@antv/l7-layers 2.9.24 → 2.9.26-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (579) hide show
  1. package/package.json +6 -6
  2. package/es/Geometry/index.d.ts +0 -19
  3. package/es/Geometry/index.js +0 -106
  4. package/es/Geometry/models/billboard.d.ts +0 -26
  5. package/es/Geometry/models/billboard.js +0 -232
  6. package/es/Geometry/models/index.d.ts +0 -5
  7. package/es/Geometry/models/index.js +0 -9
  8. package/es/Geometry/models/plane.d.ts +0 -45
  9. package/es/Geometry/models/plane.js +0 -421
  10. package/es/Geometry/models/sprite.d.ts +0 -47
  11. package/es/Geometry/models/sprite.js +0 -304
  12. package/es/Geometry/shaders/billboard_frag.glsl +0 -13
  13. package/es/Geometry/shaders/billboard_vert.glsl +0 -50
  14. package/es/Geometry/shaders/plane_frag.glsl +0 -22
  15. package/es/Geometry/shaders/plane_vert.glsl +0 -53
  16. package/es/Geometry/shaders/sprite_frag.glsl +0 -21
  17. package/es/Geometry/shaders/sprite_vert.glsl +0 -28
  18. package/es/canvas/index.d.ts +0 -19
  19. package/es/canvas/index.js +0 -91
  20. package/es/canvas/models/canvas.d.ts +0 -18
  21. package/es/canvas/models/canvas.js +0 -212
  22. package/es/canvas/models/index.d.ts +0 -5
  23. package/es/canvas/models/index.js +0 -5
  24. package/es/citybuliding/building.d.ts +0 -17
  25. package/es/citybuliding/building.js +0 -88
  26. package/es/citybuliding/models/build.d.ts +0 -22
  27. package/es/citybuliding/models/build.js +0 -188
  28. package/es/citybuliding/shaders/build_frag.glsl +0 -117
  29. package/es/citybuliding/shaders/build_vert.glsl +0 -54
  30. package/es/core/BaseLayer.d.ts +0 -208
  31. package/es/core/BaseLayer.js +0 -1409
  32. package/es/core/BaseModel.d.ts +0 -140
  33. package/es/core/BaseModel.js +0 -486
  34. package/es/core/interface.d.ts +0 -201
  35. package/es/core/interface.js +0 -30
  36. package/es/core/schema.d.ts +0 -27
  37. package/es/core/schema.js +0 -25
  38. package/es/core/shape/Path.d.ts +0 -39
  39. package/es/core/shape/Path.js +0 -62
  40. package/es/core/shape/extrude.d.ts +0 -17
  41. package/es/core/shape/extrude.js +0 -148
  42. package/es/core/triangulation.d.ts +0 -122
  43. package/es/core/triangulation.js +0 -491
  44. package/es/earth/index.d.ts +0 -17
  45. package/es/earth/index.js +0 -91
  46. package/es/earth/models/atmosphere.d.ts +0 -9
  47. package/es/earth/models/atmosphere.js +0 -138
  48. package/es/earth/models/base.d.ts +0 -16
  49. package/es/earth/models/base.js +0 -212
  50. package/es/earth/models/bloomsphere.d.ts +0 -9
  51. package/es/earth/models/bloomsphere.js +0 -138
  52. package/es/earth/shaders/atmosphere_frag.glsl +0 -17
  53. package/es/earth/shaders/atmosphere_vert.glsl +0 -26
  54. package/es/earth/shaders/base_frag.glsl +0 -13
  55. package/es/earth/shaders/base_vert.glsl +0 -52
  56. package/es/earth/shaders/bloomsphere_frag.glsl +0 -15
  57. package/es/earth/shaders/bloomsphere_vert.glsl +0 -20
  58. package/es/earth/utils.d.ts +0 -26
  59. package/es/earth/utils.js +0 -104
  60. package/es/heatmap/index.d.ts +0 -21
  61. package/es/heatmap/index.js +0 -145
  62. package/es/heatmap/models/grid.d.ts +0 -8
  63. package/es/heatmap/models/grid.js +0 -108
  64. package/es/heatmap/models/grid3d.d.ts +0 -8
  65. package/es/heatmap/models/grid3d.js +0 -147
  66. package/es/heatmap/models/heatmap.d.ts +0 -24
  67. package/es/heatmap/models/heatmap.js +0 -464
  68. package/es/heatmap/models/hexagon.d.ts +0 -8
  69. package/es/heatmap/models/hexagon.js +0 -111
  70. package/es/heatmap/models/index.d.ts +0 -5
  71. package/es/heatmap/models/index.js +0 -12
  72. package/es/heatmap/shaders/grid_vert.glsl +0 -42
  73. package/es/heatmap/shaders/heatmap_3d_frag.glsl +0 -14
  74. package/es/heatmap/shaders/heatmap_3d_vert.glsl +0 -46
  75. package/es/heatmap/shaders/heatmap_frag.glsl +0 -47
  76. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +0 -10
  77. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +0 -35
  78. package/es/heatmap/shaders/heatmap_vert.glsl +0 -10
  79. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  80. package/es/heatmap/shaders/hexagon_3d_vert.glsl +0 -64
  81. package/es/heatmap/shaders/hexagon_frag.glsl +0 -12
  82. package/es/heatmap/shaders/hexagon_vert.glsl +0 -41
  83. package/es/heatmap/triangulation.d.ts +0 -5
  84. package/es/heatmap/triangulation.js +0 -38
  85. package/es/image/index.d.ts +0 -19
  86. package/es/image/index.js +0 -103
  87. package/es/image/models/dataImage.d.ts +0 -22
  88. package/es/image/models/dataImage.js +0 -225
  89. package/es/image/models/image.d.ts +0 -19
  90. package/es/image/models/image.js +0 -169
  91. package/es/image/models/index.d.ts +0 -5
  92. package/es/image/models/index.js +0 -7
  93. package/es/image/shaders/dataImage_frag.glsl +0 -38
  94. package/es/image/shaders/image_frag.glsl +0 -9
  95. package/es/image/shaders/image_vert.glsl +0 -17
  96. package/es/index.d.ts +0 -16
  97. package/es/index.js +0 -106
  98. package/es/line/index.d.ts +0 -25
  99. package/es/line/index.js +0 -119
  100. package/es/line/models/arc.d.ts +0 -17
  101. package/es/line/models/arc.js +0 -356
  102. package/es/line/models/arc_3d.d.ts +0 -17
  103. package/es/line/models/arc_3d.js +0 -335
  104. package/es/line/models/earthArc_3d.d.ts +0 -17
  105. package/es/line/models/earthArc_3d.js +0 -338
  106. package/es/line/models/great_circle.d.ts +0 -12
  107. package/es/line/models/great_circle.js +0 -294
  108. package/es/line/models/half.d.ts +0 -18
  109. package/es/line/models/half.js +0 -282
  110. package/es/line/models/index.d.ts +0 -5
  111. package/es/line/models/index.js +0 -25
  112. package/es/line/models/line.d.ts +0 -21
  113. package/es/line/models/line.js +0 -442
  114. package/es/line/models/linearline.d.ts +0 -11
  115. package/es/line/models/linearline.js +0 -276
  116. package/es/line/models/simpleLine.d.ts +0 -14
  117. package/es/line/models/simpleLine.js +0 -233
  118. package/es/line/models/tile.d.ts +0 -11
  119. package/es/line/models/tile.js +0 -351
  120. package/es/line/models/wall.d.ts +0 -12
  121. package/es/line/models/wall.js +0 -329
  122. package/es/line/shaders/arc_chunks.vert.glsl +0 -21
  123. package/es/line/shaders/dash/arc_dash_frag.glsl +0 -28
