@antv/l7-layers 2.9.20 → 2.9.22
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.js +89 -17
- 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.js +90 -48
- 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 +191 -304
- 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
- package/lib/point/shaders/fill_frag.glsl +84 -0
- package/lib/point/shaders/fill_vert.glsl +182 -0
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);
|
|
45
|
+
|
|
46
|
+
// decode current particle position from the pixel's RGBA value
|
|
47
|
+
v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);
|
|
48
|
+
|
|
49
|
+
gl_PointSize = 1.0;
|
|
50
|
+
gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);
|
|
51
|
+
}`;
|
|
52
|
+
var drawFrag = `
|
|
53
|
+
precision mediump float;
|
|
54
|
+
|
|
55
|
+
uniform sampler2D u_wind;
|
|
56
|
+
uniform vec2 u_wind_min;
|
|
57
|
+
uniform vec2 u_wind_max;
|
|
58
|
+
uniform sampler2D u_color_ramp;
|
|
59
|
+
|
|
60
|
+
varying vec2 v_particle_pos;
|
|
61
|
+
|
|
62
|
+
void main() {
|
|
63
|
+
vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);
|
|
64
|
+
float speed_t = length(velocity) / length(u_wind_max);
|
|
65
|
+
|
|
66
|
+
// color ramp is encoded in a 16x16 texture
|
|
67
|
+
vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0);
|
|
68
|
+
|
|
69
|
+
gl_FragColor = texture2D(u_color_ramp, ramp_pos);
|
|
70
|
+
}`;
|
|
71
|
+
var updateVert = `
|
|
72
|
+
precision mediump float;
|
|
73
|
+
|
|
74
|
+
attribute vec2 a_pos;
|
|
75
|
+
|
|
76
|
+
varying vec2 v_tex_pos;
|
|
77
|
+
|
|
78
|
+
void main() {
|
|
79
|
+
v_tex_pos = a_pos;
|
|
80
|
+
gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);
|
|
81
|
+
// framebuffer \u59CB\u7EC8\u7528\u94FA\u6EE1\u5C4F\u5E55\u7684 texture
|
|
82
|
+
}`;
|
|
83
|
+
var updateFrag = `
|
|
84
|
+
precision highp float;
|
|
85
|
+
|
|
86
|
+
uniform sampler2D u_particles;
|
|
87
|
+
uniform sampler2D u_wind;
|
|
88
|
+
uniform vec2 u_wind_res;
|
|
89
|
+
uniform vec2 u_wind_min;
|
|
90
|
+
uniform vec2 u_wind_max;
|
|
91
|
+
uniform float u_rand_seed;
|
|
92
|
+
uniform float u_speed_factor;
|
|
93
|
+
uniform float u_drop_rate;
|
|
94
|
+
uniform float u_drop_rate_bump;
|
|
95
|
+
|
|
96
|
+
varying vec2 v_tex_pos;
|
|
97
|
+
|
|
98
|
+
// pseudo-random generator
|
|
99
|
+
const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);
|
|
100
|
+
float rand(const vec2 co) {
|
|
101
|
+
float t = dot(rand_constants.xy, co);
|
|
102
|
+
return fract(sin(t) * (rand_constants.z + t));
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
// wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation
|
|
106
|
+
vec2 lookup_wind(const vec2 uv) {
|
|
107
|
+
// return texture2D(u_wind, uv).rg; // lower-res hardware filtering
|
|
108
|
+
vec2 px = 1.0 / u_wind_res;
|
|
109
|
+
vec2 vc = (floor(uv * u_wind_res)) * px;
|
|
110
|
+
vec2 f = fract(uv * u_wind_res);
|
|
111
|
+
vec2 tl = texture2D(u_wind, vc).rg;
|
|
112
|
+
vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;
|
|
113
|
+
vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;
|
|
114
|
+
vec2 br = texture2D(u_wind, vc + px).rg;
|
|
115
|
+
return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
void main() {
|
|
119
|
+
vec4 color = texture2D(u_particles, v_tex_pos);
|
|
120
|
+
vec2 pos = vec2(
|
|
121
|
+
color.r / 255.0 + color.b,
|
|
122
|
+
color.g / 255.0 + color.a); // decode particle position from pixel RGBA
|
|
123
|
+
vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));
|
|
124
|
+
float speed_t = length(velocity) / length(u_wind_max);
|
|
125
|
+
|
|
126
|
+
// take EPSG:4236 distortion into account for calculating where the particle moved
|
|
127
|
+
float distortion = cos(radians(pos.y * 180.0 - 90.0));
