@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.
- package/es/Geometry/index.js +4 -5
- package/es/Geometry/models/billboard.js +23 -9
- package/es/Geometry/models/index.js +4 -5
- package/es/Geometry/models/plane.js +25 -13
- package/es/Geometry/models/sprite.js +11 -21
- package/es/Geometry/shaders/billboard_frag.glsl +13 -0
- package/es/Geometry/shaders/billboard_vert.glsl +50 -0
- package/es/Geometry/shaders/plane_frag.glsl +22 -0
- package/es/Geometry/shaders/plane_vert.glsl +53 -0
- package/es/Geometry/shaders/sprite_frag.glsl +21 -0
- package/es/Geometry/shaders/sprite_vert.glsl +28 -0
- package/es/canvas/index.js +4 -5
- package/es/canvas/models/canvas.js +6 -12
- package/es/canvas/models/index.js +2 -3
- package/es/citybuliding/building.js +4 -5
- package/es/citybuliding/models/build.js +19 -22
- package/es/citybuliding/shaders/build_frag.glsl +117 -0
- package/es/citybuliding/shaders/build_vert.glsl +54 -0
- package/es/core/BaseLayer.js +205 -157
- package/es/core/BaseModel.js +135 -76
- package/es/core/interface.d.ts +11 -1
- package/es/core/interface.js +15 -2
- package/es/core/schema.js +4 -2
- package/es/core/shape/Path.js +8 -3
- package/es/core/shape/extrude.js +9 -4
- package/es/core/triangulation.d.ts +1 -0
- package/es/core/triangulation.js +123 -24
- package/es/earth/index.js +11 -7
- package/es/earth/models/atmosphere.js +15 -7
- package/es/earth/models/base.js +19 -7
- package/es/earth/models/bloomsphere.js +15 -7
- package/es/earth/shaders/atmosphere_frag.glsl +17 -0
- package/es/earth/shaders/atmosphere_vert.glsl +26 -0
- package/es/earth/shaders/base_frag.glsl +13 -0
- package/es/earth/shaders/base_vert.glsl +52 -0
- package/es/earth/shaders/bloomsphere_frag.glsl +15 -0
- package/es/earth/shaders/bloomsphere_vert.glsl +20 -0
- package/es/earth/utils.js +28 -5
- package/es/heatmap/index.js +8 -7
- package/es/heatmap/models/grid.js +11 -5
- package/es/heatmap/models/grid3d.js +18 -7
- package/es/heatmap/models/heatmap.js +45 -44
- package/es/heatmap/models/hexagon.js +14 -6
- package/es/heatmap/models/index.js +5 -6
- package/es/heatmap/shaders/grid_vert.glsl +42 -0
- package/es/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
- package/es/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
- package/es/heatmap/shaders/heatmap_frag.glsl +47 -0
- package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
- package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
- package/es/heatmap/shaders/heatmap_vert.glsl +10 -0
- package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
- package/es/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
- package/es/heatmap/shaders/hexagon_frag.glsl +12 -0
- package/es/heatmap/shaders/hexagon_vert.glsl +41 -0
- package/es/heatmap/triangulation.js +2 -2
- package/es/image/index.js +4 -5
- package/es/image/models/dataImage.js +21 -31
- package/es/image/models/image.js +19 -25
- package/es/image/models/index.js +3 -4
- package/es/image/shaders/dataImage_frag.glsl +38 -0
- package/es/image/shaders/image_frag.glsl +9 -0
- package/es/image/shaders/image_vert.glsl +17 -0
- package/es/index.d.ts +2 -2
- package/es/index.js +92 -30
- package/es/line/index.js +4 -5
- package/es/line/models/arc.js +38 -15
- package/es/line/models/arc_3d.js +33 -14
- package/es/line/models/earthArc_3d.js +33 -14
- package/es/line/models/great_circle.js +25 -13
- package/es/line/models/half.js +33 -12
- package/es/line/models/index.js +12 -13
- package/es/line/models/line.js +57 -17
- package/es/line/models/linearline.js +32 -14
- package/es/line/models/simpleLine.js +26 -11
- package/es/line/models/tile.js +28 -10
- package/es/line/models/wall.js +30 -13
- package/es/line/shaders/arc_chunks.vert.glsl +21 -0
- package/es/line/shaders/dash/arc_dash_frag.glsl +28 -0
- package/es/line/shaders/dash/arc_dash_vert.glsl +148 -0
- package/es/line/shaders/dash/line_dash_frag.glsl +31 -0
- package/es/line/shaders/dash/line_dash_vert.glsl +93 -0
- package/es/line/shaders/half/line_half_frag.glsl +53 -0
- package/es/line/shaders/half/line_half_vert.glsl +169 -0
- package/es/line/shaders/line_arc2d_vert.glsl +114 -0
- package/es/line/shaders/line_arc_3d_frag.glsl +103 -0
- package/es/line/shaders/line_arc_3d_vert.glsl +207 -0
- package/es/line/shaders/line_arc_frag.glsl +89 -0
- package/es/line/shaders/line_arc_great_circle_frag.glsl +101 -0
- package/es/line/shaders/line_arc_great_circle_vert.glsl +215 -0
- package/es/line/shaders/line_arc_vert.glsl +174 -0
- package/es/line/shaders/line_bezier_vert.glsl +85 -0
- package/es/line/shaders/line_frag.glsl +100 -0
- package/es/line/shaders/line_vert.glsl +192 -0
- package/es/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
- package/es/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
- package/es/line/shaders/linear/arc_linear_frag.glsl +38 -0
- package/es/line/shaders/linear/arc_linear_vert.glsl +138 -0
- package/es/line/shaders/linear/line_linear_frag.glsl +27 -0
- package/es/line/shaders/linearLine/line_linear_frag.glsl +20 -0
- package/es/line/shaders/linearLine/line_linear_vert.glsl +112 -0
- package/es/line/shaders/simple/simpleline_frag.glsl +10 -0
- package/es/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
- package/es/line/shaders/simple/simpleline_vert.glsl +78 -0
- package/es/line/shaders/tile/line_tile_frag.glsl +79 -0
- package/es/line/shaders/tile/line_tile_vert.glsl +210 -0
- package/es/line/shaders/wall_frag.glsl +93 -0
- package/es/line/shaders/wall_vert.glsl +111 -0
- package/es/mask/index.js +4 -5
- package/es/mask/models/fill.js +11 -8
- package/es/mask/models/index.js +2 -3
- package/es/mask/shaders/mask_frag.glsl +7 -0
- package/es/mask/shaders/mask_vert.glsl +22 -0
- package/es/plugins/DataMappingPlugin.js +71 -34
- package/es/plugins/DataSourcePlugin.js +12 -10
- package/es/plugins/FeatureScalePlugin.js +44 -24
- package/es/plugins/LayerAnimateStylePlugin.js +6 -7
- package/es/plugins/LayerModelPlugin.js +16 -7
- package/es/plugins/LayerStylePlugin.js +7 -3
- package/es/plugins/LightingPlugin.js +21 -13
- package/es/plugins/MultiPassRendererPlugin.js +21 -8
- package/es/plugins/PixelPickingPlugin.js +33 -11
- package/es/plugins/RegisterStyleAttributePlugin.js +10 -3
- package/es/plugins/ShaderUniformPlugin.js +24 -10
- package/es/plugins/UpdateModelPlugin.js +7 -3
- package/es/plugins/UpdateStyleAttributePlugin.js +20 -7
- package/es/point/index.js +12 -6
- package/es/point/models/earthExtrude.js +30 -12
- package/es/point/models/earthFill.js +25 -13
- package/es/point/models/extrude.js +30 -12
- package/es/point/models/fill.js +50 -15
- package/es/point/models/fillmage.js +46 -17
- package/es/point/models/image.js +20 -12
- package/es/point/models/index.js +14 -14
- package/es/point/models/normal.js +15 -7
- package/es/point/models/radar.js +33 -13
- package/es/point/models/simplePoint.js +17 -9
- package/es/point/models/text.js +77 -30
- package/es/point/models/tile.js +33 -12
