@antv/l7-layers 2.9.21 → 2.9.22-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (707) 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.js +1 -2
  22. package/es/core/schema.js +4 -2
  23. package/es/core/shape/Path.js +8 -3
  24. package/es/core/shape/extrude.js +9 -4
  25. package/es/core/triangulation.js +89 -17
  26. package/es/earth/index.js +11 -7
  27. package/es/earth/models/atmosphere.js +15 -7
  28. package/es/earth/models/base.js +19 -7
  29. package/es/earth/models/bloomsphere.js +15 -7
  30. package/es/earth/shaders/atmosphere_frag.glsl +17 -0
  31. package/es/earth/shaders/atmosphere_vert.glsl +26 -0
  32. package/es/earth/shaders/base_frag.glsl +13 -0
  33. package/es/earth/shaders/base_vert.glsl +52 -0
  34. package/es/earth/shaders/bloomsphere_frag.glsl +15 -0
  35. package/es/earth/shaders/bloomsphere_vert.glsl +20 -0
  36. package/es/earth/utils.js +28 -5
  37. package/es/heatmap/index.js +8 -7
  38. package/es/heatmap/models/grid.js +11 -5
  39. package/es/heatmap/models/grid3d.js +18 -7
  40. package/es/heatmap/models/heatmap.js +45 -44
  41. package/es/heatmap/models/hexagon.js +14 -6
  42. package/es/heatmap/models/index.js +5 -6
  43. package/es/heatmap/shaders/grid_vert.glsl +42 -0
  44. package/es/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  45. package/es/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  46. package/es/heatmap/shaders/heatmap_frag.glsl +47 -0
  47. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  48. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  49. package/es/heatmap/shaders/heatmap_vert.glsl +10 -0
  50. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  51. package/es/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  52. package/es/heatmap/shaders/hexagon_frag.glsl +12 -0
  53. package/es/heatmap/shaders/hexagon_vert.glsl +41 -0
  54. package/es/heatmap/triangulation.js +2 -2
  55. package/es/image/index.js +4 -5
  56. package/es/image/models/dataImage.js +21 -31
  57. package/es/image/models/image.js +19 -25
  58. package/es/image/models/index.js +3 -4
  59. package/es/image/shaders/dataImage_frag.glsl +38 -0
  60. package/es/image/shaders/image_frag.glsl +9 -0
  61. package/es/image/shaders/image_vert.glsl +17 -0
  62. package/es/index.d.ts +2 -2
  63. package/es/index.js +92 -30
  64. package/es/line/index.js +4 -5
  65. package/es/line/models/arc.js +38 -15
  66. package/es/line/models/arc_3d.js +33 -14
  67. package/es/line/models/earthArc_3d.js +33 -14
  68. package/es/line/models/great_circle.js +25 -13
  69. package/es/line/models/half.js +33 -12
  70. package/es/line/models/index.js +12 -13
  71. package/es/line/models/line.js +48 -15
  72. package/es/line/models/linearline.js +26 -12
  73. package/es/line/models/simpleLine.js +26 -11
  74. package/es/line/models/tile.js +28 -10
  75. package/es/line/models/wall.js +30 -13
  76. package/es/line/shaders/arc_chunks.vert.glsl +21 -0
  77. package/es/line/shaders/dash/arc_dash_frag.glsl +28 -0
  78. package/es/line/shaders/dash/arc_dash_vert.glsl +148 -0
  79. package/es/line/shaders/dash/line_dash_frag.glsl +31 -0
  80. package/es/line/shaders/dash/line_dash_vert.glsl +93 -0
  81. package/es/line/shaders/half/line_half_frag.glsl +53 -0
  82. package/es/line/shaders/half/line_half_vert.glsl +169 -0
  83. package/es/line/shaders/line_arc2d_vert.glsl +114 -0
  84. package/es/line/shaders/line_arc_3d_frag.glsl +103 -0
  85. package/es/line/shaders/line_arc_3d_vert.glsl +207 -0
  86. package/es/line/shaders/line_arc_frag.glsl +89 -0
  87. package/es/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  88. package/es/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  89. package/es/line/shaders/line_arc_vert.glsl +174 -0
  90. package/es/line/shaders/line_bezier_vert.glsl +85 -0
  91. package/es/line/shaders/line_frag.glsl +100 -0
  92. package/es/line/shaders/line_vert.glsl +192 -0
  93. package/es/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  94. package/es/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  95. package/es/line/shaders/linear/arc_linear_frag.glsl +38 -0
  96. package/es/line/shaders/linear/arc_linear_vert.glsl +138 -0
  97. package/es/line/shaders/linear/line_linear_frag.glsl +27 -0
  98. package/es/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  99. package/es/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  100. package/es/line/shaders/simple/simpleline_frag.glsl +10 -0
  101. package/es/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  102. package/es/line/shaders/simple/simpleline_vert.glsl +78 -0
  103. package/es/line/shaders/tile/line_tile_frag.glsl +79 -0
