@antv/l7-layers 2.8.35 → 2.8.38

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Files changed (196) 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/DataMappingPlugin.d.ts +1 -0
  36. package/es/plugins/DataMappingPlugin.js +17 -9
  37. package/es/plugins/DataMappingPlugin.js.map +1 -1
  38. package/es/plugins/FeatureScalePlugin.d.ts +1 -2
  39. package/es/plugins/FeatureScalePlugin.js +42 -33
  40. package/es/plugins/FeatureScalePlugin.js.map +1 -1
  41. package/es/plugins/ShaderUniformPlugin.d.ts +1 -0
  42. package/es/plugins/ShaderUniformPlugin.js +12 -0
  43. package/es/plugins/ShaderUniformPlugin.js.map +1 -1
  44. package/es/point/models/extrude.js +3 -4
  45. package/es/point/models/extrude.js.map +1 -1
  46. package/es/point/models/fill.js +3 -4
  47. package/es/point/models/fill.js.map +1 -1
  48. package/es/point/models/fillmage.d.ts +1 -1
  49. package/es/point/models/fillmage.js +6 -21
  50. package/es/point/models/fillmage.js.map +1 -1
  51. package/es/point/models/icon-font.js +1 -1
  52. package/es/point/models/image.js +4 -4
  53. package/es/point/models/image.js.map +1 -1
  54. package/es/point/models/normal.js +1 -2
  55. package/es/point/models/normal.js.map +1 -1
  56. package/es/point/models/radar.js +5 -18
  57. package/es/point/models/radar.js.map +1 -1
  58. package/es/point/models/simplePoint.js +5 -6
  59. package/es/point/models/simplePoint.js.map +1 -1
  60. package/es/point/models/text.js +4 -4
  61. package/es/point/models/text.js.map +1 -1
  62. package/es/polygon/models/extrude.js +3 -4
  63. package/es/polygon/models/extrude.js.map +1 -1
  64. package/es/polygon/models/fill.d.ts +1 -0
  65. package/es/polygon/models/fill.js +37 -12
  66. package/es/polygon/models/fill.js.map +1 -1
  67. package/es/polygon/models/ocean.js +3 -4
  68. package/es/polygon/models/ocean.js.map +1 -1
  69. package/es/polygon/models/water.js +3 -4
  70. package/es/polygon/models/water.js.map +1 -1
  71. package/es/raster/index.d.ts +3 -3
  72. package/es/raster/index.js +16 -6
  73. package/es/raster/index.js.map +1 -1
  74. package/es/raster/models/index.d.ts +1 -1
  75. package/es/raster/models/index.js +3 -1
  76. package/es/raster/models/index.js.map +1 -1
  77. package/es/raster/models/raste-tile.d.ts +23 -0
  78. package/es/raster/models/raste-tile.js +285 -0
  79. package/es/raster/models/raste-tile.js.map +1 -0
  80. package/es/raster/models/raster.js +2 -0
  81. package/es/raster/models/raster.js.map +1 -1
  82. package/es/wind/index.d.ts +1 -17
  83. package/es/wind/index.js.map +1 -1
  84. package/es/wind/models/utils.d.ts +12 -12
  85. package/es/wind/models/utils.js +6 -5
  86. package/es/wind/models/utils.js.map +1 -1
  87. package/es/wind/models/wind.js.map +1 -1
  88. package/es/wind/models/windRender.js.map +1 -1
  89. package/lib/Geometry/models/billboard.js +0 -6
  90. package/lib/Geometry/models/billboard.js.map +1 -1
  91. package/lib/Geometry/models/sprite.js +2 -2
  92. package/lib/core/BaseLayer.js.map +1 -1
  93. package/lib/core/LayerGroup.js +5 -0
  94. package/lib/core/LayerGroup.js.map +1 -1
  95. package/lib/core/interface.js.map +1 -1
  96. package/lib/image/models/image.js.map +1 -1
  97. package/lib/index.js +29 -8
  98. package/lib/index.js.map +1 -1
  99. package/lib/line/models/arc.js +4 -5
  100. package/lib/line/models/arc.js.map +1 -1
  101. package/lib/line/models/arc_3d.js +4 -6
  102. package/lib/line/models/arc_3d.js.map +1 -1
  103. package/lib/line/models/arcmini.js +5 -6
  104. package/lib/line/models/arcmini.js.map +1 -1
  105. package/lib/line/models/great_circle.js +3 -4
  106. package/lib/line/models/great_circle.js.map +1 -1
