@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 +1,138 @@
1
+
2
+ attribute vec4 a_Color;
3
+ attribute vec3 a_Position;
4
+ attribute vec4 a_Instance;
5
+ attribute float a_Size;
6
+ uniform mat4 u_ModelMatrix;
7
+ uniform mat4 u_Mvp;
8
+ uniform float segmentNumber;
9
+ varying vec4 v_color;
10
+
11
+ uniform float u_lineDir: 1.0;
12
+
13
+ uniform float u_thetaOffset: 0.314;
14
+
15
+ uniform float u_opacity: 1.0;
16
+ 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
17
+
18
+ #pragma include "styleMapping"
19
+ #pragma include "styleMappingCalOpacity"
20
+ #pragma include "styleMappingCalThetaOffset"
21
+
22
+ #pragma include "projection"
23
+ #pragma include "project"
24
+ #pragma include "picking"
25
+
26
+ float bezier3(vec3 arr, float t) {
27
+ float ut = 1. - t;
28
+ return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
29
+ }
30
+ vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
31
+ vec2 center = target - source;
32
+ float r = length(center);
33
+ float theta = atan(center.y, center.x);
34
+ float thetaOffset = arcThetaOffset;
35
+ float r2 = r / 2.0 / cos(thetaOffset);
36
+ float theta2 = theta + thetaOffset;
37
+ vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
38
+ if(u_lineDir == 1.0) { // 正向
39
+ return mid;
40
+ } else { // 逆向
41
+ // (mid + vmin)/2 = (s + t)/2
42
+ vec2 vmid = source + target - mid;
43
+ return vmid;
44
+ }
45
+ // return mid;
46
+ }
47
+ float getSegmentRatio(float index) {
48
+ return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
49
+ }
50
+ vec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {
51
+ // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
52
+ vec2 mid = midPoint(source, target, arcThetaOffset);
53
+ vec3 x = vec3(source.x, mid.x, target.x);
54
+ vec3 y = vec3(source.y, mid.y, target.y);
55
+ return vec2(bezier3(x ,t), bezier3(y,t));
56
+ }
57
+ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
58
+ // normalized direction of the line
59
+ vec2 dir_screenspace = normalize(line_clipspace);
60
+ // rotate by 90 degrees
61
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
62
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
63
+ return offset;
64
+ }
65
+ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
66
+ // normalized direction of the line
67
+ vec2 dir_screenspace = normalize(line_clipspace);
68
+ // rotate by 90 degrees
69
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
70
+ return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
71
+ }
72
+
73
+ void main() {
74
+ v_color = a_Color;
75
+
76
+ // cal style mapping - 数据纹理映射部分的计算
77
+ styleMappingMat = mat4(
78
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
79
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
80
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
81
+ 0.0, 0.0, 0.0, 0.0 // dataset 数据集
82
+ );
83
+
84
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
85
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
86
+ float columnWidth = 1.0/columnCount; // 列宽
87
+ float rowHeight = 1.0/rowCount; // 行高
88
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
89
+ float id = a_vertexId; // 第n个顶点
90
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
91
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
92
+
93
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset...