  124. package/es/line/shaders/dash/arc_dash_vert.glsl +0 -148
  125. package/es/line/shaders/dash/line_dash_frag.glsl +0 -31
  126. package/es/line/shaders/dash/line_dash_vert.glsl +0 -93
  127. package/es/line/shaders/half/line_half_frag.glsl +0 -53
  128. package/es/line/shaders/half/line_half_vert.glsl +0 -169
  129. package/es/line/shaders/line_arc2d_vert.glsl +0 -114
  130. package/es/line/shaders/line_arc_3d_frag.glsl +0 -103
  131. package/es/line/shaders/line_arc_3d_vert.glsl +0 -207
  132. package/es/line/shaders/line_arc_frag.glsl +0 -89
  133. package/es/line/shaders/line_arc_great_circle_frag.glsl +0 -101
  134. package/es/line/shaders/line_arc_great_circle_vert.glsl +0 -215
  135. package/es/line/shaders/line_arc_vert.glsl +0 -176
  136. package/es/line/shaders/line_bezier_vert.glsl +0 -85
  137. package/es/line/shaders/line_frag.glsl +0 -100
  138. package/es/line/shaders/line_vert.glsl +0 -192
  139. package/es/line/shaders/linear/arc3d_linear_frag.glsl +0 -47
  140. package/es/line/shaders/linear/arc3d_linear_vert.glsl +0 -207
  141. package/es/line/shaders/linear/arc_linear_frag.glsl +0 -38
  142. package/es/line/shaders/linear/arc_linear_vert.glsl +0 -138
  143. package/es/line/shaders/linear/line_linear_frag.glsl +0 -27
  144. package/es/line/shaders/linearLine/line_linear_frag.glsl +0 -20
  145. package/es/line/shaders/linearLine/line_linear_vert.glsl +0 -112
  146. package/es/line/shaders/simple/simpleline_frag.glsl +0 -10
  147. package/es/line/shaders/simple/simpleline_linear_frag.glsl +0 -11
  148. package/es/line/shaders/simple/simpleline_vert.glsl +0 -79
  149. package/es/line/shaders/tile/line_tile_frag.glsl +0 -79
  150. package/es/line/shaders/tile/line_tile_vert.glsl +0 -210
  151. package/es/line/shaders/wall_frag.glsl +0 -93
  152. package/es/line/shaders/wall_vert.glsl +0 -111
  153. package/es/mask/index.d.ts +0 -18
  154. package/es/mask/index.js +0 -82
  155. package/es/mask/models/fill.d.ts +0 -11
  156. package/es/mask/models/fill.js +0 -121
  157. package/es/mask/models/index.d.ts +0 -5
  158. package/es/mask/models/index.js +0 -5
  159. package/es/mask/shaders/mask_frag.glsl +0 -7
  160. package/es/mask/shaders/mask_vert.glsl +0 -22
  161. package/es/plugins/DataMappingPlugin.d.ts +0 -18
  162. package/es/plugins/DataMappingPlugin.js +0 -345
  163. package/es/plugins/DataSourcePlugin.d.ts +0 -7
  164. package/es/plugins/DataSourcePlugin.js +0 -89
  165. package/es/plugins/FeatureScalePlugin.d.ts +0 -25
  166. package/es/plugins/FeatureScalePlugin.js +0 -325
  167. package/es/plugins/LayerAnimateStylePlugin.d.ts +0 -7
  168. package/es/plugins/LayerAnimateStylePlugin.js +0 -49
  169. package/es/plugins/LayerModelPlugin.d.ts +0 -10
  170. package/es/plugins/LayerModelPlugin.js +0 -71
  171. package/es/plugins/LayerStylePlugin.d.ts +0 -8
  172. package/es/plugins/LayerStylePlugin.js +0 -39
  173. package/es/plugins/LightingPlugin.d.ts +0 -36
  174. package/es/plugins/LightingPlugin.js +0 -110
  175. package/es/plugins/MultiPassRendererPlugin.d.ts +0 -24
  176. package/es/plugins/MultiPassRendererPlugin.js +0 -77
  177. package/es/plugins/PixelPickingPlugin.d.ts +0 -8
  178. package/es/plugins/PixelPickingPlugin.js +0 -146
  179. package/es/plugins/RegisterStyleAttributePlugin.d.ts +0 -11
  180. package/es/plugins/RegisterStyleAttributePlugin.js +0 -105
  181. package/es/plugins/ShaderUniformPlugin.d.ts +0 -17
  182. package/es/plugins/ShaderUniformPlugin.js +0 -107
  183. package/es/plugins/UpdateModelPlugin.d.ts +0 -8
  184. package/es/plugins/UpdateModelPlugin.js +0 -31
  185. package/es/plugins/UpdateStyleAttributePlugin.d.ts +0 -12
  186. package/es/plugins/UpdateStyleAttributePlugin.js +0 -87
  187. package/es/point/index.d.ts +0 -30
  188. package/es/point/index.js +0 -222
  189. package/es/point/models/earthExtrude.d.ts +0 -24
  190. package/es/point/models/earthExtrude.js +0 -279
  191. package/es/point/models/earthFill.d.ts +0 -11
  192. package/es/point/models/earthFill.js +0 -258
  193. package/es/point/models/extrude.d.ts +0 -24
  194. package/es/point/models/extrude.js +0 -298
  195. package/es/point/models/fill.d.ts +0 -40
  196. package/es/point/models/fill.js +0 -404
  197. package/es/point/models/fillmage.d.ts +0 -25
  198. package/es/point/models/fillmage.js +0 -367
  199. package/es/point/models/image.d.ts +0 -11
  200. package/es/point/models/image.js +0 -239
  201. package/es/point/models/index.d.ts +0 -5
  202. package/es/point/models/index.js +0 -28
  203. package/es/point/models/normal.d.ts +0 -17
  204. package/es/point/models/normal.js +0 -177
  205. package/es/point/models/radar.d.ts +0 -24
  206. package/es/point/models/radar.js +0 -297
  207. package/es/point/models/simplePoint.d.ts +0 -17
  208. package/es/point/models/simplePoint.js +0 -188
  209. package/es/point/models/text.d.ts +0 -57
  210. package/es/point/models/text.js +0 -622
  211. package/es/point/models/tile.d.ts +0 -22
  212. package/es/point/models/tile.js +0 -309
  213. package/es/point/shaders/animate/wave_frag.glsl +0 -65
  214. package/es/point/shaders/earth/extrude_frag.glsl +0 -44
  215. package/es/point/shaders/earth/extrude_vert.glsl +0 -140
  216. package/es/point/shaders/earth/fill_frag.glsl +0 -86
  217. package/es/point/shaders/earth/fill_vert.glsl +0 -126
  218. package/es/point/shaders/extrude/extrude_frag.glsl +0 -44
  219. package/es/point/shaders/extrude/extrude_vert.glsl +0 -121
  220. package/es/point/shaders/fill_frag.glsl +0 -84
  221. package/es/point/shaders/fill_vert.glsl +0 -189
  222. package/es/point/shaders/image/fillImage_frag.glsl +0 -20
  223. package/es/point/shaders/image/fillImage_vert.glsl +0 -116
  224. package/es/point/shaders/image_frag.glsl +0 -39
  225. package/es/point/shaders/image_vert.glsl +0 -90
  226. package/es/point/shaders/normal_frag.glsl +0 -15
  227. package/es/point/shaders/normal_vert.glsl +0 -79
  228. package/es/point/shaders/radar/radar_frag.glsl +0 -64
  229. package/es/point/shaders/radar/radar_vert.glsl +0 -120
  230. package/es/point/shaders/simplePoint_frag.glsl +0 -53
  231. package/es/point/shaders/simplePoint_vert.glsl +0 -79
  232. package/es/point/shaders/text_frag.glsl +0 -48
  233. package/es/point/shaders/text_vert.glsl +0 -131
