@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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  697. package/lib/utils/extrude_polyline.js.map +0 -1
  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
@@ -0,0 +1,140 @@
1
+ precision highp float;
2
+
3
+ #define pi 3.1415926535
4
+ #define ambientRatio 0.5
5
+ #define diffuseRatio 0.3
6
+ #define specularRatio 0.2
7
+
8
+ attribute vec3 a_Position;
9
+ attribute vec3 a_Pos;
10
+ attribute vec4 a_Color;
11
+ attribute vec3 a_Size;
12
+ attribute vec3 a_Normal;
13
+
14
+ uniform float u_heightfixed: 0.0; // 默认不固定
15
+ uniform float u_globel;
16
+ uniform float u_r;
17
+ uniform mat4 u_ModelMatrix;
18
+ uniform mat4 u_Mvp;
19
+ varying vec4 v_color;
20
+
21
+ uniform float u_opacity : 1;
22
+ uniform float u_lightEnable: 1;
23
+
24
+ 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
25
+
26
+ #pragma include "styleMapping"
27
+ #pragma include "styleMappingCalOpacity"
28
+
29
+ #pragma include "projection"
30
+ #pragma include "light"
31
+ #pragma include "picking"
32
+
33
+ float getYRadian(float x, float z) {
34
+ if(x > 0.0 && z > 0.0) {
35
+ return atan(x/z);
36
+ } else if(x > 0.0 && z <= 0.0){
37
+ return atan(-z/x) + pi/2.0;
38
+ } else if(x <= 0.0 && z <= 0.0) {
39
+ return pi + atan(x/z); //atan(x/z) +
40
+ } else {
41
+ return atan(z/-x) + pi*3.0/2.0;
42
+ }
43
+ }
44
+
45
+ float getXRadian(float y, float r) {
46
+ return atan(y/r);
47
+ }
48
+
49
+ void main() {
50
+
51
+ // cal style mapping - 数据纹理映射部分的计算
52
+ styleMappingMat = mat4(
53
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
54
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA - lightWeight
55
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - linearZ(垂直方向 0 - 1 的值)
56
+ 0.0, 0.0, 0.0, 0.0
57
+ );
58
+
59
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
60
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
61
+ float columnWidth = 1.0/columnCount; // 列宽
62
+ float rowHeight = 1.0/rowCount; // 行高
63
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
64
+ float id = a_vertexId; // 第n个顶点
65
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
66
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
67
+
68
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
69
+ // 按顺序从 cell 中取值、若没有则自动往下取值
70
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
71
+
72
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
73
+ styleMappingMat[0][0] = opacityAndOffset.r;
74
+ textureOffset = opacityAndOffset.g;
75
+ // cal style mapping - 数据纹理映射部分的计算
76
+ vec3 size = a_Size * a_Position;
77
+
78
+ // a_Position.z 是在构建网格的时候传入的标准值 0 - 1,在插值器插值可以获取 0~1 线性渐变的值
79
+ styleMappingMat[2][3] = a_Position.z;
80
+
81
+ vec3 offset = size; // 控制圆柱体的大小 - 从标准单位圆柱体进行偏移
82
+ if(u_heightfixed < 1.0) { // 圆柱体不固定高度
83
+
84
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {
85
+ // P20 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减1
86
+ offset = offset * pow(2.0, (19.0 - u_Zoom));
87
+ }
88
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
89
+ // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
90
+ offset = offset * pow(2.0, (19.0 - 3.0 - u_Zoom));
91
+ }
92
+ } else {// 圆柱体固定高度 ( 处理 mapbox )
93
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
94
+ offset *= 4.0/pow(2.0, 21.0 - u_Zoom);
95
+ }
96
+ }
97
+
98
+
99
+ vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));
100
+
101
+ // u_r 控制圆柱的生长
102
+ vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);
103
+
104
+ // 圆柱光照效果
105
+ float lightWeight = 1.0;
106
+ if(u_lightEnable > 0.0) { // 取消三元表达式,增强健壮性
107
+ lightWeight = calc_lighting(pos);
108
+ }
109
+ styleMappingMat[1][3] = lightWeight;
110
+
111
+ v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);
112
+
113
+
114
+ // 在地球模式下,将原本垂直于 xy 平面的圆柱调整姿态到适应圆的角度
115