|
|
128
|
+
vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;
|
|
129
|
+
|
|
130
|
+
// update particle position, wrapping around the date line
|
|
131
|
+
pos = fract(1.0 + pos + offset);
|
|
132
|
+
|
|
133
|
+
// a random seed to use for the particle drop
|
|
134
|
+
vec2 seed = (pos + v_tex_pos) * u_rand_seed;
|
|
135
|
+
|
|
136
|
+
// drop rate is a chance a particle will restart at random position, to avoid degeneration
|
|
137
|
+
float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;
|
|
138
|
+
float drop = step(1.0 - drop_rate, rand(seed));
|
|
139
|
+
|
|
140
|
+
vec2 random_pos = vec2(
|
|
141
|
+
rand(seed + 1.3),
|
|
142
|
+
rand(seed + 2.1));
|
|
143
|
+
pos = mix(pos, random_pos, drop);
|
|
144
|
+
|
|
145
|
+
// encode the new particle position back into RGBA
|
|
146
|
+
gl_FragColor = vec4(
|
|
147
|
+
fract(pos * 255.0),
|
|
148
|
+
floor(pos * 255.0) / 255.0);
|
|
149
|
+
}`;
|
|
150
|
+
var fullScreenVert = `
|
|
151
|
+
precision mediump float;
|
|
152
|
+
|
|
153
|
+
attribute vec2 a_pos;
|
|
154
|
+
|
|
155
|
+
varying vec2 v_tex_pos;
|
|
156
|
+
|
|
157
|
+
void main() {
|
|
158
|
+
v_tex_pos = a_pos;
|
|
159
|
+
gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);
|
|
160
|
+
gl_PointSize = 100.0;
|
|
161
|
+
}`;
|
|
162
|
+
var fullScreenFrag = `
|
|
163
|
+
precision mediump float;
|
|
164
|
+
|
|
165
|
+
uniform sampler2D u_screen;
|
|
166
|
+
uniform float u_opacity;
|
|
167
|
+
varying vec2 v_tex_pos;
|
|
168
|
+
|
|
169
|
+
void main() {
|
|
170
|
+
vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);
|
|
171
|
+
|
|
172
|
+
// a hack to guarantee opacity fade out even with a value close to 1.0
|
|
173
|
+
gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);
|
|
174
|
+
}`;
|
|
175
|
+
// Annotate the CommonJS export names for ESM import in node:
|
|
176
|
+
0 && (module.exports = {
|
|
177
|
+
drawFrag,
|
|
178
|
+
drawVert,
|
|
179
|
+
fullScreenFrag,
|
|
180
|
+
fullScreenVert,
|
|
181
|
+
updateFrag,
|
|
182
|
+
updateVert
|
|
5
183
|
});
|
|
6
|
-
exports.updateVert = exports.updateFrag = exports.fullScreenVert = exports.fullScreenFrag = exports.drawVert = exports.drawFrag = void 0;
|
|
7
|
-
var drawVert = "\n precision mediump float;\n \n attribute float a_index;\n \n uniform sampler2D u_particles;\n uniform float u_particles_res;\n \n varying vec2 v_particle_pos;\n \n void main() {\n vec4 color = texture2D(u_particles, vec2(\n fract(a_index / u_particles_res),\n floor(a_index / u_particles_res) / u_particles_res)\n );\n \n // decode current particle position from the pixel's RGBA value\n v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);\n \n gl_PointSize = 1.0;\n gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);\n }";
|
|
8
|
-
exports.drawVert = drawVert;
|
|
9
|
-
var drawFrag = "\n precision mediump float;\n \n uniform sampler2D u_wind;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform sampler2D u_color_ramp;\n \n varying vec2 v_particle_pos;\n \n void main() {\n vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);\n float speed_t = length(velocity) / length(u_wind_max);\n \n // color ramp is encoded in a 16x16 texture \n vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0); \n \n gl_FragColor = texture2D(u_color_ramp, ramp_pos);\n }";
|
|
10
|
-
exports.drawFrag = drawFrag;
|
|
11
|
-
var updateVert = "\n precision mediump float;\n \n attribute vec2 a_pos;\n \n varying vec2 v_tex_pos;\n \n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);\n // framebuffer \u59CB\u7EC8\u7528\u94FA\u6EE1\u5C4F\u5E55\u7684 texture\n }";
|
|
12
|
-
exports.updateVert = updateVert;
|
|
13
|
-
