@antv/l7-layers 2.6.7 → 2.6.11

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Files changed (55) hide show
  1. package/es/core/BaseLayer.d.ts +1 -1
  2. package/es/core/BaseLayer.js +2 -2
  3. package/es/core/BaseLayer.js.map +1 -1
  4. package/es/core/BaseModel.d.ts +4 -0
  5. package/es/core/BaseModel.js +19 -2
  6. package/es/core/BaseModel.js.map +1 -1
  7. package/es/index.d.ts +2 -1
  8. package/es/index.js +2 -1
  9. package/es/index.js.map +1 -1
  10. package/es/line/models/arc.js +6 -4
  11. package/es/line/models/arc.js.map +1 -1
  12. package/es/utils/dataMappingStyle.d.ts +1 -0
  13. package/es/utils/dataMappingStyle.js +4 -0
  14. package/es/utils/dataMappingStyle.js.map +1 -1
  15. package/es/wind/index.d.ts +36 -0
  16. package/es/wind/index.js +91 -0
  17. package/es/wind/index.js.map +1 -0
  18. package/es/wind/models/index.d.ts +5 -0
  19. package/es/wind/models/index.js +6 -0
  20. package/es/wind/models/index.js.map +1 -0
  21. package/es/wind/models/utils.d.ts +19 -0
  22. package/es/wind/models/utils.js +201 -0
  23. package/es/wind/models/utils.js.map +1 -0
  24. package/es/wind/models/wind.d.ts +31 -0
  25. package/es/wind/models/wind.js +298 -0
  26. package/es/wind/models/wind.js.map +1 -0
  27. package/es/wind/models/windRender.d.ts +104 -0
  28. package/es/wind/models/windRender.js +346 -0
  29. package/es/wind/models/windRender.js.map +1 -0
  30. package/es/wind/models/windShader.d.ts +12 -0
  31. package/es/wind/models/windShader.js +7 -0
  32. package/es/wind/models/windShader.js.map +1 -0
  33. package/lib/core/BaseLayer.js +2 -2
  34. package/lib/core/BaseLayer.js.map +1 -1
  35. package/lib/core/BaseModel.js +19 -2
  36. package/lib/core/BaseModel.js.map +1 -1
  37. package/lib/index.js +8 -0
  38. package/lib/index.js.map +1 -1
  39. package/lib/line/models/arc.js +6 -4
  40. package/lib/line/models/arc.js.map +1 -1
  41. package/lib/utils/dataMappingStyle.js +4 -0
  42. package/lib/utils/dataMappingStyle.js.map +1 -1
  43. package/lib/wind/index.js +104 -0
  44. package/lib/wind/index.js.map +1 -0
  45. package/lib/wind/models/index.js +17 -0
  46. package/lib/wind/models/index.js.map +1 -0
  47. package/lib/wind/models/utils.js +228 -0
  48. package/lib/wind/models/utils.js.map +1 -0
  49. package/lib/wind/models/wind.js +310 -0
  50. package/lib/wind/models/wind.js.map +1 -0
  51. package/lib/wind/models/windRender.js +340 -0
  52. package/lib/wind/models/windRender.js.map +1 -0
  53. package/lib/wind/models/windShader.js +19 -0
  54. package/lib/wind/models/windShader.js.map +1 -0
  55. package/package.json +5 -5
@@ -16,7 +16,7 @@ import { rgb2arr } from '@antv/l7-utils';
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  import BaseModel from '../../core/BaseModel';
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  import { LineArcTriangulation } from '../../core/triangulation';
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  var line_arc_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n \n // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));\n // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_aimate.x == Animate && u_line_texture != LineTexture) {\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) + u_time / u_aimate.y);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = styleMappingMat[3].g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_aimate.x == Animate) {\n time = u_time / u_aimate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = styleMappingMat[3].a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_aimate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_aimate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\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 } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n // gl_FragColor = filterColor(gl_FragColor);\n}";
