@antv/l7-layers 2.7.2 → 2.7.6
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/BaseLayer.d.ts +5 -0
- package/es/core/BaseLayer.js +75 -5
- package/es/core/BaseLayer.js.map +1 -1
- package/es/core/interface.d.ts +1 -0
- package/es/core/interface.js.map +1 -1
- package/es/plugins/DataSourcePlugin.js +2 -2
- package/es/plugins/DataSourcePlugin.js.map +1 -1
- package/es/plugins/MultiPassRendererPlugin.js +22 -3
- package/es/plugins/MultiPassRendererPlugin.js.map +1 -1
- package/es/plugins/PixelPickingPlugin.js +16 -18
- package/es/plugins/PixelPickingPlugin.js.map +1 -1
- package/es/polygon/models/extrude.d.ts +1 -0
- package/es/polygon/models/extrude.js +6 -3
- package/es/polygon/models/extrude.js.map +1 -1
- package/lib/core/BaseLayer.js +76 -5
- package/lib/core/BaseLayer.js.map +1 -1
- package/lib/core/interface.js.map +1 -1
- package/lib/plugins/DataSourcePlugin.js +2 -2
- package/lib/plugins/DataSourcePlugin.js.map +1 -1
- package/lib/plugins/MultiPassRendererPlugin.js +23 -3
- package/lib/plugins/MultiPassRendererPlugin.js.map +1 -1
- package/lib/plugins/PixelPickingPlugin.js +16 -18
- package/lib/plugins/PixelPickingPlugin.js.map +1 -1
- package/lib/polygon/models/extrude.js +6 -3
- package/lib/polygon/models/extrude.js.map +1 -1
- package/package.json +5 -5
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@@ -33,8 +33,8 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
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var polygonExtrudeFrag = "uniform float u_opacity: 1.0;\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n gl_FragColor = v_Color;\n // gl_FragColor.a *= u_opacity;\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var polygonExtrudePickLightFrag = "uniform float u_opacity: 1.0;\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\nvarying float v_lightWeight;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n gl_FragColor = v_Color;\n // gl_FragColor.a *= u_opacity;\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColorWithLight(gl_FragColor, v_lightWeight);\n}\n";
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var polygonExtrudePickLightVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\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 \"light\"\n#pragma include \"picking\"\n\nvarying float v_lightWeight;\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 // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n v_lightWeight = lightWeight;\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
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var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\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 \"light\"\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 // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
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var polygonExtrudePickLightVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\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 \"light\"\n#pragma include \"picking\"\n\nvarying float v_lightWeight;\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 // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n project_pos.z *= 4.0/pow(2.0, 21.0 - u_Zoom);\n }\n }\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n v_lightWeight = lightWeight;\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
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var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\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 \"light\"\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 // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n project_pos.z *= 4.0/pow(2.0, 21.0 - u_Zoom);\n }\n }\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
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var ExtrudeModel = function (_BaseModel) {
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(0, _inherits2.default)(ExtrudeModel, _BaseModel);
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@@ -51,7 +51,9 @@ var ExtrudeModel = function (_BaseModel) {
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value: function getUninforms() {
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var _ref = this.layer.getLayerConfig(),
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_ref$opacity = _ref.opacity,
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opacity = _ref$opacity === void 0 ? 1 : _ref$opacity
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opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
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_ref$heightfixed = _ref.heightfixed,
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heightfixed = _ref$heightfixed === void 0 ? false : _ref$heightfixed;
