@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.
Files changed (708) 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.js +89 -17
  27. package/es/earth/index.js +11 -7
  28. package/es/earth/models/atmosphere.js +15 -7
  29. package/es/earth/models/base.js +19 -7
  30. package/es/earth/models/bloomsphere.js +15 -7
  31. package/es/earth/shaders/atmosphere_frag.glsl +17 -0
  32. package/es/earth/shaders/atmosphere_vert.glsl +26 -0
  33. package/es/earth/shaders/base_frag.glsl +13 -0
  34. package/es/earth/shaders/base_vert.glsl +52 -0
  35. package/es/earth/shaders/bloomsphere_frag.glsl +15 -0
  36. package/es/earth/shaders/bloomsphere_vert.glsl +20 -0
  37. package/es/earth/utils.js +28 -5
  38. package/es/heatmap/index.js +8 -7
  39. package/es/heatmap/models/grid.js +11 -5
  40. package/es/heatmap/models/grid3d.js +18 -7
  41. package/es/heatmap/models/heatmap.js +45 -44
  42. package/es/heatmap/models/hexagon.js +14 -6
  43. package/es/heatmap/models/index.js +5 -6
  44. package/es/heatmap/shaders/grid_vert.glsl +42 -0
  45. package/es/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  46. package/es/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  47. package/es/heatmap/shaders/heatmap_frag.glsl +47 -0
  48. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  49. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  50. package/es/heatmap/shaders/heatmap_vert.glsl +10 -0
  51. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  52. package/es/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  53. package/es/heatmap/shaders/hexagon_frag.glsl +12 -0
  54. package/es/heatmap/shaders/hexagon_vert.glsl +41 -0
  55. package/es/heatmap/triangulation.js +2 -2
  56. package/es/image/index.js +4 -5
  57. package/es/image/models/dataImage.js +21 -31
  58. package/es/image/models/image.js +19 -25
  59. package/es/image/models/index.js +3 -4
  60. package/es/image/shaders/dataImage_frag.glsl +38 -0
  61. package/es/image/shaders/image_frag.glsl +9 -0
  62. package/es/image/shaders/image_vert.glsl +17 -0
  63. package/es/index.d.ts +2 -2
  64. package/es/index.js +92 -30
  65. package/es/line/index.js +4 -5
  66. package/es/line/models/arc.js +38 -15
  67. package/es/line/models/arc_3d.js +33 -14
  68. package/es/line/models/earthArc_3d.js +33 -14
  69. package/es/line/models/great_circle.js +25 -13
  70. package/es/line/models/half.js +33 -12
  71. package/es/line/models/index.js +12 -13
  72. package/es/line/models/line.js +57 -17
  73. package/es/line/models/linearline.js +32 -14
  74. package/es/line/models/simpleLine.js +26 -11
  75. package/es/line/models/tile.js +28 -10
  76. package/es/line/models/wall.js +30 -13
  77. package/es/line/shaders/arc_chunks.vert.glsl +21 -0
  78. package/es/line/shaders/dash/arc_dash_frag.glsl +28 -0
  79. package/es/line/shaders/dash/arc_dash_vert.glsl +148 -0
  80. package/es/line/shaders/dash/line_dash_frag.glsl +31 -0
  81. package/es/line/shaders/dash/line_dash_vert.glsl +93 -0
  82. package/es/line/shaders/half/line_half_frag.glsl +53 -0
  83. package/es/line/shaders/half/line_half_vert.glsl +169 -0
  84. package/es/line/shaders/line_arc2d_vert.glsl +114 -0
  85. package/es/line/shaders/line_arc_3d_frag.glsl +103 -0
  86. package/es/line/shaders/line_arc_3d_vert.glsl +207 -0
  87. package/es/line/shaders/line_arc_frag.glsl +89 -0
  88. package/es/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  89. package/es/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  90. package/es/line/shaders/line_arc_vert.glsl +174 -0
  91. package/es/line/shaders/line_bezier_vert.glsl +85 -0
  92. package/es/line/shaders/line_frag.glsl +100 -0
  93. package/es/line/shaders/line_vert.glsl +192 -0
  94. package/es/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  95. package/es/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  96. package/es/line/shaders/linear/arc_linear_frag.glsl +38 -0
  97. package/es/line/shaders/linear/arc_linear_vert.glsl +138 -0
  98. package/es/line/shaders/linear/line_linear_frag.glsl +27 -0
  99. package/es/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  100. package/es/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  101. package/es/line/shaders/simple/simpleline_frag.glsl +10 -0
  102. package/es/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  103. package/es/line/shaders/simple/simpleline_vert.glsl +78 -0
  104. package/es/line/shaders/tile/line_tile_frag.glsl +79 -0
  105. package/es/line/shaders/tile/line_tile_vert.glsl +210 -0
  106. package/es/line/shaders/wall_frag.glsl +93 -0
  107. package/es/line/shaders/wall_vert.glsl +111 -0
  108. package/es/mask/index.js +4 -5
  109. package/es/mask/models/fill.js +11 -8
  110. package/es/mask/models/index.js +2 -3
  111. package/es/mask/shaders/mask_frag.glsl +7 -0
  112. package/es/mask/shaders/mask_vert.glsl +22 -0
  113. package/es/plugins/DataMappingPlugin.js +71 -34
  114. package/es/plugins/DataSourcePlugin.js +12 -10
  115. package/es/plugins/FeatureScalePlugin.js +44 -24
