@antv/l7-layers 2.9.17 → 2.9.20

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 (360) hide show
  1. package/es/Geometry/index.js +12 -2
  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 +11 -6
  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 +12 -7
  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 +11 -6
  11. package/es/Geometry/models/sprite.js.map +1 -1
  12. package/es/canvas/index.js +12 -2
  13. package/es/canvas/index.js.map +1 -1
  14. package/es/citybuliding/building.js +12 -2
  15. package/es/citybuliding/building.js.map +1 -1
  16. package/es/citybuliding/models/build.d.ts +2 -1
  17. package/es/citybuliding/models/build.js +16 -3
  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 +105 -62
  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 +2 -0
  26. package/es/core/interface.js.map +1 -1
  27. package/es/core/triangulation.d.ts +1 -0
  28. package/es/core/triangulation.js +37 -11
  29. package/es/core/triangulation.js.map +1 -1
  30. package/es/earth/index.js +8 -2
  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 +11 -6
  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 +11 -6
  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 +11 -6
  40. package/es/earth/models/bloomsphere.js.map +1 -1
  41. package/es/heatmap/index.js +17 -5
  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 +12 -8
  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 +12 -6
  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 +112 -62
  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 +11 -6
  54. package/es/heatmap/models/hexagon.js.map +1 -1
  55. package/es/image/index.js +12 -2
  56. package/es/image/index.js.map +1 -1
  57. package/es/image/models/dataImage.d.ts +3 -3
  58. package/es/image/models/dataImage.js +10 -5
  59. package/es/image/models/dataImage.js.map +1 -1
  60. package/es/image/models/image.d.ts +3 -3
  61. package/es/image/models/image.js +11 -7
  62. package/es/image/models/image.js.map +1 -1
  63. package/es/line/index.d.ts +0 -2
  64. package/es/line/index.js +12 -5
  65. package/es/line/index.js.map +1 -1
  66. package/es/line/models/arc.d.ts +2 -2
  67. package/es/line/models/arc.js +15 -10
  68. package/es/line/models/arc.js.map +1 -1
  69. package/es/line/models/arc_3d.d.ts +2 -2
  70. package/es/line/models/arc_3d.js +13 -8
  71. package/es/line/models/arc_3d.js.map +1 -1
  72. package/es/line/models/earthArc_3d.d.ts +2 -2
  73. package/es/line/models/earthArc_3d.js +17 -9
  74. package/es/line/models/earthArc_3d.js.map +1 -1
  75. package/es/line/models/great_circle.d.ts +2 -2
  76. package/es/line/models/great_circle.js +12 -7
  77. package/es/line/models/great_circle.js.map +1 -1
  78. package/es/line/models/half.d.ts +2 -2
  79. package/es/line/models/half.js +46 -29
  80. package/es/line/models/half.js.map +1 -1
  81. package/es/line/models/index.d.ts +1 -1
  82. package/es/line/models/index.js +0 -2
  83. package/es/line/models/index.js.map +1 -1
  84. package/es/line/models/line.d.ts +2 -2
  85. package/es/line/models/line.js +28 -16
  86. package/es/line/models/line.js.map +1 -1
  87. package/es/line/models/linearline.d.ts +2 -11
  88. package/es/line/models/linearline.js +14 -24
  89. package/es/line/models/linearline.js.map +1 -1
  90. package/es/line/models/simpleLine.d.ts +2 -2
  91. package/es/line/models/simpleLine.js +13 -8
  92. package/es/line/models/simpleLine.js.map +1 -1
  93. package/es/line/models/tile.d.ts +2 -11
  94. package/es/line/models/tile.js +45 -39
  95. package/es/line/models/tile.js.map +1 -1
  96. package/es/line/models/wall.d.ts +2 -2
  97. package/es/line/models/wall.js +13 -9
  98. package/es/line/models/wall.js.map +1 -1
  99. package/es/mask/index.js +12 -2
  100. package/es/mask/index.js.map +1 -1
  101. package/es/mask/models/fill.d.ts +2 -2
  102. package/es/mask/models/fill.js +53 -27
  103. package/es/mask/models/fill.js.map +1 -1
  104. package/es/plugins/DataMappingPlugin.js +29 -8
  105. package/es/plugins/DataMappingPlugin.js.map +1 -1
  106. package/es/plugins/DataSourcePlugin.js +14 -5
  107. package/es/plugins/DataSourcePlugin.js.map +1 -1
  108. package/es/plugins/LayerModelPlugin.d.ts +2 -0
  109. package/es/plugins/LayerModelPlugin.js +35 -7
  110. package/es/plugins/LayerModelPlugin.js.map +1 -1
  111. package/es/plugins/PixelPickingPlugin.js +16 -13
  112. package/es/plugins/PixelPickingPlugin.js.map +1 -1
  113. package/es/point/index.d.ts +1 -1
  114. package/es/point/index.js +26 -15
  115. package/es/point/index.js.map +1 -1
  116. package/es/point/models/earthExtrude.d.ts +2 -2
  117. package/es/point/models/earthExtrude.js +16 -14
  118. package/es/point/models/earthExtrude.js.map +1 -1
  119. package/es/point/models/earthFill.d.ts +2 -11
  120. package/es/point/models/earthFill.js +13 -22
  121. package/es/point/models/earthFill.js.map +1 -1
  122. package/es/point/models/extrude.d.ts +2 -2
  123. package/es/point/models/extrude.js +49 -27
  124. package/es/point/models/extrude.js.map +1 -1
  125. package/es/point/models/fill.d.ts +2 -2
  126. package/es/point/models/fill.js +59 -41
  127. package/es/point/models/fill.js.map +1 -1
  128. package/es/point/models/fillmage.d.ts +2 -7
  129. package/es/point/models/fillmage.js +13 -22
  130. package/es/point/models/fillmage.js.map +1 -1
  131. package/es/point/models/image.d.ts +2 -2
  132. package/es/point/models/image.js +11 -6
  133. package/es/point/models/image.js.map +1 -1
  134. package/es/point/models/index.d.ts +1 -1
  135. package/es/point/models/index.js +0 -2
  136. package/es/point/models/index.js.map +1 -1
  137. package/es/point/models/normal.d.ts +2 -2
  138. package/es/point/models/normal.js +11 -6
  139. package/es/point/models/normal.js.map +1 -1
  140. package/es/point/models/radar.d.ts +2 -11
  141. package/es/point/models/radar.js +13 -22
  142. package/es/point/models/radar.js.map +1 -1
  143. package/es/point/models/simplePoint.d.ts +2 -2
  144. package/es/point/models/simplePoint.js +11 -6
  145. package/es/point/models/simplePoint.js.map +1 -1
  146. package/es/point/models/text.d.ts +3 -2
  147. package/es/point/models/text.js +110 -75
  148. package/es/point/models/text.js.map +1 -1
  149. package/es/point/models/tile.d.ts +2 -11
  150. package/es/point/models/tile.js +22 -25
  151. package/es/point/models/tile.js.map +1 -1
  152. package/es/polygon/index.js +12 -2
  153. package/es/polygon/index.js.map +1 -1
  154. package/es/polygon/models/extrude.d.ts +2 -2
  155. package/es/polygon/models/extrude.js +10 -5
  156. package/es/polygon/models/extrude.js.map +1 -1
  157. package/es/polygon/models/fill.d.ts +2 -2
  158. package/es/polygon/models/fill.js +27 -13
  159. package/es/polygon/models/fill.js.map +1 -1
  160. package/es/polygon/models/ocean.d.ts +2 -2
  161. package/es/polygon/models/ocean.js +12 -6
  162. package/es/polygon/models/ocean.js.map +1 -1
  163. package/es/polygon/models/tile.d.ts +2 -3
  164. package/es/polygon/models/tile.js +17 -27
  165. package/es/polygon/models/tile.js.map +1 -1
  166. package/es/polygon/models/water.d.ts +2 -2
  167. package/es/polygon/models/water.js +12 -6
  168. package/es/polygon/models/water.js.map +1 -1
  169. package/es/raster/index.js +12 -2
  170. package/es/raster/index.js.map +1 -1
  171. package/es/raster/models/raster.d.ts +3 -3
  172. package/es/raster/models/raster.js +11 -7
  173. package/es/raster/models/raster.js.map +1 -1
  174. package/es/tile/manager/tileLayerManager.js +3 -0
  175. package/es/tile/manager/tileLayerManager.js.map +1 -1
  176. package/es/tile/manager/tilePickerManager.js +1 -0
  177. package/es/tile/manager/tilePickerManager.js.map +1 -1
  178. package/es/tile/tileFactory/base.js.map +1 -1
  179. package/es/tile/tileFactory/point.js.map +1 -1
  180. package/es/tile/tileFactory/rasterDataLayer.js +12 -2
  181. package/es/tile/tileFactory/rasterDataLayer.js.map +1 -1
  182. package/es/tile/tileFactory/vectorLayer.js +12 -2
  183. package/es/tile/tileFactory/vectorLayer.js.map +1 -1
  184. package/es/utils/extrude_polyline.d.ts +15 -0
  185. package/es/utils/extrude_polyline.js +146 -14
  186. package/es/utils/extrude_polyline.js.map +1 -1
  187. package/es/wind/index.js +12 -2
  188. package/es/wind/index.js.map +1 -1
  189. package/es/wind/models/wind.d.ts +4 -2
  190. package/es/wind/models/wind.js +50 -18
  191. package/es/wind/models/wind.js.map +1 -1
  192. package/es/wind/models/windRender.js +1 -1
  193. package/es/wind/models/windRender.js.map +1 -1
  194. package/lib/Geometry/index.js +12 -2
  195. package/lib/Geometry/index.js.map +1 -1
  196. package/lib/Geometry/models/billboard.js +11 -6
  197. package/lib/Geometry/models/billboard.js.map +1 -1
  198. package/lib/Geometry/models/plane.js +12 -7
  199. package/lib/Geometry/models/plane.js.map +1 -1
  200. package/lib/Geometry/models/sprite.js +11 -6
  201. package/lib/Geometry/models/sprite.js.map +1 -1
  202. package/lib/canvas/index.js +12 -2
  203. package/lib/canvas/index.js.map +1 -1
  204. package/lib/citybuliding/building.js +12 -2
  205. package/lib/citybuliding/building.js.map +1 -1
  206. package/lib/citybuliding/models/build.js +16 -3
  207. package/lib/citybuliding/models/build.js.map +1 -1
  208. package/lib/core/BaseLayer.js +104 -61
  209. package/lib/core/BaseLayer.js.map +1 -1
  210. package/lib/core/BaseModel.js +2 -2
  211. package/lib/core/BaseModel.js.map +1 -1
  212. package/lib/core/interface.js.map +1 -1
  213. package/lib/core/triangulation.js +40 -16
  214. package/lib/core/triangulation.js.map +1 -1
  215. package/lib/earth/index.js +8 -2
  216. package/lib/earth/index.js.map +1 -1
  217. package/lib/earth/models/atmosphere.js +11 -6
  218. package/lib/earth/models/atmosphere.js.map +1 -1
  219. package/lib/earth/models/base.js +11 -6
  220. package/lib/earth/models/base.js.map +1 -1
  221. package/lib/earth/models/bloomsphere.js +11 -6
  222. package/lib/earth/models/bloomsphere.js.map +1 -1
  223. package/lib/heatmap/index.js +17 -5
  224. package/lib/heatmap/index.js.map +1 -1
  225. package/lib/heatmap/models/grid.js +12 -8
