@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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  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 +1,240 @@
1
+ import _asyncToGenerator from "@babel/runtime/helpers/esm/asyncToGenerator";
2
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
3
+ import { AttributeType, gl } from '@antv/l7-core';
4
+ import { FrequencyController } from '@antv/l7-utils';
5
+ import BaseModel from "../../core/BaseModel";
6
+ import { RasterImageTriangulation } from "../../core/triangulation";
7
+ /* babel-plugin-inline-import '../shaders/wind_frag.glsl' */
8
+ const WindFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nvoid main() {\n vec4 color = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y));\n gl_FragColor = color;\n gl_FragColor.a *= u_opacity;\n}\n";
9
+ /* babel-plugin-inline-import '../shaders/wind_vert.glsl' */
10
+ const WindVert = "precision highp float;\nuniform mat4 u_ModelMatrix;\n\nlayout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;\nlayout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_Uv;\n\nvarying vec2 v_texCoord;\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));\n}\n";
11
+ import { Wind } from "./windRender";
12
+ const defaultRampColors = {
13
+ 0.0: '#3288bd',
14
+ 0.1: '#66c2a5',
15
+ 0.2: '#abdda4',
16
+ 0.3: '#e6f598',
17
+ 0.4: '#fee08b',
18
+ 0.5: '#fdae61',
19
+ 0.6: '#f46d43',
20
+ 1.0: '#d53e4f'
21
+ };
22
+ export default class WindModel extends BaseModel {
23
+ constructor(...args) {
24
+ super(...args);
25
+ _defineProperty(this, "texture", void 0);
26
+ _defineProperty(this, "colorModel", void 0);
27
+ _defineProperty(this, "wind", void 0);
28
+ _defineProperty(this, "imageCoords", void 0);
29
+ _defineProperty(this, "sizeScale", 0.5);
30
+ // https://mapbox.github.io/webgl-wind/demo/
31
+ // source: 'http://nomads.ncep.noaa.gov',
32
+ _defineProperty(this, "frequency", new FrequencyController(7.2));
33
+ _defineProperty(this, "cacheZoom", void 0);
34
+ }
35
+ get attributeLocation() {
36
+ return Object.assign(super.attributeLocation, {
37
+ MAX: super.attributeLocation.MAX,
38
+ UV: 9
39
+ });
40
+ }
41
+ render(options) {
42
+ this.drawColorMode(options);
43
+ // Tip: 控制风场的平均更新频率
44
+ this.frequency.run(() => {
45
+ this.drawWind();
46
+ });
47
+ }
48
+ getUninforms() {
49
+ throw new Error('Method not implemented.');
50
+ }
51
+ initModels() {
52
+ var _this = this;
53
+ return _asyncToGenerator(function* () {
54
+ var _source$data, _source$data2;
55
+ const {
56
+ uMin = -21.32,
57
+ uMax = 26.8,
58
+ vMin = -21.57,
59
+ vMax = 21.42,
60
+ fadeOpacity = 0.996,
61
+ speedFactor = 0.25,
62
+ dropRate = 0.003,
63
+ dropRateBump = 0.01,
64
+ rampColors = defaultRampColors,
65
+ sizeScale = 0.5
66
+ // mask
67
+ } = _this.layer.getLayerConfig();
68
+ const {
69
+ createTexture2D
70
+ } = _this.rendererService;
71
+ const source = _this.layer.getSource();
72
+ _this.texture = createTexture2D({
73
+ height: 0,
74
+ width: 0
75
+ });
76
+ _this.cacheZoom = Math.floor(_this.mapService.getZoom());
77
+ const glContext = _this.rendererService.getGLContext();
78
+ _this.imageCoords = (_source$data = source.data) === null || _source$data === void 0 ? void 0 : _source$data.dataArray[0].coordinates;
79
+ (_source$data2 = source.data) === null || _source$data2 === void 0 || (_source$data2 = _source$data2.images) === null || _source$data2 === void 0 || _source$data2.then(imageData => {
80
+ var _this$texture;
81
+ _this.sizeScale = sizeScale * _this.getZoomScale();
