@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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  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 +1,44 @@
1
+ uniform float u_opacity: 1.0;
2
+ uniform vec4 u_sourceColor;
3
+ uniform vec4 u_targetColor;
4
+ uniform float u_linearColor: 0;
5
+
6
+ uniform float u_topsurface: 1.0;
7
+ uniform float u_sidesurface: 1.0;
8
+
9
+ varying vec4 v_Color;
10
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
11
+ #pragma include "picking"
12
+
13
+ void main() {
14
+ float opacity = styleMappingMat[0][0];
15
+ float isSide = styleMappingMat[0][3];
16
+ float sidey = styleMappingMat[3][0];
17
+ float lightWeight = styleMappingMat[3][1];
18
+
19
+ if(isSide < 1.0) {
20
+ // side face
21
+ if(u_sidesurface < 1.0) {
22
+ discard;
23
+ }
24
+
25
+ if(u_linearColor == 1.0) {
26
+ vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
27
+ linearColor.rgb *= lightWeight;
28
+ gl_FragColor = linearColor;
29
+ } else {
30
+ gl_FragColor = v_Color;
31
+ }
32
+
33
+ } else {
34
+ // top face
35
+ if(u_topsurface < 1.0) {
36
+ discard;
37
+ }
38
+
39
+ gl_FragColor = v_Color;
40
+ }
41
+
42
+ gl_FragColor.a *= opacity;
43
+ gl_FragColor = filterColor(gl_FragColor);
44
+ }
@@ -0,0 +1,44 @@
1
+ uniform float u_opacity: 1.0;
2
+ uniform vec4 u_sourceColor;
3
+ uniform vec4 u_targetColor;
4
+ uniform float u_linearColor: 0;
5
+
6
+ uniform float u_topsurface: 1.0;
7
+ uniform float u_sidesurface: 1.0;
8
+
9
+ varying vec4 v_Color;
10
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
11
+ #pragma include "picking"
12
+
13
+ void main() {
14
+ float opacity = styleMappingMat[0][0];
15
+ float isSide = styleMappingMat[0][3];
16
+ float sidey = styleMappingMat[3][0];
17
+ float lightWeight = styleMappingMat[3][1];
18
+
19
+ if(isSide < 1.0) {
20
+ // side face
21
+ if(u_sidesurface < 1.0) {
22
+ discard;
23
+ }
24
+
25
+ if( u_linearColor == 1.0) {
26
+ // side use linear
27
+ vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
28
+ linearColor.rgb *= lightWeight;
29
+ gl_FragColor = linearColor;
30
+ } else {
31
+ // side notuse linear
32
+ gl_FragColor = v_Color;
33
+ }
34
+ } else {
35
+ // top face
36
+ if(u_topsurface < 1.0) {
37
+ discard;
38
+ }
39
+ gl_FragColor = v_Color;
40
+ }
41
+
42
+ gl_FragColor.a *= opacity;
43
+ gl_FragColor = filterColorAlpha(gl_FragColor, lightWeight);
44
+ }
@@ -0,0 +1,85 @@
1
+ precision highp float;
2
+
3
+ #define ambientRatio 0.5
4
+ #define diffuseRatio 0.3
5
+ #define specularRatio 0.2
6
+
7
+ attribute vec4 a_Color;
8
+ attribute vec3 a_Position;
9
+ attribute vec3 a_Normal;
10
+ attribute float a_Size;
11
+ attribute vec3 a_uvs;
12
+ uniform mat4 u_ModelMatrix;
13
+ uniform mat4 u_Mvp;
14
+
15
+ varying vec4 v_Color;
16
+ uniform float u_heightfixed: 0.0; // 默认不固定
17
+ uniform float u_raisingHeight: 0.0;
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
+
24
+ #pragma include "projection"
25
+ #pragma include "light"
26
+ #pragma include "picking"
27
+
28
+ void main() {
29
+ // cal style mapping - 数据纹理映射部分的计算
30
+ styleMappingMat = mat4(
31
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - isSide
32
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
33
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
34
+ 0.0, 0.0, 0.0, 0.0 // sidey
35
+ );
36
+ styleMappingMat[0][3] = a_Position.z;
37
+ styleMappingMat[3][0] = a_uvs[2];
38
+
39
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
40
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
41
+ float columnWidth = 1.0/columnCount; // 列宽
42
+ float rowHeight = 1.0/rowCount; // 行高
43
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
44
+ float id = a_vertexId; // 第n个顶点
45
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
46
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
47
+
48
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
49
+ // 按顺序从 cell 中取值、若没有则自动往下取值
50
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
51
+
52
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
53
+ styleMappingMat[0][0] = opacityAndOffset.r;
54
+ textureOffset = opacityAndOffset.g;
55