  116. package/es/plugins/LayerAnimateStylePlugin.js +6 -7
  117. package/es/plugins/LayerModelPlugin.js +16 -7
  118. package/es/plugins/LayerStylePlugin.js +7 -3
  119. package/es/plugins/LightingPlugin.js +21 -13
  120. package/es/plugins/MultiPassRendererPlugin.js +21 -8
  121. package/es/plugins/PixelPickingPlugin.js +33 -11
  122. package/es/plugins/RegisterStyleAttributePlugin.js +10 -3
  123. package/es/plugins/ShaderUniformPlugin.js +24 -10
  124. package/es/plugins/UpdateModelPlugin.js +7 -3
  125. package/es/plugins/UpdateStyleAttributePlugin.js +20 -7
  126. package/es/point/index.js +12 -6
  127. package/es/point/models/earthExtrude.js +30 -12
  128. package/es/point/models/earthFill.js +25 -13
  129. package/es/point/models/extrude.js +30 -12
  130. package/es/point/models/fill.js +50 -15
  131. package/es/point/models/fillmage.js +46 -17
  132. package/es/point/models/image.js +20 -12
  133. package/es/point/models/index.js +14 -14
  134. package/es/point/models/normal.js +15 -7
  135. package/es/point/models/radar.js +33 -13
  136. package/es/point/models/simplePoint.js +17 -9
  137. package/es/point/models/text.js +77 -30
  138. package/es/point/models/tile.js +33 -12
  139. package/es/point/shaders/animate/wave_frag.glsl +65 -0
  140. package/es/point/shaders/earth/extrude_frag.glsl +44 -0
  141. package/es/point/shaders/earth/extrude_vert.glsl +140 -0
  142. package/es/point/shaders/earth/fill_frag.glsl +86 -0
  143. package/es/point/shaders/earth/fill_vert.glsl +126 -0
  144. package/es/point/shaders/extrude/extrude_frag.glsl +44 -0
  145. package/es/point/shaders/extrude/extrude_vert.glsl +121 -0
  146. package/es/point/shaders/fill_frag.glsl +84 -0
  147. package/es/point/shaders/fill_vert.glsl +182 -0
  148. package/es/point/shaders/image/fillImage_frag.glsl +20 -0
  149. package/es/point/shaders/image/fillImage_vert.glsl +108 -0
  150. package/es/point/shaders/image_frag.glsl +39 -0
  151. package/es/point/shaders/image_vert.glsl +81 -0
  152. package/es/point/shaders/normal_frag.glsl +15 -0
  153. package/es/point/shaders/normal_vert.glsl +79 -0
  154. package/es/point/shaders/radar/radar_frag.glsl +64 -0
  155. package/es/point/shaders/radar/radar_vert.glsl +120 -0
  156. package/es/point/shaders/simplePoint_frag.glsl +53 -0
  157. package/es/point/shaders/simplePoint_vert.glsl +79 -0
  158. package/es/point/shaders/text_frag.glsl +48 -0
  159. package/es/point/shaders/text_vert.glsl +131 -0
  160. package/es/point/shaders/tile/fill_tile_frag.glsl +83 -0
  161. package/es/point/shaders/tile/fill_tile_vert.glsl +181 -0
  162. package/es/point/shape/extrude.js +8 -3
  163. package/es/polygon/index.js +6 -5
  164. package/es/polygon/models/extrude.js +40 -31
  165. package/es/polygon/models/fill.js +19 -8
  166. package/es/polygon/models/index.js +14 -14
  167. package/es/polygon/models/ocean.js +25 -33
  168. package/es/polygon/models/tile.js +13 -7
  169. package/es/polygon/models/water.js +21 -25
  170. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +44 -0
  171. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +44 -0
  172. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +85 -0
  173. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +90 -0
  174. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +48 -0
  175. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +93 -0
  176. package/es/polygon/shaders/polygon_frag.glsl +12 -0
  177. package/es/polygon/shaders/polygon_linear_frag.glsl +22 -0
  178. package/es/polygon/shaders/polygon_linear_vert.glsl +74 -0
  179. package/es/polygon/shaders/polygon_vert.glsl +66 -0
  180. package/es/polygon/shaders/tile/polygon_tile_frag.glsl +12 -0
  181. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +82 -0
  182. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +248 -0
  183. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +52 -0
  184. package/es/polygon/shaders/water/polygon_water_frag.glsl +73 -0
  185. package/es/polygon/shaders/water/polygon_water_vert.glsl +55 -0
  186. package/es/raster/buffers/triangulation.js +2 -2
  187. package/es/raster/index.js +7 -6
  188. package/es/raster/models/index.js +3 -4
  189. package/es/raster/models/raster.js +15 -25
  190. package/es/raster/raster.js +9 -13
  191. package/es/raster/shaders/raster_2d_frag.glsl +28 -0
  192. package/es/raster/shaders/raster_2d_vert.glsl +18 -0
  193. package/es/raster/shaders/raster_frag.glsl +9 -0
  194. package/es/raster/shaders/raster_vert.glsl +44 -0
  195. package/es/tile/interface.js +1 -2
  196. package/es/tile/manager/tileConfigManager.js +6 -8
  197. package/es/tile/manager/tileLayerManager.js +19 -30
  198. package/es/tile/manager/tilePickerManager.js +14 -14
  199. package/es/tile/models/tileModel.js +6 -6
  200. package/es/tile/tileFactory/base.js +26 -32
  201. package/es/tile/tileFactory/index.js +6 -7
  202. package/es/tile/tileFactory/line.js +3 -9
  203. package/es/tile/tileFactory/point.js +3 -9
  204. package/es/tile/tileFactory/polygon.js +3 -9
  205. package/es/tile/tileFactory/raster.js +4 -10