  234. package/es/point/shaders/tile/fill_tile_frag.glsl +0 -83
  235. package/es/point/shaders/tile/fill_tile_vert.glsl +0 -181
  236. package/es/point/shape/extrude.d.ts +0 -15
  237. package/es/point/shape/extrude.js +0 -63
  238. package/es/polygon/index.d.ts +0 -19
  239. package/es/polygon/index.js +0 -145
  240. package/es/polygon/models/extrude.d.ts +0 -28
  241. package/es/polygon/models/extrude.js +0 -306
  242. package/es/polygon/models/fill.d.ts +0 -17
  243. package/es/polygon/models/fill.js +0 -211
  244. package/es/polygon/models/index.d.ts +0 -5
  245. package/es/polygon/models/index.js +0 -28
  246. package/es/polygon/models/ocean.d.ts +0 -23
  247. package/es/polygon/models/ocean.js +0 -236
  248. package/es/polygon/models/tile.d.ts +0 -15
  249. package/es/polygon/models/tile.js +0 -133
  250. package/es/polygon/models/water.d.ts +0 -18
  251. package/es/polygon/models/water.js +0 -213
  252. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +0 -44
  253. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +0 -44
  254. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +0 -85
  255. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +0 -90
  256. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +0 -48
  257. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +0 -93
  258. package/es/polygon/shaders/polygon_frag.glsl +0 -12
  259. package/es/polygon/shaders/polygon_linear_frag.glsl +0 -22
  260. package/es/polygon/shaders/polygon_linear_vert.glsl +0 -74
  261. package/es/polygon/shaders/polygon_vert.glsl +0 -66
  262. package/es/polygon/shaders/tile/polygon_tile_frag.glsl +0 -12
  263. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +0 -82
  264. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +0 -248
  265. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +0 -52
  266. package/es/polygon/shaders/water/polygon_water_frag.glsl +0 -73
  267. package/es/polygon/shaders/water/polygon_water_vert.glsl +0 -55
  268. package/es/raster/buffers/triangulation.d.ts +0 -6
  269. package/es/raster/buffers/triangulation.js +0 -28
  270. package/es/raster/index.d.ts +0 -19
  271. package/es/raster/index.js +0 -104
  272. package/es/raster/models/index.d.ts +0 -5
  273. package/es/raster/models/index.js +0 -8
  274. package/es/raster/models/raster.d.ts +0 -21
  275. package/es/raster/models/raster.js +0 -167
  276. package/es/raster/raster.d.ts +0 -30
  277. package/es/raster/raster.js +0 -174
  278. package/es/raster/shaders/raster_2d_frag.glsl +0 -28
  279. package/es/raster/shaders/raster_2d_vert.glsl +0 -18
  280. package/es/raster/shaders/raster_frag.glsl +0 -9
  281. package/es/raster/shaders/raster_vert.glsl +0 -44
  282. package/es/tile/interface.d.ts +0 -28
  283. package/es/tile/interface.js +0 -1
  284. package/es/tile/manager/tileConfigManager.d.ts +0 -17
  285. package/es/tile/manager/tileConfigManager.js +0 -121
  286. package/es/tile/manager/tileLayerManager.d.ts +0 -36
  287. package/es/tile/manager/tileLayerManager.js +0 -311
  288. package/es/tile/manager/tilePickerManager.d.ts +0 -21
  289. package/es/tile/manager/tilePickerManager.js +0 -190
  290. package/es/tile/models/tileModel.d.ts +0 -8
  291. package/es/tile/models/tileModel.js +0 -62
  292. package/es/tile/tileFactory/base.d.ts +0 -44
  293. package/es/tile/tileFactory/base.js +0 -444
  294. package/es/tile/tileFactory/index.d.ts +0 -5
  295. package/es/tile/tileFactory/index.js +0 -29
  296. package/es/tile/tileFactory/line.d.ts +0 -12
  297. package/es/tile/tileFactory/line.js +0 -59
  298. package/es/tile/tileFactory/point.d.ts +0 -12
  299. package/es/tile/tileFactory/point.js +0 -59
  300. package/es/tile/tileFactory/polygon.d.ts +0 -12
  301. package/es/tile/tileFactory/polygon.js +0 -59
  302. package/es/tile/tileFactory/raster.d.ts +0 -12
  303. package/es/tile/tileFactory/raster.js +0 -55
  304. package/es/tile/tileFactory/rasterData.d.ts +0 -12
  305. package/es/tile/tileFactory/rasterData.js +0 -80
  306. package/es/tile/tileFactory/rasterDataLayer.d.ts +0 -19
  307. package/es/tile/tileFactory/rasterDataLayer.js +0 -87
  308. package/es/tile/tileFactory/vectorLayer.d.ts +0 -29
  309. package/es/tile/tileFactory/vectorLayer.js +0 -161
  310. package/es/tile/tileLayer/baseTileLayer.d.ts +0 -47
  311. package/es/tile/tileLayer/baseTileLayer.js +0 -438
  312. package/es/tile/tmsTileLayer.d.ts +0 -7
  313. package/es/tile/tmsTileLayer.js +0 -101
  314. package/es/tile/utils.d.ts +0 -11
  315. package/es/tile/utils.js +0 -127
  316. package/es/utils/blend.d.ts +0 -2
  317. package/es/utils/blend.js +0 -54
  318. package/es/utils/collision-index.d.ts +0 -47
  319. package/es/utils/collision-index.js +0 -102
  320. package/es/utils/dataMappingStyle.d.ts +0 -31
  321. package/es/utils/dataMappingStyle.js +0 -147
  322. package/es/utils/extrude_polyline.d.ts +0 -67
  323. package/es/utils/extrude_polyline.js +0 -611
  324. package/es/utils/grid-index.d.ts +0 -28
  325. package/es/utils/grid-index.js +0 -179
  326. package/es/utils/layerData.d.ts +0 -2
  327. package/es/utils/layerData.js +0 -176
  328. package/es/utils/multiPassRender.d.ts +0 -16
  329. package/es/utils/multiPassRender.js +0 -50
  330. package/es/utils/polylineNormal.d.ts +0 -9
  331. package/es/utils/polylineNormal.js +0 -191
  332. package/es/utils/simpleLine.d.ts +0 -23
  333. package/es/utils/simpleLine.js +0 -103
  334. package/es/utils/symbol-layout.d.ts +0 -43
  335. package/es/utils/symbol-layout.js +0 -299
  336. package/es/utils/updateShape.d.ts +0 -2
  337. package/es/utils/updateShape.js +0 -20
  338. package/es/wind/index.d.ts +0 -20
  339. package/es/wind/index.js +0 -100
  340. package/es/wind/models/index.d.ts +0 -5
  341. package/es/wind/models/index.js +0 -5
  342. package/es/wind/models/utils.d.ts +0 -19
  343. package/es/wind/models/utils.js +0 -226
  344. package/es/wind/models/wind.d.ts +0 -33
  345. package/es/wind/models/wind.js +0 -331
  346. package/es/wind/models/windRender.d.ts +0 -104
  347. package/es/wind/models/windRender.js +0 -357
  348. package/es/wind/models/windShader.d.ts +0 -12
  349. package/es/wind/models/windShader.js +0 -12
  350. package/es/wind/shaders/wind_frag.glsl +0 -9