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- var line_arc2d_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n// varying vec2 v_normal;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\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\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = u_thetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\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 // dataset \u6570\u636E\u96C6\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 \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n \n if(u_aimate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n styleMappingMat[3].b = d_distance_ratio;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n styleMappingMat[3].g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
19
+ var line_arc2d_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n// varying vec2 v_normal;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\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#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\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 // dataset \u6570\u636E\u96C6\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 -> thetaOffset... \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 vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n \n if(u_aimate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n styleMappingMat[3].g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
20
20
  var lineStyleObj = {
21
21
  solid: 0.0,
22
22
  dash: 1.0
@@ -91,10 +91,12 @@ var ArcModel = function (_BaseModel) {
91
91
  thetaOffset = _ref$thetaOffset === void 0 ? 0.314 : _ref$thetaOffset;
92
92
 
93
93
  if (this.dataTextureTest && this.dataTextureNeedUpdate({
94
- opacity: opacity
94
+ opacity: opacity,
95
+ thetaOffset: thetaOffset
95
96
  })) {
96
97
  this.judgeStyleAttributes({
97
- opacity: opacity
98
+ opacity: opacity,
99
+ thetaOffset: thetaOffset
98
100
  });
99
101
  var encodeData = this.layer.getEncodedData();
100
102
 
@@ -140,9 +142,9 @@ var ArcModel = function (_BaseModel) {
140
142
  }
141
143
 
142
144
  return {
143
- u_thetaOffset: thetaOffset,
144
145
  u_dataTexture: this.dataTexture,
145
146
  u_cellTypeLayout: this.getCellTypeLayout(),
147
+ u_thetaOffset: _isNumber(thetaOffset) ? thetaOffset : 0.0,
146
148
  u_opacity: _isNumber(opacity) ? opacity : 1.0,
147
149
  u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
148
150
  segmentNumber: segmentNumber,
@@ -1 +1 @@
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\nimport line_arc_frag from '../shaders/line_arc_frag.glsl';\nimport line_arc2d_vert from '../shaders/line_arc_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\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 if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\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.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n return {\n u_thetaOffset: thetaOffset,\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_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n // console.log('animateOption', animateOption)\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc2dline',\n vertexShader: line_arc2d_vert,\n fragmentShader: line_arc_frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\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 Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\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 iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"arc.js"}
