@antv/l7-layers 2.9.21 → 2.9.23

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 +1,120 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+ attribute vec3 a_Extrude;
4
+ attribute float a_Size;
5
+ attribute float a_Shape;
6
+ uniform float u_speed: 1.0;
7
+ uniform float u_time;
8
+
9
+ 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
10
+
11
+ uniform mat4 u_ModelMatrix;
12
+ uniform mat4 u_Mvp;
13
+ uniform float u_isMeter;
14
+
15
+ varying vec4 v_data;
16
+ varying vec4 v_color;
17
+ varying float v_radius;
18
+
19
+ uniform float u_opacity : 1;
20
+ uniform vec2 u_offsets;
21
+
22
+ #pragma include "styleMapping"
23
+ #pragma include "styleMappingCalOpacity"
24
+
25
+ #pragma include "projection"
26
+ #pragma include "picking"
27
+
28
+ void main() {
29
+ vec3 extrude = a_Extrude;
30
+ float shape_type = a_Shape;
31
+ float newSize = setPickingSize(a_Size);
32
+
33
+ // cal style mapping - 数据纹理映射部分的计算
34
+ styleMappingMat = mat4(
35
+ 0.0, 0.0, 0.0, 0.0, // opacity - empty - empty - empty
36
+ 0.0, 0.0, 0.0, 0.0, // empty - empty - empty - empty
37
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - a_Extrude.x - a_Extrude.y
38
+ 0.0, 0.0, 0.0, 0.0 //
39
+ );
40
+
41
+ float time = u_time * u_speed;
42
+ mat2 rotateMatrix = mat2(
43
+ cos(time), sin(time),
44
+ -sin(time), cos(time)
45
+ );
46
+ styleMappingMat[2].ba = rotateMatrix * a_Extrude.xy;
47
+
48
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
49
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
50
+ float columnWidth = 1.0/columnCount; // 列宽
51
+ float rowHeight = 1.0/rowCount; // 行高
52
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
53
+ float id = a_vertexId; // 第n个顶点
54
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
55
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
56
+
57
+ // cell 固定顺序 opacity -> strokeOpacity -> empty -> empty ...
58
+ // 按顺序从 cell 中取值、若没有则自动往下取值
59
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
60
+
61
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
62
+ styleMappingMat[0][0] = opacityAndOffset.r;
63
+ textureOffset = opacityAndOffset.g;
64
+
65
+
66
+ vec2 textrueOffsets = vec2(0.0, 0.0);
67
+ if(hasOffsets()) {
68
+ vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
69
+ textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
70
+ textureOffset += 1.0;
71
+
72
+ vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
73
+ textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
74
+ textureOffset += 1.0;
75
+ } else {
76
+ textrueOffsets = u_offsets;
77
+ }
78
+
79
+ // cal style mapping
80
+
81
+ // unpack color(vec2)
82
+ v_color = a_Color;
83
+
84
+ // radius(16-bit)
85
+ v_radius = newSize;
86
+
87
+ // anti-alias
88
+ float blur = 0.0;
89
+ float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, blur);
90
+
91
+ vec2 offset = (extrude.xy * (newSize) + textrueOffsets);
92
+ vec3 aPosition = a_Position;
93
+ if(u_isMeter < 1.0) {
94
+ // 不以米为实际单位
95
+ offset = project_pixel(offset);
96
+ } else {
97
+ // 以米为实际单位
98
+ antialiasblur *= pow(19.0 - u_Zoom, 2.0);
99
+ antialiasblur = max(antialiasblur, -0.01);
100
+ // offset *= 0.5;
101
+
102
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
103
+ aPosition.xy += offset;
104
+ offset.x = 0.0;
105
+ offset.y = 0.0;
106
+ }
107
+ }
108
+
109
+ v_data = vec4(extrude.x, extrude.y, antialiasblur,shape_type);
110
+
111
+ vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));
112
+
113
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
114
+ gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);
115
+ } else {
116
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
117
+ }
118
+
119
+ setPickingColor(a_PickingColor);
120
+ }
@@ -0,0 +1,53 @@
1
+
2
+ uniform float u_opacity : 1;
3
+ uniform vec2 u_offsets;
4
+ uniform float u_additive;
5
+
6
