@antv/l7-layers 2.9.18 → 2.9.19
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.
- package/es/Geometry/index.js +12 -2
- package/es/Geometry/index.js.map +1 -1
- package/es/Geometry/models/billboard.d.ts +3 -3
- package/es/Geometry/models/billboard.js +11 -6
- package/es/Geometry/models/billboard.js.map +1 -1
- package/es/Geometry/models/plane.d.ts +3 -3
- package/es/Geometry/models/plane.js +12 -7
- package/es/Geometry/models/plane.js.map +1 -1
- package/es/Geometry/models/sprite.d.ts +3 -3
- package/es/Geometry/models/sprite.js +11 -6
- package/es/Geometry/models/sprite.js.map +1 -1
- package/es/canvas/index.js +12 -2
- package/es/canvas/index.js.map +1 -1
- package/es/citybuliding/building.js +12 -2
- package/es/citybuliding/building.js.map +1 -1
- package/es/citybuliding/models/build.d.ts +2 -1
- package/es/citybuliding/models/build.js +16 -3
- package/es/citybuliding/models/build.js.map +1 -1
- package/es/core/BaseLayer.d.ts +1 -1
- package/es/core/BaseLayer.js +105 -62
- package/es/core/BaseLayer.js.map +1 -1
- package/es/core/BaseModel.d.ts +2 -2
- package/es/core/BaseModel.js +2 -2
- package/es/core/BaseModel.js.map +1 -1
- package/es/core/interface.d.ts +2 -0
- package/es/core/interface.js.map +1 -1
- package/es/core/triangulation.js +1 -2
- package/es/core/triangulation.js.map +1 -1
- package/es/earth/index.js +8 -2
- package/es/earth/index.js.map +1 -1
- package/es/earth/models/atmosphere.d.ts +2 -2
- package/es/earth/models/atmosphere.js +11 -6
- package/es/earth/models/atmosphere.js.map +1 -1
- package/es/earth/models/base.d.ts +2 -2
- package/es/earth/models/base.js +11 -6
- package/es/earth/models/base.js.map +1 -1
- package/es/earth/models/bloomsphere.d.ts +2 -2
- package/es/earth/models/bloomsphere.js +11 -6
- package/es/earth/models/bloomsphere.js.map +1 -1
- package/es/heatmap/index.js +17 -5
- package/es/heatmap/index.js.map +1 -1
- package/es/heatmap/models/grid.d.ts +2 -2
- package/es/heatmap/models/grid.js +12 -8
- package/es/heatmap/models/grid.js.map +1 -1
- package/es/heatmap/models/grid3d.d.ts +2 -2
- package/es/heatmap/models/grid3d.js +12 -6
- package/es/heatmap/models/grid3d.js.map +1 -1
- package/es/heatmap/models/heatmap.d.ts +2 -2
- package/es/heatmap/models/heatmap.js +112 -62
- package/es/heatmap/models/heatmap.js.map +1 -1
- package/es/heatmap/models/hexagon.d.ts +2 -2
- package/es/heatmap/models/hexagon.js +11 -6
- package/es/heatmap/models/hexagon.js.map +1 -1
- package/es/image/index.js +12 -2
- package/es/image/index.js.map +1 -1
- package/es/image/models/dataImage.d.ts +3 -3
- package/es/image/models/dataImage.js +10 -5
- package/es/image/models/dataImage.js.map +1 -1
- package/es/image/models/image.d.ts +3 -3
- package/es/image/models/image.js +11 -7
- package/es/image/models/image.js.map +1 -1
- package/es/line/index.d.ts +0 -2
- package/es/line/index.js +12 -5
- package/es/line/index.js.map +1 -1
- package/es/line/models/arc.d.ts +2 -2
- package/es/line/models/arc.js +14 -9
- package/es/line/models/arc.js.map +1 -1
- package/es/line/models/arc_3d.d.ts +2 -2
- package/es/line/models/arc_3d.js +13 -8
- package/es/line/models/arc_3d.js.map +1 -1
- package/es/line/models/earthArc_3d.d.ts +2 -2
- package/es/line/models/earthArc_3d.js +17 -9
- package/es/line/models/earthArc_3d.js.map +1 -1
- package/es/line/models/great_circle.d.ts +2 -2
- package/es/line/models/great_circle.js +11 -6
- package/es/line/models/great_circle.js.map +1 -1
- package/es/line/models/half.d.ts +2 -2
- package/es/line/models/half.js +46 -29
- package/es/line/models/half.js.map +1 -1
- package/es/line/models/index.d.ts +1 -1
- package/es/line/models/index.js +0 -2
- package/es/line/models/index.js.map +1 -1
- package/es/line/models/line.d.ts +2 -2
- package/es/line/models/line.js +27 -15
- package/es/line/models/line.js.map +1 -1
- package/es/line/models/linearline.d.ts +2 -11
- package/es/line/models/linearline.js +14 -24
- package/es/line/models/linearline.js.map +1 -1
- package/es/line/models/simpleLine.d.ts +2 -2
- package/es/line/models/simpleLine.js +13 -8
- package/es/line/models/simpleLine.js.map +1 -1
- package/es/line/models/tile.d.ts +2 -11
- package/es/line/models/tile.js +45 -39
- package/es/line/models/tile.js.map +1 -1
- package/es/line/models/wall.d.ts +2 -2
- package/es/line/models/wall.js +13 -9
- package/es/line/models/wall.js.map +1 -1
- package/es/mask/index.js +12 -2
- package/es/mask/index.js.map +1 -1
- package/es/mask/models/fill.d.ts +2 -2
- package/es/mask/models/fill.js +53 -27
- package/es/mask/models/fill.js.map +1 -1
- package/es/plugins/DataMappingPlugin.js +29 -8
- package/es/plugins/DataMappingPlugin.js.map +1 -1
- package/es/plugins/DataSourcePlugin.js +14 -5
- package/es/plugins/DataSourcePlugin.js.map +1 -1
- package/es/plugins/LayerModelPlugin.d.ts +2 -0
- package/es/plugins/LayerModelPlugin.js +35 -7
- package/es/plugins/LayerModelPlugin.js.map +1 -1
- package/es/plugins/PixelPickingPlugin.js +16 -13
- package/es/plugins/PixelPickingPlugin.js.map +1 -1
- package/es/point/index.d.ts +1 -1
- package/es/point/index.js +26 -15
- package/es/point/index.js.map +1 -1
- package/es/point/models/earthExtrude.d.ts +2 -2
- package/es/point/models/earthExtrude.js +16 -14
- package/es/point/models/earthExtrude.js.map +1 -1
- package/es/point/models/earthFill.d.ts +2 -11
- package/es/point/models/earthFill.js +13 -22
- package/es/point/models/earthFill.js.map +1 -1
- package/es/point/models/extrude.d.ts +2 -2
- package/es/point/models/extrude.js +49 -27
- package/es/point/models/extrude.js.map +1 -1
- package/es/point/models/fill.d.ts +2 -2
- package/es/point/models/fill.js +59 -41
- package/es/point/models/fill.js.map +1 -1
- package/es/point/models/fillmage.d.ts +2 -7
- package/es/point/models/fillmage.js +13 -22
- package/es/point/models/fillmage.js.map +1 -1
- package/es/point/models/image.d.ts +2 -2
- package/es/point/models/image.js +11 -6
- package/es/point/models/image.js.map +1 -1
- package/es/point/models/index.d.ts +1 -1
- package/es/point/models/index.js +0 -2
- package/es/point/models/index.js.map +1 -1
- package/es/point/models/normal.d.ts +2 -2
- package/es/point/models/normal.js +11 -6
