@antv/l7-layers 2.25.7 → 2.25.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (717) hide show
  1. package/es/canvas/index.d.ts +18 -0
  2. package/es/canvas/index.js +70 -0
  3. package/es/canvas/models/canvas.d.ts +23 -0
  4. package/es/canvas/models/canvas.js +141 -0
  5. package/es/canvas/models/constants.d.ts +2 -0
  6. package/es/canvas/models/constants.js +6 -0
  7. package/es/canvas/models/index.d.ts +2 -0
  8. package/es/canvas/models/index.js +2 -0
  9. package/es/citybuilding/building.d.ts +7 -0
  10. package/es/citybuilding/building.js +25 -0
  11. package/es/citybuilding/models/build.d.ts +33 -0
  12. package/es/citybuilding/models/build.js +160 -0
  13. package/es/citybuilding/shaders/build_frag.glsl +123 -0
  14. package/es/citybuilding/shaders/build_vert.glsl +58 -0
  15. package/es/core/BaseLayer.d.ts +265 -0
  16. package/es/core/BaseLayer.js +1310 -0
  17. package/es/core/BaseModel.d.ts +95 -0
  18. package/es/core/BaseModel.js +367 -0
  19. package/es/core/CommonStyleAttribute.d.ts +16 -0
  20. package/es/core/CommonStyleAttribute.js +114 -0
  21. package/es/core/LayerPickService.d.ts +12 -0
  22. package/es/core/LayerPickService.js +102 -0
  23. package/es/core/TextureService.d.ts +15 -0
  24. package/es/core/TextureService.js +65 -0
  25. package/es/core/constant.d.ts +6 -0
  26. package/es/core/constant.js +19 -0
  27. package/es/core/interface.d.ts +284 -0
  28. package/es/core/interface.js +32 -0
  29. package/es/core/line_trangluation.d.ts +19 -0
  30. package/es/core/line_trangluation.js +86 -0
  31. package/es/core/schema.d.ts +27 -0
  32. package/es/core/schema.js +25 -0
  33. package/es/core/shape/Path.d.ts +40 -0
  34. package/es/core/shape/Path.js +69 -0
  35. package/es/core/shape/arrow.d.ts +25 -0
  36. package/es/core/shape/arrow.js +144 -0
  37. package/es/core/shape/extrude.d.ts +17 -0
  38. package/es/core/shape/extrude.js +133 -0
  39. package/es/core/triangulation.d.ts +136 -0
  40. package/es/core/triangulation.js +601 -0
  41. package/es/core/utils.d.ts +5 -0
  42. package/es/core/utils.js +36 -0
  43. package/es/earth/index.d.ts +22 -0
  44. package/es/earth/index.js +54 -0
  45. package/es/earth/models/atmosphere.d.ts +30 -0
  46. package/es/earth/models/atmosphere.js +116 -0
  47. package/es/earth/models/base.d.ts +37 -0
  48. package/es/earth/models/base.js +172 -0
  49. package/es/earth/models/bloomsphere.d.ts +30 -0
  50. package/es/earth/models/bloomsphere.js +115 -0
  51. package/es/earth/shaders/atmosphere/atmosphere_frag.glsl +17 -0
  52. package/es/earth/shaders/atmosphere/atmosphere_vert.glsl +24 -0
  53. package/es/earth/shaders/base/base_frag.glsl +11 -0
  54. package/es/earth/shaders/base/base_vert.glsl +52 -0
  55. package/es/earth/shaders/bloomshpere/bloomsphere_frag.glsl +15 -0
  56. package/es/earth/shaders/bloomshpere/bloomsphere_vert.glsl +20 -0
  57. package/es/earth/utils.d.ts +26 -0
  58. package/es/earth/utils.js +99 -0
  59. package/es/geometry/index.d.ts +22 -0
  60. package/es/geometry/index.js +53 -0
  61. package/es/geometry/models/billboard.d.ts +39 -0
  62. package/es/geometry/models/billboard.js +175 -0
  63. package/es/geometry/models/index.d.ts +5 -0
  64. package/es/geometry/models/index.js +9 -0
  65. package/es/geometry/models/plane.d.ts +58 -0
  66. package/es/geometry/models/plane.js +308 -0
  67. package/es/geometry/models/sprite.d.ts +48 -0
  68. package/es/geometry/models/sprite.js +225 -0
  69. package/es/geometry/shaders/billboard_frag.glsl +18 -0
  70. package/es/geometry/shaders/billboard_vert.glsl +43 -0
  71. package/es/geometry/shaders/plane_frag.glsl +23 -0
  72. package/es/geometry/shaders/plane_vert.glsl +31 -0
  73. package/es/geometry/shaders/sprite_frag.glsl +23 -0
  74. package/es/geometry/shaders/sprite_vert.glsl +21 -0
  75. package/es/heatmap/index.d.ts +13 -0
  76. package/es/heatmap/index.js +87 -0
  77. package/es/heatmap/models/grid.d.ts +29 -0
  78. package/es/heatmap/models/grid.js +83 -0
  79. package/es/heatmap/models/grid3d.d.ts +31 -0
  80. package/es/heatmap/models/grid3d.js +122 -0
  81. package/es/heatmap/models/heatmap.d.ts +46 -0
  82. package/es/heatmap/models/heatmap.js +447 -0
  83. package/es/heatmap/models/hexagon.d.ts +29 -0
  84. package/es/heatmap/models/hexagon.js +83 -0
  85. package/es/heatmap/models/index.d.ts +5 -0
  86. package/es/heatmap/models/index.js +12 -0
  87. package/es/heatmap/shaders/grid/grid_frag.glsl +9 -0
  88. package/es/heatmap/shaders/grid/grid_vert.glsl +30 -0
  89. package/es/heatmap/shaders/grid3d/grid_3d_frag.glsl +17 -0
  90. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +34 -0
  91. package/es/heatmap/shaders/heatmap/heatmap_3d_frag.glsl +23 -0
  92. package/es/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +59 -0
  93. package/es/heatmap/shaders/heatmap/heatmap_frag.glsl +40 -0
  94. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +17 -0