  351. package/es/wind/shaders/wind_vert.glsl +0 -17
  352. package/lib/Geometry/index.js +0 -82
  353. package/lib/Geometry/models/billboard.js +0 -195
  354. package/lib/Geometry/models/index.js +0 -38
  355. package/lib/Geometry/models/plane.js +0 -307
  356. package/lib/Geometry/models/sprite.js +0 -216
  357. package/lib/Geometry/shaders/billboard_frag.glsl +0 -13
  358. package/lib/Geometry/shaders/billboard_vert.glsl +0 -50
  359. package/lib/Geometry/shaders/plane_frag.glsl +0 -22
  360. package/lib/Geometry/shaders/plane_vert.glsl +0 -53
  361. package/lib/Geometry/shaders/sprite_frag.glsl +0 -21
  362. package/lib/Geometry/shaders/sprite_vert.glsl +0 -28
  363. package/lib/canvas/index.js +0 -69
  364. package/lib/canvas/models/canvas.js +0 -154
  365. package/lib/canvas/models/index.js +0 -34
  366. package/lib/citybuliding/building.js +0 -66
  367. package/lib/citybuliding/models/build.js +0 -157
  368. package/lib/citybuliding/shaders/build_frag.glsl +0 -117
  369. package/lib/citybuliding/shaders/build_vert.glsl +0 -54
  370. package/lib/core/BaseLayer.js +0 -891
  371. package/lib/core/BaseModel.js +0 -325
  372. package/lib/core/interface.js +0 -54
  373. package/lib/core/schema.js +0 -51
  374. package/lib/core/shape/Path.js +0 -100
  375. package/lib/core/shape/extrude.js +0 -139
  376. package/lib/core/triangulation.js +0 -373
  377. package/lib/earth/index.js +0 -69
  378. package/lib/earth/models/atmosphere.js +0 -118
  379. package/lib/earth/models/base.js +0 -162
  380. package/lib/earth/models/bloomsphere.js +0 -118
  381. package/lib/earth/shaders/atmosphere_frag.glsl +0 -17
  382. package/lib/earth/shaders/atmosphere_vert.glsl +0 -26
  383. package/lib/earth/shaders/base_frag.glsl +0 -13
  384. package/lib/earth/shaders/base_vert.glsl +0 -52
  385. package/lib/earth/shaders/bloomsphere_frag.glsl +0 -15
  386. package/lib/earth/shaders/bloomsphere_vert.glsl +0 -20
  387. package/lib/earth/utils.js +0 -116
  388. package/lib/heatmap/index.js +0 -101
  389. package/lib/heatmap/models/grid.js +0 -95
  390. package/lib/heatmap/models/grid3d.js +0 -129
  391. package/lib/heatmap/models/heatmap.js +0 -350
  392. package/lib/heatmap/models/hexagon.js +0 -96
  393. package/lib/heatmap/models/index.js +0 -41
  394. package/lib/heatmap/shaders/grid_vert.glsl +0 -42
  395. package/lib/heatmap/shaders/heatmap_3d_frag.glsl +0 -14
  396. package/lib/heatmap/shaders/heatmap_3d_vert.glsl +0 -46
  397. package/lib/heatmap/shaders/heatmap_frag.glsl +0 -47
  398. package/lib/heatmap/shaders/heatmap_framebuffer_frag.glsl +0 -10
  399. package/lib/heatmap/shaders/heatmap_framebuffer_vert.glsl +0 -35
  400. package/lib/heatmap/shaders/heatmap_vert.glsl +0 -10
  401. package/lib/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  402. package/lib/heatmap/shaders/hexagon_3d_vert.glsl +0 -64
  403. package/lib/heatmap/shaders/hexagon_frag.glsl +0 -12
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  405. package/lib/heatmap/triangulation.js +0 -61
  406. package/lib/image/index.js +0 -79
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  410. package/lib/image/shaders/dataImage_frag.glsl +0 -38
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  412. package/lib/image/shaders/image_vert.glsl +0 -17
  413. package/lib/index.js +0 -100
  414. package/lib/line/index.js +0 -88
  415. package/lib/line/models/arc.js +0 -258
  416. package/lib/line/models/arc_3d.js +0 -247
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  424. package/lib/line/models/tile.js +0 -257
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  426. package/lib/line/shaders/arc_chunks.vert.glsl +0 -21
  427. package/lib/line/shaders/dash/arc_dash_frag.glsl +0 -28
  428. package/lib/line/shaders/dash/arc_dash_vert.glsl +0 -148
  429. package/lib/line/shaders/dash/line_dash_frag.glsl +0 -31
  430. package/lib/line/shaders/dash/line_dash_vert.glsl +0 -93
  431. package/lib/line/shaders/half/line_half_frag.glsl +0 -53
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  433. package/lib/line/shaders/line_arc2d_vert.glsl +0 -114
  434. package/lib/line/shaders/line_arc_3d_frag.glsl +0 -103
  435. package/lib/line/shaders/line_arc_3d_vert.glsl +0 -207
  436. package/lib/line/shaders/line_arc_frag.glsl +0 -89
  437. package/lib/line/shaders/line_arc_great_circle_frag.glsl +0 -101
  438. package/lib/line/shaders/line_arc_great_circle_vert.glsl +0 -215
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  450. package/lib/line/shaders/simple/simpleline_frag.glsl +0 -10
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  453. package/lib/line/shaders/tile/line_tile_frag.glsl +0 -79
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  455. package/lib/line/shaders/wall_frag.glsl +0 -93
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  488. package/lib/point/shaders/animate/wave_frag.glsl +0 -65
  489. package/lib/point/shaders/earth/extrude_frag.glsl +0 -44
  490. package/lib/point/shaders/earth/extrude_vert.glsl +0 -140
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  577. package/lib/wind/models/windShader.js +0 -183
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  579. package/lib/wind/shaders/wind_vert.glsl +0 -17
@@ -1,357 +0,0 @@
1
- import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
2
- import _createClass from "@babel/runtime/helpers/createClass";
3
- import _defineProperty from "@babel/runtime/helpers/defineProperty";
4
- import * as glUtils from "./utils";
5
- import { drawFrag, drawVert, fullScreenFrag, fullScreenVert, updateFrag, updateVert } from "./windShader";
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-
7
- function getColorRamp(colors) {
8
- var canvas = document.createElement('canvas');
9
- var ctx = canvas.getContext('2d');
10
- canvas.width = 256;
11
- canvas.height = 1;
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- var gradient = ctx.createLinearGradient(0, 0, 256, 0);
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-
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- for (var _i = 0, _Object$keys = Object.keys(colors); _i < _Object$keys.length; _i++) {
15
- var stop = _Object$keys[_i];
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- gradient.addColorStop(+stop, colors[+stop]);
