@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 +1,148 @@
1
+
2
+ attribute vec4 a_Color;
3
+ attribute vec3 a_Position;
4
+ attribute vec4 a_Instance;
5
+ attribute float a_Size;
6
+ uniform mat4 u_ModelMatrix;
7
+ uniform mat4 u_Mvp;
8
+ uniform float segmentNumber;
9
+ varying vec4 v_color;
10
+
11
+
12
+ uniform vec4 u_dash_array: [10.0, 5., 0, 0];
13
+ uniform float u_lineDir: 1.0;
14
+ varying vec4 v_dash_array;
15
+
16
+ uniform float u_thetaOffset: 0.314;
17
+
18
+ uniform float u_opacity: 1.0;
19
+ 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
20
+
21
+ #pragma include "styleMapping"
22
+ #pragma include "styleMappingCalOpacity"
23
+ #pragma include "styleMappingCalThetaOffset"
24
+
25
+ #pragma include "projection"
26
+ #pragma include "project"
27
+ #pragma include "picking"
28
+
29
+ float bezier3(vec3 arr, float t) {
30
+ float ut = 1. - t;
31
+ return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
32
+ }
33
+ vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
34
+ vec2 center = target - source;
35
+ float r = length(center);
36
+ float theta = atan(center.y, center.x);
37
+ float thetaOffset = arcThetaOffset;
38
+ float r2 = r / 2.0 / cos(thetaOffset);
39
+ float theta2 = theta + thetaOffset;
40
+ vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
41
+ if(u_lineDir == 1.0) { // 正向
42
+ return mid;
43
+ } else { // 逆向
44
+ // (mid + vmin)/2 = (s + t)/2
45
+ vec2 vmid = source + target - mid;
46
+ return vmid;
47
+ }
48
+ // return mid;
49
+ }
50
+ float getSegmentRatio(float index) {
51
+ return index / (segmentNumber - 1.);
52
+ }
53
+ vec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {
54
+ // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
55
+ vec2 mid = midPoint(source, target, arcThetaOffset);
56
+ vec3 x = vec3(source.x, mid.x, target.x);
57
+ vec3 y = vec3(source.y, mid.y, target.y);
58
+ return vec2(bezier3(x ,t), bezier3(y,t));
59
+ }
60
+ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
61
+ // normalized direction of the line
62
+ vec2 dir_screenspace = normalize(line_clipspace);
63
+ // rotate by 90 degrees
64
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
65
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
66
+ return offset;
67
+ }
68
+ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
69
+ // normalized direction of the line
70
+ vec2 dir_screenspace = normalize(line_clipspace);
71
+ // rotate by 90 degrees
72
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
73
+ return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
74
+ }
75
+
76
+ void main() {
77
+ v_color = a_Color;
78
+
79
+ // cal style mapping - 数据纹理映射部分的计算
80
+ styleMappingMat = mat4(
81
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
82
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
83
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
84
+ 0.0, 0.0, 0.0, 0.0 // dataset 数据集
85
+ );
86
+
87
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
88
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
89
+ float columnWidth = 1.0/columnCount; // 列宽
90
+ float rowHeight = 1.0/rowCount; // 行高
91
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
92
+ float id = a_vertexId; // 第n个顶点
93
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
94
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
95
+
96
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset...
