@antv/l7-layers 2.7.7 → 2.7.12
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/interface.d.ts +12 -0
- package/es/core/interface.js.map +1 -1
- package/es/line/models/line.d.ts +9 -0
- package/es/line/models/line.js +47 -8
- package/es/line/models/line.js.map +1 -1
- package/es/point/models/extrude.d.ts +2 -0
- package/es/point/models/extrude.js +8 -2
- package/es/point/models/extrude.js.map +1 -1
- package/es/point/models/fill.d.ts +13 -0
- package/es/point/models/fill.js +63 -8
- package/es/point/models/fill.js.map +1 -1
- package/lib/core/interface.js.map +1 -1
- package/lib/line/models/line.js +47 -8
- package/lib/line/models/line.js.map +1 -1
- package/lib/point/models/extrude.js +8 -2
- package/lib/point/models/extrude.js.map +1 -1
- package/lib/point/models/fill.js +63 -8
- package/lib/point/models/fill.js.map +1 -1
- package/package.json +5 -5
package/es/core/interface.d.ts
CHANGED
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@@ -1,3 +1,4 @@
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import { IAnimateOption } from '@antv/l7-core';
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import { IColorRamp } from '@antv/l7-utils';
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import { styleOffset, styleSingle } from '../core/BaseModel';
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import { anchorType } from '../utils/symbol-layout';
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@@ -40,11 +41,22 @@ export interface IPointLayerStyleOptions {
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fontWeight?: string;
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fontFamily?: string;
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textAllowOverlap?: boolean;
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pickLight?: boolean;
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depth?: boolean;
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sourceColor?: string;
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targetColor?: string;
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opacityLinear?: {
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enable: boolean;
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dir: string;
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};
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lightEnable: boolean;
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heightfixed?: boolean;
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offsets?: styleOffset;
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blend?: string;
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unit?: string;
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mask?: boolean;
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maskInside?: boolean;
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animateOption: IAnimateOption;
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}
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export interface IPolygonLayerStyleOptions {
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opacity: styleSingle;
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package/es/core/interface.js.map
CHANGED
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@@ -1 +1 @@
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-
{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType"],"mappings":"
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{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType"],"mappings":"AASA,WAAYA,aAAZ;;WAAYA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,KAAAA,a","sourcesContent":["import { IAnimateOption } from '@antv/l7-core';\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport { styleColor, styleOffset, styleSingle } from '../core/BaseModel';\nimport {\n anchorType,\n getGlyphQuads,\n IGlyphQuad,\n shapeText,\n} from '../utils/symbol-layout';\nexport enum lineStyleType {\n 'solid' = 0.0,\n 'dash' = 1.0,\n}\n\nexport interface ILineLayerStyleOptions {\n opacity: styleSingle;\n lineType?: keyof typeof lineStyleType; // 可选参数、线类型(all - dash/solid)\n dashArray?: [number, number]; // 可选参数、虚线间隔\n segmentNumber?: number;\n\n forward?: boolean; // 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n iconStepCount?: number; // 可选参数、纹理贴图间隔\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n vertexHeightScale?: number; // 可选参数、lineLayer vertex height scale\n\n borderWidth?: number; // 可选参数 线边框宽度\n borderColor?: string; // 可选参数 线边框颜色\n\n heightfixed?: boolean; // 可选参数 高度是否固定\n\n mask?: boolean; // 可选参数 时候允许蒙层\n maskInside?: boolean; // 可选参数 控制图层是否显示在蒙层的内部\n}\n\nexport interface IPointLayerStyleOptions {\n opacity: number;\n strokeOpacity: number;\n strokeWidth: number;\n stroke: string;\n\n textOffset?: [number, number];\n textAnchor?: anchorType;\n spacing?: number;\n padding?: [number, number];\n halo?: number;\n gamma?: number;\n fontWeight?: string;\n fontFamily?: string;\n textAllowOverlap?: boolean;\n\n // cylinder\n pickLight?: boolean;\n depth?: boolean;\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n lightEnable: boolean;\n heightfixed?: boolean; // 圆柱体高度是否固定(不随 zoom 发生变化)\n\n offsets?: styleOffset;\n blend?: string;\n unit?: string;\n mask?: boolean;\n maskInside?: boolean;\n\n animateOption: IAnimateOption;\n}\n\nexport interface IPolygonLayerStyleOptions {\n opacity: styleSingle;\n\n opacityLinear: {\n enable: boolean;\n dir: string;\n };\n\n heightfixed?: boolean; // 挤出几何体高度是否固定(不随 zoom 发生变化)\n\n pickLight: boolean;\n mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IImageLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n\n coverage?: number;\n}\n\nexport interface IRasterLayerStyleOptions {\n opacity: number;\n domain: [number, number];\n noDataValue: number;\n clampLow: boolean;\n clampHigh: boolean;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n}\n"],"file":"interface.js"}
