@antv/l7-layers 2.8.16 → 2.8.19

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.
Files changed (65) hide show
  1. package/es/Geometry/models/plane.js +16 -4
  2. package/es/Geometry/models/plane.js.map +1 -1
  3. package/es/citybuliding/models/build.js +5 -1
  4. package/es/citybuliding/models/build.js.map +1 -1
  5. package/es/core/BaseLayer.js +0 -2
  6. package/es/core/BaseLayer.js.map +1 -1
  7. package/es/core/interface.d.ts +4 -0
  8. package/es/core/interface.js.map +1 -1
  9. package/es/heatmap/models/heatmap.js +5 -1
  10. package/es/heatmap/models/heatmap.js.map +1 -1
  11. package/es/line/models/line.js +5 -3
  12. package/es/line/models/line.js.map +1 -1
  13. package/es/plugins/DataMappingPlugin.js +1 -0
  14. package/es/plugins/DataMappingPlugin.js.map +1 -1
  15. package/es/point/models/extrude.js +2 -2
  16. package/es/point/models/extrude.js.map +1 -1
  17. package/es/point/models/fill.js +7 -3
  18. package/es/point/models/fill.js.map +1 -1
  19. package/es/point/models/fillmage.js +8 -4
  20. package/es/point/models/fillmage.js.map +1 -1
  21. package/es/point/models/radar.js +6 -2
  22. package/es/point/models/radar.js.map +1 -1
  23. package/es/polygon/models/extrude.d.ts +7 -2
  24. package/es/polygon/models/extrude.js +121 -8
  25. package/es/polygon/models/extrude.js.map +1 -1
  26. package/es/polygon/models/fill.js +4 -0
  27. package/es/polygon/models/fill.js.map +1 -1
  28. package/es/polygon/models/ocean.js +1 -1
  29. package/es/polygon/models/ocean.js.map +1 -1
  30. package/es/polygon/models/water.js +3 -3
  31. package/es/polygon/models/water.js.map +1 -1
  32. package/es/utils/symbol-layout.js +1 -1
  33. package/es/utils/symbol-layout.js.map +1 -1
  34. package/lib/Geometry/models/plane.js +16 -4
  35. package/lib/Geometry/models/plane.js.map +1 -1
  36. package/lib/citybuliding/models/build.js +5 -1
  37. package/lib/citybuliding/models/build.js.map +1 -1
  38. package/lib/core/BaseLayer.js +0 -2
  39. package/lib/core/BaseLayer.js.map +1 -1
  40. package/lib/core/interface.js.map +1 -1
  41. package/lib/heatmap/models/heatmap.js +4 -0
  42. package/lib/heatmap/models/heatmap.js.map +1 -1
  43. package/lib/line/models/line.js +5 -3
  44. package/lib/line/models/line.js.map +1 -1
  45. package/lib/plugins/DataMappingPlugin.js +1 -0
  46. package/lib/plugins/DataMappingPlugin.js.map +1 -1
  47. package/lib/point/models/extrude.js +1 -1
  48. package/lib/point/models/extrude.js.map +1 -1
  49. package/lib/point/models/fill.js +6 -2
  50. package/lib/point/models/fill.js.map +1 -1
  51. package/lib/point/models/fillmage.js +7 -3
  52. package/lib/point/models/fillmage.js.map +1 -1
  53. package/lib/point/models/radar.js +5 -1
  54. package/lib/point/models/radar.js.map +1 -1
  55. package/lib/polygon/models/extrude.js +122 -7
  56. package/lib/polygon/models/extrude.js.map +1 -1
  57. package/lib/polygon/models/fill.js +4 -0
  58. package/lib/polygon/models/fill.js.map +1 -1
  59. package/lib/polygon/models/ocean.js +1 -1
  60. package/lib/polygon/models/ocean.js.map +1 -1
  61. package/lib/polygon/models/water.js +3 -3
  62. package/lib/polygon/models/water.js.map +1 -1
  63. package/lib/utils/symbol-layout.js +1 -1
  64. package/lib/utils/symbol-layout.js.map +1 -1
  65. package/package.json +5 -5
@@ -1,8 +1,11 @@
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+ import _slicedToArray from "@babel/runtime/helpers/slicedToArray";
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  import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
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  import _createClass from "@babel/runtime/helpers/createClass";
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+ import _assertThisInitialized from "@babel/runtime/helpers/assertThisInitialized";
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  import _inherits from "@babel/runtime/helpers/inherits";
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  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
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  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
