@antv/l7-layers 2.25.7 → 2.25.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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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  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 +1,447 @@
1
+ import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
2
+ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
3
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
4
+ import { AttributeType, TextureUsage, gl } from '@antv/l7-core';
5
+ import { generateColorRamp, lodashUtil } from '@antv/l7-utils';
6
+ import { mat4 } from 'gl-matrix';
7
+ import BaseModel from "../../core/BaseModel";
8
+ import { HeatmapTriangulation } from "../../core/triangulation";
9
+ /* babel-plugin-inline-import '../shaders/heatmap/heatmap_3d_frag.glsl' */
10
+ const heatmap_3d_frag = "layout(std140) uniform commonUniforms {\n mat4 u_ViewProjectionMatrixUncentered;\n mat4 u_InverseViewProjectionMatrix;\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nin vec2 v_texCoord;\nin float v_intensity;\nout vec4 outputColor;\n\nvoid main() {\n float intensity = texture(SAMPLER_2D(u_texture), v_texCoord).r;\n vec4 color = texture(SAMPLER_2D(u_colorTexture), vec2(intensity, 0));\n outputColor = color;\n // gl_FragColor.a = color.a * smoothstep(0.1,0.2,intensity)* u_opacity;\n outputColor.a = color.a * smoothstep(0.0, 0.1, intensity) * u_opacity;\n}\n";
11
+ /* babel-plugin-inline-import '../shaders/heatmap/heatmap_3d_vert.glsl' */
12
+ const heatmap_3d_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 10) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n mat4 u_ViewProjectionMatrixUncentered;\n mat4 u_InverseViewProjectionMatrix;\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nout vec2 v_texCoord;\nout float v_intensity;\n\nvec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {\n float t2 = t * t;\n float one_minus_t = 1.0 - t;\n float one_minus_t2 = one_minus_t * one_minus_t;\n return P0 * one_minus_t2 * one_minus_t +\n P1 * 3.0 * t * one_minus_t2 +\n P2 * 3.0 * t2 * one_minus_t +\n P3 * t2 * t;\n}\nvec2 toBezier(float t, vec4 p) {\n return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));\n}\n\n#pragma include \"projection\"\n#pragma include \"project\"\n\nvoid main() {\n v_texCoord = a_Uv;\n\n vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // \u5C06\u539F\u672C 0 -> 1 \u7684 uv \u8F6C\u6362\u4E3A -1 -> 1 \u7684\u6807\u51C6\u5750\u6807\u7A7A\u95F4\uFF08NDC\uFF09\n\n vec4 p1 = vec4(pos, 0.0, 1.0); // x/y \u5E73\u9762\u4E0A\u7684\u70B9\uFF08z == 0\uFF09\u53EF\u4EE5\u8BA4\u4E3A\u662F\u4E09\u7EF4\u4E0A\u7684\u70B9\u88AB\u6295\u5F71\u5230\u5E73\u9762\u540E\u7684\u70B9\n vec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n vec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // \u6839\u636E\u89C6\u56FE\u6295\u5F71\u77E9\u9635\u7684\u9006\u77E9\u9635\u5E73\u9762\u4E0A\u7684\u53CD\u7B97\u51FA\u4E09\u7EF4\u7A7A\u95F4\u4E2D\u7684\u70B9\uFF08p1\u5E73\u9762\u4E0A\u7684\u70B9\uFF09\n vec4 inverseP2 = u_InverseViewProjectionMatrix * p2;\n\n inverseP1 = inverseP1 / inverseP1.w; // \u5F52\u4E00\u5316\u64CD\u4F5C\uFF08\u5F52\u4E00\u5316\u540E\u4E3A\u4E16\u754C\u5750\u6807\uFF09\n inverseP2 = inverseP2 / inverseP2.w;\n\n float zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n vec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b = vec4(0.5, 0.0, 1.0, 0.5);\n float fh;\n\n v_intensity = texture(SAMPLER_2D(u_texture), v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.0), 1.0);\n\n}\n"; // 绘制平面热力的 shader