82
+ const {
83
+ imageWidth,
84
+ imageHeight
85
+ } = _this.getWindSize();
86
+ const options = {
87
+ glContext,
88
+ imageWidth,
89
+ imageHeight,
90
+ fadeOpacity,
91
+ speedFactor,
92
+ dropRate,
93
+ dropRateBump,
94
+ rampColors
95
+ };
96
+ _this.wind = new Wind(options);
97
+
98
+ // imageData[0] 风场图
99
+ _this.wind.setWind({
100
+ uMin,
101
+ uMax,
102
+ vMin,
103
+ vMax,
104
+ image: imageData[0]
105
+ });
106
+ (_this$texture = _this.texture) === null || _this$texture === void 0 || _this$texture.destroy();
107
+ _this.texture = createTexture2D({
108
+ width: imageWidth,
109
+ height: imageHeight
110
+ });
111
+ _this.layerService.reRender();
112
+ });
113
+ const model = yield _this.layer.buildLayerModel({
114
+ moduleName: 'wind',
115
+ vertexShader: WindVert,
116
+ fragmentShader: WindFrag,
117
+ defines: _this.getDefines(),
118
+ triangulation: RasterImageTriangulation,
119
+ primitive: gl.TRIANGLES,
120
+ depth: {
121
+ enable: false
122
+ }
123
+ });
124
+ _this.colorModel = model;
125
+ return [model];
126
+ })();
127
+ }
128
+ getWindSize() {
129
+ const p1 = this.mapService.lngLatToPixel(this.imageCoords[0]);
130
+ const p2 = this.mapService.lngLatToPixel(this.imageCoords[1]);
131
+ const imageWidth = Math.min(Math.floor((p2.x - p1.x) * this.sizeScale), 2048);
132
+ const imageHeight = Math.min(Math.floor((p1.y - p2.y) * this.sizeScale), 2048);
133
+ return {
134
+ imageWidth,
135
+ imageHeight
136
+ };
137
+ }
138
+ buildModels() {
139
+ var _this2 = this;
140
+ return _asyncToGenerator(function* () {
141
+ return _this2.initModels();
142
+ })();
143
+ }
144
+ clearModels() {
145
+ var _this$texture2, _this$wind;
146
+ (_this$texture2 = this.texture) === null || _this$texture2 === void 0 || _this$texture2.destroy();
147
+ (_this$wind = this.wind) === null || _this$wind === void 0 || _this$wind.destroy();
148
+ }
149
+ registerBuiltinAttributes() {
150
+ // point layer size;
151
+ this.styleAttributeService.registerStyleAttribute({
152
+ name: 'uv',
153
+ type: AttributeType.Attribute,
154
+ descriptor: {
155
+ name: 'a_Uv',
156
+ shaderLocation: this.attributeLocation.UV,
157
+ buffer: {
158
+ // give the WebGL driver a hint that this buffer may change
159
+ usage: gl.DYNAMIC_DRAW,
160
+ data: [],
161
+ type: gl.FLOAT
162
+ },
163
+ size: 2,
164
+ update: (feature, featureIdx, vertex) => {
165
+ return [vertex[3], vertex[4]];
166
+ }
167
+ }
168
+ });
169
+ }
170
+ getZoomScale() {
171
+ return Math.min((this.cacheZoom + 4) / 30 * 2, 2);
172
+ }
173
+ drawWind() {
174
+ if (this.wind) {
175
+ const {
176
+ uMin = -21.32,
177
+ uMax = 26.8,
178
+ vMin = -21.57,
179
+ vMax = 21.42,
180
+ numParticles = 65535,
181
+ fadeOpacity = 0.996,
182
+ speedFactor = 0.25,
183
+ dropRate = 0.003,
184
+ dropRateBump = 0.01,
185
+ rampColors = defaultRampColors,
186
+ sizeScale = 0.5
187
+ } = this.layer.getLayerConfig();
188
+ let newNumParticles = numParticles;
189
+ const currentZoom = Math.floor(this.mapService.getZoom());
190
+ if (typeof sizeScale === 'number' && sizeScale !== this.sizeScale || currentZoom !== this.cacheZoom) {
191
+ const zoomScale = this.getZoomScale();
192
+ this.sizeScale = sizeScale;
193
+ newNumParticles *= zoomScale;
194
+ const {
195
+ imageWidth,
196
+ imageHeight
197
+ } = this.getWindSize();
198
+ this.wind.reSize(imageWidth, imageHeight);
199
+ this.cacheZoom = currentZoom;
200
+ }
201
+ this.wind.updateWindDir(uMin, uMax, vMin, vMax);
202
+ this.wind.updateParticelNum(newNumParticles);
203
+ this.wind.updateColorRampTexture(rampColors);