- package/es/point/models/normal.js.map +1 -1
- package/es/point/models/radar.d.ts +2 -11
- package/es/point/models/radar.js +13 -22
- package/es/point/models/radar.js.map +1 -1
- package/es/point/models/simplePoint.d.ts +2 -2
- package/es/point/models/simplePoint.js +11 -6
- package/es/point/models/simplePoint.js.map +1 -1
- package/es/point/models/text.d.ts +3 -2
- package/es/point/models/text.js +110 -75
- package/es/point/models/text.js.map +1 -1
- package/es/point/models/tile.d.ts +2 -11
- package/es/point/models/tile.js +22 -25
- package/es/point/models/tile.js.map +1 -1
- package/es/polygon/index.js +12 -2
- package/es/polygon/index.js.map +1 -1
- package/es/polygon/models/extrude.d.ts +2 -2
- package/es/polygon/models/extrude.js +10 -5
- package/es/polygon/models/extrude.js.map +1 -1
- package/es/polygon/models/fill.d.ts +2 -2
- package/es/polygon/models/fill.js +27 -13
- package/es/polygon/models/fill.js.map +1 -1
- package/es/polygon/models/ocean.d.ts +2 -2
- package/es/polygon/models/ocean.js +12 -6
- package/es/polygon/models/ocean.js.map +1 -1
- package/es/polygon/models/tile.d.ts +2 -3
- package/es/polygon/models/tile.js +17 -27
- package/es/polygon/models/tile.js.map +1 -1
- package/es/polygon/models/water.d.ts +2 -2
- package/es/polygon/models/water.js +12 -6
- package/es/polygon/models/water.js.map +1 -1
- package/es/raster/index.js +12 -2
- package/es/raster/index.js.map +1 -1
- package/es/raster/models/raster.d.ts +3 -3
- package/es/raster/models/raster.js +11 -7
- package/es/raster/models/raster.js.map +1 -1
- package/es/tile/manager/tileLayerManager.js +3 -0
- package/es/tile/manager/tileLayerManager.js.map +1 -1
- package/es/tile/manager/tilePickerManager.js +1 -0
- package/es/tile/manager/tilePickerManager.js.map +1 -1
- package/es/tile/tileFactory/base.js.map +1 -1
- package/es/tile/tileFactory/point.js.map +1 -1
- package/es/tile/tileFactory/rasterDataLayer.js +12 -2
- package/es/tile/tileFactory/rasterDataLayer.js.map +1 -1
- package/es/tile/tileFactory/vectorLayer.js +12 -2
- package/es/tile/tileFactory/vectorLayer.js.map +1 -1
- package/es/wind/index.js +12 -2
- package/es/wind/index.js.map +1 -1
- package/es/wind/models/wind.d.ts +4 -2
- package/es/wind/models/wind.js +50 -18
- package/es/wind/models/wind.js.map +1 -1
- package/es/wind/models/windRender.js +1 -1
- package/es/wind/models/windRender.js.map +1 -1
- package/lib/Geometry/index.js +12 -2
- package/lib/Geometry/index.js.map +1 -1
- package/lib/Geometry/models/billboard.js +11 -6
- package/lib/Geometry/models/billboard.js.map +1 -1
- package/lib/Geometry/models/plane.js +12 -7
- package/lib/Geometry/models/plane.js.map +1 -1
- package/lib/Geometry/models/sprite.js +11 -6
- package/lib/Geometry/models/sprite.js.map +1 -1
- package/lib/canvas/index.js +12 -2
- package/lib/canvas/index.js.map +1 -1
- package/lib/citybuliding/building.js +12 -2
- package/lib/citybuliding/building.js.map +1 -1
- package/lib/citybuliding/models/build.js +16 -3
- package/lib/citybuliding/models/build.js.map +1 -1
- package/lib/core/BaseLayer.js +104 -61
- package/lib/core/BaseLayer.js.map +1 -1
- package/lib/core/BaseModel.js +2 -2
- package/lib/core/BaseModel.js.map +1 -1
- package/lib/core/interface.js.map +1 -1
- package/lib/core/triangulation.js +4 -6
- package/lib/core/triangulation.js.map +1 -1
- package/lib/earth/index.js +8 -2
- package/lib/earth/index.js.map +1 -1
- package/lib/earth/models/atmosphere.js +11 -6
- package/lib/earth/models/atmosphere.js.map +1 -1
- package/lib/earth/models/base.js +11 -6
- package/lib/earth/models/base.js.map +1 -1
- package/lib/earth/models/bloomsphere.js +11 -6
- package/lib/earth/models/bloomsphere.js.map +1 -1
- package/lib/heatmap/index.js +17 -5
- package/lib/heatmap/index.js.map +1 -1
- package/lib/heatmap/models/grid.js +12 -8
- package/lib/heatmap/models/grid.js.map +1 -1
- package/lib/heatmap/models/grid3d.js +12 -6
- package/lib/heatmap/models/grid3d.js.map +1 -1
- package/lib/heatmap/models/heatmap.js +113 -62
- package/lib/heatmap/models/heatmap.js.map +1 -1
- package/lib/heatmap/models/hexagon.js +11 -6
- package/lib/heatmap/models/hexagon.js.map +1 -1
- package/lib/image/index.js +12 -2
- package/lib/image/index.js.map +1 -1
- package/lib/image/models/dataImage.js +10 -5
- package/lib/image/models/dataImage.js.map +1 -1
- package/lib/image/models/image.js +11 -7
- package/lib/image/models/image.js.map +1 -1
- package/lib/line/index.js +12 -5
- package/lib/line/index.js.map +1 -1
- package/lib/line/models/arc.js +14 -9
- package/lib/line/models/arc.js.map +1 -1
- package/lib/line/models/arc_3d.js +13 -8
- package/lib/line/models/arc_3d.js.map +1 -1
- package/lib/line/models/earthArc_3d.js +17 -9
- package/lib/line/models/earthArc_3d.js.map +1 -1
- package/lib/line/models/great_circle.js +11 -6
- package/lib/line/models/great_circle.js.map +1 -1
- package/lib/line/models/half.js +48 -29
- package/lib/line/models/half.js.map +1 -1
- package/lib/line/models/index.js +0 -3
- package/lib/line/models/index.js.map +1 -1
- package/lib/line/models/line.js +28 -17
- package/lib/line/models/line.js.map +1 -1
- package/lib/line/models/linearline.js +14 -24
- package/lib/line/models/linearline.js.map +1 -1
- package/lib/line/models/simpleLine.js +13 -8
- package/lib/line/models/simpleLine.js.map +1 -1
- package/lib/line/models/tile.js +47 -39
- package/lib/line/models/tile.js.map +1 -1
- package/lib/line/models/wall.js +13 -9
- package/lib/line/models/wall.js.map +1 -1
- package/lib/mask/index.js +12 -2
- package/lib/mask/index.js.map +1 -1
- package/lib/mask/models/fill.js +55 -27
- package/lib/mask/models/fill.js.map +1 -1
- package/lib/plugins/DataMappingPlugin.js +29 -8
- package/lib/plugins/DataMappingPlugin.js.map +1 -1
- package/lib/plugins/DataSourcePlugin.js +13 -4
- package/lib/plugins/DataSourcePlugin.js.map +1 -1
- package/lib/plugins/LayerModelPlugin.js +35 -7
- package/lib/plugins/LayerModelPlugin.js.map +1 -1
- package/lib/plugins/PixelPickingPlugin.js +16 -13
- package/lib/plugins/PixelPickingPlugin.js.map +1 -1
- package/lib/point/index.js +26 -15
- package/lib/point/index.js.map +1 -1
- package/lib/point/models/earthExtrude.js +16 -15