  226. package/lib/heatmap/models/grid.js.map +1 -1
  227. package/lib/heatmap/models/grid3d.js +12 -6
  228. package/lib/heatmap/models/grid3d.js.map +1 -1
  229. package/lib/heatmap/models/heatmap.js +113 -62
  230. package/lib/heatmap/models/heatmap.js.map +1 -1
  231. package/lib/heatmap/models/hexagon.js +11 -6
  232. package/lib/heatmap/models/hexagon.js.map +1 -1
  233. package/lib/image/index.js +12 -2
  234. package/lib/image/index.js.map +1 -1
  235. package/lib/image/models/dataImage.js +10 -5
  236. package/lib/image/models/dataImage.js.map +1 -1
  237. package/lib/image/models/image.js +11 -7
  238. package/lib/image/models/image.js.map +1 -1
  239. package/lib/line/index.js +12 -5
  240. package/lib/line/index.js.map +1 -1
  241. package/lib/line/models/arc.js +15 -10
  242. package/lib/line/models/arc.js.map +1 -1
  243. package/lib/line/models/arc_3d.js +13 -8
  244. package/lib/line/models/arc_3d.js.map +1 -1
  245. package/lib/line/models/earthArc_3d.js +17 -9
  246. package/lib/line/models/earthArc_3d.js.map +1 -1
  247. package/lib/line/models/great_circle.js +12 -7
  248. package/lib/line/models/great_circle.js.map +1 -1
  249. package/lib/line/models/half.js +48 -29
  250. package/lib/line/models/half.js.map +1 -1
  251. package/lib/line/models/index.js +0 -3
  252. package/lib/line/models/index.js.map +1 -1
  253. package/lib/line/models/line.js +29 -18
  254. package/lib/line/models/line.js.map +1 -1
  255. package/lib/line/models/linearline.js +14 -24
  256. package/lib/line/models/linearline.js.map +1 -1
  257. package/lib/line/models/simpleLine.js +13 -8
  258. package/lib/line/models/simpleLine.js.map +1 -1
  259. package/lib/line/models/tile.js +47 -39
  260. package/lib/line/models/tile.js.map +1 -1
  261. package/lib/line/models/wall.js +13 -9
  262. package/lib/line/models/wall.js.map +1 -1
  263. package/lib/mask/index.js +12 -2
  264. package/lib/mask/index.js.map +1 -1
  265. package/lib/mask/models/fill.js +55 -27
  266. package/lib/mask/models/fill.js.map +1 -1
  267. package/lib/plugins/DataMappingPlugin.js +29 -8
  268. package/lib/plugins/DataMappingPlugin.js.map +1 -1
  269. package/lib/plugins/DataSourcePlugin.js +13 -4
  270. package/lib/plugins/DataSourcePlugin.js.map +1 -1
  271. package/lib/plugins/LayerModelPlugin.js +35 -7
  272. package/lib/plugins/LayerModelPlugin.js.map +1 -1
  273. package/lib/plugins/PixelPickingPlugin.js +16 -13
  274. package/lib/plugins/PixelPickingPlugin.js.map +1 -1
  275. package/lib/point/index.js +26 -15
  276. package/lib/point/index.js.map +1 -1
  277. package/lib/point/models/earthExtrude.js +16 -15
  278. package/lib/point/models/earthExtrude.js.map +1 -1
  279. package/lib/point/models/earthFill.js +13 -22
  280. package/lib/point/models/earthFill.js.map +1 -1
  281. package/lib/point/models/extrude.js +51 -28
  282. package/lib/point/models/extrude.js.map +1 -1
  283. package/lib/point/models/fill.js +61 -42
  284. package/lib/point/models/fill.js.map +1 -1
  285. package/lib/point/models/fillmage.js +13 -22
  286. package/lib/point/models/fillmage.js.map +1 -1
  287. package/lib/point/models/image.js +11 -6
  288. package/lib/point/models/image.js.map +1 -1
  289. package/lib/point/models/index.js +0 -3
  290. package/lib/point/models/index.js.map +1 -1
  291. package/lib/point/models/normal.js +11 -6
  292. package/lib/point/models/normal.js.map +1 -1
  293. package/lib/point/models/radar.js +13 -22
  294. package/lib/point/models/radar.js.map +1 -1
  295. package/lib/point/models/simplePoint.js +11 -6
  296. package/lib/point/models/simplePoint.js.map +1 -1
  297. package/lib/point/models/text.js +112 -78
  298. package/lib/point/models/text.js.map +1 -1
  299. package/lib/point/models/tile.js +22 -25
  300. package/lib/point/models/tile.js.map +1 -1
  301. package/lib/polygon/index.js +12 -2
  302. package/lib/polygon/index.js.map +1 -1
  303. package/lib/polygon/models/extrude.js +10 -5
  304. package/lib/polygon/models/extrude.js.map +1 -1
  305. package/lib/polygon/models/fill.js +25 -11
  306. package/lib/polygon/models/fill.js.map +1 -1
  307. package/lib/polygon/models/ocean.js +12 -6
  308. package/lib/polygon/models/ocean.js.map +1 -1
  309. package/lib/polygon/models/tile.js +17 -27
  310. package/lib/polygon/models/tile.js.map +1 -1
  311. package/lib/polygon/models/water.js +12 -6
  312. package/lib/polygon/models/water.js.map +1 -1
  313. package/lib/raster/index.js +12 -2
  314. package/lib/raster/index.js.map +1 -1
  315. package/lib/raster/models/raster.js +11 -7
  316. package/lib/raster/models/raster.js.map +1 -1
  317. package/lib/tile/manager/tileLayerManager.js +3 -0
  318. package/lib/tile/manager/tileLayerManager.js.map +1 -1
  319. package/lib/tile/manager/tilePickerManager.js +1 -0
  320. package/lib/tile/manager/tilePickerManager.js.map +1 -1
  321. package/lib/tile/tileFactory/base.js.map +1 -1
  322. package/lib/tile/tileFactory/point.js.map +1 -1
  323. package/lib/tile/tileFactory/rasterDataLayer.js +12 -2
  324. package/lib/tile/tileFactory/rasterDataLayer.js.map +1 -1
  325. package/lib/tile/tileFactory/vectorLayer.js +12 -2
  326. package/lib/tile/tileFactory/vectorLayer.js.map +1 -1
  327. package/lib/utils/extrude_polyline.js +148 -14
  328. package/lib/utils/extrude_polyline.js.map +1 -1
  329. package/lib/wind/index.js +12 -2
  330. package/lib/wind/index.js.map +1 -1
  331. package/lib/wind/models/wind.js +49 -18
  332. package/lib/wind/models/wind.js.map +1 -1
  333. package/lib/wind/models/windRender.js +1 -1
  334. package/lib/wind/models/windRender.js.map +1 -1
  335. package/package.json +9 -8
  336. package/es/line/models/arcmini.d.ts +0 -9
  337. package/es/line/models/arcmini.js +0 -145
  338. package/es/line/models/arcmini.js.map +0 -1
  339. package/es/point/models/icon-font.d.ts +0 -11
  340. package/es/point/models/icon-font.js +0 -181
  341. package/es/point/models/icon-font.js.map +0 -1
  342. package/es/raster/image.d.ts +0 -0
  343. package/es/raster/image.js +0 -2
  344. package/es/raster/image.js.map +0 -1
  345. package/es/raster/raster2d.d.ts +0 -27
  346. package/es/raster/raster2d.js +0 -158
  347. package/es/raster/raster2d.js.map +0 -1
  348. package/es/utils/geo.d.ts +0 -12
  349. package/es/utils/geo.js +0 -53
  350. package/es/utils/geo.js.map +0 -1
  351. package/lib/line/models/arcmini.js +0 -161
  352. package/lib/line/models/arcmini.js.map +0 -1
  353. package/lib/point/models/icon-font.js +0 -196
  354. package/lib/point/models/icon-font.js.map +0 -1
  355. package/lib/raster/image.js +0 -2
  356. package/lib/raster/image.js.map +0 -1
  357. package/lib/raster/raster2d.js +0 -172
  358. package/lib/raster/raster2d.js.map +0 -1
  359. package/lib/utils/geo.js +0 -65
  360. package/lib/utils/geo.js.map +0 -1
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* as glUtils from './utils';\nimport {\n drawFrag,\n drawVert,\n fullScreenFrag,\n fullScreenVert,\n updateFrag,\n updateVert,\n} from './windShader';\n\nfunction getColorRamp(colors: { [key: number]: string }) {\n let canvas = document.createElement('canvas') as HTMLCanvasElement;\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n\n canvas.width = 256;\n canvas.height = 1;\n\n const gradient = ctx.createLinearGradient(0, 0, 256, 0);\n for (const stop of Object.keys(colors)) {\n gradient.addColorStop(+stop, colors[+stop]);\n }\n\n ctx.fillStyle = gradient;\n ctx.fillRect(0, 0, 256, 1);\n\n // @ts-ignore dispose canvas element\n canvas = null;\n\n return new Uint8Array(ctx.getImageData(0, 0, 256, 1).data);\n}\n\nfunction bindAttribute(\n gl: WebGLRenderingContext,\n buffer: any,\n attribute: any,\n numComponents: any,\n) {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attribute);\n gl.vertexAttribPointer(attribute, numComponents, gl.FLOAT, false, 0, 0);\n}\n\nfunction bindFramebuffer(\n gl: WebGLRenderingContext,\n framebuffer: any,\n texture: any,\n) {\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n if (texture) {\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0,\n );\n }\n}\n\nexport interface IWindData {\n uMin: number;\n uMax: number;\n vMin: number;\n vMax: number;\n image: HTMLImageElement;\n}\n\nexport interface IWind {\n width: number;\n height: number;\n\n fadeOpacity: number;\n speedFactor: number;\n dropRate: number;\n dropRateBump: number;\n\n setWind: (windData: IWindData) => void;\n draw: () => { d: Uint8Array; w: number; h: number };\n updateParticelNum: (num: number) => void;\n updateWindDir: (\n uMin: number,\n uMax: number,\n vMin: number,\n vMax: number,\n ) => void;\n updateColorRampTexture: (rampColors: { [key: number]: string }) => void;\n\n reSize: (width: number, height: number) => void;\n destroy: () => void;\n}\n\nexport interface IWindProps {\n glContext: WebGLRenderingContext;\n imageWidth: number;\n imageHeight: number;\n fadeOpacity: number;\n speedFactor: number;\n dropRate: number;\n dropRateBump: number;\n rampColors: { [key: number]: string };\n}\n\nexport class Wind {\n public width: number = 512;\n public height: number = 512;\n\n public pixels: Uint8Array;\n\n public fadeOpacity: number;\n public speedFactor: number;\n public dropRate: number;\n public dropRateBump: number;\n private gl: WebGLRenderingContext;\n private drawProgram: WebGLProgram;\n private fullScreenProgram: WebGLProgram;\n private updateProgram: WebGLProgram;\n\n private rampColors: { [key: number]: string };\n\n private numParticles: number = 65536;\n private numParticlesSize: number;\n private particleStateResolution: number;\n\n private quadBuffer: WebGLBuffer | null;\n private particleIndexBuffer: WebGLBuffer | null;\n\n private framebuffer: WebGLFramebuffer | null;\n\n private colorRampTexture: WebGLTexture | null;\n private backgroundTexture: WebGLTexture | null;\n private screenTexture: WebGLTexture | null;\n private particleStateTexture0: WebGLTexture | null;\n private particleStateTexture1: WebGLTexture | null;\n private windTexture: WebGLTexture | null;\n\n private windData: IWindData;\n\n constructor(options: IWindProps) {\n