@antv/l7-layers 2.9.19 → 2.9.22-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (710) hide show
  1. package/es/Geometry/index.js +4 -5
  2. package/es/Geometry/models/billboard.js +23 -9
  3. package/es/Geometry/models/index.js +4 -5
  4. package/es/Geometry/models/plane.js +25 -13
  5. package/es/Geometry/models/sprite.js +11 -21
  6. package/es/Geometry/shaders/billboard_frag.glsl +13 -0
  7. package/es/Geometry/shaders/billboard_vert.glsl +50 -0
  8. package/es/Geometry/shaders/plane_frag.glsl +22 -0
  9. package/es/Geometry/shaders/plane_vert.glsl +53 -0
  10. package/es/Geometry/shaders/sprite_frag.glsl +21 -0
  11. package/es/Geometry/shaders/sprite_vert.glsl +28 -0
  12. package/es/canvas/index.js +4 -5
  13. package/es/canvas/models/canvas.js +6 -12
  14. package/es/canvas/models/index.js +2 -3
  15. package/es/citybuliding/building.js +4 -5
  16. package/es/citybuliding/models/build.js +19 -22
  17. package/es/citybuliding/shaders/build_frag.glsl +117 -0
  18. package/es/citybuliding/shaders/build_vert.glsl +54 -0
  19. package/es/core/BaseLayer.js +205 -157
  20. package/es/core/BaseModel.js +135 -76
  21. package/es/core/interface.d.ts +11 -1
  22. package/es/core/interface.js +15 -2
  23. package/es/core/schema.js +4 -2
  24. package/es/core/shape/Path.js +8 -3
  25. package/es/core/shape/extrude.js +9 -4
  26. package/es/core/triangulation.d.ts +1 -0
  27. package/es/core/triangulation.js +123 -24
  28. package/es/earth/index.js +11 -7
  29. package/es/earth/models/atmosphere.js +15 -7
  30. package/es/earth/models/base.js +19 -7
  31. package/es/earth/models/bloomsphere.js +15 -7
  32. package/es/earth/shaders/atmosphere_frag.glsl +17 -0
  33. package/es/earth/shaders/atmosphere_vert.glsl +26 -0
  34. package/es/earth/shaders/base_frag.glsl +13 -0
  35. package/es/earth/shaders/base_vert.glsl +52 -0
  36. package/es/earth/shaders/bloomsphere_frag.glsl +15 -0
  37. package/es/earth/shaders/bloomsphere_vert.glsl +20 -0
  38. package/es/earth/utils.js +28 -5
  39. package/es/heatmap/index.js +8 -7
  40. package/es/heatmap/models/grid.js +11 -5
  41. package/es/heatmap/models/grid3d.js +18 -7
  42. package/es/heatmap/models/heatmap.js +45 -44
  43. package/es/heatmap/models/hexagon.js +14 -6
  44. package/es/heatmap/models/index.js +5 -6
  45. package/es/heatmap/shaders/grid_vert.glsl +42 -0
  46. package/es/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  47. package/es/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  48. package/es/heatmap/shaders/heatmap_frag.glsl +47 -0
  49. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  50. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  51. package/es/heatmap/shaders/heatmap_vert.glsl +10 -0
  52. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  53. package/es/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  54. package/es/heatmap/shaders/hexagon_frag.glsl +12 -0
  55. package/es/heatmap/shaders/hexagon_vert.glsl +41 -0
  56. package/es/heatmap/triangulation.js +2 -2
  57. package/es/image/index.js +4 -5
  58. package/es/image/models/dataImage.js +21 -31
  59. package/es/image/models/image.js +19 -25
  60. package/es/image/models/index.js +3 -4
  61. package/es/image/shaders/dataImage_frag.glsl +38 -0
  62. package/es/image/shaders/image_frag.glsl +9 -0
  63. package/es/image/shaders/image_vert.glsl +17 -0
  64. package/es/index.d.ts +2 -2
  65. package/es/index.js +92 -30
  66. package/es/line/index.js +4 -5
  67. package/es/line/models/arc.js +38 -15
  68. package/es/line/models/arc_3d.js +33 -14
  69. package/es/line/models/earthArc_3d.js +33 -14
  70. package/es/line/models/great_circle.js +25 -13
  71. package/es/line/models/half.js +33 -12
  72. package/es/line/models/index.js +12 -13
  73. package/es/line/models/line.js +57 -17
  74. package/es/line/models/linearline.js +32 -14
  75. package/es/line/models/simpleLine.js +26 -11
  76. package/es/line/models/tile.js +28 -10
  77. package/es/line/models/wall.js +30 -13
  78. package/es/line/shaders/arc_chunks.vert.glsl +21 -0
  79. package/es/line/shaders/dash/arc_dash_frag.glsl +28 -0
  80. package/es/line/shaders/dash/arc_dash_vert.glsl +148 -0
  81. package/es/line/shaders/dash/line_dash_frag.glsl +31 -0
  82. package/es/line/shaders/dash/line_dash_vert.glsl +93 -0
  83. package/es/line/shaders/half/line_half_frag.glsl +53 -0
  84. package/es/line/shaders/half/line_half_vert.glsl +169 -0
  85. package/es/line/shaders/line_arc2d_vert.glsl +114 -0
  86. package/es/line/shaders/line_arc_3d_frag.glsl +103 -0
  87. package/es/line/shaders/line_arc_3d_vert.glsl +207 -0
  88. package/es/line/shaders/line_arc_frag.glsl +89 -0
  89. package/es/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  90. package/es/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  91. package/es/line/shaders/line_arc_vert.glsl +174 -0
  92. package/es/line/shaders/line_bezier_vert.glsl +85 -0
  93. package/es/line/shaders/line_frag.glsl +100 -0
  94. package/es/line/shaders/line_vert.glsl +192 -0
  95. package/es/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  96. package/es/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  97. package/es/line/shaders/linear/arc_linear_frag.glsl +38 -0
  98. package/es/line/shaders/linear/arc_linear_vert.glsl +138 -0
  99. package/es/line/shaders/linear/line_linear_frag.glsl +27 -0
  100. package/es/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  101. package/es/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  102. package/es/line/shaders/simple/simpleline_frag.glsl +10 -0
  103. package/es/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  104. package/es/line/shaders/simple/simpleline_vert.glsl +78 -0
  105. package/es/line/shaders/tile/line_tile_frag.glsl +79 -0
  106. package/es/line/shaders/tile/line_tile_vert.glsl +210 -0
  107. package/es/line/shaders/wall_frag.glsl +93 -0
  108. package/es/line/shaders/wall_vert.glsl +111 -0
  109. package/es/mask/index.js +4 -5
  110. package/es/mask/models/fill.js +11 -8
  111. package/es/mask/models/index.js +2 -3
  112. package/es/mask/shaders/mask_frag.glsl +7 -0
  113. package/es/mask/shaders/mask_vert.glsl +22 -0
  114. package/es/plugins/DataMappingPlugin.js +71 -34
  115. package/es/plugins/DataSourcePlugin.js +12 -10
  116. package/es/plugins/FeatureScalePlugin.js +44 -24
  117. package/es/plugins/LayerAnimateStylePlugin.js +6 -7
  118. package/es/plugins/LayerModelPlugin.js +16 -7
  119. package/es/plugins/LayerStylePlugin.js +7 -3
  120. package/es/plugins/LightingPlugin.js +21 -13
  121. package/es/plugins/MultiPassRendererPlugin.js +21 -8
