@antv/l7-layers 2.8.34 → 2.8.37
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/es/Geometry/index.d.ts +1 -1
- package/es/Geometry/index.js +4 -1
- package/es/Geometry/index.js.map +1 -1
- package/es/Geometry/models/billboard.d.ts +26 -0
- package/es/Geometry/models/billboard.js +213 -0
- package/es/Geometry/models/billboard.js.map +1 -0
- package/es/Geometry/models/index.d.ts +1 -1
- package/es/Geometry/models/index.js +3 -1
- package/es/Geometry/models/index.js.map +1 -1
- package/es/Geometry/models/sprite.js +2 -2
- package/es/core/BaseLayer.d.ts +2 -2
- package/es/core/BaseLayer.js.map +1 -1
- package/es/core/LayerGroup.d.ts +2 -1
- package/es/core/LayerGroup.js +5 -0
- package/es/core/LayerGroup.js.map +1 -1
- package/es/core/interface.d.ts +29 -2
- package/es/core/interface.js.map +1 -1
- package/es/image/models/image.js.map +1 -1
- package/es/index.d.ts +2 -2
- package/es/index.js +2 -2
- package/es/index.js.map +1 -1
- package/es/line/models/arc.js +4 -4
- package/es/line/models/arc.js.map +1 -1
- package/es/line/models/arc_3d.js +4 -5
- package/es/line/models/arc_3d.js.map +1 -1
- package/es/line/models/arcmini.js +5 -5
- package/es/line/models/arcmini.js.map +1 -1
- package/es/line/models/great_circle.js +3 -3
- package/es/line/models/great_circle.js.map +1 -1
- package/es/line/models/line.js +3 -3
- package/es/line/models/line.js.map +1 -1
- package/es/line/models/linearline.js +3 -3
- package/es/line/models/linearline.js.map +1 -1
- package/es/line/models/simpleLine.js +8 -8
- package/es/line/models/simpleLine.js.map +1 -1
- package/es/line/models/wall.js +5 -5
- package/es/line/models/wall.js.map +1 -1
- package/es/mask/index.d.ts +1 -4
- package/es/mask/index.js.map +1 -1
- package/es/mask/models/fill.js.map +1 -1
- package/es/plugins/DataMappingPlugin.d.ts +1 -0
- package/es/plugins/DataMappingPlugin.js +17 -9
- package/es/plugins/DataMappingPlugin.js.map +1 -1
- package/es/plugins/FeatureScalePlugin.d.ts +1 -2
- package/es/plugins/FeatureScalePlugin.js +42 -33
- package/es/plugins/FeatureScalePlugin.js.map +1 -1
- package/es/plugins/ShaderUniformPlugin.d.ts +1 -0
- package/es/plugins/ShaderUniformPlugin.js +12 -0
- package/es/plugins/ShaderUniformPlugin.js.map +1 -1
- package/es/point/models/extrude.js +3 -4
- package/es/point/models/extrude.js.map +1 -1
- package/es/point/models/fill.js +3 -4
- package/es/point/models/fill.js.map +1 -1
- package/es/point/models/fillmage.d.ts +1 -1
- package/es/point/models/fillmage.js +6 -21
- package/es/point/models/fillmage.js.map +1 -1
- package/es/point/models/icon-font.js +1 -1
- package/es/point/models/image.js +4 -4
- package/es/point/models/image.js.map +1 -1
- package/es/point/models/normal.js +1 -2
- package/es/point/models/normal.js.map +1 -1
- package/es/point/models/radar.js +5 -18
- package/es/point/models/radar.js.map +1 -1
- package/es/point/models/simplePoint.js +5 -6
- package/es/point/models/simplePoint.js.map +1 -1
- package/es/point/models/text.js +4 -4
- package/es/point/models/text.js.map +1 -1
- package/es/polygon/models/extrude.js +3 -4
- package/es/polygon/models/extrude.js.map +1 -1
- package/es/polygon/models/fill.d.ts +1 -0
- package/es/polygon/models/fill.js +37 -12
- package/es/polygon/models/fill.js.map +1 -1
- package/es/polygon/models/ocean.js +3 -4
- package/es/polygon/models/ocean.js.map +1 -1
- package/es/polygon/models/water.js +3 -4
- package/es/polygon/models/water.js.map +1 -1
- package/es/raster/index.d.ts +3 -3
- package/es/raster/index.js +16 -6
- package/es/raster/index.js.map +1 -1
- package/es/raster/models/index.d.ts +1 -1
- package/es/raster/models/index.js +3 -1
- package/es/raster/models/index.js.map +1 -1
- package/es/raster/models/raste-tile.d.ts +23 -0
- package/es/raster/models/raste-tile.js +285 -0
- package/es/raster/models/raste-tile.js.map +1 -0
- package/es/raster/models/raster.js +2 -0
- package/es/raster/models/raster.js.map +1 -1
- package/es/wind/index.d.ts +1 -17
- package/es/wind/index.js.map +1 -1
- package/es/wind/models/utils.d.ts +12 -12
- package/es/wind/models/utils.js +6 -5
- package/es/wind/models/utils.js.map +1 -1
- package/es/wind/models/wind.js.map +1 -1
- package/es/wind/models/windRender.js.map +1 -1
- package/lib/Geometry/index.js +4 -1
- package/lib/Geometry/index.js.map +1 -1
- package/lib/Geometry/models/billboard.js +227 -0
- package/lib/Geometry/models/billboard.js.map +1 -0
- package/lib/Geometry/models/index.js +4 -1
- package/lib/Geometry/models/index.js.map +1 -1
- package/lib/Geometry/models/sprite.js +2 -2
- package/lib/core/BaseLayer.js.map +1 -1
- package/lib/core/LayerGroup.js +5 -0
- package/lib/core/LayerGroup.js.map +1 -1
- package/lib/core/interface.js.map +1 -1
- package/lib/image/models/image.js.map +1 -1
- package/lib/index.js +29 -8
- package/lib/index.js.map +1 -1
- package/lib/line/models/arc.js +4 -5
- package/lib/line/models/arc.js.map +1 -1
- package/lib/line/models/arc_3d.js +4 -6
- package/lib/line/models/arc_3d.js.map +1 -1
- package/lib/line/models/arcmini.js +5 -6
- package/lib/line/models/arcmini.js.map +1 -1
- package/lib/line/models/great_circle.js +3 -4
- package/lib/line/models/great_circle.js.map +1 -1
- package/lib/line/models/line.js +3 -4
- package/lib/line/models/line.js.map +1 -1
- package/lib/line/models/linearline.js +3 -4
- package/lib/line/models/linearline.js.map +1 -1
- package/lib/line/models/simpleLine.js +8 -9
- package/lib/line/models/simpleLine.js.map +1 -1
- package/lib/line/models/wall.js +5 -6
- package/lib/line/models/wall.js.map +1 -1
- package/lib/mask/index.js.map +1 -1
- package/lib/mask/models/fill.js.map +1 -1
- package/lib/plugins/DataMappingPlugin.js +17 -9
- package/lib/plugins/DataMappingPlugin.js.map +1 -1
- package/lib/plugins/FeatureScalePlugin.js +43 -33
- package/lib/plugins/FeatureScalePlugin.js.map +1 -1
- package/lib/plugins/ShaderUniformPlugin.js +12 -0
- package/lib/plugins/ShaderUniformPlugin.js.map +1 -1
- package/lib/point/models/extrude.js +3 -5
- package/lib/point/models/extrude.js.map +1 -1
- package/lib/point/models/fill.js +3 -5
- package/lib/point/models/fill.js.map +1 -1
- package/lib/point/models/fillmage.js +7 -23
- package/lib/point/models/fillmage.js.map +1 -1
- package/lib/point/models/icon-font.js +1 -1