13
+ /* babel-plugin-inline-import '../shaders/heatmap/heatmap_frag.glsl' */
14
+ const heatmap_frag = "uniform sampler2D u_texture; // \u70ED\u529B\u5F3A\u5EA6\u56FE\nuniform sampler2D u_colorTexture; // \u6839\u636E\u5F3A\u5EA6\u5206\u5E03\u7684\u8272\u5E26\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\nin vec2 v_texCoord;\nout vec4 outputColor;\n\n#pragma include \"scene_uniforms\"\n\nfloat getBlurIndusty() {\n float vW = 2.0 / u_ViewportSize.x;\n float vH = 2.0 / u_ViewportSize.y;\n vec2 vUv = v_texCoord;\n float i11 = texture(SAMPLER_2D(u_texture), vec2(vUv.x - 1.0 * vW, vUv.y + 1.0 * vH)).r;\n float i12 = texture(SAMPLER_2D(u_texture), vec2(vUv.x - 0.0 * vW, vUv.y + 1.0 * vH)).r;\n float i13 = texture(SAMPLER_2D(u_texture), vec2(vUv.x + 1.0 * vW, vUv.y + 1.0 * vH)).r;\n\n float i21 = texture(SAMPLER_2D(u_texture), vec2(vUv.x - 1.0 * vW, vUv.y)).r;\n float i22 = texture(SAMPLER_2D(u_texture), vec2(vUv.x, vUv.y)).r;\n float i23 = texture(SAMPLER_2D(u_texture), vec2(vUv.x + 1.0 * vW, vUv.y)).r;\n\n float i31 = texture(SAMPLER_2D(u_texture), vec2(vUv.x - 1.0 * vW, vUv.y - 1.0 * vH)).r;\n float i32 = texture(SAMPLER_2D(u_texture), vec2(vUv.x - 0.0 * vW, vUv.y - 1.0 * vH)).r;\n float i33 = texture(SAMPLER_2D(u_texture), vec2(vUv.x + 1.0 * vW, vUv.y - 1.0 * vH)).r;\n\n return (i11 + i12 + i13 + i21 + i21 + i22 + i23 + i31 + i32 + i33) / 9.0;\n}\n\nvoid main() {\n // float intensity = texture(u_texture, v_texCoord).r;\n float intensity = getBlurIndusty();\n vec4 color = texture(SAMPLER_2D(u_colorTexture), vec2(intensity, 0.0));\n outputColor = color;\n outputColor.a = color.a * smoothstep(0.0, 0.1, intensity) * u_opacity;\n}\n";
15
+ /* babel-plugin-inline-import '../shaders/heatmap/heatmap_vert.glsl' */
16
+ const heatmap_vert = "layout(location = 0) in vec3 a_Position;\nlayout(location = 10) in vec2 a_Uv;\n\nlayout(std140) uniform commonUniforms {\n float u_opacity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n float u_common_uniforms_padding3;\n};\n\n#pragma include \"scene_uniforms\"\n\nout vec2 v_texCoord;\nvoid main() {\n v_texCoord = a_Uv;\n #ifdef VIEWPORT_ORIGIN_TL\n v_texCoord.y = 1.0 - v_texCoord.y;\n #endif\n\n gl_Position = vec4(a_Position.xy, 0, 1.0);\n}\n";
17
+ /* babel-plugin-inline-import '../shaders/heatmap/heatmap_framebuffer_frag.glsl' */
18
+ const heatmap_framebuffer_frag = "layout(std140) uniform commonUniforms {\n float u_radius;\n float u_intensity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n};\n\nin vec2 v_extrude;\nin float v_weight;\nout vec4 outputColor;\n#define GAUSS_COEF (0.3989422804014327)\n\nvoid main() {\n float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);\n float val = v_weight * u_intensity * GAUSS_COEF * exp(d);\n outputColor = vec4(val, 1.0, 1.0, 1.0);\n}\n";
19
+ /* babel-plugin-inline-import '../shaders/heatmap/heatmap_framebuffer_vert.glsl' */
20
