@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 +1,343 @@
1
+ "use strict";
2
+
3
+ var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
+ Object.defineProperty(exports, "__esModule", {
5
+ value: true
6
+ });
7
+ exports.Wind = void 0;
8
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
9
+ var glUtils = _interopRequireWildcard(require("./utils"));
10
+ var _windShader = require("./windShader");
11
+ function _getRequireWildcardCache(e) { if ("function" != typeof WeakMap) return null; var r = new WeakMap(), t = new WeakMap(); return (_getRequireWildcardCache = function (e) { return e ? t : r; })(e); }
12
+ function _interopRequireWildcard(e, r) { if (!r && e && e.__esModule) return e; if (null === e || "object" != typeof e && "function" != typeof e) return { default: e }; var t = _getRequireWildcardCache(r); if (t && t.has(e)) return t.get(e); var n = { __proto__: null }, a = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var u in e) if ("default" !== u && Object.prototype.hasOwnProperty.call(e, u)) { var i = a ? Object.getOwnPropertyDescriptor(e, u) : null; i && (i.get || i.set) ? Object.defineProperty(n, u, i) : n[u] = e[u]; } return n.default = e, t && t.set(e, n), n; }
13
+ function getColorRamp(colors) {
14
+ let canvas = document.createElement('canvas');
15
+ const ctx = canvas.getContext('2d');
16
+ canvas.width = 256;
17
+ canvas.height = 1;
18
+ const gradient = ctx.createLinearGradient(0, 0, 256, 0);
19
+ for (const stop of Object.keys(colors)) {
20
+ gradient.addColorStop(+stop, colors[+stop]);
21
+ }
22
+ ctx.fillStyle = gradient;
23
+ ctx.fillRect(0, 0, 256, 1);
24
+
25
+ // @ts-ignore dispose canvas element
26
+ canvas = null;
27
+ return new Uint8Array(ctx.getImageData(0, 0, 256, 1).data);
28
+ }
29
+ function bindAttribute(gl, buffer, attribute, numComponents) {
30
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
31
+ gl.enableVertexAttribArray(attribute);
32
+ gl.vertexAttribPointer(attribute, numComponents, gl.FLOAT, false, 0, 0);
33
+ }
34
+ function bindFramebuffer(gl, framebuffer, texture) {
35
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
36
+ if (texture) {
37
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
38
+ }
39
+ }
40
+ class Wind {
41
+ constructor(options) {
42
+ (0, _defineProperty2.default)(this, "width", 512);
43
+ (0, _defineProperty2.default)(this, "height", 512);
44
+ (0, _defineProperty2.default)(this, "pixels", void 0);
45
+ (0, _defineProperty2.default)(this, "fadeOpacity", void 0);
46
+ (0, _defineProperty2.default)(this, "speedFactor", void 0);
47
+ (0, _defineProperty2.default)(this, "dropRate", void 0);
48
+ (0, _defineProperty2.default)(this, "dropRateBump", void 0);
49
+ (0, _defineProperty2.default)(this, "gl", void 0);
50
+ (0, _defineProperty2.default)(this, "drawProgram", void 0);
51
+ (0, _defineProperty2.default)(this, "fullScreenProgram", void 0);
52
+ (0, _defineProperty2.default)(this, "updateProgram", void 0);
53
+ (0, _defineProperty2.default)(this, "rampColors", void 0);
54
+ (0, _defineProperty2.default)(this, "numParticles", 65536);
55
+ (0, _defineProperty2.default)(this, "numParticlesSize", void 0);
56
+ (0, _defineProperty2.default)(this, "particleStateResolution", void 0);
57
+ (0, _defineProperty2.default)(this, "quadBuffer", void 0);
58
+ (0, _defineProperty2.default)(this, "particleIndexBuffer", void 0);
59
+ (0, _defineProperty2.default)(this, "framebuffer", void 0);
60
+ (0, _defineProperty2.default)(this, "colorRampTexture", void 0);
61
+ (0, _defineProperty2.default)(this, "backgroundTexture", void 0);
62
+ (0, _defineProperty2.default)(this, "screenTexture", void 0);
63
+ (0, _defineProperty2.default)(this, "particleStateTexture0", void 0);
64