- package/lib/point/models/image.js +4 -5
- package/lib/point/models/image.js.map +1 -1
- package/lib/point/models/normal.js +1 -3
- package/lib/point/models/normal.js.map +1 -1
- package/lib/point/models/radar.js +5 -19
- package/lib/point/models/radar.js.map +1 -1
- package/lib/point/models/simplePoint.js +5 -7
- package/lib/point/models/simplePoint.js.map +1 -1
- package/lib/point/models/text.js +4 -5
- package/lib/point/models/text.js.map +1 -1
- package/lib/polygon/models/extrude.js +3 -5
- package/lib/polygon/models/extrude.js.map +1 -1
- package/lib/polygon/models/fill.js +37 -13
- package/lib/polygon/models/fill.js.map +1 -1
- package/lib/polygon/models/ocean.js +3 -5
- package/lib/polygon/models/ocean.js.map +1 -1
- package/lib/polygon/models/water.js +3 -5
- package/lib/polygon/models/water.js.map +1 -1
- package/lib/raster/index.js +16 -6
- package/lib/raster/index.js.map +1 -1
- package/lib/raster/models/index.js +4 -1
- package/lib/raster/models/index.js.map +1 -1
- package/lib/raster/models/raste-tile.js +294 -0
- package/lib/raster/models/raste-tile.js.map +1 -0
- package/lib/raster/models/raster.js +2 -0
- package/lib/raster/models/raster.js.map +1 -1
- package/lib/wind/index.js.map +1 -1
- package/lib/wind/models/utils.js +6 -5
- package/lib/wind/models/utils.js.map +1 -1
- package/lib/wind/models/wind.js.map +1 -1
- package/lib/wind/models/windRender.js.map +1 -1
- package/package.json +7 -6
- package/es/imagetile/index.d.ts +0 -22
- package/es/imagetile/index.js +0 -82
- package/es/imagetile/index.js.map +0 -1
- package/es/imagetile/models/imagetile.d.ts +0 -12
- package/es/imagetile/models/imagetile.js +0 -133
- package/es/imagetile/models/imagetile.js.map +0 -1
- package/es/imagetile/models/index.d.ts +0 -5
- package/es/imagetile/models/index.js +0 -6
- package/es/imagetile/models/index.js.map +0 -1
- package/es/imagetile/utils/ImageTile.d.ts +0 -20
- package/es/imagetile/utils/ImageTile.js +0 -92
- package/es/imagetile/utils/ImageTile.js.map +0 -1
- package/es/imagetile/utils/Tile.d.ts +0 -27
- package/es/imagetile/utils/Tile.js +0 -313
- package/es/imagetile/utils/Tile.js.map +0 -1
- package/es/imagetile/utils/lruCache.d.ts +0 -20
- package/es/imagetile/utils/lruCache.js +0 -105
- package/es/imagetile/utils/lruCache.js.map +0 -1
- package/es/imagetile/utils/tileCache.d.ts +0 -8
- package/es/imagetile/utils/tileCache.js +0 -50
- package/es/imagetile/utils/tileCache.js.map +0 -1
- package/lib/imagetile/index.js +0 -95
- package/lib/imagetile/index.js.map +0 -1
- package/lib/imagetile/models/imagetile.js +0 -146
- package/lib/imagetile/models/imagetile.js.map +0 -1
- package/lib/imagetile/models/index.js +0 -17
- package/lib/imagetile/models/index.js.map +0 -1
- package/lib/imagetile/utils/ImageTile.js +0 -101
- package/lib/imagetile/utils/ImageTile.js.map +0 -1
- package/lib/imagetile/utils/Tile.js +0 -316
- package/lib/imagetile/utils/Tile.js.map +0 -1
- package/lib/imagetile/utils/lruCache.js +0 -109
- package/lib/imagetile/utils/lruCache.js.map +0 -1
- package/lib/imagetile/utils/tileCache.js +0 -58
- package/lib/imagetile/utils/tileCache.js.map +0 -1
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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 topsurface = true,\n sidesurface = true,\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 useLinearColor = 0; // 默认不生效\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 useLinearColor = 1;\n }\n\n return {\n // 控制侧面和顶面的显示隐藏\n u_topsurface: Number(topsurface),\n u_sidesurface: Number(sidesurface),\n\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\n // 渐变色支持参数\n u_linearColor: useLinearColor,\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 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 [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];\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"}
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+
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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 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 topsurface = true,\n sidesurface = true,\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 useLinearColor = 0; // 默认不生效\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 useLinearColor = 1;\n }\n\n return {\n // 控制侧面和顶面的显示隐藏\n u_topsurface: Number(topsurface),\n u_sidesurface: Number(sidesurface),\n\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: Number(opacity),\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\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: 'polygonExtrudePickLight',\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 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 [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];\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"}
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@@ -3,7 +3,6 @@ import _createClass from "@babel/runtime/helpers/createClass";
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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 _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); }; }
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@@ -78,7 +77,7 @@ var FillModel = function (_BaseModel) {
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u_dataTexture: this.dataTexture,
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u_cellTypeLayout: this.getCellTypeLayout(),
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u_raisingHeight: Number(raisingHeight),
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u_opacity:
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u_opacity: opacity,
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u_opacitylinear: Number(opacityLinear.enable),
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u_dir: opacityLinear.dir === 'in' ? 1.0 : 0.0
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};
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@@ -91,23 +90,24 @@ var FillModel = function (_BaseModel) {
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}, {
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key: "buildModels",
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value: function buildModels() {