+ const heatmap_framebuffer_vert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;\nlayout(location = ATTRIBUTE_LOCATION_DIR) in vec2 a_Dir;\n\nlayout(std140) uniform commonUniforms {\n float u_radius;\n float u_intensity;\n float u_common_uniforms_padding1;\n float u_common_uniforms_padding2;\n};\n\nout vec2 v_extrude;\nout float v_weight;\n\n#define GAUSS_COEF (0.3989422804014327)\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 picking_color_placeholder = u_PickingColor;\n\n v_weight = a_Size;\n float ZERO = 1.0 / 255.0 / 16.0;\n float extrude_x = a_Dir.x * 2.0 - 1.0;\n float extrude_y = a_Dir.y * 2.0 - 1.0;\n vec2 extrude_dir = normalize(vec2(extrude_x, extrude_y));\n float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;\n v_extrude = extrude_dir * S;\n\n vec2 offset = project_pixel(v_extrude * u_radius);\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n}\n";
21
+ import { heatMap3DTriangulation } from "../triangulation";
22
+ const {
23
+ isEqual
24
+ } = lodashUtil;
25
+ export default class HeatMapModel extends BaseModel {
26
+ constructor(...args) {
27
+ super(...args);
28
+ _defineProperty(this, "texture", void 0);
29
+ _defineProperty(this, "colorTexture", void 0);
30
+ _defineProperty(this, "heatmapFramerBuffer", void 0);
31
+ _defineProperty(this, "heatmapTexture", void 0);
32
+ _defineProperty(this, "intensityModel", void 0);
33
+ _defineProperty(this, "colorModel", void 0);
34
+ _defineProperty(this, "shapeType", void 0);
35
+ _defineProperty(this, "preRampColors", void 0);
36
+ _defineProperty(this, "colorModelUniformBuffer", []);
37
+ _defineProperty(this, "heat3DModelUniformBuffer", []);
38
+ }
39
+ get attributeLocation() {
40
+ return Object.assign(super.attributeLocation, {
41
+ MAX: super.attributeLocation.MAX,
42
+ SIZE: 9,
43
+ UV: 10,
44
+ DIR: 11
45
+ });
46
+ }
47
+ prerender() {
48
+ const {
49
+ clear,
50
+ useFramebuffer
51
+ } = this.rendererService;
52
+ useFramebuffer(this.heatmapFramerBuffer, () => {
53
+ clear({
54
+ color: [0, 0, 0, 0],
55
+ depth: 1,
56
+ stencil: 0,
57
+ framebuffer: this.heatmapFramerBuffer
58
+ });
59
+ this.drawIntensityMode(); // 密度图
60
+ });
61
+ }
62
+ render(options) {
63
+ const {
64
+ rampColors
65
+ } = this.layer.getLayerConfig();
66
+ if (!isEqual(this.preRampColors, rampColors)) {
67
+ this.updateColorTexture();
68
+ }
69
+ this.shapeType === 'heatmap' ? this.drawHeatMap(options) // 2D
70
+ : this.draw3DHeatMap(options); // 3D
71
+ }
72
+ getUninforms() {
73
+ throw new Error('Method not implemented.');
74
+ }
75
+ initModels() {
76
+ var _this = this;
77
+ return _asyncToGenerator(function* () {
78
+ var _this$layer$shapeOpti;
79
+ const {
80
+ createFramebuffer,
81
+ getViewportSize,
82
+ createTexture2D
83
+ } = _this.rendererService;
84
+ const shapeType = ((_this$layer$shapeOpti = _this.layer.shapeOption) === null || _this$layer$shapeOpti === void 0 ? void 0 : _this$layer$shapeOpti.field) || 'heatmap';
85
+ _this.shapeType = shapeType;
86
+ // 生成热力图密度图
87
+ _this.intensityModel = yield _this.buildHeatMapIntensity();
88
+ // 渲染到屏幕
89
+ _this.colorModel = shapeType === 'heatmap' ? _this.buildHeatmap() // 2D
90
+ : _this.build3dHeatMap(); // 3D
91
+
92
+ const {
93
+ width,
94
+ height
95
+ } = getViewportSize();
96
+
97
+ // 初始化密度图纹理
98
+ _this.heatmapTexture = createTexture2D({
99
+ width: Math.floor(width / 4),
100
+ height: Math.floor(height / 4),
101
+ wrapS: gl.CLAMP_TO_EDGE,
102
+ wrapT: gl.CLAMP_TO_EDGE,
103
+ min: gl.LINEAR,
104