97
+ // 按顺序从 cell 中取值、若没有则自动往下取值
98
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
99
+
100
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
101
+ styleMappingMat[0][0] = opacityAndOffset.r;
102
+ textureOffset = opacityAndOffset.g;
103
+
104
+ vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
105
+ styleMappingMat[0][1] = thetaOffsetAndOffset.r;
106
+ textureOffset = thetaOffsetAndOffset.g;
107
+ // cal style mapping - 数据纹理映射部分的计算
108
+
109
+
110
+ vec2 source = a_Instance.rg; // 起始点
111
+ vec2 target = a_Instance.ba; // 终点
112
+ float segmentIndex = a_Position.x;
113
+ float segmentRatio = getSegmentRatio(segmentIndex);
114
+
115
+ float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
116
+ float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
117
+
118
+ vec2 s = source;
119
+ vec2 t = target;
120
+
121
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
122
+ s = unProjCustomCoord(source);
123
+ t = unProjCustomCoord(target);
124
+ }
125
+ float total_Distance = pixelDistance(s, t) / 2.0 * PI;
126
+ v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
127
+
128
+ styleMappingMat[3].b = segmentIndex / segmentNumber;
129
+
130
+ // styleMappingMat[0][1] - arcThetaOffset
131
+ vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
132
+ vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
133
+ // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
134
+ //unProjCustomCoord
135
+
136
+ vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
137
+
138
+
139
+ // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
140
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
141
+ // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
142
+ gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
143
+ } else {
144
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
145
+ }
146
+ gl_PointSize = 5.0;
147
+ setPickingColor(a_PickingColor);
148
+ }
@@ -0,0 +1,31 @@
1
+ #define LineTypeSolid 0.0
2
+ uniform float u_opacity : 1.0;
3
+
4
+ varying vec4 v_color;
5
+
6
+ // dash
7
+ varying vec4 v_dash_array;
8
+
9
+ #pragma include "picking"
10
+
11
+ uniform float u_time;
12
+ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // 控制运动
13
+
14
+ varying mat4 styleMappingMat;
15
+ // [animate, duration, interval, trailLength],
16
+ void main() {
17
+ float opacity = styleMappingMat[0][0];
18
+ float d_distance_ratio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
19
+ gl_FragColor = v_color;
20
+ gl_FragColor.a *= opacity; // 全局透明度
21
+
22
+ float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
23
+ if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {
24
+ // 实线部分
25
+ } else {
26
+ // 虚线部分
27
+ discard;
28
+ };
29
+
30
+ gl_FragColor = filterColor(gl_FragColor);
31
+ }
@@ -0,0 +1,93 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+
5
+ attribute float a_Miter;
6
+ attribute vec4 a_Color;
7
+ attribute vec2 a_Size;
8
+ attribute vec3 a_Normal;
9
+ attribute vec3 a_Position;
10
+
11
+ attribute vec2 a_iconMapUV;
12
+
13
+ // dash line
14
+ attribute float a_Total_Distance;
15
+ attribute vec2 a_DistanceAndIndex;
16
+
17
+ uniform mat4 u_ModelMatrix;
18
+ uniform mat4 u_Mvp;
19
+ uniform vec4 u_dash_array: [10.0, 5., 0, 0];
20
+
21
+ uniform float u_vertexScale: 1.0;
22
+
23
+ #pragma include "projection"
24
+ #pragma include "picking"
25
+
26
+ varying vec4 v_color;
27
+ varying vec4 v_dash_array;
28
+
29
+ uniform float u_opacity: 1.0;
30
+ 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
31
+
32
+ #pragma include "styleMapping"
33
+ #pragma include "styleMappingCalOpacity"
34
+
35
+ void main() {
36
+ // cal style mapping - 数据纹理映射部分的计算
37
+ styleMappingMat = mat4(
38
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
39
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
40
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
41
+ 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
42
+ );
43
+
44
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
45
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
46
+ float columnWidth = 1.0/columnCount; // 列宽
47
+ float rowHeight = 1.0/rowCount; // 行高
48
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
49
+ float id = a_vertexId; // 第n个顶点
50
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
51
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
52
+
53
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
54