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var _this$getModelParams = this.getModelParams(),
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frag = _this$getModelParams.frag,
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vert = _this$getModelParams.vert,
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triangulation = _this$getModelParams.triangulation,
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type = _this$getModelParams.type;
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var _ref2 = this.layer.getLayerConfig(),
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_ref2$opacityLinear = _ref2.opacityLinear,
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opacityLinear = _ref2$opacityLinear === void 0 ? {
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enable: false,
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dir: 'in'
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} : _ref2$opacityLinear,
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_ref2$mask = _ref2.mask,
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mask = _ref2$mask === void 0 ? false : _ref2$mask,
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_ref2$maskInside = _ref2.maskInside,
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maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
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this.layer.triangulation =
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this.layer.triangulation = triangulation;
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vertexShader:
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fragmentShader:
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triangulation:
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vertexShader: vert,
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fragmentShader: frag,
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triangulation: triangulation,
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}, {
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key: "getModelParams",
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value: function getModelParams() {
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_ref4$opacityLinear = _ref4.opacityLinear,
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opacityLinear = _ref4$opacityLinear === void 0 ? {
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enable: false
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frag: polygon_linear_frag,
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vert: polygon_linear_vert,
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type: 'polygon_linear',
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triangulation: polygonTriangulationWithCenter
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vert: polygon_vert,
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-
{"version":3,"sources":["../../../src/polygon/models/fill.ts"],"names":["AttributeType","gl","getMask","BaseModel","polygonTriangulation","polygonTriangulationWithCenter","FillModel","layer","getLayerConfig","raisingHeight","opacity","opacityLinear","enable","dir","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","LUMINANCE","type","FLOAT","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_raisingHeight","Number","u_opacity","u_opacitylinear","u_dir","buildModels","
|
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1
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+
{"version":3,"sources":["../../../src/polygon/models/fill.ts"],"names":["AttributeType","gl","getMask","BaseModel","polygonTriangulation","polygonTriangulationWithCenter","FillModel","layer","getLayerConfig","raisingHeight","opacity","opacityLinear","enable","dir","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","LUMINANCE","type","FLOAT","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_raisingHeight","Number","u_opacity","u_opacitylinear","u_dir","buildModels","getModelParams","frag","vert","triangulation","mask","maskInside","buildLayerModel","moduleName","vertexShader","fragmentShader","blend","getBlend","depth","cull","face","BACK","stencil","destroy","styleAttributeService","registerStyleAttribute","name","Attribute","descriptor","buffer","usage","STATIC_DRAW","size","update","feature","featureIdx","vertex","attributeIdx","normal","polygon_linear_frag","polygon_linear_vert","polygon_frag","polygon_vert"],"mappings":";;;;;;;;;;AAAA,SACEA,aADF,EAEEC,EAFF,QAMO,eANP;AAOA,SAASC,OAAT,QAAwB,gBAAxB;AACA,OAAOC,SAAP,MAAsB,sBAAtB;AAEA,SACEC,oBADF,EAEEC,8BAFF,QAGO,0BAHP;;;;;;IAQqBC,S;;;;;;;;;;;;;WACnB,wBAAsB;AACpB,iBAOI,KAAKC,KAAL,CAAWC,cAAX,EAPJ;AAAA,oCACEC,aADF;AAAA,UACEA,aADF,mCACkB,CADlB;AAAA,8BAEEC,OAFF;AAAA,UAEEA,OAFF,6BAEY,CAFZ;AAAA,oCAGEC,aAHF;AAAA,UAGEA,aAHF,mCAGkB;AACdC,QAAAA,MAAM,EAAE,KADM;AAEdC,QAAAA,GAAG,EAAE;AAFS,OAHlB;;AAQA,UAAI,KAAKC,eAAL,IAAwB,KAAKC,qBAAL,CAA2B;AAAEL,QAAAA,OAAO,EAAPA;AAAF,OAA3B,CAA5B,EAAqE;AACnE,aAAKM,oBAAL,CAA0B;AAAEN,UAAAA,OAAO,EAAPA;AAAF,SAA1B;AACA,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,CAACK,MAAL,GAAc,CAArC,GACI,KAAKC,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAJA,IAFmB;AAGnBQ,UAAAA,MAAM,EAAE7B,EAAE,CAAC8B,SAHQ;AAInBC,UAAAA,IAAI,EAAE/B,EAAE,CAACgC,KAJU;AAKnBV,UAAAA,KAAK,EAALA,KALmB;AAMnBC,UAAAA,MAAM,EAANA;AANmB,SAArB,CADJ,GASI,KAAKI,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAE,CAAC,CAAD,CAFa;AAGnBQ,UAAAA,MAAM,EAAE7B,EAAE,CAAC8B,SAHQ;AAInBC,UAAAA,IAAI,EAAE/B,EAAE,CAACgC,KAJU;AAKnBV,UAAAA,KAAK,EAAE,CALY;AAMnBC,UAAAA,MAAM,EAAE;AANW,SAArB,CAVN;AAkBD;;AACD,aAAO;AACLU,QAAAA,aAAa,EAAE,KAAKR,WADf;AAELS,QAAAA,gBAAgB,EAAE,KAAKC,iBAAL,EAFb;AAILC,QAAAA,eAAe,EAAEC,MAAM,CAAC7B,aAAD,CAJlB;AAML8B,QAAAA,SAAS,EAAE7B,OANN;AAQL8B,QAAAA,eAAe,EAAEF,MAAM,CAAC3B,aAAa,CAACC,MAAf,CARlB;AASL6B,QAAAA,KAAK,EAAE9B,aAAa,CAACE,GAAd,KAAsB,IAAtB,GAA6B,GAA7B,GAAmC;AATrC,OAAP;AAWD;;;WAED,sBAA8B;AAC5B,aAAO,KAAK6B,WAAL,EAAP;AACD;;;WAED,uBAA+B;AAC7B,iCAA4C,KAAKC,cAAL,EAA5C;AAAA,UAAQC,IAAR,wBAAQA,IAAR;AAAA,UAAcC,IAAd,wBAAcA,IAAd;AAAA,UAAoBC,aAApB,wBAAoBA,aAApB;AAAA,UAAmCd,IAAnC,wBAAmCA,IAAnC;;AACA,kBAGI,KAAKzB,KAAL,CAAWC,cAAX,EAHJ;AAAA,6BACEuC,IADF;AAAA,UACEA,IADF,2BACS,KADT;AAAA,mCAEEC,UAFF;AAAA,UAEEA,UAFF,iCAEe,IAFf;;