+ uniform float u_stroke_opacity : 1;
7
+
8
+ uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
9
+
10
+ varying vec4 v_color;
11
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
12
+ varying float v_blur;
13
+ varying float v_innerRadius;
14
+
15
+ #pragma include "picking"
16
+ void main() {
17
+ vec2 center = vec2(0.5);
18
+
19
+ float opacity = styleMappingMat[0][0];
20
+ // Tip: 片元到中心点的距离 0 - 1
21
+ float fragmengTocenter = distance(center, gl_PointCoord) * 2.0;
22
+ // Tip: 片元的剪切成圆形
23
+ float circleClipOpacity = 1.0 - smoothstep(v_blur, 1.0, fragmengTocenter);
24
+
25
+
26
+ if(v_innerRadius < 0.99) {
27
+ // 当存在 stroke 且 stroke > 0.01
28
+ float blurWidth = (1.0 - v_blur)/2.0;
29
+ vec4 stroke = vec4(u_stroke_color.rgb, u_stroke_opacity);
30
+ if(fragmengTocenter > v_innerRadius + blurWidth) {
31
+ gl_FragColor = stroke;
32
+ } else if(fragmengTocenter > v_innerRadius - blurWidth){
33
+ float mixR = (fragmengTocenter - (v_innerRadius - blurWidth)) / (blurWidth * 2.0);
34
+ gl_FragColor = mix(v_color, stroke, mixR);
35
+ } else {
36
+ gl_FragColor = v_color;
37
+ }
38
+ } else {
39
+ // 当不存在 stroke 或 stroke <= 0.01
40
+ gl_FragColor = v_color;
41
+ }
42
+
43
+ gl_FragColor.a *= opacity;
44
+
45
+ gl_FragColor = filterColor(gl_FragColor);
46
+
47
+ if(u_additive > 0.0) {
48
+ gl_FragColor *= circleClipOpacity;
49
+ } else {
50
+ gl_FragColor.a *= circleClipOpacity;
51
+ }
52
+
53
+ }
@@ -0,0 +1,79 @@
1
+
2
+ attribute vec3 a_Position;
3
+ uniform mat4 u_ModelMatrix;
4
+ uniform mat4 u_Mvp;
5
+ attribute float a_Size;
6
+ attribute vec4 a_Color;
7
+ varying vec4 v_color;
8
+
9
+ uniform float u_opacity : 1;
10
+ uniform vec2 u_offsets;
11
+ uniform float u_stroke_width;
12
+
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
+ varying float v_blur;
15
+ varying float v_innerRadius;
16
+
17
+ #pragma include "styleMapping"
18
+ #pragma include "styleMappingCalOpacity"
19
+
20
+ #pragma include "projection"
21
+ #pragma include "picking"
22
+ #pragma include "project"
23
+ void main() {
24
+ v_color = a_Color;
25
+ v_blur = 1.0 - max(2.0/a_Size, 0.05);
26
+ v_innerRadius = max((a_Size - u_stroke_width) / a_Size, 0.0);
27
+
28
+ // cal style mapping - 数据纹理映射部分的计算
29
+ styleMappingMat = mat4(
30
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
31
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
32
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
33
+ 0.0, 0.0, 0.0, 0.0
34
+ );
35
+
36
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
37
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
38
+ float columnWidth = 1.0/columnCount; // 列宽
39
+ float rowHeight = 1.0/rowCount; // 行高
40
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
41
+ float id = a_vertexId; // 第n个顶点
42
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
43
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
44
+
45
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
46
+ // 按顺序从 cell 中取值、若没有则自动往下取值
47
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
48
+
49
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
50
+ styleMappingMat[0][0] = opacityAndOffset.r;
51
+ textureOffset = opacityAndOffset.g;
52
+
53
+ vec2 textrueOffsets = vec2(0.0, 0.0);
54
+ if(hasOffsets()) {
55
+ vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
56
+ textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
57
+ textureOffset += 1.0;
58
+
59
+ vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
60
+ textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
61
+ textureOffset += 1.0;
62
+ } else {
63
+ textrueOffsets = u_offsets;
64
+ }
65
+
66
+ // cal style mapping
67
+
68
+ vec2 offset = project_pixel(textrueOffsets);
69
+
70
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
71
+ gl_Position = u_Mvp * vec4(a_Position.xy + offset, a_Position.z, 1.0);
72
+ } else { // else
73
+ vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);
74
+ gl_Position = project_common_position_to_clipspace(vec4(vec2(project_pos.xy+offset),project_pos.z,project_pos.w));
75
+ }
76
+
77
+ gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;
78
+ setPickingColor(a_PickingColor);
79
+ }
@@ -0,0 +1,48 @@
1
+ #define SDF_PX 8.0
2
+ #define EDGE_GAMMA 0.105
3
+ #define FONT_SIZE 48.0
4
+ uniform sampler2D u_sdf_map;
5
+ uniform float u_gamma_scale : 0.5;
6
+ // uniform float u_font_size : 24.0;
7
+ uniform float u_opacity : 1.0;
8
+ uniform vec4 u_stroke_color : [0, 0, 0, 1];
9
+ uniform float u_stroke_width : 2.0;
10
+ uniform float u_halo_blur : 0.5;
11
+ uniform float u_DevicePixelRatio;
12
+
13
+ varying vec4 v_color;
14
+ varying vec2 v_uv;
15
+ varying float v_gamma_scale;
16
+ varying float v_fontScale;
17
+
18
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
19
+
20
+ #pragma include "picking"
21
+ void main() {
22
+ // get style data mapping
23
+ float opacity = styleMappingMat[0][0];
24
+ float strokeWidth = styleMappingMat[0][2];
25
+ vec4 textrueStroke = vec4(
26
+ styleMappingMat[1][0],
27
+ styleMappingMat[1][1],
28
+ styleMappingMat[1][2],
29
+ styleMappingMat[1][3]
30
+ );
31
+
32
+ // get sdf from atlas
33
+ float dist = texture2D(u_sdf_map, v_uv).a;
34
+
35
+ // float fontScale = u_font_size / FONT_SIZE;
36
+
37
+ // lowp float buff = (6.0 - u_stroke_width / v_fontScale) / SDF_PX;
38
+ lowp float buff = (6.0 - strokeWidth / v_fontScale) / SDF_PX;
39
+ highp float gamma = (u_halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (v_fontScale * u_gamma_scale) / 1.0;
40
+
41
+ highp float gamma_scaled = gamma * v_gamma_scale;
42
+
43
+ highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
44
+ // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * u_opacity), vec4(u_stroke_color.rgb, u_stroke_color.a * u_opacity), smoothstep(0., 0.5, 1. - dist));
45
+ gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), vec4(textrueStroke.rgb, textrueStroke.a * opacity), smoothstep(0., 0.5, 1. - dist));
46
+ gl_FragColor.a= gl_FragColor.a * alpha;
47
+ gl_FragColor = filterColor(gl_FragColor);
48
+ }
@@ -0,0 +1,131 @@
1
+ #define SDF_PX 8.0
2
+ #define EDGE_GAMMA 0.105
3
+ #define FONT_SIZE 24.0
4
+ attribute vec3 a_Position;
5
+ attribute vec2 a_tex;
6
+ attribute vec2 a_textOffsets;
7
+ attribute vec4 a_Color;
8
+ attribute float a_Size;
9
+ attribute float a_Rotate;
10
+
11
+ uniform vec2 u_sdf_map_size;
12
+ uniform mat4 u_ModelMatrix;
13
+ uniform mat4 u_Mvp;
14
+ uniform float u_raisingHeight: 0.0;
15
+
16
+ varying vec2 v_uv;
17
+ varying float v_gamma_scale;
18
+ varying vec4 v_color;
19
+ varying float v_fontScale;
20
+
21
+ 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
22
+
23
+ uniform float u_opacity : 1;
24
+ uniform float u_stroke_width : 2;
25
+ uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
26
+
27
+ #pragma include "styleMapping"
28
+ #pragma include "styleMappingCalOpacity"
29
+ #pragma include "styleMappingCalStrokeWidth"
30
+
31
+ #pragma include "projection"
32
+ #pragma include "picking"
33
+
34
+ void main() {
35
+ // cal style mapping - 数据纹理映射部分的计算
36
+ styleMappingMat = mat4(
37
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
38
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
39
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
40
+ 0.0, 0.0, 0.0, 0.0
41
+ );
42
+
43
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
44
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
45
+ float columnWidth = 1.0/columnCount; // 列宽
46
+ float rowHeight = 1.0/rowCount; // 行高
47
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
48
+ float id = a_vertexId; // 第n个顶点
49
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
50
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
51
+
52
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
