@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 +1,52 @@
1
+ // attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+ attribute vec3 a_Normal;
4
+ attribute vec2 a_Uv;
5
+ varying vec2 v_texCoord;
6
+
7
+ // attribute vec2 a_Extrude;
8
+ // attribute float a_Size;
9
+ // attribute float a_Shape;
10
+
11
+ uniform vec3 u_CameraPosition;
12
+ uniform mat4 u_ViewProjectionMatrix;
13
+ uniform mat4 u_ModelMatrix;
14
+ uniform float u_ambientRatio : 0.5;
15
+ uniform float u_diffuseRatio : 0.3;
16
+ uniform float u_specularRatio : 0.2;
17
+ uniform vec3 u_sunLight: [1.0, -10.5, 12.0];
18
+
19
+
20
+
21
+ float calc_lighting(vec4 pos) {
22
+
23
+ vec3 worldPos = vec3(pos * u_ModelMatrix);
24
+
25
+ vec3 worldNormal = a_Normal;
26
+
27
+ // cal light weight
28
+ vec3 viewDir = normalize(u_CameraPosition - worldPos);
29
+
30
+ vec3 lightDir = normalize(u_sunLight);
31
+
32
+ vec3 halfDir = normalize(viewDir+lightDir);
33
+ // lambert
34
+ float lambert = dot(worldNormal, lightDir);
35
+ // specular
36
+ float specular = pow(max(0.0, dot(worldNormal, halfDir)), 32.0);
37
+ //sum to light weight
38
+ float lightWeight = u_ambientRatio + u_diffuseRatio * lambert + u_specularRatio * specular;
39
+
40
+ return lightWeight;
41
+ }
42
+
43
+ varying float v_lightWeight;
44
+ void main() {
45
+
46
+ v_texCoord = a_Uv;
47
+
48
+ float lightWeight = calc_lighting(vec4(a_Position, 1.0));
49
+ v_lightWeight = lightWeight;
50
+
51
+ gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
52
+ }
@@ -0,0 +1,15 @@
1
+
2
+ uniform float u_opacity;
3
+ uniform vec3 u_CameraPosition;
4
+ varying vec3 vVertexNormal;
5
+
6
+ varying vec4 v_Color;
7
+ void main() {
8
+
9
+
10
+ float intensity = - dot(normalize(vVertexNormal), normalize(u_CameraPosition));
11
+ // TODO: 去除背面
12
+ if(intensity > 1.0) intensity = 0.0;
13
+
14
+ gl_FragColor = vec4(v_Color.rgb, v_Color.a * intensity * u_opacity);
15
+ }
@@ -0,0 +1,20 @@
1
+
2
+ attribute vec3 a_Position;
3
+ attribute vec3 a_Normal;
4
+ attribute vec2 a_Uv;
5
+ attribute vec4 a_Color;
6
+ uniform vec3 u_CameraPosition;
7
+ uniform mat4 u_ViewProjectionMatrix;
8
+ uniform mat4 u_ModelMatrix;
9
+ uniform mat4 u_ViewMatrix;
10
+
11
+ varying vec3 vVertexNormal;
12
+ varying vec4 v_Color;
13
+
14
+ void main() {
15
+ v_Color = a_Color;
16
+
17
+ vVertexNormal = a_Normal;
18
+
19
+ gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
20
+ }
package/es/earth/utils.js CHANGED
@@ -1,22 +1,45 @@
1
1
  import _toConsumableArray from "@babel/runtime/helpers/toConsumableArray";
2
- import { mat4, vec3 } from 'gl-matrix';
2
+ import { mat4, vec3 } from 'gl-matrix'; // 该文件专门记录地球模式的数值
3
+ // 地球网格半径
4
+
3
5
  export var EARTH_RADIUS = 100;
4
6
  export var EARTH_SEGMENTS = 36;
5
7
  export var EARTH_RADIUS_OUTER = 40;
8
+ /**
9
+ * 角度转弧度
10
+ * @param deg
11
+ * @returns
12
+ */
6
13
 
7
14
  function torad(deg) {
8
15
  return deg / 180 * Math.acos(-1);
9
16
  }
17
+ /**
18
+ * 经纬度转xyz
19
+ * @param longitude 经度
20
+ * @param latitude 纬度
21
+ * @param radius 半径
22
+ */
23
+
10
24
 