- package/lib/point/models/earthExtrude.js.map +1 -1
- package/lib/point/models/earthFill.js +13 -22
- package/lib/point/models/earthFill.js.map +1 -1
- package/lib/point/models/extrude.js +51 -28
- package/lib/point/models/extrude.js.map +1 -1
- package/lib/point/models/fill.js +61 -42
- package/lib/point/models/fill.js.map +1 -1
- package/lib/point/models/fillmage.js +13 -22
- package/lib/point/models/fillmage.js.map +1 -1
- package/lib/point/models/image.js +11 -6
- package/lib/point/models/image.js.map +1 -1
- package/lib/point/models/index.js +0 -3
- package/lib/point/models/index.js.map +1 -1
- package/lib/point/models/normal.js +11 -6
- package/lib/point/models/normal.js.map +1 -1
- package/lib/point/models/radar.js +13 -22
- package/lib/point/models/radar.js.map +1 -1
- package/lib/point/models/simplePoint.js +11 -6
- package/lib/point/models/simplePoint.js.map +1 -1
- package/lib/point/models/text.js +112 -78
- package/lib/point/models/text.js.map +1 -1
- package/lib/point/models/tile.js +22 -25
- package/lib/point/models/tile.js.map +1 -1
- package/lib/polygon/index.js +12 -2
- package/lib/polygon/index.js.map +1 -1
- package/lib/polygon/models/extrude.js +10 -5
- package/lib/polygon/models/extrude.js.map +1 -1
- package/lib/polygon/models/fill.js +25 -11
- package/lib/polygon/models/fill.js.map +1 -1
- package/lib/polygon/models/ocean.js +12 -6
- package/lib/polygon/models/ocean.js.map +1 -1
- package/lib/polygon/models/tile.js +17 -27
- package/lib/polygon/models/tile.js.map +1 -1
- package/lib/polygon/models/water.js +12 -6
- package/lib/polygon/models/water.js.map +1 -1
- package/lib/raster/index.js +12 -2
- package/lib/raster/index.js.map +1 -1
- package/lib/raster/models/raster.js +11 -7
- package/lib/raster/models/raster.js.map +1 -1
- package/lib/tile/manager/tileLayerManager.js +3 -0
- package/lib/tile/manager/tileLayerManager.js.map +1 -1
- package/lib/tile/manager/tilePickerManager.js +1 -0
- package/lib/tile/manager/tilePickerManager.js.map +1 -1
- package/lib/tile/tileFactory/base.js.map +1 -1
- package/lib/tile/tileFactory/point.js.map +1 -1
- package/lib/tile/tileFactory/rasterDataLayer.js +12 -2
- package/lib/tile/tileFactory/rasterDataLayer.js.map +1 -1
- package/lib/tile/tileFactory/vectorLayer.js +12 -2
- package/lib/tile/tileFactory/vectorLayer.js.map +1 -1
- package/lib/wind/index.js +12 -2
- package/lib/wind/index.js.map +1 -1
- package/lib/wind/models/wind.js +49 -18
- package/lib/wind/models/wind.js.map +1 -1
- package/lib/wind/models/windRender.js +1 -1
- package/lib/wind/models/windRender.js.map +1 -1
- package/package.json +9 -8
- package/es/line/models/arcmini.d.ts +0 -9
- package/es/line/models/arcmini.js +0 -145
- package/es/line/models/arcmini.js.map +0 -1
- package/es/point/models/icon-font.d.ts +0 -11
- package/es/point/models/icon-font.js +0 -181
- package/es/point/models/icon-font.js.map +0 -1
- package/es/raster/image.d.ts +0 -0
- package/es/raster/image.js +0 -2
- package/es/raster/image.js.map +0 -1
- package/es/raster/raster2d.d.ts +0 -27
- package/es/raster/raster2d.js +0 -158
- package/es/raster/raster2d.js.map +0 -1
- package/es/utils/geo.d.ts +0 -12
- package/es/utils/geo.js +0 -53
- package/es/utils/geo.js.map +0 -1
- package/lib/line/models/arcmini.js +0 -161
- package/lib/line/models/arcmini.js.map +0 -1
- package/lib/point/models/icon-font.js +0 -196
- package/lib/point/models/icon-font.js.map +0 -1
- package/lib/raster/image.js +0 -2
- package/lib/raster/image.js.map +0 -1
- package/lib/raster/raster2d.js +0 -172
- package/lib/raster/raster2d.js.map +0 -1
- package/lib/utils/geo.js +0 -65
- package/lib/utils/geo.js.map +0 -1
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{"version":3,"sources":["../../../src/tile/tileFactory/rasterDataLayer.ts"],"names":["RasterTiffLayer","layerType","model","getModelType","layerModel","models","
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{"version":3,"sources":["../../../src/tile/tileFactory/rasterDataLayer.ts"],"names":["RasterTiffLayer","layerType","model","getModelType","layerModel","initModels","models","renderLayers","buildModels","RasterModel","properties","opacity","type","minimum","maximum","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AAAA;;AAEA;;;;;;IAEqBA,e;;;;;;;;;;;;;;;uFAGG,MAAKC,S;;;;;;WAC3B,uBAAqB;AAAA;;AACnB,UAAMC,KAAK,GAAG,KAAKC,YAAL,EAAd;AACA,WAAKC,UAAL,GAAkB,IAAIF,KAAJ,CAAU,IAAV,CAAlB;AACA,WAAKE,UAAL,CAAgBC,UAAhB,CAA2B,UAACC,MAAD,EAAY;AACrC,QAAA,MAAI,CAACA,MAAL,GAAcA,MAAd;;AACA,QAAA,MAAI,CAACC,YAAL;AACD,OAHD;AAID;;;WAED,yBAAuB;AAAA;;AACrB,WAAKH,UAAL,CAAgBI,WAAhB,CAA4B,UAACF,MAAD;AAAA,eAAa,MAAI,CAACA,MAAL,GAAcA,MAA3B;AAAA,OAA5B;AACD;;;WAED,wBAAyB;AACvB,aAAOG,eAAP;AACD;;;WACD,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;;;WAED,4BAA6B;AAC3B,aAAO,EAAP;AACD;;;EAlC0CC,mB","sourcesContent":["import BaseLayer from '../../core/BaseLayer';\nimport { IRasterLayerStyleOptions } from '../../core/interface';\nimport RasterModel from '../../raster/models/raster';\n\nexport default class RasterTiffLayer extends BaseLayer<\n Partial<IRasterLayerStyleOptions>\n> {\n public type: string = this.layerType as string;\n public buildModels() {\n const model = this.getModelType();\n this.layerModel = new model(this);\n this.layerModel.initModels((models) => {\n this.models = models;\n this.renderLayers();\n });\n }\n\n public rebuildModels() {\n this.layerModel.buildModels((models) => (this.models = models));\n }\n\n protected getModelType() {\n return RasterModel;\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 getDefaultConfig() {\n return {};\n }\n}\n"],"file":"rasterDataLayer.js"}
|
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}, {
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var model = this.getModelType();
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this.layerModel = new model(this);
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|
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_this2.renderLayers();
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|
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1
|
-