  104. package/es/line/shaders/tile/line_tile_vert.glsl +210 -0
  105. package/es/line/shaders/wall_frag.glsl +93 -0
  106. package/es/line/shaders/wall_vert.glsl +111 -0
  107. package/es/mask/index.js +4 -5
  108. package/es/mask/models/fill.js +11 -8
  109. package/es/mask/models/index.js +2 -3
  110. package/es/mask/shaders/mask_frag.glsl +7 -0
  111. package/es/mask/shaders/mask_vert.glsl +22 -0
  112. package/es/plugins/DataMappingPlugin.js +71 -34
  113. package/es/plugins/DataSourcePlugin.js +12 -10
  114. package/es/plugins/FeatureScalePlugin.js +44 -24
  115. package/es/plugins/LayerAnimateStylePlugin.js +6 -7
  116. package/es/plugins/LayerModelPlugin.js +16 -7
  117. package/es/plugins/LayerStylePlugin.js +7 -3
  118. package/es/plugins/LightingPlugin.js +21 -13
  119. package/es/plugins/MultiPassRendererPlugin.js +21 -8
  120. package/es/plugins/PixelPickingPlugin.js +33 -11
  121. package/es/plugins/RegisterStyleAttributePlugin.js +10 -3
  122. package/es/plugins/ShaderUniformPlugin.js +24 -10
  123. package/es/plugins/UpdateModelPlugin.js +7 -3
  124. package/es/plugins/UpdateStyleAttributePlugin.js +20 -7
  125. package/es/point/index.js +12 -6
  126. package/es/point/models/earthExtrude.js +30 -12
  127. package/es/point/models/earthFill.js +25 -13
  128. package/es/point/models/extrude.js +30 -12
  129. package/es/point/models/fill.js +50 -15
  130. package/es/point/models/fillmage.js +46 -17
  131. package/es/point/models/image.js +20 -12
  132. package/es/point/models/index.js +14 -14
  133. package/es/point/models/normal.js +15 -7
  134. package/es/point/models/radar.js +33 -13
  135. package/es/point/models/simplePoint.js +17 -9
  136. package/es/point/models/text.js +77 -30
  137. package/es/point/models/tile.js +33 -12
  138. package/es/point/shaders/animate/wave_frag.glsl +65 -0
  139. package/es/point/shaders/earth/extrude_frag.glsl +44 -0
  140. package/es/point/shaders/earth/extrude_vert.glsl +140 -0
  141. package/es/point/shaders/earth/fill_frag.glsl +86 -0
  142. package/es/point/shaders/earth/fill_vert.glsl +126 -0
  143. package/es/point/shaders/extrude/extrude_frag.glsl +44 -0
  144. package/es/point/shaders/extrude/extrude_vert.glsl +121 -0
  145. package/es/point/shaders/fill_frag.glsl +84 -0
  146. package/es/point/shaders/fill_vert.glsl +182 -0
  147. package/es/point/shaders/image/fillImage_frag.glsl +20 -0
  148. package/es/point/shaders/image/fillImage_vert.glsl +108 -0
  149. package/es/point/shaders/image_frag.glsl +39 -0
  150. package/es/point/shaders/image_vert.glsl +81 -0
  151. package/es/point/shaders/normal_frag.glsl +15 -0
  152. package/es/point/shaders/normal_vert.glsl +79 -0
  153. package/es/point/shaders/radar/radar_frag.glsl +64 -0
  154. package/es/point/shaders/radar/radar_vert.glsl +120 -0
  155. package/es/point/shaders/simplePoint_frag.glsl +53 -0
  156. package/es/point/shaders/simplePoint_vert.glsl +79 -0
  157. package/es/point/shaders/text_frag.glsl +48 -0
  158. package/es/point/shaders/text_vert.glsl +131 -0
  159. package/es/point/shaders/tile/fill_tile_frag.glsl +83 -0
  160. package/es/point/shaders/tile/fill_tile_vert.glsl +181 -0
  161. package/es/point/shape/extrude.js +8 -3
  162. package/es/polygon/index.js +6 -5
  163. package/es/polygon/models/extrude.js +40 -31
  164. package/es/polygon/models/fill.js +19 -8
  165. package/es/polygon/models/index.js +14 -14
  166. package/es/polygon/models/ocean.js +25 -33
  167. package/es/polygon/models/tile.js +13 -7
  168. package/es/polygon/models/water.js +21 -25
  169. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +44 -0
  170. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +44 -0
  171. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +85 -0
  172. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +90 -0
  173. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +48 -0
  174. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +93 -0
  175. package/es/polygon/shaders/polygon_frag.glsl +12 -0
  176. package/es/polygon/shaders/polygon_linear_frag.glsl +22 -0
  177. package/es/polygon/shaders/polygon_linear_vert.glsl +74 -0
  178. package/es/polygon/shaders/polygon_vert.glsl +66 -0
  179. package/es/polygon/shaders/tile/polygon_tile_frag.glsl +12 -0
  180. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +82 -0
  181. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +248 -0
  182. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +52 -0
  183. package/es/polygon/shaders/water/polygon_water_frag.glsl +73 -0
  184. package/es/polygon/shaders/water/polygon_water_vert.glsl +55 -0
  185. package/es/raster/buffers/triangulation.js +2 -2
  186. package/es/raster/index.js +7 -6
