@antv/l7-layers 2.9.18 → 2.9.21
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 +13 -1
- package/es/core/interface.js +14 -0
- package/es/core/interface.js.map +1 -1
- package/es/core/triangulation.d.ts +1 -0
- package/es/core/triangulation.js +37 -11
- 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 +37 -18
- package/es/line/models/line.js.map +1 -1
- package/es/line/models/linearline.d.ts +2 -11
- package/es/line/models/linearline.js +21 -27
- 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/utils/extrude_polyline.d.ts +15 -0
- package/es/utils/extrude_polyline.js +146 -14
- package/es/utils/extrude_polyline.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 +17 -1
- package/lib/core/interface.js.map +1 -1
- package/lib/core/triangulation.js +40 -16
- 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 +38 -19
- package/lib/line/models/line.js.map +1 -1
- package/lib/line/models/linearline.js +22 -27
- 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/utils/extrude_polyline.js +148 -14
- package/lib/utils/extrude_polyline.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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* 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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{
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"name": "@antv/l7-layers",
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"version": "2.9.
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"version": "2.9.21",
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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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"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": "2.9.21",
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"@antv/l7-source": "2.9.21",
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"@antv/l7-utils": "2.9.21",
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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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"gitHead": "
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"gitHead": "e4cf36416bc5cecd569ed6814d8043ef2976a064",
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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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import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
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import _createClass from "@babel/runtime/helpers/createClass";
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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import { AttributeType, gl } from '@antv/l7-core';
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import BaseModel from '../../core/BaseModel';
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import { LineArcTriangulation } from '../../core/triangulation';
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var line_arcmini_frag = "#define Animate 0.0\n\nuniform float u_opacity;\nuniform float u_blur : 0.9;\n// varying vec2 v_normal;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float segmentNumber;\nvarying float v_distance_ratio;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_distance_ratio);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n \n \n gl_FragColor.a *= u_opacity;\n\n if(u_aimate.x == Animate) {\n float animateSpeed = u_time / u_aimate.y; // \u8FD0\u52A8\u901F\u5EA6\n float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n}";
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var line_arcmini_vert = "#define Animate 0.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\n// \u504F\u79FB\u91CF\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\nvarying float v_distance_ratio;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = u_thetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n v_distance_ratio = segmentIndex / segmentNumber;\n \n if(u_aimate.x == Animate && u_lineDir != 1.0) {\n v_distance_ratio = 1.0 - v_distance_ratio;\n }\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n}\n";
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var ArcMiniModel = function (_BaseModel) {
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forward = _ref$forward === void 0 ? true : _ref$forward,
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segmentNumber = _ref$segmentNumber === void 0 ? 30 : _ref$segmentNumber,
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_ref$thetaOffset = _ref.thetaOffset,
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thetaOffset = _ref$thetaOffset === void 0 ? 0.314 : _ref$thetaOffset;
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return {
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segmentNumber = _ref3$segmentNumber === void 0 ? 30 : _ref3$segmentNumber;
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return [this.layer.buildLayerModel({
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moduleName: 'arc2dminiline',
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vertexShader: line_arcmini_vert,
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fragmentShader: line_arcmini_frag,
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update: function update(feature, featureIdx, vertex, attributeIdx) {
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}
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}]);
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return ArcMiniModel;
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}(BaseModel);
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export { ArcMiniModel as default };
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//# sourceMappingURL=arcmini.js.map
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opacity : 1.0,\n\n segmentNumber,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc2dminiline',\n vertexShader: line_arcmini_vert,\n fragmentShader: line_arcmini_frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n }\n}\n"],"file":"arcmini.js"}
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@@ -1,11 +0,0 @@
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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 IconeModel extends BaseModel {
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private texture;
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getUninforms(): IModelUniform;
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initModels(): IModel[];
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clearModels(): void;
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protected registerBuiltinAttributes(): void;
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private updateTexture;
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private initIconFontGlyphs;
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}
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import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
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import _defineProperty from "@babel/runtime/helpers/defineProperty";
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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import { AttributeType, gl } from '@antv/l7-core';
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import BaseModel from '../../core/BaseModel';
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import { PointImageTriangulation } from '../../core/triangulation';
