@antv/l7-layers 2.8.35 → 2.8.36

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 (183) hide show
  1. package/es/Geometry/models/billboard.d.ts +0 -3
  2. package/es/Geometry/models/billboard.js +0 -9
  3. package/es/Geometry/models/billboard.js.map +1 -1
  4. package/es/Geometry/models/sprite.js +2 -2
  5. package/es/core/BaseLayer.d.ts +2 -2
  6. package/es/core/BaseLayer.js.map +1 -1
  7. package/es/core/LayerGroup.d.ts +2 -1
  8. package/es/core/LayerGroup.js +5 -0
  9. package/es/core/LayerGroup.js.map +1 -1
  10. package/es/core/interface.d.ts +25 -2
  11. package/es/core/interface.js.map +1 -1
  12. package/es/image/models/image.js.map +1 -1
  13. package/es/index.d.ts +2 -2
  14. package/es/index.js +2 -2
  15. package/es/index.js.map +1 -1
  16. package/es/line/models/arc.js +4 -4
  17. package/es/line/models/arc.js.map +1 -1
  18. package/es/line/models/arc_3d.js +4 -5
  19. package/es/line/models/arc_3d.js.map +1 -1
  20. package/es/line/models/arcmini.js +5 -5
  21. package/es/line/models/arcmini.js.map +1 -1
  22. package/es/line/models/great_circle.js +3 -3
  23. package/es/line/models/great_circle.js.map +1 -1
  24. package/es/line/models/line.js +3 -3
  25. package/es/line/models/line.js.map +1 -1
  26. package/es/line/models/linearline.js +3 -3
  27. package/es/line/models/linearline.js.map +1 -1
  28. package/es/line/models/simpleLine.js +8 -8
  29. package/es/line/models/simpleLine.js.map +1 -1
  30. package/es/line/models/wall.js +5 -5
  31. package/es/line/models/wall.js.map +1 -1
  32. package/es/mask/index.d.ts +1 -4
  33. package/es/mask/index.js.map +1 -1
  34. package/es/mask/models/fill.js.map +1 -1
  35. package/es/plugins/FeatureScalePlugin.js.map +1 -1
  36. package/es/point/models/extrude.js +3 -4
  37. package/es/point/models/extrude.js.map +1 -1
  38. package/es/point/models/fill.js +3 -4
  39. package/es/point/models/fill.js.map +1 -1
  40. package/es/point/models/fillmage.d.ts +1 -1
  41. package/es/point/models/fillmage.js +6 -21
  42. package/es/point/models/fillmage.js.map +1 -1
  43. package/es/point/models/icon-font.js +1 -1
  44. package/es/point/models/image.js +4 -4
  45. package/es/point/models/image.js.map +1 -1
  46. package/es/point/models/normal.js +1 -2
  47. package/es/point/models/normal.js.map +1 -1
  48. package/es/point/models/radar.js +5 -18
  49. package/es/point/models/radar.js.map +1 -1
  50. package/es/point/models/simplePoint.js +5 -6
  51. package/es/point/models/simplePoint.js.map +1 -1
  52. package/es/point/models/text.js +4 -4
  53. package/es/point/models/text.js.map +1 -1
  54. package/es/polygon/models/extrude.js +2 -3
  55. package/es/polygon/models/extrude.js.map +1 -1
  56. package/es/polygon/models/fill.d.ts +1 -0
  57. package/es/polygon/models/fill.js +37 -12
  58. package/es/polygon/models/fill.js.map +1 -1
  59. package/es/polygon/models/ocean.js +3 -4
  60. package/es/polygon/models/ocean.js.map +1 -1
  61. package/es/polygon/models/water.js +3 -4
  62. package/es/polygon/models/water.js.map +1 -1
  63. package/es/raster/index.d.ts +3 -3
  64. package/es/raster/index.js +16 -6
  65. package/es/raster/index.js.map +1 -1
  66. package/es/raster/models/index.d.ts +1 -1
  67. package/es/raster/models/index.js +3 -1
  68. package/es/raster/models/index.js.map +1 -1
  69. package/es/raster/models/raste-tile.d.ts +23 -0
  70. package/es/raster/models/raste-tile.js +285 -0
  71. package/es/raster/models/raste-tile.js.map +1 -0
  72. package/es/raster/models/raster.js +2 -0
  73. package/es/raster/models/raster.js.map +1 -1
  74. package/es/wind/index.d.ts +1 -17
  75. package/es/wind/index.js.map +1 -1
  76. package/es/wind/models/utils.d.ts +12 -12
  77. package/es/wind/models/utils.js +6 -5
  78. package/es/wind/models/utils.js.map +1 -1
  79. package/es/wind/models/wind.js.map +1 -1
  80. package/es/wind/models/windRender.js.map +1 -1
  81. package/lib/Geometry/models/billboard.js +0 -6
  82. package/lib/Geometry/models/billboard.js.map +1 -1
  83. package/lib/Geometry/models/sprite.js +2 -2
  84. package/lib/core/BaseLayer.js.map +1 -1
  85. package/lib/core/LayerGroup.js +5 -0
  86. package/lib/core/LayerGroup.js.map +1 -1
  87. package/lib/core/interface.js.map +1 -1
  88. package/lib/image/models/image.js.map +1 -1
  89. package/lib/index.js +29 -8
  90. package/lib/index.js.map +1 -1
  91. package/lib/line/models/arc.js +4 -5
  92. package/lib/line/models/arc.js.map +1 -1
  93. package/lib/line/models/arc_3d.js +4 -6
  94. package/lib/line/models/arc_3d.js.map +1 -1
  95. package/lib/line/models/arcmini.js +5 -6
  96. package/lib/line/models/arcmini.js.map +1 -1
  97. package/lib/line/models/great_circle.js +3 -4
  98. package/lib/line/models/great_circle.js.map +1 -1
  99. package/lib/line/models/line.js +3 -4
  100. package/lib/line/models/line.js.map +1 -1
  101. package/lib/line/models/linearline.js +3 -4
  102. package/lib/line/models/linearline.js.map +1 -1
  103. package/lib/line/models/simpleLine.js +8 -9
  104. package/lib/line/models/simpleLine.js.map +1 -1
  105. package/lib/line/models/wall.js +5 -6
  106. package/lib/line/models/wall.js.map +1 -1
  107. package/lib/mask/index.js.map +1 -1
  108. package/lib/mask/models/fill.js.map +1 -1
  109. package/lib/plugins/FeatureScalePlugin.js.map +1 -1
  110. package/lib/point/models/extrude.js +3 -5
  111. package/lib/point/models/extrude.js.map +1 -1
  112. package/lib/point/models/fill.js +3 -5
  113. package/lib/point/models/fill.js.map +1 -1
  114. package/lib/point/models/fillmage.js +7 -23
  115. package/lib/point/models/fillmage.js.map +1 -1
  116. package/lib/point/models/icon-font.js +1 -1
  117. package/lib/point/models/image.js +4 -5
  118. package/lib/point/models/image.js.map +1 -1
  119. package/lib/point/models/normal.js +1 -3
  120. package/lib/point/models/normal.js.map +1 -1
  121. package/lib/point/models/radar.js +5 -19
  122. package/lib/point/models/radar.js.map +1 -1
  123. package/lib/point/models/simplePoint.js +5 -7
  124. package/lib/point/models/simplePoint.js.map +1 -1
  125. package/lib/point/models/text.js +4 -5
  126. package/lib/point/models/text.js.map +1 -1
  127. package/lib/polygon/models/extrude.js +2 -4
  128. package/lib/polygon/models/extrude.js.map +1 -1
  129. package/lib/polygon/models/fill.js +37 -13
  130. package/lib/polygon/models/fill.js.map +1 -1
  131. package/lib/polygon/models/ocean.js +3 -5
  132. package/lib/polygon/models/ocean.js.map +1 -1