  206. package/es/tile/tileFactory/rasterData.js +5 -11
  207. package/es/tile/tileFactory/rasterDataLayer.js +4 -5
  208. package/es/tile/tileFactory/vectorLayer.js +8 -9
  209. package/es/tile/tileLayer/baseTileLayer.js +67 -39
  210. package/es/tile/tmsTileLayer.js +5 -4
  211. package/es/tile/utils.js +5 -3
  212. package/es/utils/blend.js +1 -2
  213. package/es/utils/collision-index.js +36 -21
  214. package/es/utils/dataMappingStyle.js +71 -15
  215. package/es/utils/extrude_polyline.js +90 -48
  216. package/es/utils/grid-index.js +7 -21
  217. package/es/utils/layerData.js +41 -17
  218. package/es/utils/multiPassRender.js +21 -5
  219. package/es/utils/polylineNormal.js +40 -20
  220. package/es/utils/simpleLine.js +4 -6
  221. package/es/utils/symbol-layout.js +49 -10
  222. package/es/utils/updateShape.js +6 -3
  223. package/es/wind/index.js +5 -6
  224. package/es/wind/models/index.js +2 -3
  225. package/es/wind/models/utils.js +50 -26
  226. package/es/wind/models/wind.js +15 -18
  227. package/es/wind/models/windRender.js +89 -78
  228. package/es/wind/models/windShader.d.ts +6 -6
  229. package/es/wind/models/windShader.js +12 -7
  230. package/es/wind/shaders/wind_frag.glsl +9 -0
  231. package/es/wind/shaders/wind_vert.glsl +17 -0
  232. package/lib/Geometry/index.js +77 -115
  233. package/lib/Geometry/models/billboard.js +181 -218
  234. package/lib/Geometry/models/index.js +34 -19
  235. package/lib/Geometry/models/plane.js +278 -394
  236. package/lib/Geometry/models/sprite.js +189 -294
  237. package/lib/Geometry/shaders/billboard_frag.glsl +13 -0
  238. package/lib/Geometry/shaders/billboard_vert.glsl +50 -0
  239. package/lib/Geometry/shaders/plane_frag.glsl +22 -0
  240. package/lib/Geometry/shaders/plane_vert.glsl +53 -0
  241. package/lib/Geometry/shaders/sprite_frag.glsl +21 -0
  242. package/lib/Geometry/shaders/sprite_vert.glsl +28 -0
  243. package/lib/canvas/index.js +66 -102
  244. package/lib/canvas/models/canvas.js +140 -210
  245. package/lib/canvas/models/index.js +30 -13
  246. package/lib/citybuliding/building.js +63 -99
  247. package/lib/citybuliding/models/build.js +146 -196
  248. package/lib/citybuliding/shaders/build_frag.glsl +117 -0
  249. package/lib/citybuliding/shaders/build_vert.glsl +54 -0
  250. package/lib/core/BaseLayer.js +807 -1245
  251. package/lib/core/BaseModel.js +275 -375
  252. package/lib/core/interface.js +52 -20
  253. package/lib/core/schema.js +39 -18
  254. package/lib/core/shape/Path.js +78 -60
  255. package/lib/core/shape/extrude.js +90 -127
  256. package/lib/core/triangulation.js +191 -304
  257. package/lib/earth/index.js +62 -96
  258. package/lib/earth/models/atmosphere.js +112 -139
  259. package/lib/earth/models/base.js +150 -198
  260. package/lib/earth/models/bloomsphere.js +112 -139
  261. package/lib/earth/shaders/atmosphere_frag.glsl +17 -0
  262. package/lib/earth/shaders/atmosphere_vert.glsl +26 -0
  263. package/lib/earth/shaders/base_frag.glsl +13 -0
  264. package/lib/earth/shaders/base_vert.glsl +52 -0
  265. package/lib/earth/shaders/bloomsphere_frag.glsl +15 -0
  266. package/lib/earth/shaders/bloomsphere_vert.glsl +20 -0
  267. package/lib/earth/utils.js +89 -85
  268. package/lib/heatmap/index.js +92 -148
  269. package/lib/heatmap/models/grid.js +91 -113
  270. package/lib/heatmap/models/grid3d.js +123 -145
  271. package/lib/heatmap/models/heatmap.js +338 -470
  272. package/lib/heatmap/models/hexagon.js +92 -114
  273. package/lib/heatmap/models/index.js +37 -23
  274. package/lib/heatmap/shaders/grid_vert.glsl +42 -0
  275. package/lib/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  276. package/lib/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  277. package/lib/heatmap/shaders/heatmap_frag.glsl +47 -0
  278. package/lib/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  279. package/lib/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  280. package/lib/heatmap/shaders/heatmap_vert.glsl +10 -0
  281. package/lib/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  282. package/lib/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  283. package/lib/heatmap/shaders/hexagon_frag.glsl +12 -0
  284. package/lib/heatmap/shaders/hexagon_vert.glsl +41 -0
  285. package/lib/heatmap/triangulation.js +46 -30
  286. package/lib/image/index.js +74 -112
  287. package/lib/image/models/dataImage.js +173 -241
  288. package/lib/image/models/image.js +123 -177
  289. package/lib/image/models/index.js +32 -16
  290. package/lib/image/shaders/dataImage_frag.glsl +38 -0
  291. package/lib/image/shaders/image_frag.glsl +9 -0
  292. package/lib/image/shaders/image_vert.glsl +17 -0
  293. package/lib/index.js +96 -193
  294. package/lib/line/index.js +83 -128
  295. package/lib/line/models/arc.js +237 -328
  296. package/lib/line/models/arc_3d.js +228 -314
  297. package/lib/line/models/earthArc_3d.js +228 -316
  298. package/lib/line/models/great_circle.js +200 -279
  299. package/lib/line/models/half.js +201 -266
  300. package/lib/line/models/index.js +50 -43