11
25
  export function lglt2xyz(lnglat) {
26
+ // TODO: + Math.PI/2 是为了对齐坐标
12
27
  var lng = torad(lnglat[0]) + Math.PI / 2;
13
- var lat = torad(lnglat[1]);
28
+ var lat = torad(lnglat[1]); // TODO: 手动增加一些偏移,减轻面的冲突
29
+
14
30
  var radius = EARTH_RADIUS + Math.random() * 0.4;
15
31
  var z = radius * Math.cos(lat) * Math.cos(lng);
16
32
  var x = radius * Math.cos(lat) * Math.sin(lng);
17
33
  var y = radius * Math.sin(lat);
18
34
  return [x, y, z];
19
35
  }
36
+ /**
37
+ * 构建地球球体网格
38
+ * @param radius
39
+ * @param opt
40
+ * @returns
41
+ */
42
+
20
43
  export function primitiveSphere(radius, opt) {
21
44
  var matRotY = mat4.create();
22
45
  var matRotZ = mat4.create();
@@ -52,7 +75,8 @@ export function primitiveSphere(radius, opt) {
52
75
  positionsArr.push.apply(positionsArr, _toConsumableArray(tmpVec3.slice()));
53
76
  vec3.normalize(tmpVec3, tmpVec3);
54
77
  normalArr.push.apply(normalArr, _toConsumableArray(tmpVec3.slice()));
55
- uvs.push([normalizedY, 1 - normalizedZ]);
78
+ uvs.push([normalizedY, 1 - normalizedZ]); // position 和 uv 一起存储
79
+
56
80
  positionsArr.push(normalizedY, 1 - normalizedZ);
57
81
  }
58
82
 
@@ -77,5 +101,4 @@ export function primitiveSphere(radius, opt) {
77
101
  indicesArr: indicesArr,
78
102
  normalArr: normalArr
79
103
  };
80
- }
81
- //# sourceMappingURL=utils.js.map
104
+ }
@@ -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 HeatMapModels from './models';
13
+ import BaseLayer from "../core/BaseLayer";
14
+ import HeatMapModels from "./models";
15
15
 
16
- var HeatMapLayer = function (_BaseLayer) {
16
+ var HeatMapLayer = /*#__PURE__*/function (_BaseLayer) {
17
17
  _inherits(HeatMapLayer, _BaseLayer);
18
18
 
19
19
  var _super = _createSuper(HeatMapLayer);
@@ -65,7 +65,7 @@ var HeatMapLayer = function (_BaseLayer) {
65
65
 
66
66
  if (shape === 'heatmap') {
67
67
  if (this.layerModel) {
68
- this.layerModel.render();
68
+ this.layerModel.render(); // 独立的渲染流程
69
69
  }
70
70
 
71
71
  return this;
@@ -74,7 +74,9 @@ var HeatMapLayer = function (_BaseLayer) {
74
74
  if (this.layerModelNeedUpdate) {
75
75
  this.layerModel.buildModels(function (models) {
76
76
  return _this4.models = models;
77
- });
77
+ }); // @ts-ignore
78
+ // this.models = this.layerModel.buildModels();
79
+
78
80
  this.layerModelNeedUpdate = false;
79
81
  }
80
82
 
@@ -140,5 +142,4 @@ var HeatMapLayer = function (_BaseLayer) {
140
142
  return HeatMapLayer;
141
143
  }(BaseLayer);
142
144
 
143
- export { HeatMapLayer as default };
144
- //# sourceMappingURL=index.js.map
145
+ export { HeatMapLayer as default };
@@ -10,12 +10,16 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
10
10
 
11
11
  import { AttributeType, gl } from '@antv/l7-core';
12
12
  import { getMask } from '@antv/l7-utils';
13
- import BaseModel from '../../core/BaseModel';
14
- import { HeatmapGridTriangulation } from '../../core/triangulation';
13
+ import BaseModel from "../../core/BaseModel";
14
+ import { HeatmapGridTriangulation } from "../../core/triangulation";
15
+
16
+ /* babel-plugin-inline-import '../shaders/grid_vert.glsl' */
15
17
  var heatmapGridVert = "precision highp float;\r\n// \u591A\u8FB9\u5F62\u9876\u70B9\u5750\u6807\r\nattribute vec3 a_Position;\r\n// \u591A\u8FB9\u5F62\u7ECF\u7EAC\u5EA6\u5750\u6807\r\nattribute vec3 a_Pos;\r\nattribute float a_Size;\r\nattribute vec4 a_Color;\r\nuniform vec2 u_radius;\r\nuniform float u_coverage: 0.9;\r\nuniform float u_angle: 0;\r\nuniform mat4 u_ModelMatrix;\r\nuniform mat4 u_Mvp;\r\nvarying vec4 v_color;\r\n\r\nuniform vec2 u_SceneCenterMKT;\r\n\r\n#pragma include \"projection\"\r\n#pragma include \"project\"\r\n#pragma include \"picking\"\r\n\r\nvoid main() {\r\n v_color = a_Color;\r\n\r\n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\r\n vec2 offset = a_Position.xy * u_radius * rotationMatrix * u_coverage ;\r\n // vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\r\n // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\r\n // gl_Position = project_common_position_to_clipspace(project_pos);\r\n\r\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\r\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\r\n vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT; // \u5C06\u7ECF\u7EAC\u5EA6\u8F6C\u6362\u4E3A\u9AD8\u5FB72.0\u9700\u8981\u7684\u5E73\u9762\u5750\u6807\r\n vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));\r\n gl_Position = u_Mvp * (project_pos);\r\n } else {\r\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\r\n vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\r\n gl_Position = project_common_position_to_clipspace(project_pos);\r\n }\r\n\r\n setPickingColor(a_PickingColor);\r\n}\r\n";
18
+
19
+ /* babel-plugin-inline-import '../shaders/hexagon_frag.glsl' */
16
20
  var heatmapGridFrag = "precision highp float;\nvarying vec4 v_color;\nuniform float u_opacity: 1;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
17
21
 