+ //旋转矩阵mx,创建绕x轴旋转矩阵
116
+ float r = sqrt(a_Pos.z*a_Pos.z + a_Pos.x*a_Pos.x);
117
+ float xRadian = getXRadian(a_Pos.y, r);
118
+ float xcos = cos(xRadian);//求解旋转角度余弦值
119
+ float xsin = sin(xRadian);//求解旋转角度正弦值
120
+ mat4 mx = mat4(
121
+ 1,0,0,0,
122
+ 0,xcos,-xsin,0,
123
+ 0,xsin,xcos,0,
124
+ 0,0,0,1);
125
+
126
+ //旋转矩阵my,创建绕y轴旋转矩阵
127
+ float yRadian = getYRadian(a_Pos.x, a_Pos.z);
128
+ float ycos = cos(yRadian);//求解旋转角度余弦值
129
+ float ysin = sin(yRadian);//求解旋转角度正弦值
130
+ mat4 my = mat4(
131
+ ycos,0,-ysin,0,
132
+ 0,1,0,0,
133
+ ysin,0,ycos,0,
134
+ 0,0,0,1);
135
+
136
+ gl_Position = u_ViewProjectionMatrix * vec4(( my * mx * vec4(a_Position * a_Size, 1.0)).xyz + a_Pos, 1.0);
137
+
138
+
139
+ setPickingColor(a_PickingColor);
140
+ }
@@ -0,0 +1,86 @@
1
+ uniform float u_additive;
2
+
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ varying vec4 v_data;
6
+ varying vec4 v_color;
7
+ varying float v_radius;
8
+
9
+ #pragma include "sdf_2d"
10
+ #pragma include "picking"
11
+
12
+
13
+ void main() {
14
+ int shape = int(floor(v_data.w + 0.5));
15
+
16
+ vec4 textrueStroke = vec4(
17
+ styleMappingMat[1][0],
18
+ styleMappingMat[1][1],
19
+ styleMappingMat[1][2],
20
+ styleMappingMat[1][3]
21
+ );
22
+
23
+ float opacity = styleMappingMat[0][0];
24
+ float stroke_opacity = styleMappingMat[0][1];
25
+ float strokeWidth = styleMappingMat[0][2];
26
+ vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;
27
+
28
+ lowp float antialiasblur = v_data.z;
29
+ float r = v_radius / (v_radius + strokeWidth);
30
+
31
+ float outer_df;
32
+ float inner_df;
33
+ // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'
34
+ if (shape == 0) {
35
+ outer_df = sdCircle(v_data.xy, 1.0);
36
+ inner_df = sdCircle(v_data.xy, r);
37
+ } else if (shape == 1) {
38
+ outer_df = sdEquilateralTriangle(1.1 * v_data.xy);
39
+ inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);
40
+ } else if (shape == 2) {
41
+ outer_df = sdBox(v_data.xy, vec2(1.));
42
+ inner_df = sdBox(v_data.xy, vec2(r));
43
+ } else if (shape == 3) {
44
+ outer_df = sdPentagon(v_data.xy, 0.8);
45
+ inner_df = sdPentagon(v_data.xy, r * 0.8);
46
+ } else if (shape == 4) {
47
+ outer_df = sdHexagon(v_data.xy, 0.8);
48
+ inner_df = sdHexagon(v_data.xy, r * 0.8);
49
+ } else if (shape == 5) {
50
+ outer_df = sdOctogon(v_data.xy, 1.0);
51
+ inner_df = sdOctogon(v_data.xy, r);
52
+ } else if (shape == 6) {
53
+ outer_df = sdHexagram(v_data.xy, 0.52);
54
+ inner_df = sdHexagram(v_data.xy, r * 0.52);
55
+ } else if (shape == 7) {
56
+ outer_df = sdRhombus(v_data.xy, vec2(1.0));
57
+ inner_df = sdRhombus(v_data.xy, vec2(r));
58
+ } else if (shape == 8) {
59
+ outer_df = sdVesica(v_data.xy, 1.1, 0.8);
60
+ inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);
61
+ }
62
+
63
+ if(outer_df > antialiasblur + 0.018) discard;
64
+
65
+ float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
66
+
67
+ float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(
68
+ antialiasblur,
69
+ 0.0,
70
+ inner_df
71
+ );
72
+
73
+ if(strokeWidth < 0.01) {
74
+ gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);
75
+ } else {
76
+ gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);
77
+ }
78
+
79
+ if(u_additive > 0.0) {
80
+ gl_FragColor *= opacity_t;
81
+ gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);
82
+ } else {
83
+ gl_FragColor.a *= opacity_t;
84
+ gl_FragColor = filterColor(gl_FragColor);
85
+ }
86
+ }
@@ -0,0 +1,126 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+ attribute vec3 a_Extrude;
4
+ attribute float a_Size;
5
+ attribute float a_Shape;
6
+
7
+ 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
8
+
9
+ uniform mat4 u_ModelMatrix;
10
+ uniform mat4 u_Mvp;
11
+
12
+ varying vec4 v_data;
13
+ varying vec4 v_color;
14
+ varying float v_radius;
15
+
16