  187. package/es/raster/models/index.js +3 -4
  188. package/es/raster/models/raster.js +15 -25
  189. package/es/raster/raster.js +9 -13
  190. package/es/raster/shaders/raster_2d_frag.glsl +28 -0
  191. package/es/raster/shaders/raster_2d_vert.glsl +18 -0
  192. package/es/raster/shaders/raster_frag.glsl +9 -0
  193. package/es/raster/shaders/raster_vert.glsl +44 -0
  194. package/es/tile/interface.js +1 -2
  195. package/es/tile/manager/tileConfigManager.js +6 -8
  196. package/es/tile/manager/tileLayerManager.js +19 -30
  197. package/es/tile/manager/tilePickerManager.js +14 -14
  198. package/es/tile/models/tileModel.js +6 -6
  199. package/es/tile/tileFactory/base.js +26 -32
  200. package/es/tile/tileFactory/index.js +6 -7
  201. package/es/tile/tileFactory/line.js +3 -9
  202. package/es/tile/tileFactory/point.js +3 -9
  203. package/es/tile/tileFactory/polygon.js +3 -9
  204. package/es/tile/tileFactory/raster.js +4 -10
  205. package/es/tile/tileFactory/rasterData.js +5 -11
  206. package/es/tile/tileFactory/rasterDataLayer.js +4 -5
  207. package/es/tile/tileFactory/vectorLayer.js +8 -9
  208. package/es/tile/tileLayer/baseTileLayer.js +67 -39
  209. package/es/tile/tmsTileLayer.js +5 -4
  210. package/es/tile/utils.js +5 -3
  211. package/es/utils/blend.js +1 -2
  212. package/es/utils/collision-index.js +36 -21
  213. package/es/utils/dataMappingStyle.js +71 -15
  214. package/es/utils/extrude_polyline.js +90 -48
  215. package/es/utils/grid-index.js +7 -21
  216. package/es/utils/layerData.js +41 -17
  217. package/es/utils/multiPassRender.js +21 -5
  218. package/es/utils/polylineNormal.js +40 -20
  219. package/es/utils/simpleLine.js +4 -6
  220. package/es/utils/symbol-layout.js +49 -10
  221. package/es/utils/updateShape.js +6 -3
  222. package/es/wind/index.js +5 -6
  223. package/es/wind/models/index.js +2 -3
  224. package/es/wind/models/utils.js +50 -26
  225. package/es/wind/models/wind.js +15 -18
  226. package/es/wind/models/windRender.js +89 -78
  227. package/es/wind/models/windShader.d.ts +6 -6
  228. package/es/wind/models/windShader.js +12 -7
  229. package/es/wind/shaders/wind_frag.glsl +9 -0
  230. package/es/wind/shaders/wind_vert.glsl +17 -0
  231. package/lib/Geometry/index.js +77 -115
  232. package/lib/Geometry/models/billboard.js +181 -218
  233. package/lib/Geometry/models/index.js +34 -19
  234. package/lib/Geometry/models/plane.js +278 -394
  235. package/lib/Geometry/models/sprite.js +189 -294
  236. package/lib/Geometry/shaders/billboard_frag.glsl +13 -0
  237. package/lib/Geometry/shaders/billboard_vert.glsl +50 -0
  238. package/lib/Geometry/shaders/plane_frag.glsl +22 -0
  239. package/lib/Geometry/shaders/plane_vert.glsl +53 -0
  240. package/lib/Geometry/shaders/sprite_frag.glsl +21 -0
  241. package/lib/Geometry/shaders/sprite_vert.glsl +28 -0
  242. package/lib/canvas/index.js +66 -102
  243. package/lib/canvas/models/canvas.js +140 -210
  244. package/lib/canvas/models/index.js +30 -13
  245. package/lib/citybuliding/building.js +63 -99
  246. package/lib/citybuliding/models/build.js +146 -196
  247. package/lib/citybuliding/shaders/build_frag.glsl +117 -0
  248. package/lib/citybuliding/shaders/build_vert.glsl +54 -0
  249. package/lib/core/BaseLayer.js +807 -1245
  250. package/lib/core/BaseModel.js +275 -375
  251. package/lib/core/interface.js +53 -37
  252. package/lib/core/schema.js +39 -18
  253. package/lib/core/shape/Path.js +78 -60
  254. package/lib/core/shape/extrude.js +90 -127
  255. package/lib/core/triangulation.js +191 -304
  256. package/lib/earth/index.js +62 -96
  257. package/lib/earth/models/atmosphere.js +112 -139
  258. package/lib/earth/models/base.js +150 -198
  259. package/lib/earth/models/bloomsphere.js +112 -139
  260. package/lib/earth/shaders/atmosphere_frag.glsl +17 -0
  261. package/lib/earth/shaders/atmosphere_vert.glsl +26 -0
  262. package/lib/earth/shaders/base_frag.glsl +13 -0
  263. package/lib/earth/shaders/base_vert.glsl +52 -0
  264. package/lib/earth/shaders/bloomsphere_frag.glsl +15 -0
  265. package/lib/earth/shaders/bloomsphere_vert.glsl +20 -0
  266. package/lib/earth/utils.js +89 -85
  267. package/lib/heatmap/index.js +92 -148
  268. package/lib/heatmap/models/grid.js +91 -113
  269. package/lib/heatmap/models/grid3d.js +123 -145
  270. package/lib/heatmap/models/heatmap.js +338 -470
  271. package/lib/heatmap/models/hexagon.js +92 -114
  272. package/lib/heatmap/models/index.js +37 -23
  273. package/lib/heatmap/shaders/grid_vert.glsl +42 -0
  274. package/lib/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  275. package/lib/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  276. package/lib/heatmap/shaders/heatmap_frag.glsl +47 -0