var updateFrag = "\n precision highp float;\n \n uniform sampler2D u_particles;\n uniform sampler2D u_wind;\n uniform vec2 u_wind_res;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform float u_rand_seed;\n uniform float u_speed_factor;\n uniform float u_drop_rate;\n uniform float u_drop_rate_bump;\n \n varying vec2 v_tex_pos;\n \n // pseudo-random generator\n const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);\n float rand(const vec2 co) {\n float t = dot(rand_constants.xy, co);\n return fract(sin(t) * (rand_constants.z + t));\n }\n \n // wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation\n vec2 lookup_wind(const vec2 uv) {\n // return texture2D(u_wind, uv).rg; // lower-res hardware filtering\n vec2 px = 1.0 / u_wind_res;\n vec2 vc = (floor(uv * u_wind_res)) * px;\n vec2 f = fract(uv * u_wind_res);\n vec2 tl = texture2D(u_wind, vc).rg;\n vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;\n vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;\n vec2 br = texture2D(u_wind, vc + px).rg;\n return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n }\n \n void main() {\n vec4 color = texture2D(u_particles, v_tex_pos);\n vec2 pos = vec2(\n color.r / 255.0 + color.b,\n color.g / 255.0 + color.a); // decode particle position from pixel RGBA\n vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));\n float speed_t = length(velocity) / length(u_wind_max);\n \n // take EPSG:4236 distortion into account for calculating where the particle moved\n float distortion = cos(radians(pos.y * 180.0 - 90.0));\n vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;\n \n // update particle position, wrapping around the date line\n pos = fract(1.0 + pos + offset);\n \n // a random seed to use for the particle drop\n vec2 seed = (pos + v_tex_pos) * u_rand_seed;\n \n // drop rate is a chance a particle will restart at random position, to avoid degeneration\n float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;\n float drop = step(1.0 - drop_rate, rand(seed));\n \n vec2 random_pos = vec2(\n rand(seed + 1.3),\n rand(seed + 2.1));\n pos = mix(pos, random_pos, drop);\n \n // encode the new particle position back into RGBA\n gl_FragColor = vec4(\n fract(pos * 255.0),\n floor(pos * 255.0) / 255.0);\n }";
|
|
14
|
-
exports.updateFrag = updateFrag;
|
|
15
|
-
var fullScreenVert = "\n precision mediump float;\n \n attribute vec2 a_pos;\n \n varying vec2 v_tex_pos;\n \n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);\n gl_PointSize = 100.0;\n }";
|
|
16
|
-
exports.fullScreenVert = fullScreenVert;
|
|
17
|
-
var fullScreenFrag = "\n precision mediump float;\n \n uniform sampler2D u_screen;\n uniform float u_opacity;\n varying vec2 v_tex_pos;\n \n void main() {\n vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);\n \n // a hack to guarantee opacity fade out even with a value close to 1.0\n gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);\n }";
|
|
18
|
-
exports.fullScreenFrag = fullScreenFrag;
|
|
19
|
-
//# sourceMappingURL=windShader.js.map
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
precision highp float;
|
|
2
|
+
uniform mat4 u_ModelMatrix;
|
|
3
|
+
uniform mat4 u_Mvp;
|
|
4
|
+
attribute vec3 a_Position;
|
|
5
|
+
attribute vec2 a_Uv;
|
|
6
|
+
varying vec2 v_texCoord;
|
|
7
|
+
#pragma include "projection"
|
|
8
|
+
void main() {
|
|
9
|
+
v_texCoord = a_Uv;
|
|
10
|
+
vec4 project_pos = project_position(vec4(a_Position, 1.0));
|
|
11
|
+
// gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));
|
|
12
|
+
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
|
13
|
+
gl_Position = u_Mvp * (vec4(project_pos.xy,0., 1.0));
|
|
14
|
+
} else {
|
|
15
|
+
gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));
|
|
16
|
+
}
|
|
17
|
+
}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@antv/l7-layers",
|
|
3
|
-
"version": "2.9.