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\nimport line_arc_frag from '../shaders/line_arc_frag.glsl';\nimport line_arc2d_vert from '../shaders/line_arc_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({ opacity, thetaOffset })\n ) {\n this.judgeStyleAttributes({ opacity, thetaOffset });\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 if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\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.rendererService.getDirty()) {\n this.texture.bind();\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\n u_thetaOffset: isNumber(thetaOffset) ? thetaOffset : 0.0,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n // console.log('animateOption', animateOption)\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc2dline',\n vertexShader: line_arc2d_vert,\n fragmentShader: line_arc_frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\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 Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\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 iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"arc.js"}
@@ -3,6 +3,7 @@ import { ILayer } from '@antv/l7-core';
3
3
  * 该文件中的工具方法主要用于对 style 中的属性进行 数据映射
4
4
  */
5
5
  interface IConfigToUpdate {
6
+ thetaOffset?: any;
6
7
  opacity?: any;
7
8
  strokeOpacity?: any;
8
9
  stroke?: any;
@@ -32,6 +32,10 @@ function handleStyleDataMapping(configToUpdate, layer) {
32
32
  if (configToUpdate.textOffset) {
33
33
  handleStyleOffsets('textOffset', layer, configToUpdate.textOffset);
34
34
  }
35
+
36
+ if (configToUpdate.thetaOffset) {
37
+ handleStyleFloat('thetaOffset', layer, configToUpdate.thetaOffset);
38
+ }
35
39
  }
36
40
 
37
41
  function handleStyleFloat(fieldName, layer, styleFloat) {
@@ -1 +1 @@
1
- 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styleFloat: any) {\n if (isString(styleFloat)) {\n // 如果传入的 styleFloat 是 string 类型,那么就认为其对应的是传入数据的字段\n registerStyleAttribute(fieldName, layer, styleFloat, (value: any) => {\n return value;\n });\n } else if (isNumber(styleFloat)) {\n // 传入 number、默认值处理\n registerStyleAttribute(fieldName, layer, [styleFloat], undefined);\n } else if (isArray(styleFloat) && styleFloat.length === 2) {\n // 传入的 styleFloat 是长度为 2 的数组\n if (isString(styleFloat[0]) && isFunction(styleFloat[1])) {\n // 字段回调函数 [string, callback]\n registerStyleAttribute(fieldName, layer, styleFloat[0], styleFloat[1]);\n } else if (\n isString(styleFloat[0]) &&\n isArray(styleFloat[1]) &&\n isNumber(styleFloat[1][0]) &&\n isNumber(styleFloat[1][1])\n ) {\n // 字段映射 [string, [start: number, end: number]]\n registerStyleAttribute(fieldName, layer, styleFloat[0], styleFloat[1]);\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, [1.0], undefined);\n }\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, [1.0], undefined);\n }\n}\n/**\n * 根据传入参数 offsets 的类型和值做相应的操作\n * @param fieldName\n * @param layer\n * @param styleOffsets\n */\nfunction handleStyleOffsets(\n fieldName: string,\n layer: ILayer,\n styleOffsets: any,\n) {\n if (isString(styleOffsets)) {\n // 如果传入的 styleOffsets 是 string 类型,那么就认为其对应的是传入数据的字段\n registerStyleAttribute(fieldName, layer, styleOffsets, (value: any) => {\n return value;\n });\n } else if (\n isArray(styleOffsets) &&\n styleOffsets.length === 2 &&\n isString(styleOffsets[0]) &&\n isFunction(styleOffsets[1])\n ) {\n // 字段回调函数 [string, callback]\n registerStyleAttribute(fieldName, layer, styleOffsets[0], styleOffsets[1]);\n } else if (\n isArray(styleOffsets) &&\n styleOffsets.length === 2 &&\n isNumber(styleOffsets[0]) &&\n isNumber(styleOffsets[1])\n ) {\n // 字段映射 [string, [start: number, end: number]]\n registerStyleAttribute(fieldName, layer, styleOffsets, undefined);\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, [0, 0], undefined);\n }\n}\n\n/**\n * 根据传入参数 stroke / color 的类型和值做相应的操作\n * @param fieldName\n * @param layer\n * @param styleColor\n */\nfunction handleStyleColor(fieldName: string, layer: ILayer, styleColor: any) {\n if (isString(styleColor)) {\n // 如果传入的 styleColor 是 string 类型,那么就认为其是颜色值\n registerStyleAttribute(fieldName, layer, styleColor, undefined);\n } else if (isArray(styleColor) && styleColor.length === 2) {\n // 传入的 styleColor 是长度为 2 的数组\n if (isString(styleColor[0]) && isFunction(styleColor[1])) {\n // 字段回调函数 [string, callback]\n registerStyleAttribute(fieldName, layer, styleColor[0], styleColor[1]);\n } else if (\n isString(styleColor[0]) &&\n isArray(styleColor[1]) &&\n styleColor[1].length > 0\n ) {\n // 字段映射 [string, [start: string, end: string]]\n registerStyleAttribute(fieldName, layer, styleColor[0], styleColor[1]);\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, '#fff', undefined);\n }\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, '#fff', undefined);\n }\n}\n\nexport { handleStyleDataMapping, handleStyleFloat, handleStyleColor };\n"],"file":"dataMappingStyle.js"}
