@antv/l7-layers 2.7.9 → 2.7.14
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/arc.d.ts +5 -0
- package/es/line/models/arc.js +54 -15
- package/es/line/models/arc.js.map +1 -1
- package/es/line/models/arc_3d.d.ts +5 -0
- package/es/line/models/arc_3d.js +44 -15
- package/es/line/models/arc_3d.js.map +1 -1
- package/es/line/models/line.d.ts +9 -0
- package/es/line/models/line.js +46 -8
- package/es/line/models/line.js.map +1 -1
- package/es/line/models/simpleLine.d.ts +5 -0
- package/es/line/models/simpleLine.js +37 -10
- package/es/line/models/simpleLine.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/arc.js +54 -15
- package/lib/line/models/arc.js.map +1 -1
- package/lib/line/models/arc_3d.js +44 -15
- package/lib/line/models/arc_3d.js.map +1 -1
- package/lib/line/models/line.js +46 -8
- package/lib/line/models/line.js.map +1 -1
- package/lib/line/models/simpleLine.js +37 -10
- package/lib/line/models/simpleLine.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/arc.d.ts
CHANGED
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@@ -6,6 +6,11 @@ export default class ArcModel extends BaseModel {
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getAnimateUniforms(): IModelUniform;
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initModels(): IModel[];
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clearModels(): void;
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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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buildModels(): IModel[];
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protected registerBuiltinAttributes(): void;
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private updateTexture;
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package/es/line/models/arc.js
CHANGED
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@@ -15,8 +15,12 @@ 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 { LineArcTriangulation } from '../../core/triangulation';
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var
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var
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var arc_dash_frag = "\nuniform float u_opacity;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float segmentNumber;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity;\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}";
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var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n \n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n \n\n styleMappingMat[3].b = segmentIndex / segmentNumber;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
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var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n \n gl_FragColor.a *= opacity;\n\n if(u_aimate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = styleMappingMat[3].g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_aimate.x == Animate) {\n time = u_time / u_aimate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = styleMappingMat[3].a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_aimate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_aimate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n // gl_FragColor = filterColor(gl_FragColor);\n}";
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var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_aimate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n styleMappingMat[3].g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
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var arc_linear_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}";
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var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
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return {
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frag: arc_dash_frag,
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vert: arc_dash_vert,
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return {
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frag: arc_linear_frag,
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vert: arc_linear_vert,
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};
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} else {
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vert: arc_line_vert,
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segmentNumber =
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mask =
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maskInside =
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var _ref4 = this.layer.getLayerConfig(),
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segmentNumber = _ref4$segmentNumber === void 0 ? 30 : _ref4$segmentNumber,
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_ref4$mask = _ref4.mask,
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mask = _ref4$mask === void 0 ? false : _ref4$mask,
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_ref4$maskInside = _ref4.maskInside,
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maskInside = _ref4$maskInside === void 0 ? true : _ref4$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: 'arc2dline',
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vertexShader:
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fragmentShader:
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moduleName: 'arc2dline' + type,
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fragmentShader: frag,
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triangulation: LineArcTriangulation,
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depth: {
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enable: false
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@@ -267,12 +306,12 @@ var ArcModel = function (_BaseModel) {
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y =
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}
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@@ -1 +1 @@
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-
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\nimport line_arc_frag from '../shaders/line_arc_frag.glsl';\nimport line_arc2d_vert from '../shaders/line_arc_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = 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= rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_thetaOffset: isNumber(thetaOffset) ? thetaOffset : 0.0,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n // console.log('animateOption', animateOption)\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc2dline',\n vertexShader: line_arc2d_vert,\n fragmentShader: line_arc_frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"arc.js"}
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+
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\n// arc dash line\nimport arc_dash_frag from '../shaders/dash/arc_dash_frag.glsl';\nimport arc_dash_vert from '../shaders/dash/arc_dash_vert.glsl';\n// arc normal line\nimport arc_line_frag from '../shaders/line_arc_frag.glsl';\nimport arc_line_vert from '../shaders/line_arc_vert.glsl';\n// arc linear line\nimport arc_linear_frag from '../shaders/linear/arc_linear_frag.glsl';\nimport arc_linear_vert from '../shaders/linear/arc_linear_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({ opacity, thetaOffset })\n ) {\n this.judgeStyleAttributes({ opacity, thetaOffset });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_thetaOffset: isNumber(thetaOffset) ? thetaOffset : 0.0,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n 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 getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (lineType === 'dash') {\n return {\n frag: arc_dash_frag,\n vert: arc_dash_vert,\n type: 'dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: arc_linear_frag,\n vert: arc_linear_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: arc_line_frag,\n vert: arc_line_vert,\n type: 'normal',\n };\n }\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\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: 'arc2dline' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"arc.js"}
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@@ -6,6 +6,11 @@ export default class Arc3DModel extends BaseModel {
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6
6
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getAnimateUniforms(): IModelUniform;
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|
7
7
|
initModels(): IModel[];
|
|
8
8
|
clearModels(): void;
|
|
9
|
+
getShaders(): {
|
|
10
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+
frag: string;
|
|
11
|
+
vert: string;
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|
12
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+
type: string;
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13