+ (0, _defineProperty2.default)(this, "particleStateTexture1", void 0);
65
+ (0, _defineProperty2.default)(this, "windTexture", void 0);
66
+ (0, _defineProperty2.default)(this, "windData", void 0);
67
+ this.gl = options.glContext;
68
+ this.width = options.imageWidth;
69
+ this.height = options.imageHeight;
70
+ this.fadeOpacity = options.fadeOpacity;
71
+ this.speedFactor = options.speedFactor;
72
+ this.dropRate = options.dropRate;
73
+ this.dropRateBump = options.dropRateBump;
74
+ this.rampColors = options.rampColors;
75
+ this.init();
76
+ }
77
+ init() {
78
+ const gl = this.gl;
79
+ this.fadeOpacity = 0.996; // how fast the particle trails fade on each frame
80
+ this.speedFactor = 0.25; // how fast the particles move
81
+ this.dropRate = 0.003; // how often the particles move to a random place
82
+ this.dropRateBump = 0.01; // drop rate increase relative to individual particle speed
83
+
84
+ this.drawProgram = glUtils.createProgram(gl, _windShader.drawVert, _windShader.drawFrag);
85
+ this.fullScreenProgram = glUtils.createProgram(gl, _windShader.fullScreenVert, _windShader.fullScreenFrag);
86
+ this.updateProgram = glUtils.createProgram(gl, _windShader.updateVert, _windShader.updateFrag);
87
+ this.quadBuffer = glUtils.createBuffer(gl, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]));
88
+ this.framebuffer = gl.createFramebuffer();
89
+ this.colorRampTexture = glUtils.createTexture(this.gl, this.gl.LINEAR, getColorRamp(this.rampColors), 16, 16);
90
+ const emptyPixels = new Uint8Array(this.width * this.height * 4);
91
+
92
+ // screen textures to hold the drawn screen for the previous and the current frame
93
+
94
+ this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height);
95
+ this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height);
96
+
97
+ // we create a square texture where each pixel will hold a particle position encoded as RGBA
98
+ const particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles));
99
+ // particleRes size
100
+ this.numParticlesSize = particleRes * particleRes;
101
+ const particleState = new Uint8Array(this.numParticlesSize * 4);
102
+ for (let i = 0; i < particleState.length; i++) {
103
+ particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
104
+ }
105
+ // textures to hold the particle state for the current and the next frame
106
+ this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
107
+ this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
108
+ const particleIndices = new Float32Array(this.numParticlesSize);
109
+ for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
110
+ particleIndices[i$1] = i$1;
111
+ }
112
+ this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
113
+ }
114
+ setWind(windData) {
115
+ this.windData = windData;
116
+ this.windTexture = glUtils.createDataTexture(this.gl, this.gl.LINEAR, windData.image);
117
+ }
118
+
119
+ /**
120
+ * 更新风场粒子数量
121
+ * @param num
122
+ */
123
+ updateParticelNum(num) {
124
+ const gl = this.gl;
125
+ if (num !== this.numParticles) {
126
+ this.numParticles = num; // params number
127
+
128
+ // we create a square texture where each pixel will hold a particle position encoded as RGBA
129
+ const particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles));
130
+ this.numParticlesSize = particleRes * particleRes;
131
+ const particleState = new Uint8Array(this.numParticlesSize * 4);
132
+ for (let i = 0; i < particleState.length; i++) {
133
+ particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
134
+ }
135
+ // textures to hold the particle state for the current and the next frame
136
+ this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
137
+ this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
138
+ const particleIndices = new Float32Array(this.numParticlesSize);