18
- var GridModel = function (_BaseModel) {
22
+ var GridModel = /*#__PURE__*/function (_BaseModel) {
19
23
  _inherits(GridModel, _BaseModel);
20
24
 
21
25
  var _super = _createSuper(GridModel);
@@ -77,16 +81,19 @@ var GridModel = function (_BaseModel) {
77
81
  value: function registerBuiltinAttributes() {
78
82
  this.styleAttributeService.registerStyleAttribute({
79
83
  name: 'pos',
84
+ // 顶点经纬度位置
80
85
  type: AttributeType.Attribute,
81
86
  descriptor: {
82
87
  name: 'a_Pos',
83
88
  buffer: {
89
+ // give the WebGL driver a hint that this buffer may change
84
90
  usage: gl.DYNAMIC_DRAW,
85
91
  data: [],
86
92
  type: gl.FLOAT
87
93
  },
88
94
  size: 3,
89
95
  update: function update(feature, featureIdx) {
96
+ // const coordinates = feature.coordinates as number[];
90
97
  var coordinates = feature.version === 'GAODE2.x' ? feature.originCoordinates : feature.coordinates;
91
98
  return [coordinates[0], coordinates[1], 0];
92
99
  }
@@ -98,5 +105,4 @@ var GridModel = function (_BaseModel) {
98
105
  return GridModel;
99
106
  }(BaseModel);
100
107
 
101
- export { GridModel as default };
102
- //# sourceMappingURL=grid.js.map
108
+ export { GridModel as default };
@@ -10,12 +10,16 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
10
10
 
11
11
  import { AttributeType, gl } from '@antv/l7-core';
12
12
  import { getMask } from '@antv/l7-utils';
13
- import BaseModel from '../../core/BaseModel';
14
- import { PointExtrudeTriangulation } from '../../core/triangulation';
13
+ import BaseModel from "../../core/BaseModel";
14
+ import { PointExtrudeTriangulation } from "../../core/triangulation";
15
+
16
+ /* babel-plugin-inline-import '../shaders/hexagon_3d_vert.glsl' */
15
17
  var heatmapGrid3dVert = "precision highp float;\n// \u591A\u8FB9\u5F62\u9876\u70B9\u5750\u6807\nattribute vec3 a_Position;\n// \u591A\u8FB9\u5F62\u7ECF\u7EAC\u5EA6\u5750\u6807\nattribute vec3 a_Pos;\n\nattribute vec3 a_Normal;\nattribute float a_Size;\nattribute vec4 a_Color;\nuniform vec2 u_radius;\nuniform float u_coverage: 0.9;\nuniform float u_angle: 0;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform vec2 u_SceneCenterMKT;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\n\nvoid main() {\n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));\n // vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // \u5B9E\u9645\u7684\u7ECF\u7EAC\u5EA6\n // vec2 lnglat = (a_Pos.xy + offset); \n // vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));\n // gl_Position = project_common_position_to_clipspace(project_pos);\n // float lightWeight = calc_lighting(project_pos);\n // v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // vec2 lnglat = (a_Pos.xy + offset); \n // vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));\n\n // float lightWeight = calc_lighting(project_pos);\n // v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n \n // gl_Position = u_Mvp * vec4(lnglat , a_Position.z * a_Size, 1.0);\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // \u7ECF\u7EAC\u5EA6\n vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT; // \u5C06\u7ECF\u7EAC\u5EA6\u8F6C\u6362\u4E3A\u9AD8\u5FB72.0\u9700\u8981\u7684\u5E73\u9762\u5750\u6807\n vec4 project_pos = project_position(vec4(customLnglat, a_Position.z * a_Size, 1.0));\n\n float lightWeight = calc_lighting(project_pos);\n v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n \n gl_Position = u_Mvp * vec4(customLnglat , a_Position.z * a_Size, 1.0);\n } else {\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset); // \u5B9E\u9645\u7684\u7ECF\u7EAC\u5EA6\n vec4 project_pos = project_position(vec4(lnglat, a_Position.z * a_Size, 1.0));\n \n float lightWeight = calc_lighting(project_pos);\n v_color =vec4(a_Color.rgb*lightWeight, a_Color.w);\n \n gl_Position = project_common_position_to_clipspace(project_pos);\n }\n\n\n\n setPickingColor(a_PickingColor);\n}\n";
18
+
19
+ /* babel-plugin-inline-import '../shaders/hexagon_frag.glsl' */
16
20
  var heatmapGridFrag = "precision highp float;\nvarying vec4 v_color;\nuniform float u_opacity: 1;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
17
21
 
18
- var Grid3DModel = function (_BaseModel) {
22
+ var Grid3DModel = /*#__PURE__*/function (_BaseModel) {
19
23
  _inherits(Grid3DModel, _BaseModel);
20
24
 
