@antv/l7-layers 2.8.32 → 2.8.35

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 (84) hide show
  1. package/es/Geometry/index.d.ts +1 -1
  2. package/es/Geometry/index.js +4 -1
  3. package/es/Geometry/index.js.map +1 -1
  4. package/es/Geometry/models/billboard.d.ts +29 -0
  5. package/es/Geometry/models/billboard.js +222 -0
  6. package/es/Geometry/models/billboard.js.map +1 -0
  7. package/es/Geometry/models/index.d.ts +1 -1
  8. package/es/Geometry/models/index.js +3 -1
  9. package/es/Geometry/models/index.js.map +1 -1
  10. package/es/Geometry/models/plane.d.ts +13 -11
  11. package/es/Geometry/models/plane.js +134 -110
  12. package/es/Geometry/models/plane.js.map +1 -1
  13. package/es/canvas/models/canvas.js +5 -3
  14. package/es/canvas/models/canvas.js.map +1 -1
  15. package/es/core/BaseLayer.d.ts +5 -1
  16. package/es/core/BaseLayer.js +47 -0
  17. package/es/core/BaseLayer.js.map +1 -1
  18. package/es/core/interface.d.ts +5 -0
  19. package/es/core/interface.js.map +1 -1
  20. package/es/heatmap/index.d.ts +2 -0
  21. package/es/heatmap/index.js +9 -0
  22. package/es/heatmap/index.js.map +1 -1
  23. package/es/heatmap/models/heatmap.js +1 -0
  24. package/es/heatmap/models/heatmap.js.map +1 -1
  25. package/es/index.js.map +1 -1
  26. package/es/line/index.d.ts +1 -1
  27. package/es/line/index.js +1 -0
  28. package/es/line/index.js.map +1 -1
  29. package/es/line/models/index.d.ts +1 -1
  30. package/es/line/models/index.js +3 -1
  31. package/es/line/models/index.js.map +1 -1
  32. package/es/line/models/line.js +1 -0
  33. package/es/line/models/line.js.map +1 -1
  34. package/es/line/models/linearline.d.ts +20 -0
  35. package/es/line/models/linearline.js +267 -0
  36. package/es/line/models/linearline.js.map +1 -0
  37. package/es/point/models/fill.js +1 -0
  38. package/es/point/models/fill.js.map +1 -1
  39. package/es/point/models/normal.js +1 -0
  40. package/es/point/models/normal.js.map +1 -1
  41. package/es/point/models/simplePoint.js +1 -0
  42. package/es/point/models/simplePoint.js.map +1 -1
  43. package/es/polygon/models/fill.js +1 -0
  44. package/es/polygon/models/fill.js.map +1 -1
  45. package/es/utils/layerData.d.ts +2 -0
  46. package/es/utils/layerData.js +152 -0
  47. package/es/utils/layerData.js.map +1 -0
  48. package/lib/Geometry/index.js +4 -1
  49. package/lib/Geometry/index.js.map +1 -1
  50. package/lib/Geometry/models/billboard.js +233 -0
  51. package/lib/Geometry/models/billboard.js.map +1 -0
  52. package/lib/Geometry/models/index.js +4 -1
  53. package/lib/Geometry/models/index.js.map +1 -1
  54. package/lib/Geometry/models/plane.js +133 -108
  55. package/lib/Geometry/models/plane.js.map +1 -1
  56. package/lib/canvas/models/canvas.js +5 -3
  57. package/lib/canvas/models/canvas.js.map +1 -1
  58. package/lib/core/BaseLayer.js +47 -0
  59. package/lib/core/BaseLayer.js.map +1 -1
  60. package/lib/core/interface.js.map +1 -1
  61. package/lib/heatmap/index.js +9 -0
  62. package/lib/heatmap/index.js.map +1 -1
  63. package/lib/heatmap/models/heatmap.js +1 -0
  64. package/lib/heatmap/models/heatmap.js.map +1 -1
  65. package/lib/index.js.map +1 -1
  66. package/lib/line/index.js +1 -0
  67. package/lib/line/index.js.map +1 -1
  68. package/lib/line/models/index.js +4 -1
  69. package/lib/line/models/index.js.map +1 -1
  70. package/lib/line/models/line.js +1 -0
  71. package/lib/line/models/line.js.map +1 -1
  72. package/lib/line/models/linearline.js +283 -0
  73. package/lib/line/models/linearline.js.map +1 -0
  74. package/lib/point/models/fill.js +1 -0
  75. package/lib/point/models/fill.js.map +1 -1
  76. package/lib/point/models/normal.js +1 -0
  77. package/lib/point/models/normal.js.map +1 -1
  78. package/lib/point/models/simplePoint.js +1 -0
  79. package/lib/point/models/simplePoint.js.map +1 -1
  80. package/lib/polygon/models/fill.js +1 -0
  81. package/lib/polygon/models/fill.js.map +1 -1
  82. package/lib/utils/layerData.js +163 -0
  83. package/lib/utils/layerData.js.map +1 -0
  84. package/package.json +5 -5
@@ -0,0 +1,283 @@
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+ "use strict";
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+
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+ var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
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+
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports.default = void 0;
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+
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+ var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
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+
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+ var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
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+
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+ var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
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+
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+ var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
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+