+ // cal style mapping - 数据纹理映射部分的计算
56
+ vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
57
+ vec4 project_pos = project_position(pos);
58
+
59
+ if(u_heightfixed > 0.0) { // 判断几何体是否固定高度
60
+ project_pos.z = a_Position.z * a_Size;
61
+ project_pos.z += u_raisingHeight;
62
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
63
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
64
+ project_pos.z *= mapboxZoomScale;
65
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
66
+ }
67
+ }
68
+
69
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
70
+
71
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
72
+ // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));
73
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
74
+ } else {
75
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
76
+ }
77
+
78
+ float lightWeight = calc_lighting(pos);
79
+ // v_Color = a_Color;
80
+ v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
81
+
82
+ styleMappingMat[3][1] = lightWeight;
83
+
84
+ setPickingColor(a_PickingColor);
85
+ }
@@ -0,0 +1,90 @@
1
+ precision highp float;
2
+
3
+ #define ambientRatio 0.5
4
+ #define diffuseRatio 0.3
5
+ #define specularRatio 0.2
6
+
7
+ attribute vec4 a_Color;
8
+ attribute vec3 a_Position;
9
+ attribute vec3 a_Normal;
10
+ attribute float a_Size;
11
+ attribute vec3 a_uvs;
12
+ uniform mat4 u_ModelMatrix;
13
+ uniform mat4 u_Mvp;
14
+
15
+ varying vec4 v_Color;
16
+ uniform float u_heightfixed: 0.0; // 默认不固定
17
+ uniform float u_raisingHeight: 0.0;
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
+
24
+ #pragma include "projection"
25
+ #pragma include "light"
26
+ #pragma include "picking"
27
+
28
+ void main() {
29
+ // cal style mapping - 数据纹理映射部分的计算
30
+ styleMappingMat = mat4(
31
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - isSide
32
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
33
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
34
+ 0.0, 0.0, 0.0, 0.0 // sidey
35
+ );
36
+ styleMappingMat[0][3] = a_Position.z;
37
+ styleMappingMat[3][0] = a_uvs[2];
38
+
39
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
40
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
41
+ float columnWidth = 1.0/columnCount; // 列宽
42
+ float rowHeight = 1.0/rowCount; // 行高
43
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
44
+ float id = a_vertexId; // 第n个顶点
45
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
46
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
47
+
48
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
49
+ // 按顺序从 cell 中取值、若没有则自动往下取值
50
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
51
+
52
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
53
+ styleMappingMat[0][0] = opacityAndOffset.r;
54
+ textureOffset = opacityAndOffset.g;
55
+ // cal style mapping - 数据纹理映射部分的计算
56
+
57
+ vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
58
+ vec4 project_pos = project_position(pos);
59
+
60
+ if(u_heightfixed > 0.0) { // 判断几何体是否固定高度
61
+ project_pos.z = a_Position.z * a_Size;
62
+ project_pos.z += u_raisingHeight;
63
+
64
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
65
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
66
+ project_pos.z *= mapboxZoomScale;
67
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
68
+ }
69
+ }
70
+
71
+ // project_pos.z += 500000.0; // amap1
72
+
73
+ // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox
74
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
75
+
76
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
77
+ // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));
78
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
79
+ } else {
80
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
81
+ }
82
+
83
+ float lightWeight = calc_lighting(pos);
84
+ // v_Color = a_Color;
85
+ v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
86
+
87
+ styleMappingMat[3][1] = lightWeight;
88
+
89
+ setPickingColor(a_PickingColor);
90
+ }
@@ -0,0 +1,48 @@
1
+ uniform sampler2D u_texture;
2
+ uniform float u_opacity: 1.0;
3
+ uniform vec4 u_sourceColor;
4
+ uniform vec4 u_targetColor;
