@antv/l7-layers 2.9.17-alpha.0 → 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 (367) hide show
  1. package/es/Geometry/index.js +2 -12
  2. package/es/Geometry/index.js.map +1 -1
  3. package/es/Geometry/models/billboard.d.ts +3 -3
  4. package/es/Geometry/models/billboard.js +6 -11
  5. package/es/Geometry/models/billboard.js.map +1 -1
  6. package/es/Geometry/models/plane.d.ts +3 -3
  7. package/es/Geometry/models/plane.js +7 -12
  8. package/es/Geometry/models/plane.js.map +1 -1
  9. package/es/Geometry/models/sprite.d.ts +3 -3
  10. package/es/Geometry/models/sprite.js +6 -11
  11. package/es/Geometry/models/sprite.js.map +1 -1
  12. package/es/canvas/index.js +2 -12
  13. package/es/canvas/index.js.map +1 -1
  14. package/es/citybuliding/building.js +2 -12
  15. package/es/citybuliding/building.js.map +1 -1
  16. package/es/citybuliding/models/build.d.ts +1 -2
  17. package/es/citybuliding/models/build.js +3 -16
  18. package/es/citybuliding/models/build.js.map +1 -1
  19. package/es/core/BaseLayer.d.ts +1 -1
  20. package/es/core/BaseLayer.js +58 -97
  21. package/es/core/BaseLayer.js.map +1 -1
  22. package/es/core/BaseModel.d.ts +2 -2
  23. package/es/core/BaseModel.js +2 -2
  24. package/es/core/BaseModel.js.map +1 -1
  25. package/es/core/interface.d.ts +13 -2
  26. package/es/core/interface.js.map +1 -1
  27. package/es/core/triangulation.d.ts +0 -1
  28. package/es/core/triangulation.js +11 -37
  29. package/es/core/triangulation.js.map +1 -1
  30. package/es/earth/index.js +2 -8
  31. package/es/earth/index.js.map +1 -1
  32. package/es/earth/models/atmosphere.d.ts +2 -2
  33. package/es/earth/models/atmosphere.js +6 -11
  34. package/es/earth/models/atmosphere.js.map +1 -1
  35. package/es/earth/models/base.d.ts +2 -2
  36. package/es/earth/models/base.js +6 -11
  37. package/es/earth/models/base.js.map +1 -1
  38. package/es/earth/models/bloomsphere.d.ts +2 -2
  39. package/es/earth/models/bloomsphere.js +6 -11
  40. package/es/earth/models/bloomsphere.js.map +1 -1
  41. package/es/heatmap/index.js +5 -17
  42. package/es/heatmap/index.js.map +1 -1
  43. package/es/heatmap/models/grid.d.ts +2 -2
  44. package/es/heatmap/models/grid.js +8 -12
  45. package/es/heatmap/models/grid.js.map +1 -1
  46. package/es/heatmap/models/grid3d.d.ts +2 -2
  47. package/es/heatmap/models/grid3d.js +6 -12
  48. package/es/heatmap/models/grid3d.js.map +1 -1
  49. package/es/heatmap/models/heatmap.d.ts +2 -2
  50. package/es/heatmap/models/heatmap.js +62 -112
  51. package/es/heatmap/models/heatmap.js.map +1 -1
  52. package/es/heatmap/models/hexagon.d.ts +2 -2
  53. package/es/heatmap/models/hexagon.js +6 -11
  54. package/es/heatmap/models/hexagon.js.map +1 -1
  55. package/es/image/index.d.ts +1 -1
  56. package/es/image/index.js +16 -14
  57. package/es/image/index.js.map +1 -1
  58. package/es/image/models/dataImage.d.ts +22 -0
  59. package/es/image/models/dataImage.js +230 -0
  60. package/es/image/models/dataImage.js.map +1 -0
  61. package/es/image/models/image.d.ts +4 -3
  62. package/es/image/models/image.js +14 -11
  63. package/es/image/models/image.js.map +1 -1
  64. package/es/image/models/index.d.ts +1 -1
  65. package/es/image/models/index.js +3 -1
  66. package/es/image/models/index.js.map +1 -1
  67. package/es/line/index.d.ts +2 -0
  68. package/es/line/index.js +5 -12
  69. package/es/line/index.js.map +1 -1
  70. package/es/line/models/arc.d.ts +2 -2
  71. package/es/line/models/arc.js +10 -15
  72. package/es/line/models/arc.js.map +1 -1
  73. package/es/line/models/arc_3d.d.ts +2 -2
  74. package/es/line/models/arc_3d.js +8 -13
  75. package/es/line/models/arc_3d.js.map +1 -1
  76. package/es/line/models/arcmini.d.ts +9 -0
  77. package/es/line/models/arcmini.js +145 -0
  78. package/es/line/models/arcmini.js.map +1 -0
  79. package/es/line/models/earthArc_3d.d.ts +2 -2
  80. package/es/line/models/earthArc_3d.js +9 -17
  81. package/es/line/models/earthArc_3d.js.map +1 -1
  82. package/es/line/models/great_circle.d.ts +2 -2
  83. package/es/line/models/great_circle.js +8 -13
  84. package/es/line/models/great_circle.js.map +1 -1
  85. package/es/line/models/half.d.ts +2 -2
  86. package/es/line/models/half.js +29 -46
  87. package/es/line/models/half.js.map +1 -1
  88. package/es/line/models/index.d.ts +1 -1
  89. package/es/line/models/index.js +2 -0
  90. package/es/line/models/index.js.map +1 -1
  91. package/es/line/models/line.d.ts +2 -2
  92. package/es/line/models/line.js +16 -28
  93. package/es/line/models/line.js.map +1 -1
  94. package/es/line/models/linearline.d.ts +11 -2
  95. package/es/line/models/linearline.js +24 -14
  96. package/es/line/models/linearline.js.map +1 -1
  97. package/es/line/models/simpleLine.d.ts +2 -3
  98. package/es/line/models/simpleLine.js +18 -66
  99. package/es/line/models/simpleLine.js.map +1 -1
  100. package/es/line/models/tile.d.ts +11 -2
  101. package/es/line/models/tile.js +39 -45
  102. package/es/line/models/tile.js.map +1 -1
  103. package/es/line/models/wall.d.ts +2 -2