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+ import _defineProperty from "@babel/runtime/helpers/defineProperty";
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  import _isNumber from "lodash/isNumber";
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  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
@@ -10,13 +13,15 @@ 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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  import { AttributeType, gl } from '@antv/l7-core';
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- import { getMask } from '@antv/l7-utils';
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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 { PolygonExtrudeTriangulation } from '../../core/triangulation';
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  var polygonExtrudeFrag = "uniform float u_opacity: 1.0;\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n gl_FragColor = v_Color;\n // gl_FragColor.a *= u_opacity;\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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+ var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n // project_pos.z += 500000.0; // amap1\n\n // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
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+ var polygonExtrudeTexFrag = "uniform sampler2D u_texture;\nuniform float u_opacity: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n// varying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float isSide = styleMappingMat[0][3];\n \n float topU = styleMappingMat[2][2];\n float topV = styleMappingMat[2][3];\n\n float sidey = styleMappingMat[3][0];\n if(isSide < 1.0) {\n gl_FragColor = mix(u_targetColor, u_sourceColor, sidey);\n } else {\n gl_FragColor = texture2D(u_texture, vec2(topU, topV));\n }\n\n // gl_FragColor = v_Color;\n \n\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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+ var polygonExtrudeTexVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n// varying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - a_Position.z(judge side by a_Position.z)\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] - u - v\n 0.0, 0.0, 0.0, 0.0 // sidey\n );\n \n styleMappingMat[0][3] = a_Position.z;\n styleMappingMat[2][2] = a_uvs[0];\n styleMappingMat[2][3] = 1.0 - a_uvs[1];\n styleMappingMat[3][0] = a_uvs[2];\n\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n // project_pos.z += 500000.0; // amap1\n\n // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n // float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n // v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
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  var polygonExtrudePickLightFrag = "uniform float u_opacity: 1.0;\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\nvarying float v_lightWeight;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n gl_FragColor = v_Color;\n // gl_FragColor.a *= u_opacity;\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColorWithLight(gl_FragColor, v_lightWeight);\n}\n";
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  var polygonExtrudePickLightVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvarying float v_lightWeight;\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n v_lightWeight = lightWeight;\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
19
- var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n // project_pos.z += 500000.0; // amap1\n\n // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n setPickingColor(a_PickingColor);\n}\n";
20
25
 
21
26
  var ExtrudeModel = function (_BaseModel) {
22
27
  _inherits(ExtrudeModel, _BaseModel);
@@ -24,9 +29,19 @@ var ExtrudeModel = function (_BaseModel) {
24
29
  var _super = _createSuper(ExtrudeModel);
25
30
 
26
31
  function ExtrudeModel() {
32
+ var _this;
33
+
27
34
  _classCallCheck(this, ExtrudeModel);
28
35
 
29
- return _super.apply(this, arguments);
36
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
37
+ args[_key] = arguments[_key];
38
+ }
39
+
40
+ _this = _super.call.apply(_super, [this].concat(args));