  95. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +36 -0
  96. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +21 -0
  97. package/es/heatmap/shaders/hexagon/hexagon_frag.glsl +8 -0
  98. package/es/heatmap/shaders/hexagon/hexagon_vert.glsl +30 -0
  99. package/es/heatmap/triangulation.d.ts +5 -0
  100. package/es/heatmap/triangulation.js +33 -0
  101. package/es/image/index.d.ts +9 -0
  102. package/es/image/index.js +28 -0
  103. package/es/image/models/image.d.ts +31 -0
  104. package/es/image/models/image.js +113 -0
  105. package/es/image/models/index.d.ts +5 -0
  106. package/es/image/models/index.js +5 -0
  107. package/es/image/shaders/dataImage_frag.glsl +32 -0
  108. package/es/image/shaders/image_frag.glsl +38 -0
  109. package/es/image/shaders/image_vert.glsl +20 -0
  110. package/es/index.d.ts +18 -0
  111. package/es/index.js +18 -0
  112. package/es/line/index.d.ts +36 -0
  113. package/es/line/index.js +90 -0
  114. package/es/line/models/arc.d.ts +40 -0
  115. package/es/line/models/arc.js +279 -0
  116. package/es/line/models/arc_3d.d.ts +40 -0
  117. package/es/line/models/arc_3d.js +269 -0
  118. package/es/line/models/flow.d.ts +31 -0
  119. package/es/line/models/flow.js +140 -0
  120. package/es/line/models/great_circle.d.ts +34 -0
  121. package/es/line/models/great_circle.js +240 -0
  122. package/es/line/models/index.d.ts +5 -0
  123. package/es/line/models/index.js +18 -0
  124. package/es/line/models/line.d.ts +44 -0
  125. package/es/line/models/line.js +273 -0
  126. package/es/line/models/simple_line.d.ts +33 -0
  127. package/es/line/models/simple_line.js +118 -0
  128. package/es/line/models/wall.d.ts +34 -0
  129. package/es/line/models/wall.js +223 -0
  130. package/es/line/shaders/arc/line_arc_frag.glsl +92 -0
  131. package/es/line/shaders/arc/line_arc_vert.glsl +156 -0
  132. package/es/line/shaders/arc3d/line_arc_3d_frag.glsl +108 -0
  133. package/es/line/shaders/arc3d/line_arc_3d_vert.glsl +177 -0
  134. package/es/line/shaders/flow/flow_line_frag.glsl +13 -0
  135. package/es/line/shaders/flow/flow_line_vert.glsl +76 -0
  136. package/es/line/shaders/greatCircle/line_arc_great_circle_frag.glsl +99 -0
  137. package/es/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +165 -0
  138. package/es/line/shaders/line/line_frag.glsl +122 -0
  139. package/es/line/shaders/line/line_vert.glsl +101 -0
  140. package/es/line/shaders/simple/simpleline_frag.glsl +30 -0
  141. package/es/line/shaders/simple/simpleline_vert.glsl +45 -0
  142. package/es/line/shaders/wall/wall_frag.glsl +94 -0
  143. package/es/line/shaders/wall/wall_vert.glsl +90 -0
  144. package/es/mask/index.d.ts +16 -0
  145. package/es/mask/index.js +21 -0
  146. package/es/mask/models/fill.d.ts +18 -0
  147. package/es/mask/models/fill.js +61 -0
  148. package/es/mask/models/index.d.ts +5 -0
  149. package/es/mask/models/index.js +5 -0
  150. package/es/mask/shaders/mask_vert.glsl +14 -0
  151. package/es/plugins/DataMappingPlugin.d.ts +12 -0
  152. package/es/plugins/DataMappingPlugin.js +226 -0
  153. package/es/plugins/DataSourcePlugin.d.ts +6 -0
  154. package/es/plugins/DataSourcePlugin.js +75 -0
  155. package/es/plugins/FeatureScalePlugin.d.ts +20 -0
  156. package/es/plugins/FeatureScalePlugin.js +295 -0
  157. package/es/plugins/LayerAnimateStylePlugin.d.ts +4 -0
  158. package/es/plugins/LayerAnimateStylePlugin.js +14 -0
  159. package/es/plugins/LayerMaskPlugin.d.ts +7 -0
  160. package/es/plugins/LayerMaskPlugin.js +19 -0
  161. package/es/plugins/LayerModelPlugin.d.ts +10 -0
  162. package/es/plugins/LayerModelPlugin.js +60 -0
  163. package/es/plugins/LayerStylePlugin.d.ts +7 -0
  164. package/es/plugins/LayerStylePlugin.js +18 -0
  165. package/es/plugins/LightingPlugin.d.ts +35 -0
  166. package/es/plugins/LightingPlugin.js +84 -0
  167. package/es/plugins/MultiPassRendererPlugin.d.ts +22 -0
  168. package/es/plugins/MultiPassRendererPlugin.js +52 -0
  169. package/es/plugins/PixelPickingPlugin.d.ts +11 -0
  170. package/es/plugins/PixelPickingPlugin.js +146 -0
  171. package/es/plugins/RegisterStyleAttributePlugin.d.ts +10 -0
  172. package/es/plugins/RegisterStyleAttributePlugin.js +72 -0
  173. package/es/plugins/ShaderUniformPlugin.d.ts +17 -0
  174. package/es/plugins/ShaderUniformPlugin.js +196 -0
  175. package/es/plugins/UpdateModelPlugin.d.ts +7 -0
  176. package/es/plugins/UpdateModelPlugin.js +20 -0
  177. package/es/plugins/UpdateStyleAttributePlugin.d.ts +9 -0
  178. package/es/plugins/UpdateStyleAttributePlugin.js +54 -0
  179. package/es/plugins/index.d.ts +15 -0
  180. package/es/plugins/index.js +18 -0
  181. package/es/point/index.d.ts +35 -0
  182. package/es/point/index.js +153 -0
  183. package/es/point/models/billboard_point.d.ts +35 -0
  184. package/es/point/models/billboard_point.js +95 -0
  185. package/es/point/models/earthExtrude.d.ts +32 -0
  186. package/es/point/models/earthExtrude.js +199 -0