  133. package/lib/polygon/models/water.js +3 -5
  134. package/lib/polygon/models/water.js.map +1 -1
  135. package/lib/raster/index.js +16 -6
  136. package/lib/raster/index.js.map +1 -1
  137. package/lib/raster/models/index.js +4 -1
  138. package/lib/raster/models/index.js.map +1 -1
  139. package/lib/raster/models/raste-tile.js +294 -0
  140. package/lib/raster/models/raste-tile.js.map +1 -0
  141. package/lib/raster/models/raster.js +2 -0
  142. package/lib/raster/models/raster.js.map +1 -1
  143. package/lib/wind/index.js.map +1 -1
  144. package/lib/wind/models/utils.js +6 -5
  145. package/lib/wind/models/utils.js.map +1 -1
  146. package/lib/wind/models/wind.js.map +1 -1
  147. package/lib/wind/models/windRender.js.map +1 -1
  148. package/package.json +5 -6
  149. package/es/imagetile/index.d.ts +0 -22
  150. package/es/imagetile/index.js +0 -82
  151. package/es/imagetile/index.js.map +0 -1
  152. package/es/imagetile/models/imagetile.d.ts +0 -12
  153. package/es/imagetile/models/imagetile.js +0 -133
  154. package/es/imagetile/models/imagetile.js.map +0 -1
  155. package/es/imagetile/models/index.d.ts +0 -5
  156. package/es/imagetile/models/index.js +0 -6
  157. package/es/imagetile/models/index.js.map +0 -1
  158. package/es/imagetile/utils/ImageTile.d.ts +0 -20
  159. package/es/imagetile/utils/ImageTile.js +0 -92
  160. package/es/imagetile/utils/ImageTile.js.map +0 -1
  161. package/es/imagetile/utils/Tile.d.ts +0 -27
  162. package/es/imagetile/utils/Tile.js +0 -313
  163. package/es/imagetile/utils/Tile.js.map +0 -1
  164. package/es/imagetile/utils/lruCache.d.ts +0 -20
  165. package/es/imagetile/utils/lruCache.js +0 -105
  166. package/es/imagetile/utils/lruCache.js.map +0 -1
  167. package/es/imagetile/utils/tileCache.d.ts +0 -8
  168. package/es/imagetile/utils/tileCache.js +0 -50
  169. package/es/imagetile/utils/tileCache.js.map +0 -1
  170. package/lib/imagetile/index.js +0 -95
  171. package/lib/imagetile/index.js.map +0 -1
  172. package/lib/imagetile/models/imagetile.js +0 -146
  173. package/lib/imagetile/models/imagetile.js.map +0 -1
  174. package/lib/imagetile/models/index.js +0 -17
  175. package/lib/imagetile/models/index.js.map +0 -1
  176. package/lib/imagetile/utils/ImageTile.js +0 -101
  177. package/lib/imagetile/utils/ImageTile.js.map +0 -1
  178. package/lib/imagetile/utils/Tile.js +0 -316
  179. package/lib/imagetile/utils/Tile.js.map +0 -1
  180. package/lib/imagetile/utils/lruCache.js +0 -109
  181. package/lib/imagetile/utils/lruCache.js.map +0 -1
  182. package/lib/imagetile/utils/tileCache.js +0 -58
  183. package/lib/imagetile/utils/tileCache.js.map +0 -1
@@ -20,8 +20,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
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  var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
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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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  var _l7Utils = require("@antv/l7-utils");
@@ -106,7 +104,7 @@ var NormalModel = function (_BaseModel) {
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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_opacity: Number(opacity),
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  u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0]
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  };
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  }
@@ -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 this.layer.triangulation = PointTriangulation;\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) ? [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":"normal.js"}
1
+ {"version":3,"sources":["../../../src/point/models/normal.ts"],"names":["PointTriangulation","feature","coordinates","vertices","indices","size","length","NormalModel","blend","layer","getLayerConfig","opacity","offsets","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","createTexture2D","flipY","format","gl","LUMINANCE","type","FLOAT","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_opacity","Number","u_offsets","isOffsetStatic","buildModels","mask","maskInside","triangulation","buildLayerModel","moduleName","vertexShader","normalVert","fragmentShader","normalFrag","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;;AAQA;;AACA;;;;;;;;;AAKO,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,W;;;;;;;;;;;;WACnB,2BAA2D;AACzD,aAAO;AACLC,QAAAA,KAAK,EAAE;AADF,OAAP;AAGD;;;WACD,wBAAqC;AACnC,iBAGI,KAAKC,KAAL,CAAWC,cAAX,EAHJ;AAAA,8BACEC,OADF;AAAA,UACEA,OADF,6BACY,CADZ;AAAA,8BAEEC,OAFF;AAAA,UAEEA,OAFF,6BAEY,CAAC,CAAD,EAAI,CAAJ,CAFZ;;AAKA,UACE,KAAKC,eAAL,IACA,KAAKC,qBAAL,CAA2B;AACzBH,QAAAA,OAAO,EAAPA,OADyB;AAEzBC,QAAAA,OAAO,EAAPA;AAFyB,OAA3B,CAFF,EAME;AAEA,aAAKG,oBAAL,CAA0B;AACxBJ,UAAAA,OAAO,EAAPA,OADwB;AAExBC,UAAAA,OAAO,EAAPA;AAFwB,SAA1B;AAIA,YAAMI,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,CAACf,MAAL,GAAc,CAArC,GACI,KAAKoB,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,aAAa,EAAE,KAAKR,WADf;AAELS,QAAAA,gBAAgB,EAAE,KAAKC,iBAAL,EAFb;AAGLC,QAAAA,SAAS,EAAEC,MAAM,CAAC1B,OAAD,CAHZ;AAIL2B,QAAAA,SAAS,EAAE,KAAKC,cAAL,CAAoB3B,OAApB,IACNA,OADM,GAEP,CAAC,CAAD,EAAI,CAAJ;AANC,OAAP;AAQD;;;WAED,sBAA8B;AAC5B,aAAO,KAAK4B,WAAL,EAAP;AACD;;;WAED,uBAA+B;AAC7B,kBAGI,KAAK/B,KAAL,CAAWC,cAAX,EAHJ;AAAA,6BACE+B,IADF;AAAA,UACEA,IADF,2BACS,KADT;AAAA,mCAEEC,UAFF;AAAA,UAEEA,UAFF,iCAEe,IAFf;;AAIA,WAAKjC,KAAL,CAAWkC,aAAX,GAA2B3C,kBAA3B;AACA,aAAO,CACL,KAAKS,KAAL,CAAWmC,eAAX,CAA2B;AACzBC,QAAAA,UAAU,EAAE,aADa;AAEzBC,QAAAA,YAAY,EAAEC,UAFW;AAGzBC,QAAAA,cAAc,EAAEC,UAHS;AAIzBN,QAAAA,aAAa,EAAE3C,kBAJU;AAKzBkD,QAAAA,KAAK,EAAE;AAAEC,UAAAA,MAAM,EAAE;AAAV,SALkB;AAMzBC,QAAAA,SAAS,EAAEvB,WAAGwB,MANW;AAOzB7C,QAAAA,KAAK,EAAE,KAAK8C,QAAL,EAPkB;AAQzBC,QAAAA,OAAO,EAAE,sBAAQd,IAAR,EAAcC,UAAd;AARgB,OAA3B,CADK,CAAP;AAYD;;;WAED,uBAAqB;AAAA;;AACnB,gCAAKjB,WAAL,wEAAkB+B,OAAlB;AACD;;;WAED,qCAAsC;AAEpC,WAAKC,qBAAL,CAA2BC,sBAA3B,CAAkD;AAChDC,QAAAA,IAAI,EAAE,MAD0C;AAEhD5B,QAAAA,IAAI,EAAE6B,sBAAcC,SAF4B;AAGhDC,QAAAA,UAAU,EAAE;AACVH,UAAAA,IAAI,EAAE,QADI;AAEVI,UAAAA,MAAM,EAAE;AAENC,YAAAA,KAAK,EAAEnC,WAAGoC,YAFJ;AAGN5C,YAAAA,IAAI,EAAE,EAHA;AAINU,YAAAA,IAAI,EAAEF,WAAGG;AAJH,WAFE;AAQV3B,UAAAA,IAAI,EAAE,CARI;AASV6D,UAAAA,MAAM,EAAE,gBACNjE,OADM,EAENkE,UAFM,EAGNC,MAHM,EAINC,YAJM,EAKH;AACH,gCAAqBpE,OAArB,CAAQI,IAAR;AAAA,gBAAQA,IAAR,8BAAe,CAAf;AACA,mBAAOiE,KAAK,CAACC,OAAN,CAAclE,IAAd,IAAsB,CAACA,IAAI,CAAC,CAAD,CAAL,CAAtB,GAAkC,CAACA,IAAD,CAAzC;AACD;AAjBS;AAHoC,OAAlD;AAuBD;;;WAED,+BAAgE;AAC9D,aAAO;AACLG,QAAAA,KAAK,EAAEgE,kBAAUC;AADZ,OAAP;AAGD;;;EAxHsCC,mB","sourcesContent":["import {\n AttributeType,\n BlendType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport 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: Number(opacity),\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 this.layer.triangulation = PointTriangulation;\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) ? [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":"normal.js"}