139
+ for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
140
+ particleIndices[i$1] = i$1;
141
+ }
142
+ this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
143
+ }
144
+ }
145
+
146
+ /**
147
+ * 更新风场风向风速
148
+ * @param uMin
149
+ * @param uMax
150
+ * @param vMin
151
+ * @param vMax
152
+ */
153
+ updateWindDir(uMin, uMax, vMin, vMax) {
154
+ this.windData.uMin = uMin;
155
+ this.windData.uMax = uMax;
156
+ this.windData.vMin = vMin;
157
+ this.windData.vMax = vMax;
158
+ }
159
+
160
+ /**
161
+ * update rampColors
162
+ * @param rampColors
163
+ */
164
+ updateColorRampTexture(rampColors) {
165
+ if (this.isColorChanged(rampColors)) {
166
+ this.rampColors = rampColors;
167
+ const gl = this.gl;
168
+ gl.deleteTexture(this.colorRampTexture);
169
+ this.colorRampTexture = glUtils.createTexture(gl, gl.LINEAR, getColorRamp(rampColors), 16, 16);
170
+ }
171
+ }
172
+ isColorChanged(rampColors) {
173
+ const keys = Object.keys(rampColors);
174
+ for (const item of keys) {
175
+ const key = Number(item);
176
+ // exist new key -> color need update
177
+ if (!this.rampColors[key]) {
178
+ return true;
179
+ }
180
+ // value changed -> color need update
181
+ if (this.rampColors[key] && this.rampColors[key] !== rampColors[key]) {
182
+ return true;
183
+ }
184
+ }
185
+ return false;
186
+ }
187
+ reSize(width, height) {
188
+ if (width !== this.width || height !== this.height) {
189
+ const gl = this.gl;
190
+ gl.deleteTexture(this.backgroundTexture);
191
+ gl.deleteTexture(this.screenTexture);
192
+ this.width = width;
193
+ this.height = height;
194
+ const emptyPixels = new Uint8Array(width * height * 4);
195
+ // screen textures to hold the drawn screen for the previous and the current frame
196
+ this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
197
+ this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
198
+ }
199
+ }
200
+ draw() {
201
+ var _this$windData;
202
+ if ((_this$windData = this.windData) !== null && _this$windData !== void 0 && _this$windData.image) {
203
+ const gl = this.gl;
204
+ glUtils.bindTexture(gl, this.windTexture, 0);
205
+ glUtils.bindTexture(gl, this.particleStateTexture0, 1);
206
+ this.drawScreen(); // draw Particles into framebuffer
207
+ this.updateParticles();
208
+ return {
209
+ d: this.pixels,
210
+ w: this.width,
211
+ h: this.height
212
+ };
213
+ } else {
214
+ return {
215
+ d: new Uint8Array([0, 0, 0, 0]),
216
+ w: 1,
217
+ h: 1
218
+ };
219
+ }
220
+ }
221
+ drawScreen() {
222
+ const gl = this.gl;
223
+
224
+ // draw the screen into a temporary framebuffer to retain it as the background on the next frame
225
+ bindFramebuffer(gl, this.framebuffer, this.screenTexture);
226
+ gl.viewport(0, 0, this.width, this.height);
227
+ gl.disable(gl.BLEND);
228
+ this.drawFullTexture(this.backgroundTexture, this.fadeOpacity);
229
+ this.drawParticles();
230
+ this.pixels = new Uint8Array(4 * this.width * this.height);
231
+ gl.readPixels(0, 0, this.width, this.height, gl.RGBA, gl.UNSIGNED_BYTE, this.pixels);
232
+ bindFramebuffer(gl, null, null);
233
+ gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
234
+
235
+ // save the current screen as the background for the next frame
236
+ const temp = this.backgroundTexture;
237
+ this.backgroundTexture = this.screenTexture;
238
+ this.screenTexture = temp;
239
+ }
240
+ drawFullTexture(texture, opacity) {
241
+ const gl = this.gl;
242
+ const program = this.fullScreenProgram;
243
+ gl.useProgram(program);
244
+
245
+ // bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
246
+
247
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
248
+ gl.vertexAttribPointer(program.a_pos, 2, gl.FLOAT, false, 0, 0);
249
+ gl.enableVertexAttribArray(program.a_pos);
250
