@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 +1,66 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ uniform float u_opacity: 1.0;
8
+ uniform float u_raisingHeight: 0.0;
9
+
10
+ varying vec4 v_Color;
11
+ 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
12
+
13
+ #pragma include "styleMapping"
14
+ #pragma include "styleMappingCalOpacity"
15
+
16
+ #pragma include "projection"
17
+ #pragma include "picking"
18
+
19
+ void main() {
20
+ // cal style mapping - 数据纹理映射部分的计算
21
+ styleMappingMat = mat4(
22
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
23
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
24
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
25
+ 0.0, 0.0, 0.0, 0.0
26
+ );
27
+
28
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
29
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
30
+ float columnWidth = 1.0/columnCount; // 列宽
31
+ float rowHeight = 1.0/rowCount; // 行高
32
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
33
+ float id = a_vertexId; // 第n个顶点
34
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
35
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
36
+
37
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
38
+ // 按顺序从 cell 中取值、若没有则自动往下取值
39
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
40
+
41
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
42
+ styleMappingMat[0][0] = opacityAndOffset.r;
43
+ textureOffset = opacityAndOffset.g;
44
+ // cal style mapping - 数据纹理映射部分的计算
45
+
46
+ v_Color = a_Color;
47
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
48
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
49
+
50
+ project_pos.z += u_raisingHeight;
51
+
52
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
53
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
54
+ project_pos.z *= mapboxZoomScale;
55
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
56
+ }
57
+
58
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
59
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
60
+ } else {
61
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
62
+ }
63
+
64
+ setPickingColor(a_PickingColor);
65
+ }
66
+
@@ -0,0 +1,12 @@
1
+ uniform float u_opacity: 1.0;
2
+ varying vec4 v_Color;
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ #pragma include "picking"
6
+
7
+ void main() {
8
+ float opacity = styleMappingMat[0][0];
9
+ gl_FragColor = v_Color;
10
+ gl_FragColor.a *= opacity;
11
+ gl_FragColor = filterColor(gl_FragColor);
12
+ }
@@ -0,0 +1,82 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ uniform float u_opacity: 1.0;
8
+
9
+ uniform vec2 u_tileOrigin;
10
+ uniform float u_coord;
11
+
12
+ varying vec4 v_Color;
13
+ 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
14
+
15
+ #pragma include "styleMapping"
16
+ #pragma include "styleMappingCalOpacity"
17
+
18
+ #pragma include "projection"
19
+ #pragma include "picking"
20
+
21
+ void main() {
22
+ // cal style mapping - 数据纹理映射部分的计算
23
+ styleMappingMat = mat4(
24
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
25
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
26
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
27
+ 0.0, 0.0, 0.0, 0.0
28
+ );
29
+
30
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
31
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
32
+ float columnWidth = 1.0/columnCount; // 列宽
33
+ float rowHeight = 1.0/rowCount; // 行高
34
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
35
+ float id = a_vertexId; // 第n个顶点
36
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
37
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
38
+
39
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
40
+ // 按顺序从 cell 中取值、若没有则自动往下取值
41
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
42
+
43
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
44
+ styleMappingMat[0][0] = opacityAndOffset.r;
45
+ textureOffset = opacityAndOffset.g;
46
+ // cal style mapping - 数据纹理映射部分的计算
47
+
48
+ v_Color = a_Color;
49
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
50
+
51
+
52
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
53
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
54
+ project_pos.z *= mapboxZoomScale;
55
+ }
56
+
57
+ if(u_coord > 0.0) {
58
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
59
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
60
+ } else {
61
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
62
+ }
63
+ } else {
64
+ vec2 pointPos = a_Position.xy;
65
+ vec4 world = 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
66
+
67
+ vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // 瓦片内的点的偏移坐标
68
+
69
+ world.xy += pointOffset;
70
+
71
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