21
25
  var _super = _createSuper(Grid3DModel);
@@ -76,12 +80,14 @@ var Grid3DModel = function (_BaseModel) {
76
80
  }, {
77
81
  key: "registerBuiltinAttributes",
78
82
  value: function registerBuiltinAttributes() {
83
+ // point layer size;
79
84
  this.styleAttributeService.registerStyleAttribute({
80
85
  name: 'size',
81
86
  type: AttributeType.Attribute,
82
87
  descriptor: {
83
88
  name: 'a_Size',
84
89
  buffer: {
90
+ // give the WebGL driver a hint that this buffer may change
85
91
  usage: gl.DYNAMIC_DRAW,
86
92
  data: [],
87
93
  type: gl.FLOAT
@@ -92,13 +98,15 @@ var Grid3DModel = function (_BaseModel) {
92
98
  return Array.isArray(size) ? [size[0]] : [size];
93
99
  }
94
100
  }
95
- });
101
+ }); // point layer size;
102
+
96
103
  this.styleAttributeService.registerStyleAttribute({
97
104
  name: 'normal',
98
105
  type: AttributeType.Attribute,
99
106
  descriptor: {
100
107
  name: 'a_Normal',
101
108
  buffer: {
109
+ // give the WebGL driver a hint that this buffer may change
102
110
  usage: gl.STATIC_DRAW,
103
111
  data: [],
104
112
  type: gl.FLOAT
@@ -111,17 +119,21 @@ var Grid3DModel = function (_BaseModel) {
111
119
  });
112
120
  this.styleAttributeService.registerStyleAttribute({
113
121
  name: 'pos',
122
+ // 顶点经纬度位置
114
123
  type: AttributeType.Attribute,
115
124
  descriptor: {
116
125
  name: 'a_Pos',
117
126
  buffer: {
127
+ // give the WebGL driver a hint that this buffer may change
118
128
  usage: gl.DYNAMIC_DRAW,
119
129
  data: [],
120
130
  type: gl.FLOAT
121
131
  },
122
132
  size: 3,
123
133
  update: function update(feature, featureIdx) {
124
- var coordinates = feature.version === 'GAODE2.x' ? feature.originCoordinates : feature.coordinates;
134
+ var coordinates = feature.version === 'GAODE2.x' ? feature.originCoordinates : feature.coordinates; // const coordinates = feature.coordinates as number[];
135
+ // const coordinates = feature.originCoordinates as number[];
136
+
125
137
  return [coordinates[0], coordinates[1], 0];
126
138
  }
127
139
  }
@@ -132,5 +144,4 @@ var Grid3DModel = function (_BaseModel) {
132
144
  return Grid3DModel;
133
145
  }(BaseModel);
134
146
 
135
- export { Grid3DModel as default };
136
- //# sourceMappingURL=grid3d.js.map
147
+ export { Grid3DModel as default };
@@ -1,19 +1,14 @@
1
1
  import _toConsumableArray from "@babel/runtime/helpers/toConsumableArray";
2
+ import _objectSpread from "@babel/runtime/helpers/objectSpread2";
2
3
  import _asyncToGenerator from "@babel/runtime/helpers/asyncToGenerator";
3
4
  import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
4
5
  import _createClass from "@babel/runtime/helpers/createClass";
5
- import _assertThisInitialized from "@babel/runtime/helpers/assertThisInitialized";
6
6
  import _inherits from "@babel/runtime/helpers/inherits";
7
7
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
8
8
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
9
- import _defineProperty from "@babel/runtime/helpers/defineProperty";
10
9
 
11
10
  var _dec, _class;
12
11
 
13
- function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (Object.getOwnPropertySymbols) { var symbols = Object.getOwnPropertySymbols(object); enumerableOnly && (symbols = symbols.filter(function (sym) { return Object.getOwnPropertyDescriptor(object, sym).enumerable; })), keys.push.apply(keys, symbols); } return keys; }
14
-
15
- function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = null != arguments[i] ? arguments[i] : {}; i % 2 ? ownKeys(Object(source), !0).forEach(function (key) { _defineProperty(target, key, source[key]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)) : ownKeys(Object(source)).forEach(function (key) { Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key)); }); } return target; }
16
-
17
12
  import _regeneratorRuntime from "@babel/runtime/regenerator";
18
13
 