  277. package/lib/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  278. package/lib/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  279. package/lib/heatmap/shaders/heatmap_vert.glsl +10 -0
  280. package/lib/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  281. package/lib/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  282. package/lib/heatmap/shaders/hexagon_frag.glsl +12 -0
  283. package/lib/heatmap/shaders/hexagon_vert.glsl +41 -0
  284. package/lib/heatmap/triangulation.js +46 -30
  285. package/lib/image/index.js +74 -112
  286. package/lib/image/models/dataImage.js +173 -241
  287. package/lib/image/models/image.js +123 -177
  288. package/lib/image/models/index.js +32 -16
  289. package/lib/image/shaders/dataImage_frag.glsl +38 -0
  290. package/lib/image/shaders/image_frag.glsl +9 -0
  291. package/lib/image/shaders/image_vert.glsl +17 -0
  292. package/lib/index.js +96 -193
  293. package/lib/line/index.js +83 -128
  294. package/lib/line/models/arc.js +237 -328
  295. package/lib/line/models/arc_3d.js +228 -314
  296. package/lib/line/models/earthArc_3d.js +228 -316
  297. package/lib/line/models/great_circle.js +200 -279
  298. package/lib/line/models/half.js +201 -266
  299. package/lib/line/models/index.js +50 -43
  300. package/lib/line/models/line.js +299 -394
  301. package/lib/line/models/linearline.js +203 -263
  302. package/lib/line/models/simpleLine.js +175 -225
  303. package/lib/line/models/tile.js +237 -330
  304. package/lib/line/models/wall.js +235 -310
  305. package/lib/line/shaders/arc_chunks.vert.glsl +21 -0
  306. package/lib/line/shaders/dash/arc_dash_frag.glsl +28 -0
  307. package/lib/line/shaders/dash/arc_dash_vert.glsl +148 -0
  308. package/lib/line/shaders/dash/line_dash_frag.glsl +31 -0
  309. package/lib/line/shaders/dash/line_dash_vert.glsl +93 -0
  310. package/lib/line/shaders/half/line_half_frag.glsl +53 -0
  311. package/lib/line/shaders/half/line_half_vert.glsl +169 -0
  312. package/lib/line/shaders/line_arc2d_vert.glsl +114 -0
  313. package/lib/line/shaders/line_arc_3d_frag.glsl +103 -0
  314. package/lib/line/shaders/line_arc_3d_vert.glsl +207 -0
  315. package/lib/line/shaders/line_arc_frag.glsl +89 -0
  316. package/lib/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  317. package/lib/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  318. package/lib/line/shaders/line_arc_vert.glsl +174 -0
  319. package/lib/line/shaders/line_bezier_vert.glsl +85 -0
  320. package/lib/line/shaders/line_frag.glsl +100 -0
  321. package/lib/line/shaders/line_vert.glsl +192 -0
  322. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  323. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  324. package/lib/line/shaders/linear/arc_linear_frag.glsl +38 -0
  325. package/lib/line/shaders/linear/arc_linear_vert.glsl +138 -0
  326. package/lib/line/shaders/linear/line_linear_frag.glsl +27 -0
  327. package/lib/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  328. package/lib/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  329. package/lib/line/shaders/simple/simpleline_frag.glsl +10 -0
  330. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  331. package/lib/line/shaders/simple/simpleline_vert.glsl +78 -0
  332. package/lib/line/shaders/tile/line_tile_frag.glsl +79 -0
  333. package/lib/line/shaders/tile/line_tile_vert.glsl +210 -0
  334. package/lib/line/shaders/wall_frag.glsl +93 -0
  335. package/lib/line/shaders/wall_vert.glsl +111 -0
  336. package/lib/mask/index.js +59 -93
  337. package/lib/mask/models/fill.js +82 -132
  338. package/lib/mask/models/index.js +30 -13
  339. package/lib/mask/shaders/mask_frag.glsl +7 -0
  340. package/lib/mask/shaders/mask_vert.glsl +22 -0
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  697. package/lib/utils/multiPassRender.js.map +0 -1
  698. package/lib/utils/polylineNormal.js.map +0 -1
  699. package/lib/utils/simpleLine.js.map +0 -1
  700. package/lib/utils/symbol-layout.js.map +0 -1
  701. package/lib/utils/updateShape.js.map +0 -1
  702. package/lib/wind/index.js.map +0 -1
  703. package/lib/wind/models/index.js.map +0 -1
  704. package/lib/wind/models/utils.js.map +0 -1
  705. package/lib/wind/models/wind.js.map +0 -1
  706. package/lib/wind/models/windRender.js.map +0 -1
  707. package/lib/wind/models/windShader.js.map +0 -1
@@ -0,0 +1,182 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+ attribute vec3 a_Extrude;
4
+ attribute float a_Size;
5
+ attribute float a_Shape;
6
+
7
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
8
+
9
+ uniform mat4 u_ModelMatrix;
10