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+ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
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+
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+ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
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+
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+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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+
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+ var _isNumber2 = _interopRequireDefault(require("lodash/isNumber"));
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+
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+ var _l7Core = require("@antv/l7-core");
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+
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+ var _l7Utils = require("@antv/l7-utils");
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+
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+ var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
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+
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+ var _triangulation = require("../../core/triangulation");
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+
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+ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
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+
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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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+
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+ var linear_line_frag = "uniform float u_opacity : 1.0;\nuniform sampler2D u_texture;\n\n#pragma include \"picking\"\n\nvarying mat4 styleMappingMat;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = texture2D(u_texture, vec2(d_distance_ratio, 0.5));\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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+ var linear_line_vert = "\nattribute float a_Miter;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\nuniform float u_opacity: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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+
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+ var LinearLineModel = function (_BaseModel) {
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+ (0, _inherits2.default)(LinearLineModel, _BaseModel);
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+
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+ var _super = _createSuper(LinearLineModel);
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+
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+ function LinearLineModel() {
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+ var _this;
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+
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+ (0, _classCallCheck2.default)(this, LinearLineModel);
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+
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+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
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+ args[_key] = arguments[_key];
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+ }
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+
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+ _this = _super.call.apply(_super, [this].concat(args));
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+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "colorTexture", void 0);
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+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "updateTexture", function () {
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+ var createTexture2D = _this.rendererService.createTexture2D;
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+
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+ if (_this.colorTexture) {
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+ _this.colorTexture.destroy();
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+ }
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+
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+ var _ref = _this.layer.getLayerConfig(),
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+ rampColors = _ref.rampColors;
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+
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+ var imageData = (0, _l7Utils.generateColorRamp)(rampColors);
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+ _this.colorTexture = createTexture2D({
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+ data: new Uint8Array(imageData.data),
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+ width: imageData.width,
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+ height: imageData.height,
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+ wrapS: _l7Core.gl.CLAMP_TO_EDGE,
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+ wrapT: _l7Core.gl.CLAMP_TO_EDGE,
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+ min: _l7Core.gl.NEAREST,
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+ mag: _l7Core.gl.NEAREST,