{"version":3,"sources":["../../../src/tile/tileFactory/vectorLayer.ts"],"names":["VectorLayer","layerType","pickedID","model","getModelType","layerModel","models","
|
|
1
|
+
{"version":3,"sources":["../../../src/tile/tileFactory/vectorLayer.ts"],"names":["VectorLayer","layerType","pickedID","model","getModelType","layerModel","initModels","models","renderLayers","buildModels","polygonFillModel","lineFillModel","getPointModel","pointFillModel","layerData","getEncodedData","getLayerConfig","shape2d","item","find","fe","hasOwnProperty","shape","indexOf","pointTextModel","properties","opacity","type","minimum","maximum","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AACA;;AAMA;;AACA;;AACA;;AACA;;;;;;IAEqBA,W;;;;;;;;;;;;;;;2FAKQ,I;uFACL,MAAKC,S;2FAEO,I;;;;;;WAElC,qBAAmB;AACjB,aAAO,KAAKC,QAAZ;AACD;;;WAED,qBAAmB;AACjB,aAAO,KAAKA,QAAZ;AACD;;;WAED,uBAAqB;AAAA;;AACnB,UAAMC,KAAK,GAAG,KAAKC,YAAL,EAAd;AACA,WAAKC,UAAL,GAAkB,IAAIF,KAAJ,CAAU,IAAV,CAAlB;AACA,WAAKE,UAAL,CAAgBC,UAAhB,CAA2B,UAACC,MAAD,EAAY;AACrC,QAAA,MAAI,CAACA,MAAL,GAAcA,MAAd;;AACA,QAAA,MAAI,CAACC,YAAL;AACD,OAHD;AAID;;;WAED,yBAAuB;AAAA;;AACrB,WAAKH,UAAL,CAAgBI,WAAhB,CAA4B,UAACF,MAAD;AAAA,eAAa,MAAI,CAACA,MAAL,GAAcA,MAA3B;AAAA,OAA5B;AACD;;;WAED,wBAAyB;AACvB,cAAQ,KAAKN,SAAb;AACE,aAAK,cAAL;AACE,iBAAOS,cAAP;;AACF,aAAK,WAAL;AACE,iBAAOC,aAAP;;AACF,aAAK,YAAL;AACE,iBAAO,KAAKC,aAAL,EAAP;;AACF;AACE,iBAAOC,cAAP;AARJ;AAUD;;;WAED,yBAA0B;AACxB,UAAMC,SAAS,GAAG,KAAKC,cAAL,EAAlB;;AACA,iCAAoB,KAAKC,cAAL,EAApB;AAAA,UAAQC,OAAR,wBAAQA,OAAR;;AACA,UAAMC,IAAI,GAAGJ,SAAS,CAACK,IAAV,CAAe,UAACC,EAAD,EAAwB;AAClD,eAAOA,EAAE,CAACC,cAAH,CAAkB,OAAlB,CAAP;AACD,OAFY,CAAb;;AAIA,UAAIH,IAAJ,EAAU;AACR,YAAMI,KAAK,GAAGJ,IAAI,CAACI,KAAnB;;AACA,YAAI,CAAAL,OAAO,SAAP,IAAAA,OAAO,WAAP,YAAAA,OAAO,CAAEM,OAAT,CAAiBD,KAAjB,OAAsC,CAAC,CAA3C,EAA8C;AAC5C,iBAAOT,cAAP;AACD,SAFD,MAEO;AACL,iBAAOW,aAAP;AACD;AACF,OAPD,MAOO;AACL,eAAOX,cAAP;AACD;AACF;;;WAED,2BAA4B;AAC1B,aAAO;AACLY,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;;;WAED,4BAA6B;AAC3B,aAAO,EAAP;AACD;;;EA7EsCC,mB","sourcesContent":["import { IEncodeFeature } from '@antv/l7-core';\nimport BaseLayer from '../../core/BaseLayer';\nimport {\n ILineLayerStyleOptions,\n IPointLayerStyleOptions,\n IPolygonLayerStyleOptions,\n} from '../../core/interface';\nimport lineFillModel from '../../line/models/tile';\nimport pointTextModel from '../../point/models/text';\nimport pointFillModel from '../../point/models/tile';\nimport polygonFillModel from '../../polygon/models/tile';\n\nexport default class VectorLayer extends BaseLayer<\n Partial<\n IPolygonLayerStyleOptions & ILineLayerStyleOptions & IPointLayerStyleOptions\n >\n> {\n public isVector: boolean = true;\n public type: string = this.layerType as string;\n // Tip: 单独被 tile 瓦片的渲染链路使用(用于优化性能)\n private pickedID: number | null = null;\n\n public getPickID() {\n return this.pickedID;\n }\n\n public setPickID() {\n return this.pickedID;\n }\n\n public buildModels() {\n const model = this.getModelType();\n this.layerModel = new model(this);\n this.layerModel.initModels((models) => {\n this.models = models;\n this.renderLayers();\n });\n }\n\n public rebuildModels() {\n this.layerModel.buildModels((models) => (this.models = models));\n }\n\n protected getModelType() {\n switch (this.layerType) {\n case 'PolygonLayer':\n return polygonFillModel;\n case 'LineLayer':\n return lineFillModel;\n case 'PointLayer':\n return this.getPointModel();\n default:\n return pointFillModel;\n }\n }\n\n protected getPointModel() {\n const layerData = this.getEncodedData();\n const { shape2d } = this.getLayerConfig();\n const item = layerData.find((fe: IEncodeFeature) => {\n return fe.hasOwnProperty('shape');\n });\n // only support pointFill & pointText now\n if (item) {\n const shape = item.shape;\n if (shape2d?.indexOf(shape as string) !== -1) {\n return pointFillModel;\n } else {\n return pointTextModel;\n }\n } else {\n return pointFillModel;\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 getDefaultConfig() {\n return {};\n }\n}\n"],"file":"vectorLayer.js"}
|
package/lib/wind/index.js
CHANGED
|
@@ -51,14 +51,24 @@ var WindLayer = function (_BaseLayer) {
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51
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|
(0, _createClass2.default)(WindLayer, [{
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|
key: "buildModels",
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|
value: function buildModels() {
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|
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var _this2 = this;
|
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|
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|
|
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|
var modelType = this.getModelType();
|
|
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|
this.layerModel = new _models.default[modelType](this);
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|
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|
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|
|
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|
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this.layerModel.initModels(function (models) {
|
|
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|
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_this2.models = models;
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|
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|
|
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_this2.renderLayers();
|
|
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|
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|
|
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|
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|
|
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|
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|
|
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|
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|
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|
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|
|
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|
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this.layerModel.buildModels(function (models) {