  122. package/es/plugins/PixelPickingPlugin.js +33 -11
  123. package/es/plugins/RegisterStyleAttributePlugin.js +10 -3
  124. package/es/plugins/ShaderUniformPlugin.js +24 -10
  125. package/es/plugins/UpdateModelPlugin.js +7 -3
  126. package/es/plugins/UpdateStyleAttributePlugin.js +20 -7
  127. package/es/point/index.js +12 -6
  128. package/es/point/models/earthExtrude.js +30 -12
  129. package/es/point/models/earthFill.js +25 -13
  130. package/es/point/models/extrude.js +30 -12
  131. package/es/point/models/fill.js +50 -15
  132. package/es/point/models/fillmage.js +46 -17
  133. package/es/point/models/image.js +20 -12
  134. package/es/point/models/index.js +14 -14
  135. package/es/point/models/normal.js +15 -7
  136. package/es/point/models/radar.js +33 -13
  137. package/es/point/models/simplePoint.js +17 -9
  138. package/es/point/models/text.js +77 -30
  139. package/es/point/models/tile.js +33 -12
  140. package/es/point/shaders/animate/wave_frag.glsl +65 -0
  141. package/es/point/shaders/earth/extrude_frag.glsl +44 -0
  142. package/es/point/shaders/earth/extrude_vert.glsl +140 -0
  143. package/es/point/shaders/earth/fill_frag.glsl +86 -0
  144. package/es/point/shaders/earth/fill_vert.glsl +126 -0
  145. package/es/point/shaders/extrude/extrude_frag.glsl +44 -0
  146. package/es/point/shaders/extrude/extrude_vert.glsl +121 -0
  147. package/es/point/shaders/fill_frag.glsl +84 -0
  148. package/es/point/shaders/fill_vert.glsl +182 -0
  149. package/es/point/shaders/image/fillImage_frag.glsl +20 -0
  150. package/es/point/shaders/image/fillImage_vert.glsl +108 -0
  151. package/es/point/shaders/image_frag.glsl +39 -0
  152. package/es/point/shaders/image_vert.glsl +81 -0
  153. package/es/point/shaders/normal_frag.glsl +15 -0
  154. package/es/point/shaders/normal_vert.glsl +79 -0
  155. package/es/point/shaders/radar/radar_frag.glsl +64 -0
  156. package/es/point/shaders/radar/radar_vert.glsl +120 -0
  157. package/es/point/shaders/simplePoint_frag.glsl +53 -0
  158. package/es/point/shaders/simplePoint_vert.glsl +79 -0
  159. package/es/point/shaders/text_frag.glsl +48 -0
  160. package/es/point/shaders/text_vert.glsl +131 -0
  161. package/es/point/shaders/tile/fill_tile_frag.glsl +83 -0
  162. package/es/point/shaders/tile/fill_tile_vert.glsl +181 -0
  163. package/es/point/shape/extrude.js +8 -3
  164. package/es/polygon/index.js +6 -5
  165. package/es/polygon/models/extrude.js +40 -31
  166. package/es/polygon/models/fill.js +19 -8
  167. package/es/polygon/models/index.js +14 -14
  168. package/es/polygon/models/ocean.js +25 -33
  169. package/es/polygon/models/tile.js +13 -7
  170. package/es/polygon/models/water.js +21 -25
  171. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +44 -0
  172. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +44 -0
  173. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +85 -0
  174. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +90 -0
  175. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +48 -0
  176. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +93 -0
  177. package/es/polygon/shaders/polygon_frag.glsl +12 -0
  178. package/es/polygon/shaders/polygon_linear_frag.glsl +22 -0
  179. package/es/polygon/shaders/polygon_linear_vert.glsl +74 -0
  180. package/es/polygon/shaders/polygon_vert.glsl +66 -0
  181. package/es/polygon/shaders/tile/polygon_tile_frag.glsl +12 -0
  182. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +82 -0
  183. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +248 -0
  184. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +52 -0
  185. package/es/polygon/shaders/water/polygon_water_frag.glsl +73 -0
  186. package/es/polygon/shaders/water/polygon_water_vert.glsl +55 -0
  187. package/es/raster/buffers/triangulation.js +2 -2
  188. package/es/raster/index.js +7 -6
  189. package/es/raster/models/index.js +3 -4
  190. package/es/raster/models/raster.js +15 -25
  191. package/es/raster/raster.js +9 -13
  192. package/es/raster/shaders/raster_2d_frag.glsl +28 -0
  193. package/es/raster/shaders/raster_2d_vert.glsl +18 -0
  194. package/es/raster/shaders/raster_frag.glsl +9 -0
  195. package/es/raster/shaders/raster_vert.glsl +44 -0
  196. package/es/tile/interface.js +1 -2
  197. package/es/tile/manager/tileConfigManager.js +6 -8
  198. package/es/tile/manager/tileLayerManager.js +19 -30
  199. package/es/tile/manager/tilePickerManager.js +14 -14
  200. package/es/tile/models/tileModel.js +6 -6
  201. package/es/tile/tileFactory/base.js +26 -32
  202. package/es/tile/tileFactory/index.js +6 -7
  203. package/es/tile/tileFactory/line.js +3 -9
  204. package/es/tile/tileFactory/point.js +3 -9
  205. package/es/tile/tileFactory/polygon.js +3 -9
  206. package/es/tile/tileFactory/raster.js +4 -10
  207. package/es/tile/tileFactory/rasterData.js +5 -11
  208. package/es/tile/tileFactory/rasterDataLayer.js +4 -5
  209. package/es/tile/tileFactory/vectorLayer.js +8 -9
  210. package/es/tile/tileLayer/baseTileLayer.js +67 -39
  211. package/es/tile/tmsTileLayer.js +5 -4
  212. package/es/tile/utils.js +5 -3
  213. package/es/utils/blend.js +1 -2
  214. package/es/utils/collision-index.js +36 -21
  215. package/es/utils/dataMappingStyle.js +71 -15
  216. package/es/utils/extrude_polyline.d.ts +15 -0
  217. package/es/utils/extrude_polyline.js +225 -51
  218. package/es/utils/grid-index.js +7 -21
  219. package/es/utils/layerData.js +41 -17
  220. package/es/utils/multiPassRender.js +21 -5
  221. package/es/utils/polylineNormal.js +40 -20
  222. package/es/utils/simpleLine.js +4 -6
  223. package/es/utils/symbol-layout.js +49 -10
  224. package/es/utils/updateShape.js +6 -3
  225. package/es/wind/index.js +5 -6
  226. package/es/wind/models/index.js +2 -3
  227. package/es/wind/models/utils.js +50 -26
  228. package/es/wind/models/wind.js +15 -18
  229. package/es/wind/models/windRender.js +89 -78
  230. package/es/wind/models/windShader.d.ts +6 -6
  231. package/es/wind/models/windShader.js +12 -7
  232. package/es/wind/shaders/wind_frag.glsl +9 -0
  233. package/es/wind/shaders/wind_vert.glsl +17 -0
  234. package/lib/Geometry/index.js +77 -115
  235. package/lib/Geometry/models/billboard.js +181 -218
  236. package/lib/Geometry/models/index.js +34 -19
  237. package/lib/Geometry/models/plane.js +278 -394
  238. package/lib/Geometry/models/sprite.js +189 -294
  239. package/lib/Geometry/shaders/billboard_frag.glsl +13 -0
  240. package/lib/Geometry/shaders/billboard_vert.glsl +50 -0
  241. package/lib/Geometry/shaders/plane_frag.glsl +22 -0
  242. package/lib/Geometry/shaders/plane_vert.glsl +53 -0