- package/es/point/shaders/animate/wave_frag.glsl +65 -0
- package/es/point/shaders/earth/extrude_frag.glsl +44 -0
- package/es/point/shaders/earth/extrude_vert.glsl +140 -0
- package/es/point/shaders/earth/fill_frag.glsl +86 -0
- package/es/point/shaders/earth/fill_vert.glsl +126 -0
- package/es/point/shaders/extrude/extrude_frag.glsl +44 -0
- package/es/point/shaders/extrude/extrude_vert.glsl +121 -0
- package/es/point/shaders/fill_frag.glsl +84 -0
- package/es/point/shaders/fill_vert.glsl +182 -0
- package/es/point/shaders/image/fillImage_frag.glsl +20 -0
- package/es/point/shaders/image/fillImage_vert.glsl +108 -0
- package/es/point/shaders/image_frag.glsl +39 -0
- package/es/point/shaders/image_vert.glsl +81 -0
- package/es/point/shaders/normal_frag.glsl +15 -0
- package/es/point/shaders/normal_vert.glsl +79 -0
- package/es/point/shaders/radar/radar_frag.glsl +64 -0
- package/es/point/shaders/radar/radar_vert.glsl +120 -0
- package/es/point/shaders/simplePoint_frag.glsl +53 -0
- package/es/point/shaders/simplePoint_vert.glsl +79 -0
- package/es/point/shaders/text_frag.glsl +48 -0
- package/es/point/shaders/text_vert.glsl +131 -0
- package/es/point/shaders/tile/fill_tile_frag.glsl +83 -0
- package/es/point/shaders/tile/fill_tile_vert.glsl +181 -0
- package/es/point/shape/extrude.js +8 -3
- package/es/polygon/index.js +6 -5
- package/es/polygon/models/extrude.js +40 -31
- package/es/polygon/models/fill.js +19 -8
- package/es/polygon/models/index.js +14 -14
- package/es/polygon/models/ocean.js +25 -33
- package/es/polygon/models/tile.js +13 -7
- package/es/polygon/models/water.js +21 -25
- package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +44 -0
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +44 -0
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +85 -0
- package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +90 -0
- package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +48 -0
- package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +93 -0
- package/es/polygon/shaders/polygon_frag.glsl +12 -0
- package/es/polygon/shaders/polygon_linear_frag.glsl +22 -0
- package/es/polygon/shaders/polygon_linear_vert.glsl +74 -0
- package/es/polygon/shaders/polygon_vert.glsl +66 -0
- package/es/polygon/shaders/tile/polygon_tile_frag.glsl +12 -0
- package/es/polygon/shaders/tile/polygon_tile_vert.glsl +82 -0
- package/es/polygon/shaders/water/polygon_ocean_frag.glsl +248 -0
- package/es/polygon/shaders/water/polygon_ocean_vert.glsl +52 -0
- package/es/polygon/shaders/water/polygon_water_frag.glsl +73 -0
- package/es/polygon/shaders/water/polygon_water_vert.glsl +55 -0
- package/es/raster/buffers/triangulation.js +2 -2
- package/es/raster/index.js +7 -6
- package/es/raster/models/index.js +3 -4
- package/es/raster/models/raster.js +15 -25
- package/es/raster/raster.js +9 -13
- package/es/raster/shaders/raster_2d_frag.glsl +28 -0
- package/es/raster/shaders/raster_2d_vert.glsl +18 -0
- package/es/raster/shaders/raster_frag.glsl +9 -0
- package/es/raster/shaders/raster_vert.glsl +44 -0
- package/es/tile/interface.js +1 -2
- package/es/tile/manager/tileConfigManager.js +6 -8
- package/es/tile/manager/tileLayerManager.js +19 -30
- package/es/tile/manager/tilePickerManager.js +14 -14
- package/es/tile/models/tileModel.js +6 -6
- package/es/tile/tileFactory/base.js +26 -32
- package/es/tile/tileFactory/index.js +6 -7
- package/es/tile/tileFactory/line.js +3 -9
- package/es/tile/tileFactory/point.js +3 -9
- package/es/tile/tileFactory/polygon.js +3 -9
- package/es/tile/tileFactory/raster.js +4 -10
- package/es/tile/tileFactory/rasterData.js +5 -11
- package/es/tile/tileFactory/rasterDataLayer.js +4 -5
- package/es/tile/tileFactory/vectorLayer.js +8 -9
- package/es/tile/tileLayer/baseTileLayer.js +67 -39
- package/es/tile/tmsTileLayer.js +5 -4
- package/es/tile/utils.js +5 -3
- package/es/utils/blend.js +1 -2
- package/es/utils/collision-index.js +36 -21
- package/es/utils/dataMappingStyle.js +71 -15
- package/es/utils/extrude_polyline.d.ts +15 -0
- package/es/utils/extrude_polyline.js +225 -51
- package/es/utils/grid-index.js +7 -21
- package/es/utils/layerData.js +41 -17
- package/es/utils/multiPassRender.js +21 -5
- package/es/utils/polylineNormal.js +40 -20
- package/es/utils/simpleLine.js +4 -6
- package/es/utils/symbol-layout.js +49 -10
- package/es/utils/updateShape.js +6 -3
- package/es/wind/index.js +5 -6
- package/es/wind/models/index.js +2 -3
- package/es/wind/models/utils.js +50 -26
- package/es/wind/models/wind.js +15 -18
- package/es/wind/models/windRender.js +89 -78
- package/es/wind/models/windShader.d.ts +6 -6
- package/es/wind/models/windShader.js +12 -7
- package/es/wind/shaders/wind_frag.glsl +9 -0
- package/es/wind/shaders/wind_vert.glsl +17 -0
- package/lib/Geometry/index.js +77 -115
- package/lib/Geometry/models/billboard.js +181 -218
- package/lib/Geometry/models/index.js +34 -19
- package/lib/Geometry/models/plane.js +278 -394
- package/lib/Geometry/models/sprite.js +189 -294
- package/lib/Geometry/shaders/billboard_frag.glsl +13 -0
- package/lib/Geometry/shaders/billboard_vert.glsl +50 -0
- package/lib/Geometry/shaders/plane_frag.glsl +22 -0
- package/lib/Geometry/shaders/plane_vert.glsl +53 -0
- package/lib/Geometry/shaders/sprite_frag.glsl +21 -0
- package/lib/Geometry/shaders/sprite_vert.glsl +28 -0
- package/lib/canvas/index.js +66 -102
- package/lib/canvas/models/canvas.js +140 -210
- package/lib/canvas/models/index.js +30 -13
- package/lib/citybuliding/building.js +63 -99
- package/lib/citybuliding/models/build.js +146 -196
- package/lib/citybuliding/shaders/build_frag.glsl +117 -0
- package/lib/citybuliding/shaders/build_vert.glsl +54 -0
- package/lib/core/BaseLayer.js +807 -1245
- package/lib/core/BaseModel.js +275 -375
- package/lib/core/interface.js +52 -20
- package/lib/core/schema.js +39 -18
- package/lib/core/shape/Path.js +78 -60
- package/lib/core/shape/extrude.js +90 -127
- package/lib/core/triangulation.js +208 -295
- package/lib/earth/index.js +62 -96
- package/lib/earth/models/atmosphere.js +112 -139
- package/lib/earth/models/base.js +150 -198
- package/lib/earth/models/bloomsphere.js +112 -139
- package/lib/earth/shaders/atmosphere_frag.glsl +17 -0
- package/lib/earth/shaders/atmosphere_vert.glsl +26 -0
- package/lib/earth/shaders/base_frag.glsl +13 -0
- package/lib/earth/shaders/base_vert.glsl +52 -0
- package/lib/earth/shaders/bloomsphere_frag.glsl +15 -0
- package/lib/earth/shaders/bloomsphere_vert.glsl +20 -0
- package/lib/earth/utils.js +89 -85
- package/lib/heatmap/index.js +92 -148
- package/lib/heatmap/models/grid.js +91 -113
- package/lib/heatmap/models/grid3d.js +123 -145
- package/lib/heatmap/models/heatmap.js +338 -470
- package/lib/heatmap/models/hexagon.js +92 -114
- package/lib/heatmap/models/index.js +37 -23
- package/lib/heatmap/shaders/grid_vert.glsl +42 -0