+ // 按顺序从 cell 中取值、若没有则自动往下取值
55
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
56
+
57
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
58
+ styleMappingMat[0][0] = opacityAndOffset.r;
59
+ textureOffset = opacityAndOffset.g;
60
+ // cal style mapping - 数据纹理映射部分的计算
61
+
62
+ v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;
63
+ v_color = a_Color;
64
+
65
+ vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
66
+ vec2 offset = project_pixel(size.xy);
67
+
68
+ // 设置数据集的参数
69
+ styleMappingMat[3][0] = a_DistanceAndIndex.x / a_Total_Distance; // 当前点位距离占线总长的比例
70
+ styleMappingMat[3][1] = a_DistanceAndIndex.x; // 当前顶点的距离
71
+
72
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
73
+
74
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));
75
+
76
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
77
+ gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));
78
+ } else {
79
+ float lineHeight = a_Size.y;
80
+
81
+ // #define COORDINATE_SYSTEM_P20 5.0
82
+ // #define COORDINATE_SYSTEM_P20_OFFSET 6.0
83
+ // amap1.x
84
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {
85
+ // 保持高度相对不变
86
+ lineHeight *= pow(2.0, 20.0 - u_Zoom);
87
+ }
88
+
89
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));
90
+ }
91
+
92
+ setPickingColor(a_PickingColor);
93
+ }
@@ -0,0 +1,53 @@
1
+ #define COORDINATE_SYSTEM_LNGLAT 1.0 // mapbox
2
+ #define COORDINATE_SYSTEM_LNGLAT_OFFSET 2.0 // mapbox offset
3
+ #define COORDINATE_SYSTEM_VECTOR_TILE 3.0
4
+ #define COORDINATE_SYSTEM_IDENTITY 4.0
5
+ #define COORDINATE_SYSTEM_P20 5.0 // amap
6
+ #define COORDINATE_SYSTEM_P20_OFFSET 6.0 // amap offset
7
+ #define COORDINATE_SYSTEM_METER_OFFSET 7.0
8
+
9
+ #define COORDINATE_SYSTEM_P20_2 8.0 // amap2.0
10
+ uniform float u_CoordinateSystem;
11
+ varying vec4 v_color;
12
+ uniform float u_arrow: 0.0;
13
+ uniform float u_linearColor: 0;
14
+ uniform vec4 u_sourceColor;
15
+ uniform vec4 u_targetColor;
16
+
17
+ #pragma include "picking"
18
+
19
+ varying mat4 styleMappingMat;
20
+ void main() {
21
+ float distanceAndIndex = styleMappingMat[0][3];
22
+ float miter = styleMappingMat[0][2];
23
+
24
+ float opacity = styleMappingMat[0][0];
25
+ float d_distance_ratio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
26
+
27
+
28
+ if(u_arrow > 0.0 && distanceAndIndex < 2.0) { // arrow
29
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {
30
+ if(cross(vec3(styleMappingMat[1].rg, 0.0), vec3(styleMappingMat[1].ba, 0.0)).z < 0.0) { // amap
31
+ discard;
32
+ }
33
+ } else { // amap2 mapbox map
34
+ if(cross(vec3(styleMappingMat[1].rg, 0.0), vec3(styleMappingMat[1].ba, 0.0)).z > 0.0) {
35
+ discard;
36
+ }
37
+ }
38
+ } else { // line body
39
+ if(miter < 0.0) {
40
+ discard;
41
+ }
42
+ }
43
+
44
+
45
+ if(u_linearColor == 1.0) { // 使用渐变颜色
46
+ gl_FragColor = mix(u_sourceColor, u_targetColor, d_distance_ratio);
47
+ } else { // 使用 color 方法传入的颜色
48
+ gl_FragColor = v_color;
49
+ }
50
+
51
+ gl_FragColor.a *= opacity; // 全局透明度
52
+ gl_FragColor = filterColor(gl_FragColor);
53
+ }
@@ -0,0 +1,169 @@
1
+ attribute float a_Miter;
2
+ attribute vec4 a_Color;
3
+ attribute vec2 a_Size;
4
+ attribute vec3 a_Normal;
5
+ attribute vec3 a_Position;
6
+
7
+ // dash line
8
+ attribute vec4 a_dirPoints;
9
+ attribute vec3 a_DistanceAndIndex;
10
+
11
+ uniform vec4 u_lineDir;
12
+
13
+ uniform mat4 u_ModelMatrix;
14
+ uniform mat4 u_Mvp;
15
+
16
+ #pragma include "projection"
17
+ #pragma include "picking"
18
+
19
+ varying vec4 v_color;
20
+
21
+ uniform float u_linearColor: 0;
22
+ uniform float u_arrow: 0.0;
23
+ uniform float u_arrowHeight: 3.0;
24
+ uniform float u_arrowWidth: 2.0;
25
+ uniform float u_tailWidth: 1.0;
26
+
27
+ uniform float u_opacity: 1.0;
28
+ 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
29
+
30
+ #pragma include "styleMapping"
31
+ #pragma include "styleMappingCalOpacity"
32
+
33
+ vec2 calculateArrow(vec2 offset) {
34
+ /*
35
+ * 在支持箭头的时候,第二、第三组顶点是额外插入用于构建顶点的
36
+ */
37
+ float arrowFlag = -1.0;
38
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
39
+ // 高德 2.0 的旋转角度不同
40
+ arrowFlag = 1.0;
41
+ }
42
+ float pi = arrowFlag * 3.1415926/2.;
43
+ if(a_Miter < 0.) {
44
+ // 根据线的两侧偏移不同、旋转的方向相反
45
+ pi = -pi;
46
+ }
47
+ highp float angle_sin = sin(pi);
48
+ highp float angle_cos = cos(pi);
49
+ // 计算垂直与线方向的旋转矩阵
50
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
51
+ float arrowWidth = u_arrowWidth;