  104. package/es/line/models/wall.js +9 -13
  105. package/es/line/models/wall.js.map +1 -1
  106. package/es/mask/index.js +2 -12
  107. package/es/mask/index.js.map +1 -1
  108. package/es/mask/models/fill.d.ts +2 -2
  109. package/es/mask/models/fill.js +27 -53
  110. package/es/mask/models/fill.js.map +1 -1
  111. package/es/plugins/DataMappingPlugin.js +8 -29
  112. package/es/plugins/DataMappingPlugin.js.map +1 -1
  113. package/es/plugins/DataSourcePlugin.js +5 -14
  114. package/es/plugins/DataSourcePlugin.js.map +1 -1
  115. package/es/plugins/LayerModelPlugin.d.ts +0 -2
  116. package/es/plugins/LayerModelPlugin.js +7 -33
  117. package/es/plugins/LayerModelPlugin.js.map +1 -1
  118. package/es/plugins/PixelPickingPlugin.js +13 -16
  119. package/es/plugins/PixelPickingPlugin.js.map +1 -1
  120. package/es/point/index.d.ts +1 -1
  121. package/es/point/index.js +8 -15
  122. package/es/point/index.js.map +1 -1
  123. package/es/point/models/earthExtrude.d.ts +2 -2
  124. package/es/point/models/earthExtrude.js +14 -16
  125. package/es/point/models/earthExtrude.js.map +1 -1
  126. package/es/point/models/earthFill.d.ts +11 -2
  127. package/es/point/models/earthFill.js +22 -13
  128. package/es/point/models/earthFill.js.map +1 -1
  129. package/es/point/models/extrude.d.ts +2 -2
  130. package/es/point/models/extrude.js +27 -49
  131. package/es/point/models/extrude.js.map +1 -1
  132. package/es/point/models/fill.d.ts +2 -2
  133. package/es/point/models/fill.js +41 -59
  134. package/es/point/models/fill.js.map +1 -1
  135. package/es/point/models/fillmage.d.ts +7 -2
  136. package/es/point/models/fillmage.js +22 -13
  137. package/es/point/models/fillmage.js.map +1 -1
  138. package/es/point/models/icon-font.d.ts +11 -0
  139. package/es/point/models/icon-font.js +181 -0
  140. package/es/point/models/icon-font.js.map +1 -0
  141. package/es/point/models/image.d.ts +2 -2
  142. package/es/point/models/image.js +6 -11
  143. package/es/point/models/image.js.map +1 -1
  144. package/es/point/models/index.d.ts +1 -1
  145. package/es/point/models/index.js +2 -0
  146. package/es/point/models/index.js.map +1 -1
  147. package/es/point/models/normal.d.ts +2 -2
  148. package/es/point/models/normal.js +6 -11
  149. package/es/point/models/normal.js.map +1 -1
  150. package/es/point/models/radar.d.ts +11 -2
  151. package/es/point/models/radar.js +22 -13
  152. package/es/point/models/radar.js.map +1 -1
  153. package/es/point/models/simplePoint.d.ts +2 -2
  154. package/es/point/models/simplePoint.js +6 -11
  155. package/es/point/models/simplePoint.js.map +1 -1
  156. package/es/point/models/text.d.ts +2 -3
  157. package/es/point/models/text.js +75 -108
  158. package/es/point/models/text.js.map +1 -1
  159. package/es/point/models/tile.d.ts +11 -2
  160. package/es/point/models/tile.js +25 -22
  161. package/es/point/models/tile.js.map +1 -1
  162. package/es/polygon/index.js +2 -12
  163. package/es/polygon/index.js.map +1 -1
  164. package/es/polygon/models/extrude.d.ts +2 -2
  165. package/es/polygon/models/extrude.js +5 -10
  166. package/es/polygon/models/extrude.js.map +1 -1
  167. package/es/polygon/models/fill.d.ts +2 -2
  168. package/es/polygon/models/fill.js +13 -27
  169. package/es/polygon/models/fill.js.map +1 -1
  170. package/es/polygon/models/ocean.d.ts +2 -2
  171. package/es/polygon/models/ocean.js +6 -12
  172. package/es/polygon/models/ocean.js.map +1 -1
  173. package/es/polygon/models/tile.d.ts +3 -2
  174. package/es/polygon/models/tile.js +27 -17
  175. package/es/polygon/models/tile.js.map +1 -1
  176. package/es/polygon/models/water.d.ts +2 -2
  177. package/es/polygon/models/water.js +6 -12
  178. package/es/polygon/models/water.js.map +1 -1
  179. package/es/raster/image.d.ts +0 -0
  180. package/es/raster/image.js +2 -0
  181. package/es/raster/image.js.map +1 -0
  182. package/es/raster/index.js +2 -12
  183. package/es/raster/index.js.map +1 -1
  184. package/es/raster/models/raster.d.ts +3 -3
  185. package/es/raster/models/raster.js +7 -11
  186. package/es/raster/models/raster.js.map +1 -1
  187. package/es/raster/raster2d.d.ts +27 -0
  188. package/es/raster/raster2d.js +158 -0
  189. package/es/raster/raster2d.js.map +1 -0
  190. package/es/tile/manager/tileLayerManager.js +21 -4
  191. package/es/tile/manager/tileLayerManager.js.map +1 -1
  192. package/es/tile/manager/tilePickerManager.js +0 -1
  193. package/es/tile/manager/tilePickerManager.js.map +1 -1
  194. package/es/tile/tileFactory/base.js.map +1 -1
  195. package/es/tile/tileFactory/point.js.map +1 -1
  196. package/es/tile/tileFactory/rasterDataLayer.js +2 -12
  197. package/es/tile/tileFactory/rasterDataLayer.js.map +1 -1
  198. package/es/tile/tileFactory/vectorLayer.js +2 -12
  199. package/es/tile/tileFactory/vectorLayer.js.map +1 -1
  200. package/es/utils/extrude_polyline.d.ts +0 -15
  201. package/es/utils/extrude_polyline.js +6 -138
  202. package/es/utils/extrude_polyline.js.map +1 -1
