@antv/l7-layers 2.9.15 → 2.9.17

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 (268) hide show
  1. package/LICENSE.md +1 -1
  2. package/es/core/BaseLayer.d.ts +4 -2
  3. package/es/core/BaseLayer.js +47 -21
  4. package/es/core/BaseLayer.js.map +1 -1
  5. package/es/core/BaseModel.d.ts +2 -1
  6. package/es/core/BaseModel.js +3 -0
  7. package/es/core/BaseModel.js.map +1 -1
  8. package/es/core/interface.d.ts +27 -1
  9. package/es/core/interface.js.map +1 -1
  10. package/es/core/triangulation.d.ts +0 -1
  11. package/es/core/triangulation.js +9 -36
  12. package/es/core/triangulation.js.map +1 -1
  13. package/es/image/index.d.ts +1 -1
  14. package/es/image/index.js +14 -2
  15. package/es/image/index.js.map +1 -1
  16. package/es/image/models/dataImage.d.ts +22 -0
  17. package/es/image/models/dataImage.js +230 -0
  18. package/es/image/models/dataImage.js.map +1 -0
  19. package/es/image/models/image.d.ts +1 -0
  20. package/es/image/models/image.js +7 -0
  21. package/es/image/models/image.js.map +1 -1
  22. package/es/image/models/index.d.ts +1 -1
  23. package/es/image/models/index.js +3 -1
  24. package/es/image/models/index.js.map +1 -1
  25. package/es/line/index.d.ts +1 -1
  26. package/es/line/index.js +13 -1
  27. package/es/line/index.js.map +1 -1
  28. package/es/line/models/arc.js +1 -1
  29. package/es/line/models/arc.js.map +1 -1
  30. package/es/line/models/earthArc_3d.d.ts +17 -0
  31. package/es/line/models/earthArc_3d.js +311 -0
  32. package/es/line/models/earthArc_3d.js.map +1 -0
  33. package/es/line/models/great_circle.js +2 -2
  34. package/es/line/models/half.d.ts +18 -0
  35. package/es/line/models/half.js +244 -0
  36. package/es/line/models/half.js.map +1 -0
  37. package/es/line/models/index.d.ts +1 -1
  38. package/es/line/models/index.js +9 -1
  39. package/es/line/models/index.js.map +1 -1
  40. package/es/line/models/line.js +1 -1
  41. package/es/line/models/simpleLine.d.ts +0 -1
  42. package/es/line/models/simpleLine.js +10 -53
  43. package/es/line/models/simpleLine.js.map +1 -1
  44. package/es/line/models/tile.d.ts +20 -0
  45. package/es/line/models/tile.js +327 -0
  46. package/es/line/models/tile.js.map +1 -0
  47. package/es/plugins/DataMappingPlugin.js +1 -1
  48. package/es/plugins/DataMappingPlugin.js.map +1 -1
  49. package/es/plugins/DataSourcePlugin.js +7 -6
  50. package/es/plugins/DataSourcePlugin.js.map +1 -1
  51. package/es/plugins/FeatureScalePlugin.js +35 -9
  52. package/es/plugins/FeatureScalePlugin.js.map +1 -1
  53. package/es/plugins/ShaderUniformPlugin.js +3 -1
  54. package/es/plugins/ShaderUniformPlugin.js.map +1 -1
  55. package/es/point/index.d.ts +1 -1
  56. package/es/point/index.js +10 -2
  57. package/es/point/index.js.map +1 -1
  58. package/es/point/models/earthExtrude.d.ts +24 -0
  59. package/es/point/models/earthExtrude.js +259 -0
  60. package/es/point/models/earthExtrude.js.map +1 -0
  61. package/es/point/models/earthFill.d.ts +20 -0
  62. package/es/point/models/earthFill.js +255 -0
  63. package/es/point/models/earthFill.js.map +1 -0
  64. package/es/point/models/extrude.d.ts +0 -1
  65. package/es/point/models/extrude.js +2 -10
  66. package/es/point/models/extrude.js.map +1 -1
  67. package/es/point/models/fill.d.ts +8 -1
  68. package/es/point/models/fill.js +55 -75
  69. package/es/point/models/fill.js.map +1 -1
  70. package/es/point/models/index.d.ts +1 -1
  71. package/es/point/models/index.js +9 -1
  72. package/es/point/models/index.js.map +1 -1
  73. package/es/point/models/radar.js +2 -6
  74. package/es/point/models/radar.js.map +1 -1
  75. package/es/point/models/tile.d.ts +31 -0
  76. package/es/point/models/tile.js +291 -0
  77. package/es/point/models/tile.js.map +1 -0
  78. package/es/polygon/index.js +6 -0
  79. package/es/polygon/index.js.map +1 -1
  80. package/es/polygon/models/index.d.ts +1 -1
  81. package/es/polygon/models/index.js +5 -1
  82. package/es/polygon/models/index.js.map +1 -1
  83. package/es/polygon/models/tile.d.ts +16 -0
  84. package/es/polygon/models/tile.js +137 -0
  85. package/es/polygon/models/tile.js.map +1 -0
  86. package/es/raster/index.d.ts +2 -2
  87. package/es/raster/index.js +4 -4
  88. package/es/raster/index.js.map +1 -1
  89. package/es/raster/models/index.js +1 -1
  90. package/es/raster/models/index.js.map +1 -1
  91. package/es/raster/models/raster.d.ts +2 -0
  92. package/es/raster/models/raster.js +24 -12
  93. package/es/raster/models/raster.js.map +1 -1
  94. package/es/tile/interface.d.ts +28 -0
  95. package/es/tile/interface.js +2 -0
  96. package/es/tile/interface.js.map +1 -0
  97. package/es/tile/manager/tileConfigManager.d.ts +17 -0
  98. package/es/tile/manager/tileConfigManager.js +123 -0
  99. package/es/tile/manager/tileConfigManager.js.map +1 -0
  100. package/es/tile/manager/tileLayerManager.d.ts +35 -0
  101. package/es/tile/manager/tileLayerManager.js +317 -0
  102. package/es/tile/manager/tileLayerManager.js.map +1 -0
  103. package/es/tile/manager/tilePickerManager.d.ts +21 -0
  104. package/es/tile/manager/tilePickerManager.js +189 -0
  105. package/es/tile/manager/tilePickerManager.js.map +1 -0
  106. package/es/tile/models/tileModel.d.ts +8 -0
  107. package/es/tile/models/tileModel.js +61 -0
  108. package/es/tile/models/tileModel.js.map +1 -0
  109. package/es/tile/tileFactory/base.d.ts +44 -0
  110. package/es/tile/tileFactory/base.js +423 -0
  111. package/es/tile/tileFactory/base.js.map +1 -0
  112. package/es/tile/tileFactory/index.d.ts +5 -0
  113. package/es/tile/tileFactory/index.js +30 -0
  114. package/es/tile/tileFactory/index.js.map +1 -0
  115. package/es/tile/tileFactory/line.d.ts +12 -0
  116. package/es/tile/tileFactory/line.js +65 -0
  117. package/es/tile/tileFactory/line.js.map +1 -0
  118. package/es/tile/tileFactory/point.d.ts +12 -0
  119. package/es/tile/tileFactory/point.js +65 -0