  187. package/es/point/models/earthFill.d.ts +31 -0
  188. package/es/point/models/earthFill.js +158 -0
  189. package/es/point/models/extrude.d.ts +32 -0
  190. package/es/point/models/extrude.js +195 -0
  191. package/es/point/models/fill.d.ts +47 -0
  192. package/es/point/models/fill.js +180 -0
  193. package/es/point/models/fillImage.d.ts +42 -0
  194. package/es/point/models/fillImage.js +189 -0
  195. package/es/point/models/image.d.ts +48 -0
  196. package/es/point/models/image.js +293 -0
  197. package/es/point/models/index.d.ts +5 -0
  198. package/es/point/models/index.js +24 -0
  199. package/es/point/models/normal.d.ts +36 -0
  200. package/es/point/models/normal.js +89 -0
  201. package/es/point/models/radar.d.ts +37 -0
  202. package/es/point/models/radar.js +115 -0
  203. package/es/point/models/text.d.ts +85 -0
  204. package/es/point/models/text.js +503 -0
  205. package/es/point/shaders/billboard/billboard_point_frag.glsl +48 -0
  206. package/es/point/shaders/billboard/billboard_point_vert.glsl +33 -0
  207. package/es/point/shaders/earthExtrude/earthExtrude_frag.glsl +36 -0
  208. package/es/point/shaders/earthExtrude/earthExtrude_vert.glsl +118 -0
  209. package/es/point/shaders/earthFill/earthFill_frag.glsl +79 -0
  210. package/es/point/shaders/earthFill/earthFill_vert.glsl +46 -0
  211. package/es/point/shaders/extrude/extrude_frag.glsl +29 -0
  212. package/es/point/shaders/extrude/extrude_vert.glsl +95 -0
  213. package/es/point/shaders/fill/fill_frag.glsl +97 -0
  214. package/es/point/shaders/fill/fill_vert.glsl +79 -0
  215. package/es/point/shaders/fillImage/fillImage_frag.glsl +23 -0
  216. package/es/point/shaders/fillImage/fillImage_vert.glsl +46 -0
  217. package/es/point/shaders/image/image_frag.glsl +45 -0
  218. package/es/point/shaders/image/image_vert.glsl +47 -0
  219. package/es/point/shaders/normal/normal_frag.glsl +5 -0
  220. package/es/point/shaders/normal/normal_vert.glsl +22 -0
  221. package/es/point/shaders/radar/radar_frag.glsl +52 -0
  222. package/es/point/shaders/radar/radar_vert.glsl +53 -0
  223. package/es/point/shaders/text/text_frag.glsl +47 -0
  224. package/es/point/shaders/text/text_vert.glsl +65 -0
  225. package/es/point/shape/extrude.d.ts +15 -0
  226. package/es/point/shape/extrude.js +48 -0
  227. package/es/polygon/index.d.ts +18 -0
  228. package/es/polygon/index.js +71 -0
  229. package/es/polygon/models/extrude.d.ts +41 -0
  230. package/es/polygon/models/extrude.js +248 -0
  231. package/es/polygon/models/extrusion.d.ts +40 -0
  232. package/es/polygon/models/extrusion.js +137 -0
  233. package/es/polygon/models/fill.d.ts +32 -0
  234. package/es/polygon/models/fill.js +127 -0
  235. package/es/polygon/models/index.d.ts +5 -0
  236. package/es/polygon/models/index.js +26 -0
  237. package/es/polygon/models/ocean.d.ts +37 -0
  238. package/es/polygon/models/ocean.js +172 -0
  239. package/es/polygon/models/water.d.ts +35 -0
  240. package/es/polygon/models/water.js +150 -0
  241. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +24 -0
  242. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +49 -0
  243. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +53 -0
  244. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +74 -0
  245. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +55 -0
  246. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +54 -0
  247. package/es/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +8 -0
  248. package/es/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +24 -0
  249. package/es/polygon/shaders/fill/fill_frag.glsl +8 -0
  250. package/es/polygon/shaders/fill/fill_linear_frag.glsl +23 -0
  251. package/es/polygon/shaders/fill/fill_linear_vert.glsl +36 -0
  252. package/es/polygon/shaders/fill/fill_vert.glsl +35 -0
  253. package/es/polygon/shaders/ocean/ocean_frag.glsl +277 -0
  254. package/es/polygon/shaders/ocean/ocean_vert.glsl +21 -0
  255. package/es/polygon/shaders/water/polygon_water_frag.glsl +78 -0
  256. package/es/polygon/shaders/water/polygon_water_vert.glsl +22 -0
  257. package/es/raster/buffers/triangulation.d.ts +6 -0
  258. package/es/raster/buffers/triangulation.js +25 -0
  259. package/es/raster/index.d.ts +11 -0
  260. package/es/raster/index.js +55 -0
  261. package/es/raster/models/index.d.ts +5 -0
  262. package/es/raster/models/index.js +10 -0
  263. package/es/raster/models/raster.d.ts +35 -0
  264. package/es/raster/models/raster.js +156 -0
  265. package/es/raster/models/rasterRgb.d.ts +35 -0
  266. package/es/raster/models/rasterRgb.js +158 -0
  267. package/es/raster/models/rasterTerrainRgb.d.ts +30 -0
  268. package/es/raster/models/rasterTerrainRgb.js +118 -0
  269. package/es/raster/shaders/raster/raster_2d_frag.glsl +37 -0
  270. package/es/raster/shaders/raster/raster_2d_vert.glsl +21 -0
  271. package/es/raster/shaders/rgb/raster_rgb_frag.glsl +30 -0