- package/lib/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
- package/lib/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
- package/lib/heatmap/shaders/heatmap_frag.glsl +47 -0
- package/lib/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
- package/lib/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
- package/lib/heatmap/shaders/heatmap_vert.glsl +10 -0
- package/lib/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
- package/lib/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
- package/lib/heatmap/shaders/hexagon_frag.glsl +12 -0
- package/lib/heatmap/shaders/hexagon_vert.glsl +41 -0
- package/lib/heatmap/triangulation.js +46 -30
- package/lib/image/index.js +74 -112
- package/lib/image/models/dataImage.js +173 -241
- package/lib/image/models/image.js +123 -177
- package/lib/image/models/index.js +32 -16
- package/lib/image/shaders/dataImage_frag.glsl +38 -0
- package/lib/image/shaders/image_frag.glsl +9 -0
- package/lib/image/shaders/image_vert.glsl +17 -0
- package/lib/index.js +96 -193
- package/lib/line/index.js +83 -128
- package/lib/line/models/arc.js +237 -328
- package/lib/line/models/arc_3d.js +228 -314
- package/lib/line/models/earthArc_3d.js +228 -316
- package/lib/line/models/great_circle.js +200 -279
- package/lib/line/models/half.js +201 -266
- package/lib/line/models/index.js +50 -43
- package/lib/line/models/line.js +299 -386
- package/lib/line/models/linearline.js +203 -258
- package/lib/line/models/simpleLine.js +175 -225
- package/lib/line/models/tile.js +237 -330
- package/lib/line/models/wall.js +235 -310
- package/lib/line/shaders/arc_chunks.vert.glsl +21 -0
- package/lib/line/shaders/dash/arc_dash_frag.glsl +28 -0
- package/lib/line/shaders/dash/arc_dash_vert.glsl +148 -0
- package/lib/line/shaders/dash/line_dash_frag.glsl +31 -0
- package/lib/line/shaders/dash/line_dash_vert.glsl +93 -0
- package/lib/line/shaders/half/line_half_frag.glsl +53 -0
- package/lib/line/shaders/half/line_half_vert.glsl +169 -0
- package/lib/line/shaders/line_arc2d_vert.glsl +114 -0
- package/lib/line/shaders/line_arc_3d_frag.glsl +103 -0
- package/lib/line/shaders/line_arc_3d_vert.glsl +207 -0
- package/lib/line/shaders/line_arc_frag.glsl +89 -0
- package/lib/line/shaders/line_arc_great_circle_frag.glsl +101 -0
- package/lib/line/shaders/line_arc_great_circle_vert.glsl +215 -0
- package/lib/line/shaders/line_arc_vert.glsl +174 -0
- package/lib/line/shaders/line_bezier_vert.glsl +85 -0
- package/lib/line/shaders/line_frag.glsl +100 -0
- package/lib/line/shaders/line_vert.glsl +192 -0
- package/lib/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
- package/lib/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
- package/lib/line/shaders/linear/arc_linear_frag.glsl +38 -0
- package/lib/line/shaders/linear/arc_linear_vert.glsl +138 -0
- package/lib/line/shaders/linear/line_linear_frag.glsl +27 -0
- package/lib/line/shaders/linearLine/line_linear_frag.glsl +20 -0
- package/lib/line/shaders/linearLine/line_linear_vert.glsl +112 -0
- package/lib/line/shaders/simple/simpleline_frag.glsl +10 -0
- package/lib/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
- package/lib/line/shaders/simple/simpleline_vert.glsl +78 -0
- package/lib/line/shaders/tile/line_tile_frag.glsl +79 -0
- package/lib/line/shaders/tile/line_tile_vert.glsl +210 -0
- package/lib/line/shaders/wall_frag.glsl +93 -0
- package/lib/line/shaders/wall_vert.glsl +111 -0
- package/lib/mask/index.js +59 -93
- package/lib/mask/models/fill.js +82 -132
- package/lib/mask/models/index.js +30 -13
- package/lib/mask/shaders/mask_frag.glsl +7 -0
- package/lib/mask/shaders/mask_vert.glsl +22 -0
- package/lib/plugins/DataMappingPlugin.js +222 -304
- package/lib/plugins/DataSourcePlugin.js +87 -100
- package/lib/plugins/FeatureScalePlugin.js +239 -310
- package/lib/plugins/LayerAnimateStylePlugin.js +55 -61
- package/lib/plugins/LayerModelPlugin.js +72 -70
- package/lib/plugins/LayerStylePlugin.js +51 -44
- package/lib/plugins/LightingPlugin.js +68 -72
- package/lib/plugins/MultiPassRendererPlugin.js +65 -77
- package/lib/plugins/PixelPickingPlugin.js +109 -128
- package/lib/plugins/RegisterStyleAttributePlugin.js +110 -103
- package/lib/plugins/ShaderUniformPlugin.js +98 -103
- package/lib/plugins/UpdateModelPlugin.js +47 -36
- package/lib/plugins/UpdateStyleAttributePlugin.js +75 -80
- package/lib/point/index.js +147 -216
- package/lib/point/models/earthExtrude.js +201 -262
- package/lib/point/models/earthFill.js +202 -276
- package/lib/point/models/extrude.js +203 -282
- package/lib/point/models/fill.js +273 -369
- package/lib/point/models/fillmage.js +250 -327
- package/lib/point/models/image.js +163 -226
- package/lib/point/models/index.js +52 -46
- package/lib/point/models/normal.js +134 -176
- package/lib/point/models/radar.js +212 -286
- package/lib/point/models/simplePoint.js +142 -187
- package/lib/point/models/text.js +385 -559
- package/lib/point/models/tile.js +223 -294
- package/lib/point/shaders/animate/wave_frag.glsl +65 -0
- package/lib/point/shaders/earth/extrude_frag.glsl +44 -0
- package/lib/point/shaders/earth/extrude_vert.glsl +140 -0
- package/lib/point/shaders/earth/fill_frag.glsl +86 -0
- package/lib/point/shaders/earth/fill_vert.glsl +126 -0
- package/lib/point/shaders/extrude/extrude_frag.glsl +44 -0
- package/lib/point/shaders/extrude/extrude_vert.glsl +121 -0
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package/es/line/models/tile.js
CHANGED
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import { AttributeType, gl } from '@antv/l7-core';
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import { getMask, rgb2arr } from '@antv/l7-utils';
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import BaseModel from
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import { LineTriangulation } from
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import BaseModel from "../../core/BaseModel";
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import { LineTriangulation } from "../../core/triangulation";
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/* babel-plugin-inline-import '../shaders/tile/line_tile_frag.glsl' */
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var line_tile_frag = "#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\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 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\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);\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n \n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));\n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor += pattern;\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = pattern;\n }\n } \n\n float v = styleMappingMat[3].a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth/2.0;\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) {\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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/* babel-plugin-inline-import '../shaders/tile/line_tile_vert.glsl' */