94
+ // 按顺序从 cell 中取值、若没有则自动往下取值
95
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
96
+
97
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
98
+ styleMappingMat[0][0] = opacityAndOffset.r;
99
+ textureOffset = opacityAndOffset.g;
100
+
101
+ vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
102
+ styleMappingMat[0][1] = thetaOffsetAndOffset.r;
103
+ textureOffset = thetaOffsetAndOffset.g;
104
+ // cal style mapping - 数据纹理映射部分的计算
105
+
106
+
107
+ vec2 source = a_Instance.rg; // 起始点
108
+ vec2 target = a_Instance.ba; // 终点
109
+ float segmentIndex = a_Position.x;
110
+ float segmentRatio = getSegmentRatio(segmentIndex);
111
+
112
+ float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
113
+ float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
114
+ float d_distance_ratio;
115
+
116
+ styleMappingMat[3].b = d_distance_ratio;
117
+
118
+ // styleMappingMat[0][1] - arcThetaOffset
119
+ vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
120
+ vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
121
+ // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
122
+ //unProjCustomCoord
123
+
124
+ vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
125
+
126
+
127
+ float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置
128
+ styleMappingMat[3].r = d_segmentIndex;
129
+
130
+ // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
131
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
132
+ // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
133
+ gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
134
+ } else {
135
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
136
+ }
137
+ setPickingColor(a_PickingColor);
138
+ }
@@ -0,0 +1,27 @@
1
+ varying vec4 v_color;
2
+ uniform float u_linearDir: 1.0;
3
+ uniform float u_linearColor: 0;
4
+ uniform vec4 u_sourceColor;
5
+ uniform vec4 u_targetColor;
6
+
7
+ #pragma include "picking"
8
+
9
+
10
+ varying mat4 styleMappingMat;
11
+
12
+ void main() {
13
+ float opacity = styleMappingMat[0][0];
14
+ float linearRadio = styleMappingMat[3][0]; // 当前点位距离占线总长的比例
15
+ if(u_linearDir < 1.0) {
16
+ linearRadio = styleMappingMat[3][3];
17
+ }
18
+
19
+ if(u_linearColor == 1.0) { // 使用渐变颜色
20
+ gl_FragColor = mix(u_sourceColor, u_targetColor, linearRadio);
21
+ } else { // 使用 color 方法传入的颜色
22
+ gl_FragColor = v_color;
23
+ }
24
+
25
+ gl_FragColor.a *= opacity; // 全局透明度
26
+ gl_FragColor = filterColor(gl_FragColor);
27
+ }
@@ -0,0 +1,20 @@
1
+ uniform float u_opacity : 1.0;
2
+ uniform sampler2D u_texture;
3
+ uniform float u_linearDir: 1.0;
4
+
5
+ #pragma include "picking"
6
+
7
+ varying mat4 styleMappingMat;
8
+
9
+ void main() {
10
+ float opacity = styleMappingMat[0][0];
11
+ float linearRadio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
12
+ if(u_linearDir < 1.0) {
13
+ linearRadio = styleMappingMat[3][3];
14
+ }
15
+
16
+ gl_FragColor = texture2D(u_texture, vec2(linearRadio, 0.5));
17
+
18
+ gl_FragColor.a *= opacity; // 全局透明度
19
+ gl_FragColor = filterColor(gl_FragColor);
20
+ }
@@ -0,0 +1,112 @@
1
+
2
+ attribute float a_Miter;
3
+ attribute vec2 a_Size;
4
+ attribute vec3 a_Normal;
5
+ attribute vec3 a_Position;
6
+
7
+ // dash line
8
+ attribute float a_Total_Distance;
9
+ attribute vec2 a_DistanceAndIndex;
10
+
11
+ uniform mat4 u_ModelMatrix;
12
+ uniform mat4 u_Mvp;
13
+
14
+ uniform float u_heightfixed: 0.0;
15
+ uniform float u_vertexScale: 1.0;
16
+ uniform float u_raisingHeight: 0.0;
17
+
18
+ uniform float u_opacity: 1.0;
19
+
20
+ #pragma include "projection"
21
+ #pragma include "picking"
22
+
23
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
24
+
25
+ #pragma include "styleMapping"
26
+ #pragma include "styleMappingCalOpacity"
27
+
28
+ void main() {
29
+ // cal style mapping - 数据纹理映射部分的计算
30