  107. package/lib/line/models/line.js +3 -4
  108. package/lib/line/models/line.js.map +1 -1
  109. package/lib/line/models/linearline.js +3 -4
  110. package/lib/line/models/linearline.js.map +1 -1
  111. package/lib/line/models/simpleLine.js +8 -9
  112. package/lib/line/models/simpleLine.js.map +1 -1
  113. package/lib/line/models/wall.js +5 -6
  114. package/lib/line/models/wall.js.map +1 -1
  115. package/lib/mask/index.js.map +1 -1
  116. package/lib/mask/models/fill.js.map +1 -1
  117. package/lib/plugins/DataMappingPlugin.js +17 -9
  118. package/lib/plugins/DataMappingPlugin.js.map +1 -1
  119. package/lib/plugins/FeatureScalePlugin.js +43 -33
  120. package/lib/plugins/FeatureScalePlugin.js.map +1 -1
  121. package/lib/plugins/ShaderUniformPlugin.js +12 -0
  122. package/lib/plugins/ShaderUniformPlugin.js.map +1 -1
  123. package/lib/point/models/extrude.js +3 -5
  124. package/lib/point/models/extrude.js.map +1 -1
  125. package/lib/point/models/fill.js +3 -5
  126. package/lib/point/models/fill.js.map +1 -1
  127. package/lib/point/models/fillmage.js +7 -23
  128. package/lib/point/models/fillmage.js.map +1 -1
  129. package/lib/point/models/icon-font.js +1 -1
  130. package/lib/point/models/image.js +4 -5
  131. package/lib/point/models/image.js.map +1 -1
  132. package/lib/point/models/normal.js +1 -3
  133. package/lib/point/models/normal.js.map +1 -1
  134. package/lib/point/models/radar.js +5 -19
  135. package/lib/point/models/radar.js.map +1 -1
  136. package/lib/point/models/simplePoint.js +5 -7
  137. package/lib/point/models/simplePoint.js.map +1 -1
  138. package/lib/point/models/text.js +4 -5
  139. package/lib/point/models/text.js.map +1 -1
  140. package/lib/polygon/models/extrude.js +3 -5
  141. package/lib/polygon/models/extrude.js.map +1 -1
  142. package/lib/polygon/models/fill.js +37 -13
  143. package/lib/polygon/models/fill.js.map +1 -1
  144. package/lib/polygon/models/ocean.js +3 -5
  145. package/lib/polygon/models/ocean.js.map +1 -1
  146. package/lib/polygon/models/water.js +3 -5
  147. package/lib/polygon/models/water.js.map +1 -1
  148. package/lib/raster/index.js +16 -6
  149. package/lib/raster/index.js.map +1 -1
  150. package/lib/raster/models/index.js +4 -1
  151. package/lib/raster/models/index.js.map +1 -1
  152. package/lib/raster/models/raste-tile.js +294 -0
  153. package/lib/raster/models/raste-tile.js.map +1 -0
  154. package/lib/raster/models/raster.js +2 -0
  155. package/lib/raster/models/raster.js.map +1 -1
  156. package/lib/wind/index.js.map +1 -1
  157. package/lib/wind/models/utils.js +6 -5
  158. package/lib/wind/models/utils.js.map +1 -1
  159. package/lib/wind/models/wind.js.map +1 -1
  160. package/lib/wind/models/windRender.js.map +1 -1
  161. package/package.json +7 -6
  162. package/es/imagetile/index.d.ts +0 -22
  163. package/es/imagetile/index.js +0 -82
  164. package/es/imagetile/index.js.map +0 -1
  165. package/es/imagetile/models/imagetile.d.ts +0 -12
  166. package/es/imagetile/models/imagetile.js +0 -133
  167. package/es/imagetile/models/imagetile.js.map +0 -1
  168. package/es/imagetile/models/index.d.ts +0 -5
  169. package/es/imagetile/models/index.js +0 -6
  170. package/es/imagetile/models/index.js.map +0 -1
  171. package/es/imagetile/utils/ImageTile.d.ts +0 -20
  172. package/es/imagetile/utils/ImageTile.js +0 -92
  173. package/es/imagetile/utils/ImageTile.js.map +0 -1
  174. package/es/imagetile/utils/Tile.d.ts +0 -27
  175. package/es/imagetile/utils/Tile.js +0 -313
  176. package/es/imagetile/utils/Tile.js.map +0 -1
  177. package/es/imagetile/utils/lruCache.d.ts +0 -20
  178. package/es/imagetile/utils/lruCache.js +0 -105