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
251
+ glUtils.bindTexture(gl, texture, 2);
252
+ gl.uniform1i(program.u_screen, 2);
253
+ gl.uniform1f(program.u_opacity, opacity);
254
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
255
+ // gl.drawArrays(gl.POINTS, 0, 6);
256
+ }
257
+ drawParticles() {
258
+ const gl = this.gl;
259
+ const program = this.drawProgram;
260
+ gl.useProgram(program);
261
+ bindAttribute(gl, this.particleIndexBuffer, program.a_index, 1);
262
+ glUtils.bindTexture(gl, this.colorRampTexture, 2);
263
+ gl.uniform1i(program.u_wind, 0);
264
+ gl.uniform1i(program.u_particles, 1);
265
+ gl.uniform1i(program.u_color_ramp, 2);
266
+ gl.uniform1f(program.u_particles_res, this.particleStateResolution);
267
+ gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
268
+ gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
269
+ gl.drawArrays(gl.POINTS, 0, this.numParticlesSize);
270
+ }
271
+ updateParticles() {
272
+ const gl = this.gl;
273
+ bindFramebuffer(gl, this.framebuffer, this.particleStateTexture1);
274
+ gl.viewport(0, 0, this.particleStateResolution, this.particleStateResolution);
275
+ const program = this.updateProgram;
276
+ gl.useProgram(program);
277
+ bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
278
+ gl.uniform1i(program.u_wind, 0);
279
+ gl.uniform1i(program.u_particles, 1);
280
+ gl.uniform1f(program.u_rand_seed, Math.random());
281
+ gl.uniform2f(program.u_wind_res, this.windData.image.width * 2, this.windData.image.height * 2);
282
+ gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
283
+ gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
284
+ gl.uniform1f(program.u_speed_factor, this.speedFactor);
285
+ gl.uniform1f(program.u_drop_rate, this.dropRate);
286
+ gl.uniform1f(program.u_drop_rate_bump, this.dropRateBump);
287
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
288
+
289
+ // swap the particle state textures so the new one becomes the current one
290
+ const temp = this.particleStateTexture0;
291
+ this.particleStateTexture0 = this.particleStateTexture1;
292
+ this.particleStateTexture1 = temp;
293
+ bindFramebuffer(gl, null, null);
294
+
295
+ // gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
296
+ }
297
+ destroy() {
298
+ // private drawProgram: WebGLProgram;
299
+ // private fullScreenProgram: WebGLProgram;
300
+ // private updateProgram: WebGLProgram;
301
+
302
+ // private quadBuffer: WebGLBuffer | null;
303
+ // private particleIndexBuffer: WebGLBuffer | null;
304
+
305
+ // private framebuffer: WebGLFramebuffer | null;
306
+
307
+ // private colorRampTexture: WebGLTexture | null;
308
+ // private backgroundTexture: WebGLTexture | null;
309
+ // private screenTexture: WebGLTexture | null;
310
+ // private particleStateTexture0: WebGLTexture | null;
311
+ // private particleStateTexture1: WebGLTexture | null;
312
+ // private windTexture: WebGLTexture | null;
313
+
314
+ this.gl.deleteBuffer(this.quadBuffer);
315
+ this.gl.deleteBuffer(this.particleIndexBuffer);
316
+ this.gl.deleteFramebuffer(this.framebuffer);
317
+
318
+ // @ts-ignore
319
+ this.gl.deleteShader(this.drawProgram.vertexShader);
320
+ // @ts-ignore
321
+ this.gl.deleteShader(this.drawProgram.fragmentShader);
322
+ this.gl.deleteProgram(this.drawProgram);
323
+
324
+ // @ts-ignore
325
+ this.gl.deleteShader(this.fullScreenProgram.vertexShader);
326
+ // @ts-ignore
327
+ this.gl.deleteShader(this.fullScreenProgram.fragmentShader);
328
+ this.gl.deleteProgram(this.fullScreenProgram);
329
+
330
+ // @ts-ignore
331
+ this.gl.deleteShader(this.updateProgram.vertexShader);
332
+ // @ts-ignore
333
+ this.gl.deleteShader(this.updateProgram.fragmentShader);
334
+ this.gl.deleteProgram(this.updateProgram);
335
+ this.gl.deleteTexture(this.colorRampTexture);