+ styleMappingMat = mat4(
31
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
32
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
33
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
34
+ 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
35
+ );
36
+
37
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
38
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
39
+ float columnWidth = 1.0/columnCount; // 列宽
40
+ float rowHeight = 1.0/rowCount; // 行高
41
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
42
+ float id = a_vertexId; // 第n个顶点
43
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
44
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
45
+
46
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
47
+ // 按顺序从 cell 中取值、若没有则自动往下取值
48
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
49
+
50
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
51
+ styleMappingMat[0][0] = opacityAndOffset.r;
52
+ textureOffset = opacityAndOffset.g;
53
+ // cal style mapping - 数据纹理映射部分的计算
54
+
55
+ vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
56
+
57
+ vec2 offset = project_pixel(size.xy);
58
+
59
+ float lineDistance = a_DistanceAndIndex.x;
60
+ float currentLinePointRatio = lineDistance / a_Total_Distance;
61
+
62
+
63
+ float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // 线横向偏移的距离(向两侧偏移的和)
64
+ float linePixelSize = project_pixel(a_Size.x) * 2.0; // 定点位置偏移,按地图等级缩放后的距离 单侧 * 2
65
+ float texV = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
66
+
67
+ // 设置数据集的参数
68
+ styleMappingMat[3][0] = currentLinePointRatio; // 当前点位距离占线总长的比例
69
+ styleMappingMat[3][3] = texV; // 线图层贴图部分的 v 坐标值
70
+
71
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
72
+
73
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));
74
+
75
+ float h = float(a_Position.z) * u_vertexScale; // 线顶点的高度 - 兼容不存在第三个数值的情况 vertex height
76
+ float lineHeight = a_Size.y; // size 第二个参数代表的高度 [linewidth, lineheight]
77
+
78
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
79
+ lineHeight *= 0.2; // 保持和 amap/mapbox 一致的效果
80
+ h *= 0.2;
81
+ if(u_heightfixed < 1.0) {
82
+ lineHeight = project_pixel(a_Size.y);
83
+ }
84
+ gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));
85
+ } else {
86
+ // mapbox - amap
87
+
88
+ // 兼容 mapbox 在线高度上的效果表现基本一致
89
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
90
+ // mapbox
91
+ // 保持高度相对不变
92
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
93
+ h *= mapboxZoomScale;
94
+ h += u_raisingHeight * mapboxZoomScale;
95
+ if(u_heightfixed > 0.0) {
96
+ lineHeight *= mapboxZoomScale;
97
+ }
98
+
99
+ } else {
100
+ // amap
101
+ h += u_raisingHeight;
102
+ // lineHeight 顶点偏移高度
103
+ if(u_heightfixed < 1.0) {
104
+ lineHeight *= pow(2.0, 20.0 - u_Zoom);
105
+ }
106
+ }
107
+
108
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));
109
+ }
110
+
111
+ setPickingColor(a_PickingColor);
112
+ }
@@ -0,0 +1,10 @@
1
+
2
+ varying vec4 v_color;
3
+ varying mat4 styleMappingMat;
4
+ void main() {
5
+ float opacity = styleMappingMat[0][0];
6
+ float d_distance_ratio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
7
+
8
+ gl_FragColor = v_color;
9
+ gl_FragColor.a *= opacity; // 全局透明度
10
+ }
@@ -0,0 +1,11 @@
1
+ uniform vec4 u_sourceColor;
2
+ uniform vec4 u_targetColor;
3
+
4
+ varying mat4 styleMappingMat;
5
+ void main() {
6
+ float opacity = styleMappingMat[0][0];
7
+
8
+ // styleMappingMat[3][0] 当前点位距离占线总长的比例
9
+ gl_FragColor = mix(u_sourceColor, u_targetColor, styleMappingMat[3][0]);
10
+ gl_FragColor.a *= opacity; // 全局透明度
11
+ }
@@ -0,0 +1,78 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec2 a_Size;
3
+ attribute vec3 a_Position;
4
+
5
+ attribute float a_Total_Distance;
6
+ attribute float a_Distance;
7
+
8
+ uniform mat4 u_ModelMatrix;
9
+ uniform mat4 u_Mvp;