|
|
3
|
+
"version": "2.9.22",
|
|
4
4
|
"description": "L7's collection of built-in layers",
|
|
5
5
|
"main": "lib/index.js",
|
|
6
6
|
"module": "es/index.js",
|
|
@@ -17,18 +17,20 @@
|
|
|
17
17
|
"scripts": {
|
|
18
18
|
"tsc": "tsc --project tsconfig.build.json",
|
|
19
19
|
"clean": "rimraf dist; rimraf es; rimraf lib;",
|
|
20
|
-
"build": "
|
|
21
|
-
"build:cjs": "
|
|
22
|
-
"build:esm": "
|
|
23
|
-
"watch": "
|
|
20
|
+
"build": "father build",
|
|
21
|
+
"build:cjs": "BABEL_ENV=cjs babel src --root-mode upward --out-dir lib --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
|
|
22
|
+
"build:esm": "BABEL_ENV=esm babel src --root-mode upward --out-dir es --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
|
|
23
|
+
"watch": "BABEL_ENV=cjs babel src --watch --root-mode upward --out-dir lib --source-maps --extensions .ts,.tsx --delete-dir-on-start --no-comments",
|
|
24
24
|
"sync": "tnpm sync"
|
|
25
25
|
},
|
|
26
26
|
"author": "xiaoiver",
|
|
27
27
|
"license": "ISC",
|
|
28
28
|
"dependencies": {
|
|
29
|
-
"@antv/
|
|
30
|
-
"@antv/l7-
|
|
31
|
-
"@antv/l7-
|
|
29
|
+
"@antv/async-hook": "^2.1.0",
|
|
30
|
+
"@antv/l7-core": "2.9.22",
|
|
31
|
+
"@antv/l7-maps": "2.9.22",
|
|
32
|
+
"@antv/l7-source": "2.9.22",
|
|
33
|
+
"@antv/l7-utils": "2.9.22",
|
|
32
34
|
"@babel/runtime": "^7.7.7",
|
|
33
35
|
"@mapbox/martini": "^0.2.0",
|
|
34
36
|
"@turf/helpers": "^6.1.4",
|
|
@@ -58,7 +60,7 @@
|
|
|
58
60
|
"@types/gl-matrix": "^2.4.5",
|
|
59
61
|
"@types/lodash": "^4.14.138"
|
|
60
62
|
},
|
|
61
|
-
"gitHead": "
|
|
63
|
+
"gitHead": "4133f88548e4525d6f3b565762be9549bce474c8",
|
|
62
64
|
"publishConfig": {
|
|
63
65
|
"access": "public"
|
|
64
66
|
}
|
package/es/Geometry/index.js.map
DELETED
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n if (drawCanvas) {\n this.updateTexture(drawCanvas);\n }\n\n this.layer\n .buildLayerModel({\n moduleName: 'geometryBillboard',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n this.initModels(callbackModel);\n }\n\n public updateTexture(drawCanvas: (canvas: HTMLCanvasElement) => void): void {\n const { createTexture2D } = this.rendererService;\n\n const {\n canvasWidth = 1,\n canvasHeight = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const canvas = document.createElement('canvas');\n canvas.width = 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0, 1, -1, 0];\n const extrudeIndex = (attributeIdx % 4) * 3;\n return [\n extrude[extrudeIndex],\n extrude[extrudeIndex + 1],\n extrude[extrudeIndex + 2],\n ];\n },\n },\n });\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[2], vertex[3]];\n },\n },\n });\n }\n}\n"],"file":"billboard.js"}
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{"version":3,"sources":["../../../src/Geometry/models/index.ts"],"names":["BillBoardModel","PlaneModel","SpriteModel","GeometryModels","plane","sprite","billboard"],"mappings":"AAAA,OAAOA,cAAP,MAA2B,aAA3B;AACA,OAAOC,UAAP,MAAuB,SAAvB;AACA,OAAOC,WAAP,MAAwB,UAAxB;AAGA,IAAMC,cAAmD,GAAG;AAC1DC,EAAAA,KAAK,EAAEH,UADmD;AAE1DI,EAAAA,MAAM,EAAEH,WAFkD;AAG1DI,EAAAA,SAAS,EAAEN;AAH+C,CAA5D;AAKA,eAAeG,cAAf","sourcesContent":["import BillBoardModel from './billboard';\nimport PlaneModel from './plane';\nimport SpriteModel from './sprite';\nexport type GeometryModelType = 'plane' | 'sprite' | 'billboard';\n\nconst GeometryModels: { [key in GeometryModelType]: any } = {\n plane: PlaneModel,\n sprite: SpriteModel,\n billboard: BillBoardModel,\n};\nexport default GeometryModels;\n"],"file":"index.js"}
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Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const segmentWidth = width / gridX;\n const segmentHeight = height / gridY;\n\n const indices = [];\n const positions = [];\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segmentHeight - heightHalf;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segmentWidth - widthHalf;\n if (this.mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = this.mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n positions.push(a, b, 0);\n } else {\n positions.push(x + lng, -y + lat, 0);\n }\n\n positions.push(ix / gridX);\n positions.push(1 - iy / gridY);\n }\n }\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = ix + gridX1 * iy;\n const b = ix + gridX1 * (iy + 1);\n const c = ix + 1 + gridX1 * (iy + 1);\n const d = ix + 1 + gridX1 * iy;\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryTriangulation = () => {\n