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var pointImageFrag = "\nuniform sampler2D u_texture;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform vec2 u_textSize;\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main(){\n float opacity = styleMappingMat[0][0];\n float size = styleMappingMat[1][0];\n vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;\n vec4 textureColor;\n\n // Y = 0.299R + 0.587G + 0.114B // \u4EAE\u5EA6\u63D0\u53D6\n \n textureColor = texture2D(u_texture, pos);\n\n // Tip: \u53BB\u9664\u8FB9\u7F18\u90E8\u5206 mipmap \u5BFC\u81F4\u7684\u6DF7\u5408\u53D8\u6697\n float fragmengTocenter = distance(vec2(0.5), gl_PointCoord);\n if(fragmengTocenter >= 0.5) {\n float luma = 0.299 * textureColor.r + 0.587 * textureColor.g + 0.114 * textureColor.b;\n textureColor.a *= luma;\n }\n \n \n\n if(all(lessThan(v_color, vec4(1.0+0.00001))) && all(greaterThan(v_color, vec4(1.0-0.00001))) || v_color==vec4(1.0)){\n gl_FragColor= textureColor;\n }else {\n gl_FragColor= step(0.01, textureColor.z) * v_color;\n }\n\n gl_FragColor.a = gl_FragColor.a * opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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var pointImageVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec4 a_Color;\nattribute vec2 a_Uv;\nattribute float a_Size;\nvarying vec4 v_color;\nvarying vec2 v_uv;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec2 u_offsets;\n\nuniform float u_opacity : 1;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n styleMappingMat[1][0] = a_Size;\n\n vec2 textrueOffsets = vec2(0.0, 0.0);\n if(hasOffsets()) {\n vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n\n vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x\n textureOffset += 1.0;\n } else {\n textrueOffsets = u_offsets;\n }\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n v_color = a_Color;\n v_uv = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n \n // vec2 offset = project_pixel(u_offsets);\n vec2 offset = project_pixel(textrueOffsets);\n\n // gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0);\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));\n }\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n\n setPickingColor(a_PickingColor);\n}\n";
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var IconeModel = function (_BaseModel) {
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_inherits(IconeModel, _BaseModel);
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var _super = _createSuper(IconeModel);
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function IconeModel() {
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var _this;
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_classCallCheck(this, IconeModel);
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for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
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args[_key] = arguments[_key];
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}
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_this = _super.call.apply(_super, [this].concat(args));
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_defineProperty(_assertThisInitialized(_this), "texture", void 0);
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return _this;
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}
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_createClass(IconeModel, [{
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key: "getUninforms",
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value: function getUninforms() {
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var _ref = this.layer.getLayerConfig(),
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opacity = _ref.opacity;
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return {
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u_opacity: opacity || 1.0,
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u_texture: this.texture,
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u_textSize: [1024, this.iconService.canvasHeight || 128]
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};
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}
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}, {
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key: "initModels",
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value: function initModels() {
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var _this2 = this;
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this.initIconFontGlyphs();
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this.registerBuiltinAttributes();
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this.updateTexture();
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this.iconService.on('imageUpdate', function () {
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_this2.updateTexture();
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_this2.layer.render();
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});
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return [this.layer.buildLayerModel({
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moduleName: 'pointiconImage',
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vertexShader: pointImageVert,
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fragmentShader: pointImageFrag,
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triangulation: PointImageTriangulation,
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primitive: gl.POINTS,
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depth: {
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enable: false
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},
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blend: this.getBlend()
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})];
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}
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}, {
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key: "clearModels",
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value: function clearModels() {
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var _this$dataTexture;
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(_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
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}
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}, {
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key: "registerBuiltinAttributes",
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value: function registerBuiltinAttributes() {
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var _this3 = this;
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this.styleAttributeService.registerStyleAttribute({
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name: 'size',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Size',
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buffer: {
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT
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},
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size: 1,
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update: function update(feature, featureIdx, vertex, attributeIdx) {
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var size = feature.size;
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return Array.isArray(size) ? [size[0]] : [size];
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}
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}
