@antv/l7-layers 2.8.41 → 2.8.42

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (81) hide show
  1. package/es/line/models/arc.js +3 -2
  2. package/es/line/models/arc.js.map +1 -1
  3. package/es/line/models/arc_3d.js +2 -1
  4. package/es/line/models/arc_3d.js.map +1 -1
  5. package/es/line/models/arcmini.js +2 -1
  6. package/es/line/models/arcmini.js.map +1 -1
  7. package/es/line/models/great_circle.js +2 -1
  8. package/es/line/models/great_circle.js.map +1 -1
  9. package/es/line/models/line.js +2 -1
  10. package/es/line/models/line.js.map +1 -1
  11. package/es/line/models/linearline.js +2 -1
  12. package/es/line/models/linearline.js.map +1 -1
  13. package/es/line/models/simpleLine.js +2 -1
  14. package/es/line/models/simpleLine.js.map +1 -1
  15. package/es/line/models/wall.js +2 -1
  16. package/es/line/models/wall.js.map +1 -1
  17. package/es/point/models/extrude.js +2 -1
  18. package/es/point/models/extrude.js.map +1 -1
  19. package/es/point/models/fill.js +4 -3
  20. package/es/point/models/fill.js.map +1 -1
  21. package/es/point/models/fillmage.js +2 -1
  22. package/es/point/models/fillmage.js.map +1 -1
  23. package/es/point/models/image.js +2 -1
  24. package/es/point/models/image.js.map +1 -1
  25. package/es/point/models/normal.js +2 -1
  26. package/es/point/models/normal.js.map +1 -1
  27. package/es/point/models/radar.js +2 -1
  28. package/es/point/models/radar.js.map +1 -1
  29. package/es/point/models/simplePoint.js +4 -3
  30. package/es/point/models/simplePoint.js.map +1 -1
  31. package/es/point/models/text.js +3 -2
  32. package/es/point/models/text.js.map +1 -1
  33. package/es/polygon/models/extrude.js +2 -1
  34. package/es/polygon/models/extrude.js.map +1 -1
  35. package/es/polygon/models/fill.js +2 -1
  36. package/es/polygon/models/fill.js.map +1 -1
  37. package/es/polygon/models/ocean.js +2 -1
  38. package/es/polygon/models/ocean.js.map +1 -1
  39. package/es/polygon/models/water.js +2 -1
  40. package/es/polygon/models/water.js.map +1 -1
  41. package/lib/line/models/arc.js +4 -2
  42. package/lib/line/models/arc.js.map +1 -1
  43. package/lib/line/models/arc_3d.js +3 -1
  44. package/lib/line/models/arc_3d.js.map +1 -1
  45. package/lib/line/models/arcmini.js +3 -1
  46. package/lib/line/models/arcmini.js.map +1 -1
  47. package/lib/line/models/great_circle.js +3 -1
  48. package/lib/line/models/great_circle.js.map +1 -1
  49. package/lib/line/models/line.js +3 -1
  50. package/lib/line/models/line.js.map +1 -1
  51. package/lib/line/models/linearline.js +3 -1
  52. package/lib/line/models/linearline.js.map +1 -1
  53. package/lib/line/models/simpleLine.js +3 -1
  54. package/lib/line/models/simpleLine.js.map +1 -1
  55. package/lib/line/models/wall.js +3 -1
  56. package/lib/line/models/wall.js.map +1 -1
  57. package/lib/point/models/extrude.js +3 -1
  58. package/lib/point/models/extrude.js.map +1 -1
  59. package/lib/point/models/fill.js +5 -3
  60. package/lib/point/models/fill.js.map +1 -1
  61. package/lib/point/models/fillmage.js +3 -1
  62. package/lib/point/models/fillmage.js.map +1 -1
  63. package/lib/point/models/image.js +3 -1
  64. package/lib/point/models/image.js.map +1 -1
  65. package/lib/point/models/normal.js +3 -1
  66. package/lib/point/models/normal.js.map +1 -1
  67. package/lib/point/models/radar.js +3 -1
  68. package/lib/point/models/radar.js.map +1 -1
  69. package/lib/point/models/simplePoint.js +5 -3
  70. package/lib/point/models/simplePoint.js.map +1 -1
  71. package/lib/point/models/text.js +4 -2
  72. package/lib/point/models/text.js.map +1 -1
  73. package/lib/polygon/models/extrude.js +3 -1
  74. package/lib/polygon/models/extrude.js.map +1 -1
  75. package/lib/polygon/models/fill.js +3 -1
  76. package/lib/polygon/models/fill.js.map +1 -1
  77. package/lib/polygon/models/ocean.js +3 -1
  78. package/lib/polygon/models/ocean.js.map +1 -1
  79. package/lib/polygon/models/water.js +3 -1
  80. package/lib/polygon/models/water.js.map +1 -1
  81. package/package.json +5 -5