const {\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n center = [120, 30],\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const { indices, positions } = this.initPlane(\n width,\n height,\n widthSegments,\n heightSegments,\n ...center,\n );\n if (terrainTexture) {\n // 存在地形贴图的时候会根据地形贴图对顶点进行偏移\n this.loadTerrainTexture(positions, indices);\n }\n\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n terrainClipHeight = 0,\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_terrainClipHeight: terrainTexture ? terrainClipHeight : -1,\n u_texture: this.texture,\n };\n }\n\n public clearModels(): void {\n // @ts-ignore\n this.terrainImage = null;\n this.texture?.destroy();\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n mapTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n this.layer\n .buildLayerModel({\n moduleName: 'geometryPlane',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\n stencil: getMask(mask, maskInside),\n blend: this.getBlend(),\n cull: {\n enable: true,\n face: gl.BACK, // gl.FRONT | gl.BACK;\n },\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n this.initModels(callbackModel);\n }\n\n public createModelData(options?: any) {\n if (options) {\n const {\n widthSegments: oldwidthSegments,\n heightSegments: oldheightSegments,\n width: oldwidth,\n height: oldheight,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const {\n widthSegments,\n heightSegments,\n width,\n height,\n } = options as IGeometryLayerStyleOptions;\n this.layer.style({\n widthSegments:\n widthSegments !== undefined ? widthSegments : oldwidthSegments,\n heightSegments:\n heightSegments !== undefined ? heightSegments : oldheightSegments,\n width: width !== undefined ? width : oldwidth,\n height: height !== undefined ? height : oldheight,\n });\n }\n const oldFeatures = this.layer.getEncodedData();\n const res = this.styleAttributeService.createAttributesAndIndices(\n oldFeatures,\n this.planeGeometryTriangulation,\n );\n return res;\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\n }\n\n protected getImageData(img: HTMLImageElement) {\n const canvas: HTMLCanvasElement = document.createElement('canvas');\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n const { width, height } = img;\n canvas.width = width;\n canvas.height = height;\n\n ctx.drawImage(img, 0, 0, width, height);\n const imageData = ctx.getImageData(0, 0, width, height);\n\n return imageData;\n }\n\n protected translateVertex(\n positions: number[],\n indices: number[],\n image: HTMLImageElement,\n widthSegments: number,\n heightSegments: number,\n rgb2height: (r: number, g: number, b: number) => number,\n ) {\n const imgWidth = image.width;\n const imgHeight = image.height;\n const imageData = this.getImageData(image).data;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const widthStep = imgWidth / gridX;\n const heihgtStep = imgHeight / gridY;\n\n for (let iy = 0; iy < gridY1; iy++) {\n const imgIndexY = Math.floor(iy * heihgtStep);\n const imgLen = imgIndexY * imgWidth;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const imgIndexX = Math.floor(ix * widthStep);\n const imgDataIndex = (imgLen + imgIndexX) * 4;\n\n const r = imageData[imgDataIndex];\n const g = imageData[imgDataIndex + 1];\n const b = imageData[imgDataIndex + 2];\n\n const z = (iy * gridX1 + ix) * 5 + 2;\n positions[z] = rgb2height(r, g, b);\n }\n }\n\n const oldFeatures = this.layer.getEncodedData();\n const modelData = this.styleAttributeService.createAttributesAndIndices(\n oldFeatures,\n () => {\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n },\n );\n this.layer.updateModelData(modelData as IAttrubuteAndElements);\n this.layerService.renderLayers();\n }\n\n /**\n * load terrain texture & offset attribute z\n */\n protected loadTerrainTexture(positions: number[], indices: number[]) {\n const {\n widthSegments = 1,\n heightSegments = 1,\n terrainTexture,\n rgb2height = (r: number, g: number, b: number) => r + g + b,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.terrainImage) {\n // 若当前已经存在 image,直接进行偏移计算(LOD)\n if (this.terrainImageLoaded) {\n this.translateVertex(\n positions,\n indices,\n this.terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n } else {\n this.terrainImage.onload = () => {\n this.translateVertex(\n positions,\n indices,\n this.terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n };\n }\n } else {\n // 加载地形贴图、根据地形贴图对 planeGeometry 进行偏移\n const terrainImage = new Image();\n this.terrainImage = terrainImage;\n terrainImage.crossOrigin = 'anonymous';\n terrainImage.onload = () => {\n this.terrainImageLoaded = true;\n // 图片加载完,触发事件,可以进行地形图的顶点计算存储\n setTimeout(() => this.layer.emit('terrainImageLoaded', null));\n this.translateVertex(\n positions,\n indices,\n terrainImage,\n widthSegments,\n heightSegments,\n rgb2height,\n );\n };\n terrainImage.src = terrainTexture as string;\n }\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"plane.js"}