+ uniform mat4 u_Mvp;
11
+ uniform float u_meter2coord;
12
+ uniform float u_meteryScale;
13
+ uniform float u_isMeter;
14
+
15
+ varying vec4 v_data;
16
+ varying vec4 v_color;
17
+ varying float v_radius;
18
+
19
+ uniform float u_opacity : 1;
20
+ uniform float u_stroke_opacity : 1;
21
+ uniform float u_stroke_width : 2;
22
+ uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
23
+ uniform vec2 u_offsets;
24
+
25
+ uniform float u_blur : 0.0;
26
+ uniform float u_raisingHeight: 0.0;
27
+
28
+ #pragma include "styleMapping"
29
+ #pragma include "styleMappingCalOpacity"
30
+ #pragma include "styleMappingCalStrokeOpacity"
31
+ #pragma include "styleMappingCalStrokeWidth"
32
+
33
+ #pragma include "projection"
34
+ #pragma include "picking"
35
+
36
+
37
+ void main() {
38
+ vec3 extrude = a_Extrude;
39
+ float shape_type = a_Shape;
40
+ /*
41
+ * setPickingSize 设置拾取大小
42
+ * u_meter2coord 在等面积大小的时候设置单位
43
+ */
44
+ float newSize = setPickingSize(a_Size) * u_meter2coord;
45
+ // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;
46
+
47
+ // cal style mapping - 数据纹理映射部分的计算
48
+ styleMappingMat = mat4(
49
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
50
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
51
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
52
+ 0.0, 0.0, 0.0, 0.0
53
+ );
54
+
55
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
56
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
57
+ float columnWidth = 1.0/columnCount; // 列宽
58
+ float rowHeight = 1.0/rowCount; // 行高
59
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
60
+ float id = a_vertexId; // 第n个顶点
61
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
62
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
63
+
64
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
65
+ // 按顺序从 cell 中取值、若没有则自动往下取值
66
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
67
+
68
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
69
+ styleMappingMat[0][0] = opacityAndOffset.r;
70
+ textureOffset = opacityAndOffset.g;
71
+
72
+ vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
73
+ styleMappingMat[0][1] = strokeOpacityAndOffset.r;
74
+ textureOffset = strokeOpacityAndOffset.g;
75
+
76
+ vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
77
+ styleMappingMat[0][2] = strokeWidthAndOffset.r;
78
+ textureOffset = strokeWidthAndOffset.g;
79
+
80
+ vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);
81
+ if(hasStroke()) {
82
+ vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
83
+ styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R
84
+ textureOffset += 1.0;
85
+
86
+ vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
87
+ styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G
88
+ textureOffset += 1.0;
89
+
90
+ vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
91
+ styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B
92
+ textureOffset += 1.0;
93
+
94
+ vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
95
+ styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A
96
+ textureOffset += 1.0;
97
+ } else {
98
+ if(u_stroke_color == vec4(0.0)) {
99
+ styleMappingMat[1][0] = v_color.r;
100
+ styleMappingMat[1][1] = v_color.g;
101
+ styleMappingMat[1][2] = v_color.b;
102
+ styleMappingMat[1][3] = v_color.a;
103
+ } else {
104
+ styleMappingMat[1][0] = u_stroke_color.r;
105
+ styleMappingMat[1][1] = u_stroke_color.g;
106
+ styleMappingMat[1][2] = u_stroke_color.b;
107
+ styleMappingMat[1][3] = u_stroke_color.a;
108
+ }
109
+ }
110
+
111
+ vec2 textrueOffsets = vec2(0.0, 0.0);
112
+ if(hasOffsets()) {
113
+ vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
114
+ textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
115
+ textureOffset += 1.0;
116
+
117
+ vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
118
+ textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
119
+ textureOffset += 1.0;
120
+ } else {
121
+ textrueOffsets = u_offsets;
122
+ }
123
+
124
+ // cal style mapping
125
+
126
+ // unpack color(vec2)
127
+ v_color = a_Color;
128
+
129
+ // radius(16-bit)
130
+ v_radius = newSize;
131
+
132
+ // TODO: billboard
133
+ // anti-alias
134
+ // float antialiased_blur = -max(u_blur, antialiasblur);
135
+ float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur);
136
+
137
+ vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);
138
+ vec3 aPosition = a_Position;
139
+ if(u_isMeter < 1.0) {
140
+ // 不以米为实际单位
141
+ offset = project_pixel(offset);
142
+ } else {
143
+ // 以米为实际单位
144
+ if(newSize * pow(2.0, u_Zoom) < 48.0) {
145
+ antialiasblur = max(antialiasblur, -0.05);
146
+ } else if(newSize * pow(2.0, u_Zoom) < 128.0) {