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\nimport linear_line_frag from '../shaders/linearLine/line_linear_frag.glsl';\nimport linear_line_vert from '../shaders/linearLine/line_linear_vert.glsl';\n\nexport default class LinearLineModel extends BaseModel {\n protected colorTexture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n vertexHeightScale = 20.0,\n raisingHeight = 0,\n heightfixed = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (this.rendererService.getDirty()) {\n this.colorTexture.bind();\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: Number(opacity),\n // 纹理支持参数\n u_texture: this.colorTexture, // 贴图\n\n // 是否固定高度\n u_heightfixed: Number(heightfixed),\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n u_raisingHeight: Number(raisingHeight),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n return this.buildModels();\n }\n\n public clearModels() {\n this.colorTexture?.destroy();\n this.dataTexture?.destroy();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'line_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: depth },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n return {\n frag: linear_line_frag,\n vert: linear_line_vert,\n type: 'linear_rampColors',\n };\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10]\n : [vertex[3], vertexIndex];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? 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1
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this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n // 纹理支持参数\n u_texture: this.colorTexture, // 贴图\n\n // 是否固定高度\n u_heightfixed: Number(heightfixed),\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n u_raisingHeight: Number(raisingHeight),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n return this.buildModels();\n }\n\n public clearModels() {\n this.colorTexture?.destroy();\n this.dataTexture?.destroy();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'line_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: depth },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n return {\n frag: linear_line_frag,\n vert: linear_line_vert,\n type: 'linear_rampColors',\n };\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10]\n : [vertex[3], vertexIndex];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.colorTexture) {\n this.colorTexture.destroy();\n }\n const {\n rampColors,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const imageData = generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: new Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n };\n}\n"],"file":"linearline.js"}
@@ -3,6 +3,7 @@ import _createClass from "@babel/runtime/helpers/createClass";
3
3
  import _inherits from "@babel/runtime/helpers/inherits";
4
4
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
5
5
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
6
+ import _isNumber from "lodash/isNumber";
6
7
 
7
8
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
8
9
 
@@ -82,7 +83,7 @@ var SimpleLineModel = function (_BaseModel) {
82
83
  return {
83
84
  u_dataTexture: this.dataTexture,
84
85
  u_cellTypeLayout: this.getCellTypeLayout(),
85
- u_opacity: Number(opacity),
86
+ u_opacity: _isNumber(opacity) ? opacity : 1.0,
86
87
  u_linearColor: useLinearColor,
87
88
  u_sourceColor: sourceColorArr,
88
89
  u_targetColor: targetColorArr,
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\n\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { SimpleLineTriangulation } from '../../core/triangulation';\n// linear simple line shader\nimport simle_linear_frag from '../shaders/linear/simpleline_linear_frag.glsl';\nimport simple_line_frag from '../shaders/simpleline_frag.glsl';\nimport simple_line_vert from '../shaders/simpleline_vert.glsl';\nexport default class SimpleLineModel extends BaseModel {\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n vertexHeightScale = 20.0,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: Number(opacity),\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n public getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: simle_linear_frag,\n vert: simple_line_vert,\n type: 'simple_linear',\n };\n } else {\n return {\n frag: simple_line_frag,\n vert: simple_line_vert,\n type: 'simple_normal',\n };\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n const { frag, vert, type } = this.getShaders();\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: SimpleLineTriangulation,\n primitive: gl.LINES, // gl.LINES gl.TRIANGLES\n blend: this.getBlend(),\n depth: { enable: false },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"simpleLine.js"}