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this.spriteAnimate === SPRITE_ANIMATE_DIR.UP\n ? -this.spriteTop\n : this.spriteTop;\n for (let i = 0; i < spriteCount; i++) {\n const height = Math.random() * heightLimit;\n positions.push(...getPos(height));\n }\n for (let i = 0; i < spriteCount; i++) {\n indices.push(i);\n }\n\n function getPos(z: number) {\n const randomX = radius * Math.random();\n const randomY = radius * Math.random();\n const x = -radius / 2 + randomX;\n const y = -radius / 2 + randomY;\n if (mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n return [a, b, z, 0, 0];\n } else {\n return [x + lng, -y + lat, z, 0, 0];\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryUpdateTriangulation = () => {\n const {\n spriteBottom = -100000,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const updateZ = this.spriteUpdate;\n // const bottomZ = -100000;\n const bottomZ = spriteBottom;\n const topZ = this.spriteTop;\n\n for (let i = 0; i < this.positions.length; i += 5) {\n if (this.spriteAnimate === SPRITE_ANIMATE_DIR.UP) {\n this.positions[i + 2] += updateZ;\n if (this.positions[i + 2] > topZ) {\n this.positions[i + 2] = bottomZ;\n }\n } else {\n this.positions[i + 2] -= updateZ;\n if (this.positions[i + 2] < bottomZ) {\n this.positions[i + 2] = topZ;\n }\n }\n }\n\n return {\n vertices: this.positions,\n indices: this.indices,\n size: 5,\n };\n };\n\n public updateModel = () => {\n // @ts-ignore\n const attributes = this.layer.createAttrubutes({\n triangulation: this.planeGeometryUpdateTriangulation,\n });\n this.layer.models.map((m) => {\n m.updateAttributes(attributes);\n });\n this.layer.renderLayers();\n\n this.timer = requestAnimationFrame(this.updateModel);\n };\n\n public planeGeometryTriangulation = () => {\n const {\n center = [120, 30],\n spriteCount = 100,\n spriteRadius = 10,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initSprite(\n spriteRadius,\n spriteCount,\n ...center,\n );\n this.positions = positions;\n this.indices = indices;\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n spriteScale = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_texture: this.texture,\n u_Scale: spriteScale,\n };\n }\n\n public clearModels(): void {\n cancelAnimationFrame(this.timer);\n this.texture?.destroy();\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n const {\n mapTexture,\n spriteTop = 5000000,\n spriteUpdate = 10000,\n spriteAnimate = SPRITE_ANIMATE_DIR.DOWN,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n this.spriteTop = spriteTop;\n this.spriteUpdate = spriteUpdate;\n spriteAnimate === 'up'\n ? 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package/es/canvas/index.js.map
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{"version":3,"sources":["../../src/canvas/index.ts"],"names":["BaseLayer","CanvasModels","CanvasLayer","modelType","getModelType","layerModel","initModels","models","renderLayers","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","canvas"],"mappings":";;;;;;;;;;;;AAAA,OAAOA,SAAP,MAAsB,mBAAtB;AAEA,OAAOC,YAAP,MAA8C,gBAA9C;;IACqBC,W;;;;;;;;;;;;;;;;2DACG,a;;;;;;;WACtB,uBAAqB;AAAA;;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIJ,YAAY,CAACE,SAAD,CAAhB,CAA4B,IAA5B,CAAlB;AACA,WAAKE,UAAL,CAAgBC,UAAhB,CAA2B,UAACC,MAAD,EAAY;AACrC,QAAA,MAAI,CAACA,MAAL,GAAcA,MAAd;;AACA,QAAA,MAAI,CAACC,YAAL;AACD,OAHD;AAID;;;WACD,yBAAuB;AAAA;;AACrB,WAAKH,UAAL,CAAgBI,WAAhB,CAA4B,UAACF,MAAD;AAAA,eAAa,MAAI,CAACA,MAAL,GAAcA,MAA3B;AAAA,OAA5B;AACD;;;WACD,2BAA4B;AAC1B,aAAO;AACLG,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKR,YAAL,EAAb;AACA,UAAMW,aAAa,GAAG;AACpBC,QAAAA,MAAM,EAAE;AADY,OAAtB;AAGA,aAAOD,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAA0C;AACxC,aAAO,QAAP;AACD;;;;EAlCsCZ,S;;SAApBE,W","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { ICanvasLayerStyleOptions } from '../core/interface';\nimport CanvasModels, { CanvasModelType } from './models/index';\nexport default class CanvasLayer extends BaseLayer<ICanvasLayerStyleOptions> {\n public type: string = 'CanvasLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new CanvasModels[modelType](this);\n this.layerModel.initModels((models) => {\n this.models = models;\n this.renderLayers();\n });\n }\n public rebuildModels() {\n this.layerModel.buildModels((models) => (this.models = models));\n }\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n canvas: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): CanvasModelType {\n return 'canvas';\n }\n}\n"],"file":"index.js"}