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{\n gl,\n ILayer,\n IStyleAttributeUpdateOptions,\n ITexture2D,\n StyleAttributeField,\n StyleAttributeOption,\n} from '@antv/l7-core';\nimport { rgb2arr } from '@antv/l7-utils';\nimport { isArray, isFunction, isNumber, isString } from 'lodash';\n/**\n * 该文件中的工具方法主要用于对 style 中的属性进行 数据映射\n */\n\ninterface IConfigToUpdate {\n thetaOffset?: any;\n opacity?: any;\n strokeOpacity?: any;\n stroke?: any;\n strokeWidth?: any;\n offsets?: any;\n textOffset?: any;\n}\n\n// 画布默认的宽度\nconst WIDTH = 1024;\n\n/**\n * 当 style 中使用的 opacity 不是常数的时候根据数据进行映射\n * @param field\n * @param values\n * @param updateOptions\n */\nfunction registerStyleAttribute(\n fieldName: string,\n layer: ILayer,\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n) {\n layer.updateStyleAttribute(fieldName, field, values, updateOptions);\n}\n\n/**\n * 当样式发生变化时判断是否需要进行数据映射\n * @param configToUpdate\n * @param layer\n */\nfunction handleStyleDataMapping(configToUpdate: IConfigToUpdate, layer: any) {\n if (configToUpdate.opacity) {\n // 处理 style 中 opacity 属性的数据映射\n handleStyleFloat('opacity', layer, configToUpdate.opacity);\n }\n\n if (configToUpdate.strokeWidth) {\n // 处理 style 中 strokeWidth 属性的数据映射\n\n handleStyleFloat('strokeWidth', layer, configToUpdate.strokeWidth);\n }\n\n if (configToUpdate.strokeOpacity) {\n // 处理 style 中 strokeOpacity 属性的数据映射\n handleStyleFloat('strokeOpacity', layer, configToUpdate.strokeOpacity);\n }\n\n if (configToUpdate.stroke) {\n // 处理 style 中 stroke (strokeColor) 属性的数据映射\n handleStyleColor('stroke', layer, configToUpdate.stroke);\n }\n\n if (configToUpdate.offsets) {\n // 处理 style 中 offsets 属性的数据映射\n handleStyleOffsets('offsets', layer, configToUpdate.offsets);\n }\n\n if (configToUpdate.textOffset) {\n // 处理 style 中 textOffset 属性的数据映射\n handleStyleOffsets('textOffset', layer, configToUpdate.textOffset);\n }\n\n if (configToUpdate.thetaOffset) {\n // 处理 style 中 thetaOffset 属性的数据映射\n handleStyleFloat('thetaOffset', layer, configToUpdate.thetaOffset);\n }\n}\n\n/**\n * 根据传入参数 float 的类型和值做相应的操作\n */\nfunction handleStyleFloat(fieldName: string, layer: ILayer, styleFloat: any) {\n if (isString(styleFloat)) {\n // 如果传入的 styleFloat 是 string 类型,那么就认为其对应的是传入数据的字段\n registerStyleAttribute(fieldName, layer, styleFloat, (value: any) => {\n return value;\n });\n } else if (isNumber(styleFloat)) {\n // 传入 number、默认值处理\n registerStyleAttribute(fieldName, layer, [styleFloat], undefined);\n } else if (isArray(styleFloat) && styleFloat.length === 2) {\n // 传入的 styleFloat 是长度为 2 的数组\n if (isString(styleFloat[0]) && isFunction(styleFloat[1])) {\n // 字段回调函数 [string, callback]\n registerStyleAttribute(fieldName, layer, styleFloat[0], styleFloat[1]);\n } else if (\n isString(styleFloat[0]) &&\n isArray(styleFloat[1]) &&\n isNumber(styleFloat[1][0]) &&\n isNumber(styleFloat[1][1])\n ) {\n // 字段映射 [string, [start: number, end: number]]\n registerStyleAttribute(fieldName, layer, styleFloat[0], styleFloat[1]);\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, [1.0], undefined);\n }\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, [1.0], undefined);\n }\n}\n/**\n * 根据传入参数 offsets 的类型和值做相应的操作\n * @param fieldName\n * @param layer\n * @param styleOffsets\n */\nfunction handleStyleOffsets(\n fieldName: string,\n layer: ILayer,\n styleOffsets: any,\n) {\n if (isString(styleOffsets)) {\n // 如果传入的 styleOffsets 是 string 类型,那么就认为其对应的是传入数据的字段\n registerStyleAttribute(fieldName, layer, styleOffsets, (value: any) => {\n return value;\n });\n } else if (\n isArray(styleOffsets) &&\n styleOffsets.length === 2 &&\n