AAIA,WAAKzC,KAAL,CAAWuC,aAAX,GAA2BA,aAA3B;AACA,aAAO,CACL,KAAKvC,KAAL,CAAW0C,eAAX,CAA2B;AACzBC,QAAAA,UAAU,EAAElB,IADa;AAEzBmB,QAAAA,YAAY,EAAEN,IAFW;AAGzBO,QAAAA,cAAc,EAAER,IAHS;AAIzBE,QAAAA,aAAa,EAAbA,aAJyB;AAKzBO,QAAAA,KAAK,EAAE,KAAKC,QAAL,EALkB;AAMzBC,QAAAA,KAAK,EAAE;AAAE3C,UAAAA,MAAM,EAAE;AAAV,SANkB;AAOzB4C,QAAAA,IAAI,EAAE;AACJ5C,UAAAA,MAAM,EAAE,IADJ;AAEJ6C,UAAAA,IAAI,EAAExD,EAAE,CAACyD;AAFL,SAPmB;AAWzBC,QAAAA,OAAO,EAAEzD,OAAO,CAAC6C,IAAD,EAAOC,UAAP;AAXS,OAA3B,CADK,CAAP;AAeD;;;WAED,uBAAqB;AAAA;;AACnB,gCAAKtB,WAAL,wEAAkBkC,OAAlB;AACD;;;WAED,qCAAsC;AACpC,kBAKI,KAAKrD,KAAL,CAAWC,cAAX,EALJ;AAAA,sCACEG,aADF;AAAA,UACEA,aADF,oCACkB;AACdC,QAAAA,MAAM,EAAE,KADM;AAEdC,QAAAA,GAAG,EAAE;AAFS,OADlB;;AAMA,UAAIF,aAAa,CAACC,MAAlB,EAA0B;AACxB,aAAKiD,qBAAL,CAA2BC,sBAA3B,CAAkD;AAChDC,UAAAA,IAAI,EAAE,QAD0C;AAEhD/B,UAAAA,IAAI,EAAEhC,aAAa,CAACgE,SAF4B;AAGhDC,UAAAA,UAAU,EAAE;AACVF,YAAAA,IAAI,EAAE,UADI;AAEVG,YAAAA,MAAM,EAAE;AAENC,cAAAA,KAAK,EAAElE,EAAE,CAACmE,WAFJ;AAGN9C,cAAAA,IAAI,EAAE,EAHA;AAINU,cAAAA,IAAI,EAAE/B,EAAE,CAACgC;AAJH,aAFE;AAQVoC,YAAAA,IAAI,EAAE,CARI;AASVC,YAAAA,MAAM,EAAE,gBACNC,OADM,EAENC,UAFM,EAGNC,MAHM,EAINC,YAJM,EAKNC,MALM,EAMH;AAEH,qBAAO,CAACF,MAAM,CAAC,CAAD,CAAP,EAAYA,MAAM,CAAC,CAAD,CAAlB,EAAuBA,MAAM,CAAC,CAAD,CAA7B,CAAP;AACD;AAlBS;AAHoC,SAAlD;AAwBD;AACF;;;WAED,0BAKE;AACA,kBAII,KAAKlE,KAAL,CAAWC,cAAX,EAJJ;AAAA,sCACEG,aADF;AAAA,UACEA,aADF,oCACkB;AACdC,QAAAA,MAAM,EAAE;AADM,OADlB;;AAKA,UAAID,aAAa,CAACC,MAAlB,EAA0B;AACxB,eAAO;AACLgC,UAAAA,IAAI,EAAEgC,mBADD;AAEL/B,UAAAA,IAAI,EAAEgC,mBAFD;AAGL7C,UAAAA,IAAI,EAAE,gBAHD;AAILc,UAAAA,aAAa,EAAEzC;AAJV,SAAP;AAMD,OAPD,MAOO;AACL,eAAO;AACLuC,UAAAA,IAAI,EAAEkC,YADD;AAELjC,UAAAA,IAAI,EAAEkC,YAFD;AAGL/C,UAAAA,IAAI,EAAE,cAHD;AAILc,UAAAA,aAAa,EAAE1C;AAJV,SAAP;AAMD;AACF;;;;EAjJoCD,S;;SAAlBG,S","sourcesContent":["import {\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n Triangulation,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\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 raisingHeight = 0,\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\n u_raisingHeight: Number(raisingHeight),\n\n u_opacity: opacity,\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 { frag, vert, triangulation, type } = this.getModelParams();\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n this.layer.triangulation = triangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation,\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 descriptor: {\n name: 'a_linear',\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 // center[0] center[1] radius\n return [vertex[3], vertex[4], vertex[5]];\n },\n },\n });\n }\n }\n\n private getModelParams(): {\n frag: string;\n vert: string;\n type: string;\n triangulation: Triangulation;\n } {\n const {\n opacityLinear = {\n enable: false,\n },\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (opacityLinear.enable) {\n return {\n frag: polygon_linear_frag,\n vert: polygon_linear_vert,\n type: 'polygon_linear',\n triangulation: polygonTriangulationWithCenter,\n };\n } else {\n return {\n frag: polygon_frag,\n vert: polygon_vert,\n type: 'polygon_fill',\n triangulation: polygonTriangulation,\n };\n }\n }\n}\n"],"file":"fill.js"}
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@@ -6,7 +6,6 @@ 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 _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); }; }
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@@ -16,8 +15,8 @@ import { AttributeType, gl } from '@antv/l7-core';
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import { getMask, rgb2arr } from '@antv/l7-utils';
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|
import BaseModel from '../../core/BaseModel';
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|
import { polygonTriangulation } from '../../core/triangulation';
|
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var ocean_frag = "\nuniform float u_time;\nuniform float u_opacity: 1.0;\n\nvarying
|
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|
-
var ocean_vert = "attribute
|
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+
var ocean_frag = "\nuniform float u_time: 0.0;\nuniform float u_opacity: 1.0;\n\nvarying vec2 v_uv;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nfloat coast2water_fadedepth = 0.10;\nfloat large_waveheight = .750; // change to adjust the \"heavy\" waves\nfloat large_wavesize = 3.4; // factor to adjust the large wave size\nfloat small_waveheight = 0.6; // change to adjust the small random waves\nfloat small_wavesize = 0.5; // factor to ajust the small wave size\nfloat water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)\nfloat water_glossylight_fact= 120.; // range [1..200]\nfloat particle_amount = 70.;\n// vec3 watercolor = vec3(0.43, 0.60, 0.66); // 'transparent' low-water color (RGB)\n// vec3 watercolor2 = vec3(0.06, 0.07, 0.11); // deep-water color (RGB, should be darker than the low-water color)\nuniform vec4 u_watercolor;\nuniform vec4 u_watercolor2;\nvec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights\n#define light vec3(-0., sin(u_time*0.5)*.5 + .35, 2.8) // position of the sun\n\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\n\n \n\nfloat hash( float n ) {\n return fract(sin(n)*43758.5453123);\n}\n\n// 2d noise function\nfloat noise1( in vec2 x ) {\n vec2 p = floor(x);\n vec2 f = smoothstep(0.0, 1.0, fract(x));\n float n = p.x + p.y*57.0;\n return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),\n mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);\n}\n\nfloat noise(vec2 p) {\n return texture2D(u_texture2,p*vec2(1./256.)).x;\n}\n\nvec4 highness(vec2 p) {\n vec4 t = texture2D(u_texture1,fract(p));\n float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;\n return clamp(t, 0.0,3.0)+clamp(t/3.0-1.0, 0.0,1.0)+clamp(t/16.0-1.0, 0.0,1.0);\n}\n\nfloat height_map( vec2 p ) {\n vec4 height=highness(p);\n /*\n height = -0.5+\n 0.5*smoothstep(-100.,0.,-height)+\n 2.75*smoothstep(0.,2.,height)+\n 1.75*smoothstep(2.,4.,height)+\n 2.75*smoothstep(4.,16.,height)+\n 1.5*smoothstep(16.,1000.,height);\n */\n\n mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );\n //p = p*6.;\n float f = 0.6000*noise1( p ); p = m*p*1.1*6.;\n f += 0.2500*noise( p ); p = m*p*1.32;\n f += 0.1666*noise( p ); p = m*p*1.11;\n f += 0.0834*noise( p ); p = m*p*1.12;\n f += 0.0634*noise( p ); p = m*p*1.13;\n f += 0.0444*noise( p ); p = m*p*1.14;\n f += 0.0274*noise( p ); p = m*p*1.15;\n f += 0.0134*noise( p ); p = m*p*1.16;\n f += 0.0104*noise( p ); p = m*p*1.17;\n f += 0.0084*noise( p );\n f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;\n const float FLAT_LEVEL = 0.92525;\n //f = f*0.25+height*0.75;\n if (f<FLAT_LEVEL)\n f = f;\n else\n f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase\n return clamp(f, 0., 10.);\n}\n\nvec3 plasma_quintic( float x ) {\n x = clamp( x, 0.0, 1.0);\n vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3\n vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7\n return vec3(\n dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),\n dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),\n dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );\n}\n\nvec4 color(vec2 p){\n vec4 c1 = vec4(1.7,1.6,.9,1);\n vec4 c2 = vec4(.2,.94,.1,1);\n vec4 c3 = vec4(.3,.2,.0,1);\n vec4 c4 = vec4(.99,.99,1.6,1);\n vec4 v = highness(p);\n float los = smoothstep(0.1,1.1,v.b);\n float his = smoothstep(3.5,6.5,v.b);\n float ces = smoothstep(1.,5.,v.a);\n vec4 lo = mix(c1,c2,los);\n vec4 hi = mix(c3,c4,his);\n vec4 ce = mix(lo,hi,ces);\n\n return vec4(plasma_quintic(ces),1).ragb;\n}\n\nvec3 terrain_map( vec2 p )\n{\n return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture2D(u_texture3, fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'\n}\n\nconst mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );\n\nfloat water_map( vec2 p, float height ) {\n vec2 p2 = p*large_wavesize;\n vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );\n vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );\n\n // coarse crossing 'ocean' waves...\n float f = 0.6000*noise( p );\n f += 0.2500*noise( p*m );\n f += 0.1666*noise( p*m*m );\n float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;\n\n p *= small_wavesize;\n f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<9; i++)\n { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }\n \n return wave+f*small_waveheight;\n}\n\nfloat nautic(vec2 p) {\n p *= 18.;\n float f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }\n return pow(1.-f, 5.);\n}\n\nfloat particles(vec2 p) {\n p *= 200.;\n float f = 0.;\n float amp = 1.0, s = 1.5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }\n return pow(f*.35, 7.)*particle_amount;\n}\n\nfloat test_shadow( vec2 xy, float height) {\n vec3 r0 = vec3(xy, height);\n vec3 rd = normalize( light - r0 );\n \n float hit = 1.0;\n float t = 0.001;\n for (int j=1; j<25; j++)\n {\n vec3 p = r0 + t*rd;\n float h = height_map( p.xy );\n float height_diff = p.z - h;\n if (height_diff<0.0)\n {\n return 0.0;\n }\n t += 0.01+height_diff*.02;\n hit = min(hit, 2.*height_diff/t); // soft shaddow \n }\n return hit;\n}\n\nvec3 CalcTerrain(vec2 uv, float height) {\n vec3 col = terrain_map( uv );\n vec2 iResolution = vec2(512.);\n float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);\n float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);\n float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);\n float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);\n vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));\n vec3 r0 = vec3(uv, height);\n vec3 rd = normalize( light - r0 );\n float grad = dot(norm, rd);\n col *= grad+pow(grad, 8.);\n float terrainshade = test_shadow( uv, height );\n col = mix(col*.25, col, terrainshade);\n return col;\n}\n\n\nvoid main() {\n vec3 watercolor = u_watercolor.rgb;\n vec3 watercolor2 = u_watercolor2.rgb;\n vec2 uv = v_uv;\n float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)\n float deepwater_fadedepth = 0.4 + coast2water_fadedepth;\n float height = height_map( uv );\n vec3 col;\n\n float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);\n float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);\n if (height > level)\n {\n col = CalcTerrain(uv, height);\n }\n if (height <= level)\n {\n vec2 dif = vec2(.0, .01);\n vec2 pos = uv*15. + vec2(u_time*.01);\n float h1 = water_map(pos-dif,waveheight);\n float h2 = water_map(pos+dif,waveheight);\n float h3 = water_map(pos-dif.yx,waveheight);\n float h4 = water_map(pos+dif.yx,waveheight);\n vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane\n uv += normwater.xy*.002*(level-height);\n \n col = CalcTerrain(uv, height);\n\n float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);\n float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);\n float intensity = col.r*.2126+col.g*.7152+col.b*.0722;\n watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));\n\n vec3 r0 = vec3(uv, WATER_LEVEL);\n vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position\n float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction\n float specular = pow(grad, water_softlight_fact); // used for soft highlights \n float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights\n float gradpos = dot(vec3(0., 0., 1.), rd);\n float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...) \n float watershade = test_shadow( uv, level );\n watercolor *= 2.2+watershade;\n watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;\n watercolor /= (1.+specular1*1.25);\n watercolor += watershade*specular2*water_specularcolor;\n watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));\n \n col = mix(col, watercolor, coastfade);\n }\n \n\n float opacity = styleMappingMat[0][0];\n gl_FragColor = vec4(col, opacity); \n}\n";
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var ocean_vert = "attribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec2 v_uv;\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\nvoid main() {\n v_uv = a_uv;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\nstyleMappingMat = 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 project_pos = project_position(vec4(a_Position, 1.0));\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, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n}\n\n";
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var OceanModel = function (_BaseModel) {
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_inherits(OceanModel, _BaseModel);