  120. package/es/tile/tileFactory/point.js.map +1 -0
  121. package/es/tile/tileFactory/polygon.d.ts +12 -0
  122. package/es/tile/tileFactory/polygon.js +65 -0
  123. package/es/tile/tileFactory/polygon.js.map +1 -0
  124. package/es/tile/tileFactory/raster.d.ts +12 -0
  125. package/es/tile/tileFactory/raster.js +61 -0
  126. package/es/tile/tileFactory/raster.js.map +1 -0
  127. package/es/tile/tileFactory/rasterData.d.ts +12 -0
  128. package/es/tile/tileFactory/rasterData.js +86 -0
  129. package/es/tile/tileFactory/rasterData.js.map +1 -0
  130. package/es/tile/tileFactory/rasterDataLayer.d.ts +19 -0
  131. package/es/{core/LayerGroup.js → tile/tileFactory/rasterDataLayer.js} +39 -32
  132. package/es/tile/tileFactory/rasterDataLayer.js.map +1 -0
  133. package/es/tile/tileFactory/vectorLayer.d.ts +27 -0
  134. package/es/tile/tileFactory/vectorLayer.js +131 -0
  135. package/es/tile/tileFactory/vectorLayer.js.map +1 -0
  136. package/es/tile/tileLayer/baseTileLayer.d.ts +47 -0
  137. package/es/tile/tileLayer/baseTileLayer.js +409 -0
  138. package/es/tile/tileLayer/baseTileLayer.js.map +1 -0
  139. package/es/tile/tmsTileLayer.d.ts +7 -0
  140. package/es/tile/tmsTileLayer.js +100 -0
  141. package/es/tile/tmsTileLayer.js.map +1 -0
  142. package/es/tile/utils.d.ts +11 -0
  143. package/es/tile/utils.js +125 -0
  144. package/es/tile/utils.js.map +1 -0
  145. package/es/utils/extrude_polyline.d.ts +0 -15
  146. package/es/utils/extrude_polyline.js +6 -138
  147. package/es/utils/extrude_polyline.js.map +1 -1
  148. package/es/utils/simpleLine.d.ts +23 -0
  149. package/es/utils/simpleLine.js +105 -0
  150. package/es/utils/simpleLine.js.map +1 -0
  151. package/es/wind/models/wind.js +26 -22
  152. package/es/wind/models/wind.js.map +1 -1
  153. package/lib/core/BaseLayer.js +45 -20
  154. package/lib/core/BaseLayer.js.map +1 -1
  155. package/lib/core/BaseModel.js +2 -0
  156. package/lib/core/BaseModel.js.map +1 -1
  157. package/lib/core/interface.js.map +1 -1
  158. package/lib/core/triangulation.js +10 -36
  159. package/lib/core/triangulation.js.map +1 -1
  160. package/lib/image/index.js +14 -2
  161. package/lib/image/index.js.map +1 -1
  162. package/lib/image/models/dataImage.js +245 -0
  163. package/lib/image/models/dataImage.js.map +1 -0
  164. package/lib/image/models/image.js +7 -0
  165. package/lib/image/models/image.js.map +1 -1
  166. package/lib/image/models/index.js +4 -1
  167. package/lib/image/models/index.js.map +1 -1
  168. package/lib/line/index.js +13 -1
  169. package/lib/line/index.js.map +1 -1
  170. package/lib/line/models/arc.js +1 -1
  171. package/lib/line/models/arc.js.map +1 -1
  172. package/lib/line/models/earthArc_3d.js +328 -0
  173. package/lib/line/models/earthArc_3d.js.map +1 -0
  174. package/lib/line/models/great_circle.js +2 -2
  175. package/lib/line/models/half.js +260 -0
  176. package/lib/line/models/half.js.map +1 -0
  177. package/lib/line/models/index.js +13 -1
  178. package/lib/line/models/index.js.map +1 -1
  179. package/lib/line/models/line.js +1 -1
  180. package/lib/line/models/simpleLine.js +10 -53
  181. package/lib/line/models/simpleLine.js.map +1 -1
  182. package/lib/line/models/tile.js +342 -0
  183. package/lib/line/models/tile.js.map +1 -0
  184. package/lib/plugins/DataMappingPlugin.js +1 -1
  185. package/lib/plugins/DataMappingPlugin.js.map +1 -1
  186. package/lib/plugins/DataSourcePlugin.js +7 -6
  187. package/lib/plugins/DataSourcePlugin.js.map +1 -1
  188. package/lib/plugins/FeatureScalePlugin.js +35 -9
  189. package/lib/plugins/FeatureScalePlugin.js.map +1 -1
  190. package/lib/plugins/ShaderUniformPlugin.js +3 -1
  191. package/lib/plugins/ShaderUniformPlugin.js.map +1 -1
  192. package/lib/point/index.js +10 -2
  193. package/lib/point/index.js.map +1 -1
  194. package/lib/point/models/earthExtrude.js +277 -0
  195. package/lib/point/models/earthExtrude.js.map +1 -0
  196. package/lib/point/models/earthFill.js +291 -0
  197. package/lib/point/models/earthFill.js.map +1 -0
  198. package/lib/point/models/extrude.js +2 -11
  199. package/lib/point/models/extrude.js.map +1 -1
  200. package/lib/point/models/fill.js +51 -93
  201. package/lib/point/models/fill.js.map +1 -1
  202. package/lib/point/models/index.js +13 -1
  203. package/lib/point/models/index.js.map +1 -1
  204. package/lib/point/models/radar.js +1 -5
  205. package/lib/point/models/radar.js.map +1 -1
  206. package/lib/point/models/tile.js +308 -0
  207. package/lib/point/models/tile.js.map +1 -0
  208. package/lib/polygon/index.js +6 -0
  209. package/lib/polygon/index.js.map +1 -1
  210. package/lib/polygon/models/index.js +7 -1
  211. package/lib/polygon/models/index.js.map +1 -1
  212. package/lib/polygon/models/tile.js +152 -0
  213. package/lib/polygon/models/tile.js.map +1 -0
  214. package/lib/raster/index.js +4 -4
  215. package/lib/raster/index.js.map +1 -1
  216. package/lib/raster/models/index.js +2 -2
  217. package/lib/raster/models/index.js.map +1 -1
  218. package/lib/raster/models/raster.js +24 -12
  219. package/lib/raster/models/raster.js.map +1 -1
  220. package/lib/tile/interface.js +2 -0
  221. package/lib/tile/interface.js.map +1 -0
  222. package/lib/tile/manager/tileConfigManager.js +134 -0
  223. package/lib/tile/manager/tileConfigManager.js.map +1 -0
  224. package/lib/tile/manager/tileLayerManager.js +325 -0
  225. package/lib/tile/manager/tileLayerManager.js.map +1 -0
  226. package/lib/tile/manager/tilePickerManager.js +195 -0
  227. package/lib/tile/manager/tilePickerManager.js.map +1 -0
  228. package/lib/tile/models/tileModel.js +73 -0
  229. package/lib/tile/models/tileModel.js.map +1 -0
  230. package/lib/tile/tileFactory/base.js +436 -0
  231. package/lib/tile/tileFactory/base.js.map +1 -0
  232. package/lib/tile/tileFactory/index.js +60 -0
  233. package/lib/tile/tileFactory/index.js.map +1 -0