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return _this3.models = models;
|
|
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|
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});
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|
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|
}
|
|
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|
}, {
|
|
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|
key: "renderModels",
|
package/lib/wind/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../src/wind/index.ts"],"names":["WindLayer","modelType","getModelType","layerModel","WindModels","models","
|
|
1
|
+
{"version":3,"sources":["../../src/wind/index.ts"],"names":["WindLayer","modelType","getModelType","layerModel","WindModels","initModels","models","renderLayers","buildModels","render","properties","opacity","type","minimum","maximum","defaultConfig","wind","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AAAA;;AAEA;;;;;;IACqBA,S;;;;;;;;;;;;;;;uFACG,W;;;;;;WACtB,uBAAqB;AAAA;;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIC,gBAAWH,SAAX,CAAJ,CAA0B,IAA1B,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,wBAAsB;AACpB,UAAI,KAAKH,UAAT,EAAqB;AACnB,aAAKA,UAAL,CAAgBM,MAAhB;AACD;;AAED,aAAO,IAAP;AACD;;;WACD,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,KAAKV,YAAL,EAAb;AACA,UAAMa,aAAa,GAAG;AACpBC,QAAAA,IAAI,EAAE;AADc,OAAtB;AAGA,aAAOD,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAAwC;AACtC,aAAO,MAAP;AACD;;;EA1CoCK,mB","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { IWindLayerStyleOptions } from '../core/interface';\nimport WindModels, { WindModelType } from './models';\nexport default class WindLayer extends BaseLayer<IWindLayerStyleOptions> {\n public type: string = 'WindLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new WindModels[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 public renderModels() {\n if (this.layerModel) {\n this.layerModel.render(); // 独立的渲染流程\n }\n\n return this;\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 wind: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): WindModelType {\n return 'wind';\n }\n}\n"],"file":"index.js"}
|
package/lib/wind/models/wind.js
CHANGED
|
@@ -69,6 +69,7 @@ var WindModel = function (_BaseModel) {
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(0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "imageCoords", void 0);
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(0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "sizeScale", 0.5);
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(0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "frequency", new _l7Utils.FrequencyController(7.2));
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(0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "cacheZoom", void 0);
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|
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|
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|
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|
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|
|
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|
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(_source$data2 = source.data) === null || _source$data2 === void 0 ? void 0 : (_source$data2$images = _source$data2.images) === null || _source$data2$images === void 0 ? void 0 : _source$data2$images.then(function (imageData) {
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|
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|
|
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|
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|
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|
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|
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|
imageWidth = _this3$getWindSize.imageWidth,
|
|
@@ -153,18 +160,18 @@ var WindModel = function (_BaseModel) {
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|
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|
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|
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|
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|
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(_this3$texture = _this3.texture) === null || _this3$texture === void 0 ? void 0 : _this3$texture.destroy();
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|
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|
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moduleName: '
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|
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|
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|
vertexShader: WindVert,
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|
fragmentShader: WindFrag,
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|
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|
|
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|
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|
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|
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}).then(function (model) {
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|
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|
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|
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callbackModel([model]);
|
|
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|
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}).catch(function (err) {
|
|
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|
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console.warn(err);
|
|
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|
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callbackModel([]);
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|
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return [this.colorModel];
|
|
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|
}
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|
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|
key: "getWindSize",