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});
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this.styleAttributeService.registerStyleAttribute({
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name: 'uv',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Uv',
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buffer: {
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT
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},
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size: 2,
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update: function update(feature, featureIdx, vertex, attributeIdx) {
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var mapping = _this3.fontService.mapping;
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var shape = feature.shape;
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var icon = _this3.fontService.getGlyph(shape);
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var _mapping$icon = mapping[icon],
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x = _mapping$icon.x,
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y = _mapping$icon.y;
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return [x, y];
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}
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}
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});
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}
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}, {
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key: "updateTexture",
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value: function updateTexture() {
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var createTexture2D = this.rendererService.createTexture2D;
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var canvas = this.fontService.canvas;
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this.texture = createTexture2D({
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data: canvas,
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mag: gl.LINEAR,
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min: gl.LINEAR,
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width: canvas.width,
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height: canvas.height
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});
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}
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}, {
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key: "initIconFontGlyphs",
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value: function initIconFontGlyphs() {
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var _this4 = this;
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var _ref2 = this.layer.getLayerConfig(),
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_ref2$fontWeight = _ref2.fontWeight,
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fontWeight = _ref2$fontWeight === void 0 ? 'normal' : _ref2$fontWeight,
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_ref2$fontFamily = _ref2.fontFamily,
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fontFamily = _ref2$fontFamily === void 0 ? 'sans-serif' : _ref2$fontFamily;
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var data = this.layer.getEncodedData();
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var characterSet = [];
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data.forEach(function (item) {
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var _item$shape = item.shape,
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shape = _item$shape === void 0 ? '' : _item$shape;
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shape = shape.toString();
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var icon = _this4.fontService.getGlyph(shape);
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if (characterSet.indexOf(icon) === -1) {
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characterSet.push(icon);
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}
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});
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this.fontService.setFontOptions({
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characterSet: characterSet,
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fontWeight: fontWeight,
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fontFamily: fontFamily,
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fontSize: 48
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});
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}
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}]);
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return IconeModel;
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}(BaseModel);
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export { IconeModel as default };
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//# sourceMappingURL=icon-font.js.map
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@@ -1 +0,0 @@
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1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport BaseModel from '../../core/BaseModel';\nimport { PointImageTriangulation } from '../../core/triangulation';\nimport pointImageFrag from '../shaders/image_frag.glsl';\nimport pointImageVert from '../shaders/image_vert.glsl';\ninterface IIconIFontStyleOptions {\n opacity: number;\n fontWeight: string;\n fontFamily: string;\n}\n\nexport default class IconeModel extends BaseModel {\n private texture: ITexture2D;\n\n public getUninforms(): IModelUniform {\n const { opacity } = this.layer.getLayerConfig() as IIconIFontStyleOptions;\n return {\n u_opacity: opacity || 1.0,\n u_texture: this.texture,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n };\n }\n\n public initModels(): IModel[] {\n this.initIconFontGlyphs();\n this.registerBuiltinAttributes();\n this.updateTexture();\n this.iconService.on('imageUpdate', () => {\n this.updateTexture();\n this.layer.render(); // TODO 调用全局render\n });\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointiconImage',\n vertexShader: pointImageVert,\n fragmentShader: pointImageFrag,\n triangulation: PointImageTriangulation,\n primitive: gl.POINTS,\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\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 const { mapping } = this.fontService;\n const { shape } = feature;\n const icon = this.fontService.getGlyph(shape as string);\n const { x, y } = mapping[icon];\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture() {\n const { createTexture2D } = this.rendererService;\n const { canvas } = this.fontService;\n this.texture = createTexture2D({\n data: canvas,\n mag: gl.LINEAR,\n min: gl.LINEAR,\n width: canvas.width,\n height: canvas.height,\n });\n }\n\n private initIconFontGlyphs() {\n const {\n fontWeight = 'normal',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IIconIFontStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = shape.toString();\n const icon = this.fontService.getGlyph(shape);\n if (characterSet.indexOf(icon) === -1) {\n characterSet.push(icon);\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n fontSize: 48,\n });\n }\n}\n"],"file":"icon-font.js"}
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{"version":3,"sources":[],"names":[],"mappings":"","sourcesContent":[],"file":"image.js"}
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