10
+
11
+ uniform float u_opacity: 1.0;
12
+ uniform float u_vertexScale: 1.0;
13
+
14
+ #pragma include "projection"
15
+
16
+ varying vec4 v_color;
17
+
18
+ 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
19
+
20
+ #pragma include "styleMapping"
21
+ #pragma include "styleMappingCalOpacity"
22
+
23
+ void main() {
24
+ // cal style mapping - 数据纹理映射部分的计算
25
+ styleMappingMat = mat4(
26
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
27
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
28
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
29
+ 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
30
+ );
31
+
32
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
33
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
34
+ float columnWidth = 1.0/columnCount; // 列宽
35
+ float rowHeight = 1.0/rowCount; // 行高
36
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
37
+ float id = a_vertexId; // 第n个顶点
38
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
39
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
40
+
41
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
42
+ // 按顺序从 cell 中取值、若没有则自动往下取值
43
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
44
+
45
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
46
+ styleMappingMat[0][0] = opacityAndOffset.r;
47
+ textureOffset = opacityAndOffset.g;
48
+ // cal style mapping - 数据纹理映射部分的计算
49
+
50
+
51
+ v_color = a_Color;
52
+ styleMappingMat[3][0] = a_Distance / a_Total_Distance;
53
+
54
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
55
+
56
+ float h = float(a_Position.z) * u_vertexScale; // 线顶点的高度 - 兼容不存在第三个数值的情况
57
+
58
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
59
+ gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));
60
+ } else {
61
+ float lineHeight = a_Size.y;
62
+ // 兼容 mapbox 在线高度上的效果表现基本一致
63
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
64
+ // 保持高度相对不变
65
+ h *= 2.0/pow(2.0, 20.0 - u_Zoom);
66
+ }
67
+
68
+ // #define COORDINATE_SYSTEM_P20 5.0
69
+ // #define COORDINATE_SYSTEM_P20_OFFSET 6.0
70
+ // amap1.x
71
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {
72
+ // 保持高度相对不变
73
+ lineHeight *= pow(2.0, 20.0 - u_Zoom);
74
+ }
75
+
76
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));
77
+ }
78
+ }
@@ -0,0 +1,79 @@
1
+ #define LineTexture 1.0
2
+ uniform float u_blur : 0.99;
3
+ uniform float u_opacity : 1.0;
4
+ uniform float u_textureBlend;
5
+
6
+ uniform float u_borderWidth: 0.0;
7
+ uniform vec4 u_borderColor;
8
+ varying vec4 v_color;
9
+
10
+ // line texture
11
+ uniform float u_line_texture;
12
+ uniform sampler2D u_texture;
13
+ uniform vec2 u_textSize;
14
+
15
+ varying vec2 v_iconMapUV;
16
+
17
+ #pragma include "picking"
18
+
19
+ varying mat4 styleMappingMat;
20
+
21
+ void main() {
22
+ float opacity = styleMappingMat[0][0];
23
+ float d_distance_ratio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
24
+ gl_FragColor = v_color;
25
+ // anti-alias
26
+ // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));
27
+ gl_FragColor.a *= opacity; // 全局透明度
28
+
29
+
30
+ if(u_line_texture == LineTexture) { // while load texture
31
+ float aDistance = styleMappingMat[3].g; // 当前顶点的距离
32
+ float d_texPixelLen = styleMappingMat[3].b; // 贴图的像素长度,根据地图层级缩放
33
+ float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen);
34
+ float v = styleMappingMat[3].a; // 线图层贴图部分的 v 坐标值
35
+
36
+ // v = max(smoothstep(0.95, 1.0, v), v);
37
+ vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
38
+
39
+ // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));
40
+ // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));
41
+ vec4 pattern = texture2D(u_texture, uv);
42
+
43
+ if(u_textureBlend == 0.0) { // normal
44
+ pattern.a = 0.0;
45
+ gl_FragColor += pattern;
46