  243. package/lib/Geometry/shaders/sprite_frag.glsl +21 -0
  244. package/lib/Geometry/shaders/sprite_vert.glsl +28 -0
  245. package/lib/canvas/index.js +66 -102
  246. package/lib/canvas/models/canvas.js +140 -210
  247. package/lib/canvas/models/index.js +30 -13
  248. package/lib/citybuliding/building.js +63 -99
  249. package/lib/citybuliding/models/build.js +146 -196
  250. package/lib/citybuliding/shaders/build_frag.glsl +117 -0
  251. package/lib/citybuliding/shaders/build_vert.glsl +54 -0
  252. package/lib/core/BaseLayer.js +807 -1245
  253. package/lib/core/BaseModel.js +275 -375
  254. package/lib/core/interface.js +52 -20
  255. package/lib/core/schema.js +39 -18
  256. package/lib/core/shape/Path.js +78 -60
  257. package/lib/core/shape/extrude.js +90 -127
  258. package/lib/core/triangulation.js +208 -295
  259. package/lib/earth/index.js +62 -96
  260. package/lib/earth/models/atmosphere.js +112 -139
  261. package/lib/earth/models/base.js +150 -198
  262. package/lib/earth/models/bloomsphere.js +112 -139
  263. package/lib/earth/shaders/atmosphere_frag.glsl +17 -0
  264. package/lib/earth/shaders/atmosphere_vert.glsl +26 -0
  265. package/lib/earth/shaders/base_frag.glsl +13 -0
  266. package/lib/earth/shaders/base_vert.glsl +52 -0
  267. package/lib/earth/shaders/bloomsphere_frag.glsl +15 -0
  268. package/lib/earth/shaders/bloomsphere_vert.glsl +20 -0
  269. package/lib/earth/utils.js +89 -85
  270. package/lib/heatmap/index.js +92 -148
  271. package/lib/heatmap/models/grid.js +91 -113
  272. package/lib/heatmap/models/grid3d.js +123 -145
  273. package/lib/heatmap/models/heatmap.js +338 -470
  274. package/lib/heatmap/models/hexagon.js +92 -114
  275. package/lib/heatmap/models/index.js +37 -23
  276. package/lib/heatmap/shaders/grid_vert.glsl +42 -0
  277. package/lib/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  278. package/lib/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  279. package/lib/heatmap/shaders/heatmap_frag.glsl +47 -0
  280. package/lib/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  281. package/lib/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  282. package/lib/heatmap/shaders/heatmap_vert.glsl +10 -0
  283. package/lib/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  284. package/lib/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  285. package/lib/heatmap/shaders/hexagon_frag.glsl +12 -0
  286. package/lib/heatmap/shaders/hexagon_vert.glsl +41 -0
  287. package/lib/heatmap/triangulation.js +46 -30
  288. package/lib/image/index.js +74 -112
  289. package/lib/image/models/dataImage.js +173 -241
  290. package/lib/image/models/image.js +123 -177
  291. package/lib/image/models/index.js +32 -16
  292. package/lib/image/shaders/dataImage_frag.glsl +38 -0
  293. package/lib/image/shaders/image_frag.glsl +9 -0
  294. package/lib/image/shaders/image_vert.glsl +17 -0
  295. package/lib/index.js +96 -193
  296. package/lib/line/index.js +83 -128
  297. package/lib/line/models/arc.js +237 -328
  298. package/lib/line/models/arc_3d.js +228 -314
  299. package/lib/line/models/earthArc_3d.js +228 -316
  300. package/lib/line/models/great_circle.js +200 -279
  301. package/lib/line/models/half.js +201 -266
  302. package/lib/line/models/index.js +50 -43
  303. package/lib/line/models/line.js +299 -386
  304. package/lib/line/models/linearline.js +203 -258
  305. package/lib/line/models/simpleLine.js +175 -225
  306. package/lib/line/models/tile.js +237 -330
  307. package/lib/line/models/wall.js +235 -310
  308. package/lib/line/shaders/arc_chunks.vert.glsl +21 -0
  309. package/lib/line/shaders/dash/arc_dash_frag.glsl +28 -0
  310. package/lib/line/shaders/dash/arc_dash_vert.glsl +148 -0
  311. package/lib/line/shaders/dash/line_dash_frag.glsl +31 -0
  312. package/lib/line/shaders/dash/line_dash_vert.glsl +93 -0
  313. package/lib/line/shaders/half/line_half_frag.glsl +53 -0
  314. package/lib/line/shaders/half/line_half_vert.glsl +169 -0
  315. package/lib/line/shaders/line_arc2d_vert.glsl +114 -0
  316. package/lib/line/shaders/line_arc_3d_frag.glsl +103 -0
  317. package/lib/line/shaders/line_arc_3d_vert.glsl +207 -0
  318. package/lib/line/shaders/line_arc_frag.glsl +89 -0
  319. package/lib/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  320. package/lib/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  321. package/lib/line/shaders/line_arc_vert.glsl +174 -0
  322. package/lib/line/shaders/line_bezier_vert.glsl +85 -0
  323. package/lib/line/shaders/line_frag.glsl +100 -0
  324. package/lib/line/shaders/line_vert.glsl +192 -0
  325. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  326. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  327. package/lib/line/shaders/linear/arc_linear_frag.glsl +38 -0
  328. package/lib/line/shaders/linear/arc_linear_vert.glsl +138 -0
  329. package/lib/line/shaders/linear/line_linear_frag.glsl +27 -0
  330. package/lib/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  331. package/lib/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  332. package/lib/line/shaders/simple/simpleline_frag.glsl +10 -0
  333. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  334. package/lib/line/shaders/simple/simpleline_vert.glsl +78 -0
  335. package/lib/line/shaders/tile/line_tile_frag.glsl +79 -0
  336. package/lib/line/shaders/tile/line_tile_vert.glsl +210 -0
  337. package/lib/line/shaders/wall_frag.glsl +93 -0
  338. package/lib/line/shaders/wall_vert.glsl +111 -0
  339. package/lib/mask/index.js +59 -93
  340. package/lib/mask/models/fill.js +82 -132
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  698. package/lib/utils/grid-index.js.map +0 -1
  699. package/lib/utils/layerData.js.map +0 -1
  700. package/lib/utils/multiPassRender.js.map +0 -1
  701. package/lib/utils/polylineNormal.js.map +0 -1
  702. package/lib/utils/simpleLine.js.map +0 -1
  703. package/lib/utils/symbol-layout.js.map +0 -1
  704. package/lib/utils/updateShape.js.map +0 -1
  705. package/lib/wind/index.js.map +0 -1
  706. package/lib/wind/models/index.js.map +0 -1
  707. package/lib/wind/models/utils.js.map +0 -1
  708. package/lib/wind/models/wind.js.map +0 -1
  709. package/lib/wind/models/windRender.js.map +0 -1
  710. package/lib/wind/models/windShader.js.map +0 -1
@@ -5,7 +5,6 @@ import _inherits from "@babel/runtime/helpers/inherits";
5
5
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
6
6
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
7
7
  import _defineProperty from "@babel/runtime/helpers/defineProperty";
8
- import _isNumber from "lodash/isNumber";
9
8
 