  272. package/es/raster/shaders/rgb/raster_rgb_vert.glsl +21 -0
  273. package/es/raster/shaders/terrain/terrain_rgb_frag.glsl +40 -0
  274. package/es/raster/shaders/terrain/terrain_rgb_vert.glsl +19 -0
  275. package/es/shader/minify_frag.glsl +11 -0
  276. package/es/shader/minify_picking_frag.glsl +10 -0
  277. package/es/tile/core/BaseLayer.d.ts +50 -0
  278. package/es/tile/core/BaseLayer.js +256 -0
  279. package/es/tile/core/TileDebugLayer.d.ts +15 -0
  280. package/es/tile/core/TileDebugLayer.js +23 -0
  281. package/es/tile/interaction/getFeatureData.d.ts +0 -0
  282. package/es/tile/interaction/getFeatureData.js +0 -0
  283. package/es/tile/interaction/getRasterData.d.ts +4 -0
  284. package/es/tile/interaction/getRasterData.js +45 -0
  285. package/es/tile/interaction/utils.d.ts +11 -0
  286. package/es/tile/interaction/utils.js +69 -0
  287. package/es/tile/interface.d.ts +29 -0
  288. package/es/tile/interface.js +1 -0
  289. package/es/tile/service/TileLayerService.d.ts +58 -0
  290. package/es/tile/service/TileLayerService.js +195 -0
  291. package/es/tile/service/TilePickService.d.ts +26 -0
  292. package/es/tile/service/TilePickService.js +126 -0
  293. package/es/tile/service/TileSourceService.d.ts +7 -0
  294. package/es/tile/service/TileSourceService.js +26 -0
  295. package/es/tile/tile/DebugTile.d.ts +16 -0
  296. package/es/tile/tile/DebugTile.js +47 -0
  297. package/es/tile/tile/ImageTile.d.ts +14 -0
  298. package/es/tile/tile/ImageTile.js +39 -0
  299. package/es/tile/tile/MaskTile.d.ts +18 -0
  300. package/es/tile/tile/MaskTile.js +54 -0
  301. package/es/tile/tile/RasterRGBTile.d.ts +11 -0
  302. package/es/tile/tile/RasterRGBTile.js +47 -0
  303. package/es/tile/tile/RasterTerrainRGBTile.d.ts +14 -0
  304. package/es/tile/tile/RasterTerrainRGBTile.js +39 -0
  305. package/es/tile/tile/RasterTile.d.ts +18 -0
  306. package/es/tile/tile/RasterTile.js +81 -0
  307. package/es/tile/tile/Tile.d.ts +112 -0
  308. package/es/tile/tile/Tile.js +166 -0
  309. package/es/tile/tile/VectorTile.d.ts +26 -0
  310. package/es/tile/tile/VectorTile.js +87 -0
  311. package/es/tile/tile/index.d.ts +12 -0
  312. package/es/tile/tile/index.js +44 -0
  313. package/es/tile/tile/util.d.ts +5 -0
  314. package/es/tile/tile/util.js +18 -0
  315. package/es/tile/utils/constants.d.ts +1 -0
  316. package/es/tile/utils/constants.js +8 -0
  317. package/es/tile/utils/utils.d.ts +8 -0
  318. package/es/tile/utils/utils.js +11 -0
  319. package/es/utils/blend.d.ts +2 -0
  320. package/es/utils/blend.js +57 -0
  321. package/es/utils/collision-index.d.ts +47 -0
  322. package/es/utils/collision-index.js +87 -0
  323. package/es/utils/extrude_polyline.d.ts +53 -0
  324. package/es/utils/extrude_polyline.js +319 -0
  325. package/es/utils/grid-index.d.ts +28 -0
  326. package/es/utils/grid-index.js +128 -0
  327. package/es/utils/identityScale.d.ts +8 -0
  328. package/es/utils/identityScale.js +26 -0
  329. package/es/utils/load-image.d.ts +1 -0
  330. package/es/utils/load-image.js +22 -0
  331. package/es/utils/multiPassRender.d.ts +16 -0
  332. package/es/utils/multiPassRender.js +37 -0
  333. package/es/utils/polylineNormal.d.ts +9 -0
  334. package/es/utils/polylineNormal.js +182 -0
  335. package/es/utils/rampcolor_legend.d.ts +6 -0
  336. package/es/utils/rampcolor_legend.js +12 -0
  337. package/es/utils/scale.d.ts +87 -0
  338. package/es/utils/scale.js +595 -0
  339. package/es/utils/simpleLine.d.ts +23 -0
  340. package/es/utils/simpleLine.js +76 -0
  341. package/es/utils/stencil.d.ts +7 -0
  342. package/es/utils/stencil.js +49 -0
  343. package/es/utils/symbol-layout.d.ts +43 -0
  344. package/es/utils/symbol-layout.js +251 -0
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  691. package/lib/utils/polylineNormal.d.ts +9 -0
  692. package/lib/utils/polylineNormal.js +191 -0
  693. package/lib/utils/rampcolor_legend.d.ts +6 -0
  694. package/lib/utils/rampcolor_legend.js +18 -0
  695. package/lib/utils/scale.d.ts +87 -0
  696. package/lib/utils/scale.js +610 -0
  697. package/lib/utils/simpleLine.d.ts +23 -0
  698. package/lib/utils/simpleLine.js +85 -0
  699. package/lib/utils/stencil.d.ts +7 -0
  700. package/lib/utils/stencil.js +56 -0
  701. package/lib/utils/symbol-layout.d.ts +43 -0
  702. package/lib/utils/symbol-layout.js +258 -0
  703. package/lib/wind/index.d.ts +11 -0
  704. package/lib/wind/index.js +42 -0
  705. package/lib/wind/models/index.d.ts +5 -0
  706. package/lib/wind/models/index.js +12 -0
  707. package/lib/wind/models/utils.d.ts +19 -0
  708. package/lib/wind/models/utils.js +229 -0
  709. package/lib/wind/models/wind.d.ts +38 -0
  710. package/lib/wind/models/wind.js +248 -0
  711. package/lib/wind/models/windRender.d.ts +104 -0
  712. package/lib/wind/models/windRender.js +343 -0
  713. package/lib/wind/models/windShader.d.ts +12 -0
  714. package/lib/wind/models/windShader.js +157 -0