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var line_tile_vert = "\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 vec2 u_tileOrigin;\nuniform float u_coord;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\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\nif(u_coord > 0.0) {\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, 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 if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\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} else {\n vec2 pointPos = a_Position.xy;\n vec4 tileWorld = vec4(project_mvt_offset_position(vec4(u_tileOrigin, 0.0, 1.0)).xyz, 1.0); // \u74E6\u7247\u8D77\u59CB\u70B9\u7684\u4E16\u754C\u5750\u6807\n\n vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // \u74E6\u7247\u5185\u7684\u70B9\u7684\u504F\u79FB\u5750\u6807\n \n tileWorld.xy += pointOffset;\n\n tileWorld.xy += offset;\n\n if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // Needs to be divided with project_uCommonUnitsPerMeter\n tileWorld.w *= u_PixelsPerMeter.z;\n }\n\n gl_Position = u_ViewProjectionMatrix * tileWorld + u_ViewportCenterProjection;\n}\n\n\n setPickingColor(a_PickingColor);\n\n\n}\n";
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@@ -263,13 +278,15 @@ var LineModel = function (_BaseModel) {
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return Array.isArray(size) ? [size[0], size[1]] : [size, 0];
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});
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this.styleAttributeService.registerStyleAttribute({
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name: 'normal',
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descriptor: {
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name: 'a_Normal',
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type: gl.FLOAT
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@@ -286,6 +303,7 @@ var LineModel = function (_BaseModel) {
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descriptor: {
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name: 'a_Miter',
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// give the WebGL driver a hint that this buffer may change
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data: [],
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type: gl.FLOAT
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@@ -302,6 +320,7 @@ var LineModel = function (_BaseModel) {
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descriptor: {
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name: 'a_iconMapUV',
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@@ -329,5 +348,4 @@ var LineModel = function (_BaseModel) {
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return LineModel;
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}(BaseModel);
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export { LineModel as default };
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//# sourceMappingURL=tile.js.map
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export { LineModel as default };
|
package/es/line/models/wall.js
CHANGED
|
@@ -5,7 +5,6 @@ import _inherits from "@babel/runtime/helpers/inherits";
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5
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|
import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
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import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
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import _defineProperty from "@babel/runtime/helpers/defineProperty";
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-
import _isNumber from "lodash/isNumber";
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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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@@ -13,12 +12,17 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
|
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12
|
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|
import { AttributeType, gl } from '@antv/l7-core';
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|
import { rgb2arr } from '@antv/l7-utils';
|
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|
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import
|
|
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import
|
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|
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import { isNumber } from 'lodash';
|
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|
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import BaseModel from "../../core/BaseModel";
|
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|
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import { LineTriangulation } from "../../core/triangulation";
|
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|
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/* babel-plugin-inline-import '../shaders/wall_frag.glsl' */
|
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var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\nuniform float u_iconStepCount;\n\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;\nvarying float v_blur;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\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 float v = styleMappingMat[3].a;\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, v);\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 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 // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 start\n float flag = 0.0;\n if(u > 1.0/u_iconStepCount) {\n flag = 1.0;\n }\n u = fract(u*u_iconStepCount);\n // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 end\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n // Tip: \u5224\u65AD\u7EB9\u7406\u95F4\u9694\n if(flag > 0.0) {\n pattern = vec4(0.0);\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(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 = filterColor(pattern);\n }\n }\n \n\n // blur - AA\n if(v < v_blur) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/v_blur);\n } else if(v > 1.0 - v_blur) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - v_blur))/v_blur);\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
|
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+
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+
/* babel-plugin-inline-import '../shaders/wall_vert.glsl' */
|
|
19
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|