147
+ antialiasblur = max(antialiasblur, -0.6/pow(u_Zoom, 2.0));
148
+ } else {
149
+ antialiasblur = max(antialiasblur, -0.8/pow(u_Zoom, 2.0));
150
+ }
151
+
152
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
153
+ aPosition.x += offset.x / u_meteryScale;
154
+ aPosition.y += offset.y;
155
+ offset = vec2(0.0);
156
+ }
157
+ }
158
+
159
+ // TODP: /abs(extrude.x) 是为了兼容地球模式
160
+ v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);
161
+
162
+
163
+ // vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));
164
+ vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));
165
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
166
+
167
+ float raiseHeight = u_raisingHeight;
168
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
169
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
170
+ raiseHeight = u_raisingHeight * mapboxZoomScale;
171
+ }
172
+
173
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
174
+ gl_Position = u_Mvp * vec4(project_pos.xy + offset, raiseHeight, 1.0);
175
+ } else {
176
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, u_raisingHeight, 1.0));
177
+ }
178
+
179
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
180
+
181
+ setPickingColor(a_PickingColor);
182
+ }
@@ -0,0 +1,20 @@
1
+ uniform sampler2D u_texture;
2
+ uniform vec2 u_textSize;
3
+
4
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
5
+
6
+ #pragma include "sdf_2d"
7
+ #pragma include "picking"
8
+ varying vec2 v_uv; // 本身的 uv 坐标
9
+ varying vec2 v_Iconuv;
10
+
11
+ void main() {
12
+
13
+ float opacity = styleMappingMat[0][0];
14
+
15
+ vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;
16
+ gl_FragColor = texture2D(u_texture, pos);
17
+ gl_FragColor.a *= opacity;
18
+
19
+ gl_FragColor = filterColor(gl_FragColor);
20
+ }
@@ -0,0 +1,108 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+ attribute vec3 a_Extrude;
4
+ attribute float a_Size;
5
+ attribute vec2 a_Uv;
6
+ attribute float a_Rotate;
7
+
8
+ 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
9
+
10
+ uniform mat4 u_ModelMatrix;
11
+ uniform mat4 u_Mvp;
12
+ uniform mat2 u_RotateMatrix;
13
+ uniform float u_isMeter;
14
+
15
+ varying vec2 v_uv; // 本身的 uv 坐标
16
+ varying vec2 v_Iconuv; // icon 贴图的 uv 坐标
17
+
18
+ uniform float u_opacity : 1;
19
+ uniform vec2 u_offsets;
20
+
21
+ #pragma include "styleMapping"
22
+ #pragma include "styleMappingCalOpacity"
23
+
24
+ #pragma include "projection"
25
+ #pragma include "picking"
26
+
27
+ void main() {
28
+ vec3 extrude = a_Extrude;
29
+
30
+ v_uv = (a_Extrude.xy + 1.0)/2.0;
31
+ v_uv.y = 1.0 - v_uv.y;
32
+ v_Iconuv = a_Uv;
33
+
34
+ // cal style mapping - 数据纹理映射部分的计算
35
+ styleMappingMat = mat4(
36
+ 0.0, 0.0, 0.0, 0.0, // opacity - empty - empty - empty
37
+ 0.0, 0.0, 0.0, 0.0, // empty - empty - empty - empty
38
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
39
+ 0.0, 0.0, 0.0, 0.0
40
+ );
41
+
42
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
43
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
44
+ float columnWidth = 1.0/columnCount; // 列宽
45
+ float rowHeight = 1.0/rowCount; // 行高
46
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
47
+ float id = a_vertexId; // 第n个顶点
48
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
49
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
50
+
51
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
52
+ // 按顺序从 cell 中取值、若没有则自动往下取值
53
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
54
+
55
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
56
+ styleMappingMat[0][0] = opacityAndOffset.r;
57
+ textureOffset = opacityAndOffset.g;
58
+
59
+ vec2 textrueOffsets = vec2(0.0, 0.0);
60
+ if(hasOffsets()) {
61
+ vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
62
+ textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
63
+ textureOffset += 1.0;
64
+
65
+ vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
66
+ textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
67
+ textureOffset += 1.0;
68
+ } else {
69
+ textrueOffsets = u_offsets;
70
+ }
71
+
72
+ // cal style mapping
73
+
74
+ highp float angle_sin = sin(a_Rotate);
75
+ highp float angle_cos = cos(a_Rotate);
76
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
77
+
78
+ // vec2 offset = (u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);
79
+ vec2 offset = (rotation_matrix * u_RotateMatrix * extrude.xy * (a_Size) + textrueOffsets);
80
+ vec3 aPosition = a_Position;
81
+ if(u_isMeter < 1.0) {
82
+ // 不以米为实际单位
83
+ offset = project_pixel(offset);
84
+ } else {
85
+ // 以米为实际单位
86
+
87
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
88
+ aPosition.xy += offset;
89
+ offset.x = 0.0;
90