336
+ this.gl.deleteTexture(this.backgroundTexture);
337
+ this.gl.deleteTexture(this.screenTexture);
338
+ this.gl.deleteTexture(this.particleStateTexture0);
339
+ this.gl.deleteTexture(this.particleStateTexture1);
340
+ this.gl.deleteTexture(this.windTexture);
341
+ }
342
+ }
343
+ exports.Wind = Wind;
@@ -0,0 +1,12 @@
1
+ /**
2
+ * drawProgram drawVert drawFrag
3
+ * screenProgram screenVert screenFrag
4
+ * updateProgram updateVert updateFrag
5
+ * fullScreenProgram fullScreenVert fullScreenFrag
6
+ */
7
+ export declare const drawVert = "\n precision mediump float;\n\n attribute float a_index;\n\n uniform sampler2D u_particles;\n uniform float u_particles_res;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec4 color = texture2D(u_particles, vec2(\n fract(a_index / u_particles_res),\n floor(a_index / u_particles_res) / u_particles_res)\n );\n\n // decode current particle position from the pixel's RGBA value\n v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);\n\n gl_PointSize = 1.0;\n gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);\n }";
8
+ export declare const drawFrag = "\n precision mediump float;\n\n uniform sampler2D u_wind;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform sampler2D u_color_ramp;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);\n float speed_t = length(velocity) / length(u_wind_max);\n\n // color ramp is encoded in a 16x16 texture\n vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0);\n\n gl_FragColor = texture2D(u_color_ramp, ramp_pos);\n }";
9
+ export declare const updateVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);\n // framebuffer \u59CB\u7EC8\u7528\u94FA\u6EE1\u5C4F\u5E55\u7684 texture\n }";
10
+ export declare const updateFrag = "\n precision highp float;\n\n uniform sampler2D u_particles;\n uniform sampler2D u_wind;\n uniform vec2 u_wind_res;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform float u_rand_seed;\n uniform float u_speed_factor;\n uniform float u_drop_rate;\n uniform float u_drop_rate_bump;\n\n varying vec2 v_tex_pos;\n\n // pseudo-random generator\n const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);\n float rand(const vec2 co) {\n float t = dot(rand_constants.xy, co);\n return fract(sin(t) * (rand_constants.z + t));\n }\n\n // wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation\n vec2 lookup_wind(const vec2 uv) {\n // return texture2D(u_wind, uv).rg; // lower-res hardware filtering\n vec2 px = 1.0 / u_wind_res;\n vec2 vc = (floor(uv * u_wind_res)) * px;\n vec2 f = fract(uv * u_wind_res);\n vec2 tl = texture2D(u_wind, vc).rg;\n vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;\n vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;\n vec2 br = texture2D(u_wind, vc + px).rg;\n return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n }\n\n void main() {\n vec4 color = texture2D(u_particles, v_tex_pos);\n vec2 pos = vec2(\n color.r / 255.0 + color.b,\n color.g / 255.0 + color.a); // decode particle position from pixel RGBA\n vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));\n float speed_t = length(velocity) / length(u_wind_max);\n\n // take EPSG:4236 distortion into account for calculating where the particle moved\n float distortion = cos(radians(pos.y * 180.0 - 90.0));\n vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;\n\n // update particle position, wrapping around the date line\n pos = fract(1.0 + pos + offset);\n\n // a random seed to use for the particle drop\n vec2 seed = (pos + v_tex_pos) * u_rand_seed;\n\n // drop rate is a chance a particle will restart at random position, to avoid degeneration\n float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;\n float drop = step(1.0 - drop_rate, rand(seed));\n\n vec2 random_pos = vec2(\n rand(seed + 1.3),\n rand(seed + 2.1));\n pos = mix(pos, random_pos, drop);\n\n // encode the new particle position back into RGBA\n gl_FragColor = vec4(\n fract(pos * 255.0),\n floor(pos * 255.0) / 255.0);\n }";
