@antv/l7-layers 2.7.9 → 2.7.10

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.
@@ -17,8 +17,8 @@ import { AttributeType, gl } from '@antv/l7-core';
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  import { getMask } from '@antv/l7-utils';
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  import BaseModel from '../../core/BaseModel';
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  import { GlobelPointFillTriangulation, PointFillTriangulation } from '../../core/triangulation';
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- var pointFillFrag = "#define Animate 0.0\n\nuniform float u_globel;\nuniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n \n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n float stroke_opacity = styleMappingMat[0][1];\n float strokeWidth = styleMappingMat[0][2];\n vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + strokeWidth);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n if(u_globel > 0.0) {\n // TODO: \u5730\u7403\u6A21\u5F0F\u4E0B\u907F\u514D\u591A\u4F59\u7247\u5143\u7ED8\u5236\uFF0C\u540C\u65F6\u4E5F\u80FD\u907F\u514D\u6709\u7528\u7247\u5143\u5728\u900F\u660E\u4E14\u91CD\u53E0\u7684\u60C5\u51B5\u4E0B\u65E0\u6CD5\u5199\u5165\n // \u4ED8\u51FA\u7684\u4EE3\u4EF7\u662F\u8FB9\u7F18\u4F1A\u6709\u4E00\u4E9B\u952F\u9F7F\n if(outer_df > antialiasblur + 0.018) discard;\n }\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(strokeWidth < 0.01) {\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n } else {\n gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n }\n\n // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n\n if(u_aimate.x == Animate) {\n float d = length(v_data.xy);\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);\n \n // TODO: \u6839\u636E\u53E0\u52A0\u6A21\u5F0F\u9009\u62E9\u6548\u679C\n if(u_additive > 0.0) {\n gl_FragColor *= intensity;\n } else {\n gl_FragColor = vec4(gl_FragColor.xyz, intensity);\n }\n \n // TODO: \u4F18\u5316\u5728\u6C34\u6CE2\u7EB9\u60C5\u51B5\u4E0B\u7684\u62FE\u53D6\uFF08a == 0 \u65F6\u65E0\u6CD5\u62FE\u53D6\uFF09\n if(d < 0.7) {\n gl_FragColor.a = max(gl_FragColor.a, 0.001);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor = filterColorAnimate(gl_FragColor);\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n \n }\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n } else {\n gl_FragColor.a *= opacity_t;\n }\n}\n";
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- var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\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\nuniform float u_globel;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_isMeter;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalStrokeOpacity\"\n#pragma include \"styleMappingCalStrokeWidth\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n float newSize = setPickingSize(a_Size);\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\n vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = strokeOpacityAndOffset.r;\n textureOffset = strokeOpacityAndOffset.g;\n\n vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][2] = strokeWidthAndOffset.r;\n textureOffset = strokeWidthAndOffset.g;\n\n vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);\n if(hasStroke()) {\n vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R\n textureOffset += 1.0;\n\n vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G\n textureOffset += 1.0;\n\n vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B\n textureOffset += 1.0;\n\n vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A\n textureOffset += 1.0;\n } else {\n if(u_stroke_color == vec4(0.0)) {\n styleMappingMat[1][0] = v_color.r;\n styleMappingMat[1][1] = v_color.g;\n styleMappingMat[1][2] = v_color.b;\n styleMappingMat[1][3] = v_color.a;\n } else {\n styleMappingMat[1][0] = u_stroke_color.r;\n styleMappingMat[1][1] = u_stroke_color.g;\n styleMappingMat[1][2] = u_stroke_color.b;\n styleMappingMat[1][3] = u_stroke_color.a;\n }\n }\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // TODO: billboard\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, u_blur);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);\n if(u_isMeter < 1.0) {\n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n } else {\n // \u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n antialiasblur *= pow(19.0 - u_Zoom, 2.0);\n }\n \n \n\n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n if(u_globel > 0.0) {\n gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