  715. package/lib/wind/shaders/wind_frag.glsl +9 -0
  716. package/lib/wind/shaders/wind_vert.glsl +14 -0
  717. package/package.json +6 -6
@@ -0,0 +1,36 @@
1
+ precision highp float;
2
+ in vec4 v_color;
3
+
4
+ #pragma include "picking"
5
+
6
+ layout(std140) uniform commonUniform {
7
+ vec4 u_sourceColor;
8
+ vec4 u_targetColor;
9
+ float u_linearColor: 0;
10
+ float u_heightfixed: 0.0; // 默认不固定
11
+ float u_globel;
12
+ float u_r;
13
+ float u_pickLight: 0.0;
14
+ float u_opacitylinear: 0.0;
15
+ float u_opacitylinear_dir: 1.0;
16
+ float u_lightEnable: 1.0;
17
+ };
18
+ in float v_lightWeight;
19
+ in float v_barLinearZ;
20
+ out vec4 outputColor;
21
+ void main() {
22
+
23
+ outputColor = v_color;
24
+
25
+ // 开启透明度渐变
26
+ if(u_opacitylinear > 0.0) {
27
+ outputColor.a *= u_opacitylinear_dir > 0.0 ? (1.0 - v_barLinearZ): v_barLinearZ;
28
+ }
29
+
30
+ // picking
31
+ if(u_pickLight > 0.0) {
32
+ outputColor = filterColorAlpha(outputColor, v_lightWeight);
33
+ } else {
34
+ outputColor = filterColor(outputColor);
35
+ }
36
+ }
@@ -0,0 +1,118 @@
1
+ precision highp float;
2
+
3
+ #define pi 3.1415926535
4
+ #define ambientRatio 0.5
5
+ #define diffuseRatio 0.3
6
+ #define specularRatio 0.2
7
+
8
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
9
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
10
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in vec3 a_Size;
11
+ layout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;
12
+ layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
13
+
14
+ layout(std140) uniform commonUniform {
15
+ vec4 u_sourceColor;
16
+ vec4 u_targetColor;
17
+ float u_linearColor: 0;
18
+ float u_heightfixed: 0.0; // 默认不固定
19
+ float u_globel;
20
+ float u_r;
21
+ float u_pickLight: 0.0;
22
+ float u_opacitylinear: 0.0;
23
+ float u_opacitylinear_dir: 1.0;
24
+ float u_lightEnable: 1.0;
25
+ };
26
+
27
+ out vec4 v_color;
28
+ out float v_lightWeight;
29
+ out float v_barLinearZ;
30
+ // 用于将在顶点着色器中计算好的样式值传递给片元
31
+
32
+
33
+ #pragma include "projection"
34
+ #pragma include "light"
35
+ #pragma include "picking"
36
+
37
+ float getYRadian(float x, float z) {
38
+ if(x > 0.0 && z > 0.0) {
39
+ return atan(x/z);
40
+ } else if(x > 0.0 && z <= 0.0){
41
+ return atan(-z/x) + pi/2.0;
42
+ } else if(x <= 0.0 && z <= 0.0) {
43
+ return pi + atan(x/z); //atan(x/z) +
44
+ } else {
45
+ return atan(z/-x) + pi*3.0/2.0;
46
+ }
47
+ }
48
+
49
+ float getXRadian(float y, float r) {
50
+ return atan(y/r);
51
+ }
52
+
53
+ void main() {
54
+
55
+ // cal style mapping - 数据纹理映射部分的计算
56
+ vec3 size = a_Size * a_Position;
57
+
58
+ // a_Position.z 是在构建网格的时候传入的标准值 0 - 1,在插值器插值可以获取 0~1 线性渐变的值
59
+ v_barLinearZ = a_Position.z;
60
+
61
+ vec3 offset = size; // 控制圆柱体的大小 - 从标准单位圆柱体进行偏移
62
+ if(u_heightfixed < 1.0) { // 圆柱体不固定高度
63
+ //
64
+ } else {// 圆柱体固定高度 ( 处理 mapbox )
65
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
66
+ offset *= 4.0/pow(2.0, 21.0 - u_Zoom);
67
+ }
68
+ }
69
+
70
+
71
+ vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));
72
+
73
+ // u_r 控制圆柱的生长
74
+ vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);
75
+
76
+ // 圆柱光照效果
77
+ float lightWeight = 1.0;
78
+ if(u_lightEnable > 0.0) { // 取消三元表达式,增强健壮性
79
+ lightWeight = calc_lighting(pos);
80
+ }
81
+ v_lightWeight = lightWeight;
82
+ // 设置圆柱的底色
83
+ if(u_linearColor == 1.0) { // 使用渐变颜色
84
+ v_color = mix(u_sourceColor, u_targetColor, v_barLinearZ);
85
+ v_color.rgb *= lightWeight;
86
+ } else { // 使用 color 方法传入的颜色
87
+ v_color = a_Color;
88
+ }
89
+ v_color.a *= u_opacity;
90
+
91
+
92
+ // 在地球模式下,将原本垂直于 xy 平面的圆柱调整姿态到适应圆的角度
93
+ //旋转矩阵mx,创建绕x轴旋转矩阵
94
+ float r = sqrt(a_Pos.z*a_Pos.z + a_Pos.x*a_Pos.x);
95
+ float xRadian = getXRadian(a_Pos.y, r);
96
+ float xcos = cos(xRadian);//求解旋转角度余弦值
97
+ float xsin = sin(xRadian);//求解旋转角度正弦值
98
+ mat4 mx = mat4(
99
+ 1,0,0,0,
100
+ 0,xcos,-xsin,0,
101
+ 0,xsin,xcos,0,
102
+ 0,0,0,1);
103
+
104
+ //旋转矩阵my,创建绕y轴旋转矩阵
105
+ float yRadian = getYRadian(a_Pos.x, a_Pos.z);
106
+ float ycos = cos(yRadian);//求解旋转角度余弦值
107
+ float ysin = sin(yRadian);//求解旋转角度正弦值
108
+ mat4 my = mat4(
109
+ ycos,0,-ysin,0,
110
+ 0,1,0,0,
111
+ ysin,0,ycos,0,
112
+ 0,0,0,1);
113
+
114
+ gl_Position = u_ViewProjectionMatrix * vec4(( my * mx * vec4(a_Position * a_Size, 1.0)).xyz + a_Pos, 1.0);
115
+
116
+
117
+ setPickingColor(a_PickingColor);
118
+ }
@@ -0,0 +1,79 @@
1
+ in vec4 v_data;
2
+ in vec4 v_color;
3
+ in float v_radius;
4
+
5
+ layout(std140) uniform commonUniform {
6
+ float u_additive;
7
+ float u_stroke_opacity : 1;
8
+ float u_stroke_width : 2;
9
+ float u_blur : 0.0;
10
+ };
11
+ #pragma include "sdf_2d"
12
+ #pragma include "picking"
13
+
14
+ out vec4 outputColor;
15
+
16
+ void main() {
17
+ int shape = int(floor(v_data.w + 0.5));
18
+
19
+ vec4 strokeColor = u_stroke == vec4(0.0) ? v_color : u_stroke;
20
+
21
+ lowp float antialiasblur = v_data.z;
22
+ float r = v_radius / (v_radius + u_stroke_width);
23
+
24