var line_vert = "#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;\nattribute vec2 a_iconMapUV;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\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;\nuniform float u_heightfixed;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying float v_blur;\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\nuniform float u_linearColor: 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 \"light\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n 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 if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n d_texPixelLen = project_pixel(u_icon_step);\n } else {\n d_texPixelLen = u_icon_step;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n if(u_aimate.x == Animate || u_linearColor == 1.0) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n }\n\n float miter = (a_Miter + 1.0)/2.0;\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_Distance; // \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] = miter; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C 0 - 1\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float originSize = a_Size.x; // \u56FA\u5B9A\u9AD8\u5EA6\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n originSize = project_float_pixel(a_Size.x);\n }\n\n float wallHeight = originSize * miter;\n float lightWeight = calc_lighting(vec4(project_pos.xy, wallHeight, 1.0));\n\n v_blur = min(project_float_pixel(2.0) / originSize, 0.05);\n\n v_color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n // v_color = a_Color;\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, wallHeight, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, wallHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
|
|
20
24
|
|
|
21
|
-
var LineWallModel = function (_BaseModel) {
|
|
25
|
+
var LineWallModel = /*#__PURE__*/function (_BaseModel) {
|
|
22
26
|
_inherits(LineWallModel, _BaseModel);
|
|
23
27
|
|
|
24
28
|
var _super = _createSuper(LineWallModel);
|
|
@@ -34,8 +38,6 @@ var LineWallModel = function (_BaseModel) {
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|
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38
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|
35
39
|
_this = _super.call.apply(_super, [this].concat(args));
|
|
36
40
|
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|
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|
-
_defineProperty(_assertThisInitialized(_this), "texture", void 0);
|
|
38
|
-
|
|
39
41
|
_defineProperty(_assertThisInitialized(_this), "updateTexture", function () {
|
|
40
42
|
var createTexture2D = _this.rendererService.createTexture2D;
|
|
41
43
|
|
|
@@ -83,9 +85,11 @@ var LineWallModel = function (_BaseModel) {
|
|
|
83
85
|
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|
84
86
|
if (this.rendererService.getDirty()) {
|
|
85
87
|
this.texture.bind();
|
|
86
|
-
}
|
|
88
|
+
} // 转化渐变色
|
|
89
|
+
|
|
90
|
+
|
|
91
|
+
var useLinearColor = 0; // 默认不生效
|
|
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92
|
|
|
88
|
-
var useLinearColor = 0;
|
|
89
93
|
var sourceColorArr = [0, 0, 0, 0];
|
|
90
94
|
var targetColorArr = [0, 0, 0, 0];
|
|
91
95
|
|
|
@@ -108,7 +112,8 @@ var LineWallModel = function (_BaseModel) {
|
|
|
108
112
|
width = _this$calDataFrame.width,
|
|
109
113
|
height = _this$calDataFrame.height;
|
|
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114
|
|
|
111
|
-
this.rowCount = height;
|
|
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|
+
this.rowCount = height; // 当前数据纹理有多少行
|
|
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|
+
|
|
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117
|
this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
|
|
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|
flipY: true,
|
|
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|
data: data,
|
|
@@ -129,14 +134,19 @@ var LineWallModel = function (_BaseModel) {
|
|
|
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|
return {
|
|
130
135
|
u_heightfixed: Number(heightfixed),
|
|
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|
u_dataTexture: this.dataTexture,
|
|
137
|
+
// 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]
|
|
132
138
|
u_cellTypeLayout: this.getCellTypeLayout(),
|
|
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|
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u_opacity:
|
|
139
|
+
u_opacity: isNumber(opacity) ? opacity : 1.0,
|
|
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|
u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
|
|
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|
+
// 纹理支持参数
|
|
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|
u_texture: this.texture,
|
|
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|
+
// 贴图
|
|
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|
u_line_texture: lineTexture ? 1.0 : 0.0,
|
|
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|
+
// 传入线的标识
|
|
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|
u_iconStepCount: iconStepCount,
|
|
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|
u_icon_step: iconStep,
|
|
139
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|
u_textSize: [1024, this.iconService.canvasHeight || 128],
|
|
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|
+
// 渐变色支持参数
|
|
140
150
|
u_linearColor: useLinearColor,
|
|
141
151
|
u_sourceColor: sourceColorArr,
|
|
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|
u_targetColor: targetColorArr
|
|
@@ -199,6 +209,7 @@ var LineWallModel = function (_BaseModel) {
|
|
|
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|
descriptor: {
|
|
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|
name: 'a_Distance',
|
|
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|
buffer: {
|
|
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|
+
// give the WebGL driver a hint that this buffer may change
|
|
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|
usage: gl.STATIC_DRAW,
|
|
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|
data: [],
|
|
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|
type: gl.FLOAT
|
|
@@ -215,6 +226,7 @@ var LineWallModel = function (_BaseModel) {
|
|
|
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|
descriptor: {
|
|
216
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|
name: 'a_Total_Distance',
|
|
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|
buffer: {
|
|
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|
+
// give the WebGL driver a hint that this buffer may change
|
|
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|
usage: gl.STATIC_DRAW,
|
|
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|
data: [],
|
|
220
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|
type: gl.FLOAT
|
|
@@ -231,6 +243,7 @@ var LineWallModel = function (_BaseModel) {
|
|
|
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|
descriptor: {
|
|
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|
name: 'a_Size',
|
|
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|
buffer: {