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+ flipY: false
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+ });
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+ });
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+ return _this;
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+ }
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+
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+ (0, _createClass2.default)(LinearLineModel, [{
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+ key: "getUninforms",
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+ value: function getUninforms() {
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+ var _ref2 = this.layer.getLayerConfig(),
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+ opacity = _ref2.opacity,
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+ _ref2$vertexHeightSca = _ref2.vertexHeightScale,
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+ vertexHeightScale = _ref2$vertexHeightSca === void 0 ? 20.0 : _ref2$vertexHeightSca,
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+ _ref2$raisingHeight = _ref2.raisingHeight,
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+ raisingHeight = _ref2$raisingHeight === void 0 ? 0 : _ref2$raisingHeight,
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+ _ref2$heightfixed = _ref2.heightfixed,
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+ heightfixed = _ref2$heightfixed === void 0 ? false : _ref2$heightfixed;
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+
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+ if (this.rendererService.getDirty()) {
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+ this.colorTexture.bind();
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+ }
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+
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+ if (this.dataTextureTest && this.dataTextureNeedUpdate({
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+ opacity: opacity
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+ })) {
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+ this.judgeStyleAttributes({
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+ opacity: opacity
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+ });
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+ var encodeData = this.layer.getEncodedData();
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+
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+ var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
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+ data = _this$calDataFrame.data,
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+ width = _this$calDataFrame.width,
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+ height = _this$calDataFrame.height;
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+
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+ this.rowCount = height;
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+ this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
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+ flipY: true,
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+ data: data,
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+ format: _l7Core.gl.LUMINANCE,
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+ type: _l7Core.gl.FLOAT,
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+ width: width,
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+ height: height
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+ }) : this.createTexture2D({
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+ flipY: true,
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+ data: [1],
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+ format: _l7Core.gl.LUMINANCE,
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+ type: _l7Core.gl.FLOAT,
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+ width: 1,
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+ height: 1
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+ });
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+ }
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+
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+ return {
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+ u_dataTexture: this.dataTexture,
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+ u_cellTypeLayout: this.getCellTypeLayout(),
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+ u_opacity: (0, _isNumber2.default)(opacity) ? opacity : 1.0,
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+ u_texture: this.colorTexture,
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+ u_heightfixed: Number(heightfixed),
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+ u_vertexScale: vertexHeightScale,
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+ u_raisingHeight: Number(raisingHeight)
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+ };
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+ }
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+ }, {
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+ key: "initModels",
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+ value: function initModels() {