+ float outer_df;
25
+ float inner_df;
26
+ // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'
27
+ if (shape == 0) {
28
+ outer_df = sdCircle(v_data.xy, 1.0);
29
+ inner_df = sdCircle(v_data.xy, r);
30
+ } else if (shape == 1) {
31
+ outer_df = sdEquilateralTriangle(1.1 * v_data.xy);
32
+ inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);
33
+ } else if (shape == 2) {
34
+ outer_df = sdBox(v_data.xy, vec2(1.));
35
+ inner_df = sdBox(v_data.xy, vec2(r));
36
+ } else if (shape == 3) {
37
+ outer_df = sdPentagon(v_data.xy, 0.8);
38
+ inner_df = sdPentagon(v_data.xy, r * 0.8);
39
+ } else if (shape == 4) {
40
+ outer_df = sdHexagon(v_data.xy, 0.8);
41
+ inner_df = sdHexagon(v_data.xy, r * 0.8);
42
+ } else if (shape == 5) {
43
+ outer_df = sdOctogon(v_data.xy, 1.0);
44
+ inner_df = sdOctogon(v_data.xy, r);
45
+ } else if (shape == 6) {
46
+ outer_df = sdHexagram(v_data.xy, 0.52);
47
+ inner_df = sdHexagram(v_data.xy, r * 0.52);
48
+ } else if (shape == 7) {
49
+ outer_df = sdRhombus(v_data.xy, vec2(1.0));
50
+ inner_df = sdRhombus(v_data.xy, vec2(r));
51
+ } else if (shape == 8) {
52
+ outer_df = sdVesica(v_data.xy, 1.1, 0.8);
53
+ inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);
54
+ }
55
+
56
+ if(outer_df > antialiasblur + 0.018) discard;
57
+
58
+ float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
59
+
60
+ float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(
61
+ antialiasblur,
62
+ 0.0,
63
+ inner_df
64
+ );
65
+
66
+ if(u_stroke_width < 0.01) {
67
+ outputColor = vec4(v_color.rgb, v_color.a * u_opacity);
68
+ } else {
69
+ outputColor = mix(vec4(v_color.rgb, v_color.a * u_opacity), strokeColor * u_stroke_opacity, color_t);
70
+ }
71
+
72
+ if(u_additive > 0.0) {
73
+ outputColor *= opacity_t;
74
+ outputColor = filterColorAlpha(outputColor, outputColor.a);
75
+ } else {
76
+ outputColor.a *= opacity_t;
77
+ outputColor = filterColor(outputColor);
78
+ }
79
+ }
@@ -0,0 +1,46 @@
1
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
4
+ layout(location = ATTRIBUTE_LOCATION_SHAPE) in float a_Shape;
5
+ layout(location = ATTRIBUTE_LOCATION_EXTRUDE) in vec3 a_Extrude;
6
+
7
+ layout(std140) uniform commonUniform {
8
+ float u_additive;
9
+ float u_stroke_opacity : 1;
10
+ float u_stroke_width : 2;
11
+ float u_blur : 0.0;
12
+ };
13
+ out vec4 v_data;
14
+ out vec4 v_color;
15
+ out float v_radius;
16
+
17
+ #pragma include "projection"
18
+ #pragma include "picking"
19
+
20
+
21
+ void main() {
22
+ vec3 extrude = a_Extrude;
23
+ float shape_type = a_Shape;
24
+ /*
25
+ * setPickingSize 设置拾取大小
26
+ */
27
+ float newSize = setPickingSize(a_Size);
28
+ // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;
29
+
30
+ // unpack color(vec2)
31
+ v_color = a_Color;
32
+
33
+ // radius(16-bit)
34
+ v_radius = newSize;
35
+
36
+ // anti-alias
37
+ // float antialiased_blur = -max(u_blur, antialiasblur);
38
+ float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur);
39
+
40
+ // TODP: /abs(extrude.x) 是为了兼容地球模式
41
+ v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);
42
+
43
+ gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1 + vec3(u_offsets,0.0), 1.0);
44
+
45
+ setPickingColor(a_PickingColor);
46
+ }
@@ -0,0 +1,29 @@
1
+ in vec4 v_color;
2
+ in float v_lightWeight;
3
+ out vec4 outputColor;
4
+
5
+ layout(std140) uniform commonUniforms {
6
+ float u_pickLight;
7
+ float u_heightfixed;
8
+ float u_r;
9
+ float u_linearColor;
10
+ vec4 u_sourceColor;
11
+ vec4 u_targetColor;
12
+ float u_opacitylinear;
13
+ float u_opacitylinear_dir;
14
+ float u_lightEnable;
15
+ };
16
+
17
+ #pragma include "scene_uniforms"
18
+ #pragma include "picking"
19
+
20
+ void main() {
21
+ outputColor = v_color;
22
+ // 开启透明度渐变
23
+ // picking
24
+ if (u_pickLight > 0.0) {
25
+ outputColor = filterColorAlpha(outputColor, v_lightWeight);
26
+ } else {
27
+ outputColor = filterColor(outputColor);
28
+ }
29
+ }
@@ -0,0 +1,95 @@
1
+ #define pi (3.1415926535)
2
+
3
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
4
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
5
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in vec3 a_Size;
6
+ layout(location = ATTRIBUTE_LOCATION_EXTRUDE) in vec4 a_Extrude;
7
+ layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
8
+
9
+ layout(std140) uniform commonUniforms {
10
+ float u_pickLight;
11
+ float u_heightfixed;
12
+ float u_r;
13
+ float u_linearColor;
14
+ vec4 u_sourceColor;
15
+ vec4 u_targetColor;
16
+ float u_opacitylinear;
17
+ float u_opacitylinear_dir;
18
+ float u_lightEnable;
19
+ };
20
+ out vec4 v_color;
21
+ out float v_lightWeight;
22
+
23
+ #pragma include "projection"
24
+ #pragma include "light"
25
+ #pragma include "picking"
26
+
27
+ float getYRadian(float x, float z) {
28
+ if (x > 0.0 && z > 0.0) {
29
+ return atan(x / z);
30
+ } else if (x > 0.0 && z <= 0.0) {
31
+ return atan(-z / x) + pi / 2.0;
32
+ } else if (x <= 0.0 && z <= 0.0) {
33