+ } else { // replace
47
+ pattern.a *= opacity;
48
+ if(gl_FragColor.a <= 0.0) {
49
+ pattern.a = 0.0;
50
+ }
51
+ gl_FragColor = pattern;
52
+ }
53
+ }
54
+
55
+ float v = styleMappingMat[3].a;
56
+ float borderWidth = min(0.5, u_borderWidth);
57
+ // 绘制 border
58
+ if(borderWidth > 0.01) {
59
+ float borderOuterWidth = borderWidth/2.0;
60
+
61
+ if(v >= 1.0 - borderWidth || v <= borderWidth) {
62
+ if(v > borderWidth) {
63
+ float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);
64
+ gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);
65
+ } else if(v <= borderWidth) {
66
+ float linear = smoothstep(0.0, 1.0, v/borderWidth);
67
+ gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);
68
+ }
69
+ }
70
+
71
+ if(v < borderOuterWidth) {
72
+ gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);
73
+ } else if(v > 1.0 - borderOuterWidth) {
74
+ gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);
75
+ }
76
+ }
77
+
78
+ gl_FragColor = filterColor(gl_FragColor);
79
+ }
@@ -0,0 +1,210 @@
1
+
2
+ attribute float a_Miter;
3
+ attribute vec4 a_Color;
4
+ attribute vec2 a_Size;
5
+ attribute vec3 a_Normal;
6
+ attribute vec3 a_Position;
7
+
8
+ attribute vec2 a_iconMapUV;
9
+
10
+ // dash line
11
+ attribute float a_Total_Distance;
12
+ attribute vec2 a_DistanceAndIndex;
13
+
14
+ uniform vec2 u_tileOrigin;
15
+ uniform float u_coord;
16
+
17
+ uniform mat4 u_ModelMatrix;
18
+ uniform mat4 u_Mvp;
19
+ uniform float u_icon_step: 100;
20
+
21
+ uniform float u_heightfixed: 0.0;
22
+ uniform float u_vertexScale: 1.0;
23
+
24
+ #pragma include "projection"
25
+ #pragma include "picking"
26
+
27
+ varying vec4 v_color;
28
+
29
+ // texV 线图层 - 贴图部分的 v 坐标(线的宽度方向)
30
+ varying vec2 v_iconMapUV;
31
+
32
+
33
+ uniform float u_linearColor: 0;
34
+ uniform float u_arrow: 0.0;
35
+ uniform float u_arrowHeight: 3.0;
36
+ uniform float u_arrowWidth: 2.0;
37
+ uniform float u_tailWidth: 1.0;
38
+
39
+ uniform float u_opacity: 1.0;
40
+ 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
41
+
42
+ #pragma include "styleMapping"
43
+ #pragma include "styleMappingCalOpacity"
44
+
45
+ vec2 calculateArrow(vec2 offset) {
46
+ /*
47
+ * 在支持箭头的时候,第二、第三组顶点是额外插入用于构建顶点的
48
+ */
49
+ float arrowFlag = -1.0;
50
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
51
+ // 高德 2.0 的旋转角度不同
52
+ arrowFlag = 1.0;
53
+ }
54
+ float pi = arrowFlag * 3.1415926/2.;
55
+ if(a_Miter < 0.) {
56
+ // 根据线的两侧偏移不同、旋转的方向相反
57
+ pi = -pi;
58
+ }
59
+ highp float angle_sin = sin(pi);
60
+ highp float angle_cos = cos(pi);
61
+ // 计算垂直与线方向的旋转矩阵
62
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
63
+ float arrowWidth = u_arrowWidth;
64
+ float arrowHeight = u_arrowHeight;
65
+
66
+ vec2 arrowOffset = vec2(0.0);
67
+ /*
68
+ * a_DistanceAndIndex.y 用于标记当前顶点属于哪一组(两个顶点一组,构成线的其实是矩形,最简需要四个顶点、两组顶点构成)
69
+ */
70
+ if(a_DistanceAndIndex.y == 0.0) {
71
+ // 箭头尖部
72
+ offset = vec2(0.0);
73
+ } else if(a_DistanceAndIndex.y == 1.0) {
74
+ // 箭头两侧
75
+ arrowOffset = rotation_matrix*(offset * arrowHeight);
76
+ offset += arrowOffset; // 沿线偏移
77
+ offset = offset * arrowWidth; // 垂直线向外偏移(是构建箭头两侧的顶点)
78
+ } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {
79
+ // 偏移其余的点位(将长度让位给箭头)
80
+ arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;
81
+ offset += arrowOffset;// 沿线偏移
82
+ }
83
+
84
+ return offset;
85
+ }
86
+
87
+ void main() {
88
+ // cal style mapping - 数据纹理映射部分的计算
89
+ styleMappingMat = mat4(
90
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
91
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
92
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
93
+ 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
94
+ );
95
+
96
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
97
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
