@antv/l7-layers 2.6.16 → 2.6.17

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.
@@ -27,8 +27,8 @@ import { HeatmapTriangulation } from '../../core/triangulation';
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  var heatmap3DFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_opacity;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\n\nvoid main(){\n \n float intensity = texture2D(u_texture, v_texCoord).r;\n vec4 color = texture2D(u_colorTexture,vec2(intensity, 0));\n gl_FragColor = color;\n // gl_FragColor.a = color.a * smoothstep(0.1,0.2,intensity)* u_opacity;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n}\n";
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  var heatmap3DVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_InverseViewProjectionMatrix;\nuniform mat4 u_ViewProjectionMatrixUncentered;\nvarying float v_intensity;\n\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 + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + 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#pragma include \"projection\"\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\tvec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n\tvec4 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\tvec4 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\tinverseP2 = inverseP2 / inverseP2.w;\n\n\tfloat zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n\tvec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);\n float fh;\n\n v_intensity = texture2D(u_texture, v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);\n \n}\n";
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  var heatmapColorFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_opacity;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\n\nvoid main(){\n float intensity = texture2D(u_texture, v_texCoord).r;\n vec4 color = texture2D(u_colorTexture,vec2(intensity, 0));\n gl_FragColor =color;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n\n}\n";
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- var heatmapFrag = "precision highp float;\nuniform float u_intensity;\nvarying float v_weight;\nvarying vec2 v_extrude;\n#define GAUSS_COEF 0.3989422804014327\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 gl_FragColor = vec4(val, 1., 1., 1.);\n}\n";
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- var heatmapVert = "precision highp float;\nattribute vec3 a_Position;\nattribute float a_Size;\nattribute vec2 a_Dir;\nuniform float u_intensity;\nuniform float u_radius;\nvarying vec2 v_extrude;\nvarying float v_weight;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n\nvoid main(){\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)) / 3.0;\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 if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
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+ var heatmapFramebufferFrag = "precision highp float;\nuniform float u_intensity;\nvarying float v_weight;\nvarying vec2 v_extrude;\n#define GAUSS_COEF 0.3989422804014327\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 gl_FragColor = vec4(val, 1., 1., 1.);\n}\n";
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+ var heatmapFramebufferVert = "precision highp float;\nattribute vec3 a_Position;\nattribute float a_Size;\nattribute vec2 a_Dir;\nuniform float u_intensity;\nuniform float u_radius;\nvarying vec2 v_extrude;\nvarying float v_weight;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n\nvoid main(){\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 if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
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  var heatmapColorVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\nvoid main() {\n v_texCoord = a_Uv;\n v_intensity = texture2D(u_texture, v_texCoord).r;\n gl_Position = vec4(a_Position.xy, 0, 1.);\n}\n";
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  import { heatMap3DTriangulation } from '../triangulation';
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  var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
@@ -175,8 +175,8 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
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  value: function buildHeatMapIntensity() {
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  return this.layer.buildLayerModel({
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  moduleName: 'heatmapintensity',
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- vertexShader: heatmapVert,
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- fragmentShader: heatmapFrag,
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+ vertexShader: heatmapFramebufferVert,
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+ fragmentShader: heatmapFramebufferFrag,
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  triangulation: HeatmapTriangulation,
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  depth: {
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  enable: false
@@ -1 +1 @@