  234. package/lib/tile/tileFactory/line.js +76 -0
  235. package/lib/tile/tileFactory/line.js.map +1 -0
  236. package/lib/tile/tileFactory/point.js +76 -0
  237. package/lib/tile/tileFactory/point.js.map +1 -0
  238. package/lib/tile/tileFactory/polygon.js +76 -0
  239. package/lib/tile/tileFactory/polygon.js.map +1 -0
  240. package/lib/tile/tileFactory/raster.js +74 -0
  241. package/lib/tile/tileFactory/raster.js.map +1 -0
  242. package/lib/tile/tileFactory/rasterData.js +99 -0
  243. package/lib/tile/tileFactory/rasterData.js.map +1 -0
  244. package/lib/{core/LayerGroup.js → tile/tileFactory/rasterDataLayer.js} +40 -32
  245. package/lib/tile/tileFactory/rasterDataLayer.js.map +1 -0
  246. package/lib/tile/tileFactory/vectorLayer.js +145 -0
  247. package/lib/tile/tileFactory/vectorLayer.js.map +1 -0
  248. package/lib/tile/tileLayer/baseTileLayer.js +407 -0
  249. package/lib/tile/tileLayer/baseTileLayer.js.map +1 -0
  250. package/lib/tile/tmsTileLayer.js +116 -0
  251. package/lib/tile/tmsTileLayer.js.map +1 -0
  252. package/lib/tile/utils.js +147 -0
  253. package/lib/tile/utils.js.map +1 -0
  254. package/lib/utils/extrude_polyline.js +6 -140
  255. package/lib/utils/extrude_polyline.js.map +1 -1
  256. package/lib/utils/simpleLine.js +117 -0
  257. package/lib/utils/simpleLine.js.map +1 -0
  258. package/lib/wind/models/wind.js +26 -22
  259. package/lib/wind/models/wind.js.map +1 -1
  260. package/package.json +8 -6
  261. package/es/core/LayerGroup.d.ts +0 -9
  262. package/es/core/LayerGroup.js.map +0 -1
  263. package/es/raster/models/raste-tile.d.ts +0 -23
  264. package/es/raster/models/raste-tile.js +0 -285
  265. package/es/raster/models/raste-tile.js.map +0 -1
  266. package/lib/core/LayerGroup.js.map +0 -1
  267. package/lib/raster/models/raste-tile.js +0 -294
  268. package/lib/raster/models/raste-tile.js.map +0 -1
@@ -0,0 +1,230 @@
1
+ import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
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+ import _createClass from "@babel/runtime/helpers/createClass";
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+ import _assertThisInitialized from "@babel/runtime/helpers/assertThisInitialized";
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+ import _inherits from "@babel/runtime/helpers/inherits";
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+ import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
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+ import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
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+ import _defineProperty from "@babel/runtime/helpers/defineProperty";
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+ import _isEqual from "lodash/isEqual";
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+
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+ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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+
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+ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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+
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+ import { AttributeType, gl } from '@antv/l7-core';
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+ import { generateColorRamp, getMask, isMini } from '@antv/l7-utils';
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+ import BaseModel from '../../core/BaseModel';
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+ import { RasterImageTriangulation } from '../../core/triangulation';
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+ var ImageFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\n\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\n\nvarying vec2 v_texCoord;\n\nuniform vec2 u_domain;\nuniform float u_noDataValue;\nuniform bool u_clampLow: true;\nuniform bool u_clampHigh: true;\n\nuniform float u_pixelConstant;\nuniform float u_pixelConstantR;\nuniform float u_pixelConstantG;\nuniform float u_pixelConstantB;\nuniform float u_pixelConstantRGB;\n\nvoid main() {\n vec4 baseColor = texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y));\n\n float r = baseColor.r;\n float g = baseColor.g;\n float b = baseColor.b;\n\n float value = u_pixelConstant + ((r * u_pixelConstantR + g * u_pixelConstantG + b * u_pixelConstantB) * u_pixelConstantRGB);\n if (value == u_noDataValue) {\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n } else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1])) {\n gl_FragColor = vec4(0, 0, 0, 0);\n } else {\n float normalisedValue =(value - u_domain[0]) / (u_domain[1] - u_domain[0]);\n vec4 color = texture2D(u_colorTexture, vec2(normalisedValue, 0));\n gl_FragColor = color;\n gl_FragColor.a = gl_FragColor.a * u_opacity ;\n }\n}\n";
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+ var ImageVert = "precision highp float;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy,0., 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));\n }\n}\n";
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+
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+ var ImageDataModel = function (_BaseModel) {
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+ _inherits(ImageDataModel, _BaseModel);
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+
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+ var _super = _createSuper(ImageDataModel);
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+
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+ function ImageDataModel() {
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+ var _this;
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+
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+ _classCallCheck(this, ImageDataModel);
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+
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+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