this.gl = options.glContext;\n this.width = options.imageWidth;\n this.height = options.imageHeight;\n this.fadeOpacity = options.fadeOpacity;\n this.speedFactor = options.speedFactor;\n this.dropRate = options.dropRate;\n this.dropRateBump = options.dropRateBump;\n\n this.rampColors = options.rampColors;\n this.init();\n }\n\n public init() {\n const gl = this.gl;\n\n this.fadeOpacity = 0.996; // how fast the particle trails fade on each frame\n this.speedFactor = 0.25; // how fast the particles move\n this.dropRate = 0.003; // how often the particles move to a random place\n this.dropRateBump = 0.01; // drop rate increase relative to individual particle speed\n\n this.drawProgram = glUtils.createProgram(\n gl,\n drawVert,\n drawFrag,\n ) as WebGLProgram;\n this.fullScreenProgram = glUtils.createProgram(\n gl,\n fullScreenVert,\n fullScreenFrag,\n ) as WebGLProgram;\n this.updateProgram = glUtils.createProgram(\n gl,\n updateVert,\n updateFrag,\n ) as WebGLProgram;\n\n this.quadBuffer = glUtils.createBuffer(\n gl,\n new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]),\n );\n\n this.framebuffer = gl.createFramebuffer();\n\n this.colorRampTexture = glUtils.createTexture(\n this.gl,\n this.gl.LINEAR,\n getColorRamp(this.rampColors),\n 16,\n 16,\n );\n\n const emptyPixels = new Uint8Array(this.width * this.height * 4);\n\n // screen textures to hold the drawn screen for the previous and the current frame\n\n this.backgroundTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n this.width,\n this.height,\n );\n this.screenTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n this.width,\n this.height,\n );\n\n // we create a square texture where each pixel will hold a particle position encoded as RGBA\n const particleRes = (this.particleStateResolution = Math.ceil(\n Math.sqrt(this.numParticles),\n ));\n // particleRes size\n this.numParticlesSize = particleRes * particleRes;\n\n const particleState = new Uint8Array(this.numParticlesSize * 4);\n for (let i = 0; i < particleState.length; i++) {\n particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions\n }\n // textures to hold the particle state for the current and the next frame\n this.particleStateTexture0 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n this.particleStateTexture1 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n\n const particleIndices = new Float32Array(this.numParticlesSize);\n for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {\n particleIndices[i$1] = i$1;\n }\n this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);\n }\n\n public setWind(windData: IWindData) {\n this.windData = windData;\n this.windTexture = glUtils.createDataTexture(\n this.gl,\n this.gl.LINEAR,\n windData.image,\n );\n }\n\n /**\n * 更新风场粒子数量\n * @param num\n */\n public updateParticelNum(num: number) {\n const gl = this.gl;\n if (num !== this.numParticles) {\n this.numParticles = num; // params number\n\n // we create a square texture where each pixel will hold a particle position encoded as RGBA\n const particleRes = (this.particleStateResolution = Math.ceil(\n Math.sqrt(this.numParticles),\n ));\n this.numParticlesSize = particleRes * particleRes;\n\n const particleState = new Uint8Array(this.numParticlesSize * 4);\n for (let i = 0; i < particleState.length; i++) {\n particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions\n }\n // textures to hold the particle state for the current and the next frame\n this.particleStateTexture0 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n this.particleStateTexture1 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n\n const particleIndices = new Float32Array(this.numParticlesSize);\n for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {\n particleIndices[i$1] = i$1;\n }\n this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);\n }\n }\n\n /**\n * 更新风场风向风速\n * @param uMin\n * @param uMax\n * @param vMin\n * @param vMax\n */\n public updateWindDir(uMin: number, uMax: number, vMin: number, vMax: number) {\n this.windData.uMin = uMin;\n this.windData.uMax = uMax;\n this.windData.vMin = vMin;\n this.windData.vMax = vMax;\n }\n\n /**\n * update rampColors\n * @param rampColors\n */\n public updateColorRampTexture(rampColors: { [key: number]: string }) {\n if (this.isColorChanged(rampColors)) {\n this.rampColors = rampColors;\n\n const gl = this.gl;\n gl.deleteTexture(this.colorRampTexture);\n this.colorRampTexture = glUtils.createTexture(\n gl,\n gl.LINEAR,\n getColorRamp(rampColors),\n 16,\n 16,\n );\n }\n }\n\n public isColorChanged(rampColors: { [key: number]: string }): boolean {\n const keys = Object.keys(rampColors);\n for (const item of keys) {\n const key = Number(item);\n // exist new key -> color need update\n if (!this.rampColors[key]) {\n return true;\n }\n // value changed -> color need update\n if (this.rampColors[key] && this.rampColors[key] !== rampColors[key]) {\n return true;\n }\n }\n return false;\n }\n\n public reSize(width: number, height: number) {\n if (width !== this.width || height !== this.height) {\n const gl = this.gl;\n gl.deleteTexture(this.backgroundTexture);\n gl.deleteTexture(this.screenTexture);\n\n this.width = width;\n this.height = height;\n const emptyPixels = new Uint8Array(width * height * 4);\n // screen textures to hold the drawn screen for the previous and the current frame\n this.backgroundTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n width,\n height,\n );\n this.screenTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n width,\n height,\n );\n }\n }\n\n public draw() {\n if (this.windData?.image) {\n const gl = this.gl;\n\n glUtils.bindTexture(gl, this.windTexture as WebGLTexture, 0);\n glUtils.bindTexture(gl, this.particleStateTexture0 as WebGLTexture, 1);\n\n this.drawScreen(); // draw Particles into framebuffer\n this.updateParticles();\n\n return { d: this.pixels, w: this.width, h: this.height };\n } else {\n return { d: new Uint8Array([0, 0, 0, 0]), w: 1, h: 1 };\n }\n }\n\n public drawScreen() {\n const gl = this.gl;\n\n // draw the screen into a temporary framebuffer to retain it as the background on the next frame\n bindFramebuffer(gl, this.framebuffer, this.screenTexture);\n\n gl.viewport(0, 0, this.width, this.height);\n\n this.drawFullTexture(this.backgroundTexture, this.fadeOpacity);\n this.drawParticles();\n\n gl.disable(gl.BLEND);\n\n this.pixels = new Uint8Array(4 * this.width * this.height);\n gl.readPixels(\n 0,\n 0,\n this.width,\n this.height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n this.pixels,\n );\n\n bindFramebuffer(gl, null, null);\n gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n\n // save the current screen as the background for the next frame\n const temp = this.backgroundTexture;\n this.backgroundTexture = this.screenTexture;\n this.screenTexture = temp;\n }\n\n public drawFullTexture(texture: any, opacity: number) {\n const gl = this.gl;\n const program = this.fullScreenProgram as any;\n gl.useProgram(program);\n\n // bindAttribute(gl, this.quadBuffer, program.a_pos, 2);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);\n gl.vertexAttribPointer(program.a_pos, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(program.a_pos);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n glUtils.bindTexture(gl, texture, 2);\n gl.uniform1i(program.u_screen, 2);\n gl.uniform1f(program.u_opacity, opacity);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n // gl.drawArrays(gl.POINTS, 0, 6);\n }\n\n public drawParticles() {\n const gl = this.gl;\n const program = this.drawProgram as any;\n gl.useProgram(program);\n\n bindAttribute(gl, this.particleIndexBuffer, program.a_index, 1);\n glUtils.bindTexture(gl, this.colorRampTexture as WebGLTexture, 2);\n\n gl.uniform1i(program.u_wind, 0);\n gl.uniform1i(program.u_particles, 1);\n gl.uniform1i(program.u_color_ramp, 2);\n\n gl.uniform1f(program.u_particles_res, this.particleStateResolution);\n gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);\n gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);\n\n gl.drawArrays(gl.POINTS, 0, this.numParticlesSize);\n }\n\n public updateParticles() {\n const gl = this.gl;\n bindFramebuffer(gl, this.framebuffer, this.particleStateTexture1);\n gl.viewport(\n 0,\n 0,\n this.particleStateResolution,\n this.particleStateResolution,\n );\n\n const program = this.updateProgram as any;\n gl.useProgram(program);\n\n bindAttribute(gl, this.quadBuffer, program.a_pos, 2);\n\n gl.uniform1i(program.u_wind, 0);\n gl.uniform1i(program.u_particles, 1);\n\n gl.uniform1f(program.u_rand_seed, Math.random());\n gl.uniform2f(\n program.u_wind_res,\n this.windData.image.width * 2,\n this.windData.image.height * 2,\n );\n gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);\n gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);\n gl.uniform1f(program.u_speed_factor, this.speedFactor);\n gl.uniform1f(program.u_drop_rate, this.dropRate);\n gl.uniform1f(program.u_drop_rate_bump, this.dropRateBump);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n // swap the particle state textures so the new one becomes the current one\n const temp = this.particleStateTexture0;\n this.particleStateTexture0 = this.particleStateTexture1;\n this.particleStateTexture1 = temp;\n\n bindFramebuffer(gl, null, null);\n\n // gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n }\n\n public destroy() {\n // private drawProgram: WebGLProgram;\n // private fullScreenProgram: WebGLProgram;\n // private updateProgram: WebGLProgram;\n\n // private quadBuffer: WebGLBuffer | null;\n // private particleIndexBuffer: WebGLBuffer | null;\n\n // private framebuffer: WebGLFramebuffer | null;\n\n // private colorRampTexture: WebGLTexture | null;\n // private backgroundTexture: WebGLTexture | null;\n // private screenTexture: WebGLTexture | null;\n // private particleStateTexture0: WebGLTexture | null;\n // private particleStateTexture1: WebGLTexture | null;\n // private windTexture: WebGLTexture | null;\n\n this.gl.deleteBuffer(this.quadBuffer);\n this.gl.deleteBuffer(this.particleIndexBuffer);\n\n this.gl.deleteFramebuffer(this.framebuffer);\n\n // @ts-ignore\n this.gl.deleteShader(this.drawProgram.vertexShader);\n // @ts-ignore\n this.gl.deleteShader(this.drawProgram.fragmentShader);\n this.gl.deleteProgram(this.drawProgram);\n\n // @ts-ignore\n this.gl.deleteShader(this.fullScreenProgram.vertexShader);\n // @ts-ignore\n this.gl.deleteShader(this.fullScreenProgram.fragmentShader);\n this.gl.deleteProgram(this.fullScreenProgram);\n\n // @ts-ignore\n this.gl.deleteShader(this.updateProgram.vertexShader);\n // @ts-ignore\n this.gl.deleteShader(this.updateProgram.fragmentShader);\n this.gl.deleteProgram(this.updateProgram);\n\n this.gl.deleteTexture(this.colorRampTexture);\n this.gl.deleteTexture(this.backgroundTexture);\n this.gl.deleteTexture(this.screenTexture);\n this.gl.deleteTexture(this.particleStateTexture0);\n this.gl.deleteTexture(this.particleStateTexture1);\n this.gl.deleteTexture(this.windTexture);\n }\n}\n"],"file":"windRender.js"}