204
+ this.wind.fadeOpacity = fadeOpacity;
205
+ this.wind.speedFactor = speedFactor;
206
+ this.wind.dropRate = dropRate;
207
+ this.wind.dropRateBump = dropRateBump;
208
+ const {
209
+ d,
210
+ w,
211
+ h
212
+ } = this.wind.draw();
213
+ // 恢复 L7 渲染流程中 gl 状态
214
+ this.rendererService.setBaseState();
215
+ this.texture.update({
216
+ data: d,
217
+ width: w,
218
+ height: h
219
+ });
220
+ }
221
+ }
222
+ drawColorMode(options = {}) {
223
+ var _this$colorModel;
224
+ const {
225
+ opacity
226
+ } = this.layer.getLayerConfig();
227
+ this.layerService.beforeRenderData(this.layer);
228
+ this.layer.hooks.beforeRender.call();
229
+ this.layerService.renderMask(this.layer.masks);
230
+ (_this$colorModel = this.colorModel) === null || _this$colorModel === void 0 || _this$colorModel.draw({
231
+ uniforms: {
232
+ u_opacity: opacity || 1.0,
233
+ u_texture: this.texture
234
+ },
235
+ blend: this.getBlend(),
236
+ stencil: this.getStencil(options)
237
+ });
238
+ this.layer.hooks.afterRender.call();
239
+ }
240
+ }
@@ -0,0 +1,104 @@
1
+ export interface IWindData {
2
+ uMin: number;
3
+ uMax: number;
4
+ vMin: number;
5
+ vMax: number;
6
+ image: HTMLImageElement;
7
+ }
8
+ export interface IWind {
9
+ width: number;
10
+ height: number;
11
+ fadeOpacity: number;
12
+ speedFactor: number;
13
+ dropRate: number;
14
+ dropRateBump: number;
15
+ setWind: (windData: IWindData) => void;
16
+ draw: () => {
17
+ d: Uint8Array;
18
+ w: number;
19
+ h: number;
20
+ };
21
+ updateParticelNum: (num: number) => void;
22
+ updateWindDir: (uMin: number, uMax: number, vMin: number, vMax: number) => void;
23
+ updateColorRampTexture: (rampColors: {
24
+ [key: number]: string;
25
+ }) => void;
26
+ reSize: (width: number, height: number) => void;
27
+ destroy: () => void;
28
+ }
29
+ export interface IWindProps {
30
+ glContext: WebGLRenderingContext;
31
+ imageWidth: number;
32
+ imageHeight: number;
33
+ fadeOpacity: number;
34
+ speedFactor: number;
35
+ dropRate: number;
36
+ dropRateBump: number;
37
+ rampColors: {
38
+ [key: number]: string;
39
+ };
40
+ }
41
+ export declare class Wind {
42
+ width: number;
43
+ height: number;
44
+ pixels: Uint8Array;
45
+ fadeOpacity: number;
46
+ speedFactor: number;
47
+ dropRate: number;
48
+ dropRateBump: number;
49
+ private gl;
50
+ private drawProgram;
51
+ private fullScreenProgram;
52
+ private updateProgram;
53
+ private rampColors;
54
+ private numParticles;
55
+ private numParticlesSize;
56
+ private particleStateResolution;
57
+ private quadBuffer;
58
+ private particleIndexBuffer;
59
+ private framebuffer;
60
+ private colorRampTexture;
61
+ private backgroundTexture;
62
+ private screenTexture;
63
+ private particleStateTexture0;
64
+ private particleStateTexture1;
65
+ private windTexture;
66
+ private windData;
67
+ constructor(options: IWindProps);
68
+ init(): void;
69
+ setWind(windData: IWindData): void;
70
+ /**
71
+ * 更新风场粒子数量
72
+ * @param num
73
+ */
74
+ updateParticelNum(num: number): void;
75
+ /**
76
+ * 更新风场风向风速
77
+ * @param uMin
78
+ * @param uMax
79
+ * @param vMin
80
+ * @param vMax
81
+ */
82
+ updateWindDir(uMin: number, uMax: number, vMin: number, vMax: number): void;
83
+ /**
84
+ * update rampColors
85
+ * @param rampColors
86
+ */
87
+ updateColorRampTexture(rampColors: {
88
+ [key: number]: string;
89
+ }): void;
90
+ isColorChanged(rampColors: {
91
+ [key: number]: string;
92
+ }): boolean;
93
+ reSize(width: number, height: number): void;
94
+ draw(): {
95
+ d: Uint8Array;
96
+ w: number;
97