10
9
  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); }; }
11
10
 
@@ -13,18 +12,31 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
13
12
 
14
13
  import { AttributeType, gl } from '@antv/l7-core';
15
14
  import { getMask, LineTriangulation, rgb2arr } from '@antv/l7-utils';
16
- import BaseModel from '../../core/BaseModel';
15
+ import { isNumber } from 'lodash';
16
+ import BaseModel from "../../core/BaseModel";
17
+ import { LinearDir, TextureBlend } from "../../core/interface"; // import { LineTriangulation } from '../../core/triangulation';
18
+ // dash line shader
19
+
20
+ /* babel-plugin-inline-import '../shaders/dash/line_dash_frag.glsl' */
17
21
  var line_dash_frag = "#define LineTypeSolid 0.0\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n \n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
18
- var line_dash_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n vec2 offset = project_pixel(size.xy);\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = a_DistanceAndIndex.x / a_Total_Distance; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_DistanceAndIndex.x; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));\n } else {\n float lineHeight = a_Size.y;\n \n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
19
- var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_blur : 0.99;\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nvarying vec2 v_iconMapUV;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = styleMappingMat[3].g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = styleMappingMat[3].b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n \n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));\n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor += pattern;\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = pattern;\n }\n } \n\n float v = styleMappingMat[3].a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth/2.0;\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) {\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
20
- var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvec2 calculateArrow(vec2 offset) {\n /*\n * \u5728\u652F\u6301\u7BAD\u5934\u7684\u65F6\u5019\uFF0C\u7B2C\u4E8C\u3001\u7B2C\u4E09\u7EC4\u9876\u70B9\u662F\u989D\u5916\u63D2\u5165\u7528\u4E8E\u6784\u5EFA\u9876\u70B9\u7684\n */\n float arrowFlag = -1.0;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // \u9AD8\u5FB7 2.0 \u7684\u65CB\u8F6C\u89D2\u5EA6\u4E0D\u540C\n arrowFlag = 1.0;\n }\n float pi = arrowFlag * 3.1415926/2.;\n if(a_Miter < 0.) {\n // \u6839\u636E\u7EBF\u7684\u4E24\u4FA7\u504F\u79FB\u4E0D\u540C\u3001\u65CB\u8F6C\u7684\u65B9\u5411\u76F8\u53CD\n pi = -pi;\n }\n highp float angle_sin = sin(pi);\n highp float angle_cos = cos(pi);\n // \u8BA1\u7B97\u5782\u76F4\u4E0E\u7EBF\u65B9\u5411\u7684\u65CB\u8F6C\u77E9\u9635\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float arrowWidth = u_arrowWidth;\n float arrowHeight = u_arrowHeight;\n\n vec2 arrowOffset = vec2(0.0);\n /*\n * a_DistanceAndIndex.y \u7528\u4E8E\u6807\u8BB0\u5F53\u524D\u9876\u70B9\u5C5E\u4E8E\u54EA\u4E00\u7EC4\uFF08\u4E24\u4E2A\u9876\u70B9\u4E00\u7EC4\uFF0C\u6784\u6210\u7EBF\u7684\u5176\u5B9E\u662F\u77E9\u5F62\uFF0C\u6700\u7B80\u9700\u8981\u56DB\u4E2A\u9876\u70B9\u3001\u4E24\u7EC4\u9876\u70B9\u6784\u6210\uFF09\n */\n if(a_DistanceAndIndex.y == 0.0) {\n // \u7BAD\u5934\u5C16\u90E8\n offset = vec2(0.0);\n } else if(a_DistanceAndIndex.y == 1.0) {\n // \u7BAD\u5934\u4E24\u4FA7\n arrowOffset = rotation_matrix*(offset * arrowHeight);\n offset += arrowOffset; // \u6CBF\u7EBF\u504F\u79FB\n offset = offset * arrowWidth; // \u5782\u76F4\u7EBF\u5411\u5916\u504F\u79FB\uFF08\u662F\u6784\u5EFA\u7BAD\u5934\u4E24\u4FA7\u7684\u9876\u70B9\uFF09\n } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {\n // \u504F\u79FB\u5176\u4F59\u7684\u70B9\u4F4D\uFF08\u5C06\u957F\u5EA6\u8BA9\u4F4D\u7ED9\u7BAD\u5934\uFF09\n arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;\n offset += arrowOffset;// \u6CBF\u7EBF\u504F\u79FB\n }\n\n return offset;\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n if(u_arrow > 0.0) {\n // \u8BA1\u7B97\u7BAD\u5934\n offset = calculateArrow(offset);\n\n if(a_DistanceAndIndex.y > 4.0) {\n offset *= mix(1.0, u_tailWidth, currentLinePointRatio);\n }\n }\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = lineDistance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
21
- var linear_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_blur : 0.99;\nuniform float u_line_type: 0.0;\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_distance_ratio);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
22
+
23
+ /* babel-plugin-inline-import '../shaders/dash/line_dash_vert.glsl' */
24
+ var line_dash_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n vec2 offset = project_pixel(size.xy);\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = a_DistanceAndIndex.x / a_Total_Distance; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_DistanceAndIndex.x; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));\n } else {\n float lineHeight = a_Size.y;\n \n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n"; // basic line shader
25
+
26
+ /* babel-plugin-inline-import '../shaders/line_frag.glsl' */
27