  301. package/lib/line/models/line.js +299 -386
  302. package/lib/line/models/linearline.js +203 -258
  303. package/lib/line/models/simpleLine.js +175 -225
  304. package/lib/line/models/tile.js +237 -330
  305. package/lib/line/models/wall.js +235 -310
  306. package/lib/line/shaders/arc_chunks.vert.glsl +21 -0
  307. package/lib/line/shaders/dash/arc_dash_frag.glsl +28 -0
  308. package/lib/line/shaders/dash/arc_dash_vert.glsl +148 -0
  309. package/lib/line/shaders/dash/line_dash_frag.glsl +31 -0
  310. package/lib/line/shaders/dash/line_dash_vert.glsl +93 -0
  311. package/lib/line/shaders/half/line_half_frag.glsl +53 -0
  312. package/lib/line/shaders/half/line_half_vert.glsl +169 -0
  313. package/lib/line/shaders/line_arc2d_vert.glsl +114 -0
  314. package/lib/line/shaders/line_arc_3d_frag.glsl +103 -0
  315. package/lib/line/shaders/line_arc_3d_vert.glsl +207 -0
  316. package/lib/line/shaders/line_arc_frag.glsl +89 -0
  317. package/lib/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  318. package/lib/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  319. package/lib/line/shaders/line_arc_vert.glsl +174 -0
  320. package/lib/line/shaders/line_bezier_vert.glsl +85 -0
  321. package/lib/line/shaders/line_frag.glsl +100 -0
  322. package/lib/line/shaders/line_vert.glsl +192 -0
  323. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  324. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  325. package/lib/line/shaders/linear/arc_linear_frag.glsl +38 -0
  326. package/lib/line/shaders/linear/arc_linear_vert.glsl +138 -0
  327. package/lib/line/shaders/linear/line_linear_frag.glsl +27 -0
  328. package/lib/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  329. package/lib/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  330. package/lib/line/shaders/simple/simpleline_frag.glsl +10 -0
  331. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  332. package/lib/line/shaders/simple/simpleline_vert.glsl +78 -0
  333. package/lib/line/shaders/tile/line_tile_frag.glsl +79 -0
  334. package/lib/line/shaders/tile/line_tile_vert.glsl +210 -0
  335. package/lib/line/shaders/wall_frag.glsl +93 -0
  336. package/lib/line/shaders/wall_vert.glsl +111 -0
  337. package/lib/mask/index.js +59 -93
  338. package/lib/mask/models/fill.js +82 -132
  339. package/lib/mask/models/index.js +30 -13
  340. package/lib/mask/shaders/mask_frag.glsl +7 -0
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  697. package/lib/utils/layerData.js.map +0 -1
  698. package/lib/utils/multiPassRender.js.map +0 -1
  699. package/lib/utils/polylineNormal.js.map +0 -1
  700. package/lib/utils/simpleLine.js.map +0 -1
  701. package/lib/utils/symbol-layout.js.map +0 -1
  702. package/lib/utils/updateShape.js.map +0 -1
  703. package/lib/wind/index.js.map +0 -1
  704. package/lib/wind/models/index.js.map +0 -1
  705. package/lib/wind/models/utils.js.map +0 -1
  706. package/lib/wind/models/wind.js.map +0 -1
  707. package/lib/wind/models/windRender.js.map +0 -1
  708. package/lib/wind/models/windShader.js.map +0 -1
@@ -0,0 +1,89 @@
1
+
2
+ #define Animate 0.0
3
+ #define LineTexture 1.0
4
+
5
+ uniform float u_opacity;
6
+ uniform float u_textureBlend;
7
+ uniform float u_blur : 0.9;
8
+ uniform float u_line_type: 0.0;
9
+ // varying vec2 v_normal;
10
+ varying vec4 v_dash_array;
11
+ varying vec4 v_color;
12
+
13
+ uniform float u_time;
14
+ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
15
+
16
+ uniform float u_line_texture;
17
+ uniform sampler2D u_texture;
18
+ uniform vec2 u_textSize;
19
+
20
+ uniform float segmentNumber;
21
+ varying vec2 v_iconMapUV;
22
+
23
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
24
+
25
+ #pragma include "picking"
26
+
27
+ void main() {
28
+ float opacity = styleMappingMat[0][0];
29
+ float animateSpeed = 0.0; // 运动速度
30
+ float d_segmentIndex = styleMappingMat[3].r; // 当前顶点在弧线中所处的分段位置
31
+ float d_distance_ratio = styleMappingMat[3].b; // 当前顶点在弧线中所处的分段比例
32
+
33
+ gl_FragColor = v_color;
34
+
35
+ gl_FragColor.a *= opacity;
36
+
37
+ if(u_aimate.x == Animate && u_line_texture != LineTexture) {
38
+ animateSpeed = u_time / u_aimate.y;
39
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
40
+ alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
41
+ // alpha = smoothstep(0., 1., alpha);
42
+ alpha = clamp(alpha, 0.0, 1.0);
43
+ gl_FragColor.a *= alpha;
44
+ }
45
+
46
+ // 当存在贴图时在底色上贴上贴图
47
+ if(u_line_texture == LineTexture) { // while load texture
48
+ float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));
49
+ // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);
50
+
51
+ float count = styleMappingMat[3].g; // 贴图在弧线上重复的数量
52
+
53
+ float time = 0.0;
54
+ if(u_aimate.x == Animate) {
55
+ time = u_time / u_aimate.y;
56
+ }
57
+ float redioCount = arcRadio * count;
58
+
59
+ float u = fract(redioCount - time);
60
+ float v = styleMappingMat[3].a; // 横向 v
61
+ vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
62
+
63
+ vec4 pattern = texture2D(u_texture, uv);
64
+
65
+ if(u_aimate.x == Animate) {