+ mag: gl.LINEAR,
105
+ usage: TextureUsage.RENDER_TARGET
106
+ });
107
+ _this.heatmapFramerBuffer = createFramebuffer({
108
+ color: _this.heatmapTexture,
109
+ depth: true,
110
+ width: Math.floor(width / 4),
111
+ height: Math.floor(height / 4)
112
+ });
113
+ _this.updateColorTexture();
114
+ return [_this.intensityModel, _this.colorModel];
115
+ })();
116
+ }
117
+ buildModels() {
118
+ var _this2 = this;
119
+ return _asyncToGenerator(function* () {
120
+ return _this2.initModels();
121
+ })();
122
+ }
123
+ registerBuiltinAttributes() {
124
+ this.styleAttributeService.registerStyleAttribute({
125
+ name: 'dir',
126
+ type: AttributeType.Attribute,
127
+ descriptor: {
128
+ name: 'a_Dir',
129
+ shaderLocation: this.attributeLocation.DIR,
130
+ buffer: {
131
+ usage: gl.DYNAMIC_DRAW,
132
+ data: [],
133
+ type: gl.FLOAT
134
+ },
135
+ size: 2,
136
+ update: (feature, featureIdx, vertex) => {
137
+ return [vertex[3], vertex[4]];
138
+ }
139
+ }
140
+ });
141
+ this.styleAttributeService.registerStyleAttribute({
142
+ name: 'size',
143
+ type: AttributeType.Attribute,
144
+ descriptor: {
145
+ name: 'a_Size',
146
+ shaderLocation: this.attributeLocation.SIZE,
147
+ buffer: {
148
+ // give the WebGL driver a hint that this buffer may change
149
+ usage: gl.DYNAMIC_DRAW,
150
+ data: [],
151
+ type: gl.FLOAT
152
+ },
153
+ size: 1,
154
+ update: feature => {
155
+ const {
156
+ size = 1
157
+ } = feature;
158
+ return [size];
159
+ }
160
+ }
161
+ });
162
+ }
163
+
164
+ /**
165
+ * 热力图密度图
166
+ */
167
+ buildHeatMapIntensity() {
168
+ var _this3 = this;
169
+ return _asyncToGenerator(function* () {
170
+ _this3.uniformBuffers = [_this3.rendererService.createBuffer({
171
+ // opacity
172
+ data: new Float32Array(4).fill(0),
173
+ // 长度需要大于等于 4
174
+ isUBO: true
175
+ })];
176
+ _this3.layer.triangulation = HeatmapTriangulation;
177
+ const model = yield _this3.layer.buildLayerModel({
178
+ moduleName: 'heatmapIntensity',
179
+ vertexShader: heatmap_framebuffer_vert,
180
+ fragmentShader: heatmap_framebuffer_frag,
181
+ triangulation: HeatmapTriangulation,
182
+ defines: _this3.getDefines(),
183
+ depth: {
184
+ enable: false
185
+ },
186
+ cull: {
187
+ enable: true,
188
+ face: gl.FRONT
189
+ }
190
+ });
191
+ return model;
192
+ })();
193
+ }
194
+ buildHeatmap() {
195
+ this.shaderModuleService.registerModule('heatmapColor', {
196
+ vs: heatmap_vert,
197
+ fs: heatmap_frag
198
+ });
199
+ this.colorModelUniformBuffer = [this.rendererService.createBuffer({
200
+ // opacity
201
+ data: new Float32Array(4).fill(0),
202
+ // 长度需要大于等于 4
203
+ isUBO: true
204
+ })];
205
+ const {
206
+ vs,
207
+ fs,
208
+ uniforms
209
+ } = this.shaderModuleService.getModule('heatmapColor');
210
+ const {
211
+ createAttribute,
212
+ createElements,
213
+ createBuffer,
214
+ createModel
215
+ } = this.rendererService;
216
+ return createModel({
217
+ vs,
218
+ fs,
219
+ uniformBuffers: [...this.colorModelUniformBuffer, ...this.rendererService.uniformBuffers],
220
+ attributes: {
221
+ a_Position: createAttribute({
222
+ shaderLocation: this.attributeLocation.POSITION,
223
+ buffer: createBuffer({
224
+ data: [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0],
225
+ type: gl.FLOAT
226
+ }),
227
+ size: 3
228
+ }),
229
+ a_Uv: createAttribute({
230