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+ args[_key] = arguments[_key];
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+ }
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+
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+ _this = _super.call.apply(_super, [this].concat(args));
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+
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+ _defineProperty(_assertThisInitialized(_this), "texture", void 0);
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+
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+ _defineProperty(_assertThisInitialized(_this), "colorTexture", void 0);
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+
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+ _defineProperty(_assertThisInitialized(_this), "rampColors", void 0);
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+
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+ return _this;
44
+ }
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+
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+ _createClass(ImageDataModel, [{
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+ key: "getUninforms",
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+ value: function getUninforms() {
49
+ var _ref = this.layer.getLayerConfig(),
50
+ opacity = _ref.opacity,
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+ _ref$clampLow = _ref.clampLow,
52
+ clampLow = _ref$clampLow === void 0 ? true : _ref$clampLow,
53
+ _ref$clampHigh = _ref.clampHigh,
54
+ clampHigh = _ref$clampHigh === void 0 ? true : _ref$clampHigh,
55
+ _ref$noDataValue = _ref.noDataValue,
56
+ noDataValue = _ref$noDataValue === void 0 ? -9999999 : _ref$noDataValue,
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+ _ref$domain = _ref.domain,
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+ domain = _ref$domain === void 0 ? [0, 1] : _ref$domain,
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+ rampColors = _ref.rampColors,
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+ _ref$pixelConstant = _ref.pixelConstant,
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+ pixelConstant = _ref$pixelConstant === void 0 ? 0.0 : _ref$pixelConstant,
62
+ _ref$pixelConstantR = _ref.pixelConstantR,
63
+ pixelConstantR = _ref$pixelConstantR === void 0 ? 256 * 256 : _ref$pixelConstantR,
64
+ _ref$pixelConstantG = _ref.pixelConstantG,
65
+ pixelConstantG = _ref$pixelConstantG === void 0 ? 256 : _ref$pixelConstantG,
66
+ _ref$pixelConstantB = _ref.pixelConstantB,
67
+ pixelConstantB = _ref$pixelConstantB === void 0 ? 1 : _ref$pixelConstantB,
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+ _ref$pixelConstantRGB = _ref.pixelConstantRGB,
69
+ pixelConstantRGB = _ref$pixelConstantRGB === void 0 ? 0.1 : _ref$pixelConstantRGB;
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+
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+ if (!_isEqual(this.rampColors, rampColors)) {
72
+ this.updateColorTexure();
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+ this.rampColors = rampColors;
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+ }
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+
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+ return {
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+ u_opacity: opacity || 1,
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+ u_texture: this.texture,
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+ u_pixelConstant: pixelConstant,
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+ u_pixelConstantR: pixelConstantR,
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+ u_pixelConstantG: pixelConstantG,
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+ u_pixelConstantB: pixelConstantB,
83
+ u_pixelConstantRGB: pixelConstantRGB,
84
+ u_domain: domain,
85
+ u_clampLow: clampLow,
86
+ u_clampHigh: typeof clampHigh !== 'undefined' ? clampHigh : clampLow,
87
+ u_noDataValue: noDataValue,
88
+ u_colorTexture: this.colorTexture
89
+ };
90
+ }
91
+ }, {
92
+ key: "initModels",
93
+ value: function initModels() {
94
+ var _this2 = this;
95
+
96
+ var _ref2 = this.layer.getLayerConfig(),
97
+ _ref2$mask = _ref2.mask,
98
+ mask = _ref2$mask === void 0 ? false : _ref2$mask,
99
+ _ref2$maskInside = _ref2.maskInside,
100
+ maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside,
101
+ rampColorsData = _ref2.rampColorsData,
102
+ rampColors = _ref2.rampColors;
103
+
104
+ var source = this.layer.getSource();
105
+ var createTexture2D = this.rendererService.createTexture2D;
106
+ this.texture = createTexture2D({
107
+ height: 0,
108
+ width: 0
109
+ });
110
+
111
+ if (isMini) {
112
+ var canvas = this.layerService.sceneService.getSceneConfig().canvas;
113
+ var img = canvas.createImage();
114
+ img.crossOrigin = 'anonymous';
115
+ img.src = source.data.originData;
116
+
117
+ img.onload = function () {
118
+ _this2.texture = createTexture2D({
119
+ data: img,
120
+ width: img.width,
121
+ height: img.height
122
+ });
123
+
124
+ _this2.layerService.updateLayerRenderList();
125
+
126
+ _this2.layerService.renderLayers();
127
+ };
128
+ } else {
129
+ source.data.images.then(function (imageData) {
130
+ _this2.texture = createTexture2D({
131
+ data: imageData[0],
132
+ width: imageData[0].width,
133
+ height: imageData[0].height
134
+ });
135
+
136
+ _this2.layerService.updateLayerRenderList();
137
+
138
+ _this2.layerService.renderLayers();
139
+ });
140
+ }
141
+
142
+ var rampImageData = rampColorsData ? rampColorsData : generateColorRamp(rampColors);
143
+ this.colorTexture = createTexture2D({
144
+ data: rampImageData.data,
145
+ width: rampImageData.width,
146
+ height: rampImageData.height,
147
+ flipY: false
148
+ });
149
+ return [this.layer.buildLayerModel({
150
+ moduleName: 'RasterImage',
151
+ vertexShader: ImageVert,