  203. package/es/utils/geo.d.ts +12 -0
  204. package/es/utils/geo.js +53 -0
  205. package/es/utils/geo.js.map +1 -0
  206. package/es/utils/simpleLine.d.ts +23 -0
  207. package/es/utils/simpleLine.js +105 -0
  208. package/es/utils/simpleLine.js.map +1 -0
  209. package/es/wind/index.js +2 -12
  210. package/es/wind/index.js.map +1 -1
  211. package/es/wind/models/wind.d.ts +2 -2
  212. package/es/wind/models/wind.js +33 -36
  213. package/es/wind/models/wind.js.map +1 -1
  214. package/lib/Geometry/index.js +2 -12
  215. package/lib/Geometry/index.js.map +1 -1
  216. package/lib/Geometry/models/billboard.js +6 -11
  217. package/lib/Geometry/models/billboard.js.map +1 -1
  218. package/lib/Geometry/models/plane.js +7 -12
  219. package/lib/Geometry/models/plane.js.map +1 -1
  220. package/lib/Geometry/models/sprite.js +6 -11
  221. package/lib/Geometry/models/sprite.js.map +1 -1
  222. package/lib/canvas/index.js +2 -12
  223. package/lib/canvas/index.js.map +1 -1
  224. package/lib/citybuliding/building.js +2 -12
  225. package/lib/citybuliding/building.js.map +1 -1
  226. package/lib/citybuliding/models/build.js +3 -16
  227. package/lib/citybuliding/models/build.js.map +1 -1
  228. package/lib/core/BaseLayer.js +57 -96
  229. package/lib/core/BaseLayer.js.map +1 -1
  230. package/lib/core/BaseModel.js +2 -2
  231. package/lib/core/BaseModel.js.map +1 -1
  232. package/lib/core/interface.js.map +1 -1
  233. package/lib/core/triangulation.js +16 -40
  234. package/lib/core/triangulation.js.map +1 -1
  235. package/lib/earth/index.js +2 -8
  236. package/lib/earth/index.js.map +1 -1
  237. package/lib/earth/models/atmosphere.js +6 -11
  238. package/lib/earth/models/atmosphere.js.map +1 -1
  239. package/lib/earth/models/base.js +6 -11
  240. package/lib/earth/models/base.js.map +1 -1
  241. package/lib/earth/models/bloomsphere.js +6 -11
  242. package/lib/earth/models/bloomsphere.js.map +1 -1
  243. package/lib/heatmap/index.js +5 -17
  244. package/lib/heatmap/index.js.map +1 -1
  245. package/lib/heatmap/models/grid.js +8 -12
  246. package/lib/heatmap/models/grid.js.map +1 -1
  247. package/lib/heatmap/models/grid3d.js +6 -12
  248. package/lib/heatmap/models/grid3d.js.map +1 -1
  249. package/lib/heatmap/models/heatmap.js +62 -113
  250. package/lib/heatmap/models/heatmap.js.map +1 -1
  251. package/lib/heatmap/models/hexagon.js +6 -11
  252. package/lib/heatmap/models/hexagon.js.map +1 -1
  253. package/lib/image/index.js +16 -14
  254. package/lib/image/index.js.map +1 -1
  255. package/lib/image/models/dataImage.js +245 -0
  256. package/lib/image/models/dataImage.js.map +1 -0
  257. package/lib/image/models/image.js +14 -11
  258. package/lib/image/models/image.js.map +1 -1
  259. package/lib/image/models/index.js +4 -1
  260. package/lib/image/models/index.js.map +1 -1
  261. package/lib/line/index.js +5 -12
  262. package/lib/line/index.js.map +1 -1
  263. package/lib/line/models/arc.js +10 -15
  264. package/lib/line/models/arc.js.map +1 -1
  265. package/lib/line/models/arc_3d.js +8 -13
  266. package/lib/line/models/arc_3d.js.map +1 -1
  267. package/lib/line/models/arcmini.js +161 -0
  268. package/lib/line/models/arcmini.js.map +1 -0
  269. package/lib/line/models/earthArc_3d.js +9 -17
  270. package/lib/line/models/earthArc_3d.js.map +1 -1
  271. package/lib/line/models/great_circle.js +8 -13
  272. package/lib/line/models/great_circle.js.map +1 -1
  273. package/lib/line/models/half.js +29 -48
  274. package/lib/line/models/half.js.map +1 -1
  275. package/lib/line/models/index.js +3 -0
  276. package/lib/line/models/index.js.map +1 -1
  277. package/lib/line/models/line.js +18 -29
  278. package/lib/line/models/line.js.map +1 -1
  279. package/lib/line/models/linearline.js +24 -14
  280. package/lib/line/models/linearline.js.map +1 -1
  281. package/lib/line/models/simpleLine.js +18 -66
  282. package/lib/line/models/simpleLine.js.map +1 -1
  283. package/lib/line/models/tile.js +39 -47
  284. package/lib/line/models/tile.js.map +1 -1
  285. package/lib/line/models/wall.js +9 -13
  286. package/lib/line/models/wall.js.map +1 -1
  287. package/lib/mask/index.js +2 -12
  288. package/lib/mask/index.js.map +1 -1
  289. package/lib/mask/models/fill.js +27 -55
  290. package/lib/mask/models/fill.js.map +1 -1
  291. package/lib/plugins/DataMappingPlugin.js +8 -29
  292. package/lib/plugins/DataMappingPlugin.js.map +1 -1
  293. package/lib/plugins/DataSourcePlugin.js +4 -13
  294. package/lib/plugins/DataSourcePlugin.js.map +1 -1
  295. package/lib/plugins/LayerModelPlugin.js +7 -33
  296. package/lib/plugins/LayerModelPlugin.js.map +1 -1
  297. package/lib/plugins/PixelPickingPlugin.js +13 -16
  298. package/lib/plugins/PixelPickingPlugin.js.map +1 -1
  299. package/lib/point/index.js +8 -15
  300. package/lib/point/index.js.map +1 -1
  301. package/lib/point/models/earthExtrude.js +15 -16
  302. package/lib/point/models/earthExtrude.js.map +1 -1
  303. package/lib/point/models/earthFill.js +22 -13