+ shaderLocation: this.attributeLocation.UV,
231
+ buffer: createBuffer({
232
+ data: [0, 1, 1, 1, 0, 0, 1, 0],
233
+ type: gl.FLOAT
234
+ }),
235
+ size: 2
236
+ })
237
+ },
238
+ uniforms: _objectSpread({}, uniforms),
239
+ depth: {
240
+ enable: false
241
+ },
242
+ elements: createElements({
243
+ data: [0, 2, 1, 2, 3, 1],
244
+ type: gl.UNSIGNED_INT,
245
+ count: 6
246
+ })
247
+ });
248
+ }
249
+ build3dHeatMap() {
250
+ const {
251
+ getViewportSize
252
+ } = this.rendererService;
253
+ const {
254
+ width,
255
+ height
256
+ } = getViewportSize();
257
+ const triangulation = heatMap3DTriangulation(width / 4.0, height / 4.0);
258
+ this.shaderModuleService.registerModule('heatmap3dColor', {
259
+ vs: heatmap_3d_vert,
260
+ fs: heatmap_3d_frag
261
+ });
262
+ this.heat3DModelUniformBuffer = [this.rendererService.createBuffer({
263
+ // opacity
264
+ data: new Float32Array(16 * 2 + 4).fill(0),
265
+ // 长度需要大于等于 4
266
+ isUBO: true
267
+ })];
268
+ const {
269
+ vs,
270
+ fs,
271
+ uniforms
272
+ } = this.shaderModuleService.getModule('heatmap3dColor');
273
+ const {
274
+ createAttribute,
275
+ createElements,
276
+ createBuffer,
277
+ createModel
278
+ } = this.rendererService;
279
+ return createModel({
280
+ vs,
281
+ fs,
282
+ attributes: {
283
+ a_Position: createAttribute({
284
+ shaderLocation: this.attributeLocation.POSITION,
285
+ buffer: createBuffer({
286
+ data: triangulation.vertices,
287
+ type: gl.FLOAT
288
+ }),
289
+ size: 3
290
+ }),
291
+ a_Uv: createAttribute({
292
+ shaderLocation: this.attributeLocation.UV,
293
+ buffer: createBuffer({
294
+ data: triangulation.uvs,
295
+ type: gl.FLOAT
296
+ }),
297
+ size: 2
298
+ })
299
+ },
300
+ primitive: gl.TRIANGLES,
301
+ uniformBuffers: [...this.heat3DModelUniformBuffer, ...this.rendererService.uniformBuffers],
302
+ uniforms: _objectSpread({}, uniforms),
303
+ depth: {
304
+ enable: true
305
+ },
306
+ blend: {
307
+ enable: true,
308
+ func: {
309
+ srcRGB: gl.SRC_ALPHA,
310
+ srcAlpha: 1,
311
+ dstRGB: gl.ONE_MINUS_SRC_ALPHA,
312
+ dstAlpha: 1
313
+ }
314
+ },
315
+ elements: createElements({
316
+ data: triangulation.indices,
317
+ type: gl.UNSIGNED_INT,
318
+ count: triangulation.indices.length
319
+ })
320
+ });
321
+ }
322
+
323
+ // 绘制密度图
324
+ drawIntensityMode() {
325
+ var _this$intensityModel;
326
+ const {
327
+ intensity = 10,
328
+ radius = 5
329
+ } = this.layer.getLayerConfig();
330
+ const commonOptions = {
331
+ u_radius: radius,
332
+ u_intensity: intensity
333
+ };
334
+ this.uniformBuffers[0].subData({
335
+ offset: 0,
336
+ data: [radius, intensity]
337
+ });
338
+ this.layerService.beforeRenderData(this.layer);
339
+ this.layer.hooks.beforeRender.call();
340
+
341
+ // 绘制密度图
342
+ (_this$intensityModel = this.intensityModel) === null || _this$intensityModel === void 0 || _this$intensityModel.draw({
343
+ uniforms: commonOptions,
344
+ blend: {
345
+ enable: true,
346
+ func: {
347
+ srcRGB: gl.ONE,
348
+ srcAlpha: 1,
349
+ dstRGB: gl.ONE,
350
+ dstAlpha: 1
351
+ }
352
+ },
353
+ stencil: {
354
+ enable: false,
355
+ mask: 0xff,
356
+ func: {
357
+ cmp: 514,
358
+ // gl.EQUAL,
359
+ ref: 1,
360
+ mask: 0xff
361
+ }
362
+ }
363
+ });
364
+ this.layer.hooks.afterRender.call();
365
+ }
366
+ drawHeatMap(options) {
367
+ var _this$colorModel;
368
+ const {
369