152
+ fragmentShader: ImageFrag,
153
+ triangulation: RasterImageTriangulation,
154
+ primitive: gl.TRIANGLES,
155
+ depth: {
156
+ enable: false
157
+ },
158
+ blend: this.getBlend(),
159
+ stencil: getMask(mask, maskInside)
160
+ })];
161
+ }
162
+ }, {
163
+ key: "clearModels",
164
+ value: function clearModels() {
165
+ var _this$texture, _this$colorTexture;
166
+
167
+ (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
168
+ (_this$colorTexture = this.colorTexture) === null || _this$colorTexture === void 0 ? void 0 : _this$colorTexture.destroy();
169
+ }
170
+ }, {
171
+ key: "buildModels",
172
+ value: function buildModels() {
173
+ return this.initModels();
174
+ }
175
+ }, {
176
+ key: "getConfigSchema",
177
+ value: function getConfigSchema() {
178
+ return {
179
+ properties: {
180
+ opacity: {
181
+ type: 'number',
182
+ minimum: 0,
183
+ maximum: 1
184
+ }
185
+ }
186
+ };
187
+ }
188
+ }, {
189
+ key: "registerBuiltinAttributes",
190
+ value: function registerBuiltinAttributes() {
191
+ this.styleAttributeService.registerStyleAttribute({
192
+ name: 'uv',
193
+ type: AttributeType.Attribute,
194
+ descriptor: {
195
+ name: 'a_Uv',
196
+ buffer: {
197
+ usage: gl.DYNAMIC_DRAW,
198
+ data: [],
199
+ type: gl.FLOAT
200
+ },
201
+ size: 2,
202
+ update: function update(feature, featureIdx, vertex, attributeIdx) {
203
+ return [vertex[3], vertex[4]];
204
+ }
205
+ }
206
+ });
207
+ }
208
+ }, {
209
+ key: "updateColorTexure",
210
+ value: function updateColorTexure() {
211
+ var createTexture2D = this.rendererService.createTexture2D;
212
+
213
+ var _ref3 = this.layer.getLayerConfig(),
214
+ rampColors = _ref3.rampColors;
215
+
216
+ var imageData = generateColorRamp(rampColors);
217
+ this.colorTexture = createTexture2D({
218
+ data: imageData.data,
219
+ width: imageData.width,
220
+ height: imageData.height,
221
+ flipY: false
222
+ });
223
+ }
224
+ }]);
225
+
226
+ return ImageDataModel;
227
+ }(BaseModel);
228
+
229
+ export { ImageDataModel as default };
230
+ //# sourceMappingURL=dataImage.js.map
@@ -0,0 +1 @@
1
+ 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, getMask, IColorRamp, isMini } from '@antv/l7-utils';\nimport { isEqual } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IImageLayerStyleOptions } from '../../core/interface';\nimport { RasterImageTriangulation } from '../../core/triangulation';\nimport ImageFrag from '../shaders/dataImage_frag.glsl';\nimport ImageVert from '../shaders/image_vert.glsl';\n\nexport default class ImageDataModel extends BaseModel {\n protected texture: ITexture2D;\n protected colorTexture: ITexture2D;\n private rampColors: any;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n clampLow = true,\n clampHigh = true,\n noDataValue = -9999999,\n domain = [0, 1],\n rampColors,\n\n pixelConstant = 0.0,\n pixelConstantR = 256 * 256,\n pixelConstantG = 256,\n pixelConstantB = 1,\n pixelConstantRGB = 0.1,\n } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n\n if (!isEqual(this.rampColors, rampColors)) {\n this.updateColorTexure();\n this.rampColors = rampColors;\n }\n return {\n u_opacity: opacity || 1,\n u_texture: this.texture,\n\n u_pixelConstant: pixelConstant,\n u_pixelConstantR: pixelConstantR,\n u_pixelConstantG: pixelConstantG,\n u_pixelConstantB: pixelConstantB,\n u_pixelConstantRGB: pixelConstantRGB,\n\n u_domain: domain,\n u_clampLow: clampLow,\n u_clampHigh: typeof clampHigh !== 'undefined' ? clampHigh : clampLow,\n u_noDataValue: noDataValue,\n u_colorTexture: this.colorTexture,\n };\n }\n public initModels() {\n const {\n mask = false,\n maskInside = true,\n rampColorsData,\n rampColors,\n } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n\n const source = this.layer.getSource();\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n if (isMini) {\n // @ts-ignore\n const canvas = this.layerService.sceneService.getSceneConfig().canvas;\n const img = canvas.createImage();\n img.crossOrigin = 'anonymous';\n img.src = source.data.originData;\n\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n } else {\n source.data.images.then(\n (imageData: Array<HTMLImageElement | ImageBitmap>) => {\n this.texture = createTexture2D({\n data: imageData[0],\n width: imageData[0].width,\n height: imageData[0].height,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n },\n );\n }\n\n const rampImageData = rampColorsData\n ? rampColorsData\n : generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: rampImageData.data,\n width: rampImageData.width,\n height: rampImageData.height,\n flipY: false,\n });\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'RasterImage',\n vertexShader: ImageVert,\n fragmentShader: ImageFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels(): void {\n this.texture?.destroy();\n this.colorTexture?.destroy();\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.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\n private updateColorTexure() {\n const { createTexture2D } = this.rendererService;\n const {\n rampColors,\n } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n const imageData = generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: imageData.data,\n width: imageData.width,\n height: imageData.height,\n flipY: false,\n });\n }\n}\n"],"file":"dataImage.js"}
@@ -4,6 +4,7 @@ export default class ImageModel extends BaseModel {
4
4
  protected texture: ITexture2D;
5
5
  getUninforms(): IModelUniform;
6
6
  initModels(): import("@antv/l7-core").IModel[];
7
+ clearModels(): void;
7
8
  buildModels(): import("@antv/l7-core").IModel[];
8
9
  protected getConfigSchema(): {
9
10
  properties: {
@@ -111,6 +111,13 @@ var ImageModel = function (_BaseModel) {
111
111
  stencil: getMask(mask, maskInside)
112
112
  })];
113
113
  }
114
+ }, {
115
+ key: "clearModels",
116
+ value: function clearModels() {
117
+ var _this$texture;
118
+
119
+ (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