+ uniform float u_opacity : 1;
17
+ uniform float u_stroke_opacity : 1;
18
+ uniform float u_stroke_width : 2;
19
+ uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
20
+ uniform vec2 u_offsets;
21
+
22
+ uniform float u_blur : 0.0;
23
+
24
+ #pragma include "styleMapping"
25
+ #pragma include "styleMappingCalOpacity"
26
+ #pragma include "styleMappingCalStrokeOpacity"
27
+ #pragma include "styleMappingCalStrokeWidth"
28
+
29
+ #pragma include "projection"
30
+ #pragma include "picking"
31
+
32
+
33
+ void main() {
34
+ vec3 extrude = a_Extrude;
35
+ float shape_type = a_Shape;
36
+ /*
37
+ * setPickingSize 设置拾取大小
38
+ */
39
+ float newSize = setPickingSize(a_Size);
40
+ // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;
41
+
42
+ // cal style mapping - 数据纹理映射部分的计算
43
+ styleMappingMat = mat4(
44
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
45
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
46
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
47
+ 0.0, 0.0, 0.0, 0.0
48
+ );
49
+
50
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
51
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
52
+ float columnWidth = 1.0/columnCount; // 列宽
53
+ float rowHeight = 1.0/rowCount; // 行高
54
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
55
+ float id = a_vertexId; // 第n个顶点
56
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
57
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
58
+
59
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
60
+ // 按顺序从 cell 中取值、若没有则自动往下取值
61
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
62
+
63
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
64
+ styleMappingMat[0][0] = opacityAndOffset.r;
65
+ textureOffset = opacityAndOffset.g;
66
+
67
+ vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
68
+ styleMappingMat[0][1] = strokeOpacityAndOffset.r;
69
+ textureOffset = strokeOpacityAndOffset.g;
70
+
71
+ vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
72
+ styleMappingMat[0][2] = strokeWidthAndOffset.r;
73
+ textureOffset = strokeWidthAndOffset.g;
74
+
75
+ vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);
76
+ if(hasStroke()) {
77
+ vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
78
+ styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R
79
+ textureOffset += 1.0;
80
+
81
+ vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
82
+ styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G
83
+ textureOffset += 1.0;
84
+
85
+ vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
86
+ styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B
87
+ textureOffset += 1.0;
88
+
89
+ vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
90
+ styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A
91
+ textureOffset += 1.0;
92
+ } else {
93
+ if(u_stroke_color == vec4(0.0)) {
94
+ styleMappingMat[1][0] = v_color.r;
95
+ styleMappingMat[1][1] = v_color.g;
96
+ styleMappingMat[1][2] = v_color.b;
97
+ styleMappingMat[1][3] = v_color.a;
98
+ } else {
99
+ styleMappingMat[1][0] = u_stroke_color.r;
100
+ styleMappingMat[1][1] = u_stroke_color.g;
101
+ styleMappingMat[1][2] = u_stroke_color.b;
102
+ styleMappingMat[1][3] = u_stroke_color.a;
103
+ }
104
+ }
105
+
106
+ // cal style mapping
107
+
108
+ // unpack color(vec2)
109
+ v_color = a_Color;
110
+
111
+ // radius(16-bit)
112
+ v_radius = newSize;
113
+
114
+ // TODO: billboard
115
+ // anti-alias
116
+ // float antialiased_blur = -max(u_blur, antialiasblur);
117
+ float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur);
118
+
119
+ // TODP: /abs(extrude.x) 是为了兼容地球模式
120
+ v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);
121
+
122
+
123
+ gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);
124
+
125
+ setPickingColor(a_PickingColor);
126
+ }
@@ -0,0 +1,44 @@
1