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package/es/line/models/line.d.ts
CHANGED
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@@ -7,6 +7,15 @@ export default class LineModel extends BaseModel {
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initModels(): IModel[];
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clearModels(): void;
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buildModels(): IModel[];
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/**
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* 根据参数获取不同的 shader 代码
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* @returns
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*/
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getShaders(): {
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frag: string;
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vert: string;
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type: string;
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};
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protected registerBuiltinAttributes(): void;
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private updateTexture;
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}
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package/es/line/models/line.js
CHANGED
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@@ -15,8 +15,11 @@ import { AttributeType, gl } from '@antv/l7-core';
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import { getMask, rgb2arr } from '@antv/l7-utils';
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import BaseModel from '../../core/BaseModel';
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import { LineTriangulation } from '../../core/triangulation';
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var
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var
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var line_dash_frag = "#define LineTypeSolid 0.0\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\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 d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n // dash line\n \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 gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var line_dash_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;\n\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_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\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 v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n vec2 offset = project_pixel(size.xy);\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 styleMappingMat[3][1] = a_Distance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));\n } else {\n float lineHeight = a_Size.y;\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 + offset, lineHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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var linear_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_blur : 0.99;\nuniform float u_line_type: 0.0;\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\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\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_blur : 0.99;\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nvarying vec2 v_iconMapUV;\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 gl_FragColor = v_color;\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 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 // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n \n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));\n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n 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 = pattern;\n }\n } \n\n float v = styleMappingMat[3].a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth/2.0;\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) {\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var line_vert = "\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;\n\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;\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\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 \"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_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n\n vec2 offset = project_pixel(size.xy);\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\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 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] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 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 + offset, 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 + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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var lineStyleObj = {