98
+ float columnWidth = 1.0/columnCount; // 列宽
99
+ float rowHeight = 1.0/rowCount; // 行高
100
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
101
+ float id = a_vertexId; // 第n个顶点
102
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
103
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
104
+
105
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
106
+ // 按顺序从 cell 中取值、若没有则自动往下取值
107
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
108
+
109
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
110
+ styleMappingMat[0][0] = opacityAndOffset.r;
111
+ textureOffset = opacityAndOffset.g;
112
+ // cal style mapping - 数据纹理映射部分的计算
113
+
114
+ float d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
115
+
116
+ v_iconMapUV = a_iconMapUV;
117
+ d_texPixelLen = project_float_pixel(u_icon_step);
118
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
119
+ d_texPixelLen *= 10.0;
120
+ }
121
+
122
+ v_color = a_Color;
123
+
124
+ vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
125
+
126
+ vec2 offset = project_pixel(size.xy);
127
+
128
+ float lineDistance = a_DistanceAndIndex.x;
129
+ float currentLinePointRatio = lineDistance / a_Total_Distance;
130
+
131
+ if(u_arrow > 0.0) {
132
+ // 计算箭头
133
+ offset = calculateArrow(offset);
134
+
135
+ if(a_DistanceAndIndex.y > 4.0) {
136
+ offset *= mix(1.0, u_tailWidth, currentLinePointRatio);
137
+ }
138
+ }
139
+
140
+ float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // 线横向偏移的距离(向两侧偏移的和)
141
+ float linePixelSize = project_pixel(a_Size.x) * 2.0; // 定点位置偏移,按地图等级缩放后的距离 单侧 * 2
142
+ float texV = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
143
+
144
+ // 设置数据集的参数
145
+ styleMappingMat[3][0] = currentLinePointRatio; // 当前点位距离占线总长的比例
146
+ styleMappingMat[3][1] = lineDistance; // 当前顶点的距离
147
+ styleMappingMat[3][2] = d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
148
+ styleMappingMat[3][3] = texV; // 线图层贴图部分的 v 坐标值
149
+
150
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
151
+
152
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));
153
+
154
+ float h = float(a_Position.z) * u_vertexScale; // 线顶点的高度 - 兼容不存在第三个数值的情况 vertex height
155
+ float lineHeight = a_Size.y; // size 第二个参数代表的高度 [linewidth, lineheight]
156
+
157
+ if(u_coord > 0.0) {
158
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
159
+ lineHeight *= 0.2; // 保持和 amap/mapbox 一致的效果
160
+ h *= 0.2;
161
+ if(u_heightfixed < 1.0) {
162
+ lineHeight = project_pixel(a_Size.y);
163
+ }
164
+ gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h, 1.0));
165
+ } else {
166
+ // mapbox - amap
167
+
168
+ // 兼容 mapbox 在线高度上的效果表现基本一致
169
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
170
+ // mapbox
171
+ // 保持高度相对不变
172
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
173
+ h *= mapboxZoomScale;
174
+ if(u_heightfixed > 0.0) {
175
+ lineHeight *= mapboxZoomScale;
176
+ }
177
+
178
+ } else {
179
+ // amap
180
+ // lineHeight 顶点偏移高度
181
+ if(u_heightfixed < 1.0) {
182
+ lineHeight *= pow(2.0, 20.0 - u_Zoom);
183
+ }
184
+ }
185
+
186
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));
187
+ }
188
+ } else {
189
+ vec2 pointPos = a_Position.xy;
190
+ vec4 tileWorld = vec4(project_mvt_offset_position(vec4(u_tileOrigin, 0.0, 1.0)).xyz, 1.0); // 瓦片起始点的世界坐标
191
+
192
+ vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // 瓦片内的点的偏移坐标
193
+
194
+ tileWorld.xy += pointOffset;
195
+
196
+ tileWorld.xy += offset;
197
+
198
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
199
+ // Needs to be divided with project_uCommonUnitsPerMeter
200
+ tileWorld.w *= u_PixelsPerMeter.z;
201
+ }
202
+
203
+ gl_Position = u_ViewProjectionMatrix * tileWorld + u_ViewportCenterProjection;
204
+ }
205
+
206
+
207
+ setPickingColor(a_PickingColor);
208
+
209
+
210
+ }