1
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* as glUtils from './utils';\nimport {\n drawFrag,\n drawVert,\n fullScreenFrag,\n fullScreenVert,\n updateFrag,\n updateVert,\n} from './windShader';\n\nfunction getColorRamp(colors: { [key: number]: string }) {\n let canvas = document.createElement('canvas') as HTMLCanvasElement;\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n\n canvas.width = 256;\n canvas.height = 1;\n\n const gradient = ctx.createLinearGradient(0, 0, 256, 0);\n for (const stop of Object.keys(colors)) {\n gradient.addColorStop(+stop, colors[+stop]);\n }\n\n ctx.fillStyle = gradient;\n ctx.fillRect(0, 0, 256, 1);\n\n // @ts-ignore dispose canvas element\n canvas = null;\n\n return new Uint8Array(ctx.getImageData(0, 0, 256, 1).data);\n}\n\nfunction bindAttribute(\n gl: WebGLRenderingContext,\n buffer: any,\n attribute: any,\n numComponents: any,\n) {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attribute);\n gl.vertexAttribPointer(attribute, numComponents, gl.FLOAT, false, 0, 0);\n}\n\nfunction bindFramebuffer(\n gl: WebGLRenderingContext,\n framebuffer: any,\n texture: any,\n) {\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n if (texture) {\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0,\n );\n }\n}\n\nexport interface IWindData {\n uMin: number;\n uMax: number;\n vMin: number;\n vMax: number;\n image: HTMLImageElement;\n}\n\nexport interface IWind {\n width: number;\n height: number;\n\n fadeOpacity: number;\n speedFactor: number;\n dropRate: number;\n dropRateBump: number;\n\n setWind: (windData: IWindData) => void;\n draw: () => { d: Uint8Array; w: number; h: number };\n updateParticelNum: (num: number) => void;\n updateWindDir: (\n uMin: number,\n uMax: number,\n vMin: number,\n vMax: number,\n ) => void;\n updateColorRampTexture: (rampColors: { [key: number]: string }) => void;\n\n reSize: (width: number, height: number) => void;\n destroy: () => void;\n}\n\nexport interface IWindProps {\n glContext: WebGLRenderingContext;\n imageWidth: number;\n imageHeight: number;\n fadeOpacity: number;\n speedFactor: number;\n dropRate: number;\n dropRateBump: number;\n rampColors: { [key: number]: string };\n}\n\nexport class Wind {\n public width: number = 512;\n public height: number = 512;\n\n public pixels: Uint8Array;\n\n public fadeOpacity: number;\n public speedFactor: number;\n public dropRate: number;\n public dropRateBump: number;\n private gl: WebGLRenderingContext;\n private drawProgram: WebGLProgram;\n private fullScreenProgram: WebGLProgram;\n private updateProgram: WebGLProgram;\n\n private rampColors: { [key: number]: string };\n\n private numParticles: number = 65536;\n private numParticlesSize: number;\n private particleStateResolution: number;\n\n private quadBuffer: WebGLBuffer | null;\n private particleIndexBuffer: WebGLBuffer | null;\n\n private framebuffer: WebGLFramebuffer | null;\n\n private colorRampTexture: WebGLTexture | null;\n private backgroundTexture: WebGLTexture | null;\n private screenTexture: WebGLTexture | null;\n private particleStateTexture0: WebGLTexture | null;\n private particleStateTexture1: WebGLTexture | null;\n private windTexture: WebGLTexture | null;\n\n private windData: IWindData;\n\n constructor(options: IWindProps) {\n this.gl = options.glContext;\n this.width = options.imageWidth;\n this.height = options.imageHeight;\n this.fadeOpacity = options.fadeOpacity;\n this.speedFactor = options.speedFactor;\n this.dropRate = options.dropRate;\n this.dropRateBump = options.dropRateBump;\n\n this.rampColors = options.rampColors;\n this.init();\n }\n\n public init() {\n const gl = this.gl;\n\n this.fadeOpacity = 0.996; // how fast the particle trails fade on each frame\n this.speedFactor = 0.25; // how fast the particles move\n this.dropRate = 0.003; // how often the particles move to a random place\n this.dropRateBump = 0.01; // drop rate increase relative to individual particle speed\n\n this.drawProgram = glUtils.createProgram(\n gl,\n drawVert,\n drawFrag,\n ) as WebGLProgram;\n this.fullScreenProgram = glUtils.createProgram(\n gl,\n fullScreenVert,\n fullScreenFrag,\n ) as WebGLProgram;\n this.updateProgram = glUtils.createProgram(\n gl,\n updateVert,\n updateFrag,\n ) as WebGLProgram;\n\n this.quadBuffer = glUtils.createBuffer(\n gl,\n new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]),\n );\n\n this.framebuffer = gl.createFramebuffer();\n\n this.colorRampTexture = glUtils.createTexture(\n this.gl,\n this.gl.LINEAR,\n getColorRamp(this.rampColors),\n 16,\n 16,\n );\n\n const emptyPixels = new Uint8Array(this.width * this.height * 4);\n\n // screen textures to hold the drawn screen for the previous and the current frame\n\n this.backgroundTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n this.width,\n this.height,\n );\n this.screenTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n this.width,\n this.height,\n );\n\n // we create a square texture where each pixel will hold a particle position encoded as RGBA\n const particleRes = (this.particleStateResolution = Math.ceil(\n Math.sqrt(this.numParticles),\n ));\n // particleRes size\n this.numParticlesSize = particleRes * particleRes;\n\n const particleState = new Uint8Array(this.numParticlesSize * 4);\n for (let i = 0; i < particleState.length; i++) {\n particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions\n }\n // textures to hold the particle state for the current and the next frame\n this.particleStateTexture0 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n this.particleStateTexture1 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n\n const particleIndices = new Float32Array(this.numParticlesSize);\n for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {\n particleIndices[i$1] = i$1;\n }\n this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);\n }\n\n public setWind(windData: IWindData) {\n this.windData = windData;\n this.windTexture = glUtils.createDataTexture(\n this.gl,\n this.gl.LINEAR,\n windData.image,\n );\n }\n\n /**\n * 更新风场粒子数量\n * @param num\n */\n public updateParticelNum(num: number) {\n const gl = this.gl;\n if (num !== this.numParticles) {\n this.numParticles = num; // params number\n\n // we create a square texture where each pixel will hold a particle position encoded as RGBA\n const particleRes = (this.particleStateResolution = Math.ceil(\n Math.sqrt(this.numParticles),\n ));\n this.numParticlesSize = particleRes * particleRes;\n\n const particleState = new Uint8Array(this.numParticlesSize * 4);\n for (let i = 0; i < particleState.length; i++) {\n particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions\n }\n // textures to hold the particle state for the current and the next frame\n this.particleStateTexture0 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n this.particleStateTexture1 = glUtils.createTexture(\n gl,\n gl.NEAREST,\n particleState,\n particleRes,\n particleRes,\n );\n\n const particleIndices = new Float32Array(this.numParticlesSize);\n for (let i$1 = 0; i$1 < this.numParticlesSize; i$1++) {\n particleIndices[i$1] = i$1;\n }\n this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);\n }\n }\n\n /**\n * 更新风场风向风速\n * @param uMin\n * @param uMax\n * @param vMin\n * @param vMax\n */\n public updateWindDir(uMin: number, uMax: number, vMin: number, vMax: number) {\n this.windData.uMin = uMin;\n this.windData.uMax = uMax;\n this.windData.vMin = vMin;\n this.windData.vMax = vMax;\n }\n\n /**\n * update rampColors\n * @param rampColors\n */\n public updateColorRampTexture(rampColors: { [key: number]: string }) {\n if (this.isColorChanged(rampColors)) {\n this.rampColors = rampColors;\n\n const gl = this.gl;\n gl.deleteTexture(this.colorRampTexture);\n this.colorRampTexture = glUtils.createTexture(\n gl,\n gl.LINEAR,\n getColorRamp(rampColors),\n 16,\n 16,\n );\n }\n }\n\n public isColorChanged(rampColors: { [key: number]: string }): boolean {\n const keys = Object.keys(rampColors);\n for (const item of keys) {\n const key = Number(item);\n // exist new key -> color need update\n if (!this.rampColors[key]) {\n return true;\n }\n // value changed -> color need update\n if (this.rampColors[key] && this.rampColors[key] !== rampColors[key]) {\n return true;\n }\n }\n return false;\n }\n\n public reSize(width: number, height: number) {\n if (width !== this.width || height !