@antv/l7-layers 2.6.32 → 2.6.36
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.
- package/es/core/triangulation.d.ts +6 -0
- package/es/core/triangulation.js +47 -0
- package/es/core/triangulation.js.map +1 -1
- package/es/line/index.d.ts +1 -1
- package/es/line/index.js +1 -0
- package/es/line/index.js.map +1 -1
- package/es/line/models/index.d.ts +1 -1
- package/es/line/models/index.js +3 -1
- package/es/line/models/index.js.map +1 -1
- package/es/line/models/line.d.ts +0 -1
- package/es/line/models/line.js +5 -32
- package/es/line/models/line.js.map +1 -1
- package/es/line/models/simpleLine.d.ts +10 -0
- package/es/line/models/simpleLine.js +221 -0
- package/es/line/models/simpleLine.js.map +1 -0
- package/es/line/models/wall.js +1 -1
- package/es/plugins/PixelPickingPlugin.js +24 -7
- package/es/plugins/PixelPickingPlugin.js.map +1 -1
- package/es/point/models/fill.js +4 -0
- package/es/point/models/fill.js.map +1 -1
- package/es/point/models/icon-font.js +1 -1
- package/es/point/models/image.js +5 -2
- package/es/point/models/image.js.map +1 -1
- package/es/utils/extrude_polyline.d.ts +13 -0
- package/es/utils/extrude_polyline.js +143 -7
- package/es/utils/extrude_polyline.js.map +1 -1
- package/lib/core/triangulation.js +49 -0
- package/lib/core/triangulation.js.map +1 -1
- package/lib/line/index.js +1 -0
- package/lib/line/index.js.map +1 -1
- package/lib/line/models/index.js +4 -1
- package/lib/line/models/index.js.map +1 -1
- package/lib/line/models/line.js +5 -32
- package/lib/line/models/line.js.map +1 -1
- package/lib/line/models/simpleLine.js +237 -0
- package/lib/line/models/simpleLine.js.map +1 -0
- package/lib/line/models/wall.js +1 -1
- package/lib/plugins/PixelPickingPlugin.js +24 -7
- package/lib/plugins/PixelPickingPlugin.js.map +1 -1
- package/lib/point/models/fill.js +4 -0
- package/lib/point/models/fill.js.map +1 -1
- package/lib/point/models/icon-font.js +1 -1
- package/lib/point/models/image.js +5 -2
- package/lib/point/models/image.js.map +1 -1
- package/lib/utils/extrude_polyline.js +145 -7
- package/lib/utils/extrude_polyline.js.map +1 -1
- package/package.json +5 -5
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import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
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import _createClass from "@babel/runtime/helpers/createClass";
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import _inherits from "@babel/runtime/helpers/inherits";
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import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
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import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
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import _isNumber from "lodash/isNumber";
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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import { AttributeType, gl } from '@antv/l7-core';
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import { rgb2arr } from '@antv/l7-utils';
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import BaseModel from '../../core/BaseModel';
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import { SimpleLineTriangulation } from '../../core/triangulation';
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var line_frag = "\nuniform float u_blur : 0.99;\nuniform float u_line_type: 0.0;\nuniform float u_opacity : 1.0;\n\nuniform float u_borderWidth: 0.0;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_distance_ratio);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
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var line_vert = "\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\n\n// dash line\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n v_color = a_Color;\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = a_Distance / a_Total_Distance; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n \n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n }\n}\n";
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var SimpleLineModel = function (_BaseModel) {
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_inherits(SimpleLineModel, _BaseModel);
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var _super = _createSuper(SimpleLineModel);
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function SimpleLineModel() {
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_classCallCheck(this, SimpleLineModel);
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return _super.apply(this, arguments);
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}
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_createClass(SimpleLineModel, [{
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key: "getUninforms",
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value: function getUninforms() {
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var _ref = this.layer.getLayerConfig(),
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opacity = _ref.opacity,
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sourceColor = _ref.sourceColor,
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targetColor = _ref.targetColor,
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_ref$vertexHeightScal = _ref.vertexHeightScale,
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vertexHeightScale = _ref$vertexHeightScal === void 0 ? 20.0 : _ref$vertexHeightScal;
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var useLinearColor = 0;
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var sourceColorArr = [0, 0, 0, 0];
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var targetColorArr = [0, 0, 0, 0];
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if (sourceColor && targetColor) {
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sourceColorArr = rgb2arr(sourceColor);
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targetColorArr = rgb2arr(targetColor);
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useLinearColor = 1;
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}
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if (this.dataTextureTest && this.dataTextureNeedUpdate({