5
+ uniform float u_linearColor: 0;
6
+
7
+ uniform float u_topsurface: 1.0;
8
+ uniform float u_sidesurface: 1.0;
9
+
10
+ varying vec4 v_Color;
11
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
12
+ #pragma include "picking"
13
+
14
+ void main() {
15
+ float opacity = styleMappingMat[0][0];
16
+ float isSide = styleMappingMat[0][3];
17
+ float lightWeight = styleMappingMat[3][1];
18
+ float topU = styleMappingMat[2][2];
19
+ float topV = styleMappingMat[2][3];
20
+
21
+ float sidey = styleMappingMat[3][0];
22
+ if(isSide < 1.0) {
23
+ // side face
24
+ if(u_sidesurface < 1.0) {
25
+ discard;
26
+ }
27
+
28
+ if(u_linearColor == 1.0) {
29
+ vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
30
+ linearColor.rgb *= lightWeight;
31
+ gl_FragColor = linearColor;
32
+ } else {
33
+ gl_FragColor = v_Color;
34
+ }
35
+ } else {
36
+
37
+ // top face
38
+ if(u_topsurface < 1.0) {
39
+ discard;
40
+ }
41
+
42
+ gl_FragColor = texture2D(u_texture, vec2(topU, topV));
43
+ }
44
+
45
+
46
+ gl_FragColor.a *= opacity;
47
+ gl_FragColor = filterColor(gl_FragColor);
48
+ }
@@ -0,0 +1,93 @@
1
+ precision highp float;
2
+
3
+ #define ambientRatio 0.5
4
+ #define diffuseRatio 0.3
5
+ #define specularRatio 0.2
6
+
7
+ attribute vec4 a_Color;
8
+ attribute vec3 a_Position;
9
+ attribute vec3 a_Normal;
10
+ attribute float a_Size;
11
+ attribute vec3 a_uvs;
12
+ uniform mat4 u_ModelMatrix;
13
+ uniform mat4 u_Mvp;
14
+
15
+ varying vec4 v_Color;
16
+ uniform float u_heightfixed: 0.0; // 默认不固定
17
+ uniform float u_raisingHeight: 0.0;
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
+
24
+ #pragma include "projection"
25
+ #pragma include "light"
26
+ #pragma include "picking"
27
+
28
+ void main() {
29
+ v_Color = a_Color;
30
+
31
+ // cal style mapping - 数据纹理映射部分的计算
32
+ styleMappingMat = mat4(
33
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - a_Position.z(judge side by a_Position.z)
34
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
35
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - u - v
36
+ 0.0, 0.0, 0.0, 0.0 // sidey
37
+ );
38
+
39
+ styleMappingMat[0][3] = a_Position.z;
40
+ styleMappingMat[2][2] = a_uvs[0];
41
+ styleMappingMat[2][3] = 1.0 - a_uvs[1];
42
+ styleMappingMat[3][0] = a_uvs[2];
43
+
44
+
45
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
46
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
47
+ float columnWidth = 1.0/columnCount; // 列宽
48
+ float rowHeight = 1.0/rowCount; // 行高
49
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
50
+ float id = a_vertexId; // 第n个顶点
51
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
52
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
53
+
54
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
55
+ // 按顺序从 cell 中取值、若没有则自动往下取值
56
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
57
+
58
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
59
+ styleMappingMat[0][0] = opacityAndOffset.r;
60
+ textureOffset = opacityAndOffset.g;
61
+ // cal style mapping - 数据纹理映射部分的计算
62
+
63
+ vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
64
+ vec4 project_pos = project_position(pos);
65
+
66
+ if(u_heightfixed > 0.0) { // 判断几何体是否固定高度
67
+ project_pos.z = a_Position.z * a_Size;
68
+ project_pos.z += u_raisingHeight;
69
+
70
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
71
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
72
+ project_pos.z *= mapboxZoomScale;
73
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
74
+ }
75
+ }
76
+
77
+ // project_pos.z += 500000.0; // amap1
78
+
79
+ // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox
80
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
81
+
82
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
83
+ // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));
84
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
85
+ } else {
86
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
87
+ }
88
+
89
+ float lightWeight = calc_lighting(pos);
90
+ styleMappingMat[3][1] = lightWeight;
91
+
92
+ setPickingColor(a_PickingColor);
93
+ }
@@ -0,0 +1,12 @@
1
+ uniform float u_opacity: 1.0;