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solid: 0.0,
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dash: 1.0
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@@ -194,10 +197,15 @@ var LineModel = function (_BaseModel) {
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_ref3$maskInside = _ref3.maskInside,
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maskInside = _ref3$maskInside === void 0 ? true : _ref3$maskInside;
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var _this$getShaders = this.getShaders(),
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frag = _this$getShaders.frag,
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vert = _this$getShaders.vert,
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type = _this$getShaders.type;
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return [this.layer.buildLayerModel({
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moduleName: 'line',
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vertexShader:
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fragmentShader:
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moduleName: 'line' + type,
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vertexShader: vert,
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fragmentShader: frag,
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triangulation: LineTriangulation,
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primitive: gl.TRIANGLES,
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blend: this.getBlend(),
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@@ -207,6 +215,37 @@ var LineModel = function (_BaseModel) {
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stencil: getMask(mask, maskInside)
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})];
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}
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}, {
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key: "getShaders",
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value: function getShaders() {
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var _ref4 = this.layer.getLayerConfig(),
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sourceColor = _ref4.sourceColor,
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targetColor = _ref4.targetColor,
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lineType = _ref4.lineType,
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dashArray = _ref4.dashArray;
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if (lineType === 'dash' && dashArray) {
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return {
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frag: line_dash_frag,
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vert: line_dash_vert,
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type: 'dash'
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};
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}
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if (sourceColor && targetColor) {
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return {
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frag: linear_line_frag,
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vert: line_vert,
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type: 'linear'
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};
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} else {
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return {
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frag: line_frag,
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vert: line_vert,
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type: 'normal'
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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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@@ -310,12 +349,12 @@ var LineModel = function (_BaseModel) {
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var texture = feature.texture;
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var
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var _ref5 = iconMap[texture] || {
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x: 0,
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y: 0
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},
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x =
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y =
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x = _ref5.x,
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y = _ref5.y;
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return [x, y];
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}
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@@ -1 +1 @@
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1
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-
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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 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":"line.js"}
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1
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+