66
+ float currentPlane = floor(redioCount - time);
67
+ float textureStep = floor(count * u_aimate.z);
68
+ float a = mod(currentPlane, textureStep);
69
+ if(a < textureStep - 1.0) {
70
+ pattern = vec4(0.0);
71
+ }
72
+ }
73
+
74
+ if(u_textureBlend == 0.0) { // normal
75
+ pattern.a = 0.0;
76
+ gl_FragColor = filterColor(gl_FragColor + pattern);
77
+ } else { // replace
78
+ pattern.a *= opacity;
79
+ if(gl_FragColor.a <= 0.0) {
80
+ pattern.a = 0.0;
81
+ }
82
+ gl_FragColor = filterColor(pattern);
83
+ }
84
+
85
+ } else {
86
+ gl_FragColor = filterColor(gl_FragColor);
87
+ }
88
+ // gl_FragColor = filterColor(gl_FragColor);
89
+ }
@@ -0,0 +1,101 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+ #define LineTexture 1.0
5
+
6
+ uniform float u_opacity;
7
+ uniform float u_textureBlend;
8
+ uniform float u_blur : 0.9;
9
+ uniform float u_line_type: 0.0;
10
+ // varying vec2 v_normal;
11
+ varying vec4 v_dash_array;
12
+ varying float v_distance_ratio;
13
+ varying vec4 v_color;
14
+
15
+ uniform float u_time;
16
+ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
17
+
18
+ uniform float u_line_texture: 0.0;
19
+ uniform sampler2D u_texture;
20
+ uniform vec2 u_textSize;
21
+ uniform float segmentNumber;
22
+
23
+ varying vec2 v_iconMapUV;
24
+
25
+ uniform float u_linearColor: 0;
26
+ uniform vec4 u_sourceColor;
27
+ uniform vec4 u_targetColor;
28
+
29
+ varying mat4 styleMappingMat;
30
+
31
+ #pragma include "picking"
32
+ #pragma include "project"
33
+ #pragma include "projection"
34
+
35
+ void main() {
36
+ float opacity = styleMappingMat[0][0];
37
+ float animateSpeed = 0.0;
38
+ float d_segmentIndex = styleMappingMat[3].g;
39
+
40
+ // 设置弧线的底色
41
+ if(u_linearColor == 1.0) { // 使用渐变颜色
42
+ gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);
43
+ } else { // 使用 color 方法传入的颜色
44
+ gl_FragColor = v_color;
45
+ }
46
+
47
+ // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));
48
+ // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));
49
+ gl_FragColor.a *= opacity;
50
+ if(u_line_type == LineTypeDash) {
51
+ float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
52
+ if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {
53
+ // 实线部分
54
+ } else {
55
+ // 虚线部分
56
+ discard;
57
+ };
58
+ }
59
+
60
+ // 设置弧线的动画模式
61
+ if(u_aimate.x == Animate) {
62
+ animateSpeed = u_time / u_aimate.y;
63
+ float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
64
+ alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
65
+ alpha = smoothstep(0., 1., alpha);
66
+ gl_FragColor.a *= alpha;
67
+ }
68
+
69
+ // 设置弧线的贴图
70
+ if(LineTexture == u_line_texture && u_line_type != LineTypeDash) {
71
+ float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));
72
+ // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);
73
+ float count = styleMappingMat[3].b; // 贴图在弧线上重复的数量
74
+ float u = fract(arcRadio * count - animateSpeed * count);
75
+ // float u = fract(arcRadio * count - animateSpeed);
76
+ if(u_aimate.x == Animate) {
77
+ u = gl_FragColor.a/opacity;
78
+ }
79
+
80
+ float v = styleMappingMat[3].a; // 线图层贴图部分的 v 坐标值
81
+
82
+ vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
83
+ vec4 pattern = texture2D(u_texture, uv);
84
+
85
+ // 设置贴图和底色的叠加模式
86
+ if(u_textureBlend == 0.0) { // normal
87
+ pattern.a = 0.0;
88
+ gl_FragColor = filterColor(gl_FragColor + pattern);
89
+ } else { // replace
90
+ pattern.a *= opacity;
91
+ if(gl_FragColor.a <= 0.0) {
92
+ pattern.a = 0.0;
93
+ }
94
+ gl_FragColor = filterColor(pattern);
95
+ }
96
+ } else {
97
+ gl_FragColor = filterColor(gl_FragColor);
98
+ }
99
+
100
+ // gl_FragColor = filterColor(gl_FragColor);
101
+ }
@@ -0,0 +1,215 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+ #define LineTexture 1.0
5
+
6
+ attribute vec4 a_Color;
7
+ attribute vec3 a_Position;
8
+ attribute vec4 a_Instance;
9
+ attribute float a_Size;
10
+ uniform mat4 u_ModelMatrix;
11
+ uniform mat4 u_Mvp;
12
+ uniform float segmentNumber;
13
+ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
14
+ varying vec4 v_color;
15
+ // varying vec2 v_normal;
16
+
17
+ varying float v_distance_ratio;
18
+ uniform float u_line_type: 0.0;
19
+ uniform vec4 u_dash_array: [10.0, 5., 0, 0];
20
+ varying vec4 v_dash_array;
21
+
22
+ uniform float u_icon_step: 100;
23
+ uniform float u_line_texture: 0.0;
24
+
25
+ attribute vec2 a_iconMapUV;
26
+ varying vec2 v_iconMapUV;
27
+
28
+ uniform float u_opacity: 1.0;
29
+ 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
30
+
31
+ #pragma include "styleMapping"
32
+ #pragma include "styleMappingCalOpacity"
33
+
34
+ #pragma include "projection"
35
+ #pragma include "project"
36
+ #pragma include "picking"
37
+
38
+ float maps (float value, float start1, float stop1, float start2, float stop2) {
39
+ return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
40
+ }
41
+
42
+ float getSegmentRatio(float index) {
43
+ return index / (segmentNumber - 1.);
44
+ }
45
+
46
+ float paraboloid(vec2 source, vec2 target, float ratio) {
47
+ vec2 x = mix(source, target, ratio);
