, 0);\n vec3 ww = normalize(rc - ro);\n vec3 uu = normalize(cross(vec3(0, 1, 0), ww));\n vec3 vv = normalize(cross(rc - ro, uu));\n vec3 rd = normalize(uu * v_uv.x + vv * v_uv.y + ww);\n float d = intersect(ro, rd);\n vec3 p = ro + rd * d;\n vec3 n = norm(p);\n float spc = pow(max(0.0, dot(reflect(l1, n), rd)), 30.0);\n return spc;\n}\n\nvoid main() {\n outputColor = v_Color;\n float spc = calSpc();\n outputColor += spc * 0.4;\n}\n";
16
- /* babel-plugin-inline-import '../shaders/water/polygon_water_vert.glsl' */
17
- const water_vert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_uv;\n\nlayout(std140) uniform commonUniforms {\n float u_speed;\n float u_time;\n};\nout vec4 v_Color;\nout vec2 v_uv;\n\n#pragma include \"projection\"\n\nvoid main() {\n v_uv = a_uv;\n v_Color = a_Color;\n v_Color.a *= opacity;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n}\n\n";
18
- class WaterModel extends _BaseModel.default {
19
- constructor(...args) {
20
- super(...args);
21
- (0, _defineProperty2.default)(this, "texture", void 0);
22
- }
23
- get attributeLocation() {
24
- return Object.assign(super.attributeLocation, {
25
- MAX: super.attributeLocation.MAX,
26
- UV: 9
27
- });
28
- }
29
- getUninforms() {
30
- const commoninfo = this.getCommonUniformsInfo();
31
- const attributeInfo = this.getUniformsBufferInfo(this.getStyleAttribute());
32
- this.updateStyleUnifoms();
33
- return (0, _objectSpread2.default)((0, _objectSpread2.default)({}, commoninfo.uniformsOption), attributeInfo.uniformsOption);
34
- }
35
- getCommonUniformsInfo() {
36
- const {
37
- speed = 0.5
38
- } = this.layer.getLayerConfig();
39
- const commonOptions = {
40
- u_speed: speed,
41
- u_time: this.layer.getLayerAnimateTime(),
42
- u_texture: this.texture
43
- };
44
-
45
- // u_opacity: isNumber(opacity) ? opacity : 1.0,
46
- this.textures = [this.texture];
47
- const commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
48
- return commonBufferInfo;
49
- }
50
- getAnimateUniforms() {
51
- return {
52
- u_time: this.layer.getLayerAnimateTime()
53
- };
54
- }
55
- initModels() {
56
- var _this = this;
57
- return (0, _asyncToGenerator2.default)(function* () {
58
- _this.loadTexture();
59
- return _this.buildModels();
60
- })();
61
- }
62
- buildModels() {
63
- var _this2 = this;
64
- return (0, _asyncToGenerator2.default)(function* () {
65
- _this2.initUniformsBuffer();
66
- const model = yield _this2.layer.buildLayerModel({
67
- moduleName: 'polygonWater',
68
- vertexShader: water_vert,
69
- fragmentShader: water_frag,
70
- triangulation: _triangulation.polygonTriangulation,
71
- defines: _this2.getDefines(),
72
- inject: _this2.getInject(),
73
- primitive: _l7Core.gl.TRIANGLES,
74
- depth: {
75
- enable: false
76
- },
77
- pickingEnabled: false,
78
- diagnosticDerivativeUniformityEnabled: false
79
- });
80
- return [model];
81
- })();
82
- }
83
- clearModels() {
84
- var _this$texture;
85
- (_this$texture = this.texture) === null || _this$texture === void 0 || _this$texture.destroy();
86
- }
87
- registerBuiltinAttributes() {
88
- this.styleAttributeService.registerStyleAttribute({
89
- name: 'waterUv',
90
- type: _l7Core.AttributeType.Attribute,
91
- descriptor: {
92
- name: 'a_uv',
93
- shaderLocation: this.attributeLocation.UV,
94
- buffer: {
95
- usage: _l7Core.gl.STATIC_DRAW,
96
- data: [],
97
- type: _l7Core.gl.FLOAT
98
- },
99
- size: 2,
100
- update: (feature, featureIdx, vertex) => {
101
- // 当启用 enableRelativeCoordinates 时:需要将相对坐标转换回绝对坐标
102
- const originalExtent = this.layer.getOriginalExtent();
103
- const relativeOrigin = this.layer.getRelativeOrigin();