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|
+
// give the WebGL driver a hint that this buffer may change
|
|
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|
usage: gl.DYNAMIC_DRAW,
|
|
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|
data: [],
|
|
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|
type: gl.FLOAT
|
|
@@ -242,18 +255,21 @@ var LineWallModel = function (_BaseModel) {
|
|
|
242
255
|
return Array.isArray(size) ? [size[0], size[1]] : [size, 0];
|
|
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256
|
}
|
|
244
257
|
}
|
|
245
|
-
});
|
|
258
|
+
}); // point layer size;
|
|
259
|
+
|
|
246
260
|
this.styleAttributeService.registerStyleAttribute({
|
|
247
261
|
name: 'normal',
|
|
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|
type: AttributeType.Attribute,
|
|
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|
descriptor: {
|
|
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|
name: 'a_Normal',
|
|
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|
buffer: {
|
|
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|
+
// give the WebGL driver a hint that this buffer may change
|
|
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|
usage: gl.STATIC_DRAW,
|
|
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|
data: [],
|
|
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|
type: gl.FLOAT
|
|
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|
},
|
|
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271
|
size: 3,
|
|
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|
+
// @ts-ignore
|
|
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273
|
update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
|
|
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|
return normal;
|
|
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|
}
|
|
@@ -265,6 +281,7 @@ var LineWallModel = function (_BaseModel) {
|
|
|
265
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|
descriptor: {
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|
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|
name: 'a_Miter',
|
|
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|
buffer: {
|
|
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|
+
// give the WebGL driver a hint that this buffer may change
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|
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|
usage: gl.STATIC_DRAW,
|
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data: [],
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type: gl.FLOAT
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@@ -281,6 +298,7 @@ var LineWallModel = function (_BaseModel) {
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descriptor: {
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name: 'a_iconMapUV',
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buffer: {
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// give the WebGL driver a hint that this buffer may change
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT
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@@ -308,5 +326,4 @@ var LineWallModel = function (_BaseModel) {
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return LineWallModel;
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}(BaseModel);
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-
export { LineWallModel as default };
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-
//# sourceMappingURL=wall.js.map
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export { LineWallModel as default };
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@@ -0,0 +1,21 @@
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1
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vec2 interpolate (vec2 source, vec2 target, float t) {
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// if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
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vec2 mid = midPoint(source, target);
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vec3 x = vec3(source.x, mid.x, target.x);
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vec3 y = vec3(source.y, mid.y, target.y)
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return vec2(bezier3(x ,t), bezier3(y,t));
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}
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float bezier3(vec3 arr, float t) {
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float ut = 1 - t
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return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t
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}
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vec2 midPoint(vec2 source, vec2 target) {
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vec2 center = target - source;
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float r = length(center);
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float theta = atan(center.y, center.x);
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float thetaOffset = 0.314;
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float r2 = r / 2.0 / cos(thetaOffset);
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float theta2 = theta + thetaOffset;
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vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
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return mid;
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}
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uniform float u_opacity;
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varying vec4 v_dash_array;
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varying vec4 v_color;
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uniform float segmentNumber;
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varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
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#pragma include "picking"
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void main() {
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float opacity = styleMappingMat[0][0];
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float d_distance_ratio = styleMappingMat[3].b; // 当前顶点在弧线中所处的分段比例
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gl_FragColor = v_color;
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gl_FragColor.a *= opacity;
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float flag = 0.;
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float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
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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)) {
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flag = 1.;
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};
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gl_FragColor.a *=flag;