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n IImage,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\n// dash line shader\nimport line_dash_frag from '../shaders/dash/line_dash_frag.glsl';\nimport line_dash_vert from '../shaders/dash/line_dash_vert.glsl';\n// other function shaders\nimport linear_line_frag from '../shaders/frag/linear_frag.glsl';\n// basic line shader\nimport line_frag from '../shaders/line_frag.glsl';\nimport line_vert from '../shaders/line_vert.glsl';\n\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class LineModel 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, 0, 0],\n lineTexture = false,\n iconStep = 100,\n vertexHeightScale = 20.0,\n borderWidth = 0.0,\n borderColor = '#ccc',\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\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.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: opacity === undefined ? 1 : opacity,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n u_line_type: lineStyleObj[lineType],\n u_dash_array: dashArray,\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 // line border 参数\n u_borderWidth: borderWidth,\n u_borderColor: rgb2arr(borderColor),\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 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 mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n return [\n this.layer.buildLayerModel({\n moduleName: 'line' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: false },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n dashArray,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (lineType === 'dash' && dashArray) {\n return {\n frag: line_dash_frag,\n vert: line_dash_vert,\n type: 'dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: linear_line_frag,\n vert: line_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: line_frag,\n vert: line_vert,\n type: 'normal',\n };\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 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":"line.js"}
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@@ -17,8 +17,8 @@ import BaseModel from '../../core/BaseModel';
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import { PointExtrudeTriangulation } from '../../core/triangulation';
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import { lglt2xyz } from '../../earth/utils';
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import { calculateCentroid } from '../../utils/geo';
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var pointExtrudeFrag = "varying vec4 v_color;\nuniform float u_opacity: 1.0;\n\nvarying float v_z;\nvarying float v_lightWeight;\n\n#pragma include \"picking\"\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\nuniform float u_opacitylinear: 0.0;\nuniform float u_opacitylinear_dir: 1.0;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n\n // \u8BBE\u7F6E\u5706\u67F1\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_z);\n gl_FragColor.rgb *= v_lightWeight;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n // \u5E94\u7528\u900F\u660E\u5EA6\n gl_FragColor.a *= opacity;\n\n // \u5F00\u542F\u900F\u660E\u5EA6\u6E10\u53D8\n if(u_opacitylinear > 0.0) {\n gl_FragColor.a *= u_opacitylinear_dir > 0.0 ? (1.0 - v_z): v_z;\n }\n\n // picking\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var pointExtrudeVert = "precision highp float;\n\n#define pi 3.1415926535\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec3 a_Position;\nattribute vec3 a_Pos;\nattribute vec4 a_Color;\nattribute vec3 a_Size;\nattribute vec3 a_Normal;\n\nuniform float u_globel;\nuniform float u_r;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform float u_opacity : 1;\nuniform float u_lightEnable: 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\nvarying float v_z;\nvarying float v_lightWeight;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nfloat getYRadian(float x, float z) {\n if(x > 0.0 && z > 0.0) {\n return atan(x/z);\n } else if(x > 0.0 && z <= 0.0){\n return atan(-z/x) + pi/2.0;\n } else if(x <= 0.0 && z <= 0.0) {\n return pi + atan(x/z); //atan(x/z) + \n } else {\n return atan(z/-x) + pi*3.0/2.0;\n }\n}\n\nfloat getXRadian(float y, float r) {\n return atan(y/r);\n}\n\nvoid main() {\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\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 vec3 size = a_Size * a_Position;\n\n // a_Position.z \u662F\u5728\u6784\u5EFA\u7F51\u683C\u7684\u65F6\u5019\u4F20\u5165\u7684\u6807\u51C6\u503C 0 - 1\uFF0C\u5728\u63D2\u503C\u5668\u63D2\u503C\u53EF\u4EE5\u83B7\u53D6 0\uFF5E1 \u7EBF\u6027\u6E10\u53D8\u7684\u503C\n v_z = a_Position.z;\n\n vec2 offset = project_pixel(size.xy);\n\n vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));\n\n vec4 pos = vec4(project_pos.xy + offset, project_pixel(size.z) * u_r, 1.0);\n\n // \u5706\u67F1\u5149\u7167\u6548\u679C\n float lightWeight = u_lightEnable > 0.0 ? calc_lighting(pos): 1.0;\n v_lightWeight = lightWeight;\n v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n // gl_Position = project_common_position_to_clipspace(pos);\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * pos;\n } else {\n gl_Position = project_common_position_to_clipspace(pos);\n }\n \n if(u_globel > 0.0) {\n // \u5728\u5730\u7403\u6A21\u5F0F\u4E0B\uFF0C\u5C06\u539F\u672C\u5782\u76F4\u4E8E xy \u5E73\u9762\u7684\u5706\u67F1\u8C03\u6574\u59FF\u6001\u5230\u9002\u5E94\u5706\u7684\u89D2\u5EA6\n //\u65CB\u8F6C\u77E9\u9635mx\uFF0C\u521B\u5EFA\u7ED5x\u8F74\u65CB\u8F6C\u77E9\u9635\n float r = sqrt(a_Pos.z*a_Pos.z + a_Pos.x*a_Pos.x);\n float