+ var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\n\nuniform vec3 u_blur;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nvarying vec2 v_iconMapUV;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = styleMappingMat[3].g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = styleMappingMat[3].b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n \n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));\n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor += pattern;\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = pattern;\n }\n } \n\n float v = styleMappingMat[3].a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth/2.0;\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) {\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n // blur\n float blurV = styleMappingMat[3][3];\n if(blurV < 0.5) {\n gl_FragColor.a *= mix(u_blur.r, u_blur.g, blurV/0.5);\n } else {\n gl_FragColor.a *= mix(u_blur.g, u_blur.b, (blurV - 0.5)/0.5);\n }\n \n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
28
+
29
+ /* babel-plugin-inline-import '../shaders/line_vert.glsl' */
30
+ var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvec2 calculateArrow(vec2 offset) {\n /*\n * \u5728\u652F\u6301\u7BAD\u5934\u7684\u65F6\u5019\uFF0C\u7B2C\u4E8C\u3001\u7B2C\u4E09\u7EC4\u9876\u70B9\u662F\u989D\u5916\u63D2\u5165\u7528\u4E8E\u6784\u5EFA\u9876\u70B9\u7684\n */\n float arrowFlag = -1.0;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // \u9AD8\u5FB7 2.0 \u7684\u65CB\u8F6C\u89D2\u5EA6\u4E0D\u540C\n arrowFlag = 1.0;\n }\n float pi = arrowFlag * 3.1415926/2.;\n if(a_Miter < 0.) {\n // \u6839\u636E\u7EBF\u7684\u4E24\u4FA7\u504F\u79FB\u4E0D\u540C\u3001\u65CB\u8F6C\u7684\u65B9\u5411\u76F8\u53CD\n pi = -pi;\n }\n highp float angle_sin = sin(pi);\n highp float angle_cos = cos(pi);\n // \u8BA1\u7B97\u5782\u76F4\u4E0E\u7EBF\u65B9\u5411\u7684\u65CB\u8F6C\u77E9\u9635\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float arrowWidth = u_arrowWidth;\n float arrowHeight = u_arrowHeight;\n\n vec2 arrowOffset = vec2(0.0);\n /*\n * a_DistanceAndIndex.y \u7528\u4E8E\u6807\u8BB0\u5F53\u524D\u9876\u70B9\u5C5E\u4E8E\u54EA\u4E00\u7EC4\uFF08\u4E24\u4E2A\u9876\u70B9\u4E00\u7EC4\uFF0C\u6784\u6210\u7EBF\u7684\u5176\u5B9E\u662F\u77E9\u5F62\uFF0C\u6700\u7B80\u9700\u8981\u56DB\u4E2A\u9876\u70B9\u3001\u4E24\u7EC4\u9876\u70B9\u6784\u6210\uFF09\n */\n if(a_DistanceAndIndex.y == 0.0) {\n // \u7BAD\u5934\u5C16\u90E8\n offset = vec2(0.0);\n } else if(a_DistanceAndIndex.y == 1.0) {\n // \u7BAD\u5934\u4E24\u4FA7\n arrowOffset = rotation_matrix*(offset * arrowHeight);\n offset += arrowOffset; // \u6CBF\u7EBF\u504F\u79FB\n offset = offset * arrowWidth; // \u5782\u76F4\u7EBF\u5411\u5916\u504F\u79FB\uFF08\u662F\u6784\u5EFA\u7BAD\u5934\u4E24\u4FA7\u7684\u9876\u70B9\uFF09\n } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {\n // \u504F\u79FB\u5176\u4F59\u7684\u70B9\u4F4D\uFF08\u5C06\u957F\u5EA6\u8BA9\u4F4D\u7ED9\u7BAD\u5934\uFF09\n arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;\n offset += arrowOffset;// \u6CBF\u7EBF\u504F\u79FB\n }\n\n return offset;\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n if(u_arrow > 0.0) {\n // \u8BA1\u7B97\u7BAD\u5934\n offset = calculateArrow(offset);\n\n if(a_DistanceAndIndex.y > 4.0) {\n offset *= mix(1.0, u_tailWidth, currentLinePointRatio);\n }\n }\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = lineDistance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n"; // other function shaders
31
+
32
+ /* babel-plugin-inline-import '../shaders/linear/line_linear_frag.glsl' */
33
+ var linear_line_frag = "varying vec4 v_color;\nuniform float u_linearDir: 1.0;\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\n\nvarying mat4 styleMappingMat;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float linearRadio = styleMappingMat[3][0]; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = styleMappingMat[3][3];\n }\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, linearRadio);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
22
34
  var lineStyleObj = {
23
35
  solid: 0.0,
24
36
  dash: 1.0
25
37
  };
26
38
 
27
- var LineModel = function (_BaseModel) {
39
+ var LineModel = /*#__PURE__*/function (_BaseModel) {
28
40
  _inherits(LineModel, _BaseModel);
29
41
 
30
42
  var _super = _createSuper(LineModel);
@@ -40,8 +52,6 @@ var LineModel = function (_BaseModel) {
40
52
 
41
53
  _this = _super.call.apply(_super, [this].concat(args));
42
54
 
43
- _defineProperty(_assertThisInitialized(_this), "texture", void 0);
44
-
45
55
  _defineProperty(_assertThisInitialized(_this), "updateTexture", function () {
46
56
  var createTexture2D = _this.rendererService.createTexture2D;
47
57
 
@@ -96,6 +106,10 @@ var LineModel = function (_BaseModel) {
96
106
  raisingHeight = _ref$raisingHeight === void 0 ? 0 : _ref$raisingHeight,
97
107
  _ref$heightfixed = _ref.heightfixed,
98
108
  heightfixed = _ref$heightfixed === void 0 ? false : _ref$heightfixed,
109
+ _ref$linearDir = _ref.linearDir,
110
+ linearDir = _ref$linearDir === void 0 ? LinearDir.VERTICAL : _ref$linearDir,
111
+ _ref$blur = _ref.blur,
112
+ blur = _ref$blur === void 0 ? [1, 1, 1] : _ref$blur,
99
113
  _ref$arrow = _ref.arrow,
100
114
  arrow = _ref$arrow === void 0 ? {
101
115
  enable: false,
@@ -110,9 +124,11 @@ var LineModel = function (_BaseModel) {
110
124
 