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { SimpleLineTriangulation } from '../../core/triangulation';\n// linear simple line shader\nimport simle_linear_frag from '../shaders/linear/simpleline_linear_frag.glsl';\nimport simple_line_frag from '../shaders/simpleline_frag.glsl';\nimport simple_line_vert from '../shaders/simpleline_vert.glsl';\nexport default class SimpleLineModel extends BaseModel {\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n vertexHeightScale = 20.0,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n public getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: simle_linear_frag,\n vert: simple_line_vert,\n type: 'simple_linear',\n };\n } else {\n return {\n frag: simple_line_frag,\n vert: simple_line_vert,\n type: 'simple_normal',\n };\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n const { frag, vert, type } = this.getShaders();\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: SimpleLineTriangulation,\n primitive: gl.LINES, // gl.LINES gl.TRIANGLES\n blend: this.getBlend(),\n depth: { enable: false },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"simpleLine.js"}
@@ -5,6 +5,7 @@ import _inherits from "@babel/runtime/helpers/inherits";
5
5
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
6
6
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
7
7
  import _defineProperty from "@babel/runtime/helpers/defineProperty";
8
+ import _isNumber from "lodash/isNumber";
8
9
 
9
10
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
10
11
 
@@ -129,7 +130,7 @@ var LineWallModel = function (_BaseModel) {
129
130
  u_heightfixed: Number(heightfixed),
130
131
  u_dataTexture: this.dataTexture,
131
132
  u_cellTypeLayout: this.getCellTypeLayout(),
132
- u_opacity: Number(opacity),
133
+ u_opacity: _isNumber(opacity) ? opacity : 1.0,
133
134
  u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
134
135
  u_texture: this.texture,
135
136
  u_line_texture: lineTexture ? 1.0 : 0.0,
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { rgb2arr } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\nimport line_frag from '../shaders/wall_frag.glsl';\nimport line_vert from '../shaders/wall_vert.glsl';\n\nexport default class LineWallModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n heightfixed = false,\n lineTexture = false,\n iconStep = 100,\n iconStepCount = 1,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let 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Number(opacity),\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_iconStepCount: iconStepCount,\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n return [\n this.layer.buildLayerModel({\n moduleName: 'linewall',\n vertexShader: line_vert,\n fragmentShader: line_frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: false },\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"wall.js"}
1
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[0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_heightfixed: Number(heightfixed),\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_iconStepCount: iconStepCount,\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n return [\n this.layer.buildLayerModel({\n moduleName: 'linewall',\n vertexShader: line_vert,\n fragmentShader: line_frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: false },\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"wall.js"}
@@ -5,6 +5,7 @@ import _inherits from "@babel/runtime/helpers/inherits";
5
5
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
6
6
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
7
7
  import _defineProperty from "@babel/runtime/helpers/defineProperty";
8
+ import _isNumber from "lodash/isNumber";
8
9
 
9
10
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
10
11
 
@@ -135,7 +136,7 @@ var ExtrudeModel = function (_BaseModel) {
135
136
  u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,
136
137
  u_dataTexture: this.dataTexture,
137
138
  u_cellTypeLayout: this.getCellTypeLayout(),
138
- u_opacity: Number(opacity),
139
+ u_opacity: _isNumber(opacity) ? opacity : 1.0,
139
140