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opacity: opacity
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})) {
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this.judgeStyleAttributes({
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opacity: opacity
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});
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var encodeData = this.layer.getEncodedData();
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var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
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data = _this$calDataFrame.data,
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width = _this$calDataFrame.width,
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height = _this$calDataFrame.height;
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this.rowCount = height;
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this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
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flipY: true,
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data: data,
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format: gl.LUMINANCE,
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type: gl.FLOAT,
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width: width,
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height: height
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}) : this.createTexture2D({
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flipY: true,
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data: [1],
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format: gl.LUMINANCE,
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type: gl.FLOAT,
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width: 1,
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height: 1
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});
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}
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return {
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u_dataTexture: this.dataTexture,
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u_cellTypeLayout: this.getCellTypeLayout(),
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u_opacity: _isNumber(opacity) ? opacity : 1.0,
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u_linearColor: useLinearColor,
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u_sourceColor: sourceColorArr,
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u_targetColor: targetColorArr,
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u_vertexScale: vertexHeightScale
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};
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}
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}, {
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key: "getAnimateUniforms",
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value: function getAnimateUniforms() {
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var _ref2 = this.layer.getLayerConfig(),
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animateOption = _ref2.animateOption;
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return {
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u_aimate: this.animateOption2Array(animateOption),
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u_time: this.layer.getLayerAnimateTime()
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};
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}
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}, {
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key: "initModels",
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value: function initModels() {
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return this.buildModels();
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}
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}, {
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key: "clearModels",
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value: function clearModels() {
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var _this$dataTexture;
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(_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
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}
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}, {
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key: "buildModels",
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value: function buildModels() {
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return [this.layer.buildLayerModel({
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moduleName: 'simpleline',
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vertexShader: line_vert,
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fragmentShader: line_frag,
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triangulation: SimpleLineTriangulation,
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primitive: gl.LINES,
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blend: this.getBlend(),
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depth: {
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enable: false
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}
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})];
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}
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}, {
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key: "registerBuiltinAttributes",
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value: function registerBuiltinAttributes() {
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this.styleAttributeService.registerStyleAttribute({
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name: 'distance',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Distance',
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buffer: {
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usage: gl.STATIC_DRAW,
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data: [],
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type: gl.FLOAT
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},