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{\n this.renderCanvas();\n }\n };\n\n public unBindListener = () => {\n this.mapService.off('mapchange', this.renderCanvas);\n this.mapService.off('zoomstart', this.clearCanvas);\n this.mapService.off('zoomend', this.renderCanvas);\n this.mapService.off('movestart', this.clearCanvas);\n this.mapService.off('moveend', this.renderCanvas);\n };\n\n public bindListener = () => {\n if (this.updateMode === CanvasUpdateType.ALWAYS) {\n this.mapService.on('mapchange', this.renderCanvas);\n } else {\n this.mapService.on('zoomstart', this.clearCanvas);\n this.mapService.on('zoomend', this.renderCanvas);\n this.mapService.on('movestart', this.clearCanvas);\n this.mapService.on('moveend', this.renderCanvas);\n }\n };\n\n public clearModels(): void {\n if (this.canvas) {\n this.mapService.getContainer()?.removeChild(this.canvas);\n // @ts-ignore\n this.canvas = null;\n }\n this.unBindListener();\n }\n\n public initModels() {\n const {\n update = CanvasUpdateType.ALWAYS,\n } = this.layer.getLayerConfig() as ICanvasLayerStyleOptions;\n this.updateMode = update as CanvasUpdateType;\n this.initCanvas();\n\n this.renderCanvas();\n\n this.bindListener();\n\n this.mapService.getContainer();\n return [];\n }\n\n public initCanvas(): void {\n const { zIndex } = this.layer.getLayerConfig() as ICanvasLayerStyleOptions;\n const size = this.mapService.getSize();\n const [width, height] = size;\n const {\n width: viewWidth,\n height: viewHeight,\n } = this.rendererService.getViewportSize();\n this.prevSize = [viewWidth, viewHeight];\n\n const canvas = document.createElement('canvas');\n this.canvas = canvas;\n canvas.width = viewWidth;\n canvas.height = viewHeight;\n canvas.style.pointerEvents = 'none';\n canvas.style.width = width + 'px';\n canvas.style.height = height + 'px';\n canvas.style.position = 'absolute';\n canvas.style.top = '0';\n canvas.style.left = '0';\n canvas.style.zIndex = zIndex + '';\n this.mapService.getContainer()?.appendChild(canvas);\n\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n this.ctx = ctx;\n }\n\n public clearCanvas = () => {\n if (this.ctx) {\n const { width: w, height: h } = this.rendererService.getViewportSize();\n this.ctx.clearRect(0, 0, w, h);\n }\n };\n\n public renderCanvas = () => {\n const {\n width: viewWidth,\n height: viewHeight,\n } = this.rendererService.getViewportSize();\n if (this.prevSize[0] !== viewWidth || this.prevSize[1] !== viewHeight) {\n this.prevSize = [viewWidth, viewHeight];\n const size = this.mapService.getSize();\n const [width, height] = size;\n this.canvas.width = viewWidth;\n this.canvas.height = viewHeight;\n this.canvas.style.width = width + 'px';\n this.canvas.style.height = height + 'px';\n }\n\n const {\n drawingOnCanvas,\n } = this.layer.getLayerConfig() as ICanvasLayerStyleOptions;\n\n if (this.ctx) {\n drawingOnCanvas({\n canvas: this.canvas,\n ctx: this.ctx,\n mapService: this.mapService,\n size: [viewWidth, viewHeight],\n });\n }\n };\n\n public buildModels() {\n return this.initModels();\n }\n\n protected registerBuiltinAttributes() {\n return;\n }\n}\n"],"file":"canvas.js"}
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{"version":3,"sources":["../../../src/canvas/models/index.ts"],"names":["CanvasModel","CanvasModels","canvas"],"mappings":"AAAA,OAAOA,WAAP,MAAwB,UAAxB;AAGA,IAAMC,YAA+C,GAAG;AACtDC,EAAAA,MAAM,EAAEF;AAD8C,CAAxD;AAIA,eAAeC,YAAf","sourcesContent":["import CanvasModel from './canvas';\nexport type CanvasModelType = 'canvas';\n\nconst CanvasModels: { [key in CanvasModelType]: any } = {\n canvas: CanvasModel,\n};\n\nexport default CanvasModels;\n"],"file":"index.js"}