== this.height) {\n const gl = this.gl;\n gl.deleteTexture(this.backgroundTexture);\n gl.deleteTexture(this.screenTexture);\n\n this.width = width;\n this.height = height;\n const emptyPixels = new Uint8Array(width * height * 4);\n // screen textures to hold the drawn screen for the previous and the current frame\n this.backgroundTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n width,\n height,\n );\n this.screenTexture = glUtils.createTexture(\n gl,\n gl.NEAREST,\n emptyPixels,\n width,\n height,\n );\n }\n }\n public draw() {\n if (this.windData?.image) {\n const gl = this.gl;\n\n glUtils.bindTexture(gl, this.windTexture as WebGLTexture, 0);\n glUtils.bindTexture(gl, this.particleStateTexture0 as WebGLTexture, 1);\n\n this.drawScreen(); // draw Particles into framebuffer\n this.updateParticles();\n\n return { d: this.pixels, w: this.width, h: this.height };\n } else {\n return { d: new Uint8Array([0, 0, 0, 0]), w: 1, h: 1 };\n }\n }\n\n public drawScreen() {\n const gl = this.gl;\n\n // draw the screen into a temporary framebuffer to retain it as the background on the next frame\n bindFramebuffer(gl, this.framebuffer, this.screenTexture);\n\n gl.viewport(0, 0, this.width, this.height);\n\n gl.disable(gl.BLEND);\n this.drawFullTexture(this.backgroundTexture, this.fadeOpacity);\n this.drawParticles();\n\n this.pixels = new Uint8Array(4 * this.width * this.height);\n gl.readPixels(\n 0,\n 0,\n this.width,\n this.height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n this.pixels,\n );\n\n bindFramebuffer(gl, null, null);\n gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n\n // save the current screen as the background for the next frame\n const temp = this.backgroundTexture;\n this.backgroundTexture = this.screenTexture;\n this.screenTexture = temp;\n }\n\n public drawFullTexture(texture: any, opacity: number) {\n const gl = this.gl;\n const program = this.fullScreenProgram as any;\n gl.useProgram(program);\n\n // bindAttribute(gl, this.quadBuffer, program.a_pos, 2);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);\n gl.vertexAttribPointer(program.a_pos, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(program.a_pos);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n glUtils.bindTexture(gl, texture, 2);\n gl.uniform1i(program.u_screen, 2);\n gl.uniform1f(program.u_opacity, opacity);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n // gl.drawArrays(gl.POINTS, 0, 6);\n }\n\n public drawParticles() {\n const gl = this.gl;\n const program = this.drawProgram as any;\n gl.useProgram(program);\n\n bindAttribute(gl, this.particleIndexBuffer, program.a_index, 1);\n glUtils.bindTexture(gl, this.colorRampTexture as WebGLTexture, 2);\n\n gl.uniform1i(program.u_wind, 0);\n gl.uniform1i(program.u_particles, 1);\n gl.uniform1i(program.u_color_ramp, 2);\n\n gl.uniform1f(program.u_particles_res, this.particleStateResolution);\n gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);\n gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);\n\n gl.drawArrays(gl.POINTS, 0, this.numParticlesSize);\n }\n\n public updateParticles() {\n const gl = this.gl;\n bindFramebuffer(gl, this.framebuffer, this.particleStateTexture1);\n gl.viewport(\n 0,\n 0,\n this.particleStateResolution,\n this.particleStateResolution,\n );\n\n const program = this.updateProgram as any;\n gl.useProgram(program);\n\n bindAttribute(gl, this.quadBuffer, program.a_pos, 2);\n\n gl.uniform1i(program.u_wind, 0);\n gl.uniform1i(program.u_particles, 1);\n\n gl.uniform1f(program.u_rand_seed, Math.random());\n gl.uniform2f(\n program.u_wind_res,\n this.windData.image.width * 2,\n this.windData.image.height * 2,\n );\n gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);\n gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);\n gl.uniform1f(program.u_speed_factor, this.speedFactor);\n gl.uniform1f(program.u_drop_rate, this.dropRate);\n gl.uniform1f(program.u_drop_rate_bump, this.dropRateBump);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n // swap the particle state textures so the new one becomes the current one\n const temp = this.particleStateTexture0;\n this.particleStateTexture0 = this.particleStateTexture1;\n this.particleStateTexture1 = temp;\n\n bindFramebuffer(gl, null, null);\n\n // gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);\n }\n\n public destroy() {\n // private drawProgram: WebGLProgram;\n // private fullScreenProgram: WebGLProgram;\n // private updateProgram: WebGLProgram;\n\n // private quadBuffer: WebGLBuffer | null;\n // private particleIndexBuffer: WebGLBuffer | null;\n\n // private framebuffer: WebGLFramebuffer | null;\n\n // private colorRampTexture: WebGLTexture | null;\n // private backgroundTexture: WebGLTexture | null;\n // private screenTexture: WebGLTexture | null;\n // private particleStateTexture0: WebGLTexture | null;\n // private particleStateTexture1: WebGLTexture | null;\n // private windTexture: WebGLTexture | null;\n\n this.gl.deleteBuffer(this.quadBuffer);\n this.gl.deleteBuffer(this.particleIndexBuffer);\n\n this.gl.deleteFramebuffer(this.framebuffer);\n\n // @ts-ignore\n this.gl.deleteShader(this.drawProgram.vertexShader);\n // @ts-ignore\n this.gl.deleteShader(this.drawProgram.fragmentShader);\n this.gl.deleteProgram(this.drawProgram);\n\n // @ts-ignore\n this.gl.deleteShader(this.fullScreenProgram.vertexShader);\n // @ts-ignore\n this.gl.deleteShader(this.fullScreenProgram.fragmentShader);\n this.gl.deleteProgram(this.fullScreenProgram);\n\n // @ts-ignore\n this.gl.deleteShader(this.updateProgram.vertexShader);\n // @ts-ignore\n this.gl.deleteShader(this.updateProgram.fragmentShader);\n this.gl.deleteProgram(this.updateProgram);\n\n this.gl.deleteTexture(this.colorRampTexture);\n this.gl.deleteTexture(this.backgroundTexture);\n this.gl.deleteTexture(this.screenTexture);\n this.gl.deleteTexture(this.particleStateTexture0);\n this.gl.deleteTexture(this.particleStateTexture1);\n this.gl.deleteTexture(this.windTexture);\n }\n}\n"],"file":"windRender.js"}
@@ -51,14 +51,24 @@ var GeometryLayer = function (_BaseLayer) {
51
51
  (0, _createClass2.default)(GeometryLayer, [{
52
52
  key: "buildModels",
53
53
  value: function buildModels() {
54
+ var _this2 = this;
55
+
54
56
  var modelType = this.getModelType();
55
57
  this.layerModel = new _models.default[modelType](this);
56
- this.models = this.layerModel.initModels();
58
+ this.layerModel.initModels(function (models) {
59
+ _this2.models = models;
60
+
61
+ _this2.renderLayers();
62
+ });
57
63
  }
58
64
  }, {
59
65
  key: "rebuildModels",
60
66
  value: function rebuildModels() {
61
- this.models = this.layerModel.buildModels();
67
+ var _this3 = this;
68
+
69
+ this.layerModel.buildModels(function (models) {
70
+ return _this3.models = models;
71
+ });
62
72
  }
63
73
  }, {
64
74
  key: "getConfigSchema",
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/Geometry/index.ts"],"names":["GeometryLayer","modelType","getModelType","layerModel","GeometryModels","models","initModels","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","plane","sprite","billboard","shapeAttribute","styleAttributeService","getLayerStyleAttribute","shape","scale","field","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AAAA;;AAEA;;;;;;IAEqBA,a;;;;;;;;;;;;;;;uFAGG,e;;;;;;WACtB,uBAAqB;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIC,gBAAeH,SAAf,CAAJ,CAA8B,IAA9B,CAAlB;AACA,WAAKI,MAAL,GAAc,KAAKF,UAAL,CAAgBG,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKF,UAAL,CAAgBI,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,KAAKR,YAAL,EAAb;AACA,UAAMW,aAAa,GAAG;AACpBC,QAAAA,KAAK,EAAE,EADa;AAEpBC,QAAAA,MAAM,EAAE,EAFY;AAGpBC,QAAAA,SAAS,EAAE;AAHS,OAAtB;AAKA,aAAOH,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAA4C;AAAA;;AAC1C,UAAMO,cAAc,GAAG,KAAKC,qBAAL,CAA2BC,sBAA3B,CACrB,OADqB,CAAvB;AAGA,UAAMC,KAAK,GAAGH,cAAH,aAAGA,cAAH,gDAAGA,cAAc,CAAEI,KAAnB,0DAAG,sBAAuBC,KAArC;;AACA,UAAIF,KAAK,KAAK,OAAd,EAAuB;AACrB,eAAO,OAAP;AACD,OAFD,MAEO,IAAIA,KAAK,KAAK,QAAd,EAAwB;AAC7B,eAAO,QAAP;AACD,OAFM,MAEA,IAAIA,KAAK,KAAK,WAAd,EAA2B;AAChC,eAAO,WAAP;AACD,OAFM,MAEA;AACL,eAAO,OAAP;AACD;AACF;;;EAhDwCG,mB","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { IGeometryLayerStyleOptions } from '../core/interface';\nimport GeometryModels, { GeometryModelType } from './models';\n\nexport default class GeometryLayer extends BaseLayer<\n IGeometryLayerStyleOptions\n> {\n public type: string = 'GeometryLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new GeometryModels[modelType](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 plane: {},\n sprite: {},\n billboard: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): GeometryModelType {\n const shapeAttribute = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shape = shapeAttribute?.scale?.field as GeometryModelType;\n if (shape === 'plane') {\n return 'plane';\n } else if (shape === 'sprite') {\n return 'sprite';\n } else if (shape === 'billboard') {\n return 'billboard';\n } else {\n return 'plane';\n }\n }\n}\n"],"file":"index.js"}
1
+ {"version":3,"sources":["../../src/Geometry/index.ts"],"names":["GeometryLayer","modelType","getModelType","layerModel","GeometryModels","initModels","models","renderLayers","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","plane","sprite","billboard","shapeAttribute","styleAttributeService","getLayerStyleAttribute","shape","scale","field","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AAAA;;AAEA;;;;;;IAEqBA,a;;;;;;;;;;;;;;;uFAGG,e;;;;;;WACtB,uBAAqB;AAAA;;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIC,gBAAeH,SAAf,CAAJ,CAA8B,IAA9B,CAAlB;AACA,WAAKE,UAAL,CAAgBE,UAAhB,CAA2B,UAACC,MAAD,EAAY;AACrC,QAAA,MAAI,CAACA,MAAL,GAAcA,MAAd;;AACA,QAAA,MAAI,CAACC,YAAL;AACD,OAHD;AAID;;;WACD,yBAAuB;AAAA;;AACrB,WAAKJ,UAAL,CAAgBK,WAAhB,CAA4B,UAACF,MAAD;AAAA,eAAa,MAAI,CAACA,MAAL,GAAcA,MAA3B;AAAA,OAA5B;AACD;;;WAED,2BAA4B;AAC1B,aAAO;AACLG,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,KAAKT,YAAL,EAAb;AACA,UAAMY,aAAa,GAAG;AACpBC,QAAAA,KAAK,EAAE,EADa;AAEpBC,QAAAA,MAAM,EAAE,EAFY;AAGpBC,QAAAA,SAAS,EAAE;AAHS,OAAtB;AAKA,aAAOH,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAA4C;AAAA;;AAC1C,UAAMO,cAAc,GAAG,KAAKC,qBAAL,CAA2BC,sBAA3B,CACrB,OADqB,CAAvB;AAGA,UAAMC,KAAK,GAAGH,cAAH,aAAGA,cAAH,gDAAGA,cAAc,CAAEI,KAAnB,0DAAG,sBAAuBC,KAArC;;AACA,UAAIF,KAAK,KAAK,OAAd,EAAuB;AACrB,eAAO,OAAP;AACD,OAFD,MAEO,IAAIA,KAAK,KAAK,QAAd,EAAwB;AAC7B,eAAO,QAAP;AACD,OAFM,MAEA,IAAIA,KAAK,KAAK,WAAd,EAA2B;AAChC,eAAO,WAAP;AACD,OAFM,MAEA;AACL,eAAO,OAAP;AACD;AACF;;;EAnDwCG,mB","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { IGeometryLayerStyleOptions } from '../core/interface';\nimport GeometryModels, { GeometryModelType } from './models';\n\nexport default class GeometryLayer extends BaseLayer<\n IGeometryLayerStyleOptions\n> {\n public type: string = 'GeometryLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new GeometryModels[modelType](this);\n this.layerModel.initModels((models) => {\n this.models = models;\n this.renderLayers();\n });\n }\n public rebuildModels() {\n this.layerModel.buildModels((models) => (this.models = models));\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 plane: {},\n sprite: {},\n billboard: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): GeometryModelType {\n const shapeAttribute = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shape = shapeAttribute?.scale?.field as GeometryModelType;\n if (shape === 'plane') {\n return 'plane';\n } else if (shape === 'sprite') {\n return 'sprite';\n } else if (shape === 'billboard') {\n return 'billboard';\n } else {\n return 'plane';\n }\n }\n}\n"],"file":"index.js"}