72
+ // Needs to be divided with project_uCommonUnitsPerMeter
73
+ world.w *= u_PixelsPerMeter.z;
74
+ }
75
+
76
+ gl_Position = u_ViewProjectionMatrix * world + u_ViewportCenterProjection;
77
+ }
78
+
79
+
80
+ setPickingColor(a_PickingColor);
81
+ }
82
+
@@ -0,0 +1,248 @@
1
+
2
+ uniform float u_time: 0.0;
3
+ uniform float u_opacity: 1.0;
4
+
5
+ varying vec2 v_uv;
6
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
7
+
8
+ float coast2water_fadedepth = 0.10;
9
+ float large_waveheight = .750; // change to adjust the "heavy" waves
10
+ float large_wavesize = 3.4; // factor to adjust the large wave size
11
+ float small_waveheight = 0.6; // change to adjust the small random waves
12
+ float small_wavesize = 0.5; // factor to ajust the small wave size
13
+ float water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)
14
+ float water_glossylight_fact= 120.; // range [1..200]
15
+ float particle_amount = 70.;
16
+ // vec3 watercolor = vec3(0.43, 0.60, 0.66); // 'transparent' low-water color (RGB)
17
+ // vec3 watercolor2 = vec3(0.06, 0.07, 0.11); // deep-water color (RGB, should be darker than the low-water color)
18
+ uniform vec4 u_watercolor;
19
+ uniform vec4 u_watercolor2;
20
+ vec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights
21
+ #define light vec3(-0., sin(u_time*0.5)*.5 + .35, 2.8) // position of the sun
22
+
23
+ uniform sampler2D u_texture1;
24
+ uniform sampler2D u_texture2;
25
+ uniform sampler2D u_texture3;
26
+
27
+
28
+
29
+ float hash( float n ) {
30
+ return fract(sin(n)*43758.5453123);
31
+ }
32
+
33
+ // 2d noise function
34
+ float noise1( in vec2 x ) {
35
+ vec2 p = floor(x);
36
+ vec2 f = smoothstep(0.0, 1.0, fract(x));
37
+ float n = p.x + p.y*57.0;
38
+ return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
39
+ mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);
40
+ }
41
+
42
+ float noise(vec2 p) {
43
+ return texture2D(u_texture2,p*vec2(1./256.)).x;
44
+ }
45
+
46
+ vec4 highness(vec2 p) {
47
+ vec4 t = texture2D(u_texture1,fract(p));
48
+ float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;
49
+ return clamp(t, 0.0,3.0)+clamp(t/3.0-1.0, 0.0,1.0)+clamp(t/16.0-1.0, 0.0,1.0);
50
+ }
51
+
52
+ float height_map( vec2 p ) {
53
+ vec4 height=highness(p);
54
+ /*
55
+ height = -0.5+
56
+ 0.5*smoothstep(-100.,0.,-height)+
57
+ 2.75*smoothstep(0.,2.,height)+
58
+ 1.75*smoothstep(2.,4.,height)+
59
+ 2.75*smoothstep(4.,16.,height)+
60
+ 1.5*smoothstep(16.,1000.,height);
61
+ */
62
+
63
+ mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );
64
+ //p = p*6.;
65
+ float f = 0.6000*noise1( p ); p = m*p*1.1*6.;
66
+ f += 0.2500*noise( p ); p = m*p*1.32;
67
+ f += 0.1666*noise( p ); p = m*p*1.11;
68
+ f += 0.0834*noise( p ); p = m*p*1.12;
69
+ f += 0.0634*noise( p ); p = m*p*1.13;
70
+ f += 0.0444*noise( p ); p = m*p*1.14;
71
+ f += 0.0274*noise( p ); p = m*p*1.15;
72
+ f += 0.0134*noise( p ); p = m*p*1.16;
73
+ f += 0.0104*noise( p ); p = m*p*1.17;
74
+ f += 0.0084*noise( p );
75
+ f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;
76
+ const float FLAT_LEVEL = 0.92525;
77
+ //f = f*0.25+height*0.75;
78
+ if (f<FLAT_LEVEL)
79
+ f = f;
80
+ else
81
+ f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase
82
+ return clamp(f, 0., 10.);
83
+ }
84
+
85
+ vec3 plasma_quintic( float x ) {
86
+ x = clamp( x, 0.0, 1.0);
87
+ vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
88
+ vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7
89
+ return vec3(
90
+ dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),
91
+ dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),
92
+ dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );
93
+ }
94
+
95
+ vec4 color(vec2 p){
96
+ vec4 c1 = vec4(1.7,1.6,.9,1);
97
+ vec4 c2 = vec4(.2,.94,.1,1);
98
+ vec4 c3 = vec4(.3,.2,.0,1);
99
+ vec4 c4 = vec4(.99,.99,1.6,1);
100
+ vec4 v = highness(p);
101
+ float los = smoothstep(0.1,1.1,v.b);
102
+ float his = smoothstep(3.5,6.5,v.b);
103
+ float ces = smoothstep(1.,5.,v.a);
104
+ vec4 lo = mix(c1,c2,los);
105
+ vec4 hi = mix(c3,c4,his);
106
+ vec4 ce = mix(lo,hi,ces);
107
+
108
+ return vec4(plasma_quintic(ces),1).ragb;
109
+ }
110
+
111
+ vec3 terrain_map( vec2 p )
112
+ {
113
+ return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture2D(u_texture3, fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'
114
+ }
115
+
116
+ const mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );
117
+
118
+ float water_map( vec2 p, float height ) {
119
+ vec2 p2 = p*large_wavesize;
120
+ vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );
121
+ vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );
122
+
123
+ // coarse crossing 'ocean' waves...