111
125
  if (this.rendererService.getDirty()) {
112
126
  this.texture.bind();
113
- }
127
+ } // 转化渐变色
128
+
129
+
130
+ var useLinearColor = 0; // 默认不生效
114
131
 
115
- var useLinearColor = 0;
116
132
  var sourceColorArr = [0, 0, 0, 0];
117
133
  var targetColorArr = [0, 0, 0, 0];
118
134
 
@@ -135,7 +151,8 @@ var LineModel = function (_BaseModel) {
135
151
  width = _this$calDataFrame.width,
136
152
  height = _this$calDataFrame.height;
137
153
 
138
- this.rowCount = height;
154
+ this.rowCount = height; // 当前数据纹理有多少行
155
+
139
156
  this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
140
157
  flipY: true,
141
158
  data: data,
@@ -155,23 +172,34 @@ var LineModel = function (_BaseModel) {
155
172
 
156
173
  return {
157
174
  u_dataTexture: this.dataTexture,
175
+ // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
158
176
  u_cellTypeLayout: this.getCellTypeLayout(),
159
- u_opacity: _isNumber(opacity) ? opacity : 1.0,
160
- u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
177
+ u_opacity: isNumber(opacity) ? opacity : 1.0,
178
+ u_textureBlend: textureBlend === TextureBlend.NORMAL ? 0.0 : 1.0,
161
179
  u_line_type: lineStyleObj[lineType],
162
180
  u_dash_array: dashArray,
181
+ u_blur: blur,
182
+ // 纹理支持参数
163
183
  u_texture: this.texture,
184
+ // 贴图
164
185
  u_line_texture: lineTexture ? 1.0 : 0.0,
186
+ // 传入线的标识
165
187
  u_icon_step: iconStep,
166
188
  u_textSize: [1024, this.iconService.canvasHeight || 128],
189
+ // line border 参数
167
190
  u_borderWidth: borderWidth,
168
191
  u_borderColor: rgb2arr(borderColor),
192
+ // 渐变色支持参数
193
+ u_linearDir: linearDir === LinearDir.VERTICAL ? 1.0 : 0.0,
169
194
  u_linearColor: useLinearColor,
170
195
  u_sourceColor: sourceColorArr,
171
196
  u_targetColor: targetColorArr,
197
+ // 是否固定高度
172
198
  u_heightfixed: Number(heightfixed),
199
+ // 顶点高度 scale
173
200
  u_vertexScale: vertexHeightScale,
174
201
  u_raisingHeight: Number(raisingHeight),
202
+ // arrow
175
203
  u_arrow: Number(arrow.enable),
176
204
  u_arrowHeight: arrow.arrowHeight || 3,
177
205
  u_arrowWidth: arrow.arrowWidth || 2,
@@ -248,6 +276,11 @@ var LineModel = function (_BaseModel) {
248
276
  callbackModel([]);
249
277
  });
250
278
  }
279
+ /**
280
+ * 根据参数获取不同的 shader 代码
281
+ * @returns
282
+ */
283
+
251
284
  }, {
252
285
  key: "getShaders",
253
286
  value: function getShaders() {
@@ -265,6 +298,7 @@ var LineModel = function (_BaseModel) {
265
298
  }
266
299
 
267
300
  if (sourceColor && targetColor) {
301
+ // 分离 linear 功能
268
302
  return {
269
303
  frag: linear_line_frag,
270
304
  vert: line_vert,
@@ -289,6 +323,7 @@ var LineModel = function (_BaseModel) {
289
323
  descriptor: {
290
324
  name: 'a_DistanceAndIndex',
291
325
  buffer: {
326
+ // give the WebGL driver a hint that this buffer may change
292
327
  usage: gl.STATIC_DRAW,
293
328
  data: [],
294
329
  type: gl.FLOAT
@@ -305,6 +340,7 @@ var LineModel = function (_BaseModel) {
305
340
  descriptor: {
306
341
  name: 'a_Total_Distance',
307
342
  buffer: {
343
+ // give the WebGL driver a hint that this buffer may change
308
344
  usage: gl.STATIC_DRAW,
309
345
  data: [],
310
346
  type: gl.FLOAT
@@ -321,6 +357,7 @@ var LineModel = function (_BaseModel) {
321
357
  descriptor: {
322
358
  name: 'a_Size',
323
359
  buffer: {
360
+ // give the WebGL driver a hint that this buffer may change
324
361
  usage: gl.DYNAMIC_DRAW,
325
362
  data: [],
326
363
  type: gl.FLOAT
@@ -332,13 +369,15 @@ var LineModel = function (_BaseModel) {
332
369
  return Array.isArray(size) ? [size[0], size[1]] : [size, 0];
333
370
  }
334
371
  }
335
- });
372
+ }); // point layer size;
373
+
336
374
  this.styleAttributeService.registerStyleAttribute({
337
375
  name: 'normal',
338
376
  type: AttributeType.Attribute,
339
377
  descriptor: {
340
378
  name: 'a_Normal',
341
379
  buffer: {
380
+ // give the WebGL driver a hint that this buffer may change
342
381
  usage: gl.STATIC_DRAW,
343
382
  data: [],
344
383
  type: gl.FLOAT
@@ -355,6 +394,7 @@ var LineModel = function (_BaseModel) {
355
394
  descriptor: {
356
395
  name: 'a_Miter',
357
396
  buffer: {
397
+ // give the WebGL driver a hint that this buffer may change
358
398
  usage: gl.STATIC_DRAW,
359
399
  data: [],
360
400
  type: gl.FLOAT
@@ -371,6 +411,7 @@ var LineModel = function (_BaseModel) {
371
411
  descriptor: {
372
412
  name: 'a_iconMapUV',
373
413
  buffer: {
414
+ // give the WebGL driver a hint that this buffer may change
374
415
  usage: gl.DYNAMIC_DRAW,
375
416
  data: [],
376
417
  type: gl.FLOAT
@@ -398,5 +439,4 @@ var LineModel = function (_BaseModel) {
398
439
  return LineModel;
399
440
  }(BaseModel);
400
441
 
401
- export { LineModel as default };
402
- //# sourceMappingURL=line.js.map
442
+ export { LineModel as default };
@@ -5,7 +5,6 @@ import _inherits from "@babel/runtime/helpers/inherits";
5
5
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
6
6
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
7
7
  import _defineProperty from "@babel/runtime/helpers/defineProperty";
8
- import _isNumber from "lodash/isNumber";
9
8
 