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size: 1,
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update: function update(feature, featureIdx, vertex, attributeIdx) {
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return [vertex[3]];
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}
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}
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});
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this.styleAttributeService.registerStyleAttribute({
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name: 'total_distance',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Total_Distance',
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buffer: {
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usage: gl.STATIC_DRAW,
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data: [],
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type: gl.FLOAT
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},
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size: 1,
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update: function update(feature, featureIdx, vertex, attributeIdx) {
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return [vertex[5]];
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}
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}
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});
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this.styleAttributeService.registerStyleAttribute({
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name: 'size',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Size',
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buffer: {
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT
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},
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size: 2,
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update: function update(feature, featureIdx, vertex, attributeIdx) {
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var _feature$size = feature.size,
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size = _feature$size === void 0 ? 1 : _feature$size;
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return Array.isArray(size) ? [size[0], size[1]] : [size, 0];
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}
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}
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});
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this.styleAttributeService.registerStyleAttribute({
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name: 'normal',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Normal',
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buffer: {
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usage: gl.STATIC_DRAW,
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data: [],
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type: gl.FLOAT
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},
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size: 3,
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update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
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return normal;
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}
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}
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});
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|
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this.styleAttributeService.registerStyleAttribute({
|
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name: 'miter',
|
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|
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type: AttributeType.Attribute,
|
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descriptor: {
|
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+
name: 'a_Miter',
|
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buffer: {
|
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|
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usage: gl.STATIC_DRAW,
|
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data: [],
|
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type: gl.FLOAT
|
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},
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+
size: 1,
|
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|
+
update: function update(feature, featureIdx, vertex, attributeIdx) {
|
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|
+
return [vertex[4]];
|
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|
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}
|
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|
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}
|
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|
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});
|
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|
+
}
|
|
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|
+
}]);
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|
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|
+
|
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|
+
return SimpleLineModel;
|
|
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|
+
}(BaseModel);
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|
+
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|
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|
+
export { SimpleLineModel as default };
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//# sourceMappingURL=simpleLine.js.map
|
|
@@ -0,0 +1 @@
|
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1
|
+