@@ -23,8 +23,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
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  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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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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  var _l7Utils = require("@antv/l7-utils");
@@ -39,8 +37,8 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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42
- var pointFillFrag = "\nuniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius);\n\n float outer_df = sdCircle(v_data.xy, 1.0);\n float inner_df = sdCircle(v_data.xy, r);\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n } else {\n gl_FragColor.a *= opacity_t;\n }\n\n if(gl_FragColor.a > 0.0) {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n vec2 extrude = styleMappingMat[2].ba;\n vec2 dir = normalize(extrude);\n vec2 baseDir = vec2(1.0, 0.0);\n float pi = 3.14159265359;\n // full circle\n // float rades = dot(dir, baseDir);\n // float flag = sign(dir.y);\n // float radar_v = (flag - 1.0) * -0.5 + flag * acos(rades)/pi/2.0;\n \n // half circle\n float flag = sign(dir.y);\n float rades = dot(dir, baseDir);\n float radar_v = (flag - 1.0) * -0.5 * acos(rades)/pi;\n // simple AA\n if(radar_v > 0.99) {\n radar_v = 1.0 - (radar_v - 0.99)/0.01;\n }\n\n\n\n gl_FragColor.a *= radar_v;\n}\n";
43
- var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\nuniform float u_speed: 1.0;\nuniform float u_time;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\nuniform float u_globel;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_isMeter;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n float newSize = setPickingSize(a_Size);\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - empty - empty - empty\n 0.0, 0.0, 0.0, 0.0, // empty - empty - empty - empty\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - a_Extrude.x - a_Extrude.y\n 0.0, 0.0, 0.0, 0.0 // \n );\n\n float time = u_time * u_speed;\n mat2 rotateMatrix = mat2( \n cos(time), sin(time), \n -sin(time), cos(time)\n );\n styleMappingMat[2].ba = rotateMatrix * a_Extrude.xy;\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 -> empty -> empty ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // TODO: billboard\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, u_blur);\n\n vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);\n vec3 aPosition = a_Position;\n if(u_isMeter < 1.0) {\n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n } else {\n // \u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n antialiasblur *= pow(19.0 - u_Zoom, 2.0);\n antialiasblur = max(antialiasblur, -0.01);\n // offset *= 0.5;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n aPosition.xy += offset;\n offset.x = 0.0;\n offset.y = 0.0;\n }\n }\n\n v_data = vec4(extrude.x, extrude.y, antialiasblur,shape_type);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n if(u_globel > 0.0) {\n gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);\n }\n\n setPickingColor(a_PickingColor);\n}\n";
40
+ var pointFillFrag = "\nuniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius);\n\n float outer_df = sdCircle(v_data.xy, 1.0);\n float inner_df = sdCircle(v_data.xy, r);\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n } else {\n gl_FragColor.a *= opacity_t;\n }\n\n if(gl_FragColor.a > 0.0) {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n vec2 extrude = styleMappingMat[2].ba;\n vec2 dir = normalize(extrude);\n vec2 baseDir = vec2(1.0, 0.0);\n float pi = 3.14159265359;\n // full circle\n // float rades = dot(dir, baseDir);\n // float flag = sign(dir.y);\n // float radar_v = (flag - 1.0) * -0.5 + flag * acos(rades)/pi/2.0;\n \n // half circle\n float flag = sign(dir.y);\n float rades = dot(dir, baseDir);\n float radar_v = (flag - 1.0) * -0.5 * acos(rades)/pi;\n // simple AA\n if(radar_v > 0.99) {\n radar_v = 1.0 - (radar_v - 0.99)/0.01;\n }\n\n gl_FragColor.a *= radar_v;\n}\n";
41
+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\nuniform float u_speed: 1.0;\nuniform float u_time;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_isMeter;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n float newSize = setPickingSize(a_Size);\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - empty - empty - empty\n 0.0, 0.0, 0.0, 0.0, // empty - empty - empty - empty\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - a_Extrude.x - a_Extrude.y\n 0.0, 0.0, 0.0, 0.0 // \n );\n\n float time = u_time * u_speed;\n mat2 rotateMatrix = mat2( \n cos(time), sin(time), \n -sin(time), cos(time)\n );\n styleMappingMat[2].ba = rotateMatrix * a_Extrude.xy;\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 -> empty -> empty ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // anti-alias\n float blur = 0.0;\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, blur);\n\n vec2 offset = (extrude.xy * (newSize) + textrueOffsets);\n vec3 aPosition = a_Position;\n if(u_isMeter < 1.0) {\n // \u4E0D\u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n offset = project_pixel(offset);\n } else {\n // \u4EE5\u7C73\u4E3A\u5B9E\u9645\u5355\u4F4D\n antialiasblur *= pow(19.0 - u_Zoom, 2.0);\n antialiasblur = max(antialiasblur, -0.01);\n // offset *= 0.5;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n aPosition.xy += offset;\n offset.x = 0.0;\n offset.y = 0.0;\n }\n }\n\n v_data = vec4(extrude.x, extrude.y, antialiasblur,shape_type);\n\n vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
44
42
 
45
43
  var RadarModel = function (_BaseModel) {
46
44
  (0, _inherits2.default)(RadarModel, _BaseModel);
@@ -68,12 +66,6 @@ var RadarModel = function (_BaseModel) {
68
66
  var _ref = this.layer.getLayerConfig(),
69
67
  _ref$opacity = _ref.opacity,
70
68
  opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
71