+ varying vec4 v_color;
2
+ uniform float u_opacity: 1.0;
3
+
4
+ uniform float u_pickLight: 0.0;
5
+
6
+ #pragma include "picking"
7
+
8
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
9
+
10
+ uniform float u_linearColor: 0;
11
+ uniform vec4 u_sourceColor;
12
+ uniform vec4 u_targetColor;
13
+
14
+ uniform float u_opacitylinear: 0.0;
15
+ uniform float u_opacitylinear_dir: 1.0;
16
+
17
+ void main() {
18
+ float opacity = styleMappingMat[0][0];
19
+ float lightWeight = styleMappingMat[1][3];
20
+ float barLinearZ = styleMappingMat[2][3];
21
+
22
+ // 设置圆柱的底色
23
+ if(u_linearColor == 1.0) { // 使用渐变颜色
24
+ gl_FragColor = mix(u_sourceColor, u_targetColor, barLinearZ);
25
+ gl_FragColor.rgb *= lightWeight;
26
+ } else { // 使用 color 方法传入的颜色
27
+ gl_FragColor = v_color;
28
+ }
29
+
30
+ // 应用透明度
31
+ gl_FragColor.a *= opacity;
32
+
33
+ // 开启透明度渐变
34
+ if(u_opacitylinear > 0.0) {
35
+ gl_FragColor.a *= u_opacitylinear_dir > 0.0 ? (1.0 - barLinearZ): barLinearZ;
36
+ }
37
+
38
+ // picking
39
+ if(u_pickLight > 0.0) {
40
+ gl_FragColor = filterColorAlpha(gl_FragColor, lightWeight);
41
+ } else {
42
+ gl_FragColor = filterColor(gl_FragColor);
43
+ }
44
+ }
@@ -0,0 +1,121 @@
1
+ precision highp float;
2
+
3
+ #define pi 3.1415926535
4
+ #define ambientRatio 0.5
5
+ #define diffuseRatio 0.3
6
+ #define specularRatio 0.2
7
+
8
+ attribute vec3 a_Position;
9
+ attribute vec3 a_Pos;
10
+ attribute vec4 a_Color;
11
+ attribute vec3 a_Size;
12
+ attribute vec3 a_Normal;
13
+
14
+ uniform float u_heightfixed: 0.0; // 默认不固定
15
+ uniform float u_r;
16
+ uniform mat4 u_ModelMatrix;
17
+ uniform mat4 u_Mvp;
18
+ varying vec4 v_color;
19
+
20
+ uniform float u_opacity : 1;
21
+ uniform float u_lightEnable: 1;
22
+
23
+ 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
24
+
25
+ #pragma include "styleMapping"
26
+ #pragma include "styleMappingCalOpacity"
27
+
28
+ #pragma include "projection"
29
+ #pragma include "light"
30
+ #pragma include "picking"
31
+
32
+ float getYRadian(float x, float z) {
33
+ if(x > 0.0 && z > 0.0) {
34
+ return atan(x/z);
35
+ } else if(x > 0.0 && z <= 0.0){
36
+ return atan(-z/x) + pi/2.0;
37
+ } else if(x <= 0.0 && z <= 0.0) {
38
+ return pi + atan(x/z); //atan(x/z) +
39
+ } else {
40
+ return atan(z/-x) + pi*3.0/2.0;
41
+ }
42
+ }
43
+
44
+ float getXRadian(float y, float r) {
45
+ return atan(y/r);
46
+ }
47
+
48
+ void main() {
49
+
50
+ // cal style mapping - 数据纹理映射部分的计算
51
+ styleMappingMat = mat4(
52
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
53
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA - lightWeight
54
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - linearZ(垂直方向 0 - 1 的值)
55
+ 0.0, 0.0, 0.0, 0.0
56
+ );
57
+
58
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
59
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
60
+ float columnWidth = 1.0/columnCount; // 列宽
61
+ float rowHeight = 1.0/rowCount; // 行高
62
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
63
+ float id = a_vertexId; // 第n个顶点
64
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
65
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
66
+
67
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
68
+ // 按顺序从 cell 中取值、若没有则自动往下取值
69
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
70
+
71
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
72
+ styleMappingMat[0][0] = opacityAndOffset.r;
73
+ textureOffset = opacityAndOffset.g;
74
+ // cal style mapping - 数据纹理映射部分的计算
75
+ vec3 size = a_Size * a_Position;
76
+
77
+ // a_Position.z 是在构建网格的时候传入的标准值 0 - 1,在插值器插值可以获取 0~1 线性渐变的值
78
+ styleMappingMat[2][3] = a_Position.z;
79
+
80
+ vec3 offset = size; // 控制圆柱体的大小 - 从标准单位圆柱体进行偏移
81
+ if(u_heightfixed < 1.0) { // 圆柱体不固定高度
82
+
83
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {
84