  u_linearColor: useLinearColor,
140
141
  u_sourceColor: sourceColorArr,
141
142
  u_targetColor: targetColorArr,
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n} from '@antv/l7-core';\nimport { getCullFace, rgb2arr } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport { PointExtrudeTriangulation } from '../../core/triangulation';\nimport { lglt2xyz } from '../../earth/utils';\nimport { calculateCentroid } from '../../utils/geo';\nimport pointExtrudeFrag from '../shaders/extrude/extrude_frag.glsl';\nimport pointExtrudeVert from '../shaders/extrude/extrude_vert.glsl';\n\nexport default class ExtrudeModel extends BaseModel {\n private raiseCount: number = 0;\n private raiserepeat: number = 0;\n public getUninforms() {\n const {\n animateOption = {\n enable: false,\n speed: 0.01,\n repeat: false,\n },\n opacity = 1,\n\n sourceColor,\n targetColor,\n\n pickLight = false,\n heightfixed = false,\n\n opacityLinear = {\n enable: false,\n dir: 'up',\n },\n\n lightEnable = true,\n } = this.layer.getLayerConfig() as Partial<\n ILayerConfig & IPointLayerStyleOptions\n >;\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\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 // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.raiseCount < 1 && this.raiserepeat > 0) {\n if (animateOption.enable) {\n const { speed = 0.01, repeat = false } = animateOption;\n this.raiseCount += speed;\n if (this.raiseCount >= 1) {\n if (this.raiserepeat > 1) {\n this.raiseCount = 0;\n this.raiserepeat--;\n } else {\n this.raiseCount = 1;\n }\n }\n }\n }\n\n return {\n // 圆柱体的拾取高亮是否要计算光照\n u_pickLight: Number(pickLight),\n // 圆柱体是否固定高度\n u_heightfixed: Number(heightfixed),\n\n u_r: animateOption.enable && this.raiserepeat > 0 ? this.raiseCount : 1.0,\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,\n\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\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 透明度渐变\n u_opacitylinear: Number(opacityLinear.enable),\n u_opacitylinear_dir: opacityLinear.dir === 'up' ? 1.0 : 0.0,\n\n // 光照计算开关\n u_lightEnable: Number(lightEnable),\n };\n }\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n // GAODE1.x GAODE2.x MAPBOX\n const {\n depth = true,\n animateOption: { repeat = 1 },\n } = this.layer.getLayerConfig() as ILayerConfig;\n this.raiserepeat = repeat;\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointExtrude2',\n vertexShader: pointExtrudeVert,\n fragmentShader: pointExtrudeFrag,\n triangulation: PointExtrudeTriangulation,\n blend: this.getBlend(),\n cull: {\n enable: true,\n face: getCullFace(this.mapService.version),\n },\n depth: {\n enable: depth,\n },\n }),\n ];\n }\n public clearModels() {\n this.dataTexture?.destroy();\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: 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[size[0], size[0], size[1]] : size;\n }\n if (!Array.isArray(size)) {\n buffersize = [size, size, size];\n }\n return buffersize;\n } else {\n return [2, 2, 2];\n }\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'pos',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Pos',\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: (feature: IEncodeFeature, featureIdx: number) => {\n const coordinates = calculateCentroid(feature.coordinates);\n if (isGlobel) {\n // TODO: 在地球模式下需要将传入 shader 的经纬度转化成对应的 xyz 坐标\n return lglt2xyz([coordinates[0], coordinates[1]]) as [\n number,\n number,\n number,\n ];\n } else {\n return [coordinates[0], coordinates[1], 0];\n }\n },\n },\n });\n }\n}\n"],"file":"extrude.js"}
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{\n AttributeType,\n gl,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n} from '@antv/l7-core';\nimport { getCullFace, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport { PointExtrudeTriangulation } from '../../core/triangulation';\nimport { lglt2xyz } from '../../earth/utils';\nimport { calculateCentroid } from '../../utils/geo';\nimport pointExtrudeFrag from '../shaders/extrude/extrude_frag.glsl';\nimport pointExtrudeVert from '../shaders/extrude/extrude_vert.glsl';\n\nexport default class ExtrudeModel extends BaseModel {\n private raiseCount: number = 0;\n private raiserepeat: number = 0;\n public getUninforms() {\n const {\n animateOption = {\n enable: false,\n speed: 0.01,\n repeat: false,\n },\n opacity = 1,\n\n sourceColor,\n targetColor,\n\n pickLight = false,\n heightfixed = false,\n\n opacityLinear = {\n enable: false,\n dir: 'up',\n },\n\n lightEnable = true,\n } = this.layer.getLayerConfig() as Partial<\n ILayerConfig & IPointLayerStyleOptions\n >;\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\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 // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.raiseCount < 1 && this.raiserepeat > 0) {\n if (animateOption.enable) {\n const { speed = 0.01, repeat = false } = animateOption;\n this.raiseCount += speed;\n if (this.raiseCount >= 1) {\n if (this.raiserepeat > 1) {\n this.raiseCount = 0;\n this.raiserepeat--;\n } else {\n this.raiseCount = 1;\n }\n }\n }\n }\n\n return {\n // 圆柱体的拾取高亮是否要计算光照\n u_pickLight: Number(pickLight),\n // 圆柱体是否固定高度\n u_heightfixed: Number(heightfixed),\n\n u_r: animateOption.enable && this.raiserepeat > 0 ? this.raiseCount : 1.0,\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,\n\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 透明度渐变\n u_opacitylinear: Number(opacityLinear.enable),\n u_opacitylinear_dir: opacityLinear.dir === 'up' ? 1.0 : 0.0,\n\n // 光照计算开关\n u_lightEnable: Number(lightEnable),\n };\n }\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n // GAODE1.x GAODE2.x MAPBOX\n const {\n depth = true,\n animateOption: { repeat = 1 },\n } = this.layer.getLayerConfig() as ILayerConfig;\n this.raiserepeat = repeat;\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointExtrude2',\n vertexShader: pointExtrudeVert,\n fragmentShader: pointExtrudeFrag,\n triangulation: PointExtrudeTriangulation,\n blend: this.getBlend(),\n cull: {\n enable: true,\n face: getCullFace(this.mapService.version),\n },\n depth: {\n enable: depth,\n },\n }),\n ];\n }\n public clearModels() {\n this.dataTexture?.destroy();\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n // 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: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size } = feature;\n if (size) {\n let buffersize: number[] = [];\n if (Array.isArray(size)) {\n buffersize =\n size.length === 2 ? [size[0], size[0], size[1]] : size;\n }\n if (!Array.isArray(size)) {\n buffersize = [size, size, size];\n }\n return buffersize;\n } else {\n return [2, 2, 2];\n }\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'pos',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Pos',\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: (feature: IEncodeFeature, featureIdx: number) => {\n const coordinates = calculateCentroid(feature.coordinates);\n if (isGlobel) {\n // TODO: 在地球模式下需要将传入 shader 的经纬度转化成对应的 xyz 坐标\n return lglt2xyz([coordinates[0], coordinates[1]]) as [\n number,\n number,\n number,\n ];\n } else {\n return [coordinates[0], coordinates[1], 0];\n }\n },\n },\n });\n }\n}\n"],"file":"extrude.js"}
@@ -7,6 +7,7 @@ import _inherits from "@babel/runtime/helpers/inherits";
7
7
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
8
8
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
9
9
  import _defineProperty from "@babel/runtime/helpers/defineProperty";
10
+ import _isNumber from "lodash/isNumber";
10
11
 
11
12
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
12
13
 
@@ -112,9 +113,9 @@ var FillModel = function (_BaseModel) {
112
113
  u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,
113
114
  u_dataTexture: this.dataTexture,
114
115
  u_cellTypeLayout: this.getCellTypeLayout(),
115
- u_opacity: Number(opacity),
116
- u_stroke_opacity: Number(strokeOpacity),
117
- u_stroke_width: Number(strokeWidth),
116
+ u_opacity: _isNumber(opacity) ? opacity : 1.0,
117
+ u_stroke_opacity: _isNumber(strokeOpacity) ? strokeOpacity : 1.0,
118
+ u_stroke_width: _isNumber(strokeWidth) ? strokeWidth : 1.0,
118
119
  u_stroke_color: this.getStrokeColor(stroke),
119
120
  u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0]
120
121
  };
@@ -1 +1 @@
1