1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IFramebuffer,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, IColorRamp } from '@antv/l7-utils';\nimport { mat4 } from 'gl-matrix';\nimport { inject, injectable } from 'inversify';\nimport 'reflect-metadata';\nimport BaseModel from '../../core/BaseModel';\nimport { HeatmapTriangulation } from '../../core/triangulation';\nimport heatmap3DFrag from '../shaders/heatmap_3d_frag.glsl';\nimport heatmap3DVert from '../shaders/heatmap_3d_vert.glsl';\nimport heatmapColorFrag from '../shaders/heatmap_frag.glsl';\nimport heatmapFrag from '../shaders/heatmap_framebuffer_frag.glsl';\nimport heatmapVert from '../shaders/heatmap_framebuffer_vert.glsl';\nimport heatmapColorVert from '../shaders/heatmap_vert.glsl';\nimport { heatMap3DTriangulation } from '../triangulation';\ninterface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n}\n@injectable()\nexport default class HeatMapModel extends BaseModel {\n protected texture: ITexture2D;\n protected colorTexture: ITexture2D;\n protected heatmapFramerBuffer: IFramebuffer;\n private intensityModel: IModel;\n private colorModel: IModel;\n private shapeType: string;\n\n public render() {\n const { clear, useFramebuffer } = this.rendererService;\n useFramebuffer(this.heatmapFramerBuffer, () => {\n clear({\n color: [0, 0, 0, 0],\n depth: 1,\n stencil: 0,\n framebuffer: this.heatmapFramerBuffer,\n });\n this.drawIntensityMode();\n });\n if (this.layer.styleNeedUpdate) {\n this.updateColorTexture();\n }\n this.shapeType === 'heatmap' ? this.drawColorMode() : this.draw3DHeatMap();\n }\n\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public initModels(): IModel[] {\n const {\n createFramebuffer,\n clear,\n getViewportSize,\n createTexture2D,\n useFramebuffer,\n } = this.rendererService;\n const shapeAttr = 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elements: createElements({\n data: [0, 2, 1, 2, 3, 1],\n type: gl.UNSIGNED_INT,\n count: 6,\n }),\n });\n }\n\n private drawIntensityMode() {\n const {\n opacity,\n intensity = 10,\n radius = 5,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n this.intensityModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_radius: radius,\n u_intensity: intensity,\n },\n });\n }\n\n private drawColorMode() {\n const {\n opacity,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_colorTexture: this.colorTexture,\n u_texture: this.heatmapFramerBuffer,\n },\n });\n }\n\n private draw3DHeatMap() {\n const {\n opacity,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n\n // const invert = mat4.invert(\n // mat4.create(),\n // mat4.fromValues(\n // // @ts-ignore\n // ...this.cameraService.getViewProjectionMatrixUncentered(),\n // ),\n // ) as mat4;\n const invert = mat4.create();\n mat4.invert(\n invert,\n this.cameraService.getViewProjectionMatrixUncentered() as mat4,\n );\n\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_colorTexture: this.colorTexture,\n u_texture: this.heatmapFramerBuffer,\n u_ViewProjectionMatrixUncentered: this.cameraService.getViewProjectionMatrixUncentered(),\n u_InverseViewProjectionMatrix: [...invert],\n },\n });\n }\n private build3dHeatMap() {\n const { getViewportSize } = this.rendererService;\n const { width, height } = getViewportSize();\n const triangulation = heatMap3DTriangulation(width / 4.0, height / 4.0);\n this.shaderModuleService.registerModule('heatmap3dColor', {\n vs: heatmap3DVert,\n fs: heatmap3DFrag,\n });\n\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(\n 'heatmap3dColor',\n );\n const {\n createAttribute,\n createElements,\n createBuffer,\n createModel,\n } = this.rendererService;\n return createModel({\n vs,\n fs,\n attributes: {\n a_Position: createAttribute({\n buffer: 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Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n }\n}\n"],"file":"heatmap.js"}
1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IFramebuffer,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, IColorRamp } from '@antv/l7-utils';\nimport { mat4 } from 'gl-matrix';\nimport { inject, injectable } from 'inversify';\nimport 'reflect-metadata';\nimport BaseModel from '../../core/BaseModel';\nimport { HeatmapTriangulation } from '../../core/triangulation';\nimport heatmap3DFrag from '../shaders/heatmap_3d_frag.glsl';\nimport heatmap3DVert from '../shaders/heatmap_3d_vert.glsl';\nimport heatmapColorFrag from '../shaders/heatmap_frag.glsl';\nimport heatmapFramebufferFrag from '../shaders/heatmap_framebuffer_frag.glsl';\nimport heatmapFramebufferVert from '../shaders/heatmap_framebuffer_vert.glsl';\nimport heatmapColorVert from '../shaders/heatmap_vert.glsl';\nimport { heatMap3DTriangulation } from '../triangulation';\ninterface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n}\n@injectable()\nexport default class HeatMapModel extends BaseModel {\n protected texture: ITexture2D;\n protected colorTexture: ITexture2D;\n protected heatmapFramerBuffer: IFramebuffer;\n private intensityModel: IModel;\n private colorModel: IModel;\n private shapeType: string;\n\n public render() {\n const { clear, useFramebuffer } = this.rendererService;\n useFramebuffer(this.heatmapFramerBuffer, () => {\n clear({\n color: [0, 0, 0, 0],\n depth: 1,\n stencil: 0,\n framebuffer: this.heatmapFramerBuffer,\n });\n this.drawIntensityMode();\n });\n if (this.layer.styleNeedUpdate) {\n this.updateColorTexture();\n }\n this.shapeType === 'heatmap' ? this.drawColorMode() : this.draw3DHeatMap();\n }\n\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public initModels(): IModel[] {\n const {\n createFramebuffer,\n clear,\n getViewportSize,\n createTexture2D,\n useFramebuffer,\n } = this.rendererService;\n const shapeAttr = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shapeType = shapeAttr?.scale?.field || 