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+ var pointFillFrag = "#define Animate 0.0\n\nuniform float u_globel;\nuniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n \n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n float stroke_opacity = styleMappingMat[0][1];\n float strokeWidth = styleMappingMat[0][2];\n vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + strokeWidth);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n if(u_globel > 0.0) {\n // TODO: \u5730\u7403\u6A21\u5F0F\u4E0B\u907F\u514D\u591A\u4F59\u7247\u5143\u7ED8\u5236\uFF0C\u540C\u65F6\u4E5F\u80FD\u907F\u514D\u6709\u7528\u7247\u5143\u5728\u900F\u660E\u4E14\u91CD\u53E0\u7684\u60C5\u51B5\u4E0B\u65E0\u6CD5\u5199\u5165\n // \u4ED8\u51FA\u7684\u4EE3\u4EF7\u662F\u8FB9\u7F18\u4F1A\u6709\u4E00\u4E9B\u952F\u9F7F\n if(outer_df > antialiasblur + 0.018) discard;\n }\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(strokeWidth < 0.01) {\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n } else {\n gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n }\n\n // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n\n if(u_aimate.x == Animate) {\n float d = length(v_data.xy);\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);\n \n // TODO: \u6839\u636E\u53E0\u52A0\u6A21\u5F0F\u9009\u62E9\u6548\u679C\n if(u_additive > 0.0) {\n gl_FragColor *= intensity;\n } else {\n gl_FragColor = vec4(gl_FragColor.xyz, intensity);\n }\n \n // TODO: \u4F18\u5316\u5728\u6C34\u6CE2\u7EB9\u60C5\u51B5\u4E0B\u7684\u62FE\u53D6\uFF08a == 0 \u65F6\u65E0\u6CD5\u62FE\u53D6\uFF09\n if(d < 0.7) {\n gl_FragColor.a = max(gl_FragColor.a, 0.001);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor = filterColorAnimate(gl_FragColor);\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n gl_FragColor.a *= opacity;\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n } else {\n gl_FragColor.a *= opacity_t;\n }\n}\n";
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+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\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\nuniform float u_globel;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_isMeter;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalStrokeOpacity\"\n#pragma include \"styleMappingCalStrokeWidth\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n float newSize = setPickingSize(a_Size);\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\n vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = strokeOpacityAndOffset.r;\n textureOffset = strokeOpacityAndOffset.g;\n\n vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][2] = strokeWidthAndOffset.r;\n textureOffset = strokeWidthAndOffset.g;\n\n vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);\n if(hasStroke()) {\n vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R\n textureOffset += 1.0;\n\n vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G\n textureOffset += 1.0;\n\n vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B\n textureOffset += 1.0;\n\n vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A\n textureOffset += 1.0;\n } else {\n if(u_stroke_color == vec4(0.0)) {\n styleMappingMat[1][0] = v_color.r;\n styleMappingMat[1][1] = v_color.g;\n styleMappingMat[1][2] = v_color.b;\n styleMappingMat[1][3] = v_color.a;\n } else {\n styleMappingMat[1][0] = u_stroke_color.r;\n styleMappingMat[1][1] = u_stroke_color.g;\n styleMappingMat[1][2] = u_stroke_color.b;\n styleMappingMat[1][3] = u_stroke_color.a;\n }\n }\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // TODO: billboard\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, u_blur);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);\n vec3 aPosition = a_Position;\n if(u_isMeter < 1.0) {\n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n } else {\n // \u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n antialiasblur *= pow(19.0 - u_Zoom, 2.0);\n antialiasblur = max(antialiasblur, -0.01);\n // offset *= 0.5;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n aPosition.xy += offset;\n offset.x = 0.0;\n offset.y = 0.0;\n }\n }\n\n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n\n // vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n if(u_globel > 0.0) {\n gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