- _ref$strokeOpacity = _ref.strokeOpacity,
72
- strokeOpacity = _ref$strokeOpacity === void 0 ? 1 : _ref$strokeOpacity,
73
- _ref$strokeWidth = _ref.strokeWidth,
74
- strokeWidth = _ref$strokeWidth === void 0 ? 0 : _ref$strokeWidth,
75
- _ref$stroke = _ref.stroke,
76
- stroke = _ref$stroke === void 0 ? 'rgba(0,0,0,0)' : _ref$stroke,
77
69
  _ref$offsets = _ref.offsets,
78
70
  offsets = _ref$offsets === void 0 ? [0, 0] : _ref$offsets,
79
71
  blend = _ref.blend,
@@ -82,16 +74,10 @@ var RadarModel = function (_BaseModel) {
82
74
 
83
75
  if (this.dataTextureTest && this.dataTextureNeedUpdate({
84
76
  opacity: opacity,
85
- strokeOpacity: strokeOpacity,
86
- strokeWidth: strokeWidth,
87
- stroke: stroke,
88
77
  offsets: offsets
89
78
  })) {
90
79
  this.judgeStyleAttributes({
91
80
  opacity: opacity,
92
- strokeOpacity: strokeOpacity,
93
- strokeWidth: strokeWidth,
94
- stroke: stroke,
95
81
  offsets: offsets
96
82
  });
97
83
  var encodeData = this.layer.getEncodedData();
@@ -125,7 +111,7 @@ var RadarModel = function (_BaseModel) {
125
111
  u_additive: blend === 'additive' ? 1.0 : 0.0,
126
112
  u_dataTexture: this.dataTexture,
127
113
  u_cellTypeLayout: this.getCellTypeLayout(),
128
- u_opacity: (0, _isNumber2.default)(opacity) ? opacity : 1.0,
114
+ u_opacity: Number(opacity),
129
115
  u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0]
130
116
  };
131
117
  }
@@ -212,7 +198,7 @@ var RadarModel = function (_BaseModel) {
212
198
  type = _this$getShaders.type;
213
199
 
214
200
  return [this.layer.buildLayerModel({
215
- moduleName: 'pointfill_' + type,
201
+ moduleName: type,
216
202
  vertexShader: vert,
217
203
  fragmentShader: frag,
218
204
  triangulation: _triangulation.PointFillTriangulation,
@@ -233,7 +219,7 @@ var RadarModel = function (_BaseModel) {
233
219
  return {
234
220
  frag: pointFillFrag,
235
221
  vert: pointFillVert,
236
- type: 'radar'
222
+ type: 'point_radar'
237
223
  };
238
224
  }
239
225
  }, {
@@ -1 +1 @@
1
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(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 } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: PointFillTriangulation,\n depth: { enable: false },\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(): { frag: string; vert: string; type: string } {\n return {\n frag: pointFillFrag,\n vert: pointFillVert,\n type: 'radar',\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 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 extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? 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(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 const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n const { version } = this.mapService;\n if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {\n const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(\n { lng: center[0], lat: center[1] },\n 0,\n );\n const offsetInMeters = 1;\n const offsetInMercatorCoordinateUnits =\n offsetInMeters * coord.meterInMercatorCoordinateUnits();\n const westCoord = new window.mapboxgl.MercatorCoordinate(\n coord.x - offsetInMercatorCoordinateUnits,\n coord.y,\n coord.z,\n );\n const westLnglat = westCoord.toLngLat();\n\n this.meter2coord = center[0] - westLnglat.lng;\n return;\n }\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: PointFillTriangulation,\n depth: { enable: false },\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(): { frag: string; vert: string; type: string } {\n return {\n frag: pointFillFrag,\n vert: pointFillVert,\n type: 'point_radar',\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 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 extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\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 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":"radar.js"}
@@ -20,8 +20,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
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  var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
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- var _isNumber2 = _interopRequireDefault(require("lodash/isNumber"));
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  var _l7Core = require("@antv/l7-core");
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  var _l7Utils = require("@antv/l7-utils");
@@ -32,8 +30,8 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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- var simplePointFrag = "\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\nuniform float u_additive;\n\nuniform float u_stroke_opacity : 1;\n\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n\nvarying vec4 v_color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\nvarying float v_blur;\nvarying float v_innerRadius;\n\n#pragma include \"picking\"\nvoid main() {\n vec2 center = vec2(0.5);\n\n float opacity = styleMappingMat[0][0];\n // Tip: \u7247\u5143\u5230\u4E2D\u5FC3\u70B9\u7684\u8DDD\u79BB 0 - 1\n float fragmengTocenter = distance(center, gl_PointCoord) * 2.0;\n // Tip: \u7247\u5143\u7684\u526A\u5207\u6210\u5706\u5F62\n float circleClipOpacity = 1.0 - smoothstep(v_blur, 1.0, fragmengTocenter);\n\n\n if(v_innerRadius < 0.99) {\n // \u5F53\u5B58\u5728 stroke \u4E14 stroke > 0.01\n float blurWidth = (1.0 - v_blur)/2.0;\n vec4 stroke = vec4(u_stroke_color.rgb, u_stroke_opacity);\n if(fragmengTocenter > v_innerRadius + blurWidth) {\n gl_FragColor = stroke;\n } else if(fragmengTocenter > v_innerRadius - blurWidth){\n float mixR = (fragmengTocenter - (v_innerRadius - blurWidth)) / (blurWidth * 2.0);\n gl_FragColor = mix(v_color, stroke, mixR);\n } else {\n gl_FragColor = v_color;\n }\n } else {\n // \u5F53\u4E0D\u5B58\u5728 stroke \u6216 stroke <= 0.01\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n\n \n\n \n \n if(u_additive > 0.0) {\n gl_FragColor *= circleClipOpacity;\n } else {\n gl_FragColor.a *= circleClipOpacity;\n }\n\n}\n";
36