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@@ -94,7 +93,7 @@ var OceanModel = function (_BaseModel) {
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u_watercolor2: rgb2arr(watercolor2),
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u_dataTexture: this.dataTexture,
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u_cellTypeLayout: this.getCellTypeLayout(),
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u_opacity:
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u_opacity: opacity
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};
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}
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-
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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"}
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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 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: opacity,\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 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"}
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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); }; }
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@@ -16,8 +15,8 @@ import { AttributeType, gl } from '@antv/l7-core';
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import { getMask } from '@antv/l7-utils';
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import BaseModel from '../../core/BaseModel';
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import { polygonTriangulation } from '../../core/triangulation';
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var water_frag = "
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var water_vert = "attribute vec4 a_Color;\nattribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\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
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var water_frag = "uniform sampler2D u_texture;\nuniform float u_time: 0.0;\nuniform float u_speed: 1.0;\nuniform float u_opacity: 1.0;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n\nfloat rand(vec2 n) { return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); }\n\nfloat water(vec3 p) {\n float t = u_time * u_speed;\n p.z += t * 2.; p.x += t * 2.;\n vec3 c1 = texture2D(u_texture, p.xz / 30.).xyz;\n p.z += t * 3.; p.x += t * 0.52;\n vec3 c2 = texture2D(u_texture, p.xz / 30.).xyz;\n p.z += t * 4.; p.x += t * 0.8;\n vec3 c3 = texture2D(u_texture, p.xz / 30.).xyz;\n c1 += c2 - c3;\n float z = (c1.x + c1.y + c1.z) / 3.;\n return p.y + z / 4.;\n}\n\nfloat map(vec3 p) {\n float d = 100.0;\n d = water(p);\n return d;\n}\n\nfloat intersect(vec3 ro, vec3 rd) {\n float d = 0.0;\n for (int i = 0; i <= 100; i++) {\n float h = map(ro + rd * d);\n if (h < 0.1) return d;\n d += h;\n }\n return 0.0;\n}\n\nvec3 norm(vec3 p) {\n float eps = .1;\n return normalize(vec3(\n map(p + vec3(eps, 0, 0)) - map(p + vec3(-eps, 0, 0)),\n map(p + vec3(0, eps, 0)) - map(p + vec3(0, -eps, 0)),\n map(p + vec3(0, 0, eps)) - map(p + vec3(0, 0, -eps))\n ));\n} \n\nfloat calSpc() {\n vec3 l1 = normalize(vec3(1, 1, 1));\n vec3 ro = vec3(-3, 20, -8);\n vec3 rc = vec3(0, 0, 0);\n vec3 ww = normalize(rc - ro);\n vec3 uu = normalize(cross(vec3(0,1,0), ww));\n vec3 vv = normalize(cross(rc - ro, uu));\n vec3 rd = normalize(uu * v_uv.x + vv * v_uv.y + ww);\n float d = intersect(ro, rd);\n vec3 p = ro + rd * d;\n vec3 n = norm(p);\n float spc = pow(max(0.0, dot(reflect(l1, n), rd)), 30.0);\n return spc;\n}\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n gl_FragColor = v_Color;\n gl_FragColor.a *= opacity;\n\n float spc = calSpc();\n gl_FragColor += spc * 0.4;\n}\n";
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var water_vert = "attribute vec4 a_Color;\nattribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\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\nvoid main() {\n v_uv = a_uv;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\nstyleMappingMat = 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 v_Color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\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, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n}\n\n";
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var WaterModel = function (_BaseModel) {
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_inherits(WaterModel, _BaseModel);
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@@ -85,7 +84,7 @@ var WaterModel = function (_BaseModel) {
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u_dataTexture: this.dataTexture,
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u_cellTypeLayout: this.getCellTypeLayout(),
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u_speed: speed,
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u_opacity:
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u_opacity: opacity
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};
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}
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}, {
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-
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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"}
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+