xRadian = getXRadian(a_Pos.y, r);\n float xcos = cos(xRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u4F59\u5F26\u503C\n float xsin = sin(xRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u6B63\u5F26\u503C\n mat4 mx = mat4(\n 1,0,0,0, \n 0,xcos,-xsin,0, \n 0,xsin,xcos,0, \n 0,0,0,1);\n\n //\u65CB\u8F6C\u77E9\u9635my\uFF0C\u521B\u5EFA\u7ED5y\u8F74\u65CB\u8F6C\u77E9\u9635\n float yRadian = getYRadian(a_Pos.x, a_Pos.z);\n float ycos = cos(yRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u4F59\u5F26\u503C\n float ysin = sin(yRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u6B63\u5F26\u503C\n mat4 my = mat4(\n ycos,0,-ysin,0, \n 0,1,0,0, \n ysin,0,ycos,0, \n 0,0,0,1);\n\n gl_Position = u_ViewProjectionMatrix * vec4(( my * mx * vec4(a_Position * a_Size, 1.0)).xyz + a_Pos, 1.0);\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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var pointExtrudeFrag = "varying vec4 v_color;\nuniform float u_opacity: 1.0;\n\nvarying float v_z;\nvarying float v_lightWeight;\nuniform float u_pickLight: 0.0;\n\n#pragma include \"picking\"\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\nuniform float u_opacitylinear: 0.0;\nuniform float u_opacitylinear_dir: 1.0;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n\n // \u8BBE\u7F6E\u5706\u67F1\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_z);\n gl_FragColor.rgb *= v_lightWeight;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n // \u5E94\u7528\u900F\u660E\u5EA6\n gl_FragColor.a *= opacity;\n\n // \u5F00\u542F\u900F\u660E\u5EA6\u6E10\u53D8\n if(u_opacitylinear > 0.0) {\n gl_FragColor.a *= u_opacitylinear_dir > 0.0 ? (1.0 - v_z): v_z;\n }\n\n // picking\n if(u_pickLight > 0.0) {\n gl_FragColor = filterColorWithLight(gl_FragColor, v_lightWeight);\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
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var pointExtrudeVert = "precision highp float;\n\n#define pi 3.1415926535\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec3 a_Position;\nattribute vec3 a_Pos;\nattribute vec4 a_Color;\nattribute vec3 a_Size;\nattribute vec3 a_Normal;\n\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_globel;\nuniform float u_r;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform float u_opacity : 1;\nuniform float u_lightEnable: 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\nvarying float v_z;\nvarying float v_lightWeight;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nfloat getYRadian(float x, float z) {\n if(x > 0.0 && z > 0.0) {\n return atan(x/z);\n } else if(x > 0.0 && z <= 0.0){\n return atan(-z/x) + pi/2.0;\n } else if(x <= 0.0 && z <= 0.0) {\n return pi + atan(x/z); //atan(x/z) + \n } else {\n return atan(z/-x) + pi*3.0/2.0;\n }\n}\n\nfloat getXRadian(float y, float r) {\n return atan(y/r);\n}\n\nvoid main() {\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\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 vec3 size = a_Size * a_Position;\n\n // a_Position.z \u662F\u5728\u6784\u5EFA\u7F51\u683C\u7684\u65F6\u5019\u4F20\u5165\u7684\u6807\u51C6\u503C 0 - 1\uFF0C\u5728\u63D2\u503C\u5668\u63D2\u503C\u53EF\u4EE5\u83B7\u53D6 0\uFF5E1 \u7EBF\u6027\u6E10\u53D8\u7684\u503C\n v_z = a_Position.z;\n\n \n\n // vec2 offset = project_pixel(size.xy);\n // vec2 offset = (size.xy);\n\n vec3 offset = size; // \u63A7\u5236\u5706\u67F1\u4F53\u7684\u5927\u5C0F - \u4ECE\u6807\u51C6\u5355\u4F4D\u5706\u67F1\u4F53\u8FDB\u884C\u504F\u79FB\n if(u_heightfixed < 1.0) { // \u5706\u67F1\u4F53\u4E0D\u56FA\u5B9A\u9AD8\u5EA6\n offset = project_pixel(offset);\n }\n\n vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));\n\n // vec4 pos = vec4(project_pos.xy + offset, project_pixel(size.z) * u_r, 1.0);\n // u_r \u63A7\u5236\u5706\u67F1\u7684\u751F\u957F\n vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);\n\n // \u5706\u67F1\u5149\u7167\u6548\u679C\n // float lightWeight = u_lightEnable > 0.0 ? calc_lighting(pos): 1.0;\n float lightWeight = 1.0;\n if(u_lightEnable > 0.0) { // \u53D6\u6D88\u4E09\u5143\u8868\u8FBE\u5F0F\uFF0C\u589E\u5F3A\u5065\u58EE\u6027\n lightWeight = calc_lighting(pos);\n }\n v_lightWeight = lightWeight;\n\n v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n // gl_Position = project_common_position_to_clipspace(pos);\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * pos;\n } else {\n gl_Position = project_common_position_to_clipspace(pos);\n }\n \n if(u_globel > 0.0) {\n // \u5728\u5730\u7403\u6A21\u5F0F\u4E0B\uFF0C\u5C06\u539F\u672C\u5782\u76F4\u4E8E xy \u5E73\u9762\u7684\u5706\u67F1\u8C03\u6574\u59FF\u6001\u5230\u9002\u5E94\u5706\u7684\u89D2\u5EA6\n //\u65CB\u8F6C\u77E9\u9635mx\uFF0C\u521B\u5EFA\u7ED5x\u8F74\u65CB\u8F6C\u77E9\u9635\n float r = sqrt(a_Pos.z*a_Pos.z + a_Pos.x*a_Pos.x);\n float xRadian = getXRadian(a_Pos.y, r);\n float xcos = cos(xRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u4F59\u5F26\u503C\n float xsin = sin(xRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u6B63\u5F26\u503C\n mat4 mx = mat4(\n 1,0,0,0, \n 0,xcos,-xsin,0, \n 0,xsin,xcos,0, \n 0,0,0,1);\n\n //\u65CB\u8F6C\u77E9\u9635my\uFF0C\u521B\u5EFA\u7ED5y\u8F74\u65CB\u8F6C\u77E9\u9635\n float yRadian = getYRadian(a_Pos.x, a_Pos.z);\n float ycos = cos(yRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u4F59\u5F26\u503C\n float ysin = sin(yRadian);//\u6C42\u89E3\u65CB\u8F6C\u89D2\u5EA6\u6B63\u5F26\u503C\n mat4 my = mat4(\n ycos,0,-ysin,0, \n 0,1,0,0, \n ysin,0,ycos,0, \n 0,0,0,1);\n\n gl_Position = u_ViewProjectionMatrix * vec4(( my * mx * vec4(a_Position * a_Size, 1.0)).xyz + a_Pos, 1.0);\n }\n\n setPickingColor(a_PickingColor);\n}\n";