+ opacity = 1.0
370
+ } = this.layer.getLayerConfig();
371
+ const commonOptions = {
372
+ u_opacity: opacity,
373
+ u_colorTexture: this.colorTexture,
374
+ u_texture: this.heatmapFramerBuffer
375
+ };
376
+ const textures = [this.heatmapTexture, this.colorTexture];
377
+ this.colorModelUniformBuffer[0].subData({
378
+ offset: 0,
379
+ data: [opacity]
380
+ });
381
+ (_this$colorModel = this.colorModel) === null || _this$colorModel === void 0 || _this$colorModel.draw({
382
+ uniforms: commonOptions,
383
+ textures,
384
+ blend: this.getBlend(),
385
+ stencil: this.getStencil(options)
386
+ });
387
+ }
388
+ draw3DHeatMap(options) {
389
+ var _this$colorModel2;
390
+ const {
391
+ opacity = 1.0
392
+ } = this.layer.getLayerConfig();
393
+ const invert = mat4.create();
394
+ mat4.invert(invert, this.cameraService.getViewProjectionMatrixUncentered());
395
+ const commonOptions = {
396
+ u_opacity: opacity,
397
+ u_colorTexture: this.colorTexture,
398
+ u_texture: this.heatmapFramerBuffer,
399
+ u_ViewProjectionMatrixUncentered: this.cameraService.getViewProjectionMatrixUncentered(),
400
+ u_InverseViewProjectionMatrix: [...invert]
401
+ };
402
+ this.heat3DModelUniformBuffer[0].subData({
403
+ offset: 0,
404
+ data: [...commonOptions.u_ViewProjectionMatrixUncentered, ...commonOptions.u_InverseViewProjectionMatrix, opacity]
405
+ });
406
+ const textures = [this.heatmapTexture, this.colorTexture];
407
+ (_this$colorModel2 = this.colorModel) === null || _this$colorModel2 === void 0 || _this$colorModel2.draw({
408
+ uniforms: commonOptions,
409
+ textures,
410
+ blend: {
411
+ enable: true,
412
+ func: {
413
+ srcRGB: gl.SRC_ALPHA,
414
+ srcAlpha: 1,
415
+ dstRGB: gl.ONE_MINUS_SRC_ALPHA,
416
+ dstAlpha: 1
417
+ }
418
+ },
419
+ stencil: this.getStencil(options)
420
+ });
421
+ }
422
+ updateColorTexture() {
423
+ const {
424
+ createTexture2D
425
+ } = this.rendererService;
426
+ if (this.texture) {
427
+ this.texture.destroy();
428
+ }
429
+ const {
430
+ rampColors
431
+ } = this.layer.getLayerConfig();
432
+ const imageData = generateColorRamp(rampColors);
433
+ this.colorTexture = createTexture2D({
434
+ data: imageData.data,
435
+ usage: TextureUsage.SAMPLED,
436
+ width: imageData.width,
437
+ height: imageData.height,
438
+ wrapS: gl.CLAMP_TO_EDGE,
439
+ wrapT: gl.CLAMP_TO_EDGE,
440
+ min: gl.NEAREST,
441
+ mag: gl.NEAREST,
442
+ flipY: false,
443
+ unorm: true
444
+ });
445
+ this.preRampColors = rampColors;
446
+ }
447
+ }
@@ -0,0 +1,29 @@
1
+ import type { IModel, IModelUniform } from '@antv/l7-core';
2
+ import BaseModel from '../../core/BaseModel';
3
+ export default class HexagonModel extends BaseModel {
4
+ protected get attributeLocation(): {
5
+ readonly POSITION: 0;
6
+ readonly POSITION_64LOW: 1;
7
+ readonly COLOR: 2;
8
+ readonly PICKING_COLOR: 3;
9
+ readonly STROKE: 4;
10
+ readonly OPACITY: 5;
11
+ readonly OFFSETS: 6;
12
+ readonly ROTATION: 7;
13
+ readonly MAX: 8;
14
+ } & Record<string, number> & {
15
+ MAX: 8;
16
+ POS: number;
17
+ };
18
+ getUninforms(): IModelUniform;
19
+ protected getCommonUniformsInfo(): {
20
+ uniformsArray: number[];
21
+ uniformsLength: number;
22
+ uniformsOption: {
23
+ [key: string]: any;
24
+ };
25
+ };
26
+ initModels(): Promise<IModel[]>;
27
+ buildModels(): Promise<IModel[]>;
28