{"version":3,"sources":["../../../src/polygon/models/water.ts"],"names":["AttributeType","gl","getMask","BaseModel","polygonTriangulation","WaterModel","layer","getLayerConfig","opacity","speed","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","LUMINANCE","type","FLOAT","u_texture","texture","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_speed","u_opacity","u_time","getLayerAnimateTime","loadTexture","buildModels","mask","maskInside","buildLayerModel","moduleName","vertexShader","water_vert","fragmentShader","water_frag","triangulation","depth","enable","stencil","destroy","bbox","getSource","extent","minLng","minLat","maxLng","maxLat","lngLen","latLen","styleAttributeService","registerStyleAttribute","name","Attribute","descriptor","buffer","usage","STATIC_DRAW","size","update","feature","featureIdx","vertex","attributeIdx","normal","lng","lat","waterTexture","rendererService","image","Image","crossOrigin","console","warn","src","onload","wrapS","MIRRORED_REPEAT","wrapT","min","LINEAR","mag","layerService","updateLayerRenderList","renderLayers"],"mappings":";;;;;;;;;;;;;AAAA,SACEA,aADF,EAEEC,EAFF,QAOO,eAPP;AAQA,SAASC,OAAT,QAAwB,gBAAxB;AACA,OAAOC,SAAP,MAAsB,sBAAtB;AAEA,SAASC,oBAAT,QAAqC,0BAArC;;;;IAGqBC,U;;;;;;;;;;;;;;;;;;;;;;;WAEnB,wBAAsB;AACpB,iBAGI,KAAKC,KAAL,CAAWC,cAAX,EAHJ;AAAA,8BACEC,OADF;AAAA,UACEA,OADF,6BACY,CADZ;AAAA,4BAEEC,KAFF;AAAA,UAEEA,KAFF,2BAEU,GAFV;;AAIA,UAAI,KAAKC,eAAL,IAAwB,KAAKC,qBAAL,CAA2B;AAAEH,QAAAA,OAAO,EAAPA;AAAF,OAA3B,CAA5B,EAAqE;AACnE,aAAKI,oBAAL,CAA0B;AAAEJ,UAAAA,OAAO,EAAPA;AAAF,SAA1B;AACA,YAAMK,UAAU,GAAG,KAAKP,KAAL,CAAWQ,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,CAACK,MAAL,GAAc,CAArC,GACI,KAAKC,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAJA,IAFmB;AAGnBQ,UAAAA,MAAM,EAAEzB,EAAE,CAAC0B,SAHQ;AAInBC,UAAAA,IAAI,EAAE3B,EAAE,CAAC4B,KAJU;AAKnBV,UAAAA,KAAK,EAALA,KALmB;AAMnBC,UAAAA,MAAM,EAANA;AANmB,SAArB,CADJ,GASI,KAAKI,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAE,CAAC,CAAD,CAFa;AAGnBQ,UAAAA,MAAM,EAAEzB,EAAE,CAAC0B,SAHQ;AAInBC,UAAAA,IAAI,EAAE3B,EAAE,CAAC4B,KAJU;AAKnBV,UAAAA,KAAK,EAAE,CALY;AAMnBC,UAAAA,MAAM,EAAE;AANW,SAArB,CAVN;AAkBD;;AACD,aAAO;AACLU,QAAAA,SAAS,EAAE,KAAKC,OADX;AAELC,QAAAA,aAAa,EAAE,KAAKV,WAFf;AAGLW,QAAAA,gBAAgB,EAAE,KAAKC,iBAAL,EAHb;AAILC,QAAAA,OAAO,EAAE1B,KAJJ;AAKL2B,QAAAA,SAAS,EAAE5B;AALN,OAAP;AAOD;;;WAED,8BAA2C;AACzC,aAAO;AACL6B,QAAAA,MAAM,EAAE,KAAK/B,KAAL,CAAWgC,mBAAX;AADH,OAAP;AAGD;;;WAED,sBAA8B;AAC5B,WAAKC,WAAL;AACA,aAAO,KAAKC,WAAL,EAAP;AACD;;;WAED,uBAA+B;AAC7B,kBAGI,KAAKlC,KAAL,CAAWC,cAAX,EAHJ;AAAA,6BACEkC,IADF;AAAA,UACEA,IADF,2BACS,KADT;AAAA,mCAEEC,UAFF;AAAA,UAEEA,UAFF,iCAEe,IAFf;;AAIA,aAAO,CACL,KAAKpC,KAAL,CAAWqC,eAAX,CAA2B;AACzBC,QAAAA,UAAU,EAAE,eADa;AAEzBC,QAAAA,YAAY,EAAEC,UAFW;AAGzBC,QAAAA,cAAc,EAAEC,UAHS;AAIzBC,QAAAA,aAAa,EAAE7C,oBAJU;AAKzB8C,QAAAA,KAAK,EAAE;AAAEC,UAAAA,MAAM,EAAE;AAAV,SALkB;AAMzBC,QAAAA,OAAO,EAAElD,OAAO,CAACuC,IAAD,EAAOC,UAAP;AANS,OAA3B,CADK,CAAP;AAUD;;;WAED,uBAAqB;AAAA;;AACnB,4BAAKX,OAAL,gEAAcsB,OAAd;AACA,gCAAK/B,WAAL,wEAAkB+B,OAAlB;AACD;;;WAED,qCAAsC;AACpC,UAAMC,IAAI,GAAG,KAAKhD,KAAL,CAAWiD,SAAX,GAAuBC,MAApC;;AACA,iCAAyCF,IAAzC;AAAA,UAAOG,MAAP;AAAA,UAAeC,MAAf;AAAA,UAAuBC,MAAvB;AAAA,UAA+BC,MAA/B;;AACA,UAAMC,MAAM,GAAGF,MAAM,GAAGF,MAAxB;AACA,UAAMK,MAAM,GAAGF,MAAM,GAAGF,MAAxB;AAEA,WAAKK,qBAAL,CAA2BC,sBAA3B,CAAkD;AAChDC,QAAAA,IAAI,EAAE,SAD0C;AAEhDrC,QAAAA,IAAI,EAAE5B,aAAa,CAACkE,SAF4B;AAGhDC,QAAAA,UAAU,EAAE;AACVF,UAAAA,IAAI,EAAE,MADI;AAEVG,UAAAA,MAAM,EAAE;AAENC,YAAAA,KAAK,EAAEpE,EAAE,CAACqE,WAFJ;AAGNpD,YAAAA,IAAI,EAAE,EAHA;AAINU,YAAAA,IAAI,EAAE3B,EAAE,CAAC4B;AAJH,WAFE;AAQV0C,UAAAA,IAAI,EAAE,CARI;AASVC,UAAAA,MAAM,EAAE,gBACNC,OADM,EAENC,UAFM,EAGNC,MAHM,EAINC,YAJM,EAKNC,MALM,EAMH;AACH,yCAAmBF,MAAnB;AAAA,gBAAOG,GAAP;AAAA,gBAAYC,GAAZ;;AACA,mBAAO,CAAC,CAACD,GAAG,GAAGrB,MAAP,IAAiBI,MAAlB,EAA0B,CAACkB,GAAG,GAAGrB,MAAP,IAAiBI,MAA3C,CAAP;AACD;AAlBS;AAHoC,OAAlD;AAwBD;;;WAED,uBAAsB;AAAA;;AACpB,kBAEI,KAAKxD,KAAL,CAAWC,cAAX,EAFJ;AAAA,UACEyE,YADF,SACEA,YADF;;AAIA,UAAQxD,eAAR,GAA4B,KAAKyD,eAAjC,CAAQzD,eAAR;AACA,WAAKO,OAAL,GAAeP,eAAe,CAAC;AAC7BJ,QAAAA,MAAM,EAAE,CADqB;AAE7BD,QAAAA,KAAK,EAAE;AAFsB,OAAD,CAA9B;AAIA,UAAM+D,KAAK,GAAG,IAAIC,KAAJ,EAAd;AACAD,MAAAA,KAAK,CAACE,WAAN,GAAoB,EAApB;;AACA,UAAIJ,YAAJ,EAAkB;AAEhBK,QAAAA,OAAO,CAACC,IAAR,CACE,oGADF;AAGAJ,QAAAA,KAAK,CAACK,GAAN,GAAYP,YAAZ;AACD,OAND,MAMO;AAELE,QAAAA,KAAK,CAACK,GAAN,GACE,uFADF;AAED;;AAEDL,MAAAA,KAAK,CAACM,MAAN,GAAe,YAAM;AACnB,QAAA,MAAI,CAACzD,OAAL,GAAeP,eAAe,CAAC;AAC7BN,UAAAA,IAAI,EAAEgE,KADuB;AAE7B/D,UAAAA,KAAK,EAAE+D,KAAK,CAAC/D,KAFgB;AAG7BC,UAAAA,MAAM,EAAE8D,KAAK,CAAC9D,MAHe;AAI7BqE,UAAAA,KAAK,EAAExF,EAAE,CAACyF,eAJmB;AAK7BC,UAAAA,KAAK,EAAE1F,EAAE,CAACyF,eALmB;AAM7BE,UAAAA,GAAG,EAAE3F,EAAE,CAAC4F,MANqB;AAO7BC,UAAAA,GAAG,EAAE7F,EAAE,CAAC4F;AAPqB,SAAD,CAA9B;;AASA,QAAA,MAAI,CAACE,YAAL,CAAkBC,qBAAlB;;AACA,QAAA,MAAI,CAACD,YAAL,CAAkBE,YAAlB;AACD,OAZD;AAaD;;;;EAnJqC9F,S;;SAAnBE,U","sourcesContent":["import {\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\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: opacity,\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 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"}
|
package/es/raster/index.d.ts
CHANGED
|
@@ -1,7 +1,7 @@
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1
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-
import BaseLayer from '../core/BaseLayer';
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1
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import { IRasterLayerStyleOptions } from '../core/interface';
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import LayerGroup from '../core/LayerGroup';
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3
3
|
import { RasterModelType } from './models/index';
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export default class RaterLayer extends
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export default class RaterLayer extends LayerGroup<IRasterLayerStyleOptions> {
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5
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type: string;
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6
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buildModels(): void;
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7
7
|
rebuildModels(): void;
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@@ -14,6 +14,6 @@ export default class RaterLayer extends BaseLayer<IRasterLayerStyleOptions> {
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14
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};
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};
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};
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protected getDefaultConfig(): {} | {};
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protected getDefaultConfig(): {} | {} | {};
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18
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protected getModelType(): RasterModelType;
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19
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}
|
package/es/raster/index.js
CHANGED
|