19
14
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
@@ -25,50 +20,42 @@ import { generateColorRamp, getCullFace, getMask } from '@antv/l7-utils';
25
20
  import { mat4 } from 'gl-matrix';
26
21
  import { injectable } from 'inversify';
27
22
  import 'reflect-metadata';
28
- import BaseModel from '../../core/BaseModel';
29
- import { HeatmapTriangulation } from '../../core/triangulation';
23
+ import BaseModel from "../../core/BaseModel";
24
+ import { HeatmapTriangulation } from "../../core/triangulation";
25
+
26
+ /* babel-plugin-inline-import '../shaders/heatmap_3d_frag.glsl' */
30
27
  var heatmap3DFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_opacity;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\n\nvoid main(){\n \n float intensity = texture2D(u_texture, v_texCoord).r;\n vec4 color = texture2D(u_colorTexture,vec2(intensity, 0));\n gl_FragColor = color;\n // gl_FragColor.a = color.a * smoothstep(0.1,0.2,intensity)* u_opacity;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n}\n";
31
- var heatmap3DVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_InverseViewProjectionMatrix;\nuniform mat4 u_ViewProjectionMatrixUncentered;\nvarying float v_intensity;\n\n\nvec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {\n float t2 = t * t;\n float one_minus_t = 1.0 - t;\n float one_minus_t2 = one_minus_t * one_minus_t;\n return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);\n}\nvec2 toBezier(float t, vec4 p){\n return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));\n}\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n\n vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // \u5C06\u539F\u672C 0 -> 1 \u7684 uv \u8F6C\u6362\u4E3A -1 -> 1 \u7684\u6807\u51C6\u5750\u6807\u7A7A\u95F4\uFF08NDC\uFF09\n\n vec4 p1 = vec4(pos, 0.0, 1.0); // x/y \u5E73\u9762\u4E0A\u7684\u70B9\uFF08z == 0\uFF09\u53EF\u4EE5\u8BA4\u4E3A\u662F\u4E09\u7EF4\u4E0A\u7684\u70B9\u88AB\u6295\u5F71\u5230\u5E73\u9762\u540E\u7684\u70B9\n\tvec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n\tvec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // \u6839\u636E\u89C6\u56FE\u6295\u5F71\u77E9\u9635\u7684\u9006\u77E9\u9635\u5E73\u9762\u4E0A\u7684\u53CD\u7B97\u51FA\u4E09\u7EF4\u7A7A\u95F4\u4E2D\u7684\u70B9\uFF08p1\u5E73\u9762\u4E0A\u7684\u70B9\uFF09\n\tvec4 inverseP2 = u_InverseViewProjectionMatrix * p2;\n\n inverseP1 = inverseP1 / inverseP1.w; // \u5F52\u4E00\u5316\u64CD\u4F5C\uFF08\u5F52\u4E00\u5316\u540E\u4E3A\u4E16\u754C\u5750\u6807\uFF09\n\tinverseP2 = inverseP2 / inverseP2.w;\n\n\tfloat zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n\tvec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);\n float fh;\n\n v_intensity = texture2D(u_texture, v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);\n \n}\n";
28
+
29
+ /* babel-plugin-inline-import '../shaders/heatmap_3d_vert.glsl' */
30
+ var heatmap3DVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_InverseViewProjectionMatrix;\nuniform mat4 u_ViewProjectionMatrixUncentered;\nvarying float v_intensity;\n\n\nvec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {\n float t2 = t * t;\n float one_minus_t = 1.0 - t;\n float one_minus_t2 = one_minus_t * one_minus_t;\n return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);\n}\nvec2 toBezier(float t, vec4 p){\n return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));\n}\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n\n vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // \u5C06\u539F\u672C 0 -> 1 \u7684 uv \u8F6C\u6362\u4E3A -1 -> 1 \u7684\u6807\u51C6\u5750\u6807\u7A7A\u95F4\uFF08NDC\uFF09\n\n vec4 p1 = vec4(pos, 0.0, 1.0); // x/y \u5E73\u9762\u4E0A\u7684\u70B9\uFF08z == 0\uFF09\u53EF\u4EE5\u8BA4\u4E3A\u662F\u4E09\u7EF4\u4E0A\u7684\u70B9\u88AB\u6295\u5F71\u5230\u5E73\u9762\u540E\u7684\u70B9\n\tvec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n\tvec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // \u6839\u636E\u89C6\u56FE\u6295\u5F71\u77E9\u9635\u7684\u9006\u77E9\u9635\u5E73\u9762\u4E0A\u7684\u53CD\u7B97\u51FA\u4E09\u7EF4\u7A7A\u95F4\u4E2D\u7684\u70B9\uFF08p1\u5E73\u9762\u4E0A\u7684\u70B9\uFF09\n\tvec4 inverseP2 = u_InverseViewProjectionMatrix * p2;\n\n inverseP1 = inverseP1 / inverseP1.w; // \u5F52\u4E00\u5316\u64CD\u4F5C\uFF08\u5F52\u4E00\u5316\u540E\u4E3A\u4E16\u754C\u5750\u6807\uFF09\n\tinverseP2 = inverseP2 / inverseP2.w;\n\n\tfloat zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n\tvec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);\n float fh;\n\n v_intensity = texture2D(u_texture, v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);\n \n}\n"; // 绘制平面热力的 shader
31
+
32
+ /* babel-plugin-inline-import '../shaders/heatmap_frag.glsl' */
32
33
  var heatmapColorFrag = "uniform sampler2D u_texture; // \u70ED\u529B\u5F3A\u5EA6\u56FE\nuniform sampler2D u_colorTexture; // \u6839\u636E\u5F3A\u5EA6\u5206\u5E03\u7684\u8272\u5E26\nuniform float u_opacity;\nvarying vec2 v_texCoord;\n\nuniform vec2 u_ViewportSize;\n\nfloat getBlurIndusty() {\n float vW = 2.0/u_ViewportSize.x;\n float vH = 2.0/u_ViewportSize.y;\n vec2 vUv = v_texCoord;\n float i11 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i12 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i13 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n\n float i21 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y) ).r;\n float i22 = texture2D( u_texture, vec2( vUv.x , vUv.y) ).r;\n float i23 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y) ).r;\n\n float i31 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y-1.0*vH) ).r;\n float i32 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y-1.0*vH) ).r;\n float i33 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y-1.0*vH) ).r;\n\n return(\n i11 + \n i12 + \n i13 + \n i21 + \n i21 + \n i22 + \n i23 + \n i31 + \n i32 + \n i33\n )/9.0;\n}\n\n\nvoid main(){\n // float intensity = texture2D(u_texture, v_texCoord).r;\n float intensity = getBlurIndusty();\n vec4 color = texture2D(u_colorTexture, vec2(intensity, 0.0));\n\n gl_FragColor =color;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n\n}\n";
34
+
35
+ /* babel-plugin-inline-import '../shaders/heatmap_vert.glsl' */
33
36
  var heatmapColorVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n\nvoid main() {\n v_texCoord = a_Uv;\n\n gl_Position = vec4(a_Position.xy, 0, 1.);\n}\n";
37
+
38
+ /* babel-plugin-inline-import '../shaders/heatmap_framebuffer_frag.glsl' */
34
39
  var heatmapFramebufferFrag = "precision highp float;\nuniform float u_intensity;\nvarying float v_weight;\nvarying vec2 v_extrude;\n#define GAUSS_COEF 0.3989422804014327\nvoid main(){\n float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);\n float val = v_weight * u_intensity * GAUSS_COEF * exp(d);\n gl_FragColor = vec4(val, 1., 1., 1.);\n}\n";
40
+
41
+ /* babel-plugin-inline-import '../shaders/heatmap_framebuffer_vert.glsl' */
35
42
  var heatmapFramebufferVert = "precision highp float;\nattribute vec3 a_Position;\nattribute float a_Size;\nattribute vec2 a_Dir;\nuniform float u_intensity;\nuniform float u_radius;\nvarying vec2 v_extrude;\nvarying float v_weight;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n\nvoid main(){\n v_weight = a_Size;\n float ZERO = 1.0 / 255.0 / 16.0;\n float extrude_x = a_Dir.x * 2.0 -1.0;\n float extrude_y = a_Dir.y * 2.0 -1.0;\n vec2 extrude_dir = normalize(vec2(extrude_x,extrude_y));\n float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;\n v_extrude = extrude_dir * S;\n\n vec2 offset = project_pixel(v_extrude * u_radius);\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
36
- import { heatMap3DTriangulation } from '../triangulation';
37
- var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
43
+ import { heatMap3DTriangulation } from "../triangulation";
44
+ var HeatMapModel = (_dec = injectable(), _dec(_class = /*#__PURE__*/function (_BaseModel) {
38
45
  _inherits(HeatMapModel, _BaseModel);
39
46
 