+ protected registerBuiltinAttributes(): void;
29
+ }
@@ -0,0 +1,83 @@
1
+ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
+ import _objectSpread from "@babel/runtime/helpers/esm/objectSpread2";
3
+ import { AttributeType, gl } from '@antv/l7-core';
4
+ import BaseModel from "../../core/BaseModel";
5
+ import { HeatmapGridTriangulation } from "../../core/triangulation";
6
+ /* babel-plugin-inline-import '../shaders/hexagon/hexagon_frag.glsl' */
7
+ const hexagon_frag = "in vec4 v_color;\n\n#pragma include \"picking\"\nout vec4 outputColor;\nvoid main() {\n outputColor = v_color;\n outputColor = filterColor(outputColor);\n}\n";
8
+ /* babel-plugin-inline-import '../shaders/hexagon/hexagon_vert.glsl' */
9
+ const hexagon_vert = "layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;\nlayout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;\n\nlayout(std140) uniform commonUniforms {\n vec2 u_radius;\n float u_opacity;\n float u_coverage;\n float u_angle;\n};\n\nout vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n v_color.a *= u_opacity;\n\n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset = vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage);\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\n\n vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
10
+ export default class HexagonModel extends BaseModel {
11
+ get attributeLocation() {
12
+ return Object.assign(super.attributeLocation, {
13
+ MAX: super.attributeLocation.MAX,
14
+ POS: 9
15
+ });
16
+ }
17
+ getUninforms() {
18
+ const commoninfo = this.getCommonUniformsInfo();
19
+ const attributeInfo = this.getUniformsBufferInfo(this.getStyleAttribute());
20
+ this.updateStyleUnifoms();
21
+ return _objectSpread(_objectSpread({}, commoninfo.uniformsOption), attributeInfo.uniformsOption);
22
+ }
23
+ getCommonUniformsInfo() {
24
+ const {
25
+ opacity,
26
+ coverage,
27
+ angle
28
+ } = this.layer.getLayerConfig();
29
+ const commonOptions = {
30
+ u_radius: [this.layer.getSource().data.xOffset, this.layer.getSource().data.yOffset],
31
+ u_opacity: opacity || 1.0,
32
+ u_coverage: coverage || 0.9,
33
+ u_angle: angle || 0
34
+ };
35
+ const commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
36
+ return commonBufferInfo;
37
+ }
38
+ initModels() {
39
+ var _this = this;
40
+ return _asyncToGenerator(function* () {
41
+ return _this.buildModels();
42
+ })();
43
+ }
44
+ buildModels() {
45
+ var _this2 = this;
46
+ return _asyncToGenerator(function* () {
47
+ _this2.initUniformsBuffer();
48
+ const model = yield _this2.layer.buildLayerModel({
49
+ moduleName: 'heatmapHexagon',
50
+ vertexShader: hexagon_vert,
51
+ fragmentShader: hexagon_frag,
52
+ defines: _this2.getDefines(),
53
+ triangulation: HeatmapGridTriangulation,
54
+ depth: {
55
+ enable: false
56
+ },
57
+ primitive: gl.TRIANGLES
58
+ });
59
+ return [model];
60
+ })();
61
+ }
62
+ registerBuiltinAttributes() {
63
+ this.styleAttributeService.registerStyleAttribute({
64
+ name: 'pos',
65
+ // 顶点经纬度位置
66
+ type: AttributeType.Attribute,
67
+ descriptor: {
68
+ name: 'a_Pos',
69
+ shaderLocation: this.attributeLocation.POS,
70
+ buffer: {
71
+ usage: gl.DYNAMIC_DRAW,
72
+ data: [],
73
+ type: gl.FLOAT
74
+ },
75
+ size: 3,
76
+ update: feature => {
77
+ const coordinates = feature.coordinates;
78