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\n\nimport { rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { SimpleLineTriangulation } from '../../core/triangulation';\nimport line_frag from '../shaders/simpleline_frag.glsl';\nimport line_vert from '../shaders/simpleline_vert.glsl';\nexport default class SimpleLineModel extends BaseModel {\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n vertexHeightScale = 20.0,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n public buildModels(): IModel[] {\n return [\n this.layer.buildLayerModel({\n moduleName: 'simpleline',\n vertexShader: line_vert,\n fragmentShader: line_frag,\n triangulation: SimpleLineTriangulation,\n primitive: gl.LINES, // gl.LINES gl.TRIANGLES\n blend: this.getBlend(),\n depth: { enable: false },\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_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 return [vertex[3]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_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 return [vertex[5]];\n },\n },\n });\n\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: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_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 return [vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"simpleLine.js"}
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package/es/line/models/wall.js
CHANGED
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@@ -16,7 +16,7 @@ import { rgb2arr } from '@antv/l7-utils';
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16
16
|
import BaseModel from '../../core/BaseModel';
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17
|
import { LineTriangulation } from '../../core/triangulation';
|
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18
|
var line_frag = "#define LineTypeSolid 0.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\nuniform float u_iconStepCount;\n\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\n// dash\nuniform float u_dash_offset : 0.0;\nuniform float u_dash_ratio : 0.1;\n\nvarying vec2 v_iconMapUV;\nvarying float v_blur;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float v = styleMappingMat[3].a;\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, v);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = styleMappingMat[3].g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = styleMappingMat[3].b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 start\n float flag = 0.0;\n if(u > 1.0/u_iconStepCount) {\n flag = 1.0;\n }\n u = fract(u*u_iconStepCount);\n // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 end\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n // Tip: \u5224\u65AD\u7EB9\u7406\u95F4\u9694\n if(flag > 0.0) {\n pattern = vec4(0.0);\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n }\n \n\n // blur - AA\n if(v < v_blur) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/v_blur);\n } else if(v > 1.0 - v_blur) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - v_blur))/v_blur);\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n\n \n \n \n}\n";
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-
var line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\nuniform float u_heightfixed;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying float v_blur;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"light\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n d_texPixelLen = project_pixel(u_icon_step);\n } else {\n d_texPixelLen = u_icon_step;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n if(u_aimate.x == Animate || u_linearColor == 1.0) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n }\n\n float miter = (a_Miter + 1.0)/2.0;\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_Distance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = miter; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C 0 - 1\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float originSize = a_Size.x; // \u56FA\u5B9A\u9AD8\u5EA6\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n originSize =
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var line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\nuniform float u_heightfixed;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying float v_blur;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"light\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n d_texPixelLen = project_pixel(u_icon_step);\n } else {\n d_texPixelLen = u_icon_step;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n if(u_aimate.x == Animate || u_linearColor == 1.0) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n }\n\n float miter = (a_Miter + 1.0)/2.0;\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_Distance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = miter; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C 0 - 1\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float originSize = a_Size.x; // \u56FA\u5B9A\u9AD8\u5EA6\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n originSize = project_float_pixel(a_Size.x);\n }\n\n float wallHeight = originSize * miter;\n float lightWeight = calc_lighting(vec4(project_pos.xy, wallHeight, 1.0));\n\n v_blur = min(project_float_pixel(2.0) / originSize, 0.05);\n\n // v_lightWeight = lightWeight;\n v_color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n // v_color = a_Color;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, wallHeight, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, wallHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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var LineWallModel = function (_BaseModel) {
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_inherits(LineWallModel, _BaseModel);
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@@ -71,12 +71,19 @@ var PixelPickingPlugin = (_dec = injectable(), _dec(_class = function () {
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var _layer$getLayerConfig4 = layer.getLayerConfig(),
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highlightColor = _layer$getLayerConfig4.highlightColor,
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_layer$getLayerConfig5 = _layer$getLayerConfig4.activeMix,
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activeMix = _layer$getLayerConfig5 === void 0 ? 0 : _layer$getLayerConfig5
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activeMix = _layer$getLayerConfig5 === void 0 ? 0 : _layer$getLayerConfig5,
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enableSelect = _layer$getLayerConfig4.enableSelect;
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var highlightColorInArray = typeof highlightColor === 'string' ? rgb2arr(highlightColor) : highlightColor || [1, 0, 0, 1];