22
22
  import { Version } from '@antv/l7-maps';
23
23
  import { mat4, vec3 } from 'gl-matrix';
24
24
 
@@ -138,7 +138,7 @@ var FillModel = function (_BaseModel) {
138
138
 
139
139
  var version = this.mapService.version;
140
140
 
141
- if (unit === 'meter' && version !== Version.L7MAP && version !== Version.GLOBEL && version !== Version.MAPBOX) {
141
+ if (unit === 'meter' && version !== Version.L7MAP && version !== Version.GLOBEL) {
142
142
  this.isMeter = true;
143
143
  this.calMeter2Coord();
144
144
  }
@@ -155,6 +155,21 @@ var FillModel = function (_BaseModel) {
155
155
  maxLat = _this$layer$getSource[3];
156
156
 
157
157
  var center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];
158
+ var version = this.mapService.version;
159
+
160
+ if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {
161
+ var coord = window.mapboxgl.MercatorCoordinate.fromLngLat({
162
+ lng: center[0],
163
+ lat: center[1]
164
+ }, 0);
165
+ var offsetInMeters = 1;
166
+ var offsetInMercatorCoordinateUnits = offsetInMeters * coord.meterInMercatorCoordinateUnits();
167
+ var westCoord = new window.mapboxgl.MercatorCoordinate(coord.x - offsetInMercatorCoordinateUnits, coord.y, coord.z);
168
+ var westLnglat = westCoord.toLngLat();
169
+ this.meter2coord = center[0] - westLnglat.lng;
170
+ return;
171
+ }
172
+
158
173
  var m1 = this.mapService.meterToCoord(center, [minLng, minLat]);
159
174
  var m2 = this.mapService.meterToCoord(center, [maxLng === minLng ? maxLng + 0.1 : maxLng, maxLat === minLat ? minLat + 0.1 : maxLat]);
160
175
  this.meter2coord = (m1 + m2) / 2;
@@ -1 +1 @@
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IAttribute,\n IElements,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport {\n GlobelPointFillTriangulation,\n PointFillTriangulation,\n} from '../../core/triangulation';\nimport pointFillFrag from '../shaders/fill_frag.glsl';\nimport pointFillVert from '../shaders/fill_vert.glsl';\n\nimport { isNumber } from 'lodash';\n\nimport { Version } from '@antv/l7-maps';\nimport { mat4, vec3 } from 'gl-matrix';\nexport default class FillModel extends BaseModel {\n public meter2coord: number = 1;\n private isMeter: boolean = false;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = 'rgba(0,0,0,0)',\n offsets = [0, 0],\n blend,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_isMeter: Number(this.isMeter),\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL &&\n version !== Version.MAPBOX\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill',\n vertexShader: pointFillVert,\n fragmentShader: pointFillFrag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IAttribute,\n IElements,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport {\n GlobelPointFillTriangulation,\n PointFillTriangulation,\n} from '../../core/triangulation';\nimport pointFillFrag from '../shaders/fill_frag.glsl';\nimport pointFillVert from '../shaders/fill_vert.glsl';\n\nimport { isNumber } from 'lodash';\n\nimport { Version } from '@antv/l7-maps';\nimport { mat4, vec3 } from 'gl-matrix';\nexport default class FillModel extends BaseModel {\n public meter2coord: number = 1;\n private isMeter: boolean = false;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = 'rgba(0,0,0,0)',\n offsets = [0, 0],\n blend,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_isMeter: Number(this.isMeter),\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL\n // &&\n // version !== Version.MAPBOX\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n const { version } = this.mapService;\n if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {\n const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(\n { lng: center[0], lat: center[1] },\n 0,\n );\n const offsetInMeters = 1;\n const offsetInMercatorCoordinateUnits =\n offsetInMeters * coord.meterInMercatorCoordinateUnits();\n const westCoord = new window.mapboxgl.MercatorCoordinate(\n coord.x - offsetInMercatorCoordinateUnits,\n coord.y,\n coord.z,\n );\n const westLnglat = westCoord.toLngLat();\n\n this.meter2coord = center[0] - westLnglat.lng;\n return;\n }\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill',\n vertexShader: pointFillVert,\n fragmentShader: pointFillFrag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