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+ this.updateTexture();
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+ return this.buildModels();
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+ }
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+ }, {
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+ key: "clearModels",
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+ value: function clearModels() {
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+ var _this$colorTexture, _this$dataTexture;
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+
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+ (_this$colorTexture = this.colorTexture) === null || _this$colorTexture === void 0 ? void 0 : _this$colorTexture.destroy();
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+ (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
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+ }
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+ }, {
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+ key: "buildModels",
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+ value: function buildModels() {
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+ var _ref3 = this.layer.getLayerConfig(),
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+ _ref3$mask = _ref3.mask,
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+ mask = _ref3$mask === void 0 ? false : _ref3$mask,
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+ _ref3$maskInside = _ref3.maskInside,
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+ maskInside = _ref3$maskInside === void 0 ? true : _ref3$maskInside,
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+ _ref3$depth = _ref3.depth,
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+ depth = _ref3$depth === void 0 ? false : _ref3$depth;
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+
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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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+
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+ this.layer.triangulation = _triangulation.LineTriangulation;
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+ return [this.layer.buildLayerModel({
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+ moduleName: 'line_' + type,
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+ vertexShader: vert,
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+ fragmentShader: frag,
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+ triangulation: _triangulation.LineTriangulation,
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+ primitive: _l7Core.gl.TRIANGLES,
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+ blend: this.getBlend(),
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+ depth: {
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+ enable: depth
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+ },
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+ stencil: (0, _l7Utils.getMask)(mask, maskInside)
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+ })];
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+ }
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+ }, {
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+ key: "getShaders",
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+ value: function getShaders() {
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+ return {
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+ frag: linear_line_frag,
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+ vert: linear_line_vert,
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+ type: 'linear_rampColors'
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+ };
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+ }
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+ }, {
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+ key: "registerBuiltinAttributes",
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+ value: function registerBuiltinAttributes() {
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+ this.styleAttributeService.registerStyleAttribute({
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+ name: 'distanceAndIndex',
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+ type: _l7Core.AttributeType.Attribute,
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+ descriptor: {
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+ name: 'a_DistanceAndIndex',
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+ buffer: {
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+ usage: _l7Core.gl.STATIC_DRAW,
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+ data: [],
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+ type: _l7Core.gl.FLOAT
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+ },
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+ size: 2,
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+ update: function update(feature, featureIdx, vertex, attributeIdx, normal, vertexIndex) {
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+ return vertexIndex === undefined ? [vertex[3], 10] : [vertex[3], vertexIndex];