  304. package/lib/point/models/earthFill.js.map +1 -1
  305. package/lib/point/models/extrude.js +28 -51
  306. package/lib/point/models/extrude.js.map +1 -1
  307. package/lib/point/models/fill.js +42 -61
  308. package/lib/point/models/fill.js.map +1 -1
  309. package/lib/point/models/fillmage.js +22 -13
  310. package/lib/point/models/fillmage.js.map +1 -1
  311. package/lib/point/models/icon-font.js +196 -0
  312. package/lib/point/models/icon-font.js.map +1 -0
  313. package/lib/point/models/image.js +6 -11
  314. package/lib/point/models/image.js.map +1 -1
  315. package/lib/point/models/index.js +3 -0
  316. package/lib/point/models/index.js.map +1 -1
  317. package/lib/point/models/normal.js +6 -11
  318. package/lib/point/models/normal.js.map +1 -1
  319. package/lib/point/models/radar.js +22 -13
  320. package/lib/point/models/radar.js.map +1 -1
  321. package/lib/point/models/simplePoint.js +6 -11
  322. package/lib/point/models/simplePoint.js.map +1 -1
  323. package/lib/point/models/text.js +78 -110
  324. package/lib/point/models/text.js.map +1 -1
  325. package/lib/point/models/tile.js +25 -22
  326. package/lib/point/models/tile.js.map +1 -1
  327. package/lib/polygon/index.js +2 -12
  328. package/lib/polygon/index.js.map +1 -1
  329. package/lib/polygon/models/extrude.js +5 -10
  330. package/lib/polygon/models/extrude.js.map +1 -1
  331. package/lib/polygon/models/fill.js +11 -25
  332. package/lib/polygon/models/fill.js.map +1 -1
  333. package/lib/polygon/models/ocean.js +6 -12
  334. package/lib/polygon/models/ocean.js.map +1 -1
  335. package/lib/polygon/models/tile.js +27 -17
  336. package/lib/polygon/models/tile.js.map +1 -1
  337. package/lib/polygon/models/water.js +6 -12
  338. package/lib/polygon/models/water.js.map +1 -1
  339. package/lib/raster/image.js +2 -0
  340. package/lib/raster/image.js.map +1 -0
  341. package/lib/raster/index.js +2 -12
  342. package/lib/raster/index.js.map +1 -1
  343. package/lib/raster/models/raster.js +7 -11
  344. package/lib/raster/models/raster.js.map +1 -1
  345. package/lib/raster/raster2d.js +172 -0
  346. package/lib/raster/raster2d.js.map +1 -0
  347. package/lib/tile/manager/tileLayerManager.js +21 -4
  348. package/lib/tile/manager/tileLayerManager.js.map +1 -1
  349. package/lib/tile/manager/tilePickerManager.js +0 -1
  350. package/lib/tile/manager/tilePickerManager.js.map +1 -1
  351. package/lib/tile/tileFactory/base.js.map +1 -1
  352. package/lib/tile/tileFactory/point.js.map +1 -1
  353. package/lib/tile/tileFactory/rasterDataLayer.js +2 -12
  354. package/lib/tile/tileFactory/rasterDataLayer.js.map +1 -1
  355. package/lib/tile/tileFactory/vectorLayer.js +2 -12
  356. package/lib/tile/tileFactory/vectorLayer.js.map +1 -1
  357. package/lib/utils/extrude_polyline.js +6 -140
  358. package/lib/utils/extrude_polyline.js.map +1 -1
  359. package/lib/utils/geo.js +65 -0
  360. package/lib/utils/geo.js.map +1 -0
  361. package/lib/utils/simpleLine.js +117 -0
  362. package/lib/utils/simpleLine.js.map +1 -0
  363. package/lib/wind/index.js +2 -12
  364. package/lib/wind/index.js.map +1 -1
  365. package/lib/wind/models/wind.js +33 -36
  366. package/lib/wind/models/wind.js.map +1 -1
  367. package/package.json +8 -9
@@ -29,11 +29,13 @@ var _l7Utils = require("@antv/l7-utils");
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  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
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+ var _triangulation = require("../../core/triangulation");
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+
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  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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- var line_dash_frag = "#define LineTypeSolid 0.0\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n // dash line\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}\n";
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+ var line_dash_frag = "#define LineTypeSolid 0.0\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n \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 // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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  var line_dash_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\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\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - 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 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n vec2 offset = project_pixel(size.xy);\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = a_DistanceAndIndex.x / a_Total_Distance; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_DistanceAndIndex.x; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));\n } else {\n float lineHeight = a_Size.y;\n \n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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  var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_blur : 