2
+ varying vec4 v_Color;
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ #pragma include "picking"
6
+
7
+ void main() {
8
+ float opacity = styleMappingMat[0][0];
9
+ gl_FragColor = v_Color;
10
+ gl_FragColor.a *= opacity;
11
+ gl_FragColor = filterColor(gl_FragColor);
12
+ }
@@ -0,0 +1,22 @@
1
+ uniform float u_opacity: 1.0;
2
+ varying vec4 v_Color;
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ #pragma include "picking"
6
+ uniform float u_opacitylinear: 0.0;
7
+ uniform float u_dir: 1.0;
8
+ varying vec3 v_linear;
9
+ varying vec2 v_pos;
10
+
11
+
12
+ void main() {
13
+ float opacity = styleMappingMat[0][0];
14
+ gl_FragColor = v_Color;
15
+
16
+ if(u_opacitylinear > 0.0) {
17
+ gl_FragColor.a *= u_dir == 1.0 ? 1.0 - length(v_pos - v_linear.xy)/v_linear.z : length(v_pos - v_linear.xy)/v_linear.z;
18
+ }
19
+
20
+ gl_FragColor.a *= opacity;
21
+ gl_FragColor = filterColor(gl_FragColor);
22
+ }
@@ -0,0 +1,74 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+ uniform float u_opacity: 1.0;
7
+ uniform float u_raisingHeight: 0.0;
8
+
9
+ varying vec4 v_Color;
10
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
11
+
12
+ #pragma include "styleMapping"
13
+ #pragma include "styleMappingCalOpacity"
14
+
15
+ #pragma include "projection"
16
+ #pragma include "picking"
17
+
18
+ uniform float u_opacitylinear: 0.0;
19
+
20
+ attribute vec3 a_linear;
21
+ varying vec3 v_linear;
22
+ varying vec2 v_pos;
23
+
24
+ void main() {
25
+ if(u_opacitylinear > 0.0) {
26
+ v_linear = a_linear;
27
+ v_pos = a_Position.xy;
28
+ }
29
+
30
+ // cal style mapping - 数据纹理映射部分的计算
31
+ styleMappingMat = mat4(
32
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
33
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
34
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
35
+ 0.0, 0.0, 0.0, 0.0
36
+ );
37
+
38
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
39
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
40
+ float columnWidth = 1.0/columnCount; // 列宽
41
+ float rowHeight = 1.0/rowCount; // 行高
42
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
43
+ float id = a_vertexId; // 第n个顶点
44
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
45
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
46
+
47
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
48
+ // 按顺序从 cell 中取值、若没有则自动往下取值
49
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
50
+
51
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
52
+ styleMappingMat[0][0] = opacityAndOffset.r;
53
+ textureOffset = opacityAndOffset.g;
54
+ // cal style mapping - 数据纹理映射部分的计算
55
+
56
+ v_Color = a_Color;
57
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
58
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
59
+ project_pos.z += u_raisingHeight;
60
+
61
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
62
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
63
+ project_pos.z *= mapboxZoomScale;
64
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
65
+ }
66
+
67
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
68
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
69
+ } else {
70
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
71
+ }
72
+
73
+ setPickingColor(a_PickingColor);
74
+ }
@@ -0,0 +1,66 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ uniform float u_opacity: 1.0;
8
+ uniform float u_raisingHeight: 0.0;
9
+
10
+ varying vec4 v_Color;
11
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
12
+
13
+ #pragma include "styleMapping"
14
+ #pragma include "styleMappingCalOpacity"
15
+
16
+ #pragma include "projection"
17
+ #pragma include "picking"
18
+
19
+ void main() {
20
+ // cal style mapping - 数据纹理映射部分的计算
21
+ styleMappingMat = mat4(
22
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
23
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
24
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
25
+ 0.0, 0.0, 0.0, 0.0
26
+ );
27
+
28
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
29
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
30
+ float columnWidth = 1.0/columnCount; // 列宽
31