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+
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gl_FragColor = filterColor(gl_FragColor);
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}
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@@ -0,0 +1,148 @@
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1
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+
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2
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attribute vec4 a_Color;
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3
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attribute vec3 a_Position;
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4
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+
attribute vec4 a_Instance;
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+
attribute float a_Size;
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uniform mat4 u_ModelMatrix;
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7
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uniform mat4 u_Mvp;
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uniform float segmentNumber;
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9
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+
varying vec4 v_color;
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+
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+
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+
uniform vec4 u_dash_array: [10.0, 5., 0, 0];
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+
uniform float u_lineDir: 1.0;
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14
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+
varying vec4 v_dash_array;
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15
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+
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+
uniform float u_thetaOffset: 0.314;
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17
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+
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18
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+
uniform float u_opacity: 1.0;
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19
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+
varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
|
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20
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+
|
|
21
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+
#pragma include "styleMapping"
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22
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+
#pragma include "styleMappingCalOpacity"
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23
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+
#pragma include "styleMappingCalThetaOffset"
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24
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+
|
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25
|
+
#pragma include "projection"
|
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26
|
+
#pragma include "project"
|
|
27
|
+
#pragma include "picking"
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28
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+
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29
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+
float bezier3(vec3 arr, float t) {
|
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30
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+
float ut = 1. - t;
|
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31
|
+
return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
|
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+
}
|
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33
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+
vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
|
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34
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+
vec2 center = target - source;
|
|
35
|
+
float r = length(center);
|
|
36
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+
float theta = atan(center.y, center.x);
|
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37
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+
float thetaOffset = arcThetaOffset;
|
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38
|
+
float r2 = r / 2.0 / cos(thetaOffset);
|
|
39
|
+
float theta2 = theta + thetaOffset;
|
|
40
|
+
vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
|
|
41
|
+
if(u_lineDir == 1.0) { // 正向
|
|
42
|
+
return mid;
|
|
43
|
+
} else { // 逆向
|
|
44
|
+
// (mid + vmin)/2 = (s + t)/2
|
|
45
|
+
vec2 vmid = source + target - mid;
|
|
46
|
+
return vmid;
|
|
47
|
+
}
|
|
48
|
+
// return mid;
|
|
49
|
+
}
|
|
50
|
+
float getSegmentRatio(float index) {
|
|
51
|
+
return index / (segmentNumber - 1.);
|
|
52
|
+
}
|
|
53
|
+
vec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {
|
|
54
|
+
// if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
|
|
55
|
+
vec2 mid = midPoint(source, target, arcThetaOffset);
|
|
56
|
+
vec3 x = vec3(source.x, mid.x, target.x);
|
|
57
|
+
vec3 y = vec3(source.y, mid.y, target.y);
|
|
58
|
+
return vec2(bezier3(x ,t), bezier3(y,t));
|
|
59
|
+
}
|
|
60
|
+
vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
|
|
61
|
+
// normalized direction of the line
|
|
62
|
+
vec2 dir_screenspace = normalize(line_clipspace);
|
|
63
|
+
// rotate by 90 degrees
|
|
64
|
+
dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
|
|
65
|
+
vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
|
|
66
|
+
return offset;
|
|
67
|
+
}
|
|
68
|
+
vec2 getNormal(vec2 line_clipspace, float offset_direction) {
|
|
69
|
+
// normalized direction of the line
|
|
70
|
+
vec2 dir_screenspace = normalize(line_clipspace);
|
|
71
|
+
// rotate by 90 degrees
|
|
72
|
+
dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
|
|
73
|
+
return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
void main() {
|
|
77
|
+
v_color = a_Color;
|
|
78
|
+
|
|
79
|
+
// cal style mapping - 数据纹理映射部分的计算
|
|
80
|
+
styleMappingMat = mat4(
|
|
81
|
+
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
|
|
82
|
+
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
|
83
|
+
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
|
84
|
+
0.0, 0.0, 0.0, 0.0 // dataset 数据集
|
|
85
|
+
);
|
|
86
|
+
|
|
87
|
+
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
|
88
|
+
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
|
89
|
+
float columnWidth = 1.0/columnCount; // 列宽
|
|
90
|
+
float rowHeight = 1.0/rowCount; // 行高
|
|
91
|
+
float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
|
|
92
|
+
float id = a_vertexId; // 第n个顶点
|
|
93
|
+
float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
|
|
94
|
+