0.99;\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nvarying vec2 v_iconMapUV;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_aimate.x == Animate) {\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) + animateSpeed);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = styleMappingMat[3].g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = styleMappingMat[3].b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n \n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));\n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n 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 = pattern;\n }\n } \n\n float v = styleMappingMat[3].a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth/2.0;\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) {\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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  var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\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\nvec2 calculateArrow(vec2 offset) {\n /*\n * \u5728\u652F\u6301\u7BAD\u5934\u7684\u65F6\u5019\uFF0C\u7B2C\u4E8C\u3001\u7B2C\u4E09\u7EC4\u9876\u70B9\u662F\u989D\u5916\u63D2\u5165\u7528\u4E8E\u6784\u5EFA\u9876\u70B9\u7684\n */\n float arrowFlag = -1.0;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // \u9AD8\u5FB7 2.0 \u7684\u65CB\u8F6C\u89D2\u5EA6\u4E0D\u540C\n arrowFlag = 1.0;\n }\n float pi = arrowFlag * 3.1415926/2.;\n if(a_Miter < 0.) {\n // \u6839\u636E\u7EBF\u7684\u4E24\u4FA7\u504F\u79FB\u4E0D\u540C\u3001\u65CB\u8F6C\u7684\u65B9\u5411\u76F8\u53CD\n pi = -pi;\n }\n highp float angle_sin = sin(pi);\n highp float angle_cos = cos(pi);\n // \u8BA1\u7B97\u5782\u76F4\u4E0E\u7EBF\u65B9\u5411\u7684\u65CB\u8F6C\u77E9\u9635\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float arrowWidth = u_arrowWidth;\n float arrowHeight = u_arrowHeight;\n\n vec2 arrowOffset = vec2(0.0);\n /*\n * a_DistanceAndIndex.y \u7528\u4E8E\u6807\u8BB0\u5F53\u524D\u9876\u70B9\u5C5E\u4E8E\u54EA\u4E00\u7EC4\uFF08\u4E24\u4E2A\u9876\u70B9\u4E00\u7EC4\uFF0C\u6784\u6210\u7EBF\u7684\u5176\u5B9E\u662F\u77E9\u5F62\uFF0C\u6700\u7B80\u9700\u8981\u56DB\u4E2A\u9876\u70B9\u3001\u4E24\u7EC4\u9876\u70B9\u6784\u6210\uFF09\n */\n if(a_DistanceAndIndex.y == 0.0) {\n // \u7BAD\u5934\u5C16\u90E8\n offset = vec2(0.0);\n } else if(a_DistanceAndIndex.y == 1.0) {\n // \u7BAD\u5934\u4E24\u4FA7\n arrowOffset = rotation_matrix*(offset * arrowHeight);\n offset += arrowOffset; // \u6CBF\u7EBF\u504F\u79FB\n offset = offset * arrowWidth; // \u5782\u76F4\u7EBF\u5411\u5916\u504F\u79FB\uFF08\u662F\u6784\u5EFA\u7BAD\u5934\u4E24\u4FA7\u7684\u9876\u70B9\uFF09\n } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {\n // \u504F\u79FB\u5176\u4F59\u7684\u70B9\u4F4D\uFF08\u5C06\u957F\u5EA6\u8BA9\u4F4D\u7ED9\u7BAD\u5934\uFF09\n arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;\n offset += arrowOffset;// \u6CBF\u7EBF\u504F\u79FB\n }\n\n return offset;\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - 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 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n if(u_arrow > 0.0) {\n // \u8BA1\u7B97\u7BAD\u5934\n offset = calculateArrow(offset);\n\n if(a_DistanceAndIndex.y > 4.0) {\n offset *= mix(1.0, u_tailWidth, currentLinePointRatio);\n }\n }\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = lineDistance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; 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@@ -207,10 +209,10 @@ var LineModel = function (_BaseModel) {
207
209
  }
208
210
  }, {
209
211
  key: "initModels",
210
- value: function initModels(callbackModel) {
212
+ value: function initModels() {
211
213
  this.updateTexture();
212
214
  this.iconService.on('imageUpdate', this.updateTexture);
213
- this.buildModels(callbackModel);
215
+ return this.buildModels();
214
216
  }
215
217
  }, {
216
218
  key: "clearModels",
@@ -223,46 +225,33 @@ var LineModel = function (_BaseModel) {
223
225
  }
224
226
  }, {
225
227
  key: "buildModels",
226
- value: function buildModels(callbackModel) {
228
+ value: function buildModels() {
227
229
  var _ref3 = this.layer.getLayerConfig(),
228
230
  _ref3$mask = _ref3.mask,
229
231
  mask = _ref3$mask === void 0 ? false : _ref3$mask,
230
232
  _ref3$maskInside = _ref3.maskInside,
231
233
  maskInside = _ref3$maskInside === void 0 ? true : _ref3$maskInside,
232
234
  _ref3$depth = _ref3.depth,
233
- depth = _ref3$depth === void 0 ? false : _ref3$depth,
234
- _ref3$workerEnabled = _ref3.workerEnabled,
235
- workerEnabled = _ref3$workerEnabled === void 0 ? false : _ref3$workerEnabled,
236
- enablePicking = _ref3.enablePicking;
235
+ depth = _ref3$depth === void 0 ? false : _ref3$depth;
237
236
 
238
237
  var _this$getShaders = this.getShaders(),
239
238
  frag = _this$getShaders.frag,
240
239
  vert = _this$getShaders.vert,
241
240
  type = _this$getShaders.type;
242
241
 
243
- this.layer.triangulation = _l7Utils.LineTriangulation;
244
- this.layer.buildLayerModel({
245
- moduleName: 'line' + type,
242