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|
value: function getWindSize() {
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|
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|
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|
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|
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var imageWidth = Math.floor((p2.x - p1.x) * this.sizeScale);
|
|
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|
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var imageHeight = Math.floor((p1.y - p2.y) * this.sizeScale);
|
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|
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var imageWidth = Math.min(Math.floor((p2.x - p1.x) * this.sizeScale), 2048);
|
|
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|
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var imageHeight = Math.min(Math.floor((p1.y - p2.y) * this.sizeScale), 2048);
|
|
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|
return {
|
|
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|
imageWidth: imageWidth,
|
|
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|
imageHeight: imageHeight
|
|
@@ -190,8 +202,8 @@ var WindModel = function (_BaseModel) {
|
|
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|
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|
|
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|
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|
|
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|
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|
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value: function buildModels() {
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|
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|
|
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|
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value: function buildModels(callbackModel) {
|
|
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|
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this.initModels(callbackModel);
|
|
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|
}
|
|
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|
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|
|
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|
key: "clearModels",
|
|
@@ -234,6 +246,11 @@ var WindModel = function (_BaseModel) {
|
|
|
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|
}
|
|
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|
});
|
|
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|
}
|
|
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|
+
}, {
|
|
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|
+
key: "getZoomScale",
|
|
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|
+
value: function getZoomScale() {
|
|
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|
+
return Math.min((this.cacheZoom + 4) / 30 * 2, 2);
|
|
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|
+
}
|
|
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|
}, {
|
|
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|
key: "drawWind",
|
|
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|
value: function drawWind() {
|
|
@@ -262,18 +279,24 @@ var WindModel = function (_BaseModel) {
|
|
|
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|
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|
|
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|
sizeScale = _ref2$sizeScale === void 0 ? 0.5 : _ref2$sizeScale;
|
|
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|
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|
|
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|
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var newNumParticles = numParticles;
|
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|
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var currentZoom = Math.floor(this.mapService.getZoom());
|
|
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|
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|
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if (typeof sizeScale === 'number' && sizeScale !== this.sizeScale || currentZoom !== this.cacheZoom) {
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(_this$colorModel = this.colorModel) === null || _this$colorModel === void 0 ? void 0 : _this$colorModel.draw({
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-
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HTMLImageElement[]) => {\n this.sizeScale = sizeScale;\n\n const { imageWidth, imageHeight } = this.getWindSize();\n\n const options: IWindProps = {\n glContext,\n imageWidth,\n imageHeight,\n fadeOpacity,\n speedFactor,\n dropRate,\n dropRateBump,\n rampColors,\n };\n\n this.wind = new Wind(options);\n\n // imageData[0] 风场图\n this.wind.setWind({\n uMin,\n uMax,\n vMin,\n vMax,\n image: imageData[0],\n });\n\n this.texture = createTexture2D({\n data: imageData[0],\n width: imageData[0].width,\n height: imageData[0].height,\n });\n\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n });\n\n this.colorModel = this.layer.buildLayerModel({\n moduleName: 'WindLayer',\n vertexShader: WindVert,\n fragmentShader: WindFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n // stencil: getMask(mask, maskInside),\n });\n\n return [this.colorModel];\n }\n\n public getWindSize() {\n const p1 = this.mapService.lngLatToPixel(this.imageCoords[0]);\n const p2 = this.mapService.lngLatToPixel(this.imageCoords[1]);\n\n const imageWidth = Math.floor((p2.x - p1.x) * this.sizeScale);\n const imageHeight = Math.floor((p1.y - p2.y) * this.sizeScale);\n return { imageWidth, imageHeight };\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public clearModels(): void {\n this.texture?.destroy();\n this.wind?.destroy();\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n\n private drawWind() {\n if (this.wind) {\n const {\n uMin = -21.32,\n uMax = 26.8,\n vMin = -21.57,\n vMax = 21.42,\n numParticles = 65535,\n fadeOpacity = 0.996,\n speedFactor = 0.25,\n dropRate = 0.003,\n dropRateBump = 0.01,\n rampColors = defaultRampColors,\n sizeScale = 0.5,\n } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n if (typeof sizeScale === 'number' && sizeScale !