isString(styleOffsets[0]) &&\n isFunction(styleOffsets[1])\n ) {\n // 字段回调函数 [string, callback]\n registerStyleAttribute(fieldName, layer, styleOffsets[0], styleOffsets[1]);\n } else if (\n isArray(styleOffsets) &&\n styleOffsets.length === 2 &&\n isNumber(styleOffsets[0]) &&\n isNumber(styleOffsets[1])\n ) {\n // 字段映射 [string, [start: number, end: number]]\n registerStyleAttribute(fieldName, layer, styleOffsets, undefined);\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, [0, 0], undefined);\n }\n}\n\n/**\n * 根据传入参数 stroke / color 的类型和值做相应的操作\n * @param fieldName\n * @param layer\n * @param styleColor\n */\nfunction handleStyleColor(fieldName: string, layer: ILayer, styleColor: any) {\n if (isString(styleColor)) {\n // 如果传入的 styleColor 是 string 类型,那么就认为其是颜色值\n registerStyleAttribute(fieldName, layer, styleColor, undefined);\n } else if (isArray(styleColor) && styleColor.length === 2) {\n // 传入的 styleColor 是长度为 2 的数组\n if (isString(styleColor[0]) && isFunction(styleColor[1])) {\n // 字段回调函数 [string, callback]\n registerStyleAttribute(fieldName, layer, styleColor[0], styleColor[1]);\n } else if (\n isString(styleColor[0]) &&\n isArray(styleColor[1]) &&\n styleColor[1].length > 0\n ) {\n // 字段映射 [string, [start: string, end: string]]\n registerStyleAttribute(fieldName, layer, styleColor[0], styleColor[1]);\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, '#fff', undefined);\n }\n } else {\n // 兼容\n registerStyleAttribute(fieldName, layer, '#fff', undefined);\n }\n}\n\nexport { handleStyleDataMapping, handleStyleFloat, handleStyleColor };\n"],"file":"dataMappingStyle.js"}
@@ -0,0 +1,36 @@
1
+ import BaseLayer from '../core/BaseLayer';
2
+ import { WindModelType } from './models';
3
+ interface IWindLayerStyleOptions {
4
+ uMin?: number;
5
+ uMax?: number;
6
+ vMin?: number;
7
+ vMax?: number;
8
+ fadeOpacity?: number;
9
+ speedFactor?: number;
10
+ dropRate?: number;
11
+ dropRateBump?: number;
12
+ opacity?: number;
13
+ numParticles?: number;
14
+ rampColors?: {
15
+ [key: number]: string;
16
+ };
17
+ sizeScale?: number;
18
+ }
19
+ export default class WindLayer extends BaseLayer<IWindLayerStyleOptions> {
20
+ type: string;
21
+ buildModels(): void;
22
+ rebuildModels(): void;
23
+ renderModels(): this;
24
+ protected getConfigSchema(): {
25
+ properties: {
26
+ opacity: {
27
+ type: string;
28
+ minimum: number;
29
+ maximum: number;
30
+ };
31
+ };
32
+ };
33
+ protected getDefaultConfig(): {};
34
+ protected getModelType(): WindModelType;
35
+ }
36
+ export {};
@@ -0,0 +1,91 @@
1
+ import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
2
+ import _createClass from "@babel/runtime/helpers/createClass";
3
+ import _assertThisInitialized from "@babel/runtime/helpers/assertThisInitialized";
4
+ import _inherits from "@babel/runtime/helpers/inherits";
5
+ import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
6
+ import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
7
+ import _defineProperty from "@babel/runtime/helpers/defineProperty";
8
+
9
+ 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); }; }
10
+
11
+ 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; } }
12
+
13
+ import BaseLayer from '../core/BaseLayer';
14
+ import WindModels from './models';
15
+
16
+ var WindLayer = function (_BaseLayer) {
17
+ _inherits(WindLayer, _BaseLayer);
18
+
19
+ var _super = _createSuper(WindLayer);
20
+
21
+ function WindLayer() {
22
+ var _this;
23
+
24
+ _classCallCheck(this, WindLayer);
25
+
26
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
27
+ args[_key] = arguments[_key];
28
+ }
29
+
30
+ _this = _super.call.apply(_super, [this].concat(args));
31
+
32
+ _defineProperty(_assertThisInitialized(_this), "type", 'WindLayer');
33
+
34
+ return _this;
35
+ }
36
+
37
+ _createClass(WindLayer, [{
38
+ key: "buildModels",
39
+ value: function buildModels() {
40
+ var modelType = this.getModelType();
41
+ this.layerModel = new WindModels[modelType](this);
42