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var _layer$getLayerConfig6 = layer.getLayerConfig(),
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selectColor = _layer$getLayerConfig6.selectColor;
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var selectColorInArray = typeof selectColor === 'string' ? rgb2arr(selectColor) : selectColor || [1, 0, 0, 1];
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layer.updateLayerConfig({
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pickedFeatureID: decodePickingColor(new Uint8Array(pickedColor))
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});
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var currentSelectedId = layer.getCurrentSelectedId();
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layer.models.forEach(function (model) {
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return model.addUniforms({
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u_PickingStage: PickingStage.HIGHLIGHT,
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@@ -84,15 +91,20 @@ var PixelPickingPlugin = (_dec = injectable(), _dec(_class = function () {
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u_HighlightColor: highlightColorInArray.map(function (c) {
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return c * 255;
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}),
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u_activeMix: activeMix
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u_activeMix: activeMix,
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u_CurrentSelectedId: currentSelectedId ? encodePickingColor(layer.getCurrentSelectedId()) : [0, 0, 0],
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u_SelectColor: selectColorInArray.map(function (c) {
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return c * 255;
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}),
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u_EnableSelect: +(enableSelect || false)
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});
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});
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});
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layer.hooks.beforeSelect.tap('PixelPickingPlugin', function (pickedColor) {
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var _layer$
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selectColor = _layer$
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_layer$
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selectMix = _layer$
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var _layer$getLayerConfig7 = layer.getLayerConfig(),
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selectColor = _layer$getLayerConfig7.selectColor,
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_layer$getLayerConfig8 = _layer$getLayerConfig7.selectMix,
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selectMix = _layer$getLayerConfig8 === void 0 ? 0 : _layer$getLayerConfig8;
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var highlightColorInArray = typeof selectColor === 'string' ? rgb2arr(selectColor) : selectColor || [1, 0, 0, 1];
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layer.updateLayerConfig({
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@@ -105,7 +117,12 @@ var PixelPickingPlugin = (_dec = injectable(), _dec(_class = function () {
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u_HighlightColor: highlightColorInArray.map(function (c) {
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return c * 255;
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}),
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u_activeMix: selectMix
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u_activeMix: selectMix,
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u_CurrentSelectedId: pickedColor,
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u_SelectColor: highlightColorInArray.map(function (c) {
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return c * 255;
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}),
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u_EnableSelect: 1
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});
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});
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});
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../../src/plugins/PixelPickingPlugin.ts"],"names":["AttributeType","gl","decodePickingColor","encodePickingColor","rgb2arr","injectable","PickingStage","NONE","ENCODE","HIGHLIGHT","PixelPickingPlugin","layer","rendererService","styleAttributeService","hooks","init","tap","getLayerConfig","enablePicking","registerStyleAttribute","name","type","Attribute","descriptor","buffer","data","FLOAT","size","update","feature","featureIdx","id","beforePickingEncode","isVisible","models","forEach","model","addUniforms","u_PickingStage","afterPickingEncode","beforeHighlight","pickedColor","highlightColor","activeMix","highlightColorInArray","updateLayerConfig","pickedFeatureID","Uint8Array","u_PickingColor","u_HighlightColor","map","c","u_activeMix","
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1
|
+
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AzHkBlD,kB","sourcesContent":["import {\n AttributeType,\n gl,\n IEncodeFeature,\n ILayer,\n ILayerPlugin,\n IRendererService,\n IStyleAttributeService,\n} from '@antv/l7-core';\nimport {\n decodePickingColor,\n encodePickingColor,\n rgb2arr,\n} from '@antv/l7-utils';\nimport { injectable } from 'inversify';\nimport 'reflect-metadata';\n\nconst PickingStage = {\n NONE: 0.0,\n ENCODE: 1.0,\n HIGHLIGHT: 2.0,\n};\n\n@injectable()\nexport default class PixelPickingPlugin implements ILayerPlugin {\n public apply(\n layer: ILayer,\n {\n rendererService,\n styleAttributeService,\n }: {\n rendererService: IRendererService;\n styleAttributeService: IStyleAttributeService;\n },\n ) {\n // TODO: 由于 Shader 目前无法根据是否开启拾取进行内容修改,因此即使不开启也需要生成 a_PickingColor\n layer.hooks.init.tap('PixelPickingPlugin', () => {\n const { enablePicking } = layer.getLayerConfig();\n styleAttributeService.registerStyleAttribute({\n