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+ }
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+ }
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+ });
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+ this.styleAttributeService.registerStyleAttribute({
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+ name: 'total_distance',
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+ type: _l7Core.AttributeType.Attribute,
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+ descriptor: {
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+ name: 'a_Total_Distance',
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+ buffer: {
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+ usage: _l7Core.gl.STATIC_DRAW,
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+ data: [],
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+ type: _l7Core.gl.FLOAT
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+ },
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+ size: 1,
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+ update: function update(feature, featureIdx, vertex, attributeIdx) {
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+ return [vertex[5]];
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+ }
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+ }
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+ });
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+ this.styleAttributeService.registerStyleAttribute({
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+ name: 'size',
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+ type: _l7Core.AttributeType.Attribute,
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+ descriptor: {
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+ name: 'a_Size',
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+ buffer: {
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+ usage: _l7Core.gl.DYNAMIC_DRAW,
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+ data: [],
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+ type: _l7Core.gl.FLOAT
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+ },
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+ size: 2,
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+ update: function update(feature, featureIdx, vertex, attributeIdx) {
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+ var _feature$size = feature.size,
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+ size = _feature$size === void 0 ? 1 : _feature$size;
241
+ return Array.isArray(size) ? [size[0], size[1]] : [size, 0];
242
+ }
243
+ }
244
+ });
245
+ this.styleAttributeService.registerStyleAttribute({
246
+ name: 'normal',
247
+ type: _l7Core.AttributeType.Attribute,
248
+ descriptor: {
249
+ name: 'a_Normal',
250
+ buffer: {
251
+ usage: _l7Core.gl.STATIC_DRAW,
252
+ data: [],
253
+ type: _l7Core.gl.FLOAT
254
+ },
255
+ size: 3,
256
+ update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
257
+ return normal;
258
+ }
259
+ }
260
+ });
261
+ this.styleAttributeService.registerStyleAttribute({
262
+ name: 'miter',
263
+ type: _l7Core.AttributeType.Attribute,
264
+ descriptor: {
265
+ name: 'a_Miter',
266
+ buffer: {
267
+ usage: _l7Core.gl.STATIC_DRAW,
268
+ data: [],
269
+ type: _l7Core.gl.FLOAT
270
+ },
271
+ size: 1,
272
+ update: function update(feature, featureIdx, vertex, attributeIdx) {
273
+ return [vertex[4]];
274
+ }
275
+ }
276
+ });
277
+ }
278
+ }]);
279
+ return LinearLineModel;
280
+ }(_BaseModel2.default);
281
+
282
+ exports.default = LinearLineModel;
283
+ //# sourceMappingURL=linearline.js.map
@@ -0,0 +1 @@
1
+ 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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n IImage,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\nimport linear_line_frag from '../shaders/linearLine/line_linear_frag.glsl';\nimport linear_line_vert from '../shaders/linearLine/line_linear_vert.glsl';\n\nexport default class LinearLineModel extends BaseModel {\n protected colorTexture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n vertexHeightScale = 20.0,\n raisingHeight = 0,\n heightfixed = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (this.rendererService.getDirty()) {\n this.colorTexture.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 : 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\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n // 纹理支持参数\n u_texture: this.colorTexture, // 贴图\n\n // 是否固定高度\n u_heightfixed: Number(heightfixed),\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n u_raisingHeight: Number(raisingHeight),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n return this.buildModels();\n }\n\n public clearModels() {\n this.colorTexture?.destroy();\n this.dataTexture?.destroy();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'line_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: depth },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n return {\n frag: linear_line_frag,\n vert: linear_line_vert,\n type: 'linear_rampColors',\n };\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\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 vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10]\n : [vertex[3], vertexIndex];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.colorTexture) {\n this.colorTexture.destroy();\n }\n const {\n rampColors,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const imageData = generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: new Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n };\n}\n"],"file":"linearline.js"}