17
- }
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-
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- ctx.fillStyle = gradient;
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- ctx.fillRect(0, 0, 256, 1); // @ts-ignore dispose canvas element
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-
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- canvas = null;
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- return new Uint8Array(ctx.getImageData(0, 0, 256, 1).data);
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- }
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-
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- function bindAttribute(gl, buffer, attribute, numComponents) {
27
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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- gl.enableVertexAttribArray(attribute);
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- gl.vertexAttribPointer(attribute, numComponents, gl.FLOAT, false, 0, 0);
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- }
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-
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- function bindFramebuffer(gl, framebuffer, texture) {
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- gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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-
35
- if (texture) {
36
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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- }
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- }
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-
40
- export var Wind = /*#__PURE__*/function () {
41
- function Wind(options) {
42
- _classCallCheck(this, Wind);
43
-
44
- _defineProperty(this, "width", 512);
45
-
46
- _defineProperty(this, "height", 512);
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-
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- _defineProperty(this, "numParticles", 65536);
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-
50
- this.gl = options.glContext;
51
- this.width = options.imageWidth;
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- this.height = options.imageHeight;
53
- this.fadeOpacity = options.fadeOpacity;
54
- this.speedFactor = options.speedFactor;
55
- this.dropRate = options.dropRate;
56
- this.dropRateBump = options.dropRateBump;
57
- this.rampColors = options.rampColors;
58
- this.init();
59
- }
60
-
61
- _createClass(Wind, [{
62
- key: "init",
63
- value: function init() {
64
- var gl = this.gl;
65
- this.fadeOpacity = 0.996; // how fast the particle trails fade on each frame
66
-
67
- this.speedFactor = 0.25; // how fast the particles move
68
-
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- this.dropRate = 0.003; // how often the particles move to a random place
70
-
71
- this.dropRateBump = 0.01; // drop rate increase relative to individual particle speed
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-
73
- this.drawProgram = glUtils.createProgram(gl, drawVert, drawFrag);
74
- this.fullScreenProgram = glUtils.createProgram(gl, fullScreenVert, fullScreenFrag);
75
- this.updateProgram = glUtils.createProgram(gl, updateVert, updateFrag);
76
- this.quadBuffer = glUtils.createBuffer(gl, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]));
77
- this.framebuffer = gl.createFramebuffer();
78
- this.colorRampTexture = glUtils.createTexture(this.gl, this.gl.LINEAR, getColorRamp(this.rampColors), 16, 16);
79
- var emptyPixels = new Uint8Array(this.width * this.height * 4); // screen textures to hold the drawn screen for the previous and the current frame
80
-
81
- this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height);
82
- this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height); // we create a square texture where each pixel will hold a particle position encoded as RGBA
83
-
84
- var particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles)); // particleRes size
85
-
86
- this.numParticlesSize = particleRes * particleRes;
87
- var particleState = new Uint8Array(this.numParticlesSize * 4);
88
-
89
- for (var i = 0; i < particleState.length; i++) {
90
- particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
91
- } // textures to hold the particle state for the current and the next frame
92
-
93
-
94
- this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
95
- this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
96
- var particleIndices = new Float32Array(this.numParticlesSize);
97
-
98
- for (var i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
99
- particleIndices[i$1] = i$1;
100
- }
101
-
102
- this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
103
- }
104
- }, {
105
- key: "setWind",
106
- value: function setWind(windData) {
107
- this.windData = windData;
108
- this.windTexture = glUtils.createDataTexture(this.gl, this.gl.LINEAR, windData.image);
109
- }
110
- /**
111
- * 更新风场粒子数量
112
- * @param num
113
- */
114
-
115
- }, {
116
- key: "updateParticelNum",
117
- value: function updateParticelNum(num) {
118
- var gl = this.gl;
119
-
120
- if (num !== this.numParticles) {
121
- this.numParticles = num; // params number
122
- // we create a square texture where each pixel will hold a particle position encoded as RGBA
123
-
124
- var particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles));
125
- this.numParticlesSize = particleRes * particleRes;
126
- var particleState = new Uint8Array(this.numParticlesSize * 4);
127
-
128
- for (var i = 0; i < particleState.length; i++) {
129
- particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
130
- } // textures to hold the particle state for the current and the next frame
131
-
132
-
133
- this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
134
- this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
135
- var particleIndices = new Float32Array(this.numParticlesSize);
136
-
137
- for (var i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
138
- particleIndices[i$1] = i$1;
139
- }
140
-
141
- this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
142
- }
143
- }
144
- /**
145
- * 更新风场风向风速
146
- * @param uMin
147
- * @param uMax
148