+ this.models = this.layerModel.initModels();
43
+ }
44
+ }, {
45
+ key: "rebuildModels",
46
+ value: function rebuildModels() {
47
+ this.models = this.layerModel.buildModels();
48
+ }
49
+ }, {
50
+ key: "renderModels",
51
+ value: function renderModels() {
52
+ if (this.layerModel) {
53
+ this.layerModel.render();
54
+ }
55
+
56
+ return this;
57
+ }
58
+ }, {
59
+ key: "getConfigSchema",
60
+ value: function getConfigSchema() {
61
+ return {
62
+ properties: {
63
+ opacity: {
64
+ type: 'number',
65
+ minimum: 0,
66
+ maximum: 1
67
+ }
68
+ }
69
+ };
70
+ }
71
+ }, {
72
+ key: "getDefaultConfig",
73
+ value: function getDefaultConfig() {
74
+ var type = this.getModelType();
75
+ var defaultConfig = {
76
+ wind: {}
77
+ };
78
+ return defaultConfig[type];
79
+ }
80
+ }, {
81
+ key: "getModelType",
82
+ value: function getModelType() {
83
+ return 'wind';
84
+ }
85
+ }]);
86
+
87
+ return WindLayer;
88
+ }(BaseLayer);
89
+
90
+ export { WindLayer as default };
91
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../src/wind/index.ts"],"names":["BaseLayer","WindModels","WindLayer","modelType","getModelType","layerModel","models","initModels","buildModels","render","properties","opacity","type","minimum","maximum","defaultConfig","wind"],"mappings":";;;;;;;;;;;;AAAA,OAAOA,SAAP,MAAsB,mBAAtB;AACA,OAAOC,UAAP,MAA0C,UAA1C;;IAiBqBC,S;;;;;;;;;;;;;;;;2DACG,W;;;;;;;WACtB,uBAAqB;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIJ,UAAU,CAACE,SAAD,CAAd,CAA0B,IAA1B,CAAlB;AACA,WAAKG,MAAL,GAAc,KAAKD,UAAL,CAAgBE,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKD,UAAL,CAAgBG,WAAhB,EAAd;AACD;;;WAED,wBAAsB;AACpB,UAAI,KAAKH,UAAT,EAAqB;AACnB,aAAKA,UAAL,CAAgBI,MAAhB;AACD;;AAED,aAAO,IAAP;AACD;;;WACD,2BAA4B;AAC1B,aAAO;AACLC,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKR,YAAL,EAAb;AACA,UAAMW,aAAa,GAAG;AACpBC,QAAAA,IAAI,EAAE;AADc,OAAtB;AAGA,aAAOD,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAAwC;AACtC,aAAO,MAAP;AACD;;;;EAvCoCZ,S;;SAAlBE,S","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport WindModels, { WindModelType } from './models';\ninterface IWindLayerStyleOptions {\n uMin?: number;\n uMax?: number;\n vMin?: number;\n vMax?: number;\n fadeOpacity?: number;\n speedFactor?: number;\n dropRate?: number;\n dropRateBump?: number;\n opacity?: number;\n numParticles?: number;\n rampColors?: {\n [key: number]: string;\n };\n sizeScale?: number;\n}\nexport default class WindLayer extends BaseLayer<IWindLayerStyleOptions> {\n public type: string = 'WindLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new WindModels[modelType](this);\n this.models = this.layerModel.initModels();\n }\n public rebuildModels() {\n this.models = this.layerModel.buildModels();\n }\n\n public renderModels() {\n if (this.layerModel) {\n this.layerModel.render(); // 独立的渲染流程\n }\n\n return this;\n }\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n wind: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): WindModelType {\n return 'wind';\n }\n}\n"],"file":"index.js"}
@@ -0,0 +1,5 @@
1
+ export declare type WindModelType = 'wind';
2
+ declare const WindModels: {
3
+ [key in WindModelType]: any;
4
+ };
5
+ export default WindModels;
@@ -0,0 +1,6 @@
1
+ import WindModel from './wind';
2
+ var WindModels = {
3
+ wind: WindModel
4
+ };
5
+ export default WindModels;
6
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/wind/models/index.ts"],"names":["WindModel","WindModels","wind"],"mappings":"AAAA,OAAOA,SAAP,MAAsB,QAAtB;AAGA,IAAMC,UAA2C,GAAG;AAClDC,EAAAA,IAAI,EAAEF;AAD4C,CAApD;AAGA,eAAeC,UAAf","sourcesContent":["import WindModel from './wind';\nexport type WindModelType = 'wind';\n\nconst WindModels: { [key in WindModelType]: any } = {\n wind: WindModel,\n};\nexport default WindModels;\n"],"file":"index.js"}
@@ -0,0 +1,19 @@
1
+ export declare function createProgram(gl: any, vshader: any, fshader: any): any;
2
+ export declare function loadShader(gl: WebGLRenderingContext, type: any, source: any): WebGLShader | null;
3