@@ -103,7 +103,7 @@ var BillBoardModel = function (_BaseModel) {
103
103
  }
104
104
  }, {
105
105
  key: "initModels",
106
- value: function initModels() {
106
+ value: function initModels(callbackModel) {
107
107
  var _ref3 = this.layer.getLayerConfig(),
108
108
  _ref3$mask = _ref3.mask,
109
109
  mask = _ref3$mask === void 0 ? false : _ref3$mask,
@@ -121,8 +121,8 @@ var BillBoardModel = function (_BaseModel) {
121
121
  this.updateTexture(drawCanvas);
122
122
  }
123
123
 
124
- return [this.layer.buildLayerModel({
125
- moduleName: 'geometry_billboard',
124
+ this.layer.buildLayerModel({
125
+ moduleName: 'geometryBillboard',
126
126
  vertexShader: planeVert,
127
127
  fragmentShader: planeFrag,
128
128
  triangulation: this.planeGeometryTriangulation,
@@ -132,12 +132,17 @@ var BillBoardModel = function (_BaseModel) {
132
132
  },
133
133
  blend: this.getBlend(),
134
134
  stencil: (0, _l7Utils.getMask)(mask, maskInside)
135
- })];
135
+ }).then(function (model) {
136
+ callbackModel([model]);
137
+ }).catch(function (err) {
138
+ console.warn(err);
139
+ callbackModel([]);
140
+ });
136
141
  }
137
142
  }, {
138
143
  key: "buildModels",
139
- value: function buildModels() {
140
- return this.initModels();
144
+ value: function buildModels(callbackModel) {
145
+ this.initModels(callbackModel);
141
146
  }
142
147
  }, {
143
148
  key: "updateTexture",
@@ -1 +1 @@
1
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{\n AttributeType,\n gl,\n IAttrubuteAndElements,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport planeFrag from '../shaders/billboard_frag.glsl';\nimport planeVert from '../shaders/billboard_vert.glsl';\n\nexport default class BillBoardModel extends BaseModel {\n protected texture: ITexture2D;\n private radian: number = 0; // 旋转的弧度\n\n public planeGeometryTriangulation = () => {\n const {\n center = [120, 30],\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n return {\n size: 4,\n indices: [0, 1, 2, 2, 3, 0],\n vertices: [\n ...center,\n ...[1, 1],\n ...center,\n ...[0, 1],\n ...center,\n ...[0, 0],\n ...center,\n ...[1, 0],\n ],\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n width = 1,\n height = 1,\n raisingHeight = 0,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n /**\n * rotateFlag\n * L7MAP 1\n * MAPBOX 1\n * GAODE2.x -1\n * GAODE1.x -1\n */\n let rotateFlag = 1;\n if (\n this.mapService.version === 'GAODE2.x' ||\n this.mapService.version === 'GAODE1.x'\n ) {\n rotateFlag = -1;\n }\n // 控制图标的旋转角度(绕 Z 轴旋转)\n this.radian =\n (rotateFlag * Math.PI * (this.mapService.getRotation() % 360)) / 180;\n\n return {\n u_raisingHeight: Number(raisingHeight),\n u_RotateMatrix: new Float32Array([\n // z\n Math.cos(this.radian),\n Math.sin(this.radian),\n -Math.sin(this.radian),\n Math.cos(this.radian),\n ]),\n u_opacity: opacity || 1,\n u_texture: this.texture,\n u_size: [width, height],\n };\n }\n\n public clearModels(): void {\n this.texture?.destroy();\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n drawCanvas,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n if (drawCanvas) {\n this.updateTexture(drawCanvas);\n }\n\n this.layer\n .buildLayerModel({\n moduleName: 'geometryBillboard',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\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 public buildModels(callbackModel: (models: IModel[]) => void) {\n this.initModels(callbackModel);\n }\n\n public updateTexture(drawCanvas: (canvas: HTMLCanvasElement) => void): void {\n const { createTexture2D } = this.rendererService;\n\n const {\n canvasWidth = 1,\n canvasHeight = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const canvas = document.createElement('canvas');\n canvas.width = canvasWidth;\n canvas.height = canvasHeight;\n const ctx = canvas.getContext('2d');\n if (ctx) {\n drawCanvas(canvas);\n this.texture = createTexture2D({\n data: canvas,\n width: canvas.width,\n height: canvas.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n }\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 this.styleAttributeService.registerStyleAttribute({\n name: 'extrude',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Extrude',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\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[2], vertex[3]];\n },\n },\n });\n }\n}\n"],"file":"billboard.js"}
@@ -187,7 +187,7 @@ var PlaneModel = function (_BaseModel) {
187
187
  }
188
188
  }, {
189
189
  key: "initModels",
190
- value: function initModels() {
190
+ value: function initModels(callbackModel) {
191
191
  var _ref5 = this.layer.getLayerConfig(),
192
192
  _ref5$mask = _ref5.mask,
193
193
  mask = _ref5$mask === void 0 ? false : _ref5$mask,
@@ -202,8 +202,8 @@ var PlaneModel = function (_BaseModel) {
202
202
  width: 0
203
203
  });
204
204
  this.updateTexture(mapTexture);
205
- return [this.layer.buildLayerModel({
206
- moduleName: 'geometry_plane',
205
+ this.layer.buildLayerModel({
206
+ moduleName: 'geometryPlane',
207
207
  vertexShader: planeVert,
208
208
  fragmentShader: planeFrag,
209
209
  triangulation: this.planeGeometryTriangulation,
@@ -211,18 +211,23 @@ var PlaneModel = function (_BaseModel) {
211
211
  depth: {
212
212
  enable: true
213
213
  },
214
- blend: this.getBlend(),
215
214
  stencil: (0, _l7Utils.getMask)(mask, maskInside),
215
+ blend: this.getBlend(),
216
216
  cull: {
217
217
  enable: true,
218
218
  face: _l7Core.gl.BACK
219
219
  }
220
- })];
220
+ }).then(function (model) {
221
+ callbackModel([model]);
222
+ }).catch(function (err) {
223
+ console.warn(err);
224
+ callbackModel([]);
225
+ });
221
226
  }
222
227
  }, {
223
228
  key: "buildModels",
224
- value: function buildModels() {
225
- return this.initModels();
229
+ value: function buildModels(callbackModel) {
230
+ this.initModels(callbackModel);
226
231
  }
227
232
  }, {
228
233
  key: "createModelData",
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IAttrubuteAndElements,\n IEncodeFeature,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { Version } from '@antv/l7-maps';\nimport { getMask, isMini } from '@antv/l7-utils';\n// import { mat4, vec3 } from 'gl-matrix';\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport planeFrag from '../shaders/plane_frag.glsl';\nimport planeVert from '../shaders/plane_vert.glsl';\n\nexport default class PlaneModel extends BaseModel {\n protected texture: ITexture2D;\n protected terrainImage: HTMLImageElement;\n protected terrainImageLoaded: boolean = false;\n protected mapTexture: string | undefined;\n\n public initPlane(\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n lng = 120,\n lat = 30,\n ) {\n // https://github.com/mrdoob/three.js/blob/dev/src/geometries/PlaneGeometry.js\n const widthHalf = width / 2;\n const heightHalf = height / 2;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const segmentWidth = width / gridX;\n const segmentHeight = height / gridY;\n\n const indices = [];\n const positions = [];\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segmentHeight - heightHalf;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segmentWidth - widthHalf;\n if (this.mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = this.mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n positions.push(a, b, 0);\n } else {\n positions.push(x + lng, -y + lat, 0);\n }\n\n positions.push(ix / gridX);\n positions.push(1 - iy / gridY);\n }\n }\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = ix + gridX1 * iy;\n const b = ix + gridX1 * (iy + 1);\n const c = ix + 1 + gridX1 * (iy + 1);\n const d = ix + 1 + gridX1 * iy;\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryTriangulation = () => {\n const {\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n center = [120, 30],\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const { indices, positions } = this.initPlane(\n width,\n height,\n widthSegments,\n heightSegments,\n ...center,\n );\n if (terrainTexture) {\n // 存在地形贴图的时候会根据地形贴图对顶点进行偏移\n this.loadTerrainTexture(positions, indices);\n }\n\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n terrainClipHeight = 0,\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_terrainClipHeight: terrainTexture ? terrainClipHeight : -1,\n u_texture: this.texture,\n };\n }\n\n public clearModels(): void {\n // @ts-ignore\n this.terrainImage = null;\n this.texture?.destroy();\n }\n\n public initModels() {\n const {\n mask = false,\n maskInside = true,\n mapTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n return [\n this.layer.buildLayerModel({\n moduleName: 'geometry_plane',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.TRIANGLES,\n // primitive: gl.LINES,\n depth: { enable: true },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n cull: {\n enable: true,\n face: gl.BACK, // gl.FRONT | gl.BACK;\n },\n }),\n ];\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public createModelData(options?: any) {\n if (options) {\n const {\n widthSegments: oldwidthSegments,\n heightSegments: oldheightSegments,\n width: oldwidth,\n height: oldheight,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const {\n widthSegments,\n heightSegments,\n width,\n height,\n } = options as IGeometryLayerStyleOptions;\n this.layer.style({\n widthSegments:\n widthSegments !== undefined ? widthSegments : oldwidthSegments,\n heightSegments:\n heightSegments !