  179. package/es/imagetile/utils/lruCache.js.map +0 -1
  180. package/es/imagetile/utils/tileCache.d.ts +0 -8
  181. package/es/imagetile/utils/tileCache.js +0 -50
  182. package/es/imagetile/utils/tileCache.js.map +0 -1
  183. package/lib/imagetile/index.js +0 -95
  184. package/lib/imagetile/index.js.map +0 -1
  185. package/lib/imagetile/models/imagetile.js +0 -146
  186. package/lib/imagetile/models/imagetile.js.map +0 -1
  187. package/lib/imagetile/models/index.js +0 -17
  188. package/lib/imagetile/models/index.js.map +0 -1
  189. package/lib/imagetile/utils/ImageTile.js +0 -101
  190. package/lib/imagetile/utils/ImageTile.js.map +0 -1
  191. package/lib/imagetile/utils/Tile.js +0 -316
  192. package/lib/imagetile/utils/Tile.js.map +0 -1
  193. package/lib/imagetile/utils/lruCache.js +0 -109
  194. package/lib/imagetile/utils/lruCache.js.map +0 -1
  195. package/lib/imagetile/utils/tileCache.js +0 -58
  196. package/lib/imagetile/utils/tileCache.js.map +0 -1
@@ -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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- 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";
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- 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";
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+ 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
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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");
@@ -38,7 +36,7 @@ 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 polygonExtrudeFrag = "uniform float u_opacity: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_linearColor: 0;\n\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\n\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0]; \n float isSide = styleMappingMat[0][3];\n float sidey = styleMappingMat[3][0];\n float lightWeight = styleMappingMat[3][1];\n\n if(isSide < 1.0) {\n // side face\n if(u_sidesurface < 1.0) {\n discard;\n }\n\n if(u_linearColor == 1.0) {\n vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);\n linearColor.rgb *= lightWeight;\n gl_FragColor = linearColor;\n } else {\n gl_FragColor = v_Color;\n }\n\n } else {\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n\n gl_FragColor = v_Color;\n }\n\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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- var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - isSide\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 // sidey\n );\n styleMappingMat[0][3] = a_Position.z;\n styleMappingMat[3][0] = a_uvs[2];\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 if(styleMappingMat[0][3] < 1.0 ) {\n // side\n styleMappingMat[0][0] = 0.0;\n } else {\n\n }\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n // project_pos.z += 500000.0; // amap1\n\n // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n styleMappingMat[3][1] = lightWeight;\n\n setPickingColor(a_PickingColor);\n}\n";
39
+ var polygonExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - isSide\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 // sidey\n );\n styleMappingMat[0][3] = a_Position.z;\n styleMappingMat[3][0] = a_uvs[2];\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n // project_pos.z += 500000.0; // amap1\n\n // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n // v_Color = a_Color;\n v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n styleMappingMat[3][1] = lightWeight;\n\n setPickingColor(a_PickingColor);\n}\n";
42
40