+ this.layer.triangulation = _triangulation.LineTriangulation;
243
+ return [this.layer.buildLayerModel({
244
+ moduleName: 'line_' + type,
246
245
  vertexShader: vert,
247
246
  fragmentShader: frag,
248
- triangulation: _l7Utils.LineTriangulation,
247
+ triangulation: _triangulation.LineTriangulation,
248
+ primitive: _l7Core.gl.TRIANGLES,
249
+ blend: this.getBlend(),
249
250
  depth: {
250
251
  enable: depth
251
252
  },
252
- blend: this.getBlend(),
253
- stencil: (0, _l7Utils.getMask)(mask, maskInside),
254
- workerEnabled: workerEnabled,
255
- workerOptions: {
256
- modelType: 'line' + type,
257
- enablePicking: enablePicking,
258
- iconMap: this.iconService.getIconMap()
259
- }
260
- }).then(function (model) {
261
- callbackModel([model]);
262
- }).catch(function (err) {
263
- console.warn(err);
264
- callbackModel([]);
265
- });
253
+ stencil: (0, _l7Utils.getMask)(mask, maskInside)
254
+ })];
266
255
  }
267
256
  }, {
268
257
  key: "getShaders",
@@ -276,7 +265,7 @@ var LineModel = function (_BaseModel) {
276
265
  return {
277
266
  frag: line_dash_frag,
278
267
  vert: line_dash_vert,
279
- type: 'Dash'
268
+ type: 'dash'
280
269
  };
281
270
  }
282
271
 
@@ -284,13 +273,13 @@ var LineModel = function (_BaseModel) {
284
273
  return {
285
274
  frag: linear_line_frag,
286
275
  vert: line_vert,
287
- type: 'Linear'
276
+ type: 'linear'
288
277
  };
289
278
  } else {
290
279
  return {
291
280
  frag: line_frag,
292
281
  vert: line_vert,
293
- type: ''
282
+ type: 'normal'
294
283
  };
295
284
  }
296
285
  }
@@ -1 +1 @@
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n IImage,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, LineTriangulation, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\n// import { LineTriangulation } from '../../core/triangulation';\n// dash line shader\nimport line_dash_frag from '../shaders/dash/line_dash_frag.glsl';\nimport line_dash_vert from '../shaders/dash/line_dash_vert.glsl';\n// basic line shader\nimport line_frag from '../shaders/line_frag.glsl';\nimport line_vert from '../shaders/line_vert.glsl';\n// other function shaders\nimport linear_line_frag from '../shaders/linear/line_linear_frag.glsl';\n\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class LineModel 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, 0, 0],\n lineTexture = false,\n iconStep = 100,\n vertexHeightScale = 20.0,\n borderWidth = 0.0,\n borderColor = '#ccc',\n raisingHeight = 0,\n heightfixed = false,\n arrow = {\n enable: false,\n arrowWidth: 2,\n arrowHeight: 3,\n tailWidth: 1,\n },\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\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 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 return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n u_line_type: lineStyleObj[lineType],\n u_dash_array: dashArray,\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 // line border 参数\n u_borderWidth: borderWidth,\n u_borderColor: rgb2arr(borderColor),\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\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 // arrow\n u_arrow: Number(arrow.enable),\n u_arrowHeight: arrow.arrowHeight || 3,\n u_arrowWidth: arrow.arrowWidth || 2,\n u_tailWidth: arrow.tailWidth === undefined ? 1 : arrow.tailWidth,\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(callbackModel: (models: IModel[]) => void) {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n this.buildModels(callbackModel);\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(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n workerEnabled = false,\n enablePicking,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n this.layer\n .buildLayerModel({\n moduleName: 'line' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n depth: { enable: depth },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n workerEnabled,\n workerOptions: {\n modelType: 'line' + type,\n enablePicking,\n iconMap: this.iconService.getIconMap(),\n },\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\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 const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (lineType === 'dash') {\n return {\n frag: line_dash_frag,\n vert: line_dash_vert,\n type: 'Dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: linear_line_frag,\n vert: line_vert,\n type: 'Linear',\n };\n } else {\n return {\n frag: line_frag,\n vert: line_vert,\n type: '',\n };\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 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\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":"line.js"}
1