52
+ float arrowHeight = u_arrowHeight;
53
+
54
+ vec2 arrowOffset = vec2(0.0);
55
+ /*
56
+ * a_DistanceAndIndex.y 用于标记当前顶点属于哪一组(两个顶点一组,构成线的其实是矩形,最简需要四个顶点、两组顶点构成)
57
+ */
58
+ if(a_DistanceAndIndex.y == 0.0) {
59
+ // 箭头尖部
60
+ offset = vec2(0.0);
61
+ } else if(a_DistanceAndIndex.y == 1.0) {
62
+ // 箭头两侧
63
+ arrowOffset = rotation_matrix*(offset * arrowHeight);
64
+ offset += arrowOffset; // 沿线偏移
65
+ offset = offset * arrowWidth; // 垂直线向外偏移(是构建箭头两侧的顶点)
66
+ } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {
67
+ // 偏移其余的点位(将长度让位给箭头)
68
+ arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;
69
+ offset += arrowOffset;// 沿线偏移
70
+ }
71
+
72
+ return offset;
73
+ }
74
+
75
+ void main() {
76
+ // cal style mapping - 数据纹理映射部分的计算
77
+ styleMappingMat = mat4(
78
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - a_Miter - a_DistanceAndIndex
79
+ 0.0, 0.0, 0.0, 0.0, // originX - originY - vectorX - vectorY
80
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
81
+ 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
82
+ );
83
+ styleMappingMat[0][3] = a_DistanceAndIndex.y;
84
+ styleMappingMat[0][2] = a_Miter;
85
+
86
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
87
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
88
+ float columnWidth = 1.0/columnCount; // 列宽
89
+ float rowHeight = 1.0/rowCount; // 行高
90
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
91
+ float id = a_vertexId; // 第n个顶点
92
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
93
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
94
+
95
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
96
+ // 按顺序从 cell 中取值、若没有则自动往下取值
97
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
98
+
99
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
100
+ styleMappingMat[0][0] = opacityAndOffset.r;
101
+ textureOffset = opacityAndOffset.g;
102
+ // cal style mapping - 数据纹理映射部分的计算
103
+
104
+
105
+ v_color = a_Color;
106
+
107
+ vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
108
+
109
+ vec2 offset = project_pixel(size.xy);
110
+
111
+ // styleMappingMat[1].rg = a_Position.xy + offset;
112
+
113
+ vec2 copyOffset = vec2(offset.x, offset.y);
114
+
115
+ float lineDistance = a_DistanceAndIndex.x;
116
+ float total_Distance = a_DistanceAndIndex.z;
117
+ float currentLinePointRatio = lineDistance / total_Distance;
118
+
119
+ if(u_arrow > 0.0) {
120
+ // 计算箭头
121
+ offset = calculateArrow(offset);
122
+
123
+ if(a_DistanceAndIndex.y > 4.0) {
124
+ offset *= mix(1.0, u_tailWidth, currentLinePointRatio);
125
+ }
126
+ }
127
+
128
+ float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // 线横向偏移的距离(向两侧偏移的和)
129
+ float linePixelSize = project_pixel(a_Size.x) * 2.0; // 定点位置偏移,按地图等级缩放后的距离 单侧 * 2
130
+
131
+ // 设置数据集的参数
132
+ styleMappingMat[3][0] = currentLinePointRatio; // 当前点位距离占线总长的比例
133
+ styleMappingMat[3][1] = lineDistance; // 当前顶点的距离
134
+
135
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
136
+
137
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));
138
+
139
+ float h = float(a_Position.z); // 线顶点的高度 - 兼容不存在第三个数值的情况 vertex height
140
+ float lineHeight = a_Size.y; // size 第二个参数代表的高度 [linewidth, lineheight]
141
+
142
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
143
+ lineHeight *= 0.2; // 保持和 amap/mapbox 一致的效果
144
+ gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight, 1.0));
145
+ } else {
146
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));
147
+ }
148
+
149
+ if(u_arrow > 0.0 && a_DistanceAndIndex.y < 2.0) {
150
+ vec2 startPoint = a_dirPoints.rg;
151
+ vec2 endPoint = a_dirPoints.ba;
152
+ vec4 t1 = project_position(vec4(startPoint, 0, 1.0));
153
+ vec4 t2 = project_position(vec4(endPoint, 0, 1.0));
154
+ // TODO: 后续优化可以把位置计算放在 cpu 中完成
155
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
156
+ vec2 p1 = (u_Mvp * vec4(t1.xy, 0.0, 1.0)).xy;
157
+ vec2 p2 = (u_Mvp * vec4(t2.xy, 0.0, 1.0)).xy;
158
+ styleMappingMat[1].rg = normalize(p1 - p2);
159
+ styleMappingMat[1].ba = normalize(gl_Position.xy - p2);
160
+ } else {
161
+ vec2 p1 = project_common_position_to_clipspace(vec4(t1.xy, 0.0, 1.0)).xy;
162
+ vec2 p2 = project_common_position_to_clipspace(vec4(t2.xy, 0.0, 1.0)).xy;
163
+ styleMappingMat[1].rg = normalize(p1 - p2);
164
+ styleMappingMat[1].ba = normalize(gl_Position.xy - p2);
165
+ }
166
+ }
167
+
168
+ setPickingColor(a_PickingColor);
169
+ }