+ export declare function createTexture(gl: WebGLRenderingContext, filter: any, data: any, width: number, height: number): WebGLTexture | null;
4
+ export declare function createDataTexture(gl: WebGLRenderingContext, filter: any, data: any): WebGLTexture | null;
5
+ export declare function bindTexture(gl: any, texture: any, unit: any): void;
6
+ export declare function createBuffer(gl: any, data: any): any;
7
+ export declare function bindAttriBuffer(gl: WebGLRenderingContext, attrName: string, vertices: any, count: any, program: any): {
8
+ buffer: WebGLBuffer | null;
9
+ attr: number;
10
+ count: any;
11
+ };
12
+ export declare function bindAttriIndicesBuffer(gl: WebGLRenderingContext, indices: Uint8Array): WebGLBuffer;
13
+ export declare function bindUnifrom(gl: any, unifromName: any, data: any, program: any, vec: any): any;
14
+ export declare function setUnifrom(gl: any, location: any, data: any, vec: any): void;
15
+ export declare function initFramebuffer(gl: any): {
16
+ FRAMEBUFFER: any;
17
+ OFFER_SCREEN_WIDTH: any;
18
+ OFFER_SCREEN_HEIGHT: any;
19
+ };
@@ -0,0 +1,201 @@
1
+ export function createProgram(gl, vshader, fshader) {
2
+ var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
3
+ var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
4
+
5
+ if (!vertexShader || !fragmentShader) {
6
+ return null;
7
+ }
8
+
9
+ var program = gl.createProgram();
10
+
11
+ if (!program) {
12
+ return null;
13
+ }
14
+
15
+ gl.attachShader(program, vertexShader);
16
+ gl.attachShader(program, fragmentShader);
17
+ gl.linkProgram(program);
18
+ var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
19
+
20
+ if (!linked) {
21
+ var error = gl.getProgramInfoLog(program);
22
+ console.warn('Failed to link program: ' + error);
23
+ gl.deleteProgram(program);
24
+ gl.deleteShader(fragmentShader);
25
+ gl.deleteShader(vertexShader);
26
+ return null;
27
+ }
28
+
29
+ var numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
30
+
31
+ for (var i = 0; i < numAttributes; i++) {
32
+ var attribute = gl.getActiveAttrib(program, i);
33
+ program[attribute.name] = gl.getAttribLocation(program, attribute.name);
34
+ }
35
+
36
+ var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
37
+
38
+ for (var i$1 = 0; i$1 < numUniforms; i$1++) {
39
+ var uniform = gl.getActiveUniform(program, i$1);
40
+ program[uniform.name] = gl.getUniformLocation(program, uniform.name);
41
+ }
42
+
43
+ program.vertexShader = vertexShader;
44
+ program.fragmentShader = fragmentShader;
45
+ return program;
46
+ }
47
+ export function loadShader(gl, type, source) {
48
+ var shader = gl.createShader(type);
49
+
50
+ if (shader == null) {
51
+ console.warn('unable to create shader');
52
+ return null;
53
+ }
54
+
55
+ gl.shaderSource(shader, source);
56
+ gl.compileShader(shader);
57
+ var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
58
+
59
+ if (!compiled) {
60
+ var error = gl.getShaderInfoLog(shader);
61
+ console.warn('Failed to compile shader: ' + error);
62
+ gl.deleteShader(shader);
63
+ return null;
64
+ }
65
+
66
+ return shader;
67
+ }
68
+ export function createTexture(gl, filter, data, width, height) {
69
+ var texture = gl.createTexture();
70
+ gl.bindTexture(gl.TEXTURE_2D, texture);
71
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
72
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
73
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
74
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
75
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
76
+ gl.bindTexture(gl.TEXTURE_2D, null);
77
+ return texture;
78
+ }
79
+ export function createDataTexture(gl, filter, data) {
80
+ var texture = gl.createTexture();
81
+ gl.bindTexture(gl.TEXTURE_2D, texture);
82
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
83
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
84
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
85
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
86