@@ -43,8 +43,8 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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- var pointFillFrag = "#define Animate 0.0\n\nuniform float u_globel;\nuniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n \n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n float stroke_opacity = styleMappingMat[0][1];\n float strokeWidth = styleMappingMat[0][2];\n vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + strokeWidth);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n if(u_globel > 0.0) {\n // TODO: \u5730\u7403\u6A21\u5F0F\u4E0B\u907F\u514D\u591A\u4F59\u7247\u5143\u7ED8\u5236\uFF0C\u540C\u65F6\u4E5F\u80FD\u907F\u514D\u6709\u7528\u7247\u5143\u5728\u900F\u660E\u4E14\u91CD\u53E0\u7684\u60C5\u51B5\u4E0B\u65E0\u6CD5\u5199\u5165\n // \u4ED8\u51FA\u7684\u4EE3\u4EF7\u662F\u8FB9\u7F18\u4F1A\u6709\u4E00\u4E9B\u952F\u9F7F\n if(outer_df > antialiasblur + 0.018) discard;\n }\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(strokeWidth < 0.01) {\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n } else {\n gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n }\n\n // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n\n if(u_aimate.x == Animate) {\n float d = length(v_data.xy);\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);\n \n // TODO: \u6839\u636E\u53E0\u52A0\u6A21\u5F0F\u9009\u62E9\u6548\u679C\n if(u_additive > 0.0) {\n gl_FragColor *= intensity;\n } else {\n gl_FragColor = vec4(gl_FragColor.xyz, intensity);\n }\n \n // TODO: \u4F18\u5316\u5728\u6C34\u6CE2\u7EB9\u60C5\u51B5\u4E0B\u7684\u62FE\u53D6\uFF08a == 0 \u65F6\u65E0\u6CD5\u62FE\u53D6\uFF09\n if(d < 0.7) {\n gl_FragColor.a = max(gl_FragColor.a, 0.001);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor = filterColorAnimate(gl_FragColor);\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n \n }\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n } else {\n gl_FragColor.a *= opacity_t;\n }\n}\n";
47
- var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\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\nuniform float u_globel;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_isMeter;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalStrokeOpacity\"\n#pragma include \"styleMappingCalStrokeWidth\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n float newSize = setPickingSize(a_Size);\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\n vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = strokeOpacityAndOffset.r;\n textureOffset = strokeOpacityAndOffset.g;\n\n vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][2] = strokeWidthAndOffset.r;\n textureOffset = strokeWidthAndOffset.g;\n\n vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);\n if(hasStroke()) {\n vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R\n textureOffset += 1.0;\n\n vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G\n textureOffset += 1.0;\n\n vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B\n textureOffset += 1.0;\n\n vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A\n textureOffset += 1.0;\n } else {\n if(u_stroke_color == vec4(0.0)) {\n styleMappingMat[1][0] = v_color.r;\n styleMappingMat[1][1] = v_color.g;\n styleMappingMat[1][2] = v_color.b;\n styleMappingMat[1][3] = v_color.a;\n } else {\n styleMappingMat[1][0] = u_stroke_color.r;\n styleMappingMat[1][1] = u_stroke_color.g;\n styleMappingMat[1][2] = u_stroke_color.b;\n styleMappingMat[1][3] = u_stroke_color.a;\n }\n }\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // TODO: billboard\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, u_blur);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);\n if(u_isMeter < 1.0) {\n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n } else {\n // \u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n antialiasblur *= pow(19.0 - u_Zoom, 2.0);\n }\n \n \n\n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n if(u_globel > 0.0) {\n gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