+ h: number;
98
+ };
99
+ drawScreen(): void;
100
+ drawFullTexture(texture: any, opacity: number): void;
101
+ drawParticles(): void;
102
+ updateParticles(): void;
103
+ destroy(): void;
104
+ }
@@ -0,0 +1,333 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
+ import * as glUtils from "./utils";
3
+ import { drawFrag, drawVert, fullScreenFrag, fullScreenVert, updateFrag, updateVert } from "./windShader";
4
+ function getColorRamp(colors) {
5
+ let canvas = document.createElement('canvas');
6
+ const ctx = canvas.getContext('2d');
7
+ canvas.width = 256;
8
+ canvas.height = 1;
9
+ const gradient = ctx.createLinearGradient(0, 0, 256, 0);
10
+ for (const stop of Object.keys(colors)) {
11
+ gradient.addColorStop(+stop, colors[+stop]);
12
+ }
13
+ ctx.fillStyle = gradient;
14
+ ctx.fillRect(0, 0, 256, 1);
15
+
16
+ // @ts-ignore dispose canvas element
17
+ canvas = null;
18
+ return new Uint8Array(ctx.getImageData(0, 0, 256, 1).data);
19
+ }
20
+ function bindAttribute(gl, buffer, attribute, numComponents) {
21
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
22
+ gl.enableVertexAttribArray(attribute);
23
+ gl.vertexAttribPointer(attribute, numComponents, gl.FLOAT, false, 0, 0);
24
+ }
25
+ function bindFramebuffer(gl, framebuffer, texture) {
26
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
27
+ if (texture) {
28
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
29
+ }
30
+ }
31
+ export class Wind {
32
+ constructor(options) {
33
+ _defineProperty(this, "width", 512);
34
+ _defineProperty(this, "height", 512);
35
+ _defineProperty(this, "pixels", void 0);
36
+ _defineProperty(this, "fadeOpacity", void 0);
37
+ _defineProperty(this, "speedFactor", void 0);
38
+ _defineProperty(this, "dropRate", void 0);
39
+ _defineProperty(this, "dropRateBump", void 0);
40
+ _defineProperty(this, "gl", void 0);
41
+ _defineProperty(this, "drawProgram", void 0);
42
+ _defineProperty(this, "fullScreenProgram", void 0);
43
+ _defineProperty(this, "updateProgram", void 0);
44
+ _defineProperty(this, "rampColors", void 0);
45
+ _defineProperty(this, "numParticles", 65536);
46
+ _defineProperty(this, "numParticlesSize", void 0);
47
+ _defineProperty(this, "particleStateResolution", void 0);
48
+ _defineProperty(this, "quadBuffer", void 0);
49
+ _defineProperty(this, "particleIndexBuffer", void 0);
50
+ _defineProperty(this, "framebuffer", void 0);
51
+ _defineProperty(this, "colorRampTexture", void 0);
52
+ _defineProperty(this, "backgroundTexture", void 0);
53
+ _defineProperty(this, "screenTexture", void 0);
54
+ _defineProperty(this, "particleStateTexture0", void 0);
55
+ _defineProperty(this, "particleStateTexture1", void 0);
56
+ _defineProperty(this, "windTexture", void 0);
57
+ _defineProperty(this, "windData", void 0);
58
+ this.gl = options.glContext;
59
+ this.width = options.imageWidth;
60
+ this.height = options.imageHeight;
61
+ this.fadeOpacity = options.fadeOpacity;
62
+ this.speedFactor = options.speedFactor;
63
+ this.dropRate = options.dropRate;
64
+ this.dropRateBump = options.dropRateBump;
65
+ this.rampColors = options.rampColors;
66
+ this.init();
67
+ }
68
+ init() {
69
+ const gl = this.gl;
70
+ this.fadeOpacity = 0.996; // how fast the particle trails fade on each frame
71
+ this.speedFactor = 0.25; // how fast the particles move
72
+ this.dropRate = 0.003; // how often the particles move to a random place
73
+ this.dropRateBump = 0.01; // drop rate increase relative to individual particle speed
74
+
75
+ this.drawProgram = glUtils.createProgram(gl, drawVert, drawFrag);