== undefined ? heightSegments : oldheightSegments,\n width: width !== undefined ? width : oldwidth,\n height: height !== undefined ? height : oldheight,\n });\n }\n const oldFeatures = this.layer.getEncodedData();\n const res = this.styleAttributeService.createAttributesAndIndices(\n oldFeatures,\n this.planeGeometryTriangulation,\n );\n return res;\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\n }\n\n protected getImageData(img: HTMLImageElement) {\n const canvas: HTMLCanvasElement = document.createElement('canvas');\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n const { width, height } = img;\n canvas.width = width;\n canvas.height = height;\n\n ctx.drawImage(img, 0, 0, width, height);\n const imageData = ctx.getImageData(0, 0, width, height);\n\n return imageData;\n }\n\n protected translateVertex(\n positions: number[],\n indices: number[],\n image: HTMLImageElement,\n widthSegments: number,\n heightSegments: number,\n rgb2height: (r: number, g: number, b: number) => number,\n ) {\n const imgWidth = image.width;\n const imgHeight = image.height;\n const imageData = this.getImageData(image).data;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const widthStep = imgWidth / gridX;\n const heihgtStep = imgHeight / gridY;\n\n for (let iy = 0; iy < gridY1; iy++) {\n const imgIndexY = Math.floor(iy * heihgtStep);\n const imgLen = imgIndexY * imgWidth;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const imgIndexX = Math.floor(ix * widthStep);\n const imgDataIndex = (imgLen + imgIndexX) * 4;\n\n const r = imageData[imgDataIndex];\n const g = imageData[imgDataIndex + 1];\n const b = imageData[imgDataIndex + 2];\n\n const z = (iy * gridX1 + ix) * 5 + 2;\n positions[z] = rgb2height(r, g, b);\n }\n }\n\n const oldFeatures = this.layer.getEncodedData();\n const modelData = this.styleAttributeService.createAttributesAndIndices(\n oldFeatures,\n () => {\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n },\n );\n this.layer.updateModelData(modelData as IAttrubuteAndElements);\n this.layerService.renderLayers();\n }\n\n /**\n * load terrain texture & offset attribute z\n */\n protected loadTerrainTexture(positions: number[], indices: number[]) {\n const {\n widthSegments = 1,\n heightSegments = 1,\n terrainTexture,\n rgb2height = (r: number, g: number, b: number) => r + g + b,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.terrainImage) {\n // 若当前已经存在 image,直接进行偏移计算(LOD)\n if (this.terrainImageLoaded) {\n this.translateVertex(\n positions,\n indices,\n this.terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n } else {\n this.terrainImage.onload = () => {\n this.translateVertex(\n positions,\n indices,\n this.terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n };\n }\n } else {\n // 加载地形贴图、根据地形贴图对 planeGeometry 进行偏移\n const terrainImage = new Image();\n this.terrainImage = terrainImage;\n terrainImage.crossOrigin = 'anonymous';\n terrainImage.onload = () => {\n this.terrainImageLoaded = true;\n // 图片加载完,触发事件,可以进行地形图的顶点计算存储\n setTimeout(() => this.layer.emit('terrainImageLoaded', null));\n this.translateVertex(\n positions,\n indices,\n terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n };\n terrainImage.src = terrainTexture as string;\n }\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":"plane.js"}
1
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{\n AttributeType,\n gl,\n IAttrubuteAndElements,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { Version } from '@antv/l7-maps';\nimport { getMask } from '@antv/l7-utils';\n// import { mat4, vec3 } from 'gl-matrix';\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport planeFrag from '../shaders/plane_frag.glsl';\nimport planeVert from '../shaders/plane_vert.glsl';\n\nexport default class PlaneModel extends BaseModel {\n protected texture: ITexture2D;\n protected terrainImage: HTMLImageElement;\n protected terrainImageLoaded: boolean = false;\n protected mapTexture: string | undefined;\n\n public initPlane(\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n lng = 120,\n lat = 30,\n ) {\n // https://github.com/mrdoob/three.js/blob/dev/src/geometries/PlaneGeometry.js\n const widthHalf = width / 2;\n const heightHalf = height / 2;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const segmentWidth = width / gridX;\n const segmentHeight = height / gridY;\n\n const indices = [];\n const positions = [];\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segmentHeight - heightHalf;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segmentWidth - widthHalf;\n if (this.mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = this.mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n positions.push(a, b, 0);\n } else {\n positions.push(x + lng, -y + lat, 0);\n }\n\n positions.push(ix / gridX);\n positions.push(1 - iy / gridY);\n }\n }\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = ix + gridX1 * iy;\n const b = ix + gridX1 * (iy + 1);\n const c = ix + 1 + gridX1 * (iy + 1);\n const d = ix + 1 + gridX1 * iy;\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryTriangulation = () => {\n const {\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n center = [120, 30],\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const { indices, positions } = this.initPlane(\n width,\n height,\n widthSegments,\n heightSegments,\n ...center,\n );\n if (terrainTexture) {\n // 存在地形贴图的时候会根据地形贴图对顶点进行偏移\n this.loadTerrainTexture(positions, indices);\n }\n\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n terrainClipHeight = 0,\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_terrainClipHeight: terrainTexture ? terrainClipHeight : -1,\n u_texture: this.texture,\n };\n }\n\n public clearModels(): void {\n // @ts-ignore\n this.terrainImage = null;\n this.texture?.destroy();\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n mapTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n this.layer\n .buildLayerModel({\n moduleName: 'geometryPlane',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\n stencil: getMask(mask, maskInside),\n blend: this.getBlend(),\n cull: {\n enable: true,\n face: gl.BACK, // gl.FRONT | gl.BACK;\n },\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n this.initModels(callbackModel);\n }\n\n public createModelData(options?: any) {\n if (options) {\n const {\n widthSegments: oldwidthSegments,\n heightSegments: oldheightSegments,\n width: oldwidth,\n height: oldheight,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const {\n widthSegments,\n heightSegments,\n width,\n height,\n } = options as IGeometryLayerStyleOptions;\n this.layer.style({\n widthSegments:\n widthSegments !== undefined ? widthSegments : oldwidthSegments,\n heightSegments:\n heightSegments !== undefined ? heightSegments : oldheightSegments,\n width: width !== undefined ? width : oldwidth,\n height: height !== undefined ? height : oldheight,\n });\n }\n const oldFeatures = this.layer.getEncodedData();\n const res = this.styleAttributeService.createAttributesAndIndices(\n oldFeatures,\n this.planeGeometryTriangulation,\n );\n return res;\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\n }\n\n protected getImageData(img: HTMLImageElement) {\n const canvas: HTMLCanvasElement = document.createElement('canvas');\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n const { width, height } = img;\n canvas.width = width;\n canvas.height = height;\n\n ctx.drawImage(img, 0, 0, width, height);\n const imageData = ctx.getImageData(0, 0, width, height);\n\n return imageData;\n }\n\n protected translateVertex(\n positions: number[],\n indices: number[],\n image: HTMLImageElement,\n widthSegments: number,\n heightSegments: number,\n rgb2height: (r: number, g: number, b: number) => number,\n ) {\n const imgWidth = image.width;\n const imgHeight = image.height;\n const imageData = this.getImageData(image).data;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const widthStep = imgWidth / gridX;\n const heihgtStep = imgHeight / gridY;\n\n for (let iy = 0; iy < gridY1; iy++) {\n const imgIndexY = Math.floor(iy * heihgtStep);\n const imgLen = imgIndexY * imgWidth;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const imgIndexX = Math.floor(ix * widthStep);\n const imgDataIndex = (imgLen + imgIndexX) * 4;\n\n const r = imageData[imgDataIndex];\n const g = imageData[imgDataIndex + 1];\n const b = imageData[imgDataIndex + 2];\n\n const z = (iy * gridX1 + ix) * 5 + 2;\n positions[z] = rgb2height(r, g, b);\n }\n }\n\n const oldFeatures = this.layer.getEncodedData();\n const modelData = this.styleAttributeService.createAttributesAndIndices(\n oldFeatures,\n () => {\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n },\n );\n this.layer.updateModelData(modelData as IAttrubuteAndElements);\n this.layerService.renderLayers();\n }\n\n /**\n * load terrain texture & offset attribute z\n */\n protected loadTerrainTexture(positions: number[], indices: number[]) {\n const {\n widthSegments = 1,\n heightSegments = 1,\n terrainTexture,\n rgb2height = (r: number, g: number, b: number) => r + g + b,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.terrainImage) {\n // 若当前已经存在 image,直接进行偏移计算(LOD)\n if (this.terrainImageLoaded) {\n this.translateVertex(\n positions,\n indices,\n this.terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n } else {\n this.terrainImage.onload = () => {\n this.translateVertex(\n positions,\n indices,\n this.terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n };\n }\n } else {\n // 加载地形贴图、根据地形贴图对 planeGeometry 进行偏移\n const terrainImage = new Image();\n this.terrainImage = terrainImage;\n terrainImage.crossOrigin = 'anonymous';\n terrainImage.onload = () => {\n this.terrainImageLoaded = true;\n // 图片加载完,触发事件,可以进行地形图的顶点计算存储\n setTimeout(() => this.layer.emit('terrainImageLoaded', null));\n this.translateVertex(\n positions,\n indices,\n terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n };\n terrainImage.src = terrainTexture as string;\n }\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":"plane.js"}