48
+ vec2 center = mix(source, target, 0.5);
49
+ float dSourceCenter = distance(source, center);
50
+ float dXCenter = distance(x, center);
51
+ return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);
52
+ }
53
+
54
+ vec3 getPos(vec2 source, vec2 target, float segmentRatio) {
55
+ float vertex_height = paraboloid(source, target, segmentRatio);
56
+
57
+ return vec3(
58
+ mix(source, target, segmentRatio),
59
+ sqrt(max(0.0, vertex_height))
60
+ );
61
+ }
62
+ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
63
+ // normalized direction of the line
64
+ vec2 dir_screenspace = normalize(line_clipspace);
65
+ // rotate by 90 degrees
66
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
67
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size)/ 2.0;
68
+ return offset;
69
+ }
70
+ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
71
+ // normalized direction of the line
72
+ vec2 dir_screenspace = normalize(line_clipspace);
73
+ // rotate by 90 degrees
74
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
75
+ return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
76
+ }
77
+ float getAngularDist (vec2 source, vec2 target) {
78
+ vec2 delta = source - target;
79
+ vec2 sin_half_delta = sin(delta / 2.0);
80
+ float a =
81
+ sin_half_delta.y * sin_half_delta.y +
82
+ cos(source.y) * cos(target.y) *
83
+ sin_half_delta.x * sin_half_delta.x;
84
+ return 2.0 * atan(sqrt(a), sqrt(1.0 - a));
85
+ }
86
+
87
+ vec2 midPoint(vec2 source, vec2 target) {
88
+ vec2 center = target - source;
89
+ float r = length(center);
90
+ float theta = atan(center.y, center.x);
91
+ float thetaOffset = 0.314;
92
+ float r2 = r / 2.0 / cos(thetaOffset);
93
+ float theta2 = theta + thetaOffset;
94
+ vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
95
+ return mid;
96
+ }
97
+ float bezier3(vec3 arr, float t) {
98
+ float ut = 1. - t;
99
+ return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
100
+ }
101
+
102
+ vec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {
103
+ // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
104
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
105
+ vec2 mid = midPoint(source, target);
106
+ vec3 x = vec3(source.x, mid.x, target.x);
107
+ vec3 y = vec3(source.y, mid.y, target.y);
108
+ return vec2(bezier3(x ,t), bezier3(y,t));
109
+ }else {
110
+ if(abs(angularDist - PI) < 0.001) {
111
+ return (1.0 - t) * source + t * target;
112
+ }
113
+ float a = sin((1.0 - t) * angularDist) / sin(angularDist);
114
+ float b = sin(t * angularDist) / sin(angularDist);
115
+ vec2 sin_source = sin(source);
116
+ vec2 cos_source = cos(source);
117
+ vec2 sin_target = sin(target);
118
+ vec2 cos_target = cos(target);
119
+ float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;
120
+ float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;
121
+ float z = a * sin_source.y + b * sin_target.y;
122
+ return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));
123
+ }
124
+ }
125
+
126
+ void main() {
127
+ // cal style mapping - 数据纹理映射部分的计算
128
+ styleMappingMat = mat4(
129
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
130
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
131
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
132
+ 0.0, 0.0, 0.0, 0.0 // dataset 数据集
133
+ );
134
+
135
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
136
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
137
+ float columnWidth = 1.0/columnCount; // 列宽
138
+ float rowHeight = 1.0/rowCount; // 行高
139
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
140
+ float id = a_vertexId; // 第n个顶点
141
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
142
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
143
+
144
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
145
+ // 按顺序从 cell 中取值、若没有则自动往下取值
146
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
147
+
148
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
149
+ styleMappingMat[0][0] = opacityAndOffset.r;
150
+ textureOffset = opacityAndOffset.g;
151
+ // cal style mapping - 数据纹理映射部分的计算
152
+
153
+ v_color = a_Color;
154
+ vec2 source = radians(a_Instance.rg);
155
+ vec2 target = radians(a_Instance.ba);
156
+ float angularDist = getAngularDist(source, target);
157
+ float segmentIndex = a_Position.x;
158
+ float segmentRatio = getSegmentRatio(segmentIndex);
159
+ float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
160
+
161
+ if(u_line_type == LineTypeDash) {
162
+ v_distance_ratio = segmentIndex / segmentNumber;
163
+ vec2 s = source;
164
+ vec2 t = target;
165
+
166
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
167
+ s = unProjCustomCoord(source);
168
+ t = unProjCustomCoord(target);
169
+ }
170
+ float total_Distance = pixelDistance(s, t) / 2.0 * PI;
171
+ total_Distance = total_Distance*16.0; // total_Distance*16.0 调整默认的效果
172
+ v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
173
+ }
174
+
175
+ if(u_aimate.x == Animate) {
176
+ v_distance_ratio = segmentIndex / segmentNumber;
177
+ }
178
+
179