+ return [coordinates[0], coordinates[1], 0];
79
+ }
80
+ }
81
+ });
82
+ }
83
+ }
@@ -0,0 +1,5 @@
1
+ export type HeatMapModelType = 'heatmap' | 'heatmap3d' | 'hexagon' | 'grid' | 'grid3d';
2
+ declare const HeatMapModels: {
3
+ [key in HeatMapModelType]: any;
4
+ };
5
+ export default HeatMapModels;
@@ -0,0 +1,12 @@
1
+ import GridModel from "./grid";
2
+ import Grid3DModel from "./grid3d";
3
+ import HeatMapModel from "./heatmap";
4
+ import HexagonModel from "./hexagon";
5
+ const HeatMapModels = {
6
+ heatmap: HeatMapModel,
7
+ heatmap3d: HeatMapModel,
8
+ grid: GridModel,
9
+ grid3d: Grid3DModel,
10
+ hexagon: HexagonModel
11
+ };
12
+ export default HeatMapModels;
@@ -0,0 +1,9 @@
1
+ in vec4 v_color;
2
+
3
+ #pragma include "scene_uniforms"
4
+ #pragma include "picking"
5
+ out vec4 outputColor;
6
+ void main() {
7
+ outputColor = v_color;
8
+ outputColor = filterColor(outputColor);
9
+ }
@@ -0,0 +1,30 @@
1
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
+ layout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;
4
+
5
+ layout(std140) uniform commonUniforms {
6
+ vec2 u_radius;
7
+ float u_opacity;
8
+ float u_coverage;
9
+ float u_angle;
10
+ };
11
+
12
+ out vec4 v_color;
13
+
14
+ #pragma include "projection"
15
+ #pragma include "project"
16
+ #pragma include "picking"
17
+
18
+ void main() {
19
+ v_color = a_Color;
20
+ v_color.a *= u_opacity;
21
+
22
+ mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
23
+ vec2 offset = a_Position.xy * u_radius * rotationMatrix * u_coverage;
24
+
25
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
26
+ vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
27
+ gl_Position = project_common_position_to_clipspace(project_pos);
28
+
29
+ setPickingColor(a_PickingColor);
30
+ }
@@ -0,0 +1,17 @@
1
+ in vec4 v_color;
2
+
3
+ layout(std140) uniform commonUniforms {
4
+ vec2 u_radius;
5
+ float u_opacity;
6
+ float u_coverage;
7
+ float u_angle;
8
+ };
9
+
10
+ #pragma include "scene_uniforms"
11
+ #pragma include "picking"
12
+
13
+ out vec4 outputColor;
14
+ void main() {
15
+ outputColor = v_color;
16
+ outputColor = filterColor(outputColor);
17
+ }
@@ -0,0 +1,34 @@
1
+ layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
+ layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
+ layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
4
+ layout(location = ATTRIBUTE_LOCATION_POS) in vec3 a_Pos;
5
+ layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
6
+
7
+ layout(std140) uniform commonUniforms {
8
+ vec2 u_radius;
9
+ float u_opacity;
10
+ float u_coverage;
11
+ float u_angle;
12
+ };
13
+
14
+ out vec4 v_color;
15
+
16
+ #pragma include "projection"
17
+ #pragma include "project"
18
+ #pragma include "light"
19
+ #pragma include "picking"
20
+
21
+ void main() {
22
+ mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
23
+ vec2 offset = vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage);
24
+
25
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // 实际的经纬度
26
+ vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));
27
+
28
+ float lightWeight = calc_lighting(project_pos);
29
+ v_color = vec4(a_Color.rgb * lightWeight, a_Color.w);
30
+
31
+ gl_Position = project_common_position_to_clipspace(project_pos);
32
+
33
+ setPickingColor(a_PickingColor);
34
+ }