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{"version":3,"sources":["../../src/citybuliding/building.ts"],"names":["BaseLayer","CityBuildModel","CityBuildingLayer","layerModel","initModels","models","renderLayers","buildModels","t","updateLayerConfig","time","properties","opacity","type","minimum","maximum"],"mappings":";;;;;;;;;;;;AAAA,OAAOA,SAAP,MAAsB,mBAAtB;AACA,OAAOC,cAAP,MAA2B,gBAA3B;;IAEqBC,iB;;;;;;;;;;;;;;;;2DACG,c;;;;;;;WACtB,uBAAqB;AAAA;;AACnB,WAAKC,UAAL,GAAkB,IAAIF,cAAJ,CAAmB,IAAnB,CAAlB;AACA,WAAKE,UAAL,CAAgBC,UAAhB,CAA2B,UAACC,MAAD,EAAY;AACrC,QAAA,MAAI,CAACA,MAAL,GAAcA,MAAd;;AACA,QAAA,MAAI,CAACC,YAAL;AACD,OAHD;AAID;;;WACD,yBAAuB;AAAA;;AACrB,WAAKH,UAAL,CAAgBI,WAAhB,CAA4B,UAACF,MAAD;AAAA,eAAa,MAAI,CAACA,MAAL,GAAcA,MAA3B;AAAA,OAA5B;AACD;;;WACD,kBAAgBG,CAAhB,EAA2B;AACzB,WAAKC,iBAAL,CAAuB;AACrBC,QAAAA,IAAI,EAAEF;AADe,OAAvB;AAGD;;;WACD,2BAA4B;AAC1B,aAAO;AACLG,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WAED,wBAAiC;AAC/B,aAAO,cAAP;AACD;;;;EA/B4Cf,S;;SAA1BE,iB","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport CityBuildModel from './models/build';\n\nexport default class CityBuildingLayer extends BaseLayer {\n public type: string = 'PolygonLayer';\n public buildModels() {\n this.layerModel = new CityBuildModel(this);\n this.layerModel.initModels((models) => {\n this.models = models;\n this.renderLayers();\n });\n }\n public rebuildModels() {\n this.layerModel.buildModels((models) => (this.models = models));\n }\n public setLight(t: number) {\n this.updateLayerConfig({\n time: t,\n });\n }\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected getModelType(): string {\n return 'citybuilding';\n }\n}\n"],"file":"building.js"}
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{ AttributeType, gl, IEncodeFeature, IModel } from '@antv/l7-core';\nimport { rgb2arr } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { PolygonExtrudeTriangulation } from '../../core/triangulation';\nimport buildFrag from '../shaders/build_frag.glsl';\nimport buildVert from '../shaders/build_vert.glsl';\ninterface ICityBuildLayerStyleOptions {\n opacity: number;\n baseColor: string;\n brightColor: string;\n windowColor: string;\n time: number;\n sweep: {\n enable: boolean;\n sweepRadius: number;\n sweepColor: string;\n sweepSpeed: number;\n sweepCenter?: [number, number];\n };\n}\nexport default class CityBuildModel extends BaseModel {\n private cityCenter: [number, number];\n private cityMinSize: number;\n\n public getUninforms() {\n const {\n opacity = 1,\n baseColor = 'rgb(16,16,16)',\n brightColor = 'rgb(255,176,38)',\n windowColor = 'rgb(30,60,89)',\n time = 0,\n sweep = {\n enable: false,\n sweepRadius: 1,\n sweepColor: 'rgb(255, 255, 255)',\n sweepSpeed: 0.4,\n sweepCenter: this.cityCenter,\n },\n } = this.layer.getLayerConfig() as ICityBuildLayerStyleOptions;\n return {\n u_cityCenter: sweep.sweepCenter || this.cityCenter,\n u_cityMinSize: this.cityMinSize * sweep.sweepRadius,\n u_circleSweep: sweep.enable ? 1.0 : 0.0,\n u_circleSweepColor: rgb2arr(sweep.sweepColor).slice(0, 3),\n u_circleSweepSpeed: sweep.sweepSpeed,\n\n u_opacity: opacity,\n u_baseColor: rgb2arr(baseColor),\n u_brightColor: rgb2arr(brightColor),\n u_windowColor: rgb2arr(windowColor),\n u_time: this.layer.getLayerAnimateTime() || time,\n };\n }\n\n public calCityGeo() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n if (this.mapService.version === 'GAODE2.x') {\n // @ts-ignore\n this.cityCenter = this.mapService.lngLatToCoord([\n (maxLng + minLng) / 2,\n (maxLat + minLat) / 2,\n ]);\n // @ts-ignore\n const l1 = this.mapService.lngLatToCoord([maxLng, maxLat]);\n // @ts-ignore\n const l2 = this.mapService.lngLatToCoord([minLng, minLat]);\n this.cityMinSize =\n Math.sqrt(Math.pow(l1[0] - l2[0], 2) + Math.pow(l1[1] - l2[1], 2)) / 4;\n } else {\n const w = maxLng - minLng;\n const h = maxLat - minLat;\n this.cityCenter = [(maxLng + minLng) / 2, (maxLat + minLat) / 2];\n this.cityMinSize = Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)) / 4;\n }\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n this.calCityGeo();\n\n this.startModelAnimate();\n\n this.buildModels(callbackModel);\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n this.layer\n .buildLayerModel({\n moduleName: 'cityBuilding',\n vertexShader: buildVert,\n fragmentShader: buildFrag,\n triangulation: PolygonExtrudeTriangulation,\n depth: { enable: true },\n cull: {\n enable: true,\n face: gl.BACK,\n },\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 10 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size } = feature;\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"build.js"}
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