float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
|
|
95
|
+
|
|
96
|
+
// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset...
|
|
97
|
+
// 按顺序从 cell 中取值、若没有则自动往下取值
|
|
98
|
+
float textureOffset = 0.0; // 在 cell 中取值的偏移量
|
|
99
|
+
|
|
100
|
+
vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
|
101
|
+
styleMappingMat[0][0] = opacityAndOffset.r;
|
|
102
|
+
textureOffset = opacityAndOffset.g;
|
|
103
|
+
|
|
104
|
+
vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
|
105
|
+
styleMappingMat[0][1] = thetaOffsetAndOffset.r;
|
|
106
|
+
textureOffset = thetaOffsetAndOffset.g;
|
|
107
|
+
// cal style mapping - 数据纹理映射部分的计算
|
|
108
|
+
|
|
109
|
+
|
|
110
|
+
vec2 source = a_Instance.rg; // 起始点
|
|
111
|
+
vec2 target = a_Instance.ba; // 终点
|
|
112
|
+
float segmentIndex = a_Position.x;
|
|
113
|
+
float segmentRatio = getSegmentRatio(segmentIndex);
|
|
114
|
+
|
|
115
|
+
float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
|
|
116
|
+
float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
|
|
117
|
+
|
|
118
|
+
vec2 s = source;
|
|
119
|
+
vec2 t = target;
|
|
120
|
+
|
|
121
|
+
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
|
122
|
+
s = unProjCustomCoord(source);
|
|
123
|
+
t = unProjCustomCoord(target);
|
|
124
|
+
}
|
|
125
|
+
float total_Distance = pixelDistance(s, t) / 2.0 * PI;
|
|
126
|
+
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
|
|
127
|
+
|
|
128
|
+
styleMappingMat[3].b = segmentIndex / segmentNumber;
|
|
129
|
+
|
|
130
|
+
// styleMappingMat[0][1] - arcThetaOffset
|
|
131
|
+
vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
|
|
132
|
+
vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
|
|
133
|
+
// v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
|
|
134
|
+
//unProjCustomCoord
|
|
135
|
+
|
|
136
|
+
vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
|
|
137
|
+
|
|
138
|
+
|
|
139
|
+
// gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
|
|
140
|
+
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
|
141
|
+
// gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
|
|
142
|
+
gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
|
|
143
|
+
} else {
|
|
144
|
+
gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
|
|
145
|
+
}
|
|
146
|
+
gl_PointSize = 5.0;
|
|
147
|
+
setPickingColor(a_PickingColor);
|
|
148
|
+
}
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
#define LineTypeSolid 0.0
|
|
2
|
+
uniform float u_opacity : 1.0;
|
|
3
|
+
|
|
4
|
+
varying vec4 v_color;
|
|
5
|
+
|
|
6
|
+
// dash
|
|
7
|
+
varying vec4 v_dash_array;
|
|
8
|
+
|
|
9
|
+
#pragma include "picking"
|
|
10
|
+
|
|
11
|
+
uniform float u_time;
|
|
12
|
+
uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // 控制运动
|
|
13
|
+
|
|
14
|
+
varying mat4 styleMappingMat;
|
|
15
|
+
// [animate, duration, interval, trailLength],
|
|
16
|
+
void main() {
|
|
17
|
+
float opacity = styleMappingMat[0][0];
|
|
18
|
+
float d_distance_ratio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
|
|
19
|
+
gl_FragColor = v_color;
|
|
20
|
+
gl_FragColor.a *= opacity; // 全局透明度
|
|
21
|
+
|
|
22
|
+
float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
|
|
23
|
+
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)) {
|
|
24
|
+
// 实线部分
|
|
25
|
+
} else {
|
|
26
|
+
// 虚线部分
|
|
27
|
+
discard;
|
|
28
|
+
};
|
|
29
|
+
|
|
30
|
+
gl_FragColor = filterColor(gl_FragColor);
|
|
31
|
+
}
|
|
@@ -0,0 +1,93 @@
|
|
|
1
|
+
#define LineTypeSolid 0.0
|
|
2
|
+
#define LineTypeDash 1.0
|
|
3
|
+
#define Animate 0.0
|
|
4
|
+
|
|
5
|
+
attribute float a_Miter;
|
|
6
|
+
attribute vec4 a_Color;
|
|
7
|
+
attribute vec2 a_Size;
|
|
8
|
+
attribute vec3 a_Normal;
|
|
9
|
+
attribute vec3 a_Position;
|
|
10
|
+
|
|
11
|
+
attribute vec2 a_iconMapUV;
|
|
12
|
+
|
|
13
|
+
// dash line
|
|
14
|
+
attribute float a_Total_Distance;
|
|
15
|
+
attribute vec2 a_DistanceAndIndex;
|
|
16
|
+
|
|
17
|
+
uniform mat4 u_ModelMatrix;
|
|
18
|
+
uniform mat4 u_Mvp;
|
|
19
|
+
uniform vec4 u_dash_array: [10.0, 5., 0, 0];
|
|
20
|
+
|
|
21
|
+
uniform float u_vertexScale: 1.0;
|
|
22
|
+
|
|
23
|
+
#pragma include "projection"
|
|
24
|
+
#pragma include "picking"
|
|
25
|
+
|
|
26
|
+
varying vec4 v_color;
|
|
27
|
+
varying vec4 v_dash_array;
|
|
28
|
+
|
|
29
|
+
uniform float u_opacity: 1.0;
|
|
30
|
+
varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
|
|
31
|
+
|
|
32
|
+
#pragma include "styleMapping"
|
|
33
|
+
#pragma include "styleMappingCalOpacity"
|
|
34
|
+
|
|
35
|
+
void main() {
|
|
36
|
+
// cal style mapping - 数据纹理映射部分的计算
|
|
37
|
+
styleMappingMat = mat4(
|
|
38
|
+
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
|
|
39
|
+
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
|
40
|
+
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
|
41
|
+
0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
|
|
42
|
+
);
|
|
43
|
+
|
|
44
|
+
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
|
45
|
+
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
|
46
|
+
float columnWidth = 1.0/columnCount; // 列宽
|
|
47
|
+
float rowHeight = 1.0/rowCount; // 行高
|
|
48
|
+
float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
|
|
49
|
+
float id = a_vertexId; // 第n个顶点
|
|
50
|
+
float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
|
|
51
|
+
float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
|
|
52
|
+
|
|
53
|
+
// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
|
|
54
|
+
// 按顺序从 cell 中取值、若没有则自动往下取值
|
|
55
|
+
float textureOffset = 0.0; // 在 cell 中取值的偏移量
|
|
56
|
+
|
|
57
|
+
vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
|
58
|
+
styleMappingMat[0][0] = opacityAndOffset.r;
|
|
59
|
+
textureOffset = opacityAndOffset.g;
|
|
60
|
+
// cal style mapping - 数据纹理映射部分的计算
|
|
61
|
+
|
|
62
|
+
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;
|
|
63
|
+
v_color = a_Color;
|
|
64
|
+
|
|
65
|
+
vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
|
|
66
|
+
vec2 offset = project_pixel(size.xy);
|
|
67
|
+
|
|
68
|
+
// 设置数据集的参数
|
|
69
|
+
styleMappingMat[3][0] = a_DistanceAndIndex.x / a_Total_Distance; // 当前点位距离占线总长的比例
|
|
70
|
+
styleMappingMat[3][1] = a_DistanceAndIndex.x; // 当前顶点的距离
|
|
71
|
+
|
|
72
|
+
vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
|
|
73
|
+
|
|
74
|
+
// gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));
|
|
75
|
+
|
|
76
|
+
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
|
77
|
+
gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));
|
|
78
|
+
} else {
|
|
79
|
+
float lineHeight = a_Size.y;
|
|
80
|
+
|
|
81
|
+
// #define COORDINATE_SYSTEM_P20 5.0
|
|
82
|
+
// #define COORDINATE_SYSTEM_P20_OFFSET 6.0
|
|
83
|
+
// amap1.x
|
|
84
|
+
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {
|
|
85
|
+
// 保持高度相对不变
|
|
86
|
+
lineHeight *= pow(2.0, 20.0 - u_Zoom);
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
setPickingColor(a_PickingColor);
|
|
93
|
+
}
|