+ return pi + atan(x / z); //atan(x/z) +
34
+ } else {
35
+ return atan(z / -x) + pi * 3.0 / 2.0;
36
+ }
37
+ }
38
+
39
+ float getXRadian(float y, float r) {
40
+ return atan(y / r);
41
+ }
42
+
43
+ void main() {
44
+ vec3 size = a_Size * a_Position;
45
+
46
+ vec3 offset = size; // 控制圆柱体的大小 - 从标准单位圆柱体进行偏移
47
+
48
+ if (u_heightfixed < 1.0) {
49
+ // 圆柱体不固定高度
50
+ } else {
51
+ // 圆柱体固定高度 ( 处理 mapbox )
52
+ if (
53
+ u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT ||
54
+ u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET
55
+ ) {
56
+ offset *= 4.0 / pow(2.0, 21.0 - u_Zoom);
57
+ }
58
+ }
59
+
60
+ vec2 positions = a_Extrude.xy;
61
+ vec2 positions64Low = a_Extrude.zw;
62
+ vec4 project_pos = project_position(vec4(positions, 0.0, 1.0), positions64Low);
63
+
64
+ // u_r 控制圆柱的生长
65
+ vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);
66
+
67
+ // // 圆柱光照效果
68
+ float lightWeight = 1.0;
69
+
70
+ if (u_lightEnable > 0.0) {
71
+ // 取消三元表达式,增强健壮性
72
+ lightWeight = calc_lighting(pos);
73
+ }
74
+
75
+ v_lightWeight = lightWeight;
76
+
77
+ v_color = a_Color;
78
+
79
+ // 设置圆柱的底色
80
+ if (u_linearColor == 1.0) {
81
+ // 使用渐变颜色
82
+ v_color = mix(u_sourceColor, u_targetColor, a_Position.z);
83
+ v_color.a = v_color.a * opacity;
84
+ } else {
85
+ v_color = vec4(a_Color.rgb * lightWeight, a_Color.w * opacity);
86
+ }
87
+
88
+ if (u_opacitylinear > 0.0) {
89
+ v_color.a *= u_opacitylinear_dir > 0.0 ? 1.0 - a_Position.z : a_Position.z;
90
+ }
91
+
92
+ gl_Position = project_common_position_to_clipspace(pos);
93
+
94
+ setPickingColor(a_PickingColor);
95
+ }
@@ -0,0 +1,97 @@
1
+ layout(std140) uniform commonUniforms {
2
+ vec3 u_blur_height_fixed;
3
+ float u_stroke_width;
4
+ float u_additive;
5
+ float u_stroke_opacity;
6
+ float u_size_unit;
7
+ float u_time;
8
+ vec4 u_animate;
9
+ };
10
+
11
+ in vec4 v_color;
12
+ in vec4 v_stroke;
13
+ in vec4 v_data;
14
+ in float v_radius;
15
+
16
+ #pragma include "scene_uniforms"
17
+ #pragma include "sdf_2d"
18
+ #pragma include "picking"
19
+
20
+ out vec4 outputColor;
21
+
22
+ void main() {
23
+ int shape = int(floor(v_data.w + 0.5));
24
+ lowp float antialiasblur = v_data.z;
25
+ float r = v_radius / (v_radius + u_stroke_width);
26
+
27
+ float outer_df;
28
+ float inner_df;
29
+ // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'
30
+ if (shape == 0) {
31
+ outer_df = sdCircle(v_data.xy, 1.0);
32
+ inner_df = sdCircle(v_data.xy, r);
33
+ } else if (shape == 1) {
34
+ outer_df = sdEquilateralTriangle(1.1 * v_data.xy);
35
+ inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);
36
+ } else if (shape == 2) {
37
+ outer_df = sdBox(v_data.xy, vec2(1.0));
38
+ inner_df = sdBox(v_data.xy, vec2(r));
39
+ } else if (shape == 3) {
40
+ outer_df = sdPentagon(v_data.xy, 0.8);
41
+ inner_df = sdPentagon(v_data.xy, r * 0.8);
42
+ } else if (shape == 4) {
43
+ outer_df = sdHexagon(v_data.xy, 0.8);
44
+ inner_df = sdHexagon(v_data.xy, r * 0.8);
45
+ } else if (shape == 5) {
46
+ outer_df = sdOctogon(v_data.xy, 1.0);
47
+ inner_df = sdOctogon(v_data.xy, r);
48
+ } else if (shape == 6) {
49
+ outer_df = sdHexagram(v_data.xy, 0.52);
50
+ inner_df = sdHexagram(v_data.xy, r * 0.52);
51
+ } else if (shape == 7) {
52
+ outer_df = sdRhombus(v_data.xy, vec2(1.0));
53
+ inner_df = sdRhombus(v_data.xy, vec2(r));
54
+ } else if (shape == 8) {
55
+ outer_df = sdVesica(v_data.xy, 1.1, 0.8);
56
+ inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);
57
+ }
58
+
59
+ float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
60
+
61
+ float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(antialiasblur, 0.0, inner_df);
62
+
63
+ float PI = 3.14159;
64
+ float N_RINGS = 3.0;
65
+ float FREQ = 1.0;
66
+
67
+ if (u_stroke_width < 0.01) {
68
+ outputColor = v_color;
69
+ } else {
70
+ outputColor = mix(v_color, v_stroke * u_stroke_opacity, color_t);
71
+ }
72
+ float intensity = 1.0;
73
+ if (u_time != -1.0) {
74
+ //wave相关逻辑
75
+ float d = length(v_data.xy);
76
+ if (d > 0.5) {
77
+ discard;
78
+ }
79
+ intensity =
80
+ clamp(cos(d * PI), 0.0, 1.0) *
81
+ clamp(cos(2.0 * PI * (d * 2.0 * u_animate.z - u_animate.y * u_time)), 0.0, 1.0);
82
+ }
83
+
84
+ if (u_additive > 0.0) {
85
+ outputColor *= opacity_t;
86
+ outputColor *= intensity; //wave
87
+ outputColor = filterColorAlpha(outputColor, outputColor.a);
88
+ } else {
89
+ outputColor.a *= opacity_t;
90
+ outputColor.a *= intensity; //wave
91
+ outputColor = filterColor(outputColor);
92
+ }
93
+ // 作为 mask 模板时需要丢弃透明的像素
94
+ if (outputColor.a < 0.01) {
95
+ discard;
96
+ }
97
+ }
@@ -0,0 +1,79 @@
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_SHAPE) in float a_Shape;
6
+ layout(location = ATTRIBUTE_LOCATION_EXTRUDE) in vec3 a_Extrude;
7
+
8
+ layout(std140) uniform commonUniforms {
9
+ vec3 u_blur_height_fixed;
10
+ float u_stroke_width;
11
+ float u_additive;
12
+ float u_stroke_opacity;
13
+ float u_size_unit;
14
+ float u_time;