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if (this.dataTextureTest && this.dataTextureNeedUpdate({
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opacity: opacity
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@@ -85,6 +87,7 @@ var ExtrudeModel = function (_BaseModel) {
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}
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return {
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u_heightfixed: Number(heightfixed),
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u_dataTexture: this.dataTexture,
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u_cellTypeLayout: this.getCellTypeLayout(),
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u_opacity: (0, _isNumber2.default)(opacity) ? opacity : 1.0
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@@ -1 +1 @@
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{"version":3,"sources":["../../../src/polygon/models/extrude.ts"],"names":["ExtrudeModel","layer","getLayerConfig","opacity","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","gl","LUMINANCE","type","FLOAT","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_opacity","buildModels","pickLight","mask","maskInside","buildLayerModel","moduleName","vertexShader","polygonExtrudePickLightVert","polygonExtrudeVert","fragmentShader","polygonExtrudePickLightFrag","polygonExtrudeFrag","triangulation","PolygonExtrudeTriangulation","stencil","destroy","styleAttributeService","registerStyleAttribute","name","AttributeType","Attribute","descriptor","buffer","usage","STATIC_DRAW","size","update","feature","featureIdx","vertex","attributeIdx","normal","DYNAMIC_DRAW","Array","isArray","BaseModel"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AAEA;;AAEA;;;;;;;;;;;IAKqBA,Y;;;;;;;;;;;;WACnB,wBAAsB;AACpB,
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{"version":3,"sources":["../../../src/polygon/models/extrude.ts"],"names":["ExtrudeModel","layer","getLayerConfig","opacity","heightfixed","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","gl","LUMINANCE","type","FLOAT","u_heightfixed","Number","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_opacity","buildModels","pickLight","mask","maskInside","buildLayerModel","moduleName","vertexShader","polygonExtrudePickLightVert","polygonExtrudeVert","fragmentShader","polygonExtrudePickLightFrag","polygonExtrudeFrag","triangulation","PolygonExtrudeTriangulation","stencil","destroy","styleAttributeService","registerStyleAttribute","name","AttributeType","Attribute","descriptor","buffer","usage","STATIC_DRAW","size","update","feature","featureIdx","vertex","attributeIdx","normal","DYNAMIC_DRAW","Array","isArray","BaseModel"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AAEA;;AAEA;;;;;;;;;;;IAKqBA,Y;;;;;;;;;;;;WACnB,wBAAsB;AACpB,iBAGI,KAAKC,KAAL,CAAWC,cAAX,EAHJ;AAAA,8BACEC,OADF;AAAA,UACEA,OADF,6BACY,CADZ;AAAA,kCAEEC,WAFF;AAAA,UAEEA,WAFF,iCAEgB,KAFhB;;AAKA,UAAI,KAAKC,eAAL,IAAwB,KAAKC,qBAAL,CAA2B;AAAEH,QAAAA,OAAO,EAAPA;AAAF,OAA3B,CAA5B,EAAqE;AACnE,aAAKI,oBAAL,CAA0B;AAAEJ,UAAAA,OAAO,EAAPA;AAAF,SAA1B;AACA,YAAMK,UAAU,GAAG,KAAKP,KAAL,CAAWQ,cAAX,EAAnB;;AACA,iCAAgC,KAAKC,YAAL,CAC9B,KAAKC,UADyB,EAE9BH,UAF8B,EAG9B,KAAKI,cAHyB,CAAhC;AAAA,YAAQC,IAAR,sBAAQA,IAAR;AAAA,YAAcC,KAAd,sBAAcA,KAAd;AAAA,YAAqBC,MAArB,sBAAqBA,MAArB;;AAKA,aAAKC,QAAL,GAAgBD,MAAhB;AAEA,aAAKE,WAAL,GACE,KAAKN,UAAL,GAAkB,CAAlB,IAAuBE,IAAI,CAACK,MAAL,GAAc,CAArC,GACI,KAAKC,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAJA,IAFmB;AAGnBQ,UAAAA,MAAM,EAAEC,WAAGC,SAHQ;AAInBC,UAAAA,IAAI,EAAEF,WAAGG,KAJU;AAKnBX,UAAAA,KAAK,EAALA,KALmB;AAMnBC,UAAAA,MAAM,EAANA;AANmB,SAArB,CADJ,GASI,KAAKI,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAE,CAAC,CAAD,CAFa;AAGnBQ,UAAAA,MAAM,EAAEC,WAAGC,SAHQ;AAInBC,UAAAA,IAAI,EAAEF,WAAGG,KAJU;AAKnBX,UAAAA,KAAK,EAAE,CALY;AAMnBC,UAAAA,MAAM,EAAE;AANW,SAArB,CAVN;AAkBD;;AAED,aAAO;AACLW,QAAAA,aAAa,EAAEC,MAAM,CAACvB,WAAD,CADhB;AAELwB,QAAAA,aAAa,EAAE,KAAKX,WAFf;AAGLY,QAAAA,gBAAgB,EAAE,KAAKC,iBAAL,EAHb;AAKLC,QAAAA,SAAS,EAAE,wBAAS5B,OAAT,IAAoBA,OAApB,GAA8B;AALpC,OAAP;AAOD;;;WAED,sBAA8B;AAC5B,aAAO,KAAK6B,WAAL,EAAP;AACD;;;WAED,uBAA+B;AAC7B,kBAII,KAAK/B,KAAL,CAAWC,cAAX,EAJJ;AAAA,kCACE+B,SADF;AAAA,UACEA,SADF,gCACc,KADd;AAAA,6BAEEC,IAFF;AAAA,UAEEA,IAFF,2BAES,KAFT;AAAA,mCAGEC,UAHF;AAAA,UAGEA,UAHF,iCAGe,IAHf;;AAKA,aAAO,CACL,KAAKlC,KAAL,CAAWmC,eAAX,CAA2B;AACzBC,QAAAA,UAAU,EAAE,gBADa;AAEzBC,QAAAA,YAAY,EAAEL,SAAS,GACnBM,2BADmB,GAEnBC,kBAJqB;AAKzBC,QAAAA,cAAc,EAAER,SAAS,GACrBS,2BADqB,GAErBC,kBAPqB;AAQzBC,QAAAA,aAAa,EAAEC,0CARU;AASzBC,QAAAA,OAAO,EAAE,sBAAQZ,IAAR,EAAcC,UAAd;AATgB,OAA3B,CADK,CAAP;AAaD;;;WAED,uBAAqB;AAAA;;AACnB,gCAAKlB,WAAL,wEAAkB8B,OAAlB;AACD;;;WAED,qCAAsC;AAEpC,WAAKC,qBAAL,CAA2BC,sBAA3B,CAAkD;AAChDC,QAAAA,IAAI,EAAE,QAD0C;AAEhD1B,QAAAA,IAAI,EAAE2B,sBAAcC,SAF4B;AAGhDC,QAAAA,UAAU,EAAE;AACVH,UAAAA,IAAI,EAAE,UADI;AAEVI,UAAAA,MAAM,EAAE;AAENC,YAAAA,KAAK,EAAEjC,WAAGkC,WAFJ;AAGN3C,YAAAA,IAAI,EAAE,EAHA;AAINW,YAAAA,IAAI,EAAEF,WAAGG;AAJH,WAFE;AAQVgC,UAAAA,IAAI,EAAE,CARI;AASVC,UAAAA,MAAM,EAAE,gBACNC,OADM,EAENC,UAFM,EAGNC,MAHM,EAINC,YAJM,EAKNC,MALM,EAMH;AACH,mBAAOA,MAAP;AACD;AAjBS;AAHoC,OAAlD;AAwBA,WAAKf,qBAAL,CAA2BC,sBAA3B,CAAkD;AAChDC,QAAAA,IAAI,EAAE,MAD0C;AAEhD1B,QAAAA,IAAI,EAAE2B,sBAAcC,SAF4B;AAGhDC,QAAAA,UAAU,EAAE;AACVH,UAAAA,IAAI,EAAE,QADI;AAEVI,UAAAA,MAAM,EAAE;AAENC,YAAAA,KAAK,EAAEjC,WAAG0C,YAFJ;AAGNnD,YAAAA,IAAI,EAAE,EAHA;AAINW,YAAAA,IAAI,EAAEF,WAAGG;AAJH,WAFE;AAQVgC,UAAAA,IAAI,EAAE,CARI;AASVC,UAAAA,MAAM,EAAE,gBACNC,OADM,EAENC,UAFM,EAGNC,MAHM,EAINC,YAJM,EAKH;AACH,gCAAsBH,OAAtB,CAAQF,IAAR;AAAA,gBAAQA,IAAR,8BAAe,EAAf;AACA,mBAAOQ,KAAK,CAACC,OAAN,CAAcT,IAAd,IAAsB,CAACA,IAAI,CAAC,CAAD,CAAL,CAAtB,GAAkC,CAACA,IAAD,CAAzC;AACD;AAjBS;AAHoC,OAAlD;AAuBD;;;EA5HuCU,mB","sourcesContent":["import { AttributeType, gl, IEncodeFeature, IModel } from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { PolygonExtrudeTriangulation } from '../../core/triangulation';\nimport polygonExtrudeFrag from '../shaders/polygon_extrude_frag.glsl';\nimport polygonExtrudePickLightFrag from '../shaders/polygon_extrude_picklight_frag.glsl';\nimport polygonExtrudePickLightVert from '../shaders/polygon_extrude_picklight_vert.glsl';\nimport polygonExtrudeVert from '../shaders/polygon_extrude_vert.glsl';\nexport default class ExtrudeModel extends BaseModel {\n public getUninforms() {\n const {\n opacity = 1,\n heightfixed = false,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\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_heightfixed: Number(heightfixed),\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 };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n pickLight = false,\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'polygonExtrude',\n vertexShader: pickLight\n ? polygonExtrudePickLightVert\n : polygonExtrudeVert,\n fragmentShader: pickLight\n ? polygonExtrudePickLightFrag\n : polygonExtrudeFrag,\n triangulation: PolygonExtrudeTriangulation,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\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 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: '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 = 10 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n }\n}\n"],"file":"extrude.js"}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@antv/l7-layers",
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"version": "2.7.
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"version": "2.7.6",
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"description": "L7's collection of built-in layers",
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"main": "lib/index.js",
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"module": "es/index.js",
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"license": "ISC",
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"dependencies": {
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"@antv/geo-coord": "^1.0.8",
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-
"@antv/l7-core": "^2.7.
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"@antv/l7-source": "^2.7.
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-
"@antv/l7-utils": "^2.7.
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"@antv/l7-core": "^2.7.6",
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"@antv/l7-source": "^2.7.6",
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"@antv/l7-utils": "^2.7.6",
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"@babel/runtime": "^7.7.7",
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"@mapbox/martini": "^0.2.0",
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"@turf/meta": "^6.0.2",
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@@ -52,7 +52,7 @@
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"@types/gl-matrix": "^2.4.5",
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"@types/lodash": "^4.14.138"
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},
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-
"gitHead": "
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+
"gitHead": "c92a6af563d8b16c205b359da30236a8643d0636",
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"publishConfig": {
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"access": "public"
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}
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