'heatmap';\n this.shapeType = shapeType as string;\n // 生成热力图密度图\n this.intensityModel = this.buildHeatMapIntensity();\n // 渲染到屏幕\n this.colorModel =\n shapeType === 'heatmap'\n ? this.buildHeatmapColor() // 2D\n : this.build3dHeatMap(); // 3D\n\n const { width, height } = getViewportSize();\n\n // 初始化密度图纹理\n this.heatmapFramerBuffer = createFramebuffer({\n color: createTexture2D({\n width: Math.floor(width / 4),\n height: Math.floor(height / 4),\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n }),\n depth: false,\n });\n\n this.updateColorTexture();\n\n return [this.intensityModel, this.colorModel];\n }\n\n public buildModels(): IModel[] {\n return this.initModels();\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'dir',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Dir',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return [size as number];\n },\n },\n });\n }\n private buildHeatMapIntensity(): IModel {\n return this.layer.buildLayerModel({\n moduleName: 'heatmapintensity',\n vertexShader: heatmapFramebufferVert,\n fragmentShader: heatmapFramebufferFrag,\n triangulation: HeatmapTriangulation,\n depth: {\n enable: false,\n },\n blend: {\n enable: true,\n func: {\n srcRGB: gl.ONE,\n srcAlpha: 1,\n dstRGB: gl.ONE,\n dstAlpha: 1,\n },\n },\n });\n }\n\n private buildHeatmapColor(): IModel {\n this.shaderModuleService.registerModule('heatmapColor', {\n vs: heatmapColorVert,\n fs: heatmapColorFrag,\n });\n\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(\n 'heatmapColor',\n );\n const {\n createAttribute,\n createElements,\n createBuffer,\n createModel,\n } = this.rendererService;\n return createModel({\n vs,\n fs,\n attributes: {\n a_Position: createAttribute({\n buffer: createBuffer({\n data: [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0],\n type: gl.FLOAT,\n }),\n size: 3,\n }),\n a_Uv: createAttribute({\n buffer: createBuffer({\n data: [0, 1, 1, 1, 0, 0, 1, 0],\n type: gl.FLOAT,\n }),\n size: 2,\n }),\n },\n uniforms: {\n ...uniforms,\n },\n depth: {\n enable: false,\n },\n blend: this.getBlend(),\n count: 6,\n elements: createElements({\n data: [0, 2, 1, 2, 3, 1],\n type: gl.UNSIGNED_INT,\n count: 6,\n }),\n });\n }\n\n private drawIntensityMode() {\n const {\n opacity,\n intensity = 10,\n radius = 5,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n this.intensityModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_radius: radius,\n u_intensity: intensity,\n },\n });\n }\n\n private drawColorMode() {\n const {\n opacity,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_colorTexture: this.colorTexture,\n u_texture: this.heatmapFramerBuffer,\n },\n });\n }\n\n private draw3DHeatMap() {\n const {\n opacity,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n\n // const invert = mat4.invert(\n // mat4.create(),\n // mat4.fromValues(\n // // @ts-ignore\n // ...this.cameraService.getViewProjectionMatrixUncentered(),\n // ),\n // ) as mat4;\n const invert = mat4.create();\n mat4.invert(\n invert,\n this.cameraService.getViewProjectionMatrixUncentered() as mat4,\n );\n\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_colorTexture: this.colorTexture,\n u_texture: this.heatmapFramerBuffer,\n u_ViewProjectionMatrixUncentered: this.cameraService.getViewProjectionMatrixUncentered(),\n u_InverseViewProjectionMatrix: [...invert],\n },\n });\n }\n private build3dHeatMap() {\n const { getViewportSize } = this.rendererService;\n const { width, height } = getViewportSize();\n const triangulation = heatMap3DTriangulation(width / 4.0, height / 4.0);\n this.shaderModuleService.registerModule('heatmap3dColor', {\n vs: heatmap3DVert,\n fs: heatmap3DFrag,\n });\n\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(\n 'heatmap3dColor',\n );\n const {\n createAttribute,\n createElements,\n createBuffer,\n createModel,\n } = this.rendererService;\n return createModel({\n vs,\n fs,\n attributes: {\n a_Position: createAttribute({\n buffer: createBuffer({\n data: triangulation.vertices,\n type: gl.FLOAT,\n }),\n size: 3,\n }),\n a_Uv: createAttribute({\n buffer: createBuffer({\n data: triangulation.uvs,\n type: gl.FLOAT,\n }),\n size: 2,\n }),\n },\n primitive: gl.TRIANGLES,\n uniforms: {\n ...uniforms,\n },\n depth: {\n enable: true,\n },\n blend: {\n enable: true,\n func: {\n srcRGB: gl.SRC_ALPHA,\n srcAlpha: 1,\n dstRGB: gl.ONE_MINUS_SRC_ALPHA,\n dstAlpha: 1,\n },\n },\n elements: createElements({\n data: triangulation.indices,\n type: gl.UNSIGNED_INT,\n count: triangulation.indices.length,\n }),\n });\n }\n private updateStyle() {\n this.updateColorTexture();\n }\n\n private updateColorTexture() {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.destroy();\n }\n\n const {\n rampColors,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n const imageData = generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: new Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n }\n}\n"],"file":"heatmap.js"}
@@ -2,6 +2,7 @@ import { IModelUniform } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class ImageTileModel extends BaseModel {
4
4
  tileLayer: any;
5
+ private timestamp;
5
6
  getUninforms(): IModelUniform;
6
7
  tile(): void;
7
8
  initModels(): import("@antv/l7-core").IModel[];
@@ -36,6 +36,8 @@ var ImageTileModel = function (_BaseModel) {
36
36
 
37
37
  _defineProperty(_assertThisInitialized(_this), "tileLayer", void 0);
38
38
 
39
+ _defineProperty(_assertThisInitialized(_this), "timestamp", void 0);