40
47
  var _super = _createSuper(HeatMapModel);
41
48
 
42
49
  function HeatMapModel() {
43
- var _this;
44
-
45
50
  _classCallCheck(this, HeatMapModel);
46
51
 
47
- for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
48
- args[_key] = arguments[_key];
49
- }
50
-
51
- _this = _super.call.apply(_super, [this].concat(args));
52
-
53
- _defineProperty(_assertThisInitialized(_this), "texture", void 0);
54
-
55
- _defineProperty(_assertThisInitialized(_this), "colorTexture", void 0);
56
-
57
- _defineProperty(_assertThisInitialized(_this), "heatmapFramerBuffer", void 0);
58
-
59
- _defineProperty(_assertThisInitialized(_this), "intensityModel", void 0);
60
-
61
- _defineProperty(_assertThisInitialized(_this), "colorModel", void 0);
62
-
63
- _defineProperty(_assertThisInitialized(_this), "shapeType", void 0);
64
-
65
- return _this;
52
+ return _super.apply(this, arguments);
66
53
  }
67
54
 
68
55
  _createClass(HeatMapModel, [{
69
56
  key: "render",
70
57
  value: function render() {
71
- var _this2 = this;
58
+ var _this = this;
72
59
 
73
60
  var _this$rendererService = this.rendererService,
74
61
  clear = _this$rendererService.clear,
@@ -78,10 +65,10 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
78
65
  color: [0, 0, 0, 0],
79
66
  depth: 1,
80
67
  stencil: 0,
81
- framebuffer: _this2.heatmapFramerBuffer
68
+ framebuffer: _this.heatmapFramerBuffer
82
69
  });
83
70
 
84
- _this2.drawIntensityMode();
71
+ _this.drawIntensityMode();
85
72
  });
86
73
 
87
74
  if (this.layer.styleNeedUpdate) {
@@ -98,7 +85,7 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
98
85
  }, {
99
86
  key: "initModels",
100
87
  value: function () {
101
- var _initModels = _asyncToGenerator(_regeneratorRuntime.mark(function _callee(callbackModel) {
88
+ var _initModels = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime.mark(function _callee(callbackModel) {
102
89
  var _shapeAttr$scale;
103
90
 