|
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22
22
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23
23
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var ExtrudeModel = function (_BaseModel) {
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|
24
24
|
_inherits(ExtrudeModel, _BaseModel);
|
|
@@ -57,6 +57,10 @@ var ExtrudeModel = function (_BaseModel) {
|
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|
57
57
|
opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
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58
58
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sourceColor = _ref.sourceColor,
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|
59
59
|
targetColor = _ref.targetColor,
|
|
60
|
+
_ref$pickLight = _ref.pickLight,
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|
61
|
+
pickLight = _ref$pickLight === void 0 ? false : _ref$pickLight,
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62
|
+
_ref$heightfixed = _ref.heightfixed,
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63
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+
heightfixed = _ref$heightfixed === void 0 ? false : _ref$heightfixed,
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60
64
|
_ref$opacityLinear = _ref.opacityLinear,
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|
61
65
|
opacityLinear = _ref$opacityLinear === void 0 ? {
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62
66
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enable: false,
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@@ -126,6 +130,8 @@ var ExtrudeModel = function (_BaseModel) {
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|
126
130
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}
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127
131
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128
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return {
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133
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+
u_pickLight: Number(pickLight),
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134
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+
u_heightfixed: Number(heightfixed),
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129
135
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u_r: animateOption.enable && this.raiserepeat > 0 ? this.raiseCount : 1.0,
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130
136
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u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,
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131
137
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u_dataTexture: this.dataTexture,
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@@ -1 +1 @@
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1
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-
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n IModel,\n} from '@antv/l7-core';\nimport { rgb2arr } from '@antv/l7-utils';\nimport { isBoolean, isNumber } from 'lodash';\nimport BaseModel, { styleOffset, styleSingle } from '../../core/BaseModel';\nimport { PointExtrudeTriangulation } from '../../core/triangulation';\nimport { lglt2xyz } from '../../earth/utils';\nimport { calculateCentroid } from '../../utils/geo';\nimport pointExtrudeFrag from '../shaders/extrude_frag.glsl';\nimport pointExtrudeVert from '../shaders/extrude_vert.glsl';\ninterface IPointLayerStyleOptions {\n animateOption: IAnimateOption;\n depth: boolean;\n opacity: styleSingle;\n offsets: styleOffset;\n\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n\n lightEnable: boolean;\n}\nexport default class ExtrudeModel extends BaseModel {\n private raiseCount: number = 0;\n private raiserepeat: number = 0;\n public getUninforms() {\n const {\n animateOption = {\n enable: false,\n speed: 0.01,\n repeat: false,\n },\n opacity = 1,\n\n sourceColor,\n targetColor,\n\n opacityLinear = {\n enable: false,\n dir: 'up',\n },\n\n lightEnable = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\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\n // 转化渐变色\n let useLinearColor = 0; // 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u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 透明度渐变\n u_opacitylinear: Number(opacityLinear.enable),\n u_opacitylinear_dir: opacityLinear.dir === 'up' ? 1.0 : 0.0,\n\n // 光照计算开关\n u_lightEnable: Number(lightEnable),\n };\n }\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n // GAODE1.x GAODE2.x MAPBOX\n const {\n depth = true,\n animateOption: { repeat = 1 },\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.raiserepeat = repeat;\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointExtrude2',\n vertexShader: pointExtrudeVert,\n fragmentShader: pointExtrudeFrag,\n triangulation: PointExtrudeTriangulation,\n blend: this.getBlend(),\n cull: {\n enable: true,\n face: this.mapService.version === 'MAPBOX' ? gl.FRONT : gl.BACK,\n },\n depth: {\n enable: depth,\n },\n // primitive: gl.POINTS,\n }),\n ];\n }\n public clearModels() {\n this.dataTexture?.destroy();\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 // 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: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size } = feature;\n if (size) {\n let buffersize: number[] = [];\n if (Array.isArray(size)) {\n buffersize =\n size.length === 2 ? 