- * @param vMin
149
- * @param vMax
150
- */
151
-
152
- }, {
153
- key: "updateWindDir",
154
- value: function updateWindDir(uMin, uMax, vMin, vMax) {
155
- this.windData.uMin = uMin;
156
- this.windData.uMax = uMax;
157
- this.windData.vMin = vMin;
158
- this.windData.vMax = vMax;
159
- }
160
- /**
161
- * update rampColors
162
- * @param rampColors
163
- */
164
-
165
- }, {
166
- key: "updateColorRampTexture",
167
- value: function updateColorRampTexture(rampColors) {
168
- if (this.isColorChanged(rampColors)) {
169
- this.rampColors = rampColors;
170
- var gl = this.gl;
171
- gl.deleteTexture(this.colorRampTexture);
172
- this.colorRampTexture = glUtils.createTexture(gl, gl.LINEAR, getColorRamp(rampColors), 16, 16);
173
- }
174
- }
175
- }, {
176
- key: "isColorChanged",
177
- value: function isColorChanged(rampColors) {
178
- var keys = Object.keys(rampColors);
179
-
180
- for (var _i2 = 0, _keys = keys; _i2 < _keys.length; _i2++) {
181
- var item = _keys[_i2];
182
-
183
- var _key = Number(item); // exist new key -> color need update
184
-
185
-
186
- if (!this.rampColors[_key]) {
187
- return true;
188
- } // value changed -> color need update
189
-
190
-
191
- if (this.rampColors[_key] && this.rampColors[_key] !== rampColors[_key]) {
192
- return true;
193
- }
194
- }
195
-
196
- return false;
197
- }
198
- }, {
199
- key: "reSize",
200
- value: function reSize(width, height) {
201
- if (width !== this.width || height !== this.height) {
202
- var gl = this.gl;
203
- gl.deleteTexture(this.backgroundTexture);
204
- gl.deleteTexture(this.screenTexture);
205
- this.width = width;
206
- this.height = height;
207
- var emptyPixels = new Uint8Array(width * height * 4); // screen textures to hold the drawn screen for the previous and the current frame
208
-
209
- this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
210
- this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
211
- }
212
- }
213
- }, {
214
- key: "draw",
215
- value: function draw() {
216
- var _this$windData;
217
-
218
- if ((_this$windData = this.windData) !== null && _this$windData !== void 0 && _this$windData.image) {
219
- var gl = this.gl;
220
- glUtils.bindTexture(gl, this.windTexture, 0);
221
- glUtils.bindTexture(gl, this.particleStateTexture0, 1);
222
- this.drawScreen(); // draw Particles into framebuffer
223
-
224
- this.updateParticles();
225
- return {
226
- d: this.pixels,
227
- w: this.width,
228
- h: this.height
229
- };
230
- } else {
231
- return {
232
- d: new Uint8Array([0, 0, 0, 0]),
233
- w: 1,
234
- h: 1
235
- };
236
- }
237
- }
238
- }, {
239
- key: "drawScreen",
240
- value: function drawScreen() {
241
- var gl = this.gl; // draw the screen into a temporary framebuffer to retain it as the background on the next frame
242
-
243
- bindFramebuffer(gl, this.framebuffer, this.screenTexture);
244
- gl.viewport(0, 0, this.width, this.height);
245
- gl.disable(gl.BLEND);
246
- this.drawFullTexture(this.backgroundTexture, this.fadeOpacity);
247
- this.drawParticles();
248
- this.pixels = new Uint8Array(4 * this.width * this.height);
249
- gl.readPixels(0, 0, this.width, this.height, gl.RGBA, gl.UNSIGNED_BYTE, this.pixels);
250
- bindFramebuffer(gl, null, null);
251
- gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height); // save the current screen as the background for the next frame
252
-
253
- var temp = this.backgroundTexture;
254
- this.backgroundTexture = this.screenTexture;
255
- this.screenTexture = temp;
256
- }
257
- }, {
258
- key: "drawFullTexture",
259
- value: function drawFullTexture(texture, opacity) {
260
- var gl = this.gl;
261
- var program = this.fullScreenProgram;
262
- gl.useProgram(program); // bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
263
-
264
- gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
265
- gl.vertexAttribPointer(program.a_pos, 2, gl.FLOAT, false, 0, 0);
266
- gl.enableVertexAttribArray(program.a_pos);
267
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
268
- glUtils.bindTexture(gl, texture, 2);
269
- gl.uniform1i(program.u_screen, 2);
270
- gl.uniform1f(program.u_opacity, opacity);
271
- gl.drawArrays(gl.TRIANGLES, 0, 6); // gl.drawArrays(gl.POINTS, 0, 6);
272
- }
273
- }, {
274
- key: "drawParticles",
275
- value: function drawParticles() {
276
- var gl = this.gl;
277
- var program = this.drawProgram;
278
- gl.useProgram(program);
279
- bindAttribute(gl, this.particleIndexBuffer, program.a_index, 1);
280
- glUtils.bindTexture(gl, this.colorRampTexture, 2);
281
- gl.uniform1i(program.u_wind, 0);
282
- gl.uniform1i(program.u_particles, 1);
283
- gl.uniform1i(program.u_color_ramp, 2);
284
- gl.uniform1f(program.u_particles_res, this.particleStateResolution);
285
- gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
286
- gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
287
- gl.drawArrays(gl.POINTS, 0, this.numParticlesSize);
288
- }
289
- }, {
290
- key: "updateParticles",
291
- value: function updateParticles() {
292
- var gl = this.gl;
293
- bindFramebuffer(gl, this.framebuffer, this.particleStateTexture1);
294
- gl.viewport(0, 0, this.particleStateResolution, this.particleStateResolution);
295
- var program = this.updateProgram;
296
- gl.useProgram(program);
297
- bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
298
- gl.uniform1i(program.u_wind, 0);
299
- gl.uniform1i(program.u_particles, 1);
300
- gl.uniform1f(program.u_rand_seed, Math.random());
301
- gl.uniform2f(program.u_wind_res, this.windData.image.width * 2, this.windData.image.height * 2);
302
- gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
303
- gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
304
- gl.uniform1f(program.u_speed_factor, this.speedFactor);
305
- gl.uniform1f(program.u_drop_rate, this.dropRate);
306
- gl.uniform1f(program.u_drop_rate_bump, this.dropRateBump);
307
- gl.drawArrays(gl.TRIANGLES, 0, 6); // swap the particle state textures so the new one becomes the current one
308
-
309
- var temp = this.particleStateTexture0;
310
- this.particleStateTexture0 = this.particleStateTexture1;
311
- this.particleStateTexture1 = temp;
312
- bindFramebuffer(gl, null, null); // gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
313
- }
314
- }, {
315
- key: "destroy",