- var simplePointVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\nuniform float u_stroke_width;\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\nvarying float v_blur;\nvarying float v_innerRadius;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"project\"\nvoid main() {\n v_color = a_Color;\n v_blur = 1.0 - max(2.0/a_Size, 0.05);\n v_innerRadius = max((a_Size - u_stroke_width) / a_Size, 0.0);\n\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\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n \n // vec2 offset = project_pixel(u_offsets);\n vec2 offset = project_pixel(textrueOffsets);\n // vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n // gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));\\\n // \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // vec2 offset = project_pixel((u_offsets));\n gl_Position = u_Mvp * vec4(a_Position.xy + offset, a_Position.z, 1.0);\n } else { // else\n // vec2 offset = project_pixel(u_offsets);\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n";
33
+ var simplePointFrag = "\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\nuniform float u_additive;\n\nuniform float u_stroke_opacity : 1;\n\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\n\nvarying vec4 v_color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\nvarying float v_blur;\nvarying float v_innerRadius;\n\n#pragma include \"picking\"\nvoid main() {\n vec2 center = vec2(0.5);\n\n float opacity = styleMappingMat[0][0];\n // Tip: \u7247\u5143\u5230\u4E2D\u5FC3\u70B9\u7684\u8DDD\u79BB 0 - 1\n float fragmengTocenter = distance(center, gl_PointCoord) * 2.0;\n // Tip: \u7247\u5143\u7684\u526A\u5207\u6210\u5706\u5F62\n float circleClipOpacity = 1.0 - smoothstep(v_blur, 1.0, fragmengTocenter);\n\n\n if(v_innerRadius < 0.99) {\n // \u5F53\u5B58\u5728 stroke \u4E14 stroke > 0.01\n float blurWidth = (1.0 - v_blur)/2.0;\n vec4 stroke = vec4(u_stroke_color.rgb, u_stroke_opacity);\n if(fragmengTocenter > v_innerRadius + blurWidth) {\n gl_FragColor = stroke;\n } else if(fragmengTocenter > v_innerRadius - blurWidth){\n float mixR = (fragmengTocenter - (v_innerRadius - blurWidth)) / (blurWidth * 2.0);\n gl_FragColor = mix(v_color, stroke, mixR);\n } else {\n gl_FragColor = v_color;\n }\n } else {\n // \u5F53\u4E0D\u5B58\u5728 stroke \u6216 stroke <= 0.01\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n \n if(u_additive > 0.0) {\n gl_FragColor *= circleClipOpacity;\n } else {\n gl_FragColor.a *= circleClipOpacity;\n }\n\n}\n";
34
+ var simplePointVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\nuniform float u_opacity : 1;\nuniform vec2 u_offsets;\nuniform float u_stroke_width;\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\nvarying float v_blur;\nvarying float v_innerRadius;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n#pragma include \"project\"\nvoid main() {\n v_color = a_Color;\n v_blur = 1.0 - max(2.0/a_Size, 0.05);\n v_innerRadius = max((a_Size - u_stroke_width) / a_Size, 0.0);\n\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\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping\n \n vec2 offset = project_pixel(textrueOffsets);\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(a_Position.xy + offset, a_Position.z, 1.0);\n } else { // else\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));\n }\n\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n";
37
35
 
38
36
  function PointTriangulation(feature) {
39
37
  var coordinates = feature.coordinates;
@@ -114,10 +112,10 @@ var SimplePointModel = function (_BaseModel) {
114
112
  u_additive: blend === 'additive' ? 1.0 : 0.0,
115
113
  u_dataTexture: this.dataTexture,
116
114
  u_cellTypeLayout: this.getCellTypeLayout(),
117
- u_opacity: (0, _isNumber2.default)(opacity) ? opacity : 1.0,
115
+ u_opacity: Number(opacity),
118
116
  u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0],
119
- u_stroke_opacity: (0, _isNumber2.default)(strokeOpacity) ? strokeOpacity : 1.0,
120
- u_stroke_width: (0, _isNumber2.default)(strokeWidth) ? strokeWidth : 0.0,
117
+ u_stroke_opacity: Number(strokeOpacity),
118
+ u_stroke_width: Number(strokeWidth),
121
119
  u_stroke_color: this.getStrokeColor(stroke)
122
120
  };
123
121
  }
@@ -1 +1 @@
1
- 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(\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: Number(opacity),\n u_offsets: this.isOffsetStatic(offsets)\n ? 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@@ -24,8 +24,6 @@ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/de
24
24
 
25
25
  var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
26
26
 
27
- var _isNumber2 = _interopRequireDefault(require("lodash/isNumber"));
28
-
29
27
  var _l7Core = require("@antv/l7-core");
30
28
 
31
29
  var _l7Utils = require("@antv/l7-utils");
@@ -205,8 +203,8 @@ var TextModel = function (_BaseModel) {
205
203
  u_dataTexture: this.dataTexture,
206
204
  u_cellTypeLayout: this.getCellTypeLayout(),
207
205
  u_raisingHeight: Number(raisingHeight),
208
- u_opacity: (0, _isNumber2.default)(opacity) ? opacity : 1.0,
209
- u_stroke_width: (0, _isNumber2.default)(strokeWidth) ? strokeWidth : 0.0,
206
+ u_opacity: Number(opacity),
207
+ u_stroke_width: Number(strokeWidth),
210
208
  u_stroke_color: this.getStrokeColor(stroke),
211
209
  u_sdf_map: this.texture,
212
210
  u_halo_blur: halo,
@@ -253,8 +251,9 @@ var TextModel = function (_BaseModel) {
253
251
  }, {
254
252
  key: "clearModels",
255
253
  value: function clearModels() {
256
- var _this$dataTexture;
254
+ var _this$texture, _this$dataTexture;
257
255
 
256
+ (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
258
257
  (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
259
258
  this.layer.off('remapping', this.buildModels);
260
259
  }
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { boundsContains, getMask, padBounds } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport CollisionIndex from '../../utils/collision-index';\nimport { calculateCentroid } from '../../utils/geo';\nimport {\n getGlyphQuads,\n IGlyphQuad,\n shapeText,\n} from '../../utils/symbol-layout';\nimport textFrag from '../shaders/text_frag.glsl';\nimport textVert from '../shaders/text_vert.glsl';\n\nexport function TextTriangulation(feature: IEncodeFeature) {\n // @ts-ignore\n const that = this as TextModel;\n const id = feature.id as number;\n const vertices: number[] = [];\n const indices: number[] = [];\n\n if (!that.glyphInfoMap || !that.glyphInfoMap[id]) {\n return {\n vertices: [], // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices: [],\n size: 7,\n };\n }\n const centroid = that.glyphInfoMap[id].centroid as number[]; // 计算中心点\n const coord =\n centroid.length === 2 ? [centroid[0], centroid[1], 0] : centroid;\n that.glyphInfoMap[id].glyphQuads.forEach(\n (quad: IGlyphQuad, index: number) => {\n vertices.push(\n ...coord,\n quad.tex.x,\n quad.tex.y + quad.tex.height,\n quad.tl.x,\n quad.tl.