+ offset.y = 0.0;
91
+ }
92
+ }
93
+
94
+
95
+ // vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));
96
+ vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));
97
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
98
+
99
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
100
+ gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);
101
+ } else {
102
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
103
+ }
104
+
105
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
106
+
107
+ setPickingColor(a_PickingColor);
108
+ }
@@ -0,0 +1,39 @@
1
+
2
+ uniform sampler2D u_texture;
3
+ varying vec4 v_color;
4
+ varying vec2 v_uv;
5
+ uniform vec2 u_textSize;
6
+ uniform float u_opacity : 1;
7
+
8
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
9
+
10
+ #pragma include "picking"
11
+
12
+ void main(){
13
+ float opacity = styleMappingMat[0][0];
14
+ float size = styleMappingMat[1][0];
15
+ vec2 pos = v_uv / u_textSize + gl_PointCoord / u_textSize * 64.;
16
+ vec4 textureColor;
17
+
18
+ // Y = 0.299R + 0.587G + 0.114B // 亮度提取
19
+
20
+ textureColor = texture2D(u_texture, pos);
21
+
22
+ // Tip: 去除边缘部分 mipmap 导致的混合变暗
23
+ float fragmengTocenter = distance(vec2(0.5), gl_PointCoord);
24
+ if(fragmengTocenter >= 0.5) {
25
+ float luma = 0.299 * textureColor.r + 0.587 * textureColor.g + 0.114 * textureColor.b;
26
+ textureColor.a *= luma;
27
+ }
28
+
29
+
30
+
31
+ if(all(lessThan(v_color, vec4(1.0+0.00001))) && all(greaterThan(v_color, vec4(1.0-0.00001))) || v_color==vec4(1.0)){
32
+ gl_FragColor= textureColor;
33
+ }else {
34
+ gl_FragColor= step(0.01, textureColor.z) * v_color;
35
+ }
36
+
37
+ gl_FragColor.a = gl_FragColor.a * opacity;
38
+ gl_FragColor = filterColor(gl_FragColor);
39
+ }
@@ -0,0 +1,81 @@
1
+ precision highp float;
2
+ attribute vec3 a_Position;
3
+ attribute vec4 a_Color;
4
+ attribute vec2 a_Uv;
5
+ attribute float a_Size;
6
+ varying vec4 v_color;
7
+ varying vec2 v_uv;
8
+ uniform mat4 u_ModelMatrix;
9
+ uniform mat4 u_Mvp;
10
+ uniform vec2 u_offsets;
11
+
12
+ uniform float u_opacity : 1;
13
+
14
+ 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
15
+
16
+ #pragma include "styleMapping"
17
+ #pragma include "styleMappingCalOpacity"
18
+
19
+ #pragma include "projection"
20
+ #pragma include "picking"
21
+
22
+ void main() {
23
+ // cal style mapping - 数据纹理映射部分的计算
24
+ styleMappingMat = mat4(
25
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
26
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
27
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
28
+ 0.0, 0.0, 0.0, 0.0
29
+ );
30
+
31
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
32
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
33
+ float columnWidth = 1.0/columnCount; // 列宽
34
+ float rowHeight = 1.0/rowCount; // 行高
35
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
36
+ float id = a_vertexId; // 第n个顶点
37
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
38
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
39
+
40
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
41
+ // 按顺序从 cell 中取值、若没有则自动往下取值
42
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
43
+
44
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
45
+ styleMappingMat[0][0] = opacityAndOffset.r;
46
+ textureOffset = opacityAndOffset.g;
47
+
48
+ styleMappingMat[1][0] = a_Size;
49
+
50
+ vec2 textrueOffsets = vec2(0.0, 0.0);
51
+ if(hasOffsets()) {
52
+ vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
53
+ textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
54
+ textureOffset += 1.0;
55
+
56
+ vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
57
+ textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
58
+ textureOffset += 1.0;
59
+ } else {
60
+ textrueOffsets = u_offsets;
61
+ }
62
+
63
+ // cal style mapping - 数据纹理映射部分的计算
64
+ v_color = a_Color;
65
+ v_uv = a_Uv;
66
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
67
+
68
+ // vec2 offset = project_pixel(u_offsets);
69
+ vec2 offset = project_pixel(textrueOffsets);
70
+
71
+ // gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));
72
+
73
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
74
+ gl_Position = u_Mvp * vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0);
75
+ } else {
76
+ gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy + offset),project_pos.z, 1.0));
77
+ }
78
+ gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;
79
+
80
+ setPickingColor(a_PickingColor);
81
+ }
@@ -0,0 +1,15 @@
1
+
2
+ uniform float u_opacity : 1;
3
+ uniform vec2 u_offsets;
4
+ varying vec4 v_color;
5
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
6
+
7
+ #pragma include "picking"
8