10
9
  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); }; }
11
10
 
@@ -13,12 +12,18 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
13
12
 
14
13
  import { AttributeType, gl } from '@antv/l7-core';
15
14
  import { generateColorRamp, getMask } from '@antv/l7-utils';
16
- import BaseModel from '../../core/BaseModel';
17
- import { LineTriangulation } from '../../core/triangulation';
18
- var linear_line_frag = "uniform float u_opacity : 1.0;\nuniform sampler2D u_texture;\n\n#pragma include \"picking\"\n\nvarying mat4 styleMappingMat;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = texture2D(u_texture, vec2(d_distance_ratio, 0.5));\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
19
- var linear_line_vert = "\nattribute float a_Miter;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\nuniform float u_opacity: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
15
+ import { isNumber } from 'lodash';
16
+ import BaseModel from "../../core/BaseModel";
17
+ import { LinearDir } from "../../core/interface";
18
+ import { LineTriangulation } from "../../core/triangulation";
20
19
 
21
- var LinearLineModel = function (_BaseModel) {
20
+ /* babel-plugin-inline-import '../shaders/linearLine/line_linear_frag.glsl' */
21
+ var linear_line_frag = "uniform float u_opacity : 1.0;\nuniform sampler2D u_texture;\nuniform float u_linearDir: 1.0;\n\n#pragma include \"picking\"\n\nvarying mat4 styleMappingMat;\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float linearRadio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = styleMappingMat[3][3];\n }\n\n gl_FragColor = texture2D(u_texture, vec2(linearRadio, 0.5));\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
22
+
23
+ /* babel-plugin-inline-import '../shaders/linearLine/line_linear_vert.glsl' */
24
+ var linear_line_vert = "\nattribute float a_Miter;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\nuniform float u_opacity: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][3] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
25
+
26
+ var LinearLineModel = /*#__PURE__*/function (_BaseModel) {
22
27
  _inherits(LinearLineModel, _BaseModel);
23
28
 
24
29
  var _super = _createSuper(LinearLineModel);
@@ -34,8 +39,6 @@ var LinearLineModel = function (_BaseModel) {
34
39
 
35
40
  _this = _super.call.apply(_super, [this].concat(args));
36
41
 
37
- _defineProperty(_assertThisInitialized(_this), "colorTexture", void 0);
38
-
39
42
  _defineProperty(_assertThisInitialized(_this), "updateTexture", function () {
40
43
  var createTexture2D = _this.rendererService.createTexture2D;
41
44
 
@@ -73,7 +76,9 @@ var LinearLineModel = function (_BaseModel) {
73
76
  _ref2$raisingHeight = _ref2.raisingHeight,
74
77
  raisingHeight = _ref2$raisingHeight === void 0 ? 0 : _ref2$raisingHeight,
75
78
  _ref2$heightfixed = _ref2.heightfixed,
76
- heightfixed = _ref2$heightfixed === void 0 ? false : _ref2$heightfixed;
79
+ heightfixed = _ref2$heightfixed === void 0 ? false : _ref2$heightfixed,
80
+ _ref2$linearDir = _ref2.linearDir,
81
+ linearDir = _ref2$linearDir === void 0 ? LinearDir.VERTICAL : _ref2$linearDir;
77
82
 
78
83
  if (this.rendererService.getDirty()) {
79
84
  this.colorTexture.bind();
@@ -92,7 +97,8 @@ var LinearLineModel = function (_BaseModel) {
92
97
  width = _this$calDataFrame.width,
93
98
  height = _this$calDataFrame.height;
94
99
 
95
- this.rowCount = height;
100
+ this.rowCount = height; // 当前数据纹理有多少行
101
+
96
102
  this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
97
103
  flipY: true,
98
104
  data: data,
@@ -112,10 +118,16 @@ var LinearLineModel = function (_BaseModel) {
112
118
 
113
119
  return {
114
120
  u_dataTexture: this.dataTexture,
121
+ // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
115
122
  u_cellTypeLayout: this.getCellTypeLayout(),
116
- u_opacity: _isNumber(opacity) ? opacity : 1.0,
123
+ u_linearDir: linearDir === LinearDir.VERTICAL ? 1.0 : 0.0,
124
+ u_opacity: isNumber(opacity) ? opacity : 1.0,
125
+ // 纹理支持参数
117
126
  u_texture: this.colorTexture,
127
+ // 贴图
128
+ // 是否固定高度
118
129
  u_heightfixed: Number(heightfixed),
130
+ // 顶点高度 scale
119
131
  u_vertexScale: vertexHeightScale,
120
132
  u_raisingHeight: Number(raisingHeight)
121
133
  };
@@ -172,6 +184,7 @@ var LinearLineModel = function (_BaseModel) {
172
184
  descriptor: {
173
185
  name: 'a_DistanceAndIndex',
174
186
  buffer: {
187
+ // give the WebGL driver a hint that this buffer may change
175
188
  usage: gl.STATIC_DRAW,
176
189
  data: [],
177
190
  type: gl.FLOAT
@@ -188,6 +201,7 @@ var LinearLineModel = function (_BaseModel) {
188
201
  descriptor: {
189
202
  name: 'a_Total_Distance',
190
203
  buffer: {
204
+ // give the WebGL driver a hint that this buffer may change
191
205
  usage: gl.STATIC_DRAW,
192
206
  data: [],
193
207
  type: gl.FLOAT
@@ -204,6 +218,7 @@ var LinearLineModel = function (_BaseModel) {
204
218
  descriptor: {
205
219
  name: 'a_Size',
206
220
  buffer: {
221
+ // give the WebGL driver a hint that this buffer may change
207
222
  usage: gl.DYNAMIC_DRAW,
208
223
  data: [],
209
224
  type: gl.FLOAT
@@ -215,18 +230,21 @@ var LinearLineModel = function (_BaseModel) {
215
230
  return Array.isArray(size) ? [size[0], size[1]] : [size, 0];
216
231
  }
217
232
  }
218
- });
233
+ }); // point layer size;
234
+
219
235
  this.styleAttributeService.registerStyleAttribute({
220
236
  name: 'normal',
221
237
  type: AttributeType.Attribute,
222
238
  descriptor: {
223
239
  name: 'a_Normal',
224
240
  buffer: {
241
+ // give the WebGL driver a hint that this buffer may change
225
242
  usage: gl.STATIC_DRAW,
226
243
  data: [],
227
244
  type: gl.FLOAT
228
245
  },
229
246
  size: 3,
247
+ // @ts-ignore
230
248
  update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
231
249
  return normal;
232
250
  }
@@ -238,6 +256,7 @@ var LinearLineModel = function (_BaseModel) {
238
256
  descriptor: {
239
257
  name: 'a_Miter',
240
258
  buffer: {
259
+ // give the WebGL driver a hint that this buffer may change
241
260
  usage: gl.STATIC_DRAW,
242
261
  data: [],
243
262
  type: gl.FLOAT
@@ -254,5 +273,4 @@ var LinearLineModel = function (_BaseModel) {
254
273
  return LinearLineModel;
255
274
  }(BaseModel);
256
275
 