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data);
87
+ gl.bindTexture(gl.TEXTURE_2D, null);
88
+ return texture;
89
+ }
90
+ export function bindTexture(gl, texture, unit) {
91
+ gl.activeTexture(gl.TEXTURE0 + unit);
92
+ gl.bindTexture(gl.TEXTURE_2D, texture);
93
+ }
94
+ export function createBuffer(gl, data) {
95
+ var buffer = gl.createBuffer();
96
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
97
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
98
+ return buffer;
99
+ }
100
+ export function bindAttriBuffer(gl, attrName, vertices, count, program) {
101
+ var buffer = gl.createBuffer();
102
+
103
+ if (!buffer) {
104
+ console.warn('failed create vertex buffer');
105
+ }
106
+
107
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
108
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
109
+ var attr = gl.getAttribLocation(program, attrName);
110
+ gl.vertexAttribPointer(attr, count, gl.FLOAT, false, 0, 0);
111
+ gl.enableVertexAttribArray(attr);
112
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
113
+ return {
114
+ buffer: buffer,
115
+ attr: attr,
116
+ count: count
117
+ };
118
+ }
119
+ export function bindAttriIndicesBuffer(gl, indices) {
120
+ var buffer = gl.createBuffer();
121
+
122
+ if (!buffer) {
123
+ console.warn('failed create vertex buffer');
124
+ }
125
+
126
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
127
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
128
+ return buffer;
129
+ }
130
+ export function bindUnifrom(gl, unifromName, data, program, vec) {
131
+ var uniform = gl.getUniformLocation(program, unifromName);
132
+
133
+ if (uniform < 0) {
134
+ console.warn('无法获取 uniform 变量的存储位置');
135
+ }
136
+
137
+ setUnifrom(gl, uniform, data, vec);
138
+ return uniform;
139
+ }
140
+ export function setUnifrom(gl, location, data, vec) {
141
+ switch (vec) {
142
+ case 'float':
143
+ gl.uniform1f(location, data);
144
+ break;
145
+
146
+ case 'vec2':
147
+ gl.uniform2fv(location, data);
148
+ break;
149
+
150
+ case 'vec3':
151
+ gl.uniform3fv(location, data);
152
+ break;
153
+
154
+ case 'vec4':
155
+ gl.uniform4fv(location, data);
156
+ break;
157
+
158
+ case 'bool':
159
+ gl.uniform1i(location, data);
160
+ break;
161
+
162
+ case 'sampler2d':
163
+ break;
164
+
165
+ case 'mat4':
166
+ gl.uniformMatrix4fv(location, false, data);
167
+ break;
168
+ }
169
+ }
170
+ export function initFramebuffer(gl) {
171
+ var drawingBufferWidth = gl.drawingBufferWidth,
172
+ drawingBufferHeight = gl.drawingBufferHeight;
173
+ var OFFER_SCREEN_WIDTH = drawingBufferWidth;
174
+ var OFFER_SCREEN_HEIGHT = drawingBufferHeight;
175
+ var FRAMEBUFFER = gl.createFramebuffer();
176
+ gl.bindFramebuffer(gl.FRAMEBUFFER, FRAMEBUFFER);
177
+ var depthbuffer = gl.createRenderbuffer();
178
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthbuffer);
179
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, OFFER_SCREEN_WIDTH, OFFER_SCREEN_HEIGHT);
180
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);
181
+ var texture = gl.createTexture();
182
+ var textureSize = 1024;
183
+ FRAMEBUFFER.texture = texture;
184
+ FRAMEBUFFER.width = OFFER_SCREEN_WIDTH;
185
+ FRAMEBUFFER.height = OFFER_SCREEN_HEIGHT;
186
+ gl.bindTexture(gl.TEXTURE_2D, texture);
187
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
188
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
189
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
190
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
191
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, OFFER_SCREEN_WIDTH, OFFER_SCREEN_HEIGHT, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
192
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
193
+ gl.bindTexture(gl.TEXTURE_2D, null);
194
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
195
+ return {
196
+ FRAMEBUFFER: FRAMEBUFFER,
197
+ OFFER_SCREEN_WIDTH: OFFER_SCREEN_WIDTH,
198
+ OFFER_SCREEN_HEIGHT: OFFER_SCREEN_HEIGHT
199
+ };
200
+ }
201
+ //# sourceMappingURL=utils.js.map