- 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u_raisingHeight: Number(raisingHeight),\n\n u_isMeter: Number(this.isMeter),\n u_blur: blur,\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: Number(opacity),\n u_stroke_opacity: Number(strokeOpacity),\n u_stroke_width: Number(strokeWidth),\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const {\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n /**\n * 计算等面积点图层(unit meter)笛卡尔坐标标度与世界坐标标度的比例\n * @returns\n */\n public calMeter2Coord() {\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n const { version } = this.mapService;\n if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {\n const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(\n { lng: center[0], lat: center[1] },\n 0,\n );\n const offsetInMeters = 1;\n const offsetInMercatorCoordinateUnits =\n offsetInMeters * coord.meterInMercatorCoordinateUnits();\n const westCoord = new window.mapboxgl.MercatorCoordinate(\n coord.x - offsetInMercatorCoordinateUnits,\n coord.y,\n coord.z,\n );\n const westLnglat = westCoord.toLngLat();\n\n this.meter2coord = center[0] - westLnglat.lng;\n return;\n }\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as Partial<\n ILayerConfig & IPointLayerStyleOptions\n >;\n const { frag, vert, type } = this.getShaders(animateOption);\n\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n this.layer.triangulation = isGlobel\n ? 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{\n AttributeType,\n gl,\n IAnimateOption,\n IAttribute,\n IElements,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getCullFace, getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPointLayerStyleOptions } from '../../core/interface';\nimport {\n GlobelPointFillTriangulation,\n PointFillTriangulation,\n} from '../../core/triangulation';\n// animate pointLayer shader - support animate\nimport waveFillFrag from '../shaders/animate/wave_frag.glsl';\n// static pointLayer shader - not support animate\nimport pointFillFrag from '../shaders/fill_frag.glsl';\nimport pointFillVert from '../shaders/fill_vert.glsl';\n\nimport { Version } from '@antv/l7-maps';\nimport { mat4, vec3 } from 'gl-matrix';\nexport default class FillModel extends BaseModel {\n public meter2coord: number = 1;\n private isMeter: boolean = false;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n strokeOpacity = 1,\n strokeWidth = 0,\n stroke = 'rgba(0,0,0,0)',\n offsets = [0, 0],\n blend,\n blur = 0,\n raisingHeight = 0,\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n })\n ) {\n // 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n this.judgeStyleAttributes({\n opacity,\n strokeOpacity,\n strokeWidth,\n stroke,\n offsets,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_raisingHeight: Number(raisingHeight),\n\n u_isMeter: Number(this.isMeter),\n u_blur: blur,\n\n u_additive: blend === 'additive' ? 1.0 : 0.0,\n u_globel: this.mapService.version === Version.GLOBEL ? 1 : 0,\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_opacity: isNumber(strokeOpacity) ? strokeOpacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 1.0,\n u_stroke_color: this.getStrokeColor(stroke),\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const {\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n return this.styleAttributeService.createAttributesAndIndices(\n this.layer.getEncodedData(),\n PointFillTriangulation,\n );\n }\n\n public initModels(): IModel[] {\n const {\n unit = 'l7size',\n } = this.layer.getLayerConfig() as IPointLayerStyleOptions;\n const { version } = this.mapService;\n if (\n unit === 'meter' &&\n version !== Version.L7MAP &&\n version !== Version.GLOBEL\n ) {\n this.isMeter = true;\n this.calMeter2Coord();\n }\n\n return this.buildModels();\n }\n\n /**\n * 计算等面积点图层(unit meter)笛卡尔坐标标度与世界坐标标度的比例\n * @returns\n */\n public calMeter2Coord() {\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];\n\n const { version } = this.mapService;\n if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {\n const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(\n { lng: center[0], lat: center[1] },\n 0,\n );\n const offsetInMeters = 1;\n const offsetInMercatorCoordinateUnits =\n offsetInMeters * coord.meterInMercatorCoordinateUnits();\n const westCoord = new window.mapboxgl.MercatorCoordinate(\n coord.x - offsetInMercatorCoordinateUnits,\n coord.y,\n coord.z,\n );\n const westLnglat = westCoord.toLngLat();\n\n this.meter2coord = center[0] - westLnglat.lng;\n return;\n }\n\n // @ts-ignore\n const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);\n // @ts-ignore\n const m2 = this.mapService.meterToCoord(center, [\n maxLng === minLng ? maxLng + 0.1 : maxLng,\n maxLat === minLat ? minLat + 0.1 : maxLat,\n ]);\n this.meter2coord = (m1 + m2) / 2;\n if (!Boolean(this.meter2coord)) {\n // Tip: 兼容单个数据导致的 m1、m2 为 NaN\n this.meter2coord = 7.70681090738883;\n }\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n animateOption = { enable: false },\n } = this.layer.getLayerConfig() as Partial<\n ILayerConfig & IPointLayerStyleOptions\n >;\n const { frag, vert, type } = this.getShaders(animateOption);\n\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n this.layer.triangulation = isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointfill_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: isGlobel\n ? GlobelPointFillTriangulation\n : PointFillTriangulation,\n depth: { enable: isGlobel },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n cull: {\n enable: true,\n face: getCullFace(this.mapService.version),\n },\n }),\n ];\n }\n\n /**\n * 根据 animateOption 的值返回对应的 shader 代码\n * @returns\n */\n public getShaders(\n animateOption: Partial<IAnimateOption>,\n ): { frag: string; vert: string; type: string } {\n if (animateOption.enable) {\n switch (animateOption.type) {\n case 'wave':\n return {\n frag: waveFillFrag,\n vert: pointFillVert,\n type: 'wave',\n };\n default:\n return {\n frag: waveFillFrag,\n vert: pointFillVert,\n type: 'wave',\n };\n }\n } else {\n return {\n frag: pointFillFrag,\n vert: pointFillVert,\n type: 'normal',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n // overwrite baseModel func\n protected animateOption2Array(option: Partial<IAnimateOption>): number[] {\n return [option.enable ? 0 : 1.0, option.speed || 1, option.rings || 3, 0];\n }\n protected registerBuiltinAttributes() {\n // TODO: 判断当前的点图层的模型是普通地图模式还是地球模式\n const isGlobel = this.mapService.version === 'GLOBEL';\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n let extrude;\n // 地球模式\n if (isGlobel) {\n const [x, y, z] = vertex;\n const n1 = vec3.fromValues(0, 0, 1);\n const n2 = vec3.fromValues(x, 0, z);\n\n const xzReg =\n x >= 0 ? vec3.angle(n1, n2) : Math.PI * 2 - vec3.angle(n1, n2);\n\n const yReg = Math.PI * 2 - Math.asin(y / 100);\n\n const m = mat4.create();\n mat4.rotateY(m, m, xzReg);\n mat4.rotateX(m, m, yReg);\n\n const v1 = vec3.fromValues(1, 1, 0);\n vec3.transformMat4(v1, v1, m);\n vec3.normalize(v1, v1);\n\n const v2 = vec3.fromValues(-1, 1, 0);\n vec3.transformMat4(v2, v2, m);\n vec3.normalize(v2, v2);\n\n const v3 = vec3.fromValues(-1, -1, 0);\n vec3.transformMat4(v3, v3, m);\n vec3.normalize(v3, v3);\n\n const v4 = vec3.fromValues(1, -1, 0);\n vec3.transformMat4(v4, v4, m);\n vec3.normalize(v4, v4);\n\n extrude = [...v1, ...v2, ...v3, ...v4];\n } else {\n // 平面模式\n extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n }\n\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 5 } = feature;\n // console.log('featureIdx', featureIdx, feature)\n return Array.isArray(size)\n ? [size[0] * this.meter2coord]\n : [(size as number) * this.meter2coord];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'shape',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Shape',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { shape = 2 } = feature;\n const shape2d = this.layer.getLayerConfig().shape2d as string[];\n const shapeIndex = shape2d.indexOf(shape as string);\n return [shapeIndex];\n },\n },\n });\n }\n}\n"],"file":"fill.js"}
@@ -6,6 +6,7 @@ import _inherits from "@babel/runtime/helpers/inherits";
6
6
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
7
7
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
8
8
  import _defineProperty from "@babel/runtime/helpers/defineProperty";
9
+ import _isNumber from "lodash/isNumber";
9
10
 
10
11
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
11
12
 
@@ -135,7 +136,7 @@ var FillImageModel = function (_BaseModel) {
135
136
  u_cellTypeLayout: this.getCellTypeLayout(),
136
137
  u_texture: this.texture,
137
138
  u_textSize: [1024, this.iconService.canvasHeight || 128],
138
- u_opacity: Number(opacity),
139
+ u_opacity: _isNumber(opacity) ? opacity : 1.0,
139
140
  u_offsets: this.isOffsetStatic(offsets) ? offsets : [0, 0]
140
141
  };
141
142
  }