@@ -215,7 +215,7 @@ var SpriteModel = function (_BaseModel) {
215
215
  }
216
216
  }, {
217
217
  key: "initModels",
218
- value: function initModels() {
218
+ value: function initModels(callbackModel) {
219
219
  var _this3 = this;
220
220
 
221
221
  var _ref6 = this.layer.getLayerConfig(),
@@ -240,8 +240,8 @@ var SpriteModel = function (_BaseModel) {
240
240
  setTimeout(function () {
241
241
  _this3.updateModel();
242
242
  }, 100);
243
- return [this.layer.buildLayerModel({
244
- moduleName: 'geometry_sprite',
243
+ this.layer.buildLayerModel({
244
+ moduleName: 'geometrySprite',
245
245
  vertexShader: spriteVert,
246
246
  fragmentShader: spriteFrag,
247
247
  triangulation: this.planeGeometryTriangulation,
@@ -250,12 +250,17 @@ var SpriteModel = function (_BaseModel) {
250
250
  enable: false
251
251
  },
252
252
  blend: this.getBlend()
253
- })];
253
+ }).then(function (model) {
254
+ callbackModel([model]);
255
+ }).catch(function (err) {
256
+ console.warn(err);
257
+ callbackModel([]);
258
+ });
254
259
  }
255
260
  }, {
256
261
  key: "buildModels",
257
- value: function buildModels() {
258
- return this.initModels();
262
+ value: function buildModels(callbackModel) {
263
+ this.initModels(callbackModel);
259
264
  }
260
265
  }, {
261
266
  key: "updateTexture",
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { Version } from '@antv/l7-maps';\n\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport spriteFrag from '../shaders/sprite_frag.glsl';\nimport spriteVert from '../shaders/sprite_vert.glsl';\n\nenum SPRITE_ANIMATE_DIR {\n 'UP' = 'up',\n 'DOWN' = 'down',\n}\n\nexport default class SpriteModel extends BaseModel {\n protected texture: ITexture2D;\n protected mapTexture: string | undefined;\n protected positions: number[];\n protected indices: number[];\n protected timer: number;\n protected spriteTop: number;\n protected spriteUpdate: number;\n protected spriteAnimate: SPRITE_ANIMATE_DIR;\n\n public initSprite(radius = 10, spriteCount = 100, lng = 120, lat = 30) {\n const indices = [];\n const positions = [];\n const mapService = this.mapService;\n const heightLimit =\n this.spriteAnimate === SPRITE_ANIMATE_DIR.UP\n ? -this.spriteTop\n : this.spriteTop;\n for (let i = 0; i < spriteCount; i++) {\n const height = Math.random() * heightLimit;\n positions.push(...getPos(height));\n }\n for (let i = 0; i < spriteCount; i++) {\n indices.push(i);\n }\n\n function getPos(z: number) {\n const randomX = radius * Math.random();\n const randomY = radius * Math.random();\n const x = -radius / 2 + randomX;\n const y = -radius / 2 + randomY;\n if (mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n return [a, b, z, 0, 0];\n } else {\n return [x + lng, -y + lat, z, 0, 0];\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryUpdateTriangulation = () => {\n const {\n spriteBottom = -100000,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const updateZ = this.spriteUpdate;\n // const bottomZ = -100000;\n const bottomZ = spriteBottom;\n const topZ = this.spriteTop;\n\n for (let i = 0; i < this.positions.length; i += 5) {\n if (this.spriteAnimate === SPRITE_ANIMATE_DIR.UP) {\n this.positions[i + 2] += updateZ;\n if (this.positions[i + 2] > topZ) {\n this.positions[i + 2] = bottomZ;\n }\n } else {\n this.positions[i + 2] -= updateZ;\n if (this.positions[i + 2] < bottomZ) {\n this.positions[i + 2] = topZ;\n }\n }\n }\n\n return {\n vertices: this.positions,\n indices: this.indices,\n size: 5,\n };\n };\n\n public updateModel = () => {\n // @ts-ignore\n const attributes = this.layer.createAttrubutes({\n triangulation: this.planeGeometryUpdateTriangulation,\n });\n this.layer.models.map((m) => {\n m.updateAttributes(attributes);\n });\n this.layer.renderLayers();\n\n this.timer = requestAnimationFrame(this.updateModel);\n };\n\n public planeGeometryTriangulation = () => {\n const {\n center = [120, 30],\n spriteCount = 100,\n spriteRadius = 10,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initSprite(\n spriteRadius,\n spriteCount,\n ...center,\n );\n this.positions = positions;\n this.indices = indices;\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n spriteScale = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_texture: this.texture,\n u_Scale: spriteScale,\n };\n }\n\n public clearModels(): void {\n cancelAnimationFrame(this.timer);\n this.texture?.destroy();\n }\n\n public initModels() {\n const {\n mapTexture,\n spriteTop = 5000000,\n spriteUpdate = 10000,\n spriteAnimate = SPRITE_ANIMATE_DIR.DOWN,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n this.spriteTop = spriteTop;\n this.spriteUpdate = spriteUpdate;\n spriteAnimate === 'up'\n ? (this.spriteAnimate = SPRITE_ANIMATE_DIR.UP)\n : (this.spriteAnimate = SPRITE_ANIMATE_DIR.DOWN);\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n setTimeout(() => {\n this.updateModel();\n }, 100);\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'geometry_sprite',\n vertexShader: spriteVert,\n fragmentShader: spriteFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.POINTS,\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\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 return '';\n }\n}\n"],"file":"sprite.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 { Version } from '@antv/l7-maps';\n\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport spriteFrag from '../shaders/sprite_frag.glsl';\nimport spriteVert from '../shaders/sprite_vert.glsl';\n\nenum SPRITE_ANIMATE_DIR {\n 'UP' = 'up',\n 'DOWN' = 'down',\n}\n\nexport default class SpriteModel extends BaseModel {\n protected texture: ITexture2D;\n protected mapTexture: string | undefined;\n protected positions: number[];\n protected indices: number[];\n protected timer: number;\n protected spriteTop: number;\n protected spriteUpdate: number;\n protected spriteAnimate: SPRITE_ANIMATE_DIR;\n\n public initSprite(radius = 10, spriteCount = 100, lng = 120, lat = 30) {\n const indices = [];\n const positions = [];\n const mapService = this.mapService;\n const heightLimit =\n this.spriteAnimate === SPRITE_ANIMATE_DIR.UP\n ? -this.spriteTop\n : this.spriteTop;\n for (let i = 0; i < spriteCount; i++) {\n const height = Math.random() * heightLimit;\n positions.push(...getPos(height));\n }\n for (let i = 0; i < spriteCount; i++) {\n indices.push(i);\n }\n\n function getPos(z: number) {\n const randomX = radius * Math.random();\n const randomY = radius * Math.random();\n const x = -radius / 2 + randomX;\n const y = -radius / 2 + randomY;\n if (mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n return [a, b, z, 0, 0];\n } else {\n return [x + lng, -y + lat, z, 0, 0];\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryUpdateTriangulation = () => {\n const {\n spriteBottom = -100000,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const updateZ = this.spriteUpdate;\n // const bottomZ = -100000;\n const bottomZ = spriteBottom;\n const topZ = this.spriteTop;\n\n for (let i = 0; i < this.positions.length; i += 5) {\n if (this.spriteAnimate === SPRITE_ANIMATE_DIR.UP) {\n this.positions[i + 2] += updateZ;\n if (this.positions[i + 2] > topZ) {\n this.positions[i + 2] = bottomZ;\n }\n } else {\n this.positions[i + 2] -= updateZ;\n if (this.positions[i + 2] < bottomZ) {\n this.positions[i + 2] = topZ;\n }\n }\n }\n\n return {\n vertices: this.positions,\n indices: this.indices,\n size: 5,\n };\n };\n\n public updateModel = () => {\n // @ts-ignore\n const attributes = this.layer.createAttrubutes({\n triangulation: this.planeGeometryUpdateTriangulation,\n });\n this.layer.models.map((m) => {\n m.updateAttributes(attributes);\n });\n this.layer.renderLayers();\n\n this.timer = requestAnimationFrame(this.updateModel);\n };\n\n public planeGeometryTriangulation = () => {\n const {\n center = [120, 30],\n spriteCount = 100,\n spriteRadius = 10,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initSprite(\n spriteRadius,\n spriteCount,\n ...center,\n );\n this.positions = positions;\n this.indices = indices;\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n spriteScale = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_texture: this.texture,\n u_Scale: spriteScale,\n };\n }\n\n public clearModels(): void {\n cancelAnimationFrame(this.timer);\n this.texture?.destroy();\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n const {\n mapTexture,\n spriteTop = 5000000,\n spriteUpdate = 10000,\n spriteAnimate = SPRITE_ANIMATE_DIR.DOWN,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n this.spriteTop = spriteTop;\n this.spriteUpdate = spriteUpdate;\n spriteAnimate === 'up'\n ? (this.spriteAnimate = SPRITE_ANIMATE_DIR.UP)\n : (this.spriteAnimate = SPRITE_ANIMATE_DIR.DOWN);\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n setTimeout(() => {\n this.updateModel();\n }, 100);\n\n this.layer\n .buildLayerModel({\n moduleName: 'geometrySprite',\n vertexShader: spriteVert,\n fragmentShader: spriteFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.POINTS,\n depth: { enable: false },\n blend: this.getBlend(),\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n this.initModels(callbackModel);\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\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 return '';\n }\n}\n"],"file":"sprite.js"}
@@ -51,14 +51,24 @@ var CanvasLayer = function (_BaseLayer) {
51
51
  (0, _createClass2.default)(CanvasLayer, [{
52
52
  key: "buildModels",
53
53
  value: function buildModels() {
54
+ var _this2 = this;
55
+
54
56
  var modelType = this.getModelType();
55
57
  this.layerModel = new _index.default[modelType](this);
56
- this.models = this.layerModel.initModels();
58
+ this.layerModel.initModels(function (models) {
59
+ _this2.models = models;
60
+
61
+ _this2.renderLayers();
62
+ });
57
63
  }
58
64
  }, {
59
65
  key: "rebuildModels",
60
66
  value: function rebuildModels() {
61
- this.models = this.layerModel.buildModels();
67
+ var _this3 = this;
68
+
69
+ this.layerModel.buildModels(function (models) {
70
+ return _this3.models = models;
71
+ });
62
72
  }
63
73
  }, {
64
74
  key: "getConfigSchema",