76
+ this.fullScreenProgram = glUtils.createProgram(gl, fullScreenVert, fullScreenFrag);
77
+ this.updateProgram = glUtils.createProgram(gl, updateVert, updateFrag);
78
+ this.quadBuffer = glUtils.createBuffer(gl, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]));
79
+ this.framebuffer = gl.createFramebuffer();
80
+ this.colorRampTexture = glUtils.createTexture(this.gl, this.gl.LINEAR, getColorRamp(this.rampColors), 16, 16);
81
+ const emptyPixels = new Uint8Array(this.width * this.height * 4);
82
+
83
+ // screen textures to hold the drawn screen for the previous and the current frame
84
+
85
+ this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height);
86
+ this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height);
87
+
88
+ // we create a square texture where each pixel will hold a particle position encoded as RGBA
89
+ const particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles));
90
+ // particleRes size
91
+ this.numParticlesSize = particleRes * particleRes;
92
+ const particleState = new Uint8Array(this.numParticlesSize * 4);
93
+ for (let i = 0; i < particleState.length; i++) {
94
+ particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
95
+ }
96
+ // textures to hold the particle state for the current and the next frame
97
+ this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
98
+ this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
99
+ const particleIndices = new Float32Array(this.numParticlesSize);
100
+ for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
101
+ particleIndices[i$1] = i$1;
102
+ }
103
+ this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
104
+ }
105
+ setWind(windData) {
106
+ this.windData = windData;
107
+ this.windTexture = glUtils.createDataTexture(this.gl, this.gl.LINEAR, windData.image);
108
+ }
109
+
110
+ /**
111
+ * 更新风场粒子数量
112
+ * @param num
113
+ */
114
+ updateParticelNum(num) {
115
+ const gl = this.gl;
116
+ if (num !== this.numParticles) {
117
+ this.numParticles = num; // params number
118
+
119
+ // we create a square texture where each pixel will hold a particle position encoded as RGBA
120
+ const particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles));
121
+ this.numParticlesSize = particleRes * particleRes;
122
+ const particleState = new Uint8Array(this.numParticlesSize * 4);
123
+ for (let i = 0; i < particleState.length; i++) {
124
+ particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
125
+ }
126
+ // textures to hold the particle state for the current and the next frame
127
+ this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
128
+ this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
129
+ const particleIndices = new Float32Array(this.numParticlesSize);
130
+ for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
131
+ particleIndices[i$1] = i$1;
132
+ }
133
+ this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
134
+ }
135
+ }
136
+
137
+ /**
138
+ * 更新风场风向风速
139
+ * @param uMin
140
+ * @param uMax
141
+ * @param vMin
142
+ * @param vMax
143
+ */
144
+ updateWindDir(uMin, uMax, vMin, vMax) {
145
+ this.windData.uMin = uMin;
146
+ this.windData.uMax = uMax;
147
+ this.windData.vMin = vMin;
148
+ this.windData.vMax = vMax;
149
+ }
150
+
151
+ /**
152
+ * update rampColors
153
+ * @param rampColors
154
+ */
155
+ updateColorRampTexture(rampColors) {
156
+ if (this.isColorChanged(rampColors)) {
157
+ this.rampColors = rampColors;
158
+ const gl = this.gl;
159
+ gl.deleteTexture(this.colorRampTexture);
160