41
+
42
+ _defineProperty(_assertThisInitialized(_this), "texture", void 0);
43
+
44
+ return _this;
30
45
  }
31
46
 
32
47
  _createClass(ExtrudeModel, [{
@@ -38,7 +53,9 @@ var ExtrudeModel = function (_BaseModel) {
38
53
  _ref$heightfixed = _ref.heightfixed,
39
54
  heightfixed = _ref$heightfixed === void 0 ? false : _ref$heightfixed,
40
55
  _ref$raisingHeight = _ref.raisingHeight,
41
- raisingHeight = _ref$raisingHeight === void 0 ? 0 : _ref$raisingHeight;
56
+ raisingHeight = _ref$raisingHeight === void 0 ? 0 : _ref$raisingHeight,
57
+ sourceColor = _ref.sourceColor,
58
+ targetColor = _ref.targetColor;
42
59
 
43
60
  if (this.dataTextureTest && this.dataTextureNeedUpdate({
44
61
  opacity: opacity
@@ -71,17 +88,29 @@ var ExtrudeModel = function (_BaseModel) {
71
88
  });
72
89
  }
73
90
 
91
+ var sourceColorArr = [1, 1, 1, 1];
92
+ var targetColorArr = [1, 1, 1, 1];
93
+
94
+ if (sourceColor && targetColor) {
95
+ sourceColorArr = rgb2arr(sourceColor);
96
+ targetColorArr = rgb2arr(targetColor);
97
+ }
98
+
74
99
  return {
75
100
  u_heightfixed: Number(heightfixed),
76
101
  u_dataTexture: this.dataTexture,
77
102
  u_cellTypeLayout: this.getCellTypeLayout(),
78
103
  u_raisingHeight: Number(raisingHeight),
79
- u_opacity: _isNumber(opacity) ? opacity : 1.0
104
+ u_opacity: _isNumber(opacity) ? opacity : 1.0,
105
+ u_sourceColor: sourceColorArr,
106
+ u_targetColor: targetColorArr,
107
+ u_texture: this.texture
80
108
  };
81
109
  }
82
110
  }, {
83
111
  key: "initModels",
84
112
  value: function initModels() {
113
+ this.loadTexture();
85
114
  return this.buildModels();
86
115
  }
87
116
  }, {
@@ -103,14 +132,27 @@ var ExtrudeModel = function (_BaseModel) {
103
132
  vertexShader: vert,
104
133
  fragmentShader: frag,
105
134
  triangulation: PolygonExtrudeTriangulation,
106
- stencil: getMask(mask, maskInside)
135
+ stencil: getMask(mask, maskInside),
136
+ cull: {
137
+ enable: true,
138
+ face: gl.BACK
139
+ }
107
140
  })];
108
141
  }
109
142
  }, {
110
143
  key: "getShaders",
111
144
  value: function getShaders() {
112
145
  var _ref3 = this.layer.getLayerConfig(),
113
- pickLight = _ref3.pickLight;
146
+ pickLight = _ref3.pickLight,
147
+ mapTexture = _ref3.mapTexture;
148
+
149
+ if (mapTexture) {
150
+ return {
151
+ frag: polygonExtrudeTexFrag,
152
+ vert: polygonExtrudeTexVert,
153
+ type: 'polygonExtrudeTexture'
154
+ };
155
+ }
114
156
 
115
157
  if (pickLight) {
116
158
  return {
@@ -129,13 +171,48 @@ var ExtrudeModel = function (_BaseModel) {
129
171
  }, {
130
172
  key: "clearModels",
131
173
  value: function clearModels() {
132
- var _this$dataTexture;
174
+ var _this$dataTexture, _this$texture;
133
175
 
134
176
  (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
177
+ (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
135
178
  }
136
179
  }, {
137
180
  key: "registerBuiltinAttributes",
138
181
  value: function registerBuiltinAttributes() {
182
+ var _ref4 = this.layer.getLayerConfig(),
183
+ mapTexture = _ref4.mapTexture;
184
+
185
+ if (mapTexture) {
186
+ var bbox = this.layer.getSource().extent;
187
+
188
+ var _bbox = _slicedToArray(bbox, 4),
189
+ minLng = _bbox[0],
190
+ minLat = _bbox[1],
191
+ maxLng = _bbox[2],
192
+ maxLat = _bbox[3];
193
+
194
+ var lngLen = maxLng - minLng;
195
+ var latLen = maxLat - minLat;
196
+ this.styleAttributeService.registerStyleAttribute({
197
+ name: 'uvs',
198
+ type: AttributeType.Attribute,
199
+ descriptor: {
200
+ name: 'a_uvs',
201
+ buffer: {
202
+ usage: gl.STATIC_DRAW,
203
+ data: [],
204
+ type: gl.FLOAT
205
+ },
206
+ size: 3,
207
+ update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
208
+ var lng = vertex[0];
209
+ var lat = vertex[1];
210
+ return [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];
211
+ }
212
+ }
213
+ });
214
+ }
215
+
139
216
  this.styleAttributeService.registerStyleAttribute({
140
217
  name: 'normal',
141
218
  type: AttributeType.Attribute,
@@ -171,6 +248,42 @@ var ExtrudeModel = function (_BaseModel) {
171
248
  }
172
249
  });
173
250
  }
251
+ }, {
252
+ key: "loadTexture",
253
+ value: function loadTexture() {
254