name: 'pickingColor',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_PickingColor',\n buffer: {\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // TODO: 固定 feature range 范围内的 pickingColor 都是固定的,可以生成 cache\n update: (feature: IEncodeFeature, featureIdx: number) => {\n // 只有开启拾取才需要 encode\n const { id } = feature;\n return enablePicking ? encodePickingColor(id as number) : [0, 0, 0];\n },\n },\n });\n });\n // 必须要与 PixelPickingPass 结合使用,因此必须开启 multiPassRenderer\n // if (layer.multiPassRenderer) {\n layer.hooks.beforePickingEncode.tap('PixelPickingPlugin', () => {\n const { enablePicking } = layer.getLayerConfig();\n if (enablePicking && layer.isVisible()) {\n layer.models.forEach((model) =>\n model.addUniforms({\n u_PickingStage: PickingStage.ENCODE,\n }),\n );\n }\n });\n\n layer.hooks.afterPickingEncode.tap('PixelPickingPlugin', () => {\n const { enablePicking } = layer.getLayerConfig();\n // 区分选中高亮 和滑过高亮\n if (enablePicking && layer.isVisible()) {\n layer.models.forEach((model) =>\n model.addUniforms({\n u_PickingStage: PickingStage.HIGHLIGHT,\n }),\n );\n }\n });\n\n layer.hooks.beforeHighlight.tap(\n 'PixelPickingPlugin',\n (pickedColor: number[]) => {\n const {\n highlightColor,\n activeMix = 0,\n enableSelect,\n } = layer.getLayerConfig();\n const highlightColorInArray =\n typeof highlightColor === 'string'\n ? rgb2arr(highlightColor)\n : highlightColor || [1, 0, 0, 1];\n\n const { selectColor } = layer.getLayerConfig();\n const selectColorInArray =\n typeof selectColor === 'string'\n ? rgb2arr(selectColor)\n : selectColor || [1, 0, 0, 1];\n layer.updateLayerConfig({\n pickedFeatureID: decodePickingColor(new Uint8Array(pickedColor)),\n });\n const currentSelectedId = layer.getCurrentSelectedId();\n layer.models.forEach((model) =>\n model.addUniforms({\n u_PickingStage: PickingStage.HIGHLIGHT,\n u_PickingColor: pickedColor,\n u_HighlightColor: highlightColorInArray.map((c) => c * 255),\n u_activeMix: activeMix,\n u_CurrentSelectedId: currentSelectedId\n ? encodePickingColor(layer.getCurrentSelectedId()!)\n : [0, 0, 0],\n u_SelectColor: selectColorInArray.map((c) => c * 255),\n u_EnableSelect: +(enableSelect || false),\n }),\n );\n },\n );\n\n layer.hooks.beforeSelect.tap(\n 'PixelPickingPlugin',\n (pickedColor: number[]) => {\n const { selectColor, selectMix = 0 } = layer.getLayerConfig();\n const highlightColorInArray =\n typeof selectColor === 'string'\n ? rgb2arr(selectColor)\n : selectColor || [1, 0, 0, 1];\n layer.updateLayerConfig({\n pickedFeatureID: decodePickingColor(new Uint8Array(pickedColor)),\n });\n layer.models.forEach((model) =>\n model.addUniforms({\n u_PickingStage: PickingStage.HIGHLIGHT,\n u_PickingColor: pickedColor,\n u_HighlightColor: highlightColorInArray.map((c) => c * 255),\n u_activeMix: selectMix,\n u_CurrentSelectedId: pickedColor,\n u_SelectColor: highlightColorInArray.map((c) => c * 255),\n u_EnableSelect: 1,\n }),\n );\n },\n );\n // }\n }\n}\n"],"file":"PixelPickingPlugin.js"}
|
package/es/point/models/fill.js
CHANGED
|
@@ -157,6 +157,10 @@ var FillModel = function (_BaseModel) {
|
|
|
157
157
|
var m1 = this.mapService.meterToCoord(center, [minLng, minLat]);
|
|
158
158
|
var m2 = this.mapService.meterToCoord(center, [maxLng === minLng ? maxLng + 0.1 : maxLng, maxLat === minLat ? minLat + 0.1 : maxLat]);
|
|
159
159
|
this.meter2coord = (m1 + m2) / 2;
|
|
160
|
+
|
|
161
|
+
if (!Boolean(this.meter2coord)) {
|
|
162
|
+
this.meter2coord = 7.70681090738883;
|
|
163
|
+
}
|
|
160
164
|
}
|
|
161
165
|
}, {
|
|
162
166
|
key: "buildModels",
|
|
@@ -1 +1 @@
|
|
|
1
|
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{\n AttributeType,\n gl,\n IAnimateOption,\n IAttribute,\n IElements,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport BaseModel, {\n styleColor,\n styleOffset,\n styleSingle,\n} from '../../core/BaseModel';\nimport {\n GlobelPointFillTriangulation,\n PointFillTriangulation,\n} from '../../core/triangulation';\nimport pointFillFrag from '../shaders/fill_frag.glsl';\nimport pointFillVert from '../shaders/fill_vert.glsl';\n\nimport { isNumber } from 'lodash';\n\nimport { Version } from '@antv/l7-maps';\nimport { mat4, vec3 } from 'gl-matrix';\ninterface IPointLayerStyleOptions {\n opacity: styleSingle;\n strokeWidth: styleSingle;\n stroke: styleColor;\n strokeOpacity: styleSingle;\n offsets: styleOffset;\n blend: string;\n unit: string;\n}\n// 判断当前使用的 style 中的变量属性是否需要进行数据映射\nexport default class FillModel extends BaseModel {\n public meter2coord: number = 1;\n private isMeter: boolean = false;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = 'rgba(0,0,0,0)',\n offsets = [0, 0],\n blend,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_isMeter: Number(this.isMeter),\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL &&\n version !== Version.MAPBOX\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n }\n\n public buildModels(): IModel[] {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill',\n vertexShader: pointFillVert,\n fragmentShader: pointFillFrag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\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: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\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 = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\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 { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
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1
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{\n opacity = 1,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = 'rgba(0,0,0,0)',\n offsets = [0, 0],\n blend,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_isMeter: Number(this.isMeter),\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL &&\n version !== Version.MAPBOX\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill',\n vertexShader: pointFillVert,\n fragmentShader: pointFillFrag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\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: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\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 = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\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 { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