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IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5, 0, 0],\n lineTexture = false,\n iconStep = 100,\n vertexHeightScale = 20.0,\n borderWidth = 0.0,\n borderColor = '#ccc',\n raisingHeight = 0,\n heightfixed = false,\n arrow = {\n enable: false,\n arrowWidth: 2,\n arrowHeight: 3,\n tailWidth: 1,\n },\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\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 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 = 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border 参数\n u_borderWidth: borderWidth,\n u_borderColor: rgb2arr(borderColor),\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\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 // arrow\n u_arrow: Number(arrow.enable),\n u_arrowHeight: arrow.arrowHeight || 3,\n u_arrowWidth: arrow.arrowWidth || 2,\n u_tailWidth: arrow.tailWidth === undefined ? 1 : arrow.tailWidth,\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 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 // depth: { enable: true },\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 const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (lineType === 'dash') {\n return {\n frag: line_dash_frag,\n vert: line_dash_vert,\n type: 'dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: linear_line_frag,\n vert: line_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: line_frag,\n vert: line_vert,\n type: 'normal',\n };\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 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\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":"line.js"}
@@ -139,9 +139,9 @@ var LinearLineModel = function (_BaseModel) {
139
139
  }
140
140
  }, {
141
141
  key: "initModels",
142
- value: function initModels(callbackModel) {
142
+ value: function initModels() {
143
143
  this.updateTexture();
144
- this.buildModels(callbackModel);
144
+ return this.buildModels();
145
145
  }
146
146
  }, {
147
147
  key: "clearModels",
@@ -153,7 +153,7 @@ var LinearLineModel = function (_BaseModel) {
153
153
  }
154
154
  }, {
155
155
  key: "buildModels",
156
- value: function buildModels(callbackModel) {
156
+ value: function buildModels() {
157
157
  var _ref3 = this.layer.getLayerConfig(),
158
158
  _ref3$mask = _ref3.mask,
159
159
  mask = _ref3$mask === void 0 ? false : _ref3$mask,
@@ -162,23 +162,33 @@ var LinearLineModel = function (_BaseModel) {
162
162
  _ref3$depth = _ref3.depth,
163
163
  depth = _ref3$depth === void 0 ? false : _ref3$depth;
164
164
 
165
+ var _this$getShaders = this.getShaders(),
166
+ frag = _this$getShaders.frag,
167
+ vert = _this$getShaders.vert,
168
+ type = _this$getShaders.type;
169
+
165
170
  this.layer.triangulation = _triangulation.LineTriangulation;
166
- this.layer.buildLayerModel({
167
- moduleName: 'lineRampColors',
168
- vertexShader: linear_line_vert,
169
- fragmentShader: linear_line_frag,
171
+ return [this.layer.buildLayerModel({
172
+ moduleName: 'line_' + type,
173
+ vertexShader: vert,
174
+ fragmentShader: frag,
170
175
  triangulation: _triangulation.LineTriangulation,
176
+ primitive: _l7Core.gl.TRIANGLES,
177
+ blend: this.getBlend(),
171
178
  depth: {
172
179
  enable: depth
173
180
  },
174
- blend: this.getBlend(),
175
181
  stencil: (0, _l7Utils.getMask)(mask, maskInside)
176
- }).then(function (model) {
177
- callbackModel([model]);
178
- }).catch(function (err) {
179
- console.warn(err);
180
- callbackModel([]);
181
- });
182
+ })];
183
+ }
184
+ }, {
185
+ key: "getShaders",
186
+ value: function getShaders() {
187
+ return {
188
+ frag: linear_line_frag,
189
+ vert: linear_line_vert,
190
+ type: 'linear_rampColors'
191
+ };
182
192
  }
183
193
  }, {
184
194
  key: "registerBuiltinAttributes",
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\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: 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(callbackModel: (models: IModel[]) => void) {\n this.updateTexture();\n this.buildModels(callbackModel);\n }\n\n public clearModels() {\n this.colorTexture?.destroy();\n this.dataTexture?.destroy();\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n this.layer.triangulation = LineTriangulation;\n\n this.layer\n .buildLayerModel({\n moduleName: 'lineRampColors',\n vertexShader: linear_line_vert,\n fragmentShader: linear_line_frag,\n triangulation: LineTriangulation,\n depth: { enable: depth },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\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"}
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"}
@@ -31,9 +31,9 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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- var simle_linear_frag = "uniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nvarying mat4 styleMappingMat;\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_distance_ratio);\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
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  var simple_line_frag = "\nvarying vec4 v_color;\nvarying mat4 styleMappingMat;\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
36
- var simple_line_vert = "attribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_opacity: 1.0;\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - 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 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n v_color = a_Color; \n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n }\n}\n";