  var polygonExtrudeTexFrag = "uniform sampler2D u_texture;\nuniform float u_opacity: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_linearColor: 0;\n\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\n\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float isSide = styleMappingMat[0][3];\n float lightWeight = styleMappingMat[3][1];\n float topU = styleMappingMat[2][2];\n float topV = styleMappingMat[2][3];\n\n float sidey = styleMappingMat[3][0];\n if(isSide < 1.0) {\n // side face\n if(u_sidesurface < 1.0) {\n discard;\n }\n\n if(u_linearColor == 1.0) {\n vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);\n linearColor.rgb *= lightWeight;\n gl_FragColor = linearColor;\n } else {\n gl_FragColor = v_Color;\n }\n } else {\n\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n\n gl_FragColor = texture2D(u_texture, vec2(topU, topV));\n }\n \n\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
43
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  var polygonExtrudeTexVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec3 a_uvs;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nuniform float u_heightfixed: 0.0; // \u9ED8\u8BA4\u4E0D\u56FA\u5B9A\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n v_Color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - a_Position.z(judge side by a_Position.z)\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - u - v\n 0.0, 0.0, 0.0, 0.0 // sidey\n );\n \n styleMappingMat[0][3] = a_Position.z;\n styleMappingMat[2][2] = a_uvs[0];\n styleMappingMat[2][3] = 1.0 - a_uvs[1];\n styleMappingMat[3][0] = a_uvs[2];\n\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);\n vec4 project_pos = project_position(pos);\n\n if(u_heightfixed > 0.0) { // \u5224\u65AD\u51E0\u4F55\u4F53\u662F\u5426\u56FA\u5B9A\u9AD8\u5EA6\n project_pos.z = a_Position.z * a_Size;\n project_pos.z += u_raisingHeight;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n project_pos.z += u_raisingHeight * mapboxZoomScale;\n }\n }\n\n // project_pos.z += 500000.0; // amap1\n\n // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n float lightWeight = calc_lighting(pos);\n styleMappingMat[3][1] = lightWeight;\n\n setPickingColor(a_PickingColor);\n}\n";
44
42
  var polygonExtrudePickLightFrag = "uniform float u_opacity: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_linearColor: 0;\n\nuniform float u_topsurface: 1.0;\nuniform float u_sidesurface: 1.0;\n\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float isSide = styleMappingMat[0][3];\n float sidey = styleMappingMat[3][0];\n float lightWeight = styleMappingMat[3][1];\n\n if(isSide < 1.0) {\n // side face\n if(u_sidesurface < 1.0) {\n discard;\n }\n \n if( u_linearColor == 1.0) {\n // side use linear\n vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);\n linearColor.rgb *= lightWeight;\n gl_FragColor = linearColor;\n } else {\n // side notuse linear\n gl_FragColor = v_Color;\n }\n } else {\n // top face\n if(u_topsurface < 1.0) {\n discard;\n }\n gl_FragColor = v_Color;\n }\n\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColorAlpha(gl_FragColor, lightWeight);\n}\n";
@@ -128,7 +126,7 @@ var ExtrudeModel = function (_BaseModel) {
128
126
  u_dataTexture: this.dataTexture,
129
127
  u_cellTypeLayout: this.getCellTypeLayout(),
130
128
  u_raisingHeight: Number(raisingHeight),
131
- u_opacity: (0, _isNumber2.default)(opacity) ? opacity : 1.0,
129
+ u_opacity: Number(opacity),
132
130
  u_linearColor: useLinearColor,
133
131
  u_sourceColor: sourceColorArr,
134
132
  u_targetColor: targetColorArr,
@@ -186,7 +184,7 @@ var ExtrudeModel = function (_BaseModel) {
186
184
  return {
187
185
  frag: polygonExtrudePickLightFrag,
188
186
  vert: polygonExtrudePickLightVert,
189
- type: 'polygonExtrude'
187
+ type: 'polygonExtrudePickLight'
190
188
  };
191
189
  } else {
192
190
  return {