46
+ var pointFillFrag = "#define Animate 0.0\n\nuniform float u_globel;\nuniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n \n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n float stroke_opacity = styleMappingMat[0][1];\n float strokeWidth = styleMappingMat[0][2];\n vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + strokeWidth);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n if(u_globel > 0.0) {\n // TODO: \u5730\u7403\u6A21\u5F0F\u4E0B\u907F\u514D\u591A\u4F59\u7247\u5143\u7ED8\u5236\uFF0C\u540C\u65F6\u4E5F\u80FD\u907F\u514D\u6709\u7528\u7247\u5143\u5728\u900F\u660E\u4E14\u91CD\u53E0\u7684\u60C5\u51B5\u4E0B\u65E0\u6CD5\u5199\u5165\n // \u4ED8\u51FA\u7684\u4EE3\u4EF7\u662F\u8FB9\u7F18\u4F1A\u6709\u4E00\u4E9B\u952F\u9F7F\n if(outer_df > antialiasblur + 0.018) discard;\n }\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n if(strokeWidth < 0.01) {\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n } else {\n gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n }\n\n // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n\n if(u_aimate.x == Animate) {\n float d = length(v_data.xy);\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);\n \n // TODO: \u6839\u636E\u53E0\u52A0\u6A21\u5F0F\u9009\u62E9\u6548\u679C\n if(u_additive > 0.0) {\n gl_FragColor *= intensity;\n } else {\n gl_FragColor = vec4(gl_FragColor.xyz, intensity);\n }\n \n // TODO: \u4F18\u5316\u5728\u6C34\u6CE2\u7EB9\u60C5\u51B5\u4E0B\u7684\u62FE\u53D6\uFF08a == 0 \u65F6\u65E0\u6CD5\u62FE\u53D6\uFF09\n if(d < 0.7) {\n gl_FragColor.a = max(gl_FragColor.a, 0.001);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor = filterColorAnimate(gl_FragColor);\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n gl_FragColor.a *= opacity;\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n } else {\n gl_FragColor.a *= opacity_t;\n }\n}\n";
47
+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\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\nuniform float u_globel;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_isMeter;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalStrokeOpacity\"\n#pragma include \"styleMappingCalStrokeWidth\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n float newSize = setPickingSize(a_Size);\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\n vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = strokeOpacityAndOffset.r;\n textureOffset = strokeOpacityAndOffset.g;\n\n vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][2] = strokeWidthAndOffset.r;\n textureOffset = strokeWidthAndOffset.g;\n\n vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);\n if(hasStroke()) {\n vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R\n textureOffset += 1.0;\n\n vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G\n textureOffset += 1.0;\n\n vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B\n textureOffset += 1.0;\n\n vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A\n textureOffset += 1.0;\n } else {\n if(u_stroke_color == vec4(0.0)) {\n styleMappingMat[1][0] = v_color.r;\n styleMappingMat[1][1] = v_color.g;\n styleMappingMat[1][2] = v_color.b;\n styleMappingMat[1][3] = v_color.a;\n } else {\n styleMappingMat[1][0] = u_stroke_color.r;\n styleMappingMat[1][1] = u_stroke_color.g;\n styleMappingMat[1][2] = u_stroke_color.b;\n styleMappingMat[1][3] = u_stroke_color.a;\n }\n }\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // TODO: billboard\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, u_blur);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);\n vec3 aPosition = a_Position;\n if(u_isMeter < 1.0) {\n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n } else {\n // \u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n antialiasblur *= pow(19.0 - u_Zoom, 2.0);\n antialiasblur = max(antialiasblur, -0.01);\n // offset *= 0.5;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n aPosition.xy += offset;\n offset.x = 0.0;\n offset.y = 0.0;\n }\n }\n\n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n\n // vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n if(u_globel > 0.0) {\n gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);\n }\n \n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