120
+ }
114
121
  }, {
115
122
  key: "buildModels",
116
123
  value: function buildModels() {
@@ -1 +1 @@
1
- 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1
+ 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, isMini } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IImageLayerStyleOptions } from '../../core/interface';\nimport { RasterImageTriangulation } from '../../core/triangulation';\nimport ImageFrag from '../shaders/image_frag.glsl';\nimport ImageVert from '../shaders/image_vert.glsl';\n\nexport default class ImageModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const { opacity } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n return {\n u_opacity: opacity || 1,\n u_texture: this.texture,\n };\n }\n public initModels() {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n\n const source = this.layer.getSource();\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n if (isMini) {\n // @ts-ignore\n const canvas = this.layerService.sceneService.getSceneConfig().canvas;\n const img = canvas.createImage();\n img.crossOrigin = 'anonymous';\n img.src = source.data.originData;\n\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n } else {\n source.data.images.then(\n (imageData: Array<HTMLImageElement | ImageBitmap>) => {\n this.texture = createTexture2D({\n data: imageData[0],\n width: imageData[0].width,\n height: imageData[0].height,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n },\n );\n }\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'RasterImage',\n vertexShader: ImageVert,\n fragmentShader: ImageFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels(): void {\n this.texture?.destroy();\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.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}\n"],"file":"image.js"}
@@ -1,4 +1,4 @@
1
- export declare type ImageModelType = 'image';
1
+ export declare type ImageModelType = 'image' | 'dataImage';
2
2
  declare const ImageModels: {
3
3
  [key in ImageModelType]: any;
4
4
  };
@@ -1,6 +1,8 @@
1
+ import DataImageModel from './dataImage';
1
2
  import ImageModel from './image';
2
3
  var ImageModels = {
3
- image: ImageModel
4
+ image: ImageModel,
5
+ dataImage: DataImageModel
4
6
  };
5
7
  export default ImageModels;
6
8
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/image/models/index.ts"],"names":["ImageModel","ImageModels","image"],"mappings":"AAAA,OAAOA,UAAP,MAAuB,SAAvB;AAGA,IAAMC,WAA6C,GAAG;AACpDC,EAAAA,KAAK,EAAEF;AAD6C,CAAtD;AAIA,eAAeC,WAAf","sourcesContent":["import ImageModel from './image';\nexport type ImageModelType = 'image';\n\nconst ImageModels: { [key in ImageModelType]: any } = {\n image: ImageModel,\n};\n\nexport default ImageModels;\n"],"file":"index.js"}
1
+ {"version":3,"sources":["../../../src/image/models/index.ts"],"names":["DataImageModel","ImageModel","ImageModels","image","dataImage"],"mappings":"AAAA,OAAOA,cAAP,MAA2B,aAA3B;AACA,OAAOC,UAAP,MAAuB,SAAvB;AAGA,IAAMC,WAA6C,GAAG;AACpDC,EAAAA,KAAK,EAAEF,UAD6C;AAEpDG,EAAAA,SAAS,EAAEJ;AAFyC,CAAtD;AAKA,eAAeE,WAAf","sourcesContent":["import DataImageModel from './dataImage';\nimport ImageModel from './image';\nexport type ImageModelType = 'image' | 'dataImage';\n\nconst ImageModels: { [key in ImageModelType]: any } = {\n image: ImageModel,\n dataImage: DataImageModel,\n};\n\nexport default ImageModels;\n"],"file":"index.js"}
@@ -22,6 +22,6 @@ export default class LineLayer extends BaseLayer<ILineLayerStyleOptions> {
22
22
  blend: string;
23
23
  } | {
24
24
  blend: string;
25
- };
25
+ } | {} | {} | {} | {};
26
26
  protected getModelType(): LineModelType;
27
27
  }
package/es/line/index.js CHANGED
@@ -79,7 +79,11 @@ var LineLayer = function (_BaseLayer) {
79
79
  },
80
80
  greatcircle: {
81
81
  blend: 'additive'
82
- }
82
+ },
83
+ vectorline: {},
84
+ tileLine: {},
85
+ halfLine: {},
86
+ earthArc3d: {}
83
87
  };
84
88
  return defaultConfig[type];
85
89
  }
@@ -88,6 +92,14 @@ var LineLayer = function (_BaseLayer) {
88
92
  value: function getModelType() {
89
93
  var _shapeAttribute$scale;
90
94
 
95
+ if (this.layerType) {
96
+ return this.layerType;
97
+ }
98
+
99
+ if (this.layerSource.parser.type === 'mvt') {
100
+ return 'vectorline';
101
+ }
102
+
91
103
  var shapeAttribute = this.styleAttributeService.getLayerStyleAttribute('shape');
92
104
  var shape = shapeAttribute === null || shapeAttribute === void 0 ? void 0 : (_shapeAttribute$scale = shapeAttribute.scale) === null || _shapeAttribute$scale === void 0 ? void 0 : _shapeAttribute$scale.field;
93
105
  return shape || 'line';
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/line/index.ts"],"names":["BaseLayer","LineModels","LineLayer","shape","getModelType","layerModel","models","initModels","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","line","linearline","simple","wall","arc3d","blend","arc","arcmini","greatcircle","shapeAttribute","styleAttributeService","getLayerStyleAttribute","scale","field"],"mappings":";;;;;;;;;;;;AAAA,OAAOA,SAAP,MAAsB,mBAAtB;AAEA,OAAOC,UAAP,MAA0C,UAA1C;;IAEqBC,S;;;;;;;;;;;;;;;;2DACG,W;;;;;;;WAEtB,uBAAqB;AACnB,UAAMC,KAAK,GAAG,KAAKC,YAAL,EAAd;AACA,WAAKC,UAAL,GAAkB,IAAIJ,UAAU,CAACE,KAAD,CAAd,CAAsB,IAAtB,CAAlB;AACA,WAAKG,MAAL,GAAc,KAAKD,UAAL,CAAgBE,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKD,UAAL,CAAgBG,WAAhB,EAAd;AACD;;;WAED,2BAA4B;AAC1B,aAAO;AACLC,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKP,YAAL,EAAb;AACA,UAAMU,aAAa,GAAG;AACpBC,QAAAA,IAAI,EAAE,EADc;AAEpBC,QAAAA,UAAU,EAAE,EAFQ;AAGpBC,QAAAA,MAAM,EAAE,EAHY;AAIpBC,QAAAA,IAAI,EAAE,EAJc;AAKpBC,QAAAA,KAAK,EAAE;AAAEC,UAAAA,KAAK,EAAE;AAAT,SALa;AAMpBC,QAAAA,GAAG,EAAE;AAAED,UAAAA,KAAK,EAAE;AAAT,SANe;AAOpBE,QAAAA,OAAO,EAAE;AAAEF,UAAAA,KAAK,EAAE;AAAT,SAPW;AAQpBG,QAAAA,WAAW,EAAE;AAAEH,UAAAA,KAAK,EAAE;AAAT;AARO,OAAtB;AAUA,aAAON,aAAa,CAACH,IAAD,CAApB;AACD;;;WACD,wBAAwC;AAAA;;AACtC,UAAMa,cAAc,GAAG,KAAKC,qBAAL,CAA2BC,sBAA3B,CACrB,OADqB,CAAvB;AAGA,UAAMvB,KAAK,GAAGqB,cAAH,aAAGA,cAAH,gDAAGA,cAAc,CAAEG,KAAnB,0DAAG,sBAAuBC,KAArC;AACA,aAAOzB,KAAK,IAAI,MAAhB;AACD;;;;EA3CoCH,S;;SAAlBE,S","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { ILineLayerStyleOptions } from '../core/interface';\nimport LineModels, { LineModelType } from './models';\n\nexport default class LineLayer extends BaseLayer<ILineLayerStyleOptions> {\n public type: string = 'LineLayer';\n\n public buildModels() {\n const shape = this.getModelType();\n this.layerModel = new LineModels[shape](this);\n this.models = this.layerModel.initModels();\n }\n public rebuildModels() {\n this.models = this.layerModel.buildModels();\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n line: {},\n linearline: {},\n simple: {},\n wall: {},\n arc3d: { blend: 'additive' },\n arc: { blend: 'additive' },\n arcmini: { blend: 'additive' },\n greatcircle: { blend: 'additive' },\n };\n return defaultConfig[type];\n }\n protected getModelType(): LineModelType {\n const shapeAttribute = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shape = shapeAttribute?.scale?.field as LineModelType;\n return shape || 'line';\n }\n}\n"],"file":"index.js"}
1
+ {"version":3,"sources":["../../src/line/index.ts"],"names":["BaseLayer","LineModels","LineLayer","shape","getModelType","layerModel","models","initModels","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","line","linearline","simple","wall","arc3d","blend","arc","arcmini","greatcircle","vectorline","tileLine","halfLine","earthArc3d","layerType","layerSource","parser","shapeAttribute","styleAttributeService","getLayerStyleAttribute","scale","field"],"mappings":";;;;;;;;;;;;AAAA,OAAOA,SAAP,MAAsB,mBAAtB;AAEA,OAAOC,UAAP,MAA0C,UAA1C;;IAEqBC,S;;;;;;;;;;;;;;;;2DACG,W;;;;;;;WAEtB,uBAAqB;AACnB,UAAMC,KAAK,GAAG,KAAKC,YAAL,EAAd;AACA,WAAKC,UAAL,GAAkB,IAAIJ,UAAU,CAACE,KAAD,CAAd,CAAsB,IAAtB,CAAlB;AACA,WAAKG,MAAL,GAAc,KAAKD,UAAL,CAAgBE,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKD,UAAL,CAAgBG,WAAhB,EAAd;AACD;;;WAED,2BAA4B;AAC1B,aAAO;AACLC,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKP,YAAL,EAAb;AACA,UAAMU,aAAa,GAAG;AACpBC,QAAAA,IAAI,EAAE,EADc;AAEpBC,QAAAA,UAAU,EAAE,EAFQ;AAGpBC,QAAAA,MAAM,EAAE,EAHY;AAIpBC,QAAAA,IAAI,EAAE,EAJc;AAKpBC,QAAAA,KAAK,EAAE;AAAEC,UAAAA,KAAK,EAAE;AAAT,SALa;AAMpBC,QAAAA,GAAG,EAAE;AAAED,UAAAA,KAAK,EAAE;AAAT,SANe;AAOpBE,QAAAA,OAAO,EAAE;AAAEF,UAAAA,KAAK,EAAE;AAAT,SAPW;AAQpBG,QAAAA,WAAW,EAAE;AAAEH,UAAAA,KAAK,EAAE;AAAT,SARO;AASpBI,QAAAA,UAAU,EAAE,EATQ;AAUpBC,QAAAA,QAAQ,EAAE,EAVU;AAWpBC,QAAAA,QAAQ,EAAE,EAXU;AAYpBC,QAAAA,UAAU,EAAE;AAZQ,OAAtB;AAcA,aAAOb,aAAa,CAACH,IAAD,CAApB;AACD;;;WACD,wBAAwC;AAAA;;AACtC,UAAI,KAAKiB,SAAT,EAAoB;AAClB,eAAO,KAAKA,SAAZ;AACD;;AACD,UAAI,KAAKC,WAAL,CAAiBC,MAAjB,CAAwBnB,IAAxB,KAAiC,KAArC,EAA4C;AAC1C,eAAO,YAAP;AACD;;AACD,UAAMoB,cAAc,GAAG,KAAKC,qBAAL,CAA2BC,sBAA3B,CACrB,OADqB,CAAvB;AAGA,UAAM9B,KAAK,GAAG4B,cAAH,aAAGA,cAAH,gDAAGA,cAAc,CAAEG,KAAnB,0DAAG,sBAAuBC,KAArC;AACA,aAAOhC,KAAK,IAAI,MAAhB;AACD;;;;EArDoCH,S;;SAAlBE,S","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { ILineLayerStyleOptions } from '../core/interface';\nimport LineModels, { LineModelType } from './models';\n\nexport default class LineLayer extends BaseLayer<ILineLayerStyleOptions> {\n public type: string = 'LineLayer';\n\n public buildModels() {\n const shape = this.getModelType();\n this.layerModel = new LineModels[shape](this);\n this.models = this.layerModel.initModels();\n }\n public rebuildModels() {\n this.models = this.layerModel.buildModels();\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n line: {},\n linearline: {},\n simple: {},\n wall: {},\n arc3d: { blend: 'additive' },\n arc: { blend: 'additive' },\n arcmini: { blend: 'additive' },\n greatcircle: { blend: 'additive' },\n vectorline: {},\n tileLine: {},\n halfLine: {},\n earthArc3d: {},\n };\n return defaultConfig[type];\n }\n protected getModelType(): LineModelType {\n if (this.layerType) {\n return this.layerType as LineModelType;\n }\n if (this.layerSource.parser.type === 'mvt') {\n return 'vectorline';\n }\n const shapeAttribute = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shape = shapeAttribute?.scale?.field as LineModelType;\n return shape || 'line';\n }\n}\n"],"file":"index.js"}
@@ -16,7 +16,7 @@ import { getMask, rgb2arr } from '@antv/l7-utils';
16
16
  import BaseModel from '../../core/BaseModel';
17
17
  import { LineArcTriangulation } from '../../core/triangulation';
18
18
  var arc_dash_frag = "\nuniform float u_opacity;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float segmentNumber;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity;\n\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n \n gl_FragColor = filterColor(gl_FragColor);\n}";
19
- var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\n\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#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\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 - 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 // dataset \u6570\u636E\u96C6\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 -> thetaOffset... \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 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n \n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n \n\n styleMappingMat[3].b = segmentIndex / segmentNumber;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
19
+ var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\n\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#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\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 - 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 // dataset \u6570\u636E\u96C6\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 -> thetaOffset... \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 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n\n styleMappingMat[3].b = segmentIndex / segmentNumber;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n gl_PointSize = 5.0;\n setPickingColor(a_PickingColor);\n}\n";