@@ -0,0 +1,114 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+ attribute vec4 a_Color;
5
+ attribute vec3 a_Position;
6
+ attribute vec4 a_Instance;
7
+ attribute float a_Size;
8
+ uniform mat4 u_ModelMatrix;
9
+ uniform float segmentNumber;
10
+ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
11
+ varying vec4 v_color;
12
+ varying vec2 v_normal;
13
+
14
+ varying float v_distance_ratio;
15
+ uniform float u_line_type: 0.0;
16
+ uniform vec4 u_dash_array: [10.0, 5., 0, 0];
17
+ varying vec4 v_dash_array;
18
+
19
+ #pragma include "projection"
20
+ #pragma include "project"
21
+ #pragma include "picking"
22
+
23
+ float maps (float value, float start1, float stop1, float start2, float stop2) {
24
+ return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
25
+ }
26
+
27
+ float getSegmentRatio(float index) {
28
+ return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
29
+ }
30
+
31
+ float paraboloid(vec2 source, vec2 target, float ratio) {
32
+ vec2 x = mix(source, target, ratio);
33
+ vec2 center = mix(source, target, 0.5);
34
+ float dSourceCenter = distance(source, center);
35
+ float dXCenter = distance(x, center);
36
+ return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);
37
+ }
38
+
39
+ vec3 getPos(vec2 source, vec2 target, float segmentRatio) {
40
+ float vertex_height = paraboloid(source, target, segmentRatio);
41
+
42
+ return vec3(
43
+ mix(source, target, segmentRatio),
44
+ sqrt(max(0.0, vertex_height))
45
+ );
46
+ }
47
+ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
48
+ // normalized direction of the line
49
+ vec2 dir_screenspace = normalize(line_clipspace);
50
+ // rotate by 90 degrees
51
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
52
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
53
+ return offset * vec2(1.0, -1.0);
54
+ }
55
+ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
56
+ // normalized direction of the line
57
+ vec2 dir_screenspace = normalize(line_clipspace);
58
+ // rotate by 90 degrees
59
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
60
+ return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
61
+ }
62
+ float getAngularDist (vec2 source, vec2 target) {
63
+ vec2 delta = source - target;
64
+ vec2 sin_half_delta = sin(delta / 2.0);
65
+ float a =
66
+ sin_half_delta.y * sin_half_delta.y +
67
+ cos(source.y) * cos(target.y) *
68
+ sin_half_delta.x * sin_half_delta.x;
69
+ return 2.0 * atan(sqrt(a), sqrt(1.0 - a));
70
+ }
71
+ vec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {
72
+ // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
73
+ if(abs(angularDist - PI) < 0.001) {
74
+ return (1.0 - t) * source + t * target;
75
+ }
76
+ float a = sin((1.0 - t) * angularDist) / sin(angularDist);
77
+ float b = sin(t * angularDist) / sin(angularDist);
78
+ vec2 sin_source = sin(source);
79
+ vec2 cos_source = cos(source);
80
+ vec2 sin_target = sin(target);
81
+ vec2 cos_target = cos(target);
82
+ float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;
83
+ float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;
84
+ float z = a * sin_source.y + b * sin_target.y;
85
+ return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));
86
+ }
87
+
88
+ void main() {
89
+ v_color = a_Color;
90
+ vec2 source = radians(a_Instance.rg);
91
+ vec2 target = radians(a_Instance.ba);
92
+ float angularDist = getAngularDist(source, target);
93
+ float segmentIndex = a_Position.x;
94
+ float segmentRatio = getSegmentRatio(segmentIndex);
95
+ float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
96
+ if(u_line_type == LineTypeDash) {
97
+ v_distance_ratio = segmentIndex / segmentNumber;
98
+ float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba);
99
+ v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
100
+ }
101
+ if(u_aimate.x == Animate) {
102
+ v_distance_ratio = segmentIndex / segmentNumber;
103
+ }
104
+ float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
105
+ v_distance_ratio = segmentIndex / segmentNumber;
106
+ vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));
107
+ vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));
108
+ v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
109
+ vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
110
+ // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));
111
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));
112
+ setPickingColor(a_PickingColor);
113
+ }
114
+