53
+ // 按顺序从 cell 中取值、若没有则自动往下取值
54
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
55
+
56
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
57
+ styleMappingMat[0][0] = opacityAndOffset.r;
58
+ textureOffset = opacityAndOffset.g;
59
+
60
+ vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
61
+ styleMappingMat[0][2] = strokeWidthAndOffset.r;
62
+ textureOffset = strokeWidthAndOffset.g;
63
+
64
+ vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);
65
+ if(hasStroke()) {
66
+ vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
67
+ styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R
68
+ textureOffset += 1.0;
69
+
70
+ vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
71
+ styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G
72
+ textureOffset += 1.0;
73
+
74
+ vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
75
+ styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B
76
+ textureOffset += 1.0;
77
+
78
+ vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
79
+ styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A
80
+ textureOffset += 1.0;
81
+ } else {
82
+ if(u_stroke_color == vec4(0.0)) {
83
+ styleMappingMat[1][0] = v_color.r;
84
+ styleMappingMat[1][1] = v_color.g;
85
+ styleMappingMat[1][2] = v_color.b;
86
+ styleMappingMat[1][3] = v_color.a;
87
+ } else {
88
+ styleMappingMat[1][0] = u_stroke_color.r;
89
+ styleMappingMat[1][1] = u_stroke_color.g;
90
+ styleMappingMat[1][2] = u_stroke_color.b;
91
+ styleMappingMat[1][3] = u_stroke_color.a;
92
+ }
93
+ }
94
+
95
+ // cal style mapping - 数据纹理映射部分的计算
96
+
97
+ v_color = a_Color;
98
+ v_uv = a_tex / u_sdf_map_size;
99
+
100
+ // 文本缩放比例
101
+ float fontScale = a_Size / FONT_SIZE;
102
+ v_fontScale = fontScale;
103
+
104
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
105
+ // vec4 projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
106
+
107
+ highp float angle_sin = sin(a_Rotate);
108
+ highp float angle_cos = cos(a_Rotate);
109
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
110
+
111
+ // gl_Position = vec4(projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);
112
+
113
+ float raiseHeight = u_raisingHeight;
114
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
115
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
116
+ raiseHeight = u_raisingHeight * mapboxZoomScale;
117
+ }
118
+
119
+ vec4 projected_position;
120
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
121
+ projected_position = u_Mvp * (vec4(a_Position.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));
122
+ } else { // else
123
+ projected_position = project_common_position_to_clipspace(vec4(project_pos.xyz + vec3(0.0, 0.0, raiseHeight), 1.0));
124
+ }
125
+
126
+ gl_Position = vec4(
127
+ projected_position.xy / projected_position.w + rotation_matrix * a_textOffsets * fontScale / u_ViewportSize * 2.0 * u_DevicePixelRatio, 0.0, 1.0);
128
+ v_gamma_scale = gl_Position.w;
129
+ setPickingColor(a_PickingColor);
130
+
131
+ }
@@ -0,0 +1,83 @@
1
+ uniform float u_additive;
2
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
3
+
4
+ varying vec4 v_data;
5
+ varying vec4 v_color;
6
+ varying float v_radius;
7
+
8
+ #pragma include "sdf_2d"
9
+ #pragma include "picking"
10
+
11
+ void main() {
12
+ int shape = int(floor(v_data.w + 0.5));
13
+
14
+ vec4 textrueStroke = vec4(
15
+ styleMappingMat[1][0],
16
+ styleMappingMat[1][1],
17
+ styleMappingMat[1][2],
18
+ styleMappingMat[1][3]
19
+ );
20
+
21
+ float opacity = styleMappingMat[0][0];
22
+ float stroke_opacity = styleMappingMat[0][1];
23
+ float strokeWidth = styleMappingMat[0][2];
24
+ vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;
25
+
26
+ lowp float antialiasblur = v_data.z;
27
+ float r = v_radius / (v_radius + strokeWidth);
28
+
29
+ float outer_df;
30
+ float inner_df;
31
+ // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'
32
+ if (shape == 0) {
33
+ outer_df = sdCircle(v_data.xy, 1.0);
34
+ inner_df = sdCircle(v_data.xy, r);
35
+ } else if (shape == 1) {
36
+ outer_df = sdEquilateralTriangle(1.1 * v_data.xy);
37
+ inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);
38
+ } else if (shape == 2) {
39
+ outer_df = sdBox(v_data.xy, vec2(1.));
40
+ inner_df = sdBox(v_data.xy, vec2(r));
41
+ } else if (shape == 3) {
42
+ outer_df = sdPentagon(v_data.xy, 0.8);
43
+ inner_df = sdPentagon(v_data.xy, r * 0.8);
44
+ } else if (shape == 4) {
45
+ outer_df = sdHexagon(v_data.xy, 0.8);
46
+ inner_df = sdHexagon(v_data.xy, r * 0.8);
47
+ } else if (shape == 5) {
48
+ outer_df = sdOctogon(v_data.xy, 1.0);
49
+ inner_df = sdOctogon(v_data.xy, r);
50
+ } else if (shape == 6) {
51
+ outer_df = sdHexagram(v_data.xy, 0.52);
52
+ inner_df = sdHexagram(v_data.xy, r * 0.52);
53
+ } else if (shape == 7) {
54
+ outer_df = sdRhombus(v_data.xy, vec2(1.0));
55
+ inner_df = sdRhombus(v_data.xy, vec2(r));
56
+ } else if (shape == 8) {
57
+ outer_df = sdVesica(v_data.xy, 1.1, 0.8);
58
+ inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);
59
+ }
60
+
61
+
62
+ float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
63
+
64
+ float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(
65
+ antialiasblur,
66
+ 0.0,
67
+ inner_df
68
+ );
69
+
70
+ if(strokeWidth < 0.01) {
71
+ gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);
72
+ } else {
73
+ gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);
74
+ }
75
+
76
+ if(u_additive > 0.0) {
77
+ gl_FragColor *= opacity_t;
78
+ gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);
79
+ } else {
80
+ gl_FragColor.a *= opacity_t;
81
+ gl_FragColor = filterColor(gl_FragColor);
82
+ }
83
+ }
@@ -0,0 +1,181 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+ attribute vec3 a_Extrude;
4
+ attribute float a_Size;
5
+ attribute float a_Shape;
6
+
7
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
8
+
9
+ uniform mat4 u_ModelMatrix;
10
+ uniform mat4 u_Mvp;
11
+ uniform float u_isMeter;
12
+
13
+ uniform vec2 u_tileOrigin;
14
+ uniform float u_coord;
15
+
16
+ varying vec4 v_data;
17
+ varying vec4 v_color;
18
+ varying float v_radius;
19
+
20
+ uniform float u_opacity : 1;
21
+ uniform float u_stroke_opacity : 1;
22
+ uniform float u_stroke_width : 2;
23
+ uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
24
+ uniform vec2 u_offsets;
25
+
26
+ uniform float u_blur : 0.0;
27
+
28
+ #pragma include "styleMapping"
29
+ #pragma include "styleMappingCalOpacity"
30
+ #pragma include "styleMappingCalStrokeOpacity"
31
+ #pragma include "styleMappingCalStrokeWidth"
32
+
33
+ #pragma include "projection"
34
+ #pragma include "picking"
35
+
36
+ void main() {
37
+ vec3 extrude = a_Extrude;
38
+ float shape_type = a_Shape;
39
+ float newSize = setPickingSize(a_Size);
40
+
41
+ // cal style mapping - 数据纹理映射部分的计算
42
+ styleMappingMat = mat4(
43
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
44
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
45
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
46
+ 0.0, 0.0, 0.0, 0.0
47
+ );
48
+
49
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
50
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
51
+ float columnWidth = 1.0/columnCount; // 列宽
52
+ float rowHeight = 1.0/rowCount; // 行高
53
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
54
+ float id = a_vertexId; // 第n个顶点
55
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
56
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
57
+
58
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
59
+ // 按顺序从 cell 中取值、若没有则自动往下取值
60
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
61
+
62
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
63
+ styleMappingMat[0][0] = opacityAndOffset.r;
64