316
- value: function destroy() {
317
- // private drawProgram: WebGLProgram;
318
- // private fullScreenProgram: WebGLProgram;
319
- // private updateProgram: WebGLProgram;
320
- // private quadBuffer: WebGLBuffer | null;
321
- // private particleIndexBuffer: WebGLBuffer | null;
322
- // private framebuffer: WebGLFramebuffer | null;
323
- // private colorRampTexture: WebGLTexture | null;
324
- // private backgroundTexture: WebGLTexture | null;
325
- // private screenTexture: WebGLTexture | null;
326
- // private particleStateTexture0: WebGLTexture | null;
327
- // private particleStateTexture1: WebGLTexture | null;
328
- // private windTexture: WebGLTexture | null;
329
- this.gl.deleteBuffer(this.quadBuffer);
330
- this.gl.deleteBuffer(this.particleIndexBuffer);
331
- this.gl.deleteFramebuffer(this.framebuffer); // @ts-ignore
332
-
333
- this.gl.deleteShader(this.drawProgram.vertexShader); // @ts-ignore
334
-
335
- this.gl.deleteShader(this.drawProgram.fragmentShader);
336
- this.gl.deleteProgram(this.drawProgram); // @ts-ignore
337
-
338
- this.gl.deleteShader(this.fullScreenProgram.vertexShader); // @ts-ignore
339
-
340
- this.gl.deleteShader(this.fullScreenProgram.fragmentShader);
341
- this.gl.deleteProgram(this.fullScreenProgram); // @ts-ignore
342
-
343
- this.gl.deleteShader(this.updateProgram.vertexShader); // @ts-ignore
344
-
345
- this.gl.deleteShader(this.updateProgram.fragmentShader);
346
- this.gl.deleteProgram(this.updateProgram);
347
- this.gl.deleteTexture(this.colorRampTexture);
348
- this.gl.deleteTexture(this.backgroundTexture);
349
- this.gl.deleteTexture(this.screenTexture);
350
- this.gl.deleteTexture(this.particleStateTexture0);
351
- this.gl.deleteTexture(this.particleStateTexture1);
352
- this.gl.deleteTexture(this.windTexture);
353
- }
354
- }]);
355
-
356
- return Wind;
357
- }();
@@ -1,12 +0,0 @@
1
- /**
2
- * drawProgram drawVert drawFrag
3
- * screenProgram screenVert screenFrag
4
- * updateProgram updateVert updateFrag
5
- * fullScreenProgram fullScreenVert fullScreenFrag
6
- */
7
- export declare const drawVert = "\n precision mediump float;\n\n attribute float a_index;\n\n uniform sampler2D u_particles;\n uniform float u_particles_res;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec4 color = texture2D(u_particles, vec2(\n fract(a_index / u_particles_res),\n floor(a_index / u_particles_res) / u_particles_res)\n );\n\n // decode current particle position from the pixel's RGBA value\n v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);\n\n gl_PointSize = 1.0;\n gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);\n }";
8
- export declare const drawFrag = "\n precision mediump float;\n\n uniform sampler2D u_wind;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform sampler2D u_color_ramp;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);\n float speed_t = length(velocity) / length(u_wind_max);\n\n // color ramp is encoded in a 16x16 texture\n vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0);\n\n gl_FragColor = texture2D(u_color_ramp, ramp_pos);\n }";
9
- export declare const updateVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);\n // framebuffer \u59CB\u7EC8\u7528\u94FA\u6EE1\u5C4F\u5E55\u7684 texture\n }";
10
- export declare const updateFrag = "\n precision highp float;\n\n uniform sampler2D u_particles;\n uniform sampler2D u_wind;\n uniform vec2 u_wind_res;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform float u_rand_seed;\n uniform float u_speed_factor;\n uniform float u_drop_rate;\n uniform float u_drop_rate_bump;\n\n varying vec2 v_tex_pos;\n\n // pseudo-random generator\n const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);\n float rand(const vec2 co) {\n float t = dot(rand_constants.xy, co);\n return fract(sin(t) * (rand_constants.z + t));\n }\n\n // wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation\n vec2 lookup_wind(const vec2 uv) {\n // return texture2D(u_wind, uv).rg; // lower-res hardware filtering\n vec2 px = 1.0 / u_wind_res;\n vec2 vc = (floor(uv * u_wind_res)) * px;\n vec2 f = fract(uv * u_wind_res);\n vec2 tl = texture2D(u_wind, vc).rg;\n vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;\n vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;\n vec2 br = texture2D(u_wind, vc + px).rg;\n return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n }\n\n void main() {\n vec4 color = texture2D(u_particles, v_tex_pos);\n vec2 pos = vec2(\n color.r / 255.0 + color.b,\n color.g / 255.0 + color.a); // decode particle position from pixel RGBA\n vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));\n float speed_t = length(velocity) / length(u_wind_max);\n\n // take EPSG:4236 distortion into account for calculating where the particle moved\n float distortion = cos(radians(pos.y * 180.0 - 90.0));\n vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;\n\n // update particle position, wrapping around the date line\n pos = fract(1.0 + pos + offset);\n\n // a random seed to use for the particle drop\n vec2 seed = (pos + v_tex_pos) * u_rand_seed;\n\n // drop rate is a chance a particle will restart at random position, to avoid degeneration\n float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;\n float drop = step(1.0 - drop_rate, rand(seed));\n\n vec2 random_pos = vec2(\n rand(seed + 1.3),\n rand(seed + 2.1));\n pos = mix(pos, random_pos, drop);\n\n // encode the new particle position back into RGBA\n gl_FragColor = vec4(\n fract(pos * 255.0),\n floor(pos * 255.0) / 255.0);\n }";
11
- export declare const fullScreenVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);\n gl_PointSize = 100.0;\n }";
12
- export declare const fullScreenFrag = "\n precision mediump float;\n\n uniform sampler2D u_screen;\n uniform float u_opacity;\n varying vec2 v_tex_pos;\n\n void main() {\n vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);\n\n // a hack to guarantee opacity fade out even with a value close to 1.0\n gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);\n }";
@@ -1,12 +0,0 @@
1
- /**
2
- * drawProgram drawVert drawFrag
3
- * screenProgram screenVert screenFrag
4
- * updateProgram updateVert updateFrag
5
- * fullScreenProgram fullScreenVert fullScreenFrag
6
- */
7