+ float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
180
+ v_distance_ratio = segmentIndex / segmentNumber;
181
+ vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));
182
+ vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));
183
+ // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
184
+ vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
185
+ // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));
186
+ // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));
187
+
188
+ styleMappingMat[3].g = a_Position.x; // 该顶点在弧线上的分段排序
189
+ if(LineTexture == u_line_texture) { // 开启贴图模式
190
+ // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;
191
+ float d_arcDistrance = length(source - target);
192
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap
193
+ d_arcDistrance = d_arcDistrance * 1000000.0;
194
+ }
195
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox
196
+ d_arcDistrance = project_pixel_allmap(d_arcDistrance);
197
+ }
198
+ float d_pixelLen = project_pixel(u_icon_step)/8.0;
199
+ styleMappingMat[3].b = floor(d_arcDistrance/d_pixelLen); // 贴图在弧线上重复的数量
200
+
201
+ float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // 线横向偏移的距离
202
+ float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
203
+ styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
204
+
205
+ v_iconMapUV = a_iconMapUV;
206
+ }
207
+
208
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
209
+ gl_Position = u_Mvp * (vec4(curr.xy + offset, curr.z, 1.0));
210
+ } else {
211
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));
212
+ }
213
+ setPickingColor(a_PickingColor);
214
+ }
215
+
@@ -0,0 +1,174 @@
1
+ #define Animate 0.0
2
+ #define LineTexture 1.0
3
+
4
+ attribute vec4 a_Color;
5
+ attribute vec3 a_Position;
6
+ attribute vec4 a_Instance;
7
+ attribute float a_Size;
8
+ uniform mat4 u_ModelMatrix;
9
+ uniform mat4 u_Mvp;
10
+ uniform float segmentNumber;
11
+ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
12
+ varying vec4 v_color;
13
+
14
+ uniform float u_lineDir: 1.0;
15
+
16
+ uniform float u_thetaOffset: 0.314;
17
+ uniform float u_icon_step: 100;
18
+ uniform float u_line_texture: 0.0;
19
+ attribute vec2 a_iconMapUV;
20
+ varying vec2 v_iconMapUV;
21
+
22
+ uniform float u_opacity: 1.0;
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
+ #pragma include "styleMappingCalThetaOffset"
28
+
29
+ #pragma include "projection"
30
+ #pragma include "project"
31
+ #pragma include "picking"
32
+
33
+ float bezier3(vec3 arr, float t) {
34
+ float ut = 1. - t;
35
+ return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
36
+ }
37
+ vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
38
+ vec2 center = target - source;
39
+ float r = length(center);
40
+ float theta = atan(center.y, center.x);
41
+ float thetaOffset = arcThetaOffset;
42
+ float r2 = r / 2.0 / cos(thetaOffset);
43
+ float theta2 = theta + thetaOffset;
44
+ vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
45
+ if(u_lineDir == 1.0) { // 正向
46
+ return mid;
47
+ } else { // 逆向
48
+ // (mid + vmin)/2 = (s + t)/2
49
+ vec2 vmid = source + target - mid;
50
+ return vmid;
51
+ }
52
+ // return mid;
53
+ }
54
+ float getSegmentRatio(float index) {
55
+ return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
56
+ }
57
+ vec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {
58
+ // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
59
+ vec2 mid = midPoint(source, target, arcThetaOffset);
60
+ vec3 x = vec3(source.x, mid.x, target.x);
61
+ vec3 y = vec3(source.y, mid.y, target.y);
62
+ return vec2(bezier3(x ,t), bezier3(y,t));
63
+ }
64
+ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
65
+ // normalized direction of the line
66
+ vec2 dir_screenspace = normalize(line_clipspace);
67
+ // rotate by 90 degrees
68
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
69
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
70
+ return offset;
71
+ }
72
+ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
73
+ // normalized direction of the line
74
+ vec2 dir_screenspace = normalize(line_clipspace);
75
+ // rotate by 90 degrees
76
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
77
+ return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
78
+ }
79
+
80
+ void main() {
81
+ v_color = a_Color;
82
+
83
+ // cal style mapping - 数据纹理映射部分的计算
84
+ styleMappingMat = mat4(
85
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
86
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
87
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
88
+ 0.0, 0.0, 0.0, 0.0 // dataset 数据集
89
+ );
90
+
91
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
92
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
93
+ float columnWidth = 1.0/columnCount; // 列宽
94
+ float rowHeight = 1.0/rowCount; // 行高
95
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
96
+ float id = a_vertexId; // 第n个顶点
97
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
98
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
99
+
100
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset...