124
+ float f = 0.6000*noise( p );
125
+ f += 0.2500*noise( p*m );
126
+ f += 0.1666*noise( p*m*m );
127
+ float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;
128
+
129
+ p *= small_wavesize;
130
+ f = 0.;
131
+ float amp = 1.0, s = .5;
132
+ for (int i=0; i<9; i++)
133
+ { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }
134
+
135
+ return wave+f*small_waveheight;
136
+ }
137
+
138
+ float nautic(vec2 p) {
139
+ p *= 18.;
140
+ float f = 0.;
141
+ float amp = 1.0, s = .5;
142
+ for (int i=0; i<3; i++)
143
+ { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }
144
+ return pow(1.-f, 5.);
145
+ }
146
+
147
+ float particles(vec2 p) {
148
+ p *= 200.;
149
+ float f = 0.;
150
+ float amp = 1.0, s = 1.5;
151
+ for (int i=0; i<3; i++)
152
+ { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }
153
+ return pow(f*.35, 7.)*particle_amount;
154
+ }
155
+
156
+ float test_shadow( vec2 xy, float height) {
157
+ vec3 r0 = vec3(xy, height);
158
+ vec3 rd = normalize( light - r0 );
159
+
160
+ float hit = 1.0;
161
+ float t = 0.001;
162
+ for (int j=1; j<25; j++)
163
+ {
164
+ vec3 p = r0 + t*rd;
165
+ float h = height_map( p.xy );
166
+ float height_diff = p.z - h;
167
+ if (height_diff<0.0)
168
+ {
169
+ return 0.0;
170
+ }
171
+ t += 0.01+height_diff*.02;
172
+ hit = min(hit, 2.*height_diff/t); // soft shaddow
173
+ }
174
+ return hit;
175
+ }
176
+
177
+ vec3 CalcTerrain(vec2 uv, float height) {
178
+ vec3 col = terrain_map( uv );
179
+ vec2 iResolution = vec2(512.);
180
+ float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);
181
+ float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);
182
+ float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);
183
+ float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);
184
+ vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));
185
+ vec3 r0 = vec3(uv, height);
186
+ vec3 rd = normalize( light - r0 );
187
+ float grad = dot(norm, rd);
188
+ col *= grad+pow(grad, 8.);
189
+ float terrainshade = test_shadow( uv, height );
190
+ col = mix(col*.25, col, terrainshade);
191
+ return col;
192
+ }
193
+
194
+
195
+ void main() {
196
+ vec3 watercolor = u_watercolor.rgb;
197
+ vec3 watercolor2 = u_watercolor2.rgb;
198
+ vec2 uv = v_uv;
199
+ float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)
200
+ float deepwater_fadedepth = 0.4 + coast2water_fadedepth;
201
+ float height = height_map( uv );
202
+ vec3 col;
203
+
204
+ float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);
205
+ float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);
206
+ if (height > level)
207
+ {
208
+ col = CalcTerrain(uv, height);
209
+ }
210
+ if (height <= level)
211
+ {
212
+ vec2 dif = vec2(.0, .01);
213
+ vec2 pos = uv*15. + vec2(u_time*.01);
214
+ float h1 = water_map(pos-dif,waveheight);
215
+ float h2 = water_map(pos+dif,waveheight);
216
+ float h3 = water_map(pos-dif.yx,waveheight);
217
+ float h4 = water_map(pos+dif.yx,waveheight);
218
+ vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane
219
+ uv += normwater.xy*.002*(level-height);
220
+
221
+ col = CalcTerrain(uv, height);
222
+
223
+ float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);
224
+ float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);
225
+ float intensity = col.r*.2126+col.g*.7152+col.b*.0722;
226
+ watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));
227
+
228
+ vec3 r0 = vec3(uv, WATER_LEVEL);
229
+ vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position
230
+ float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction
231
+ float specular = pow(grad, water_softlight_fact); // used for soft highlights
232
+ float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights
233
+ float gradpos = dot(vec3(0., 0., 1.), rd);
234
+ float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...)