== this.sizeScale) {\n this.sizeScale = sizeScale;\n const { imageWidth, imageHeight } = this.getWindSize();\n this.wind.reSize(imageWidth, imageHeight);\n }\n\n this.wind.updateWindDir(uMin, uMax, vMin, vMax);\n\n this.wind.updateParticelNum(numParticles);\n\n this.wind.updateColorRampTexture(rampColors);\n\n this.wind.fadeOpacity = fadeOpacity;\n this.wind.speedFactor = speedFactor;\n this.wind.dropRate = dropRate;\n this.wind.dropRateBump = dropRateBump;\n\n const { d, w, h } = this.wind.draw();\n // TODO: 恢复 L7 渲染流程中 gl 状态\n this.rendererService.setBaseState();\n this.texture.update({\n data: d,\n width: w,\n height: h,\n });\n }\n }\n\n private drawColorMode() {\n const { opacity } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_texture: this.texture,\n },\n });\n }\n}\n"],"file":"wind.js"}
|
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1
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+
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n Point,\n} from '@antv/l7-core';\nimport { FrequencyController, getMask } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IWindLayerStyleOptions } from '../../core/interface';\nimport { RasterImageTriangulation } from '../../core/triangulation';\nimport WindFrag from '../shaders/wind_frag.glsl';\nimport WindVert from '../shaders/wind_vert.glsl';\nimport { IWind, IWindProps, Wind } from './windRender';\n\nconst defaultRampColors = {\n 0.0: '#3288bd',\n 0.1: '#66c2a5',\n 0.2: '#abdda4',\n 0.3: '#e6f598',\n 0.4: '#fee08b',\n 0.5: '#fdae61',\n 0.6: '#f46d43',\n 1.0: '#d53e4f',\n};\n\nexport default class WindModel extends BaseModel {\n protected texture: ITexture2D;\n private colorModel: IModel;\n private wind: IWind;\n private imageCoords: [Point, Point];\n private sizeScale: number = 0.5;\n // https://mapbox.github.io/webgl-wind/demo/\n // source: 'http://nomads.ncep.noaa.gov',\n\n private frequency = new FrequencyController(7.2);\n private cacheZoom: number;\n\n public render() {\n // Tip: 控制风场的平均更新频率\n this.frequency.run(() => {\n this.drawWind();\n });\n this.drawColorMode();\n }\n\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n const {\n uMin = -21.32,\n uMax = 26.8,\n vMin = -21.57,\n vMax = 21.42,\n fadeOpacity = 0.996,\n speedFactor = 0.25,\n dropRate = 0.003,\n dropRateBump = 0.01,\n rampColors = defaultRampColors,\n sizeScale = 0.5,\n // mask\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n const { createTexture2D } = this.rendererService;\n const source = this.layer.getSource();\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n this.cacheZoom = Math.floor(this.mapService.getZoom());\n\n const glContext = this.rendererService.getGLContext();\n this.imageCoords = source.data?.dataArray[0].coordinates as [Point, Point];\n\n source.data?.images?.then((imageData: HTMLImageElement[]) => {\n this.sizeScale = sizeScale * this.getZoomScale();\n\n const { imageWidth, imageHeight } = this.getWindSize();\n\n const options: IWindProps = {\n glContext,\n imageWidth,\n imageHeight,\n fadeOpacity,\n speedFactor,\n dropRate,\n dropRateBump,\n rampColors,\n };\n\n this.wind = new Wind(options);\n\n // imageData[0] 风场图\n this.wind.setWind({\n uMin,\n uMax,\n vMin,\n vMax,\n image: imageData[0],\n });\n this.texture?.destroy();\n\n this.texture = createTexture2D({\n width: imageWidth,\n height: imageHeight,\n });\n\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n });\n\n this.layer\n .buildLayerModel({\n moduleName: 'wind',\n vertexShader: WindVert,\n fragmentShader: WindFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n })\n .then((model) => {\n this.colorModel = model;\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n public getWindSize() {\n const p1 = this.mapService.lngLatToPixel(this.imageCoords[0]);\n const p2 = this.mapService.lngLatToPixel(this.imageCoords[1]);\n\n const imageWidth = Math.min(\n Math.floor((p2.x - p1.x) * this.sizeScale),\n 2048,\n );\n const imageHeight = Math.min(\n Math.floor((p1.y - p2.y) * this.sizeScale),\n 2048,\n );\n return { imageWidth, imageHeight };\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n this.initModels(callbackModel);\n }\n\n public clearModels(): void {\n this.texture?.destroy();\n this.wind?.destroy();\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n\n private getZoomScale() {\n return Math.min(((this.cacheZoom + 4) / 30) * 2, 2);\n }\n\n private drawWind() {\n if (this.wind) {\n const {\n uMin = -21.32,\n uMax = 26.8,\n vMin = -21.57,\n vMax = 21.42,\n numParticles = 65535,\n fadeOpacity = 0.996,\n speedFactor = 0.25,\n dropRate = 0.003,\n dropRateBump = 0.01,\n rampColors = defaultRampColors,\n sizeScale = 0.5,\n } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n let newNumParticles = numParticles;\n const currentZoom = Math.floor(this.mapService.getZoom());\n if (\n (typeof sizeScale === 'number' && sizeScale !== this.sizeScale) ||\n currentZoom !== this.cacheZoom\n ) {\n const zoomScale = this.getZoomScale();\n this.sizeScale = sizeScale;\n newNumParticles *= zoomScale;\n const { imageWidth, imageHeight } = this.getWindSize();\n this.wind.reSize(imageWidth, imageHeight);\n this.cacheZoom = currentZoom;\n }\n\n this.wind.updateWindDir(uMin, uMax, vMin, vMax);\n\n this.wind.updateParticelNum(newNumParticles);\n\n this.wind.updateColorRampTexture(rampColors);\n\n this.wind.fadeOpacity = fadeOpacity;\n this.wind.speedFactor = speedFactor;\n this.wind.dropRate = dropRate;\n this.wind.dropRateBump = dropRateBump;\n\n const { d, w, h } = this.wind.draw();\n // TODO: 恢复 L7 渲染流程中 gl 状态\n this.rendererService.setBaseState();\n this.texture.update({\n data: d,\n width: w,\n height: h,\n });\n }\n }\n\n private drawColorMode() {\n const { opacity } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n\n this.layer.masks.map((m) => {\n m.hooks.beforeRenderData.call();\n m.hooks.beforeRender.call();\n m.render();\n m.hooks.afterRender.call();\n });\n\n this.colorModel?.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_texture: this.texture,\n },\n });\n }\n}\n"],"file":"wind.js"}