+ float rowHeight = 1.0/rowCount; // 行高
32
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
33
+ float id = a_vertexId; // 第n个顶点
34
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
35
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
36
+
37
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
38
+ // 按顺序从 cell 中取值、若没有则自动往下取值
39
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
40
+
41
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
42
+ styleMappingMat[0][0] = opacityAndOffset.r;
43
+ textureOffset = opacityAndOffset.g;
44
+ // cal style mapping - 数据纹理映射部分的计算
45
+
46
+ v_Color = a_Color;
47
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
48
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
49
+
50
+ project_pos.z += u_raisingHeight;
51
+
52
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
53
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
54
+ project_pos.z *= mapboxZoomScale;
55
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
56
+ }
57
+
58
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
59
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
60
+ } else {
61
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
62
+ }
63
+
64
+ setPickingColor(a_PickingColor);
65
+ }
66
+
@@ -0,0 +1,12 @@
1
+ uniform float u_opacity: 1.0;
2
+ varying vec4 v_Color;
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ #pragma include "picking"
6
+
7
+ void main() {
8
+ float opacity = styleMappingMat[0][0];
9
+ gl_FragColor = v_Color;
10
+ gl_FragColor.a *= opacity;
11
+ gl_FragColor = filterColor(gl_FragColor);
12
+ }
@@ -0,0 +1,82 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ uniform float u_opacity: 1.0;
8
+
9
+ uniform vec2 u_tileOrigin;
10
+ uniform float u_coord;
11
+
12
+ varying vec4 v_Color;
13
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
14
+
15
+ #pragma include "styleMapping"
16
+ #pragma include "styleMappingCalOpacity"
17
+
18
+ #pragma include "projection"
19
+ #pragma include "picking"
20
+
21
+ void main() {
22
+ // cal style mapping - 数据纹理映射部分的计算
23
+ styleMappingMat = mat4(
24
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
25
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
26
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
27
+ 0.0, 0.0, 0.0, 0.0
28
+ );
29
+
30
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
31
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
32
+ float columnWidth = 1.0/columnCount; // 列宽
33
+ float rowHeight = 1.0/rowCount; // 行高
34
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
35
+ float id = a_vertexId; // 第n个顶点
36
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
37
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
38
+
39
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
40
+ // 按顺序从 cell 中取值、若没有则自动往下取值
41
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
42
+
43
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
44
+ styleMappingMat[0][0] = opacityAndOffset.r;
45
+ textureOffset = opacityAndOffset.g;
46
+ // cal style mapping - 数据纹理映射部分的计算
47
+
48
+ v_Color = a_Color;
49
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
50
+
51
+
52
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
53
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
54
+ project_pos.z *= mapboxZoomScale;
55
+ }
56
+
57
+ if(u_coord > 0.0) {
58
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
59
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
60
+ } else {
61
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
62
+ }
63
+ } else {
64
+ vec2 pointPos = a_Position.xy;
65
+ vec4 world = vec4(project_mvt_offset_position(vec4(u_tileOrigin, 0.0, 1.0)).xyz, 1.0); // 瓦片起始点的世界坐标
66
+
67
+ vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // 瓦片内的点的偏移坐标
68
+
69
+ world.xy += pointOffset;
70
+
71
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
72
+ // Needs to be divided with project_uCommonUnitsPerMeter
73
+ world.w *= u_PixelsPerMeter.z;
74
+ }
75
+
76
+ gl_Position = u_ViewProjectionMatrix * world + u_ViewportCenterProjection;
77
+ }
78
+
79
+
80
+ setPickingColor(a_PickingColor);
81
+ }
82
+