104
- const isRelativeCoordinates = originalExtent[0] !== 0 || originalExtent[2] !== 0;
105
- let lng, lat;
106
- let minLng, minLat, maxLng, maxLat;
107
- if (isRelativeCoordinates && relativeOrigin) {
108
- lng = vertex[0] + relativeOrigin[0];
109
- lat = vertex[1] + relativeOrigin[1];
110
- [minLng, minLat, maxLng, maxLat] = originalExtent;
111
- } else {
112
- lng = vertex[0];
113
- lat = vertex[1];
114
- [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;
115
- }
116
- const lngLen = maxLng - minLng;
117
- const latLen = maxLat - minLat;
118
- return [(lng - minLng) / lngLen, (lat - minLat) / latLen];
119
- }
120
- }
121
- });
122
- }
123
- loadTexture() {
124
- const {
125
- waterTexture
126
- } = this.layer.getLayerConfig();
127
- const {
128
- createTexture2D
129
- } = this.rendererService;
130
- this.texture = createTexture2D({
131
- height: 1,
132
- width: 1
133
- });
134
- const image = new Image();
135
- image.crossOrigin = '';
136
- if (waterTexture) {
137
- // custom texture
138
- console.warn('L7 recommend:https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ');
139
- image.src = waterTexture;
140
- } else {
141
- // default texture
142
- image.src = 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ';
143
- }
144
- image.onload = () => {
145
- this.texture = createTexture2D({
146
- data: image,
147
- width: image.width,
148
- height: image.height,
149
- wrapS: _l7Core.gl.MIRRORED_REPEAT,
150
- wrapT: _l7Core.gl.MIRRORED_REPEAT,
151
- min: _l7Core.gl.LINEAR,
152
- mag: _l7Core.gl.LINEAR
153
- });
154
- this.layerService.reRender();
155
- };
156
- }
157
- }
158
- exports.default = WaterModel;
@@ -1,24 +0,0 @@
1
- layout(std140) uniform commonUniforms {
2
- vec4 u_sourceColor;
3
- vec4 u_targetColor;
4
- float u_linearColor;
5
- float u_topsurface;
6
- float u_sidesurface;
7
- float u_heightfixed; // 默认不固定
8
- float u_raisingHeight;
9
- };
10
-
11
- in vec4 v_Color;
12
- #pragma include "scene_uniforms"
13
- #pragma include "picking"
14
- out vec4 outputColor;
15
- void main() {
16
- // top face
17
- if (u_topsurface < 1.0) {
18
- discard;
19
- }
20
-
21
- outputColor = v_Color;
22
-
23
- outputColor = filterColor(outputColor);
24
- }
@@ -1,49 +0,0 @@
1
- layout(std140) uniform commonUniforms {
2
- vec4 u_sourceColor;
3
- vec4 u_targetColor;
4
- float u_linearColor;
5
- float u_topsurface;
6
- float u_sidesurface;
7
- float u_heightfixed; // 默认不固定
8
- float u_raisingHeight;
9
- };
10
-
11
- in vec4 v_Color;
12
- in vec3 v_uvs;
13
- in vec2 v_texture_data;
14
- out vec4 outputColor;
15
-
16
- #pragma include "scene_uniforms"
17
- #pragma include "picking"
18
-
19
- void main() {
20
- float isSide = v_texture_data.x;
21
- float sidey = v_uvs[2];
22
- float lightWeight = v_texture_data.y;
23
-
24
- // Tip: 部分机型 GPU 计算精度兼容
25
- if (isSide < 0.999) {
26
- // side face
27
- if (u_sidesurface < 1.0) {
28
- discard;
29
- }
30
-
31
- if (u_linearColor == 1.0) {
32
- // side use linear
33
- vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
34
- linearColor.rgb *= lightWeight;
35
- outputColor = linearColor;
36
- } else {
37
- // side notuse linear
38
- outputColor = v_Color;
39
- }
40
- } else {
41
- // top face
42
- if (u_topsurface < 1.0) {
43
- discard;
44
- }
45
- outputColor = v_Color;
46
- }
47
-
48
- outputColor = filterColorAlpha(outputColor, lightWeight);
49
- }
@@ -1,53 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_POSITION_64LOW) in vec2 a_Position64Low;
3
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
4
- layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