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@@ -244,9 +244,9 @@ var Wind = function () {
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var gl = this.gl;
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bindFramebuffer(gl, this.framebuffer, this.screenTexture);
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gl.viewport(0, 0, this.width, this.height);
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gl.disable(gl.BLEND);
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this.drawFullTexture(this.backgroundTexture, this.fadeOpacity);
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this.drawParticles();
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gl.disable(gl.BLEND);
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this.pixels = new Uint8Array(4 * this.width * this.height);
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gl.readPixels(0, 0, this.width, this.height, gl.RGBA, gl.UNSIGNED_BYTE, this.pixels);
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bindFramebuffer(gl, null, null);
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@@ -1 +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"}
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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"}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@antv/l7-layers",
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"version": "2.9.
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"version": "2.9.19",
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"description": "L7's collection of built-in layers",
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"main": "lib/index.js",
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"module": "es/index.js",
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"./es/index.js"
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],
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"files": [
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"dist",
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"lib",
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"es",
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"README.md"
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"tsc": "tsc --project tsconfig.build.json",
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"clean": "rimraf dist; rimraf es; rimraf lib;",
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"build": "run-p build:*",
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"build:cjs": "BABEL_ENV=cjs babel src --root-mode upward --out-dir lib --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
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"build:esm": "BABEL_ENV=esm babel src --root-mode upward --out-dir es --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
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"watch": "BABEL_ENV=cjs babel src --watch --root-mode upward --out-dir lib --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
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+
"build:cjs": "cross-env BABEL_ENV=cjs NODE_ENV=production babel src --root-mode upward --out-dir lib --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
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"build:esm": "cross-env BABEL_ENV=esm NODE_ENV=production babel src --root-mode upward --out-dir es --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
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"watch": "cross-env BABEL_ENV=cjs NODE_ENV=production babel src --watch --root-mode upward --out-dir lib --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
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"sync": "tnpm sync"
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},
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"author": "xiaoiver",
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"license": "ISC",
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"dependencies": {
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"@antv/l7-core": "2.9.
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"@antv/l7-source": "2.9.
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"@antv/l7-utils": "2.9.
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"@antv/l7-core": "2.9.19",
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"@antv/l7-source": "2.9.19",
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"@antv/l7-utils": "2.9.19",
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"@babel/runtime": "^7.7.7",
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"@mapbox/martini": "^0.2.0",
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"@turf/helpers": "^6.1.4",
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"@types/gl-matrix": "^2.4.5",
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"@types/lodash": "^4.14.138"
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},
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"gitHead": "
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"gitHead": "f17d96188a5b36cecaa057a476a4c6e1c4249235",
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"publishConfig": {
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"access": "public"
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}
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import { IModel, IModelUniform } from '@antv/l7-core';
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import BaseModel from '../../core/BaseModel';
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export default class ArcMiniModel extends BaseModel {
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getUninforms(): IModelUniform;
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getAnimateUniforms(): IModelUniform;
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initModels(): IModel[];
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buildModels(): IModel[];
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protected registerBuiltinAttributes(): void;
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}
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