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+
};
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9
14
|
buildModels(): IModel[];
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|
10
15
|
protected registerBuiltinAttributes(): void;
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|
11
16
|
private updateTexture;
|
package/es/line/models/arc_3d.js
CHANGED
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@@ -16,8 +16,10 @@ import { getMask, rgb2arr } from '@antv/l7-utils';
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import BaseModel from '../../core/BaseModel';
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import { LineArcTriangulation } from '../../core/triangulation';
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import { EARTH_RADIUS } from '../../earth/utils';
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var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nvarying mat4 styleMappingMat;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_aimate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);\n\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_aimate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = styleMappingMat[3].b; // // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_aimate.x == Animate) {\n time = u_time / u_aimate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_aimate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_aimate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n discard;\n } else {\n gl_FragColor = filterColor(pattern);\n }\n }\n\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
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var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n// varying vec2 v_normal;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // TODO: + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // TODO: \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\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 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_aimate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n styleMappingMat[3].g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n styleMappingMat[3].b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n }\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n";
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var arc3d_linear_frag = "\n#define Animate 0.0\n\nuniform float u_opacity;\nuniform float u_blur : 0.9;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\n\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nvarying mat4 styleMappingMat;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_segmentIndex/segmentNumber);\n\n gl_FragColor.a *= opacity;\n\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) + u_time / u_aimate.y);\n\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_aimate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var arc3d_linear_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n// varying vec2 v_normal;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // TODO: + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // TODO: \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\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 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_aimate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n styleMappingMat[3].g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n styleMappingMat[3].b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n }\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\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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@@ -185,21 +187,48 @@ var Arc3DModel = function (_BaseModel) {
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(_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
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this.iconService.off('imageUpdate', this.updateTexture);
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}, {
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key: "getShaders",
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value: function getShaders() {
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var _ref3 = this.layer.getLayerConfig(),
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sourceColor = _ref3.sourceColor,
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targetColor = _ref3.targetColor,
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lineType = _ref3.lineType;
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if (sourceColor && targetColor) {
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return {
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frag: arc3d_linear_frag,
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vert: arc3d_linear_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: arc3d_line_frag,
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vert: arc3d_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: "buildModels",
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value: function buildModels() {
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segmentNumber =
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mask =
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maskInside =
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var _ref4 = this.layer.getLayerConfig(),
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_ref4$segmentNumber = _ref4.segmentNumber,
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segmentNumber = _ref4$segmentNumber === void 0 ? 30 : _ref4$segmentNumber,
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_ref4$mask = _ref4.mask,
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mask = _ref4$mask === void 0 ? false : _ref4$mask,
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_ref4$maskInside = _ref4.maskInside,
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maskInside = _ref4$maskInside === void 0 ? true : _ref4$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: 'arc3Dline',
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vertexShader:
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fragmentShader:
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moduleName: 'arc3Dline' + type,
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vertexShader: vert,
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fragmentShader: frag,
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triangulation: LineArcTriangulation,
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blend: this.getBlend(),
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var _ref5 = iconMap[texture] || {
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return [x, y];
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}
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@@ -1 +1 @@
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-
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globalArcHeight = 10,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n 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 : 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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 segmentNumber = 30,\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc3Dline',\n vertexShader: line_arc_vert,\n fragmentShader: line_arc_frag,\n triangulation: LineArcTriangulation,\n blend: this.getBlend(),\n segmentNumber,\n // primitive: gl.POINTS,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? 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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\nimport { EARTH_RADIUS } from '../../earth/utils';\n// arc3d line layer\nimport arc3d_line_frag from '../shaders/line_arc_3d_frag.glsl';\nimport arc3d_line_vert from '../shaders/line_arc_3d_vert.glsl';\n// arc3d linear layer\nimport arc3d_linear_frag from '../shaders/linear/arc3d_linear_frag.glsl';\nimport arc3d_linear_vert from '../shaders/linear/arc3d_linear_vert.glsl';\n\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class Arc3DModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): 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this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n 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 getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: arc3d_linear_frag,\n vert: arc3d_linear_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: arc3d_line_frag,\n vert: arc3d_line_vert,\n type: 'normal',\n };\n }\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\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: 'arc3Dline' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineArcTriangulation,\n blend: this.getBlend(),\n segmentNumber,\n // primitive: gl.POINTS,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"arc_3d.js"}
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