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  var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n \n gl_FragColor.a *= opacity;\n\n if(u_aimate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = styleMappingMat[3].g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_aimate.x == Animate) {\n time = u_time / u_aimate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = styleMappingMat[3].a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_aimate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_aimate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n // gl_FragColor = filterColor(gl_FragColor);\n}";
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  var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\n\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#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\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 - 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 // dataset \u6570\u636E\u96C6\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 -> thetaOffset... \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 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_aimate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n styleMappingMat[3].g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
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  var arc_linear_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}";
@@ -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';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\n// arc dash line\nimport arc_dash_frag from '../shaders/dash/arc_dash_frag.glsl';\nimport arc_dash_vert from '../shaders/dash/arc_dash_vert.glsl';\n// arc normal line\nimport arc_line_frag from '../shaders/line_arc_frag.glsl';\nimport arc_line_vert from '../shaders/line_arc_vert.glsl';\n// arc linear line\nimport arc_linear_frag from '../shaders/linear/arc_linear_frag.glsl';\nimport arc_linear_vert from '../shaders/linear/arc_linear_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({ opacity, thetaOffset })\n ) {\n this.judgeStyleAttributes({ opacity, thetaOffset });\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 if (dashArray.length === 2) {\n dashArray.push(0, 0);\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.rendererService.getDirty()) {\n this.texture.bind();\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_thetaOffset: isNumber(thetaOffset) ? thetaOffset : 0.0,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\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_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\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 getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (lineType === 'dash') {\n return {\n frag: arc_dash_frag,\n vert: arc_dash_vert,\n type: 'dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: arc_linear_frag,\n vert: arc_linear_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: arc_line_frag,\n vert: arc_line_vert,\n type: 'normal',\n };\n }\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc2dline' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\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\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":"arc.js"}
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';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\n// arc dash line\nimport arc_dash_frag from '../shaders/dash/arc_dash_frag.glsl';\nimport arc_dash_vert from '../shaders/dash/arc_dash_vert.glsl';\n// arc normal line\nimport arc_line_frag from '../shaders/line_arc_frag.glsl';\nimport arc_line_vert from '../shaders/line_arc_vert.glsl';\n// arc linear line\nimport arc_linear_frag from '../shaders/linear/arc_linear_frag.glsl';\nimport arc_linear_vert from '../shaders/linear/arc_linear_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({ opacity, thetaOffset })\n ) {\n this.judgeStyleAttributes({ opacity, thetaOffset });\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 if (dashArray.length === 2) {\n dashArray.push(0, 0);\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.rendererService.getDirty()) {\n this.texture.bind();\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_thetaOffset: isNumber(thetaOffset) ? thetaOffset : 0.0,\n // u_thetaOffset: 0.0,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\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_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\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 getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (lineType === 'dash') {\n return {\n frag: arc_dash_frag,\n vert: arc_dash_vert,\n type: 'dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: arc_linear_frag,\n vert: arc_linear_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: arc_line_frag,\n vert: arc_line_vert,\n type: 'normal',\n };\n }\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n return [\n this.layer.buildLayerModel({\n // primitive: gl.POINTS,\n moduleName: 'arc2dline' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\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\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":"arc.js"}
@@ -0,0 +1,17 @@
1
+ import { IModel, IModelUniform, ITexture2D } from '@antv/l7-core';
2
+ import BaseModel from '../../core/BaseModel';
3
+ export default class Arc3DModel extends BaseModel {
4
+ protected texture: ITexture2D;
5
+ getUninforms(): IModelUniform;
6
+ getAnimateUniforms(): IModelUniform;
7
+ initModels(): IModel[];
8
+ clearModels(): void;
9
+ getShaders(): {
10
+ frag: string;
11
+ vert: string;
12
+ type: string;
13
+ };
14
+ buildModels(): IModel[];
15
+ protected registerBuiltinAttributes(): void;
16
+ private updateTexture;
17
+ }