+ textureOffset = opacityAndOffset.g;
65
+
66
+ vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
67
+ styleMappingMat[0][1] = strokeOpacityAndOffset.r;
68
+ textureOffset = strokeOpacityAndOffset.g;
69
+
70
+ vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
71
+ styleMappingMat[0][2] = strokeWidthAndOffset.r;
72
+ textureOffset = strokeWidthAndOffset.g;
73
+
74
+ vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);
75
+ if(hasStroke()) {
76
+ vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
77
+ styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R
78
+ textureOffset += 1.0;
79
+
80
+ vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
81
+ styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G
82
+ textureOffset += 1.0;
83
+
84
+ vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
85
+ styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B
86
+ textureOffset += 1.0;
87
+
88
+ vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
89
+ styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A
90
+ textureOffset += 1.0;
91
+ } else {
92
+ if(u_stroke_color == vec4(0.0)) {
93
+ styleMappingMat[1][0] = v_color.r;
94
+ styleMappingMat[1][1] = v_color.g;
95
+ styleMappingMat[1][2] = v_color.b;
96
+ styleMappingMat[1][3] = v_color.a;
97
+ } else {
98
+ styleMappingMat[1][0] = u_stroke_color.r;
99
+ styleMappingMat[1][1] = u_stroke_color.g;
100
+ styleMappingMat[1][2] = u_stroke_color.b;
101
+ styleMappingMat[1][3] = u_stroke_color.a;
102
+ }
103
+ }
104
+
105
+ vec2 textrueOffsets = vec2(0.0, 0.0);
106
+ if(hasOffsets()) {
107
+ vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
108
+ textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
109
+ textureOffset += 1.0;
110
+
111
+ vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
112
+ textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
113
+ textureOffset += 1.0;
114
+ } else {
115
+ textrueOffsets = u_offsets;
116
+ }
117
+
118
+ // cal style mapping
119
+
120
+ v_color = a_Color;
121
+ v_radius = newSize;
122
+
123
+ // anti-alias
124
+ // float antialiased_blur = -max(u_blur, antialiasblur);
125
+ float antialiasblur = -max(2.0 / u_DevicePixelRatio / a_Size, u_blur);
126
+
127
+ vec2 offset = (extrude.xy * (newSize + u_stroke_width) + textrueOffsets);
128
+ vec3 aPosition = a_Position;
129
+ if(u_isMeter < 1.0) {
130
+ // 不以米为实际单位
131
+ offset = project_pixel(offset);
132
+ } else {
133
+ // 以米为实际单位
134
+ antialiasblur *= pow(19.0 - u_Zoom, 2.0);
135
+ antialiasblur = max(antialiasblur, -0.01);
136
+ // offset *= 0.5;
137
+
138
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
139
+ aPosition.xy += offset;
140
+ offset.x = 0.0;
141
+ offset.y = 0.0;
142
+ }
143
+ }
144
+
145
+ v_data = vec4(extrude.x, extrude.y, antialiasblur,shape_type);
146
+
147
+ vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));
148
+
149
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
150
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
151
+ }
152
+
153
+ if(u_coord > 0.0) {
154
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
155
+ gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);
156
+ } else {
157
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
158
+ }
159
+ } else {
160
+ gl_PointSize = 24.0;
161
+ vec2 pointPos = a_Position.xy;
162
+ 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
163
+
164
+ vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // 瓦片内的点的偏移坐标
165
+
166
+ world.xy += offset;
167
+ world.xy += pointOffset;
168
+
169
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
170
+ // Needs to be divided with project_uCommonUnitsPerMeter
171
+ world.w *= u_PixelsPerMeter.z;
172
+ }
173
+
174
+ gl_Position = u_ViewProjectionMatrix * world + u_ViewportCenterProjection;
175
+ }
176
+
177
+
178
+ setPickingColor(a_PickingColor);
179
+
180
+
181
+ }