40
+
39
41
  return _this;
40
42
  }
41
43
 
@@ -95,21 +97,17 @@ var ImageTileModel = function (_BaseModel) {
95
97
  crstype: 'epsg3857'
96
98
  });
97
99
  this.tile();
98
- var t = new Date().getTime();
99
- this.mapService.on('mapchange', function () {
100
- var newT = new Date().getTime();
101
- var cutT = newT - t;
102
- t = newT;
103
-
104
- if (cutT < 16) {
105
- return;
106
- }
107
-
108
- if (_this2.mapService.getZoom() < 2.0) {
109
- return;
100
+ this.mapService.on('mapchange', function (e) {
101
+ if (_this2.timestamp) {
102
+ clearTimeout(_this2.timestamp);
103
+ _this2.timestamp = null;
110
104
  }
111
105
 
112
- _this2.tile();
106
+ _this2.timestamp = setTimeout(function () {
107
+ if (_this2.mapService.getZoom() >= 2.0) {
108
+ _this2.tile();
109
+ }
110
+ }, 500);
113
111
  });
114
112
  }
115
113
 
@@ -1 +1 @@
1
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t;\n t = newT;\n // TODO: 限制刷新频率\n if (cutT < 16) {\n return;\n }\n // TODO: 瓦片地图最大层级为 2\n if (this.mapService.getZoom() < 2.0) {\n return;\n }\n this.tile();\n });\n }\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'ImageTileLayer',\n vertexShader: ImageTileVert,\n fragmentShader: ImageTileFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public clearModels() {\n this.tileLayer.removeTiles();\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n protected registerBuiltinAttributes() {\n return;\n }\n}\n"],"file":"imagetile.js"}
1
+ {"version":3,"sources":["../../../src/imagetile/models/imagetile.ts"],"names":["gl","BaseModel","RasterImageTriangulation","Tile","ImageTileModel","mapService","getBounds","WS","EN","NE","lng","lat","SW","tileLayer","calCurrentTiles","tileCenter","getCenter","currentZoom","getZoom","minSourceZoom","getMinZoom","minZoom","maxZoom","getMaxZoom","layer","zIndex","getLayerConfig","resolution","maxSourceZoom","source","getSource","data","tileurl","url","layerService","crstype","tile","on","e","timestamp","clearTimeout","setTimeout","buildLayerModel","moduleName","vertexShader","ImageTileVert","fragmentShader","ImageTileFrag","triangulation","primitive","TRIANGLES","depth","enable","blend","getBlend","removeTiles","initModels"],"mappings":";;;;;;;;;;;;;AAAA,SAASA,EAAT,QAAkC,eAAlC;AACA,OAAOC,SAAP,MAAsB,sBAAtB;AACA,SAASC,wBAAT,QAAyC,0BAAzC;;;AAIA,OAAOC,IAAP,MAAiB,eAAjB;;IAOqBC,c;;;;;;;;;;;;;;;;;;;;;;;;;WAGnB,wBAAqC;AACnC,aAAO,EAAP;AACD;;;WAGD,gBAAc;AACZ,kCAAiB,KAAKC,UAAL,CAAgBC,SAAhB,EAAjB;AAAA;AAAA,UAAOC,EAAP;AAAA,UAAWC,EAAX;;AACA,UAAMC,EAAE,GAAG;AAAEC,QAAAA,GAAG,EAAEF,EAAE,CAAC,CAAD,CAAT;AAAcG,QAAAA,GAAG,EAAEH,EAAE,CAAC,CAAD;AAArB,OAAX;AACA,UAAMI,EAAE,GAAG;AAAEF,QAAAA,GAAG,EAAEH,EAAE,CAAC,CAAD,CAAT;AAAcI,QAAAA,GAAG,EAAEJ,EAAE,CAAC,CAAD;AAArB,OAAX;AACA,WAAKM,SAAL,CAAeC,eAAf,CAA+B;AAC7BL,QAAAA,EAAE,EAAFA,EAD6B;AAE7BG,QAAAA,EAAE,EAAFA,EAF6B;AAG7BG,QAAAA,UAAU,EAAE,KAAKV,UAAL,CAAgBW,SAAhB,EAHiB;AAI7BC,QAAAA,WAAW,EAAE,KAAKZ,UAAL,CAAgBa,OAAhB,EAJgB;AAK7BC,QAAAA,aAAa,EAAE,KAAKd,UAAL,CAAgBe,UAAhB,EALc;AAM7BC,QAAAA,OAAO,EAAE,KAAKhB,UAAL,CAAgBe,UAAhB,EANoB;AAO7BE,QAAAA,OAAO,EAAE,KAAKjB,UAAL,CAAgBkB,UAAhB;AAPoB,OAA/B;AASD;;;WAED,sBAAoB;AAAA;;AAElB,WAAKC,KAAL,CAAWC,MAAX,GAAoB,CAAC,GAArB;;AACA,iBAGI,KAAKD,KAAL,CAAWE,cAAX,EAHJ;AAAA,iCACEC,UADF;AAAA,UACEA,UADF,gCACe,KADf;AAAA,oCAEEC,aAFF;AAAA,UAEEA,aAFF,mCAEkB,EAFlB;;AAIA,UAAMC,MAAM,GAAG,KAAKL,KAAL,CAAWM,SAAX,EAAf;;AAEA,UAAID,MAAM,CAACE,IAAP,CAAYC,OAAhB,EAAyB;AACvB,aAAKnB,SAAL,GAAiB,IAAIV,IAAJ,CAAS;AACxB8B,UAAAA,GAAG,EAAEJ,MAAM,CAACE,IAAP,CAAYC,OADO;AAExBE,UAAAA,YAAY,EAAE,KAAKA,YAFK;AAGxBV,UAAAA,KAAK,EAAE,KAAKA,KAHY;AAIxBG,UAAAA,UAAU,EAAVA,UAJwB;AAKxBC,UAAAA,aAAa,EAAbA,aALwB;AAOxBO,UAAAA,OAAO,EAAE;AAPe,SAAT,CAAjB;AAWA,aAAKC,IAAL;AAEA,aAAK/B,UAAL,CAAgBgC,EAAhB,CAAmB,WAAnB,EAAgC,UAACC,CAAD,EAAO;AACrC,cAAI,MAAI,CAACC,SAAT,EAAoB;AAClBC,YAAAA,YAAY,CAAC,MAAI,CAACD,SAAN,CAAZ;AACA,YAAA,MAAI,CAACA,SAAL,GAAiB,IAAjB;AACD;;AAED,UAAA,MAAI,CAACA,SAAL,GAAiBE,UAAU,CAAC,YAAM;AAEhC,gBAAI,MAAI,CAACpC,UAAL,CAAgBa,OAAhB,MAA6B,GAAjC,EAAsC;AACpC,cAAA,MAAI,CAACkB,IAAL;AACD;AACF,WAL0B,EAKxB,GALwB,CAA3B;AAMD,SAZD;AAaD;;AAED,aAAO,CACL,KAAKZ,KAAL,CAAWkB,eAAX,CAA2B;AACzBC,QAAAA,UAAU,EAAE,gBADa;AAEzBC,QAAAA,YAAY,EAAEC,aAFW;AAGzBC,QAAAA,cAAc,EAAEC,aAHS;AAIzBC,QAAAA,aAAa,EAAE9C,wBAJU;AAKzB+C,QAAAA,SAAS,EAAEjD,EAAE,CAACkD,SALW;AAMzBC,QAAAA,KAAK,EAAE;AAAEC,UAAAA,MAAM,EAAE;AAAV,SANkB;AAOzBC,QAAAA,KAAK,EAAE,KAAKC,QAAL;AAPkB,OAA3B,CADK,CAAP;AAWD;;;WAED,uBAAqB;AACnB,WAAKzC,SAAL,CAAe0C,WAAf;AACD;;;WAED,uBAAqB;AACnB,aAAO,KAAKC,UAAL,EAAP;AACD;;;WAED,qCAAsC;AACpC;AACD;;;;EApFyCvD,S;;SAAvBG,c","sourcesContent":["import { gl, IModelUniform } from '@antv/l7-core';\nimport BaseModel from '../../core/BaseModel';\nimport { RasterImageTriangulation } from '../../core/triangulation';\nimport ImageTileFrag from './shaders/imagetile_frag.glsl';\nimport ImageTileVert from './shaders/imagetile_vert.glsl';\n\nimport Tile from '../utils/Tile';\n\ninterface IImageLayerStyleOptions {\n resolution: string;\n maxSourceZoom: number;\n}\n\nexport default class ImageTileModel extends BaseModel {\n public tileLayer: any;\n private timestamp: number | null;\n public getUninforms(): IModelUniform {\n return {};\n }\n\n // 瓦片方法\n public tile() {\n const [WS, EN] = this.mapService.getBounds();\n const NE = { lng: EN[0], lat: EN[1] };\n const SW = { lng: WS[0], lat: WS[1] };\n this.tileLayer.calCurrentTiles({\n NE,\n SW,\n tileCenter: this.mapService.getCenter(),\n currentZoom: this.mapService.getZoom(),\n minSourceZoom: this.mapService.getMinZoom(),\n minZoom: this.mapService.getMinZoom(),\n maxZoom: this.mapService.getMaxZoom(),\n });\n }\n\n public initModels() {\n // TODO: 瓦片组件默认在最下层\n this.layer.zIndex = -999;\n const {\n resolution = 'low',\n maxSourceZoom = 17,\n } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n const source = this.layer.getSource();\n // 当存在 url 的时候生效\n if (source.data.tileurl) {\n this.tileLayer = new Tile({\n url: source.data.tileurl,\n layerService: this.layerService,\n layer: this.layer,\n resolution,\n maxSourceZoom,\n // Tip: 当前为 default\n crstype: 'epsg3857',\n });\n\n // TODO: 首次加载的时候请求瓦片\n this.tile();\n\n this.mapService.on('mapchange', (e) => {\n if (this.timestamp) {\n clearTimeout(this.timestamp);\n this.timestamp = null;\n }\n // @ts-ignore 节流\n this.timestamp = setTimeout(() => {\n // TODO: 瓦片地图最大层级为 2\n if (this.mapService.getZoom() >= 2.0) {\n this.tile();\n }\n }, 500);\n });\n }\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'ImageTileLayer',\n vertexShader: ImageTileVert,\n fragmentShader: ImageTileFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public clearModels() {\n this.tileLayer.removeTiles();\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n protected registerBuiltinAttributes() {\n return;\n }\n}\n"],"file":"imagetile.js"}
@@ -52,8 +52,8 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
52
52
  var heatmap3DFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_opacity;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\n\nvoid main(){\n \n float intensity = texture2D(u_texture, v_texCoord).r;\n vec4 color = texture2D(u_colorTexture,vec2(intensity, 0));\n gl_FragColor = color;\n // gl_FragColor.a = color.a * smoothstep(0.1,0.2,intensity)* u_opacity;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n}\n";
53
53
  var heatmap3DVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_InverseViewProjectionMatrix;\nuniform mat4 u_ViewProjectionMatrixUncentered;\nvarying float v_intensity;\n\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 + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + 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#pragma include \"projection\"\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\tvec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n\tvec4 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\tvec4 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\tinverseP2 = inverseP2 / inverseP2.w;\n\n\tfloat zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n\tvec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);\n float fh;\n\n v_intensity = texture2D(u_texture, v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);\n \n}\n";
54
54
  var heatmapColorFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_opacity;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\n\nvoid main(){\n float intensity = texture2D(u_texture, v_texCoord).r;\n vec4 color = texture2D(u_colorTexture,vec2(intensity, 0));\n gl_FragColor =color;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n\n}\n";
55
- var heatmapFrag = "precision highp float;\nuniform float u_intensity;\nvarying float v_weight;\nvarying vec2 v_extrude;\n#define GAUSS_COEF 0.3989422804014327\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 gl_FragColor = vec4(val, 1., 1., 1.);\n}\n";
56
- var heatmapVert = "precision highp float;\nattribute vec3 a_Position;\nattribute float a_Size;\nattribute vec2 a_Dir;\nuniform float u_intensity;\nuniform float u_radius;\nvarying vec2 v_extrude;\nvarying float v_weight;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n\nvoid main(){\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)) / 3.0;\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 if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
55
+ var heatmapFramebufferFrag = "precision highp float;\nuniform float u_intensity;\nvarying float v_weight;\nvarying vec2 v_extrude;\n#define GAUSS_COEF 0.3989422804014327\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 gl_FragColor = vec4(val, 1., 1., 1.);\n}\n";
56
+ var heatmapFramebufferVert = "precision highp float;\nattribute vec3 a_Position;\nattribute float a_Size;\nattribute vec2 a_Dir;\nuniform float u_intensity;\nuniform float u_radius;\nvarying vec2 v_extrude;\nvarying float v_weight;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n\nvoid main(){\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 if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
57
57
  var heatmapColorVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\nvoid main() {\n v_texCoord = a_Uv;\n v_intensity = texture2D(u_texture, v_texCoord).r;\n gl_Position = vec4(a_Position.xy, 0, 1.);\n}\n";
58
58
  var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = function (_BaseModel) {
59
59
  (0, _inherits2.default)(HeatMapModel, _BaseModel);
@@ -192,8 +192,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = function
192
192
  value: function buildHeatMapIntensity() {
193
193
  return this.layer.buildLayerModel({
194
194
  moduleName: 'heatmapintensity',
195
- vertexShader: heatmapVert,
196
- fragmentShader: heatmapFrag,
195
+ vertexShader: heatmapFramebufferVert,
196
+ fragmentShader: heatmapFramebufferFrag,
197
197
  triangulation: _triangulation.HeatmapTriangulation,
198
198
  depth: {
199
199
  enable: false
@@ -1 +1 @@