@@ -228,6 +228,7 @@ var FillModel = function (_BaseModel) {
228
228
  type = _this$getShaders.type;
229
229
 
230
230
  var isGlobel = this.mapService.version === 'GLOBEL';
231
+ this.layer.triangulation = isGlobel ? _triangulation.GlobelPointFillTriangulation : _triangulation.PointFillTriangulation;
231
232
  return [this.layer.buildLayerModel({
232
233
  moduleName: 'pointfill_' + type,
233
234
  vertexShader: vert,
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IAnimateOption,\n IAttribute,\n IElements,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getCullFace, getMask } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport {\n GlobelPointFillTriangulation,\n PointFillTriangulation,\n} from '../../core/triangulation';\n// animate pointLayer shader - support animate\nimport waveFillFrag from '../shaders/animate/wave_frag.glsl';\n// static pointLayer shader - not support animate\nimport pointFillFrag from '../shaders/fill_frag.glsl';\nimport pointFillVert from '../shaders/fill_vert.glsl';\n\nimport { isNumber } from 'lodash';\n\nimport { Version } from '@antv/l7-maps';\nimport { mat4, vec3 } from 'gl-matrix';\nexport default class FillModel extends BaseModel {\n public meter2coord: number = 1;\n private isMeter: boolean = false;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = 'rgba(0,0,0,0)',\n offsets = [0, 0],\n blend,\n blur = 0,\n raisingHeight = 0,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_raisingHeight: Number(raisingHeight),\n\n u_isMeter: Number(this.isMeter),\n u_blur: blur,\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const {\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n /**\n * 计算等面积点图层(unit meter)笛卡尔坐标标度与世界坐标标度的比例\n * @returns\n */\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n const { version } = this.mapService;\n if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {\n const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(\n { lng: center[0], lat: center[1] },\n 0,\n );\n const offsetInMeters = 1;\n const offsetInMercatorCoordinateUnits =\n offsetInMeters * coord.meterInMercatorCoordinateUnits();\n const westCoord = new window.mapboxgl.MercatorCoordinate(\n coord.x - offsetInMercatorCoordinateUnits,\n coord.y,\n coord.z,\n );\n const westLnglat = westCoord.toLngLat();\n\n this.meter2coord = center[0] - westLnglat.lng;\n return;\n }\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as Partial<\n ILayerConfig & IPointLayerStyleOptions\n >;\n const { frag, vert, type } = this.getShaders(animateOption);\n\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n cull: {\n enable: true,\n face: getCullFace(this.mapService.version),\n },\n }),\n ];\n }\n\n /**\n * 根据 animateOption 的值返回对应的 shader 代码\n * @returns\n */\n public getShaders(\n animateOption: Partial<IAnimateOption>,\n ): { frag: string; vert: string; type: string } {\n if (animateOption.enable) {\n switch (animateOption.type) {\n case 'wave':\n return {\n frag: waveFillFrag,\n vert: pointFillVert,\n type: 'wave',\n };\n default:\n return {\n frag: waveFillFrag,\n vert: pointFillVert,\n type: 'wave',\n };\n }\n } else {\n return {\n frag: pointFillFrag,\n vert: pointFillVert,\n type: 'normal',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n // overwrite baseModel func\n protected animateOption2Array(option: Partial<IAnimateOption>): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IAttribute,\n IElements,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getCullFace, getMask } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport {\n GlobelPointFillTriangulation,\n PointFillTriangulation,\n} from '../../core/triangulation';\n// animate pointLayer shader - support animate\nimport waveFillFrag from '../shaders/animate/wave_frag.glsl';\n// static pointLayer shader - not support animate\nimport pointFillFrag from '../shaders/fill_frag.glsl';\nimport pointFillVert from '../shaders/fill_vert.glsl';\n\nimport { isNumber } from 'lodash';\n\nimport { Version } from '@antv/l7-maps';\nimport { mat4, vec3 } from 'gl-matrix';\nexport default class FillModel extends BaseModel {\n public meter2coord: number = 1;\n private isMeter: boolean = false;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = 'rgba(0,0,0,0)',\n offsets = [0, 0],\n blend,\n blur = 0,\n raisingHeight = 0,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_raisingHeight: Number(raisingHeight),\n\n u_isMeter: Number(this.isMeter),\n u_blur: blur,\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const {\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n /**\n * 计算等面积点图层(unit meter)笛卡尔坐标标度与世界坐标标度的比例\n * @returns\n */\n public calMeter2Coord() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n const { version } = this.mapService;\n if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {\n