+ // P20 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减1
85
+ offset = offset * pow(2.0, (19.0 - u_Zoom));
86
+ }
87
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
88
+ // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
89
+ offset = offset * pow(2.0, (19.0 - 3.0 - u_Zoom));
90
+ }
91
+ } else {// 圆柱体固定高度 ( 处理 mapbox )
92
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
93
+ offset *= 4.0/pow(2.0, 21.0 - u_Zoom);
94
+ }
95
+ }
96
+
97
+
98
+ vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));
99
+
100
+ // u_r 控制圆柱的生长
101
+ vec4 pos = vec4(project_pos.xy + offset.xy, offset.z * u_r, 1.0);
102
+
103
+ // 圆柱光照效果
104
+ float lightWeight = 1.0;
105
+ if(u_lightEnable > 0.0) { // 取消三元表达式,增强健壮性
106
+ lightWeight = calc_lighting(pos);
107
+ }
108
+ styleMappingMat[1][3] = lightWeight;
109
+
110
+ v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);
111
+
112
+ // gl_Position = project_common_position_to_clipspace(pos);
113
+
114
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
115
+ gl_Position = u_Mvp * pos;
116
+ } else {
117
+ gl_Position = project_common_position_to_clipspace(pos);
118
+ }
119
+
120
+ setPickingColor(a_PickingColor);
121
+ }
@@ -0,0 +1,84 @@
1
+ uniform float u_additive;
2
+
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ varying vec4 v_data;
6
+ varying vec4 v_color;
7
+ varying float v_radius;
8
+
9
+ #pragma include "sdf_2d"
10
+ #pragma include "picking"
11
+
12
+
13
+ void main() {
14
+ int shape = int(floor(v_data.w + 0.5));
15
+
16
+ vec4 textrueStroke = vec4(
17
+ styleMappingMat[1][0],
18
+ styleMappingMat[1][1],
19
+ styleMappingMat[1][2],
20
+ styleMappingMat[1][3]
21
+ );
22
+
23
+ float opacity = styleMappingMat[0][0];
24
+ float stroke_opacity = styleMappingMat[0][1];
25
+ float strokeWidth = styleMappingMat[0][2];
26
+ vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;
27
+
28
+ lowp float antialiasblur = v_data.z;
29
+ float r = v_radius / (v_radius + strokeWidth);
30
+
31
+ float outer_df;
32
+ float inner_df;
33
+ // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'
34
+ if (shape == 0) {
35
+ outer_df = sdCircle(v_data.xy, 1.0);
36
+ inner_df = sdCircle(v_data.xy, r);
37
+ } else if (shape == 1) {
38
+ outer_df = sdEquilateralTriangle(1.1 * v_data.xy);
39
+ inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);
40
+ } else if (shape == 2) {
41
+ outer_df = sdBox(v_data.xy, vec2(1.));
42
+ inner_df = sdBox(v_data.xy, vec2(r));
43
+ } else if (shape == 3) {
44
+ outer_df = sdPentagon(v_data.xy, 0.8);
45
+ inner_df = sdPentagon(v_data.xy, r * 0.8);
46
+ } else if (shape == 4) {
47
+ outer_df = sdHexagon(v_data.xy, 0.8);
48
+ inner_df = sdHexagon(v_data.xy, r * 0.8);
49
+ } else if (shape == 5) {
50
+ outer_df = sdOctogon(v_data.xy, 1.0);
51
+ inner_df = sdOctogon(v_data.xy, r);
52
+ } else if (shape == 6) {
53
+ outer_df = sdHexagram(v_data.xy, 0.52);
54
+ inner_df = sdHexagram(v_data.xy, r * 0.52);
55
+ } else if (shape == 7) {
56
+ outer_df = sdRhombus(v_data.xy, vec2(1.0));
57
+ inner_df = sdRhombus(v_data.xy, vec2(r));
58
+ } else if (shape == 8) {
59
+ outer_df = sdVesica(v_data.xy, 1.1, 0.8);
60
+ inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);
61
+ }
62
+
63
+ float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
64
+
65
+ float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(
66
+ antialiasblur,
67
+ 0.0,
68
+ inner_df
69
+ );
70
+
71
+ if(strokeWidth < 0.01) {
72
+ gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);
73
+ } else {
74
+ gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);
75
+ }
76
+
77
+ if(u_additive > 0.0) {
78
+ gl_FragColor *= opacity_t;
79
+ gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);
80
+ } else {
81
+ gl_FragColor.a *= opacity_t;
82
+ gl_FragColor = filterColor(gl_FragColor);
83
+ }
84
+ }