+ var _this2 = this;
255
+
256
+ var _ref5 = this.layer.getLayerConfig(),
257
+ mapTexture = _ref5.mapTexture;
258
+
259
+ var createTexture2D = this.rendererService.createTexture2D;
260
+ this.texture = createTexture2D({
261
+ height: 0,
262
+ width: 0
263
+ });
264
+
265
+ if (mapTexture) {
266
+ var image = new Image();
267
+ image.crossOrigin = '';
268
+ image.src = mapTexture;
269
+
270
+ image.onload = function () {
271
+ _this2.texture = createTexture2D({
272
+ data: image,
273
+ width: image.width,
274
+ height: image.height,
275
+ wrapS: gl.CLAMP_TO_EDGE,
276
+ wrapT: gl.CLAMP_TO_EDGE,
277
+ min: gl.LINEAR,
278
+ mag: gl.LINEAR
279
+ });
280
+
281
+ _this2.layerService.updateLayerRenderList();
282
+
283
+ _this2.layerService.renderLayers();
284
+ };
285
+ }
286
+ }
174
287
  }]);
175
288
 
176
289
  return ExtrudeModel;
@@ -1 +1 @@
1
- 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[size[0]] : [size as number];\n },\n },\n });\n }\n}\n"],"file":"extrude.js"}
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { PolygonExtrudeTriangulation } from '../../core/triangulation';\nimport polygonExtrudeFrag from '../shaders/extrude/polygon_extrude_frag.glsl';\n// extrude\nimport polygonExtrudeVert from '../shaders/extrude/polygon_extrude_vert.glsl';\nimport polygonExtrudeTexFrag from '../shaders/extrude/polygon_extrudetex_frag.glsl';\n// texture\nimport polygonExtrudeTexVert from '../shaders/extrude/polygon_extrudetex_vert.glsl';\n// extrude picking\n\nimport polygonExtrudePickLightFrag from '../shaders/extrude/polygon_extrude_picklight_frag.glsl';\nimport polygonExtrudePickLightVert from '../shaders/extrude/polygon_extrude_picklight_vert.glsl';\n\nexport default class ExtrudeModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms() {\n const {\n opacity = 1,\n heightfixed = false,\n raisingHeight = 0,\n sourceColor,\n targetColor,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n // 转化渐变色\n let sourceColorArr = [1, 1, 1, 1];\n let targetColorArr = [1, 1, 1, 1];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n }\n\n return {\n u_heightfixed: Number(heightfixed),\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_raisingHeight: Number(raisingHeight),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n u_texture: this.texture,\n };\n }\n\n public initModels(): IModel[] {\n this.loadTexture();\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n const { frag, vert, type } = this.getShaders();\n\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: PolygonExtrudeTriangulation,\n stencil: getMask(mask, maskInside),\n cull: {\n enable: true,\n face: gl.BACK, // gl.FRONT | gl.BACK;\n },\n }),\n ];\n }\n\n public getShaders() {\n const {\n pickLight,\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (mapTexture) {\n return {\n frag: polygonExtrudeTexFrag,\n vert: polygonExtrudeTexVert,\n type: 'polygonExtrudeTexture',\n };\n }\n if (pickLight) {\n return {\n frag: polygonExtrudePickLightFrag,\n vert: polygonExtrudePickLightVert,\n type: 'polygonExtrude',\n };\n } else {\n return {\n frag: polygonExtrudeFrag,\n vert: polygonExtrudeVert,\n type: 'polygonExtrude',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.texture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const {\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n if (mapTexture) {\n const bbox = this.layer.getSource().extent;\n const [minLng, minLat, maxLng, maxLat] = bbox;\n const lngLen = maxLng - minLng;\n const latLen = maxLat - minLat;\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uvs',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uvs',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const lng = vertex[0];\n const lat = vertex[1];\n return [\n (lng - minLng) / lngLen,\n (lat - minLat) / latLen,\n vertex[4],\n ];\n },\n },\n });\n }\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 10 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n }\n\n private loadTexture() {\n const {\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n if (mapTexture) {\n const image = new Image();\n image.crossOrigin = '';\n image.src = mapTexture;\n\n image.onload = () => {\n this.texture = createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n }\n }\n}\n"],"file":"extrude.js"}