@@ -10,11 +10,11 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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10
10
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11
11
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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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12
12
|
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13
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-
import
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13
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+
import LayerGroup from '../core/LayerGroup';
|
|
14
14
|
import RasterModels from './models/index';
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15
15
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|
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16
|
-
var RaterLayer = function (
|
|
17
|
-
_inherits(RaterLayer,
|
|
16
|
+
var RaterLayer = function (_LayerGroup) {
|
|
17
|
+
_inherits(RaterLayer, _LayerGroup);
|
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18
18
|
|
|
19
19
|
var _super = _createSuper(RaterLayer);
|
|
20
20
|
|
|
@@ -65,19 +65,29 @@ var RaterLayer = function (_BaseLayer) {
|
|
|
65
65
|
var type = this.getModelType();
|
|
66
66
|
var defaultConfig = {
|
|
67
67
|
raster: {},
|
|
68
|
-
raster3d: {}
|
|
68
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+
raster3d: {},
|
|
69
|
+
rasterTile: {}
|
|
69
70
|
};
|
|
70
71
|
return defaultConfig[type];
|
|
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72
|
}
|
|
72
73
|
}, {
|
|
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74
|
key: "getModelType",
|
|
74
75
|
value: function getModelType() {
|
|
75
|
-
|
|
76
|
+
switch (this.layerSource.parser.type) {
|
|
77
|
+
case 'raster':
|
|
78
|
+
return 'raster';
|
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79
|
+
|
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80
|
+
case 'rasterTile':
|
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81
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+
return 'rasterTile';
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82
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+
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|
83
|
+
default:
|
|
84
|
+
return 'raster';
|
|
85
|
+
}
|
|
76
86
|
}
|
|
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87
|
}]);
|
|
78
88
|
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|
79
89
|
return RaterLayer;
|
|
80
|
-
}(
|
|
90
|
+
}(LayerGroup);
|
|
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91
|
|
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92
|
export { RaterLayer as default };
|
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|
//# sourceMappingURL=index.js.map
|
package/es/raster/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../src/raster/index.ts"],"names":["
|
|
1
|
+
{"version":3,"sources":["../../src/raster/index.ts"],"names":["LayerGroup","RasterModels","RaterLayer","modelType","getModelType","layerModel","models","initModels","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","raster","raster3d","rasterTile","layerSource","parser"],"mappings":";;;;;;;;;;;;AACA,OAAOA,UAAP,MAAuB,oBAAvB;AACA,OAAOC,YAAP,MAA8C,gBAA9C;;IACqBC,U;;;;;;;;;;;;;;;;2DACG,a;;;;;;;WACtB,uBAAqB;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIJ,YAAY,CAACE,SAAD,CAAhB,CAA4B,IAA5B,CAAlB;AACA,WAAKG,MAAL,GAAc,KAAKD,UAAL,CAAgBE,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKD,UAAL,CAAgBG,WAAhB,EAAd;AACD;;;WACD,2BAA4B;AAC1B,aAAO;AACLC,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKP,YAAL,EAAb;AACA,UAAMU,aAAa,GAAG;AACpBC,QAAAA,MAAM,EAAE,EADY;AAEpBC,QAAAA,QAAQ,EAAE,EAFU;AAGpBC,QAAAA,UAAU,EAAE;AAHQ,OAAtB;AAKA,aAAOH,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAA0C;AAExC,cAAQ,KAAKO,WAAL,CAAiBC,MAAjB,CAAwBR,IAAhC;AACE,aAAK,QAAL;AACE,iBAAO,QAAP;;AACF,aAAK,YAAL;AACE,iBAAO,YAAP;;AACF;AACE,iBAAO,QAAP;AANJ;AASD;;;;EA1CqCX,U;;SAAnBE,U","sourcesContent":["import { IRasterLayerStyleOptions } from '../core/interface';\nimport LayerGroup from '../core/LayerGroup';\nimport RasterModels, { RasterModelType } from './models/index';\nexport default class RaterLayer extends LayerGroup<IRasterLayerStyleOptions> {\n public type: string = 'RasterLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new RasterModels[modelType](this);\n this.models = this.layerModel.initModels();\n }\n public rebuildModels() {\n this.models = this.layerModel.buildModels();\n }\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n raster: {},\n raster3d: {},\n rasterTile: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): RasterModelType {\n // 根据 source 的类型判断 model type\n switch (this.layerSource.parser.type) {\n case 'raster':\n return 'raster';\n case 'rasterTile':\n return 'rasterTile';\n default:\n return 'raster';\n }\n // return 'raster';\n }\n}\n"],"file":"index.js"}
|
|
@@ -1,7 +1,9 @@
|
|
|
1
|
+
import RasterTileModel from './raste-tile';
|
|
1
2
|
import RasterModel from './raster';
|
|
2
3
|
var RasterModels = {
|
|
3
4
|
raster: RasterModel,
|
|
4
|
-
raster3d: RasterModel
|
|
5
|
+
raster3d: RasterModel,
|
|
6
|
+
rasterTile: RasterTileModel
|
|
5
7
|
};
|
|
6
8
|
export default RasterModels;
|
|
7
9
|
//# sourceMappingURL=index.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../../src/raster/models/index.ts"],"names":["RasterModel","RasterModels","raster","raster3d"],"mappings":"AAAA,OAAOA,WAAP,MAAwB,UAAxB;AAGA,IAAMC,YAA+C,GAAG;AACtDC,EAAAA,MAAM,EAAEF,WAD8C;AAEtDG,EAAAA,QAAQ,EAAEH;
|
|
1
|
+
{"version":3,"sources":["../../../src/raster/models/index.ts"],"names":["RasterTileModel","RasterModel","RasterModels","raster","raster3d","rasterTile"],"mappings":"AAAA,OAAOA,eAAP,MAA4B,cAA5B;AACA,OAAOC,WAAP,MAAwB,UAAxB;AAGA,IAAMC,YAA+C,GAAG;AACtDC,EAAAA,MAAM,EAAEF,WAD8C;AAEtDG,EAAAA,QAAQ,EAAEH,WAF4C;AAGtDI,EAAAA,UAAU,EAAEL;AAH0C,CAAxD;AAMA,eAAeE,YAAf","sourcesContent":["import RasterTileModel from './raste-tile';\nimport RasterModel from './raster';\nexport type RasterModelType = 'raster' | 'raster3d' | 'rasterTile';\n\nconst RasterModels: { [key in RasterModelType]: any } = {\n raster: RasterModel,\n raster3d: RasterModel,\n rasterTile: RasterTileModel,\n};\n\nexport default RasterModels;\n"],"file":"index.js"}
|