104
91
  var _this$rendererService2, createFramebuffer, clear, getViewportSize, createTexture2D, useFramebuffer, shapeAttr, shapeType, _getViewportSize, width, height;
@@ -110,14 +97,19 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
110
97
  _this$rendererService2 = this.rendererService, createFramebuffer = _this$rendererService2.createFramebuffer, clear = _this$rendererService2.clear, getViewportSize = _this$rendererService2.getViewportSize, createTexture2D = _this$rendererService2.createTexture2D, useFramebuffer = _this$rendererService2.useFramebuffer;
111
98
  shapeAttr = this.styleAttributeService.getLayerStyleAttribute('shape');
112
99
  shapeType = (shapeAttr === null || shapeAttr === void 0 ? void 0 : (_shapeAttr$scale = shapeAttr.scale) === null || _shapeAttr$scale === void 0 ? void 0 : _shapeAttr$scale.field) || 'heatmap';
113
- this.shapeType = shapeType;
100
+ this.shapeType = shapeType; // 生成热力图密度图
101
+
114
102
  _context.next = 6;
115
103
  return this.buildHeatMapIntensity();
116
104
 
117
105
  case 6:
118
106
  this.intensityModel = _context.sent;
119
- this.colorModel = shapeType === 'heatmap' ? this.buildHeatmapColor() : this.build3dHeatMap();
120
- _getViewportSize = getViewportSize(), width = _getViewportSize.width, height = _getViewportSize.height;
107
+ // 渲染到屏幕
108
+ this.colorModel = shapeType === 'heatmap' ? this.buildHeatmapColor() // 2D
109
+ : this.build3dHeatMap(); // 3D
110
+
111
+ _getViewportSize = getViewportSize(), width = _getViewportSize.width, height = _getViewportSize.height; // 初始化密度图纹理
112
+
121
113
  this.heatmapFramerBuffer = createFramebuffer({
122
114
  color: createTexture2D({
123
115
  width: Math.floor(width / 4),
@@ -160,6 +152,7 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
160
152
  descriptor: {
161
153
  name: 'a_Dir',
162
154
  buffer: {
155
+ // give the WebGL driver a hint that this buffer may change
163
156
  usage: gl.DYNAMIC_DRAW,
164
157
  data: [],
165
158
  type: gl.FLOAT
@@ -169,13 +162,15 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
169
162
  return [vertex[3], vertex[4]];
170
163
  }
171
164
  }
172
- });
165
+ }); // point layer size;
166
+
173
167
  this.styleAttributeService.registerStyleAttribute({
174
168
  name: 'size',
175
169
  type: AttributeType.Attribute,
176
170
  descriptor: {
177
171
  name: 'a_Size',
178
172
  buffer: {
173
+ // give the WebGL driver a hint that this buffer may change
179
174
  usage: gl.DYNAMIC_DRAW,
180
175
  data: [],
181
176
  type: gl.FLOAT
@@ -192,7 +187,7 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
192
187
  }, {
193
188
  key: "buildHeatMapIntensity",
194
189
  value: function () {
195
- var _buildHeatMapIntensity = _asyncToGenerator(_regeneratorRuntime.mark(function _callee2() {
190
+ var _buildHeatMapIntensity = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime.mark(function _callee2() {
196
191
  var model;
197
192
  return _regeneratorRuntime.wrap(function _callee2$(_context2) {
198
193
  while (1) {
@@ -340,7 +335,14 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
340
335
  var _this$colorModel2;
341
336
 
342
337
  var _ref4 = this.layer.getLayerConfig(),
343
- opacity = _ref4.opacity;
338
+ opacity = _ref4.opacity; // const invert = mat4.invert(
339
+ // mat4.create(),
340
+ // mat4.fromValues(
341
+ // // @ts-ignore
342
+ // ...this.cameraService.getViewProjectionMatrixUncentered(),
343
+ // ),
344
+ // ) as mat4;
345
+
344
346
 
345
347
  var invert = mat4.create();
346
348
  mat4.invert(invert, this.cameraService.getViewProjectionMatrixUncentered());
@@ -459,5 +461,4 @@ var HeatMapModel = (_dec = injectable(), _dec(_class = function (_BaseModel) {
459
461
 
460
462
  return HeatMapModel;
461
463
  }(BaseModel)) || _class);
462
- export { HeatMapModel as default };
463
- //# sourceMappingURL=heatmap.js.map
464
+ export { HeatMapModel as default };
@@ -10,12 +10,16 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
10
10
 