101
+ // 按顺序从 cell 中取值、若没有则自动往下取值
102
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
103
+
104
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
105
+ styleMappingMat[0][0] = opacityAndOffset.r;
106
+ textureOffset = opacityAndOffset.g;
107
+
108
+ vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
109
+ styleMappingMat[0][1] = thetaOffsetAndOffset.r;
110
+ textureOffset = thetaOffsetAndOffset.g;
111
+ // cal style mapping - 数据纹理映射部分的计算
112
+
113
+
114
+ vec2 source = a_Instance.rg; // 起始点
115
+ vec2 target = a_Instance.ba; // 终点
116
+ float segmentIndex = a_Position.x;
117
+ float segmentRatio = getSegmentRatio(segmentIndex);
118
+
119
+ float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
120
+ float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
121
+ float d_distance_ratio;
122
+
123
+ if(u_aimate.x == Animate) {
124
+ d_distance_ratio = segmentIndex / segmentNumber;
125
+ if(u_lineDir != 1.0) {
126
+ d_distance_ratio = 1.0 - d_distance_ratio;
127
+ }
128
+ }
129
+
130
+ styleMappingMat[3].b = d_distance_ratio;
131
+
132
+ // styleMappingMat[0][1] - arcThetaOffset
133
+ vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
134
+ vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
135
+ // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
136
+ //unProjCustomCoord
137
+
138
+ vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
139
+
140
+
141
+ float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置
142
+ styleMappingMat[3].r = d_segmentIndex;
143
+
144
+ if(LineTexture == u_line_texture) { // 开启贴图模式
145
+
146
+ float arcDistrance = length(source - target); // 起始点和终点的距离
147
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap
148
+ arcDistrance *= 1000000.0;
149
+ }
150
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox
151
+ // arcDistrance *= 8.0;
152
+ arcDistrance = project_pixel_allmap(arcDistrance);
153
+ }
154
+ v_iconMapUV = a_iconMapUV;
155
+
156
+ float pixelLen = project_pixel_texture(u_icon_step); // 贴图沿弧线方向的长度 - 随地图缩放改变
157
+ float texCount = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量
158
+ styleMappingMat[3].g = texCount;
159
+
160
+ float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // 线横向偏移的距离
161
+ float linePixelSize = project_pixel(a_Size); // 定点位置偏移
162
+ styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
163
+ }
164
+
165
+
166
+ // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
167
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
168
+ // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
169
+ gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
170
+ } else {
171
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
172
+ }
173
+ setPickingColor(a_PickingColor);
174
+ }
@@ -0,0 +1,85 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+ attribute vec4 a_Color;
5
+ attribute vec3 a_Position;
6
+ attribute vec4 a_Instance;
7
+ attribute float a_Size;
8
+ uniform mat4 u_ModelMatrix;
9
+ uniform float segmentNumber;
10
+ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
11
+ varying vec4 v_color;
12
+ varying vec2 v_normal;
13
+
14
+ varying float v_distance_ratio;
15
+ uniform float u_line_type: 0.0;
16
+ uniform vec4 u_dash_array: [10.0, 5., 0, 0];
17
+ varying vec4 v_dash_array;
18
+ #pragma include "projection"
19
+ #pragma include "project"
20
+ #pragma include "picking"
21
+
22
+ float bezier3(vec3 arr, float t) {
23
+ float ut = 1. - t;
24
+ return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
25
+ }
26
+ vec2 midPoint(vec2 source, vec2 target) {
27
+ vec2 center = target - source;
28
+ float r = length(center);
29
+ float theta = atan(center.y, center.x);
30
+ float thetaOffset = 0.314;
31
+ float r2 = r / 2.0 / cos(thetaOffset);
32
+ float theta2 = theta + thetaOffset;
33
+ vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
34
+ return mid;
35
+ }
36
+ float getSegmentRatio(float index) {
37
+ return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
38
+ }
39
+ vec2 interpolate (vec2 source, vec2 target, float t) {
40
+ // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
41
+ vec2 mid = midPoint(source, target);
42
+ vec3 x = vec3(source.x, mid.x, target.x);
43
+ vec3 y = vec3(source.y, mid.y, target.y);
44
+ return vec2(bezier3(x ,t), bezier3(y,t));
45
+ }
46
+ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
47
+ // normalized direction of the line
48
+ vec2 dir_screenspace = normalize(line_clipspace);
49
+ // rotate by 90 degrees
50
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
51
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
52
+ return offset * vec2(1.0, -1.0);
53
+ }
54
+ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
55
+ // normalized direction of the line
56
+ vec2 dir_screenspace = normalize(line_clipspace);
57
+ // rotate by 90 degrees
58
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
59
+ return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
60
+ }
61
+
62
+ void main() {
63
+ v_color = a_Color;
64
+ vec2 source = a_Instance.rg;
65
+ vec2 target = a_Instance.ba;
66
+ float segmentIndex = a_Position.x;
67
+ float segmentRatio = getSegmentRatio(segmentIndex);
68
+ float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
69
+ float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
70
+ if(u_line_type == LineTypeDash) {
71
+ v_distance_ratio = segmentIndex / segmentNumber;
72
+ float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
73
+ v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
74
+ }
75
+ if(u_aimate.x == Animate) {
76
+ v_distance_ratio = segmentIndex / segmentNumber;
77
+ }
78
+ vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));
79
+ vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio), 0.0, 1.0));
80
+ v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
81
+ vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
82
+
83
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
84
+ setPickingColor(a_PickingColor);
85
+ }