48
48
 
49
49
  var FillModel = function (_BaseModel) {
50
50
  (0, _inherits2.default)(FillModel, _BaseModel);
@@ -159,7 +159,7 @@ var FillModel = function (_BaseModel) {
159
159
 
160
160
  var version = this.mapService.version;
161
161
 
162
- if (unit === 'meter' && version !== _l7Maps.Version.L7MAP && version !== _l7Maps.Version.GLOBEL && version !== _l7Maps.Version.MAPBOX) {
162
+ if (unit === 'meter' && version !== _l7Maps.Version.L7MAP && version !== _l7Maps.Version.GLOBEL) {
163
163
  this.isMeter = true;
164
164
  this.calMeter2Coord();
165
165
  }
@@ -176,6 +176,21 @@ var FillModel = function (_BaseModel) {
176
176
  maxLat = _this$layer$getSource[3];
177
177
 
178
178
  var center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];
179
+ var version = this.mapService.version;
180
+
181
+ if (version === _l7Maps.Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {
182
+ var coord = window.mapboxgl.MercatorCoordinate.fromLngLat({
183
+ lng: center[0],
184
+ lat: center[1]
185
+ }, 0);
186
+ var offsetInMeters = 1;
187
+ var offsetInMercatorCoordinateUnits = offsetInMeters * coord.meterInMercatorCoordinateUnits();
188
+ var westCoord = new window.mapboxgl.MercatorCoordinate(coord.x - offsetInMercatorCoordinateUnits, coord.y, coord.z);
189
+ var westLnglat = westCoord.toLngLat();
190
+ this.meter2coord = center[0] - westLnglat.lng;
191
+ return;
192
+ }
193
+
179
194
  var m1 = this.mapService.meterToCoord(center, [minLng, minLat]);
180
195
  var m2 = this.mapService.meterToCoord(center, [maxLng === minLng ? maxLng + 0.1 : maxLng, maxLat === minLat ? minLat + 0.1 : maxLat]);
181
196
  this.meter2coord = (m1 + m2) / 2;
@@ -1 +1 @@
1
- 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if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_isMeter: Number(this.isMeter),\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL &&\n version !== Version.MAPBOX\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill',\n vertexShader: pointFillVert,\n fragmentShader: pointFillFrag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? 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1
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if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_isMeter: Number(this.isMeter),\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL\n // &&\n // version !== Version.MAPBOX\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n const { version } = this.mapService;\n if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {\n const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(\n { lng: center[0], lat: center[1] },\n 0,\n );\n const offsetInMeters = 1;\n const offsetInMercatorCoordinateUnits =\n offsetInMeters * coord.meterInMercatorCoordinateUnits();\n const westCoord = new window.mapboxgl.MercatorCoordinate(\n coord.x - offsetInMercatorCoordinateUnits,\n coord.y,\n coord.z,\n );\n const westLnglat = westCoord.toLngLat();\n\n this.meter2coord = center[0] - westLnglat.lng;\n return;\n }\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill',\n vertexShader: pointFillVert,\n fragmentShader: pointFillFrag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@antv/l7-layers",
3
- "version": "2.7.9",
3
+ "version": "2.7.10",
4
4
  "description": "L7's collection of built-in layers",
5
5
  "main": "lib/index.js",
6
6
  "module": "es/index.js",
@@ -24,9 +24,9 @@
24
24
  "license": "ISC",
25
25
  "dependencies": {
26
26
  "@antv/geo-coord": "^1.0.8",
27
- "@antv/l7-core": "^2.7.9",
28
- "@antv/l7-source": "^2.7.9",
29
- "@antv/l7-utils": "^2.7.9",
27
+ "@antv/l7-core": "^2.7.10",
28
+ "@antv/l7-source": "^2.7.10",
29
+ "@antv/l7-utils": "^2.7.10",
30
30
  "@babel/runtime": "^7.7.7",
31
31
  "@mapbox/martini": "^0.2.0",
32
32
  "@turf/meta": "^6.0.2",
@@ -52,7 +52,7 @@
52
52
  "@types/gl-matrix": "^2.4.5",
53
53
  "@types/lodash": "^4.14.138"
54
54
  },
55
- "gitHead": "1044b183c96d06c53b865739e1cc5b702b712140",
55
+ "gitHead": "71483e03d78970f2336cd07a3ee21faf70c06bcf",
56
56
  "publishConfig": {
57
57
  "access": "public"
58
58
  }