+ void main() {
9
+ float opacity = styleMappingMat[0][0];
10
+
11
+ gl_FragColor = v_color;
12
+ // gl_FragColor.a =gl_FragColor.a * u_opacity;
13
+ gl_FragColor.a =gl_FragColor.a * opacity;
14
+ gl_FragColor = filterColor(gl_FragColor);
15
+ }
@@ -0,0 +1,79 @@
1
+
2
+ attribute vec3 a_Position;
3
+ uniform mat4 u_ModelMatrix;
4
+ uniform mat4 u_Mvp;
5
+ attribute float a_Size;
6
+ attribute vec4 a_Color;
7
+ varying vec4 v_color;
8
+
9
+ uniform float u_opacity : 1;
10
+ uniform vec2 u_offsets;
11
+
12
+ 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
13
+
14
+ #pragma include "styleMapping"
15
+ #pragma include "styleMappingCalOpacity"
16
+
17
+ #pragma include "projection"
18
+ #pragma include "picking"
19
+ #pragma include "project"
20
+ void main() {
21
+ v_color = a_Color;
22
+
23
+ // cal style mapping - 数据纹理映射部分的计算
24
+ styleMappingMat = mat4(
25
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
26
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
27
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
28
+ 0.0, 0.0, 0.0, 0.0
29
+ );
30
+
31
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
32
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
33
+ float columnWidth = 1.0/columnCount; // 列宽
34
+ float rowHeight = 1.0/rowCount; // 行高
35
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
36
+ float id = a_vertexId; // 第n个顶点
37
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
38
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
39
+
40
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
41
+ // 按顺序从 cell 中取值、若没有则自动往下取值
42
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
43
+
44
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
45
+ styleMappingMat[0][0] = opacityAndOffset.r;
46
+ textureOffset = opacityAndOffset.g;
47
+
48
+ vec2 textrueOffsets = vec2(0.0, 0.0);
49
+ if(hasOffsets()) {
50
+ vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
51
+ textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
52
+ textureOffset += 1.0;
53
+
54
+ vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
55
+ textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
56
+ textureOffset += 1.0;
57
+ } else {
58
+ textrueOffsets = u_offsets;
59
+ }
60
+
61
+ // cal style mapping
62
+
63
+ // vec2 offset = project_pixel(u_offsets);
64
+ vec2 offset = project_pixel(textrueOffsets);
65
+ // vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);
66
+ // gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));\
67
+ //
68
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
69
+ // vec2 offset = project_pixel((u_offsets));
70
+ gl_Position = u_Mvp * vec4(a_Position.xy + offset, a_Position.z, 1.0);
71
+ } else { // else
72
+ // vec2 offset = project_pixel(u_offsets);
73
+ vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);
74
+ gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));
75
+ }
76
+
77
+ gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;
78
+ setPickingColor(a_PickingColor);
79
+ }
@@ -0,0 +1,64 @@
1
+
2
+ uniform float u_additive;
3
+
4
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
5
+
6
+ varying vec4 v_data;
7
+ varying vec4 v_color;
8
+ varying float v_radius;
9
+
10
+ #pragma include "sdf_2d"
11
+ #pragma include "picking"
12
+
13
+ void main() {
14
+ int shape = int(floor(v_data.w + 0.5));
15
+
16
+ vec4 textrueStroke = vec4(
17
+ styleMappingMat[1][0],
18
+ styleMappingMat[1][1],
19
+ styleMappingMat[1][2],
20
+ styleMappingMat[1][3]
21
+ );
22
+
23
+ float opacity = styleMappingMat[0][0];
24
+
25
+ lowp float antialiasblur = v_data.z;
26
+ float r = v_radius / (v_radius);
27
+
28
+ float outer_df = sdCircle(v_data.xy, 1.0);
29
+ float inner_df = sdCircle(v_data.xy, r);
30
+
31
+ float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
32
+
33
+ gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);
34
+
35
+ if(u_additive > 0.0) {
36
+ gl_FragColor *= opacity_t;
37
+ } else {
38
+ gl_FragColor.a *= opacity_t;
39
+ }
40
+
41
+ if(gl_FragColor.a > 0.0) {
42
+ gl_FragColor = filterColor(gl_FragColor);
43
+ }
44
+
45
+ vec2 extrude = styleMappingMat[2].ba;
46
+ vec2 dir = normalize(extrude);
47
+ vec2 baseDir = vec2(1.0, 0.0);
48
+ float pi = 3.14159265359;
49
+ // full circle
50
+ // float rades = dot(dir, baseDir);
51
+ // float flag = sign(dir.y);
52
+ // float radar_v = (flag - 1.0) * -0.5 + flag * acos(rades)/pi/2.0;
53
+
54
+ // half circle
55
+ float flag = sign(dir.y);
56
+ float rades = dot(dir, baseDir);
57
+ float radar_v = (flag - 1.0) * -0.5 * acos(rades)/pi;
58
+ // simple AA
59
+ if(radar_v > 0.99) {
60
+ radar_v = 1.0 - (radar_v - 0.99)/0.01;
61
+ }
62
+
63
+ gl_FragColor.a *= radar_v;
64
+ }