257
- export { LinearLineModel as default };
258
- //# sourceMappingURL=linearline.js.map
276
+ export { LinearLineModel as default };
@@ -3,7 +3,6 @@ import _createClass from "@babel/runtime/helpers/createClass";
3
3
  import _inherits from "@babel/runtime/helpers/inherits";
4
4
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
5
5
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
6
- import _isNumber from "lodash/isNumber";
7
6
 
8
7
  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); }; }
9
8
 
@@ -11,13 +10,20 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
11
10
 
12
11
  import { AttributeType, gl } from '@antv/l7-core';
13
12
  import { getMask, rgb2arr } from '@antv/l7-utils';
14
- import BaseModel from '../../core/BaseModel';
15
- import { SimpleLineTriangulation } from '../../core/triangulation';
16
- var simple_line_frag = "\nvarying vec4 v_color;\nvarying mat4 styleMappingMat;\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
13
+ import { isNumber } from 'lodash';
14
+ import BaseModel from "../../core/BaseModel";
15
+ import { SimpleLineTriangulation } from "../../core/triangulation";
16
+
17
+ /* babel-plugin-inline-import '../shaders/simple/simpleline_frag.glsl' */
18
+ var simple_line_frag = "\nvarying vec4 v_color;\nvarying mat4 styleMappingMat;\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n"; // linear simple line shader
19
+
20
+ /* babel-plugin-inline-import '../shaders/simple/simpleline_linear_frag.glsl' */
17
21
  var simle_linear_frag = "uniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nvarying mat4 styleMappingMat;\nvoid main() {\n float opacity = styleMappingMat[0][0];\n\n // styleMappingMat[3][0] \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = mix(u_sourceColor, u_targetColor, styleMappingMat[3][0]);\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
22
+
23
+ /* babel-plugin-inline-import '../shaders/simple/simpleline_vert.glsl' */
18
24
  var simple_line_vert = "attribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_opacity: 1.0;\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\n\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n v_color = a_Color; \n styleMappingMat[3][0] = a_Distance / a_Total_Distance;\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n }\n}\n";
19
25
 
20
- var SimpleLineModel = function (_BaseModel) {
26
+ var SimpleLineModel = /*#__PURE__*/function (_BaseModel) {
21
27
  _inherits(SimpleLineModel, _BaseModel);
22
28
 
23
29
  var _super = _createSuper(SimpleLineModel);
@@ -37,9 +43,11 @@ var SimpleLineModel = function (_BaseModel) {
37
43
  sourceColor = _ref.sourceColor,
38
44
  targetColor = _ref.targetColor,
39
45
  _ref$vertexHeightScal = _ref.vertexHeightScale,
40
- vertexHeightScale = _ref$vertexHeightScal === void 0 ? 20.0 : _ref$vertexHeightScal;
46
+ vertexHeightScale = _ref$vertexHeightScal === void 0 ? 20.0 : _ref$vertexHeightScal; // 转化渐变色
47
+
48
+
49
+ var useLinearColor = 0; // 默认不生效
41
50
 
42
- var useLinearColor = 0;
43
51
  var sourceColorArr = [0, 0, 0, 0];
44
52
  var targetColorArr = [0, 0, 0, 0];
45
53
 
@@ -62,7 +70,8 @@ var SimpleLineModel = function (_BaseModel) {
62
70
  width = _this$calDataFrame.width,
63
71
  height = _this$calDataFrame.height;
64
72
 
65
- this.rowCount = height;
73
+ this.rowCount = height; // 当前数据纹理有多少行
74
+
66
75
  this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
67
76
  flipY: true,
68
77
  data: data,
@@ -82,11 +91,14 @@ var SimpleLineModel = function (_BaseModel) {
82
91
 
83
92
  return {
84
93
  u_dataTexture: this.dataTexture,
94
+ // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
85
95
  u_cellTypeLayout: this.getCellTypeLayout(),
86
- u_opacity: _isNumber(opacity) ? opacity : 1.0,
96
+ u_opacity: isNumber(opacity) ? opacity : 1.0,
97
+ // 渐变色支持参数
87
98
  u_linearColor: useLinearColor,
88
99
  u_sourceColor: sourceColorArr,
89
100
  u_targetColor: targetColorArr,
101
+ // 顶点高度 scale
90
102
  u_vertexScale: vertexHeightScale
91
103
  };
92
104
  }
@@ -110,6 +122,7 @@ var SimpleLineModel = function (_BaseModel) {
110
122
  targetColor = _ref2.targetColor;
111
123
 
112
124
  if (sourceColor && targetColor) {
125
+ // 分离 linear 功能
113
126
  return {
114
127
  frag: simle_linear_frag,
115
128
  vert: simple_line_vert,
@@ -164,6 +177,7 @@ var SimpleLineModel = function (_BaseModel) {
164
177
  descriptor: {
165
178
  name: 'a_Distance',
166
179
  buffer: {
180
+ // give the WebGL driver a hint that this buffer may change
167
181
  usage: gl.STATIC_DRAW,
168
182
  data: [],
169
183
  type: gl.FLOAT
@@ -180,6 +194,7 @@ var SimpleLineModel = function (_BaseModel) {
180
194
  descriptor: {
181
195
  name: 'a_Total_Distance',
182
196
  buffer: {
197
+ // give the WebGL driver a hint that this buffer may change
183
198
  usage: gl.STATIC_DRAW,
184
199
  data: [],
185
200
  type: gl.FLOAT
@@ -196,6 +211,7 @@ var SimpleLineModel = function (_BaseModel) {
196
211
  descriptor: {
197
212
  name: 'a_Size',
198
213
  buffer: {
214
+ // give the WebGL driver a hint that this buffer may change
199
215
  usage: gl.DYNAMIC_DRAW,
200
216
  data: [],
201
217
  type: gl.FLOAT
@@ -214,5 +230,4 @@ var SimpleLineModel = function (_BaseModel) {
214
230
  return SimpleLineModel;
215
231
  }(BaseModel);
216
232
 
217
- export { SimpleLineModel as default };
218
- //# sourceMappingURL=simpleLine.js.map
233
+ export { SimpleLineModel as default };