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this.layer.getLayerConfig() as IPointLayerStyleOptions;\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\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\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.raiseCount < 1 && this.raiserepeat > 0) {\n if (animateOption.enable) {\n const { speed = 0.01, repeat = false } = animateOption;\n this.raiseCount += speed;\n if (this.raiseCount >= 1) {\n if (this.raiserepeat > 1) {\n this.raiseCount = 0;\n this.raiserepeat--;\n } else {\n this.raiseCount = 1;\n }\n }\n }\n }\n\n return {\n // 圆柱体的拾取高亮是否要计算光照\n u_pickLight: Number(pickLight),\n // 圆柱体是否固定高度\n u_heightfixed: Number(heightfixed),\n\n u_r: animateOption.enable && this.raiserepeat > 0 ? this.raiseCount : 1.0,\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 u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,\n\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: opacity || 1.0,\n // u_offsets: offsets || [0, 0],\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 // 透明度渐变\n u_opacitylinear: Number(opacityLinear.enable),\n u_opacitylinear_dir: opacityLinear.dir === 'up' ? 1.0 : 0.0,\n\n // 光照计算开关\n u_lightEnable: Number(lightEnable),\n };\n }\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n // GAODE1.x GAODE2.x MAPBOX\n const {\n depth = true,\n animateOption: { repeat = 1 },\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.raiserepeat = repeat;\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointExtrude2',\n vertexShader: pointExtrudeVert,\n fragmentShader: pointExtrudeFrag,\n triangulation: PointExtrudeTriangulation,\n blend: this.getBlend(),\n cull: {\n enable: true,\n face: this.mapService.version === 'MAPBOX' ? gl.FRONT : gl.BACK,\n },\n depth: {\n enable: depth,\n },\n // primitive: gl.POINTS,\n }),\n ];\n }\n public clearModels() {\n this.dataTexture?.destroy();\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 // 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: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size } = feature;\n if (size) {\n let buffersize: number[] = [];\n if (Array.isArray(size)) {\n buffersize =\n size.length === 2 ? [size[0], size[0], size[1]] : size;\n }\n if (!Array.isArray(size)) {\n buffersize = [size, size, size];\n }\n return buffersize;\n } else {\n return [2, 2, 2];\n }\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 update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'pos',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Pos',\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: (feature: IEncodeFeature, featureIdx: number) => {\n const coordinates = calculateCentroid(feature.coordinates);\n if (isGlobel) {\n // TODO: 在地球模式下需要将传入 shader 的经纬度转化成对应的 xyz 坐标\n return lglt2xyz([coordinates[0], coordinates[1]]) as [\n number,\n number,\n number,\n ];\n } else {\n return [coordinates[0], coordinates[1], 0];\n }\n },\n },\n });\n }\n}\n"],"file":"extrude.js"}
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@@ -12,8 +12,21 @@ export default class FillModel extends BaseModel {
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elements: IElements;
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};
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initModels(): IModel[];
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+
/**
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16
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* 计算等面积点图层(unit meter)笛卡尔坐标标度与世界坐标标度的比例
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17
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* @returns
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18
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*/
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calMeter2Coord(): void;
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buildModels(): IModel[];
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+
/**
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22
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+
* 根据 animateOption 的值返回对应的 shader 代码
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* @returns
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24
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*/
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25
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getShaders(animateOption: IAnimateOption): {
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frag: string;
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vert: string;
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28
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type: string;
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+
};
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clearModels(): void;
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protected animateOption2Array(option: IAnimateOption): number[];
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protected registerBuiltinAttributes(): void;
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