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@@ -13,7 +13,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
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import { AttributeType, gl } from '@antv/l7-core';
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import BaseModel from '../../core/BaseModel';
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import { PointImageTriangulation } from '../../core/triangulation';
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var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main(){\n float opacity = styleMappingMat[0][0];\n float size = styleMappingMat[1][0];\n vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;\n vec4 textureColor;\n\n // Y = 0.299R + 0.587G + 0.114B // \u4EAE\u5EA6\u63D0\u53D6\n
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var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main(){\n float opacity = styleMappingMat[0][0];\n float size = styleMappingMat[1][0];\n vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;\n vec4 textureColor;\n\n // Y = 0.299R + 0.587G + 0.114B // \u4EAE\u5EA6\u63D0\u53D6\n \n textureColor = texture2D(u_texture, pos);\n\n // Tip: \u53BB\u9664\u8FB9\u7F18\u90E8\u5206 mipmap \u5BFC\u81F4\u7684\u6DF7\u5408\u53D8\u6697\n float fragmengTocenter = distance(vec2(0.5), gl_PointCoord);\n if(fragmengTocenter >= 0.5) {\n float luma = 0.299 * textureColor.r + 0.587 * textureColor.g + 0.114 * textureColor.b;\n textureColor.a *= luma;\n }\n \n \n\n if(all(lessThan(v_color, vec4(1.0+0.00001))) && all(greaterThan(v_color, vec4(1.0-0.00001))) || v_color==vec4(1.0)){\n gl_FragColor= textureColor;\n }else {\n gl_FragColor= step(0.01, textureColor.z) * v_color;\n }\n\n gl_FragColor.a = gl_FragColor.a * opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var pointImageVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec4 a_Color;\nattribute vec2 a_Uv;\nattribute float a_Size;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_stroke_width : 1;\nuniform vec2 u_offsets;\n\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n styleMappingMat[1][0] = a_Size;\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n v_color = a_Color;\n v_uv = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n \n // vec2 offset = project_pixel(u_offsets);\n vec2 offset = project_pixel(textrueOffsets);\n\n // gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));\n }\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n\n setPickingColor(a_PickingColor);\n\n}\n";
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var IconeModel = function (_BaseModel) {
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package/es/point/models/image.js
CHANGED
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@@ -14,7 +14,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
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import { AttributeType, gl } from '@antv/l7-core';
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import BaseModel from '../../core/BaseModel';
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import { PointImageTriangulation } from '../../core/triangulation';
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var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main(){\n float opacity = styleMappingMat[0][0];\n float size = styleMappingMat[1][0];\n vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;\n vec4 textureColor;\n\n // Y = 0.299R + 0.587G + 0.114B // \u4EAE\u5EA6\u63D0\u53D6\n
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var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main(){\n float opacity = styleMappingMat[0][0];\n float size = styleMappingMat[1][0];\n vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;\n vec4 textureColor;\n\n // Y = 0.299R + 0.587G + 0.114B // \u4EAE\u5EA6\u63D0\u53D6\n \n textureColor = texture2D(u_texture, pos);\n\n // Tip: \u53BB\u9664\u8FB9\u7F18\u90E8\u5206 mipmap \u5BFC\u81F4\u7684\u6DF7\u5408\u53D8\u6697\n float fragmengTocenter = distance(vec2(0.5), gl_PointCoord);\n if(fragmengTocenter >= 0.5) {\n float luma = 0.299 * textureColor.r + 0.587 * textureColor.g + 0.114 * textureColor.b;\n textureColor.a *= luma;\n }\n \n \n\n if(all(lessThan(v_color, vec4(1.0+0.00001))) && all(greaterThan(v_color, vec4(1.0-0.00001))) || v_color==vec4(1.0)){\n gl_FragColor= textureColor;\n }else {\n gl_FragColor= step(0.01, textureColor.z) * v_color;\n }\n\n gl_FragColor.a = gl_FragColor.a * opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var pointImageVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec4 a_Color;\nattribute vec2 a_Uv;\nattribute float a_Size;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_stroke_width : 1;\nuniform vec2 u_offsets;\n\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n styleMappingMat[1][0] = a_Size;\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n v_color = a_Color;\n v_uv = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n \n // vec2 offset = project_pixel(u_offsets);\n vec2 offset = project_pixel(textrueOffsets);\n\n // gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));\n }\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n\n setPickingColor(a_PickingColor);\n\n}\n";
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var ImageModel = function (_BaseModel) {
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@@ -40,7 +40,10 @@ var ImageModel = function (_BaseModel) {
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if (_this.texture) {
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_this.texture.update({
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-
data: _this.iconService.getCanvas()
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+
data: _this.iconService.getCanvas(),
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mag: 'linear',
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min: 'linear mipmap nearest',
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mipmap: true
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});
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_this.layer.renderLayers();
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