11
+ export declare const fullScreenVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);\n gl_PointSize = 100.0;\n }";
12
+ export declare const fullScreenFrag = "\n precision mediump float;\n\n uniform sampler2D u_screen;\n uniform float u_opacity;\n varying vec2 v_tex_pos;\n\n void main() {\n vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);\n\n // a hack to guarantee opacity fade out even with a value close to 1.0\n gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);\n }";
@@ -0,0 +1,157 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports.updateVert = exports.updateFrag = exports.fullScreenVert = exports.fullScreenFrag = exports.drawVert = exports.drawFrag = void 0;
7
+ /**
8
+ * drawProgram drawVert drawFrag
9
+ * screenProgram screenVert screenFrag
10
+ * updateProgram updateVert updateFrag
11
+ * fullScreenProgram fullScreenVert fullScreenFrag
12
+ */
13
+ const drawVert = exports.drawVert = `
14
+ precision mediump float;
15
+
16
+ attribute float a_index;
17
+
18
+ uniform sampler2D u_particles;
19
+ uniform float u_particles_res;
20
+
21
+ varying vec2 v_particle_pos;
22
+
23
+ void main() {
24
+ vec4 color = texture2D(u_particles, vec2(
25
+ fract(a_index / u_particles_res),
26
+ floor(a_index / u_particles_res) / u_particles_res)
27
+ );
28
+
29
+ // decode current particle position from the pixel's RGBA value
30
+ v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);
31
+
32
+ gl_PointSize = 1.0;
33
+ gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);
34
+ }`;
35
+ const drawFrag = exports.drawFrag = `
36
+ precision mediump float;
37
+
38
+ uniform sampler2D u_wind;
39
+ uniform vec2 u_wind_min;
40
+ uniform vec2 u_wind_max;
41
+ uniform sampler2D u_color_ramp;
42
+
43
+ varying vec2 v_particle_pos;
44
+
45
+ void main() {
46
+ vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);
47
+ float speed_t = length(velocity) / length(u_wind_max);
48
+
49
+ // color ramp is encoded in a 16x16 texture
50
+ vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0);
51
+
52
+ gl_FragColor = texture2D(u_color_ramp, ramp_pos);
53
+ }`;
54
+ const updateVert = exports.updateVert = `
55
+ precision mediump float;
56
+
57
+ attribute vec2 a_pos;
58
+
59
+ varying vec2 v_tex_pos;
60
+
61
+ void main() {
62
+ v_tex_pos = a_pos;
63
+ gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);
64
+ // framebuffer 始终用铺满屏幕的 texture
65
+ }`;
66
+ const updateFrag = exports.updateFrag = `
67
+ precision highp float;
68
+
69
+ uniform sampler2D u_particles;
70
+ uniform sampler2D u_wind;
71
+ uniform vec2 u_wind_res;
72
+ uniform vec2 u_wind_min;
73
+ uniform vec2 u_wind_max;
74
+ uniform float u_rand_seed;
75
+ uniform float u_speed_factor;
76
+ uniform float u_drop_rate;
77
+ uniform float u_drop_rate_bump;
78
+
79
+ varying vec2 v_tex_pos;
80
+
81
+ // pseudo-random generator
82
+ const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);
83
+ float rand(const vec2 co) {
84
+ float t = dot(rand_constants.xy, co);
85
+ return fract(sin(t) * (rand_constants.z + t));
86
+ }
87
+
88
+ // wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation
89
+ vec2 lookup_wind(const vec2 uv) {
90
+ // return texture2D(u_wind, uv).rg; // lower-res hardware filtering
91
+ vec2 px = 1.0 / u_wind_res;
92
+ vec2 vc = (floor(uv * u_wind_res)) * px;
93
+ vec2 f = fract(uv * u_wind_res);
94
+ vec2 tl = texture2D(u_wind, vc).rg;
95
+ vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;
96
+ vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;
97