@@ -108,6 +108,10 @@ var FillModel = function (_BaseModel) {
108
108
  depth: {
109
109
  enable: false
110
110
  },
111
+ cull: {
112
+ enable: true,
113
+ face: gl.BACK
114
+ },
111
115
  stencil: getMask(mask, maskInside)
112
116
  })];
113
117
  }
@@ -1 +1 @@
1
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1
+ 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{ AttributeType, gl, IEncodeFeature, IModel } from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport {\n polygonTriangulation,\n polygonTriangulationWithCenter,\n} from '../../core/triangulation';\nimport polygon_frag from '../shaders/polygon_frag.glsl';\nimport polygon_linear_frag from '../shaders/polygon_linear_frag.glsl';\nimport polygon_linear_vert from '../shaders/polygon_linear_vert.glsl';\nimport polygon_vert from '../shaders/polygon_vert.glsl';\nexport default class FillModel extends BaseModel {\n public getUninforms() {\n const {\n opacity = 1,\n opacityLinear = {\n enable: false,\n dir: 'in',\n },\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n // u_opacity: opacity,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n u_opacitylinear: Number(opacityLinear.enable),\n u_dir: opacityLinear.dir === 'in' ? 1.0 : 0.0,\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n opacityLinear = {\n enable: false,\n dir: 'in',\n },\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'polygon',\n vertexShader: opacityLinear.enable ? polygon_linear_vert : polygon_vert,\n fragmentShader: opacityLinear.enable\n ? polygon_linear_frag\n : polygon_frag,\n // triangulation: polygonTriangulation,\n triangulation: opacityLinear.enable\n ? polygonTriangulationWithCenter\n : polygonTriangulation,\n blend: this.getBlend(),\n depth: { enable: false },\n cull: {\n enable: true,\n face: gl.BACK, // gl.FRONT | gl.BACK;\n },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const {\n opacityLinear = {\n enable: false,\n dir: 'in',\n },\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (opacityLinear.enable) {\n this.styleAttributeService.registerStyleAttribute({\n name: 'linear',\n type: AttributeType.Attribute,\n 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@@ -154,7 +154,7 @@ var OceanModel = function (_BaseModel) {
154
154
  var lngLen = maxLng - minLng;
155
155
  var latLen = maxLat - minLat;
156
156
  this.styleAttributeService.registerStyleAttribute({
157
- name: 'linear',
157
+ name: 'oceanUv',
158
158
  type: AttributeType.Attribute,
159
159
  descriptor: {
160
160
  name: 'a_uv',
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { create, isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { polygonTriangulation } from '../../core/triangulation';\nimport ocean_frag from '../shaders/water/polygon_ocean_frag.glsl';\nimport ocean_vert from '../shaders/water/polygon_ocean_vert.glsl';\nexport default class OceanModel extends BaseModel {\n private texture1: ITexture2D;\n private texture2: ITexture2D;\n private texture3: ITexture2D;\n public getUninforms() {\n const {\n opacity = 1,\n watercolor = '#6D99A8',\n watercolor2 = '#0F121C',\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_texture1: this.texture1,\n u_texture2: this.texture2,\n u_texture3: this.texture3,\n u_watercolor: rgb2arr(watercolor),\n u_watercolor2: rgb2arr(watercolor2),\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n return {\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.loadTexture();\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'polygon_ocean',\n vertexShader: ocean_vert,\n fragmentShader: ocean_frag,\n triangulation: polygonTriangulation,\n depth: { enable: false },\n\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.texture1.destroy();\n this.texture2.destroy();\n this.texture3.destroy();\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const bbox = this.layer.getSource().extent;\n const [minLng, minLat, maxLng, maxLat] = bbox;\n const lngLen = maxLng - minLng;\n const latLen = maxLat - minLat;\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'linear',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const [lng, lat] = vertex;\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen];\n },\n },\n });\n }\n\n private loadTexture() {\n const { createTexture2D } = this.rendererService;\n const defaultTextureOptions = { height: 0, width: 0 };\n // 默认索引为 undefined,所以单独赋值\n this.texture1 = createTexture2D(defaultTextureOptions);\n this.texture2 = createTexture2D(defaultTextureOptions);\n this.texture3 = createTexture2D(defaultTextureOptions);\n\n // 加载完 image 后单独给 texture f赋值\n initImage((images: HTMLImageElement[]) => {\n this.texture1 = initTex(images[0]);\n this.texture2 = initTex(images[1]);\n this.texture3 = initTex(images[2]);\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n });\n\n function initImage(callback: (loadedImages: HTMLImageElement[]) => void) {\n let loadedCount = 0;\n const loadedImages: HTMLImageElement[] = [];\n const images = [\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ',\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*MJ22QbpuCzIAAAAAAAAAAAAAARQnAQ',\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*-z2HSIVDsHIAAAAAAAAAAAAAARQnAQ',\n ];\n images.map((imgSrc: string) => {\n const image = new Image();\n image.crossOrigin = '';\n image.src = imgSrc;\n loadedImages.push(image);\n image.onload = () => {\n loadedCount++;\n if (loadedCount === 3) {\n callback(loadedImages);\n }\n };\n });\n }\n\n function initTex(image: HTMLImageElement) {\n return createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.MIRRORED_REPEAT,\n wrapT: gl.MIRRORED_REPEAT,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n }\n }\n}\n"],"file":"ocean.js"}
1
+ 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { create, isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { polygonTriangulation } from '../../core/triangulation';\nimport ocean_frag from '../shaders/water/polygon_ocean_frag.glsl';\nimport ocean_vert from '../shaders/water/polygon_ocean_vert.glsl';\nexport default class OceanModel extends BaseModel {\n private texture1: ITexture2D;\n private texture2: ITexture2D;\n private texture3: ITexture2D;\n public getUninforms() {\n const {\n opacity = 1,\n watercolor = '#6D99A8',\n watercolor2 = '#0F121C',\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_texture1: this.texture1,\n u_texture2: this.texture2,\n u_texture3: this.texture3,\n u_watercolor: rgb2arr(watercolor),\n u_watercolor2: rgb2arr(watercolor2),\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n return {\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.loadTexture();\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'polygon_ocean',\n vertexShader: ocean_vert,\n fragmentShader: ocean_frag,\n triangulation: polygonTriangulation,\n depth: { enable: false },\n\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.texture1.destroy();\n this.texture2.destroy();\n this.texture3.destroy();\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const bbox = this.layer.getSource().extent;\n const [minLng, minLat, maxLng, maxLat] = bbox;\n const lngLen = maxLng - minLng;\n const latLen = maxLat - minLat;\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'oceanUv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const [lng, lat] = vertex;\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen];\n },\n },\n });\n }\n\n private loadTexture() {\n const { createTexture2D } = this.rendererService;\n const defaultTextureOptions = { height: 0, width: 0 };\n // 默认索引为 undefined,所以单独赋值\n this.texture1 = createTexture2D(defaultTextureOptions);\n this.texture2 = createTexture2D(defaultTextureOptions);\n this.texture3 = createTexture2D(defaultTextureOptions);\n\n // 加载完 image 后单独给 texture f赋值\n initImage((images: HTMLImageElement[]) => {\n this.texture1 = initTex(images[0]);\n this.texture2 = initTex(images[1]);\n this.texture3 = initTex(images[2]);\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n });\n\n function initImage(callback: (loadedImages: HTMLImageElement[]) => void) {\n let loadedCount = 0;\n const loadedImages: HTMLImageElement[] = [];\n const images = [\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ',\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*MJ22QbpuCzIAAAAAAAAAAAAAARQnAQ',\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*-z2HSIVDsHIAAAAAAAAAAAAAARQnAQ',\n ];\n images.map((imgSrc: string) => {\n const image = new Image();\n image.crossOrigin = '';\n image.src = imgSrc;\n loadedImages.push(image);\n image.onload = () => {\n loadedCount++;\n if (loadedCount === 3) {\n callback(loadedImages);\n }\n };\n });\n }\n\n function initTex(image: HTMLImageElement) {\n return createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.MIRRORED_REPEAT,\n wrapT: gl.MIRRORED_REPEAT,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n }\n }\n}\n"],"file":"ocean.js"}
@@ -124,9 +124,9 @@ var WaterModel = function (_BaseModel) {
124
124
  }, {
125
125
  key: "clearModels",
126
126
  value: function clearModels() {
127
- var _this$dataTexture;
127
+ var _this$texture, _this$dataTexture;
128
128
 
129
- this.texture.destroy();
129
+ (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
130
130
  (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
131
131
  }
132
132
  }, {
@@ -143,7 +143,7 @@ var WaterModel = function (_BaseModel) {
143
143
  var lngLen = maxLng - minLng;
144
144
  var latLen = maxLat - minLat;
145
145
  this.styleAttributeService.registerStyleAttribute({
146
- name: 'linear',
146
+ name: 'waterUv',
147
147
  type: AttributeType.Attribute,
148
148
  descriptor: {
149
149
  name: 'a_uv',
@@ -1 +1 @@
1
- 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1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { polygonTriangulation } from '../../core/triangulation';\nimport water_frag from '../shaders/water/polygon_water_frag.glsl';\nimport water_vert from '../shaders/water/polygon_water_vert.glsl';\nexport default class WaterModel extends BaseModel {\n private texture: ITexture2D;\n public getUninforms() {\n const {\n opacity = 1,\n speed = 0.5,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_texture: this.texture,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_speed: speed,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n return {\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.loadTexture();\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'polygon_water',\n vertexShader: water_vert,\n fragmentShader: water_frag,\n triangulation: polygonTriangulation,\n depth: { enable: false },\n\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const bbox = this.layer.getSource().extent;\n const [minLng, minLat, maxLng, maxLat] = bbox;\n const lngLen = maxLng - minLng;\n const latLen = maxLat - minLat;\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'waterUv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const [lng, lat] = vertex;\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen];\n },\n },\n });\n }\n\n private loadTexture() {\n const {\n waterTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n const image = new Image();\n image.crossOrigin = '';\n if (waterTexture) {\n // custom texture\n console.warn(\n 'L7 recommend:https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ',\n );\n image.src = waterTexture;\n } else {\n // default texture\n image.src =\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ';\n }\n\n image.onload = () => {\n this.texture = createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.MIRRORED_REPEAT,\n wrapT: gl.MIRRORED_REPEAT,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n }\n}\n"],"file":"water.js"}
@@ -149,7 +149,7 @@ function shapeIconFont(shaping, glyphMap, iconfonts, lineHeight, textAnchor, tex
149
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  if (glyph) {
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  positionedGlyphs.push({
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  glyph: iconfont,
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- x: x,
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+ x: glyph.advance / 2,
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  y: y + baselineOffset,
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  vertical: false,
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  scale: 1,