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y + quad.tex.height,\n quad.tr.x,\n quad.tr.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y,\n quad.br.x,\n quad.br.y,\n ...coord,\n quad.tex.x,\n quad.tex.y,\n quad.bl.x,\n quad.bl.y,\n );\n indices.push(\n 0 + index * 4,\n 1 + index * 4,\n 2 + index * 4,\n 2 + index * 4,\n 3 + index * 4,\n 0 + index * 4,\n );\n },\n );\n return {\n vertices, // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices,\n size: 7,\n };\n}\n\nexport default class TextModel extends BaseModel {\n public glyphInfo: IEncodeFeature[];\n public glyphInfoMap: {\n [key: string]: {\n shaping: any;\n glyphQuads: IGlyphQuad[];\n centroid: number[];\n };\n } = {};\n private texture: ITexture2D;\n private currentZoom: number = -1;\n private extent: [[number, number], [number, number]];\n private textureHeight: number = 0;\n private textCount: number = 0;\n private preTextStyle: Partial<IPointLayerStyleOptions> = {};\n public getUninforms(): IModelUniform {\n const {\n opacity = 1.0,\n stroke = '#fff',\n strokeWidth = 0,\n textAnchor = 'center',\n textAllowOverlap = false,\n halo = 0.5,\n gamma = 2.0,\n raisingHeight = 0,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { canvas, mapping } = this.fontService;\n if (Object.keys(mapping).length !== this.textCount) {\n this.updateTexture();\n this.textCount = Object.keys(mapping).length;\n }\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeWidth,\n stroke,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\n strokeWidth,\n stroke,\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\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_raisingHeight: Number(raisingHeight),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n\n u_sdf_map: this.texture,\n u_halo_blur: halo,\n u_gamma_scale: gamma,\n u_sdf_map_size: [canvas.width, canvas.height],\n };\n }\n\n public initModels(): IModel[] {\n this.layer.on('remapping', this.buildModels);\n this.extent = this.textExtent();\n const {\n textAnchor = 'center',\n textAllowOverlap = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n return this.buildModels();\n }\n\n public buildModels = () => {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.initGlyph();\n this.updateTexture();\n this.filterGlyphs();\n this.reBuildModel();\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n };\n public needUpdate() {\n const {\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n // textAllowOverlap 发生改变\n const zoom = this.mapService.getZoom();\n const extent = this.mapService.getBounds();\n const flag = boundsContains(this.extent, extent);\n // 文本不能压盖则进行过滤\n if (\n (!textAllowOverlap && (Math.abs(this.currentZoom - zoom) > 1 || !flag)) ||\n textAllowOverlap !== this.preTextStyle.textAllowOverlap\n ) {\n this.reBuildModel();\n return true;\n }\n return false;\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.layer.off('remapping', this.buildModels);\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'rotate',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Rotate',\n buffer: {\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 { rotate = 0 } = feature;\n return Array.isArray(rotate) ? [rotate[0]] : [rotate as number];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'textOffsets',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_textOffsets',\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 ) => {\n return [vertex[5], vertex[6]];\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 = 12 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'textUv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_tex',\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 return [vertex[3], vertex[4]];\n },\n },\n });\n }\n private textExtent(): [[number, number], [number, number]] {\n const bounds = this.mapService.getBounds();\n return padBounds(bounds, 0.5);\n }\n /**\n * 生成文字纹理(生成文字纹理字典)\n */\n private initTextFont() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = shape.toString();\n for (const char of shape) {\n // 去重\n if (characterSet.indexOf(char) === -1) {\n characterSet.push(char);\n }\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: false,\n });\n }\n\n /**\n * 生成 iconfont 纹理字典\n */\n private initIconFontTex() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = `${shape}`;\n if (characterSet.indexOf(shape) === -1) {\n characterSet.push(shape);\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: true,\n });\n }\n\n /**\n * 生成文字布局(对照文字纹理字典提取对应文字的位置很好信息)\n */\n private generateGlyphLayout(iconfont: boolean) {\n // TODO:更新文字布局\n const { mapping } = this.fontService;\n const {\n spacing = 2,\n textAnchor = 'center',\n // textOffset,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const data = this.layer.getEncodedData();\n\n this.glyphInfo = data.map((feature: IEncodeFeature) => {\n const { shape = '', id, size = 1, textOffset = [0, 0] } = feature;\n\n const shaping = shapeText(\n shape.toString(),\n mapping,\n // @ts-ignore\n size,\n textAnchor,\n 'left',\n spacing,\n textOffset,\n iconfont,\n );\n const glyphQuads = getGlyphQuads(shaping, textOffset, false);\n feature.shaping = shaping;\n feature.glyphQuads = glyphQuads;\n // feature.centroid = calculteCentroid(coordinates);\n\n feature.centroid = calculateCentroid(feature.coordinates);\n\n // 此时地图高德2.0 originCentroid == centroid\n feature.originCentroid =\n feature.version === 'GAODE2.x'\n ? calculateCentroid(feature.originCoordinates)\n : (feature.originCentroid = feature.centroid);\n\n this.glyphInfoMap[id as number] = {\n shaping,\n glyphQuads,\n centroid: calculateCentroid(feature.coordinates),\n };\n return feature;\n });\n }\n /**\n * 文字避让 depend on originCentorid\n */\n private filterGlyphs() {\n const {\n padding = [4, 4],\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n if (textAllowOverlap) {\n // 如果允许文本覆盖\n // this.layer.setEncodedData(this.glyphInfo);\n return;\n }\n this.glyphInfoMap = {};\n this.currentZoom = this.mapService.getZoom();\n this.extent = this.textExtent();\n const { width, height } = this.rendererService.getViewportSize();\n const collisionIndex = new CollisionIndex(width, height);\n const filterData = this.glyphInfo.filter((feature: IEncodeFeature) => {\n const { shaping, id = 0 } = feature;\n // const centroid = feature.centroid as [number, number];\n // const centroid = feature.originCentroid as [number, number];\n const centroid = (feature.version === 'GAODE2.x'\n ? feature.originCentroid\n : feature.centroid) as [number, number];\n const size = feature.size as number;\n const fontScale: number = size / 24;\n const pixels = this.mapService.lngLatToContainer(centroid);\n const { box } = collisionIndex.placeCollisionBox({\n x1: shaping.left * fontScale - padding[0],\n x2: shaping.right * fontScale + padding[0],\n y1: shaping.top * fontScale - padding[1],\n y2: shaping.bottom * fontScale + padding[1],\n anchorPointX: pixels.x,\n anchorPointY: pixels.y,\n });\n if (box && box.length) {\n // TODO:featureIndex\n collisionIndex.insertCollisionBox(box, id);\n return true;\n } else {\n return false;\n }\n });\n filterData.forEach((item) => {\n // @ts-ignore\n this.glyphInfoMap[item.id as number] = item;\n });\n // this.layer.setEncodedData(filterData);\n }\n /**\n * 初始化文字布局\n */\n private initGlyph() {\n const { iconfont = false } = this.layer.getLayerConfig();\n // 1.