+ vec2 br = texture2D(u_wind, vc + px).rg;
98
+ return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);
99
+ }
100
+
101
+ void main() {
102
+ vec4 color = texture2D(u_particles, v_tex_pos);
103
+ vec2 pos = vec2(
104
+ color.r / 255.0 + color.b,
105
+ color.g / 255.0 + color.a); // decode particle position from pixel RGBA
106
+ vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));
107
+ float speed_t = length(velocity) / length(u_wind_max);
108
+
109
+ // take EPSG:4236 distortion into account for calculating where the particle moved
110
+ float distortion = cos(radians(pos.y * 180.0 - 90.0));
111
+ vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;
112
+
113
+ // update particle position, wrapping around the date line
114
+ pos = fract(1.0 + pos + offset);
115
+
116
+ // a random seed to use for the particle drop
117
+ vec2 seed = (pos + v_tex_pos) * u_rand_seed;
118
+
119
+ // drop rate is a chance a particle will restart at random position, to avoid degeneration
120
+ float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;
121
+ float drop = step(1.0 - drop_rate, rand(seed));
122
+
123
+ vec2 random_pos = vec2(
124
+ rand(seed + 1.3),
125
+ rand(seed + 2.1));
126
+ pos = mix(pos, random_pos, drop);
127
+
128
+ // encode the new particle position back into RGBA
129
+ gl_FragColor = vec4(
130
+ fract(pos * 255.0),
131
+ floor(pos * 255.0) / 255.0);
132
+ }`;
133
+ const fullScreenVert = exports.fullScreenVert = `
134
+ precision mediump float;
135
+
136
+ attribute vec2 a_pos;
137
+
138
+ varying vec2 v_tex_pos;
139
+
140
+ void main() {
141
+ v_tex_pos = a_pos;
142
+ gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);
143
+ gl_PointSize = 100.0;
144
+ }`;
145
+ const fullScreenFrag = exports.fullScreenFrag = `
146
+ precision mediump float;
147
+
148
+ uniform sampler2D u_screen;
149
+ uniform float u_opacity;
150
+ varying vec2 v_tex_pos;
151
+
152
+ void main() {
153
+ vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);
154
+
155
+ // a hack to guarantee opacity fade out even with a value close to 1.0
156
+ gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);
157
+ }`;
@@ -0,0 +1,9 @@
1
+ precision mediump float;
2
+ uniform float u_opacity: 1.0;
3
+ uniform sampler2D u_texture;
4
+ varying vec2 v_texCoord;
5
+ void main() {
6
+ vec4 color = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y));
7
+ gl_FragColor = color;
8
+ gl_FragColor.a *= u_opacity;
9
+ }
@@ -0,0 +1,14 @@
1
+ precision highp float;
2
+ uniform mat4 u_ModelMatrix;
3
+
4
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
5
+ layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;
6
+
7
+ varying vec2 v_texCoord;
8
+ #pragma include "projection"
9
+ void main() {
10
+ v_texCoord = a_Uv;
11
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
12
+
13
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));
14
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@antv/l7-layers",
3
- "version": "2.25.7",
3
+ "version": "2.25.10",
4
4
  "description": "L7's collection of built-in layers",
5
5
  "license": "MIT",
6
6
  "author": "https://github.com/orgs/antvis/people",
@@ -26,15 +26,15 @@
26
26
  "earcut": "^2.2.1",
27
27
  "eventemitter3": "^4.0.0",
28
28
  "gl-matrix": "^3.1.0",
29
- "@antv/l7-maps": "2.25.7",
30
- "@antv/l7-core": "2.25.7",
31
- "@antv/l7-utils": "2.25.7",
32
- "@antv/l7-source": "2.25.7"
29
+ "@antv/l7-core": "2.25.10",
30
+ "@antv/l7-maps": "2.25.10",
31
+ "@antv/l7-utils": "2.25.10",
32
+ "@antv/l7-source": "2.25.10"
33
33
  },
34
34
  "devDependencies": {
35
35
  "@types/earcut": "^2.1.0",
36
36
  "@types/gl-matrix": "^2.4.5",
37
- "@antv/l7-test-utils": "^2.25.7"
37
+ "@antv/l7-test-utils": "^2.25.10"
38
38
  },
39
39
  "publishConfig": {
40
40
  "access": "public",