11
11
  import { AttributeType, gl } from '@antv/l7-core';
12
12
  import { getMask } from '@antv/l7-utils';
13
- import BaseModel from '../../core/BaseModel';
14
- import { HeatmapGridTriangulation } from '../../core/triangulation';
13
+ import BaseModel from "../../core/BaseModel";
14
+ import { HeatmapGridTriangulation } from "../../core/triangulation";
15
+
16
+ /* babel-plugin-inline-import '../shaders/hexagon_frag.glsl' */
15
17
  var heatmapGridFrag = "precision highp float;\nvarying vec4 v_color;\nuniform float u_opacity: 1;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
18
+
19
+ /* babel-plugin-inline-import '../shaders/hexagon_vert.glsl' */
16
20
  var heatmapGridVert = "precision highp float;\n// \u591A\u8FB9\u5F62\u9876\u70B9\u5750\u6807\nattribute vec3 a_Position;\n// \u591A\u8FB9\u5F62\u7ECF\u7EAC\u5EA6\u5750\u6807\nattribute vec3 a_Pos;\nattribute float a_Size;\nattribute vec4 a_Color;\nuniform vec2 u_radius;\nuniform float u_coverage: 0.9;\nuniform float u_angle: 0;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nvarying vec4 v_color;\n\nuniform vec2 u_SceneCenterMKT;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n \n mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));\n vec2 offset =(vec2(a_Position.xy * u_radius * rotationMatrix * u_coverage));\n vec2 lnglat = unProjectFlat(a_Pos.xy + offset);\n \n // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xy, 0., 1.0));\n // gl_Position = u_Mvp * (vec4(a_Pos.xy + offset, 0., 1.0));\n vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT;\n vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));\n gl_Position = u_Mvp * vec4(project_pos.xy, 0.0, 1.0);\n } else {\n vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0., 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
17
21
 
18
- var HexagonModel = function (_BaseModel) {
22
+ var HexagonModel = /*#__PURE__*/function (_BaseModel) {
19
23
  _inherits(HexagonModel, _BaseModel);
20
24
 
21
25
  var _super = _createSuper(HexagonModel);
@@ -78,17 +82,22 @@ var HexagonModel = function (_BaseModel) {
78
82
  value: function registerBuiltinAttributes() {
79
83
  this.styleAttributeService.registerStyleAttribute({
80
84
  name: 'pos',
85
+ // 顶点经纬度位置
81
86
  type: AttributeType.Attribute,
82
87
  descriptor: {
83
88
  name: 'a_Pos',
84
89
  buffer: {
90
+ // give the WebGL driver a hint that this buffer may change
85
91
  usage: gl.DYNAMIC_DRAW,
86
92
  data: [],
87
93
  type: gl.FLOAT
88
94
  },
89
95
  size: 3,
90
96
  update: function update(feature, featureIdx) {
91
- var coordinates = feature.version === 'GAODE2.x' ? feature.originCoordinates : feature.coordinates;
97
+ // const coordinates = (feature.verison==='GAODE2.x'?feature.originoordinates:feature.coordinates) as number[];
98
+ var coordinates = feature.version === 'GAODE2.x' ? feature.originCoordinates : feature.coordinates; // const coordinates = feature.coordinates as number[];
99
+ // const coordinates = feature.originCoordinates as number[];
100
+
92
101
  return [coordinates[0], coordinates[1], 0];
93
102
  }
94
103
  }
@@ -99,5 +108,4 @@ var HexagonModel = function (_BaseModel) {
99
108
  return HexagonModel;
100
109
  }(BaseModel);
101
110
 
102
- export { HexagonModel as default };
103
- //# sourceMappingURL=hexagon.js.map
111
+ export { HexagonModel as default };
@@ -1,7 +1,7 @@
1
- import GridModel from './grid';
2
- import Grid3DModel from './grid3d';
3
- import HeatMapModel from './heatmap';
4
- import HexagonModel from './hexagon';
1
+ import GridModel from "./grid";
2
+ import Grid3DModel from "./grid3d";
3
+ import HeatMapModel from "./heatmap";
4
+ import HexagonModel from "./hexagon";
5
5
  var HeatMapModels = {
6
6
  heatmap: HeatMapModel,
7
7
  heatmap3d: HeatMapModel,
@@ -9,5 +9,4 @@ var HeatMapModels = {
9
9
  grid3d: Grid3DModel,
10
10
  hexagon: HexagonModel
11
11
  };
12
- export default HeatMapModels;
13
- //# sourceMappingURL=index.js.map
12
+ export default HeatMapModels;
@@ -0,0 +1,42 @@
1
+ precision highp float;
2
+ // 多边形顶点坐标
3
+ attribute vec3 a_Position;
4
+ // 多边形经纬度坐标
5
+ attribute vec3 a_Pos;
6
+ attribute float a_Size;
7
+ attribute vec4 a_Color;
8
+ uniform vec2 u_radius;
9
+ uniform float u_coverage: 0.9;
10
+ uniform float u_angle: 0;
11
+ uniform mat4 u_ModelMatrix;
12
+ uniform mat4 u_Mvp;
13
+ varying vec4 v_color;
14
+
15
+ uniform vec2 u_SceneCenterMKT;
16
+
17
+ #pragma include "projection"
18
+ #pragma include "project"
19
+ #pragma include "picking"
20
+
21
+ void main() {
22
+ v_color = a_Color;
23
+
24
+ mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
25
+ vec2 offset = a_Position.xy * u_radius * rotationMatrix * u_coverage ;
26
+ // vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
27
+ // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
28
+ // gl_Position = project_common_position_to_clipspace(project_pos);
29
+
30
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
31
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
32
+ vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT; // 将经纬度转换为高德2.0需要的平面坐标
33
+ vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));
34
+ gl_Position = u_Mvp * (project_pos);
35
+ } else {
36
+ vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
37
+ vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
38
+ gl_Position = project_common_position_to_clipspace(project_pos);
39
+ }
40
+
41
+ setPickingColor(a_PickingColor);
42
+ }