生成文字纹理(或是生成 iconfont)\n iconfont ? this.initIconFontTex() : this.initTextFont();\n // this.initTextFont();\n\n // 2.生成文字布局\n this.generateGlyphLayout(iconfont);\n }\n /**\n * 更新文字纹理\n */\n private updateTexture() {\n const { createTexture2D } = this.rendererService;\n const { canvas } = this.fontService;\n this.textureHeight = canvas.height;\n if (this.texture) {\n this.texture.destroy();\n }\n\n this.texture = createTexture2D({\n data: canvas,\n mag: gl.LINEAR,\n min: gl.LINEAR,\n width: canvas.width,\n height: canvas.height,\n });\n }\n\n private reBuildModel() {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.filterGlyphs();\n this.layer.models = [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n}\n"],"file":"text.js"}
1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { boundsContains, getMask, padBounds } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport CollisionIndex from '../../utils/collision-index';\nimport { calculateCentroid } from '../../utils/geo';\nimport {\n getGlyphQuads,\n IGlyphQuad,\n shapeText,\n} from '../../utils/symbol-layout';\nimport textFrag from '../shaders/text_frag.glsl';\nimport textVert from '../shaders/text_vert.glsl';\n\nexport function TextTriangulation(feature: IEncodeFeature) {\n // @ts-ignore\n const that = this as TextModel;\n const id = feature.id as number;\n const vertices: number[] = [];\n const indices: number[] = [];\n\n if (!that.glyphInfoMap || !that.glyphInfoMap[id]) {\n return {\n vertices: [], // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices: [],\n size: 7,\n };\n }\n const centroid = that.glyphInfoMap[id].centroid as number[]; // 计算中心点\n const coord =\n centroid.length === 2 ? [centroid[0], centroid[1], 0] : centroid;\n that.glyphInfoMap[id].glyphQuads.forEach(\n (quad: IGlyphQuad, index: number) => {\n vertices.push(\n ...coord,\n quad.tex.x,\n quad.tex.y + quad.tex.height,\n quad.tl.x,\n quad.tl.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y + quad.tex.height,\n quad.tr.x,\n quad.tr.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y,\n quad.br.x,\n quad.br.y,\n ...coord,\n quad.tex.x,\n quad.tex.y,\n quad.bl.x,\n quad.bl.y,\n );\n indices.push(\n 0 + index * 4,\n 1 + index * 4,\n 2 + index * 4,\n 2 + index * 4,\n 3 + index * 4,\n 0 + index * 4,\n );\n },\n );\n return {\n vertices, // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices,\n size: 7,\n };\n}\n\nexport default class TextModel extends BaseModel {\n public glyphInfo: IEncodeFeature[];\n public glyphInfoMap: {\n [key: string]: {\n shaping: any;\n glyphQuads: IGlyphQuad[];\n centroid: number[];\n };\n } = {};\n private texture: ITexture2D;\n private currentZoom: number = -1;\n private extent: [[number, number], [number, number]];\n private textureHeight: number = 0;\n private textCount: number = 0;\n private preTextStyle: Partial<IPointLayerStyleOptions> = {};\n public getUninforms(): IModelUniform {\n const {\n opacity = 1.0,\n stroke = '#fff',\n strokeWidth = 0,\n textAnchor = 'center',\n textAllowOverlap = false,\n halo = 0.5,\n gamma = 2.0,\n raisingHeight = 0,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { canvas, mapping } = this.fontService;\n if (Object.keys(mapping).length !== this.textCount) {\n this.updateTexture();\n this.textCount = Object.keys(mapping).length;\n }\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeWidth,\n stroke,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\n strokeWidth,\n stroke,\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\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_raisingHeight: Number(raisingHeight),\n\n u_opacity: Number(opacity),\n u_stroke_width: Number(strokeWidth),\n u_stroke_color: this.getStrokeColor(stroke),\n\n u_sdf_map: this.texture,\n u_halo_blur: halo,\n u_gamma_scale: gamma,\n u_sdf_map_size: [canvas.width, canvas.height],\n };\n }\n\n public initModels(): IModel[] {\n this.layer.on('remapping', this.buildModels);\n this.extent = this.textExtent();\n const {\n textAnchor = 'center',\n textAllowOverlap = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n return this.buildModels();\n }\n\n public buildModels = () => {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.initGlyph();\n this.updateTexture();\n this.filterGlyphs();\n this.reBuildModel();\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n };\n public needUpdate() {\n const {\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n // textAllowOverlap 发生改变\n const zoom = this.mapService.getZoom();\n const extent = this.mapService.getBounds();\n const flag = boundsContains(this.extent, extent);\n // 文本不能压盖则进行过滤\n if (\n (!textAllowOverlap && (Math.abs(this.currentZoom - zoom) > 1 || !flag)) ||\n textAllowOverlap !