5
- layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
6
- layout(location = ATTRIBUTE_LOCATION_UV) in vec3 a_uvs;
7
-
8
- layout(std140) uniform commonUniforms {
9
- vec4 u_sourceColor;
10
- vec4 u_targetColor;
11
- float u_linearColor;
12
- float u_topsurface;
13
- float u_sidesurface;
14
- float u_heightfixed; // 默认不固定
15
- float u_raisingHeight;
16
- };
17
-
18
- out vec4 v_Color;
19
- out vec3 v_uvs;
20
- out vec2 v_texture_data;
21
-
22
- #pragma include "projection"
23
- #pragma include "light"
24
- #pragma include "picking"
25
-
26
- void main() {
27
- v_uvs = a_uvs;
28
- // cal style mapping - 数据纹理映射部分的计算
29
- vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
30
- vec4 project_pos = project_position(pos, a_Position64Low);
31
-
32
- if (u_heightfixed > 0.0) {
33
- // 判断几何体是否固定高度
34
- project_pos.z = a_Position.z * a_Size;
35
- project_pos.z += u_raisingHeight;
36
- if (
37
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT ||
38
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET
39
- ) {
40
- float mapboxZoomScale = 4.0 / pow(2.0, 21.0 - u_Zoom);
41
- project_pos.z *= mapboxZoomScale;
42
- project_pos.z += u_raisingHeight * mapboxZoomScale;
43
- }
44
- }
45
-
46
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
47
- float lightWeight = calc_lighting(project_pos);
48
- v_texture_data = vec2(a_Position.z, lightWeight);
49
-
50
- v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w * opacity);
51
-
52
- setPickingColor(a_PickingColor);
53
- }
@@ -1,74 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_POSITION_64LOW) in vec2 a_Position64Low;
3
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
4
- layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
5
- layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
6
- layout(location = ATTRIBUTE_LOCATION_UV) in vec3 a_uvs;
7
-
8
- layout(std140) uniform commonUniforms {
9
- vec4 u_sourceColor;
10
- vec4 u_targetColor;
11
- float u_linearColor;
12
- float u_topsurface;
13
- float u_sidesurface;
14
- float u_heightfixed; // 默认不固定
15
- float u_raisingHeight;
16
- };
17
-
18
- out vec4 v_Color;
19
-
20
- #pragma include "projection"
21
- #pragma include "light"
22
- #pragma include "picking"
23
-
24
- void main() {
25
- float isSide = a_Position.z;
26
- float topU = a_uvs[0];
27
- float topV = 1.0 - a_uvs[1];
28
- float sidey = a_uvs[2];
29
-
30
- vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
31
-
32
- vec4 project_pos = project_position(pos, a_Position64Low);
33
- float lightWeight = calc_lighting(project_pos);
34
-
35
- if (u_heightfixed > 0.0) {
36
- // 判断几何体是否固定高度
37
- project_pos.z = a_Position.z * a_Size;
38
- project_pos.z += u_raisingHeight;
39
-
40
- if (
41
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT ||
42
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET
43
- ) {
44
- float mapboxZoomScale = 4.0 / pow(2.0, 21.0 - u_Zoom);
45
- project_pos.z *= mapboxZoomScale;
46
- project_pos.z += u_raisingHeight * mapboxZoomScale;
47
- }
48
- }
49
-
50
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
51
-
52
- // Tip: 部分机型 GPU 计算精度兼容
53
- if (isSide < 0.999) {
54
- // side face
55
- // if(u_sidesurface < 1.0) {
56
- // discard;
57
- // }
58
-
59
- if (u_linearColor == 1.0) {
60
- vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
61
- linearColor.rgb *= lightWeight;
62
- v_Color = linearColor;
63
- } else {
64
- v_Color = a_Color;
65
- }
66
-
67
- } else {
68
- v_Color = a_Color;
69
- }
70
-
71
- v_Color = vec4(v_Color.rgb * lightWeight, v_Color.w * opacity);
72
-
73
- setPickingColor(a_PickingColor);
74
- }