235
+ float watershade = test_shadow( uv, level );
236
+ watercolor *= 2.2+watershade;
237
+ watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;
238
+ watercolor /= (1.+specular1*1.25);
239
+ watercolor += watershade*specular2*water_specularcolor;
240
+ watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));
241
+
242
+ col = mix(col, watercolor, coastfade);
243
+ }
244
+
245
+
246
+ float opacity = styleMappingMat[0][0];
247
+ gl_FragColor = vec4(col, opacity);
248
+ }
@@ -0,0 +1,52 @@
1
+ attribute vec2 a_uv;
2
+ attribute vec3 a_Position;
3
+ uniform mat4 u_ModelMatrix;
4
+ uniform mat4 u_Mvp;
5
+
6
+ varying vec2 v_uv;
7
+ uniform float u_opacity: 1.0;
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
+ #pragma include "styleMapping"
11
+ #pragma include "styleMappingCalOpacity"
12
+
13
+ #pragma include "projection"
14
+
15
+ void main() {
16
+ v_uv = a_uv;
17
+ // cal style mapping - 数据纹理映射部分的计算
18
+ styleMappingMat = mat4(
19
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
20
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
21
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
22
+ 0.0, 0.0, 0.0, 0.0
23
+ );
24
+
25
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
26
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
27
+ float columnWidth = 1.0/columnCount; // 列宽
28
+ float rowHeight = 1.0/rowCount; // 行高
29
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
30
+ float id = a_vertexId; // 第n个顶点
31
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
32
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
33
+
34
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
35
+ // 按顺序从 cell 中取值、若没有则自动往下取值
36
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
37
+
38
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
39
+ styleMappingMat[0][0] = opacityAndOffset.r;
40
+ textureOffset = opacityAndOffset.g;
41
+ // cal style mapping - 数据纹理映射部分的计算
42
+
43
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
44
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
45
+
46
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
47
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
48
+ } else {
49
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
50
+ }
51
+ }
52
+
@@ -0,0 +1,73 @@
1
+ uniform sampler2D u_texture;
2
+ uniform float u_time: 0.0;
3
+ uniform float u_speed: 1.0;
4
+ uniform float u_opacity: 1.0;
5
+
6
+ varying vec4 v_Color;
7
+ varying vec2 v_uv;
8
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
9
+
10
+
11
+ float rand(vec2 n) { return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); }
12
+
13
+ float water(vec3 p) {
14
+ float t = u_time * u_speed;
15
+ p.z += t * 2.; p.x += t * 2.;
16
+ vec3 c1 = texture2D(u_texture, p.xz / 30.).xyz;
17
+ p.z += t * 3.; p.x += t * 0.52;
18
+ vec3 c2 = texture2D(u_texture, p.xz / 30.).xyz;
19
+ p.z += t * 4.; p.x += t * 0.8;
20
+ vec3 c3 = texture2D(u_texture, p.xz / 30.).xyz;
21
+ c1 += c2 - c3;
22
+ float z = (c1.x + c1.y + c1.z) / 3.;
23
+ return p.y + z / 4.;
24
+ }
25
+
26
+ float map(vec3 p) {
27
+ float d = 100.0;
28
+ d = water(p);
29
+ return d;
30
+ }
31
+
32
+ float intersect(vec3 ro, vec3 rd) {
33
+ float d = 0.0;
34
+ for (int i = 0; i <= 100; i++) {
35
+ float h = map(ro + rd * d);
36
+ if (h < 0.1) return d;
37
+ d += h;
38
+ }
39
+ return 0.0;
40
+ }
41
+
42
+ vec3 norm(vec3 p) {
43
+ float eps = .1;
44
+ return normalize(vec3(
45
+ map(p + vec3(eps, 0, 0)) - map(p + vec3(-eps, 0, 0)),
46
+ map(p + vec3(0, eps, 0)) - map(p + vec3(0, -eps, 0)),
47
+ map(p + vec3(0, 0, eps)) - map(p + vec3(0, 0, -eps))
48
+ ));
49
+ }
50
+
51
+ float calSpc() {
52
+ vec3 l1 = normalize(vec3(1, 1, 1));
53
+ vec3 ro = vec3(-3, 20, -8);
54
+ vec3 rc = vec3(0, 0, 0);
55
+ vec3 ww = normalize(rc - ro);
56
+ vec3 uu = normalize(cross(vec3(0,1,0), ww));
57
+ vec3 vv = normalize(cross(rc - ro, uu));
58
+ vec3 rd = normalize(uu * v_uv.x + vv * v_uv.y + ww);
59
+ float d = intersect(ro, rd);
60
+ vec3 p = ro + rd * d;
61
+ vec3 n = norm(p);
62
+ float spc = pow(max(0.0, dot(reflect(l1, n), rd)), 30.0);
63
+ return spc;