== this.preTextStyle.textAllowOverlap\n ) {\n this.reBuildModel();\n return true;\n }\n return false;\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.layer.off('remapping', this.buildModels);\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'rotate',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Rotate',\n buffer: {\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 { rotate = 0 } = feature;\n return Array.isArray(rotate) ? [rotate[0]] : [rotate as number];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'textOffsets',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_textOffsets',\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 ) => {\n return [vertex[5], vertex[6]];\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 = 12 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'textUv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_tex',\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 return [vertex[3], vertex[4]];\n },\n },\n });\n }\n private textExtent(): [[number, number], [number, number]] {\n const bounds = this.mapService.getBounds();\n return padBounds(bounds, 0.5);\n }\n /**\n * 生成文字纹理(生成文字纹理字典)\n */\n private initTextFont() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = shape.toString();\n for (const char of shape) {\n // 去重\n if (characterSet.indexOf(char) === -1) {\n characterSet.push(char);\n }\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: false,\n });\n }\n\n /**\n * 生成 iconfont 纹理字典\n */\n private initIconFontTex() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = `${shape}`;\n if (characterSet.indexOf(shape) === -1) {\n characterSet.push(shape);\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: true,\n });\n }\n\n /**\n * 生成文字布局(对照文字纹理字典提取对应文字的位置很好信息)\n */\n private generateGlyphLayout(iconfont: boolean) {\n // TODO:更新文字布局\n const { mapping } = this.fontService;\n const {\n spacing = 2,\n textAnchor = 'center',\n // textOffset,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const data = this.layer.getEncodedData();\n\n this.glyphInfo = data.map((feature: IEncodeFeature) => {\n const { shape = '', id, size = 1, textOffset = [0, 0] } = feature;\n\n const shaping = shapeText(\n shape.toString(),\n mapping,\n // @ts-ignore\n size,\n textAnchor,\n 'left',\n spacing,\n textOffset,\n iconfont,\n );\n const glyphQuads = getGlyphQuads(shaping, textOffset, false);\n feature.shaping = shaping;\n feature.glyphQuads = glyphQuads;\n // feature.centroid = calculteCentroid(coordinates);\n\n feature.centroid = calculateCentroid(feature.coordinates);\n\n // 此时地图高德2.0 originCentroid == centroid\n feature.originCentroid =\n feature.version === 'GAODE2.x'\n ? calculateCentroid(feature.originCoordinates)\n : (feature.originCentroid = feature.centroid);\n\n this.glyphInfoMap[id as number] = {\n shaping,\n glyphQuads,\n centroid: calculateCentroid(feature.coordinates),\n };\n return feature;\n });\n }\n /**\n * 文字避让 depend on originCentorid\n */\n private filterGlyphs() {\n const {\n padding = [4, 4],\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n if (textAllowOverlap) {\n // 如果允许文本覆盖\n // this.layer.setEncodedData(this.glyphInfo);\n return;\n }\n this.glyphInfoMap = {};\n this.currentZoom = this.mapService.getZoom();\n this.extent = this.textExtent();\n const { width, height } = this.rendererService.getViewportSize();\n const collisionIndex = new CollisionIndex(width, height);\n const filterData = this.glyphInfo.filter((feature: IEncodeFeature) => {\n const { shaping, id = 0 } = feature;\n // const centroid = feature.centroid as [number, number];\n // const centroid = feature.originCentroid as [number, number];\n const centroid = (feature.version === 'GAODE2.x'\n ? feature.originCentroid\n : feature.centroid) as [number, number];\n const size = feature.size as number;\n const fontScale: number = size / 24;\n const pixels = this.mapService.lngLatToContainer(centroid);\n const { box } = collisionIndex.placeCollisionBox({\n x1: shaping.left * fontScale - padding[0],\n x2: shaping.right * fontScale + padding[0],\n y1: shaping.top * fontScale - padding[1],\n y2: shaping.bottom * fontScale + padding[1],\n anchorPointX: pixels.x,\n anchorPointY: pixels.y,\n });\n if (box && box.length) {\n // TODO:featureIndex\n collisionIndex.insertCollisionBox(box, id);\n return true;\n } else {\n return false;\n }\n });\n filterData.forEach((item) => {\n // @ts-ignore\n this.glyphInfoMap[item.id as number] = item;\n });\n // this.layer.setEncodedData(filterData);\n }\n /**\n * 初始化文字布局\n */\n private initGlyph() {\n const { iconfont = false } = this.layer.getLayerConfig();\n // 1.生成文字纹理(或是生成 iconfont)\n iconfont ? this.initIconFontTex() : this.initTextFont();\n // this.initTextFont();\n\n // 2.生成文字布局\n this.generateGlyphLayout(iconfont);\n }\n /**\n * 更新文字纹理\n */\n private updateTexture() {\n const { createTexture2D } = this.rendererService;\n const { canvas } = this.fontService;\n this.textureHeight = canvas.height;\n if (this.texture) {\n this.texture.destroy();\n }\n\n this.texture = createTexture2D({\n data: canvas,\n mag: gl.LINEAR,\n min: gl.LINEAR,\n width: canvas.width,\n height: canvas.height,\n });\n }\n\n private reBuildModel() {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n this.filterGlyphs();\n this.layer.models = [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n}\n"],"file":"text.js"}
@@ -23,8 +23,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
23
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  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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26
- var _isNumber2 = _interopRequireDefault(require("lodash/isNumber"));
27
-
28
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  var _l7Core = require("@antv/l7-core");
29
27
 
30
28
  var _l7Utils = require("@antv/l7-utils");
@@ -128,7 +126,7 @@ var ExtrudeModel = function (_BaseModel) {
128
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  u_dataTexture: this.dataTexture,
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  u_cellTypeLayout: this.getCellTypeLayout(),
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128
  u_raisingHeight: Number(raisingHeight),
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- u_opacity: (0, _isNumber2.default)(opacity) ? opacity : 1.0,
129
+ u_opacity: Number(opacity),
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  u_linearColor: useLinearColor,
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  u_sourceColor: sourceColorArr,
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132
  u_targetColor: targetColorArr,
@@ -186,7 +184,7 @@ var ExtrudeModel = function (_BaseModel) {
186
184
  return {
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185
  frag: polygonExtrudePickLightFrag,
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  vert: polygonExtrudePickLightVert,
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- type: 'polygonExtrude'
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+ type: 'polygonExtrudePickLight'
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  };
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  } else {
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  return {