const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(\n { lng: center[0], lat: center[1] },\n 0,\n );\n const offsetInMeters = 1;\n const offsetInMercatorCoordinateUnits =\n offsetInMeters * coord.meterInMercatorCoordinateUnits();\n const westCoord = new window.mapboxgl.MercatorCoordinate(\n coord.x - offsetInMercatorCoordinateUnits,\n coord.y,\n coord.z,\n );\n const westLnglat = westCoord.toLngLat();\n\n this.meter2coord = center[0] - westLnglat.lng;\n return;\n }\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as Partial<\n ILayerConfig & IPointLayerStyleOptions\n >;\n const { frag, vert, type } = this.getShaders(animateOption);\n\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n this.layer.triangulation = isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n // depth: { enable: false },\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n cull: {\n enable: true,\n face: getCullFace(this.mapService.version),\n },\n }),\n ];\n }\n\n /**\n * 根据 animateOption 的值返回对应的 shader 代码\n * @returns\n */\n public getShaders(\n animateOption: Partial<IAnimateOption>,\n ): { frag: string; vert: string; type: string } {\n if (animateOption.enable) {\n switch (animateOption.type) {\n case 'wave':\n return {\n frag: waveFillFrag,\n vert: pointFillVert,\n type: 'wave',\n };\n default:\n return {\n frag: waveFillFrag,\n vert: pointFillVert,\n type: 'wave',\n };\n }\n } else {\n return {\n frag: pointFillFrag,\n vert: pointFillVert,\n type: 'normal',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n // overwrite baseModel func\n protected animateOption2Array(option: Partial<IAnimateOption>): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
@@ -124,6 +124,7 @@ var NormalModel = function (_BaseModel) {
124
124
  _ref2$maskInside = _ref2.maskInside,
125
125
  maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
126
126
 
127
+ this.layer.triangulation = PointTriangulation;
127
128
  return [this.layer.buildLayerModel({
128
129
  moduleName: 'normalpoint',
129
130
  vertexShader: normalVert,
@@ -1 +1 @@
1
- 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{\n AttributeType,\n BlendType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport normalFrag from '../shaders/normal_frag.glsl';\nimport normalVert from '../shaders/normal_vert.glsl';\n\nexport function PointTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as number[];\n return {\n vertices: [...coordinates],\n indices: [0],\n size: coordinates.length,\n };\n}\n\nexport default class NormalModel extends BaseModel {\n public getDefaultStyle(): Partial<IPointLayerStyleOptions> {\n return {\n blend: 'additive',\n };\n }\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n offsets = [0, 0],\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n offsets,\n });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_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 u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'normalpoint',\n vertexShader: normalVert,\n fragmentShader: normalFrag,\n triangulation: PointTriangulation,\n depth: { enable: false },\n primitive: gl.POINTS,\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: '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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opacity,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n offsets,\n });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_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 u_offsets: this.isOffsetStatic(offsets)\n ? 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@@ -135,6 +135,7 @@ var SimplePointModel = function (_BaseModel) {
135
135
  _ref2$maskInside = _ref2.maskInside,
136
136
  maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
137
137
 
138
+ this.layer.triangulation = PointTriangulation;
138
139
  return [this.layer.buildLayerModel({
139
140
  moduleName: 'simplepoint',
140
141
  vertexShader: simplePointVert,
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../../../src/point/models/simplePoint.ts"],"names":["PointTriangulation","feature","coordinates","vertices","indices","size","length","SimplePointModel","blend","layer","getLayerConfig","opacity","offsets","strokeOpacity","strokeWidth","stroke","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","createTexture2D","flipY","format","gl","LUMINANCE","type","FLOAT","u_additive","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_opacity","u_offsets","isOffsetStatic","u_stroke_opacity","u_stroke_width","u_stroke_color","getStrokeColor","buildModels","mask","maskInside","triangulation","buildLayerModel","moduleName","vertexShader","simplePointVert","fragmentShader","simplePointFrag","depth","enable","primitive","POINTS","getBlend","stencil","destroy","styleAttributeService","registerStyleAttribute","name","AttributeType","Attribute","descriptor","buffer","usage","DYNAMIC_DRAW","update","featureIdx","vertex","attributeIdx","Array","isArray","BlendType","additive","BaseModel"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAAA;;AASA;;AAEA;;;;;;;;;AAMO,SAASA,kBAAT,CAA4BC,OAA5B,EAAqD;AAC1D,MAAMC,WAAW,GAAGD,OAAO,CAACC,WAA5B;AACA,SAAO;AACLC,IAAAA,QAAQ,mCAAMD,WAAN,CADH;AAELE,IAAAA,OAAO,EAAE,CAAC,CAAD,CAFJ;AAGLC,IAAAA,IAAI,EAAEH,WAAW,CAACI;AAHb,GAAP;AAKD;;IAEoBC,gB;;;;;;;;;;;;WACnB,2BAA2D;AACzD,aAAO;AACLC,QAAAA,KAAK,EAAE;AADF,OAAP;AAGD;;;WACD,wBAAqC;AACnC,iBAOI,KAAKC,KAAL,CAAWC,cAAX,EAPJ;AAAA,8BACEC,OADF;AAAA,UACEA,OADF,6BACY,CADZ;AAAA,8BAEEC,OAFF;AAAA,UAEEA,OAFF,6BAEY,CAAC,CAAD,EAAI,CAAJ,CAFZ;AAAA,UAGEJ,KAHF,QAGEA,KAHF;AAAA,oCAIEK,aAJF;AAAA,UAIEA,aAJF,mCAIkB,CAJlB;AAAA,kCAKEC,WALF;AAAA,UAKEA,WALF,iCAKgB,CALhB;AAAA,6BAMEC,MANF;AAAA,UAMEA,MANF,4BAMW,MANX;;AASA,UACE,KAAKC,eAAL,IACA,KAAKC,qBAAL,CAA2B;AACzBN,QAAAA,OAAO,EAAPA,OADyB;AAEzBC,QAAAA,OAAO,EAAPA;AAFyB,OAA3B,CAFF,EAME;AAEA,aAAKM,oBAAL,CAA0B;AACxBP,UAAAA,OAAO,EAAPA,OADwB;AAExBC,UAAAA,OAAO,EAAPA;AAFwB,SAA1B;AAIA,YAAMO,UAAU,GAAG,KAAKV,KAAL,CAAWW,cAAX,EAAnB;;AACA,iCAAgC,KAAKC,YAAL,CAC9B,KAAKC,UADyB,EAE9BH,UAF8B,EAG9B,KAAKI,cAHyB,CAAhC;AAAA,YAAQC,IAAR,sBAAQA,IAAR;AAAA,YAAcC,KAAd,sBAAcA,KAAd;AAAA,YAAqBC,MAArB,sBAAqBA,MAArB;;AAKA,aAAKC,QAAL,GAAgBD,MAAhB;AAEA,aAAKE,WAAL,GACE,KAAKN,UAAL,GAAkB,CAAlB,IAAuBE,IAAI,CAAClB,MAAL,GAAc,CAArC,GACI,KAAKuB,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBN,UAAAA,IAAI,EAAJA,IAFmB;AAGnBO,UAAAA,MAAM,EAAEC,WAAGC,SAHQ;AAInBC,UAAAA,IAAI,EAAEF,WAAGG,KAJU;AAKnBV,UAAAA,KAAK,EAALA,KALmB;AAMnBC,UAAAA,MAAM,EAANA;AANmB,SAArB,CADJ,GASI,KAAKG,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBN,UAAAA,IAAI,EAAE,CAAC,CAAD,CAFa;AAGnBO,UAAAA,MAAM,EAAEC,WAAGC,SAHQ;AAInBC,UAAAA,IAAI,EAAEF,WAAGG,KAJU;AAKnBV,UAAAA,KAAK,EAAE,CALY;AAMnBC,UAAAA,MAAM,EAAE;AANW,SAArB,CAVN;AAkBD;;AACD,aAAO;AACLU,QAAAA,UAAU,EAAE5B,KAAK,KAAK,UAAV,GAAuB,GAAvB,GAA6B,GADpC;AAEL6B,QAAAA,aAAa,EAAE,KAAKT,WAFf;AAGLU,QAAAA,gBAAgB,EAAE,KAAKC,iBAAL,EAHb;AAKLC,QAAAA,SAAS,EAAE,wBAAS7B,OAAT,IAAoBA,OAApB,GAA8B,GALpC;AAML8B,QAAAA,SAAS,EAAE,KAAKC,cAAL,CAAoB9B,OAApB,IACNA,OADM,GAEP,CAAC,CAAD,EAAI,CAAJ,CARC;AASL+B,QAAAA,gBAAgB,EAAE,wBAAS9B,aAAT,IAA0BA,aAA1B,GAA0C,GATvD;AAUL+B,QAAAA,cAAc,EAAE,wBAAS9B,WAAT,IAAwBA,WAAxB,GAAsC,GAVjD;AAWL+B,QAAAA,cAAc,EAAE,KAAKC,cAAL,CAAoB/B,MAApB;AAXX,OAAP;AAaD;;;WAED,sBAA8B;AAC5B,aAAO,KAAKgC,WAAL,EAAP;AACD;;;WAED,uBAA+B;AAC7B,kBAGI,KAAKtC,KAAL,CAAWC,cAAX,EAHJ;AAAA,6BACEsC,IADF;AAAA,UACEA,IADF,2BACS,KADT;AAAA,mCAEEC,UAFF;AAAA,UAEEA,UAFF,iCAEe,IAFf;;AAIA,WAAKxC,KAAL,CAAWyC,aAAX,GAA2BlD,kBAA3B;AACA,aAAO,CACL,KAAKS,KAAL,CAAW0C,eAAX,CAA2B;AACzBC,QAAAA,UAAU,EAAE,aADa;AAEzBC,QAAAA,YAAY,EAAEC,eAFW;AAGzBC,QAAAA,cAAc,EAAEC,eAHS;AAIzBN,QAAAA,aAAa,EAAElD,kBAJU;AAKzByD,QAAAA,KAAK,EAAE;AAAEC,UAAAA,MAAM,EAAE;AAAV,SALkB;AAMzBC,QAAAA,SAAS,EAAE3B,WAAG4B,MANW;AAOzBpD,QAAAA,KAAK,EAAE,KAAKqD,QAAL,EAPkB;AAQzBC,QAAAA,OAAO,EAAE,sBAAQd,IAAR,EAAcC,UAAd;AARgB,OAA3B,CADK,CAAP;AAYD;;;WAED,uBAAqB;AAAA;;AACnB,gCAAKrB,WAAL,wEAAkBmC,OAAlB;AACD;;;WAED,qCAAsC;AAEpC,WAAKC,qBAAL,CAA2BC,sBAA3B,CAAkD;AAChDC,QAAAA,IAAI,EAAE,MAD0C;AAEhDhC,QAAAA,IAAI,EAAEiC,sBAAcC,SAF4B;AAGhDC,QAAAA,UAAU,EAAE;AACVH,UAAAA,IAAI,EAAE,QADI;AAEVI,UAAAA,MAAM,EAAE;AAENC,YAAAA,KAAK,EAAEvC,WAAGwC,YAFJ;AAGNhD,YAAAA,IAAI,EAAE,EAHA;AAINU,YAAAA,IAAI,EAAEF,WAAGG;AAJH,WAFE;AAQV9B,UAAAA,IAAI,EAAE,CARI;AASVoE,UAAAA,MAAM,EAAE,gBACNxE,OADM,EAENyE,UAFM,EAGNC,MAHM,EAINC,YAJM,EAKH;AACH,gCAAqB3E,OAArB,CAAQI,IAAR;AAAA,gBAAQA,IAAR,8BAAe,CAAf;AACA,mBAAOwE,KAAK,CAACC,OAAN,CAAczE,IAAd,IAAsB,CAACA,IAAI,CAAC,CAAD,CAAL,CAAtB,GAAkC,CAACA,IAAD,CAAzC;AACD;AAjBS;AAHoC,OAAlD;AAuBD;;;WAED,+BAAgE;AAC9D,aAAO;AACLG,QAAAA,KAAK,EAAEuE,kBAAUC;AADZ,OAAP;AAGD;;;EAjI2CC,mB","sourcesContent":["import {\n AttributeType,\n BlendType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\n\nimport { getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\n\nimport simplePointFrag from '../shaders/simplePoint_frag.glsl';\nimport simplePointVert from '../shaders/simplePoint_vert.glsl';\n\nexport function PointTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as number[];\n return {\n vertices: [...coordinates],\n indices: [0],\n size: coordinates.length,\n };\n}\n\nexport default class SimplePointModel extends BaseModel {\n public getDefaultStyle(): Partial<IPointLayerStyleOptions> {\n return {\n blend: 'additive',\n };\n }\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n offsets = [0, 0],\n blend,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = '#fff',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n offsets,\n });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.layer.triangulation = PointTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'simplepoint',\n vertexShader: simplePointVert,\n fragmentShader: simplePointFrag,\n triangulation: PointTriangulation,\n depth: { enable: false },\n primitive: gl.POINTS,\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: '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\n private defaultStyleOptions(): Partial<IPointLayerStyleOptions> {\n return {\n blend: BlendType.additive,\n };\n }\n}\n"],"file":"simplePoint.js"}
@@ -119,6 +119,7 @@ var FillModel = function (_BaseModel) {
119
119
  _ref2$maskInside = _ref2.maskInside,
120
120
  maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
121
121
 
122
+ this.layer.triangulation = opacityLinear.enable ? _triangulation.polygonTriangulationWithCenter : _triangulation.polygonTriangulation;
122
123
  return [this.layer.buildLayerModel({
123
124
  moduleName: 'polygon',
124
125
  vertexShader: opacityLinear.enable ? polygon_linear_vert : polygon_vert,