1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IFramebuffer,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, IColorRamp } from '@antv/l7-utils';\nimport { mat4 } from 'gl-matrix';\nimport { inject, injectable } from 'inversify';\nimport 'reflect-metadata';\nimport BaseModel from '../../core/BaseModel';\nimport { HeatmapTriangulation } from '../../core/triangulation';\nimport heatmap3DFrag from '../shaders/heatmap_3d_frag.glsl';\nimport heatmap3DVert from '../shaders/heatmap_3d_vert.glsl';\nimport heatmapColorFrag from '../shaders/heatmap_frag.glsl';\nimport heatmapFrag from '../shaders/heatmap_framebuffer_frag.glsl';\nimport heatmapVert from '../shaders/heatmap_framebuffer_vert.glsl';\nimport heatmapColorVert from '../shaders/heatmap_vert.glsl';\nimport { heatMap3DTriangulation } from '../triangulation';\ninterface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n}\n@injectable()\nexport default class HeatMapModel extends BaseModel {\n protected texture: ITexture2D;\n protected colorTexture: ITexture2D;\n protected heatmapFramerBuffer: IFramebuffer;\n private intensityModel: IModel;\n private colorModel: IModel;\n private shapeType: string;\n\n public render() {\n const { clear, useFramebuffer } = this.rendererService;\n useFramebuffer(this.heatmapFramerBuffer, () => {\n clear({\n color: [0, 0, 0, 0],\n depth: 1,\n stencil: 0,\n framebuffer: this.heatmapFramerBuffer,\n });\n this.drawIntensityMode();\n });\n if (this.layer.styleNeedUpdate) {\n this.updateColorTexture();\n }\n this.shapeType === 'heatmap' ? this.drawColorMode() : this.draw3DHeatMap();\n }\n\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public initModels(): IModel[] {\n const {\n createFramebuffer,\n clear,\n getViewportSize,\n createTexture2D,\n useFramebuffer,\n } = this.rendererService;\n const shapeAttr = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shapeType = shapeAttr?.scale?.field || 'heatmap';\n this.shapeType = shapeType as string;\n // 生成热力图密度图\n this.intensityModel = this.buildHeatMapIntensity();\n // 渲染到屏幕\n this.colorModel =\n shapeType === 'heatmap'\n ? this.buildHeatmapColor() // 2D\n : this.build3dHeatMap(); // 3D\n\n const { width, height } = getViewportSize();\n\n // 初始化密度图纹理\n this.heatmapFramerBuffer = createFramebuffer({\n color: createTexture2D({\n width: Math.floor(width / 4),\n height: Math.floor(height / 4),\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n }),\n depth: false,\n });\n\n this.updateColorTexture();\n\n return [this.intensityModel, this.colorModel];\n }\n\n public buildModels(): IModel[] {\n return this.initModels();\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'dir',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Dir',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return [size as number];\n },\n },\n });\n }\n private buildHeatMapIntensity(): IModel {\n return this.layer.buildLayerModel({\n moduleName: 'heatmapintensity',\n vertexShader: heatmapVert,\n fragmentShader: heatmapFrag,\n triangulation: HeatmapTriangulation,\n depth: {\n enable: false,\n },\n blend: {\n enable: true,\n func: {\n srcRGB: gl.ONE,\n srcAlpha: 1,\n dstRGB: gl.ONE,\n dstAlpha: 1,\n },\n },\n });\n }\n\n private buildHeatmapColor(): IModel {\n this.shaderModuleService.registerModule('heatmapColor', {\n vs: heatmapColorVert,\n fs: heatmapColorFrag,\n });\n\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(\n 'heatmapColor',\n );\n const {\n createAttribute,\n createElements,\n createBuffer,\n createModel,\n } = this.rendererService;\n return createModel({\n vs,\n fs,\n attributes: {\n a_Position: createAttribute({\n buffer: createBuffer({\n data: [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0],\n type: gl.FLOAT,\n }),\n size: 3,\n }),\n a_Uv: createAttribute({\n buffer: createBuffer({\n data: [0, 1, 1, 1, 0, 0, 1, 0],\n type: gl.FLOAT,\n }),\n size: 2,\n }),\n },\n uniforms: {\n ...uniforms,\n },\n depth: {\n enable: false,\n },\n blend: this.getBlend(),\n count: 6,\n 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mat4.invert(\n invert,\n this.cameraService.getViewProjectionMatrixUncentered() as mat4,\n );\n\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_colorTexture: this.colorTexture,\n u_texture: this.heatmapFramerBuffer,\n u_ViewProjectionMatrixUncentered: this.cameraService.getViewProjectionMatrixUncentered(),\n u_InverseViewProjectionMatrix: [...invert],\n },\n });\n }\n private build3dHeatMap() {\n const { getViewportSize } = this.rendererService;\n const { width, height } = getViewportSize();\n const triangulation = heatMap3DTriangulation(width / 4.0, height / 4.0);\n this.shaderModuleService.registerModule('heatmap3dColor', {\n vs: heatmap3DVert,\n fs: heatmap3DFrag,\n });\n\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(\n 'heatmap3dColor',\n );\n const {\n createAttribute,\n createElements,\n createBuffer,\n createModel,\n } = this.rendererService;\n return createModel({\n vs,\n fs,\n attributes: {\n a_Position: createAttribute({\n buffer: 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Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n }\n}\n"],"file":"heatmap.js"}
1