15
+ vec4 u_animate;
16
+ };
17
+
18
+ out vec4 v_color;
19
+ out vec4 v_stroke;
20
+ out vec4 v_data;
21
+ out float v_radius;
22
+
23
+ #pragma include "projection"
24
+ #pragma include "picking"
25
+ #pragma include "rotation_2d"
26
+
27
+ void main() {
28
+ // 透明度计算
29
+ v_stroke = stroke;
30
+ vec3 extrude = a_Extrude;
31
+ float shape_type = a_Shape;
32
+ /*
33
+ * setPickingSize 设置拾取大小
34
+ * u_meter2coord 在等面积大小的时候设置单位
35
+ */
36
+ float newSize = setPickingSize(a_Size);
37
+ // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;
38
+
39
+
40
+
41
+ // unpack color(vec2)
42
+ v_color = vec4(a_Color.xyz, a_Color.w * opacity);
43
+
44
+ if(u_size_unit == 1.0) {
45
+ newSize = newSize * u_PixelsPerMeter.z;
46
+ }
47
+
48
+ v_radius = newSize;
49
+
50
+ // anti-alias
51
+ // float antialiased_blur = -max(u_blur, antialiasblur);
52
+ float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur_height_fixed.x);
53
+
54
+ vec2 offset = (extrude.xy * (newSize + u_stroke_width) + u_offsets);
55
+
56
+ offset = project_pixel(offset);
57
+ offset = rotate_matrix(offset,rotation);
58
+
59
+ // TODP: /abs(extrude.x) 是为了兼容地球模式
60
+ v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);
61
+
62
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0), a_Position64Low);
63
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
64
+
65
+ float raisingHeight = u_blur_height_fixed.y;
66
+
67
+ if(u_blur_height_fixed.z < 1.0) { // false
68
+ raisingHeight = project_pixel(u_blur_height_fixed.y);
69
+ } else {
70
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
71
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
72
+ raisingHeight = u_blur_height_fixed.y * mapboxZoomScale;
73
+ }
74
+ }
75
+
76
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, raisingHeight, 1.0));
77
+
78
+ setPickingColor(a_PickingColor);
79
+ }
@@ -0,0 +1,23 @@
1
+ in vec2 v_uv;// 本身的 uv 坐标
2
+ in vec2 v_Iconuv;
3
+ in float v_opacity;
4
+ out vec4 outputColor;
5
+
6
+ uniform sampler2D u_texture;
7
+ layout(std140) uniform commonUniform {
8
+ vec2 u_textSize;
9
+ float u_heightfixed: 0.0;
10
+ float u_raisingHeight: 0.0;
11
+ float u_size_unit;
12
+ };
13
+
14
+ #pragma include "scene_uniforms"
15
+ #pragma include "sdf_2d"
16
+ #pragma include "picking"
17
+
18
+ void main() {
19
+ vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;
20
+ outputColor = texture(SAMPLER_2D(u_texture), pos);
21
+ outputColor.a *= v_opacity;
22
+ outputColor = filterColor(outputColor);
23
+ }
@@ -0,0 +1,46 @@
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_EXTRUDE) in vec3 a_Extrude;
6
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
7
+
8
+ layout(std140) uniform commonUniform {
9
+ vec2 u_textSize;
10
+ float u_heightfixed;
11
+ float u_raisingHeight;
12
+ float u_size_unit;
13
+ };
14
+
15
+ out vec2 v_uv;
16
+ out vec2 v_Iconuv;
17
+ out float v_opacity;
18
+
19
+ #pragma include "projection"
20
+ #pragma include "picking"
21
+ #pragma include "rotation_2d"
22
+
23
+ void main() {
24
+ vec3 extrude = a_Extrude;
25
+ v_uv = (a_Extrude.xy + 1.0) / 2.0;
26
+ v_uv.x = 1.0 - v_uv.x;
27
+ v_uv.y = 1.0 - v_uv.y;
28
+ v_Iconuv = a_Uv;
29
+ v_opacity = opacity;
30
+ float newSize = a_Size;
31
+ if (u_size_unit == 1.0) {
32
+ newSize = newSize * u_PixelsPerMeter.z;
33
+ }
34
+
35
+ // vec2 offset = (u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);
36
+ vec2 offset = extrude.xy * newSize + offsets;
37
+
38
+ offset = rotate_matrix(offset, rotation);
39
+
40
+ offset = project_pixel(offset);
41
+
42
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0), a_Position64Low);
43
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
44
+
45
+ setPickingColor(a_PickingColor);
46
+ }
@@ -0,0 +1,45 @@
1
+ layout(std140) uniform commonUniforms {
2
+ vec2 u_textSize;
3
+ float u_raisingHeight;
4
+ float u_heightfixed;
5
+ };
6
+
7
+ uniform sampler2D u_texture;
8
+
9
+ in vec4 v_color;
10
+ in vec2 v_uv;
11
+ in float v_opacity;
12
+
13
+ #pragma include "picking"
14
+
15
+ out vec4 outputColor;
16
+
17
+ void main() {
18
+ vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.0;
19
+ vec4 textureColor;
20
+
21
+ // Y = 0.299R + 0.587G + 0.114B // 亮度提取
22
+
23
+ textureColor = texture(SAMPLER_2D(u_texture), pos);
24
+
25
+ // Tip: 去除边缘部分 mipmap 导致的混合变暗
26
+ float fragmengTocenter = distance(vec2(0.5), gl_PointCoord);
27
+ if (fragmengTocenter >= 0.5) {
28
+ float luma = 0.299 * textureColor.r + 0.587 * textureColor.g + 0.114 * textureColor.b;
29
+ textureColor.a *= luma;
30
+ }
31
+
32
+ if (
33
+ all(lessThan(v_color, vec4(1.0 + 0.00001))) && all(greaterThan(v_color, vec4(1.0 - 0.00001))) ||
34
+ v_color == vec4(1.0)
35
+ ) {
36
+ outputColor = textureColor;
37
+ } else {
38
+ outputColor = step(0.01, textureColor.z) * v_color;
39
+ }
40
+ outputColor.a *= v_opacity;
41
+ if (outputColor.a < 0.01) {
42
+ discard;
43
+ }
44
+ outputColor = filterColor(outputColor);
45
+ }