+ this.colorRampTexture = glUtils.createTexture(gl, gl.LINEAR, getColorRamp(rampColors), 16, 16);
161
+ }
162
+ }
163
+ isColorChanged(rampColors) {
164
+ const keys = Object.keys(rampColors);
165
+ for (const item of keys) {
166
+ const key = Number(item);
167
+ // exist new key -> color need update
168
+ if (!this.rampColors[key]) {
169
+ return true;
170
+ }
171
+ // value changed -> color need update
172
+ if (this.rampColors[key] && this.rampColors[key] !== rampColors[key]) {
173
+ return true;
174
+ }
175
+ }
176
+ return false;
177
+ }
178
+ reSize(width, height) {
179
+ if (width !== this.width || height !== this.height) {
180
+ const gl = this.gl;
181
+ gl.deleteTexture(this.backgroundTexture);
182
+ gl.deleteTexture(this.screenTexture);
183
+ this.width = width;
184
+ this.height = height;
185
+ const emptyPixels = new Uint8Array(width * height * 4);
186
+ // screen textures to hold the drawn screen for the previous and the current frame
187
+ this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
188
+ this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
189
+ }
190
+ }
191
+ draw() {
192
+ var _this$windData;
193
+ if ((_this$windData = this.windData) !== null && _this$windData !== void 0 && _this$windData.image) {
194
+ const gl = this.gl;
195
+ glUtils.bindTexture(gl, this.windTexture, 0);
196
+ glUtils.bindTexture(gl, this.particleStateTexture0, 1);
197
+ this.drawScreen(); // draw Particles into framebuffer
198
+ this.updateParticles();
199
+ return {
200
+ d: this.pixels,
201
+ w: this.width,
202
+ h: this.height
203
+ };
204
+ } else {
205
+ return {
206
+ d: new Uint8Array([0, 0, 0, 0]),
207
+ w: 1,
208
+ h: 1
209
+ };
210
+ }
211
+ }
212
+ drawScreen() {
213
+ const gl = this.gl;
214
+
215
+ // draw the screen into a temporary framebuffer to retain it as the background on the next frame
216
+ bindFramebuffer(gl, this.framebuffer, this.screenTexture);
217
+ gl.viewport(0, 0, this.width, this.height);
218
+ gl.disable(gl.BLEND);
219
+ this.drawFullTexture(this.backgroundTexture, this.fadeOpacity);
220
+ this.drawParticles();
221
+ this.pixels = new Uint8Array(4 * this.width * this.height);
222
+ gl.readPixels(0, 0, this.width, this.height, gl.RGBA, gl.UNSIGNED_BYTE, this.pixels);
223
+ bindFramebuffer(gl, null, null);
224
+ gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
225
+
226
+ // save the current screen as the background for the next frame
227
+ const temp = this.backgroundTexture;
228
+ this.backgroundTexture = this.screenTexture;
229
+ this.screenTexture = temp;
230
+ }
231
+ drawFullTexture(texture, opacity) {
232
+ const gl = this.gl;
233
+ const program = this.fullScreenProgram;
234
+ gl.useProgram(program);
235
+
236
+ // bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
237
+
238
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
239
+ gl.vertexAttribPointer(program.a_pos, 2, gl.FLOAT, false, 0, 0);
240
+ gl.enableVertexAttribArray(program.a_pos);
241
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
242
+ glUtils.bindTexture(gl, texture, 2);
243
+ gl.uniform1i(program.u_screen, 2);
244
+ gl.uniform1f(program.u_opacity, opacity);
245
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
246
+ // gl.drawArrays(gl.POINTS, 0, 6);
247
+ }
248
+ drawParticles() {
249
+ const gl = this.gl;
250
+ const program = this.drawProgram;
251
+ gl.useProgram(program);
252
+ bindAttribute(gl, this.particleIndexBuffer, program.a_index, 1);
253
+ glUtils.bindTexture(gl, this.colorRampTexture, 2);
254
+ gl.uniform1i(program.u_wind, 0);
255