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tent":["import {\n AttributeType,\n gl,\n IEncodeFeature,\n IFramebuffer,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, IColorRamp } from '@antv/l7-utils';\nimport { mat4 } from 'gl-matrix';\nimport { inject, injectable } from 'inversify';\nimport 'reflect-metadata';\nimport BaseModel from '../../core/BaseModel';\nimport { HeatmapTriangulation } from '../../core/triangulation';\nimport heatmap3DFrag from '../shaders/heatmap_3d_frag.glsl';\nimport heatmap3DVert from '../shaders/heatmap_3d_vert.glsl';\nimport heatmapColorFrag from '../shaders/heatmap_frag.glsl';\nimport heatmapFramebufferFrag from '../shaders/heatmap_framebuffer_frag.glsl';\nimport heatmapFramebufferVert from '../shaders/heatmap_framebuffer_vert.glsl';\nimport heatmapColorVert from '../shaders/heatmap_vert.glsl';\nimport { heatMap3DTriangulation } from '../triangulation';\ninterface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n}\n@injectable()\nexport default class HeatMapModel extends BaseModel {\n protected texture: ITexture2D;\n protected colorTexture: ITexture2D;\n protected heatmapFramerBuffer: IFramebuffer;\n private intensityModel: IModel;\n private colorModel: IModel;\n private shapeType: string;\n\n public render() {\n const { clear, useFramebuffer } = this.rendererService;\n useFramebuffer(this.heatmapFramerBuffer, () => {\n clear({\n color: [0, 0, 0, 0],\n depth: 1,\n stencil: 0,\n framebuffer: this.heatmapFramerBuffer,\n });\n this.drawIntensityMode();\n });\n if (this.layer.styleNeedUpdate) {\n this.updateColorTexture();\n }\n this.shapeType === 'heatmap' ? this.drawColorMode() : this.draw3DHeatMap();\n }\n\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public initModels(): IModel[] {\n const {\n createFramebuffer,\n clear,\n getViewportSize,\n createTexture2D,\n useFramebuffer,\n } = this.rendererService;\n const shapeAttr = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shapeType = shapeAttr?.scale?.field || 'heatmap';\n this.shapeType = shapeType as string;\n // 生成热力图密度图\n this.intensityModel = this.buildHeatMapIntensity();\n // 渲染到屏幕\n this.colorModel =\n shapeType === 'heatmap'\n ? this.buildHeatmapColor() // 2D\n : this.build3dHeatMap(); // 3D\n\n const { width, height } = getViewportSize();\n\n // 初始化密度图纹理\n this.heatmapFramerBuffer = createFramebuffer({\n color: createTexture2D({\n width: Math.floor(width / 4),\n height: Math.floor(height / 4),\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n }),\n depth: false,\n });\n\n this.updateColorTexture();\n\n return [this.intensityModel, this.colorModel];\n }\n\n public buildModels(): IModel[] {\n return this.initModels();\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'dir',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Dir',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return [size as number];\n },\n },\n });\n }\n private buildHeatMapIntensity(): IModel {\n return this.layer.buildLayerModel({\n moduleName: 'heatmapintensity',\n vertexShader: heatmapFramebufferVert,\n fragmentShader: heatmapFramebufferFrag,\n triangulation: HeatmapTriangulation,\n depth: {\n enable: false,\n },\n blend: {\n enable: true,\n func: {\n srcRGB: gl.ONE,\n srcAlpha: 1,\n dstRGB: gl.ONE,\n dstAlpha: 1,\n },\n },\n });\n }\n\n private buildHeatmapColor(): IModel {\n this.shaderModuleService.registerModule('heatmapColor', {\n vs: heatmapColorVert,\n fs: heatmapColorFrag,\n });\n\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(\n 'heatmapColor',\n );\n const {\n createAttribute,\n createElements,\n createBuffer,\n createModel,\n } = this.rendererService;\n return createModel({\n vs,\n fs,\n attributes: {\n a_Position: createAttribute({\n buffer: createBuffer({\n data: [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0],\n type: gl.FLOAT,\n }),\n size: 3,\n }),\n a_Uv: createAttribute({\n buffer: createBuffer({\n data: [0, 1, 1, 1, 0, 0, 1, 0],\n type: gl.FLOAT,\n }),\n size: 2,\n }),\n },\n uniforms: {\n ...uniforms,\n },\n depth: {\n enable: false,\n },\n blend: this.getBlend(),\n count: 6,\n elements: createElements({\n data: [0, 2, 1, 2, 3, 1],\n type: gl.UNSIGNED_INT,\n count: 6,\n }),\n });\n }\n\n private drawIntensityMode() {\n const {\n opacity,\n intensity = 10,\n radius = 5,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n this.intensityModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_radius: radius,\n u_intensity: intensity,\n },\n });\n }\n\n private drawColorMode() {\n const {\n opacity,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_colorTexture: this.colorTexture,\n u_texture: this.heatmapFramerBuffer,\n },\n });\n }\n\n private draw3DHeatMap() {\n const {\n opacity,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n\n // const invert = mat4.invert(\n // mat4.create(),\n // mat4.fromValues(\n // // @ts-ignore\n // ...this.cameraService.getViewProjectionMatrixUncentered(),\n // ),\n // ) as mat4;\n const invert = mat4.create();\n mat4.invert(\n invert,\n this.cameraService.getViewProjectionMatrixUncentered() as mat4,\n );\n\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_colorTexture: this.colorTexture,\n u_texture: this.heatmapFramerBuffer,\n u_ViewProjectionMatrixUncentered: this.cameraService.getViewProjectionMatrixUncentered(),\n u_InverseViewProjectionMatrix: [...invert],\n },\n });\n }\n private build3dHeatMap() {\n const { getViewportSize } = this.rendererService;\n const { width, height } = getViewportSize();\n const triangulation = heatMap3DTriangulation(width / 4.0, height / 4.0);\n this.shaderModuleService.registerModule('heatmap3dColor', {\n vs: heatmap3DVert,\n fs: heatmap3DFrag,\n });\n\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(\n 'heatmap3dColor',\n );\n const {\n createAttribute,\n createElements,\n createBuffer,\n createModel,\n } = this.rendererService;\n return createModel({\n vs,\n fs,\n attributes: {\n a_Position: createAttribute({\n buffer: createBuffer({\n data: triangulation.vertices,\n type: gl.FLOAT,\n }),\n size: 3,\n }),\n a_Uv: createAttribute({\n buffer: createBuffer({\n data: triangulation.uvs,\n type: gl.FLOAT,\n }),\n size: 2,\n }),\n },\n primitive: gl.TRIANGLES,\n uniforms: {\n ...uniforms,\n },\n depth: {\n enable: true,\n },\n blend: {\n enable: true,\n func: {\n srcRGB: gl.SRC_ALPHA,\n srcAlpha: 1,\n dstRGB: gl.ONE_MINUS_SRC_ALPHA,\n dstAlpha: 1,\n },\n },\n elements: createElements({\n data: triangulation.indices,\n type: gl.UNSIGNED_INT,\n count: triangulation.indices.length,\n }),\n });\n }\n private updateStyle() {\n this.updateColorTexture();\n }\n\n private updateColorTexture() {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.destroy();\n }\n\n const {\n rampColors,\n } = this.layer.getLayerConfig() as IHeatMapLayerStyleOptions;\n const imageData = generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: new Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n }\n}\n"],"file":"heatmap.js"}
@@ -54,6 +54,7 @@ var ImageTileModel = function (_BaseModel) {
54
54
 
55
55
  _this = _super.call.apply(_super, [this].concat(args));
56
56
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "tileLayer", void 0);
57
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "timestamp", void 0);
57
58
  return _this;
58
59
  }
59
60
 
@@ -113,21 +114,17 @@ var ImageTileModel = function (_BaseModel) {
113
114
  crstype: 'epsg3857'
114
115
  });
115
116
  this.tile();
116
- var t = new Date().getTime();
117
- this.mapService.on('mapchange', function () {
118
- var newT = new Date().getTime();
119
- var cutT = newT - t;
120
- t = newT;
121
-
122
- if (cutT < 16) {
123
- return;
117
+ this.mapService.on('mapchange', function (e) {
118
+ if (_this2.timestamp) {
119
+ clearTimeout(_this2.timestamp);
120
+ _this2.timestamp = null;
124
121
  }
125
122
 
126
- if (_this2.mapService.getZoom() < 2.0) {
127
- return;
128
- }
129
-
130
- _this2.tile();
123
+ _this2.timestamp = setTimeout(function () {
124
+ if (_this2.mapService.getZoom() >= 2.0) {
125
+ _this2.tile();
126
+ }
127
+ }, 500);
131
128
  });
132
129
  }
133
130
 
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{ gl, IModelUniform } from '@antv/l7-core';\nimport BaseModel from '../../core/BaseModel';\nimport { RasterImageTriangulation } from '../../core/triangulation';\nimport ImageTileFrag from './shaders/imagetile_frag.glsl';\nimport ImageTileVert from './shaders/imagetile_vert.glsl';\n\nimport Tile from '../utils/Tile';\n\ninterface IImageLayerStyleOptions {\n resolution: string;\n maxSourceZoom: number;\n}\n\nexport default class ImageTileModel extends BaseModel {\n public tileLayer: any;\n private timestamp: number | null;\n public getUninforms(): IModelUniform {\n return {};\n }\n\n // 瓦片方法\n public tile() {\n const [WS, EN] = this.mapService.getBounds();\n const NE = { lng: EN[0], lat: EN[1] };\n const SW = { lng: WS[0], lat: WS[1] };\n this.tileLayer.calCurrentTiles({\n NE,\n SW,\n tileCenter: this.mapService.getCenter(),\n currentZoom: this.mapService.getZoom(),\n minSourceZoom: this.mapService.getMinZoom(),\n minZoom: this.mapService.getMinZoom(),\n maxZoom: this.mapService.getMaxZoom(),\n });\n }\n\n public initModels() {\n // TODO: 瓦片组件默认在最下层\n this.layer.zIndex = -999;\n const {\n resolution = 'low',\n maxSourceZoom = 17,\n } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n const source = this.layer.getSource();\n // 当存在 url 的时候生效\n if (source.data.tileurl) {\n this.tileLayer = new Tile({\n url: source.data.tileurl,\n layerService: this.layerService,\n layer: this.layer,\n resolution,\n maxSourceZoom,\n // Tip: 当前为 default\n crstype: 'epsg3857',\n });\n\n // TODO: 首次加载的时候请求瓦片\n this.tile();\n\n this.mapService.on('mapchange', (e) => {\n if (this.timestamp) {\n clearTimeout(this.timestamp);\n this.timestamp = null;\n }\n // @ts-ignore 节流\n this.timestamp = setTimeout(() => {\n // TODO: 瓦片地图最大层级为 2\n if (this.mapService.getZoom() >= 2.0) {\n this.tile();\n }\n }, 500);\n });\n }\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'ImageTileLayer',\n vertexShader: ImageTileVert,\n fragmentShader: ImageTileFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public clearModels() {\n this.tileLayer.removeTiles();\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n protected registerBuiltinAttributes() {\n return;\n }\n}\n"],"file":"imagetile.js"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@antv/l7-layers",
3
- "version": "2.6.16",
3
+ "version": "2.6.17",
4
4
  "description": "L7's collection of built-in layers",
5
5
  "main": "lib/index.js",
6
6
  "module": "es/index.js",
@@ -24,9 +24,9 @@
24
24
  "license": "ISC",
25
25
  "dependencies": {
26
26
  "@antv/geo-coord": "^1.0.8",
27
- "@antv/l7-core": "^2.6.16",
28
- "@antv/l7-source": "^2.6.16",
29
- "@antv/l7-utils": "^2.6.16",
27
+ "@antv/l7-core": "^2.6.17",
28
+ "@antv/l7-source": "^2.6.17",
29
+ "@antv/l7-utils": "^2.6.17",
30
30
  "@babel/runtime": "^7.7.7",
31
31
  "@mapbox/martini": "^0.2.0",
32
32
  "@turf/meta": "^6.0.2",
@@ -52,7 +52,7 @@
52
52
  "@types/gl-matrix": "^2.4.5",
53
53
  "@types/lodash": "^4.14.138"
54
54
  },
55
- "gitHead": "cc31a7616a5a5cae8134c7af231444b5df012d27",
55
+ "gitHead": "6a1eaaecd8c2858e72bda5e3cb57d1d6c07741c6",
56
56
  "publishConfig": {
57
57
  "access": "public"
58
58
  }