64
+ }
65
+
66
+ void main() {
67
+ float opacity = styleMappingMat[0][0];
68
+ gl_FragColor = v_Color;
69
+ gl_FragColor.a *= opacity;
70
+
71
+ float spc = calSpc();
72
+ gl_FragColor += spc * 0.4;
73
+ }
@@ -0,0 +1,55 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec2 a_uv;
3
+ attribute vec3 a_Position;
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ varying vec4 v_Color;
8
+ varying vec2 v_uv;
9
+ uniform float u_opacity: 1.0;
10
+ 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
11
+
12
+ #pragma include "styleMapping"
13
+ #pragma include "styleMappingCalOpacity"
14
+
15
+ #pragma include "projection"
16
+
17
+ void main() {
18
+ v_uv = a_uv;
19
+ // cal style mapping - 数据纹理映射部分的计算
20
+ styleMappingMat = mat4(
21
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
22
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
23
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
24
+ 0.0, 0.0, 0.0, 0.0
25
+ );
26
+
27
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
28
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
29
+ float columnWidth = 1.0/columnCount; // 列宽
30
+ float rowHeight = 1.0/rowCount; // 行高
31
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
32
+ float id = a_vertexId; // 第n个顶点
33
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
34
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
35
+
36
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
37
+ // 按顺序从 cell 中取值、若没有则自动往下取值
38
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
39
+
40
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
41
+ styleMappingMat[0][0] = opacityAndOffset.r;
42
+ textureOffset = opacityAndOffset.g;
43
+ // cal style mapping - 数据纹理映射部分的计算
44
+
45
+ v_Color = a_Color;
46
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
47
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
48
+
49
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
50
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
51
+ } else {
52
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
53
+ }
54
+ }
55
+
@@ -1,3 +1,4 @@
1
+ // @ts-ignore
1
2
  import Martini from '@mapbox/martini';
2
3
  export function RasterTriangulation(parserData) {
3
4
  var coordinates = parserData.coordinates,
@@ -24,5 +25,4 @@ export function RasterTriangulation(parserData) {
24
25
  indices: Array.from(mesh.triangles),
25
26
  size: 2
26
27
  };
27
- }
28
- //# sourceMappingURL=triangulation.js.map
28
+ }
@@ -10,10 +10,10 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
10
10
 
11
11
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
12
12
 
13
- import BaseLayer from '../core/BaseLayer';
14
- import RasterModels from './models/index';
13
+ import BaseLayer from "../core/BaseLayer";
14
+ import RasterModels from "./models/index";
15
15
 
16
- var RaterLayer = function (_BaseLayer) {
16
+ var RaterLayer = /*#__PURE__*/function (_BaseLayer) {
17
17
  _inherits(RaterLayer, _BaseLayer);
18
18
 
19
19
  var _super = _createSuper(RaterLayer);
@@ -83,6 +83,7 @@ var RaterLayer = function (_BaseLayer) {
83
83
  }, {
84
84
  key: "getModelType",
85
85
  value: function getModelType() {
86
+ // 根据 source 的类型判断 model type
86
87
  switch (this.layerSource.parser.type) {
87
88
  case 'raster':
88
89
  return 'raster';
@@ -92,12 +93,12 @@ var RaterLayer = function (_BaseLayer) {
92
93
 
93
94
  default:
94
95
  return 'raster';
95
- }
96
+ } // return 'raster';
97
+
96
98
  }
97
99
  }]);
98
100
 
99
101
  return RaterLayer;
100
102
  }(BaseLayer);
101
103
 
102
- export { RaterLayer as default };
103
- //# sourceMappingURL=index.js.map
104
+ export { RaterLayer as default };
@@ -1,9 +1,8 @@
1
- import RasterTileModel from '../../tile/models/tileModel';
2
- import RasterModel from './raster';
1
+ import RasterTileModel from "../../tile/models/tileModel";
2
+ import RasterModel from "./raster";
3
3
  var RasterModels = {
4
4
  raster: RasterModel,
5
5
  raster3d: RasterModel,
6
6
  rasterTile: RasterTileModel
7
7
  };
8
- export default RasterModels;
9
- //# sourceMappingURL=index.js.map
8
+ export default RasterModels;