+ gl.uniform1i(program.u_particles, 1);
256
+ gl.uniform1i(program.u_color_ramp, 2);
257
+ gl.uniform1f(program.u_particles_res, this.particleStateResolution);
258
+ gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
259
+ gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
260
+ gl.drawArrays(gl.POINTS, 0, this.numParticlesSize);
261
+ }
262
+ updateParticles() {
263
+ const gl = this.gl;
264
+ bindFramebuffer(gl, this.framebuffer, this.particleStateTexture1);
265
+ gl.viewport(0, 0, this.particleStateResolution, this.particleStateResolution);
266
+ const program = this.updateProgram;
267
+ gl.useProgram(program);
268
+ bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
269
+ gl.uniform1i(program.u_wind, 0);
270
+ gl.uniform1i(program.u_particles, 1);
271
+ gl.uniform1f(program.u_rand_seed, Math.random());
272
+ gl.uniform2f(program.u_wind_res, this.windData.image.width * 2, this.windData.image.height * 2);
273
+ gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
274
+ gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
275
+ gl.uniform1f(program.u_speed_factor, this.speedFactor);
276
+ gl.uniform1f(program.u_drop_rate, this.dropRate);
277
+ gl.uniform1f(program.u_drop_rate_bump, this.dropRateBump);
278
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
279
+
280
+ // swap the particle state textures so the new one becomes the current one
281
+ const temp = this.particleStateTexture0;
282
+ this.particleStateTexture0 = this.particleStateTexture1;
283
+ this.particleStateTexture1 = temp;
284
+ bindFramebuffer(gl, null, null);
285
+
286
+ // gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
287
+ }
288
+ destroy() {
289
+ // private drawProgram: WebGLProgram;
290
+ // private fullScreenProgram: WebGLProgram;
291
+ // private updateProgram: WebGLProgram;
292
+
293
+ // private quadBuffer: WebGLBuffer | null;
294
+ // private particleIndexBuffer: WebGLBuffer | null;
295
+
296
+ // private framebuffer: WebGLFramebuffer | null;
297
+
298
+ // private colorRampTexture: WebGLTexture | null;
299
+ // private backgroundTexture: WebGLTexture | null;
300
+ // private screenTexture: WebGLTexture | null;
301
+ // private particleStateTexture0: WebGLTexture | null;
302
+ // private particleStateTexture1: WebGLTexture | null;
303
+ // private windTexture: WebGLTexture | null;
304
+
305
+ this.gl.deleteBuffer(this.quadBuffer);
306
+ this.gl.deleteBuffer(this.particleIndexBuffer);
307
+ this.gl.deleteFramebuffer(this.framebuffer);
308
+
309
+ // @ts-ignore
310
+ this.gl.deleteShader(this.drawProgram.vertexShader);
311
+ // @ts-ignore
312
+ this.gl.deleteShader(this.drawProgram.fragmentShader);
313
+ this.gl.deleteProgram(this.drawProgram);
314
+
315
+ // @ts-ignore
316
+ this.gl.deleteShader(this.fullScreenProgram.vertexShader);
317
+ // @ts-ignore
318
+ this.gl.deleteShader(this.fullScreenProgram.fragmentShader);
319
+ this.gl.deleteProgram(this.fullScreenProgram);
320
+
321
+ // @ts-ignore
322
+ this.gl.deleteShader(this.updateProgram.vertexShader);
323
+ // @ts-ignore
324
+ this.gl.deleteShader(this.updateProgram.fragmentShader);
325
+ this.gl.deleteProgram(this.updateProgram);
326
+ this.gl.deleteTexture(this.colorRampTexture);
327
+ this.gl.deleteTexture(this.backgroundTexture);
328
+ this.gl.deleteTexture(this.screenTexture);
329
+ this.gl.deleteTexture(this.particleStateTexture0);
330
+ this.gl.deleteTexture(this.particleStateTexture1);
331
+ this.gl.deleteTexture(this.windTexture);
332
+ }
333
+ }
@@ -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 }";