35
+ var simle_linear_frag = "uniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nvarying mat4 styleMappingMat;\nvoid main() {\n float opacity = styleMappingMat[0][0];\n\n // styleMappingMat[3][0] \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = mix(u_sourceColor, u_targetColor, styleMappingMat[3][0]);\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
36
+ var simple_line_vert = "attribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_opacity: 1.0;\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - 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 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n v_color = a_Color; \n styleMappingMat[3][0] = a_Distance / a_Total_Distance;\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n }\n}\n";
37
37
 
38
38
  var SimpleLineModel = function (_BaseModel) {
39
39
  (0, _inherits2.default)(SimpleLineModel, _BaseModel);
@@ -107,21 +107,10 @@ var SimpleLineModel = function (_BaseModel) {
107
107
  u_vertexScale: vertexHeightScale
108
108
  };
109
109
  }
110
- }, {
111
- key: "getAnimateUniforms",
112
- value: function getAnimateUniforms() {
113
- var _ref2 = this.layer.getLayerConfig(),
114
- animateOption = _ref2.animateOption;
115
-
116
- return {
117
- u_aimate: this.animateOption2Array(animateOption),
118
- u_time: this.layer.getLayerAnimateTime()
119
- };
120
- }
121
110
  }, {
122
111
  key: "initModels",
123
- value: function initModels(callbackModel) {
124
- this.buildModels(callbackModel);
112
+ value: function initModels() {
113
+ return this.buildModels();
125
114
  }
126
115
  }, {
127
116
  key: "clearModels",
@@ -133,55 +122,50 @@ var SimpleLineModel = function (_BaseModel) {
133
122
  }, {
134
123
  key: "getShaders",
135
124
  value: function getShaders() {
136
- var _ref3 = this.layer.getLayerConfig(),
137
- sourceColor = _ref3.sourceColor,
138
- targetColor = _ref3.targetColor;
125
+ var _ref2 = this.layer.getLayerConfig(),
126
+ sourceColor = _ref2.sourceColor,
127
+ targetColor = _ref2.targetColor;
139
128
 
140
129
  if (sourceColor && targetColor) {
141
130
  return {
142
131
  frag: simle_linear_frag,
143
132
  vert: simple_line_vert,
144
- type: 'lineSimpleLinear'
133
+ type: 'simple_linear'
145
134
  };
146
135
  } else {
147
136
  return {
148
137
  frag: simple_line_frag,
149
138
  vert: simple_line_vert,
150
- type: 'lineSimpleNormal'
139
+ type: 'simple_normal'
151
140
  };
152
141
  }
153
142
  }
154
143
  }, {
155
144
  key: "buildModels",
156
- value: function buildModels(callbackModel) {
157
- var _ref4 = this.layer.getLayerConfig(),
158
- _ref4$mask = _ref4.mask,
159
- mask = _ref4$mask === void 0 ? false : _ref4$mask,
160
- _ref4$maskInside = _ref4.maskInside,
161
- maskInside = _ref4$maskInside === void 0 ? true : _ref4$maskInside;
145
+ value: function buildModels() {
146
+ var _ref3 = this.layer.getLayerConfig(),
147
+ _ref3$mask = _ref3.mask,
148
+ mask = _ref3$mask === void 0 ? false : _ref3$mask,
149
+ _ref3$maskInside = _ref3.maskInside,
150
+ maskInside = _ref3$maskInside === void 0 ? true : _ref3$maskInside;
162
151
 
163
152
  var _this$getShaders = this.getShaders(),
164
153
  frag = _this$getShaders.frag,
165
154
  vert = _this$getShaders.vert,
166
155
  type = _this$getShaders.type;
167
156
 
168
- this.layer.buildLayerModel({
157
+ return [this.layer.buildLayerModel({
169
158
  moduleName: type,
170
159
  vertexShader: vert,
171
160
  fragmentShader: frag,
172
161
  triangulation: _triangulation.SimpleLineTriangulation,
173
162
  primitive: _l7Core.gl.LINES,
163
+ blend: this.getBlend(),
174
164
  depth: {
175
165
  enable: false
176
166
  },
177
- blend: this.getBlend(),
178
167
  stencil: (0, _l7Utils.getMask)(mask, maskInside)
179
- }).then(function (model) {
180
- callbackModel([model]);
181
- }).catch(function (err) {
182
- console.warn(err);
183
- callbackModel([]);
184
- });
168
+ })];
185
169
  }
186
170
  }, {
187
171
  key: "registerBuiltinAttributes",
@@ -236,38 +220,6 @@ var SimpleLineModel = function (_BaseModel) {
236
220
  }
237
221
  }
238
222
  });
239
- this.styleAttributeService.registerStyleAttribute({
240
- name: 'normal',
241
- type: _l7Core.AttributeType.Attribute,
242
- descriptor: {
243
- name: 'a_Normal',
244
- buffer: {
245
- usage: _l7Core.gl.STATIC_DRAW,
246
- data: [],
247
- type: _l7Core.gl.FLOAT
248
- },
249
- size: 3,
250
- update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
251
- return normal;
252
- }
253
- }
254
- });
255
- this.styleAttributeService.registerStyleAttribute({
256
- name: 'miter',
257
- type: _l7Core.AttributeType.Attribute,
258
- descriptor: {
259
- name: 'a_Miter',
260
- buffer: {
261
- usage: _l7Core.gl.STATIC_DRAW,
262
- data: [],
263
- type: _l7Core.gl.FLOAT
264
- },
265
- size: 1,
266
- update: function update(feature, featureIdx, vertex, attributeIdx) {
267
- return [vertex[4]];
268
- }
269
- }
270
- });
271
223
  }
272
224
  }]);
273
225
  return SimpleLineModel;