- export var drawVert = "\n precision mediump float;\n\n attribute float a_index;\n\n uniform sampler2D u_particles;\n uniform float u_particles_res;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec4 color = texture2D(u_particles, vec2(\n fract(a_index / u_particles_res),\n floor(a_index / u_particles_res) / u_particles_res)\n );\n\n // decode current particle position from the pixel's RGBA value\n v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);\n\n gl_PointSize = 1.0;\n gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);\n }";
8
- export var drawFrag = "\n precision mediump float;\n\n uniform sampler2D u_wind;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform sampler2D u_color_ramp;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);\n float speed_t = length(velocity) / length(u_wind_max);\n\n // color ramp is encoded in a 16x16 texture\n vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0);\n\n gl_FragColor = texture2D(u_color_ramp, ramp_pos);\n }";
9
- export var updateVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);\n // framebuffer \u59CB\u7EC8\u7528\u94FA\u6EE1\u5C4F\u5E55\u7684 texture\n }";
10
- export var updateFrag = "\n precision highp float;\n\n uniform sampler2D u_particles;\n uniform sampler2D u_wind;\n uniform vec2 u_wind_res;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform float u_rand_seed;\n uniform float u_speed_factor;\n uniform float u_drop_rate;\n uniform float u_drop_rate_bump;\n\n varying vec2 v_tex_pos;\n\n // pseudo-random generator\n const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);\n float rand(const vec2 co) {\n float t = dot(rand_constants.xy, co);\n return fract(sin(t) * (rand_constants.z + t));\n }\n\n // wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation\n vec2 lookup_wind(const vec2 uv) {\n // return texture2D(u_wind, uv).rg; // lower-res hardware filtering\n vec2 px = 1.0 / u_wind_res;\n vec2 vc = (floor(uv * u_wind_res)) * px;\n vec2 f = fract(uv * u_wind_res);\n vec2 tl = texture2D(u_wind, vc).rg;\n vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;\n vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;\n vec2 br = texture2D(u_wind, vc + px).rg;\n return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n }\n\n void main() {\n vec4 color = texture2D(u_particles, v_tex_pos);\n vec2 pos = vec2(\n color.r / 255.0 + color.b,\n color.g / 255.0 + color.a); // decode particle position from pixel RGBA\n vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));\n float speed_t = length(velocity) / length(u_wind_max);\n\n // take EPSG:4236 distortion into account for calculating where the particle moved\n float distortion = cos(radians(pos.y * 180.0 - 90.0));\n vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;\n\n // update particle position, wrapping around the date line\n pos = fract(1.0 + pos + offset);\n\n // a random seed to use for the particle drop\n vec2 seed = (pos + v_tex_pos) * u_rand_seed;\n\n // drop rate is a chance a particle will restart at random position, to avoid degeneration\n float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;\n float drop = step(1.0 - drop_rate, rand(seed));\n\n vec2 random_pos = vec2(\n rand(seed + 1.3),\n rand(seed + 2.1));\n pos = mix(pos, random_pos, drop);\n\n // encode the new particle position back into RGBA\n gl_FragColor = vec4(\n fract(pos * 255.0),\n floor(pos * 255.0) / 255.0);\n }";
11
- export var fullScreenVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);\n gl_PointSize = 100.0;\n }";
12
- export var fullScreenFrag = "\n precision mediump float;\n\n uniform sampler2D u_screen;\n uniform float u_opacity;\n varying vec2 v_tex_pos;\n\n void main() {\n vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);\n\n // a hack to guarantee opacity fade out even with a value close to 1.0\n gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);\n }";
@@ -1,9 +0,0 @@
1
- precision mediump float;
2
- uniform float u_opacity: 1.0;
3
- uniform sampler2D u_texture;
4
- varying vec2 v_texCoord;
5
- void main() {
6
- vec4 color = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y));
7
- gl_FragColor = color;
8
- gl_FragColor.a *= u_opacity;
9
- }
@@ -1,17 +0,0 @@
1
- precision highp float;
2
- uniform mat4 u_ModelMatrix;
3
- uniform mat4 u_Mvp;
4
- attribute vec3 a_Position;
5
- attribute vec2 a_Uv;
6
- varying vec2 v_texCoord;
7
- #pragma include "projection"
8
- void main() {
9
- v_texCoord = a_Uv;
10
- vec4 project_pos = project_position(vec4(a_Position, 1.0));
11
- // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));
12
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
13
- gl_Position = u_Mvp * (vec4(project_pos.xy,0., 1.0));
14
- } else {
15
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));
16
- }
17
- }
@@ -1,82 +0,0 @@
1
- var __create = Object.create;
2
- var __defProp = Object.defineProperty;
3
- var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
4
- var __getOwnPropNames = Object.getOwnPropertyNames;
5
- var __getProtoOf = Object.getPrototypeOf;
6
- var __hasOwnProp = Object.prototype.hasOwnProperty;
7
- var __export = (target, all) => {
8
- for (var name in all)
9
- __defProp(target, name, { get: all[name], enumerable: true });
10
- };
11
- var __copyProps = (to, from, except, desc) => {
12
- if (from && typeof from === "object" || typeof from === "function") {
13
- for (let key of __getOwnPropNames(from))
14
- if (!__hasOwnProp.call(to, key) && key !== except)
15
- __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
16
- }
17
- return to;
18
- };
19
- var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target, mod));
20
- var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
21
-
22
- // src/Geometry/index.ts
23
- var Geometry_exports = {};
24
- __export(Geometry_exports, {
25
- default: () => GeometryLayer
26
- });
27
- module.exports = __toCommonJS(Geometry_exports);
28
- var import_BaseLayer = __toESM(require("../core/BaseLayer"));
29
- var import_models = __toESM(require("./models"));
30
- var GeometryLayer = class extends import_BaseLayer.default {
31
- constructor() {
32
- super(...arguments);
33
- this.type = "GeometryLayer";
34
- }
35
- buildModels() {
36
- const modelType = this.getModelType();
37
- this.layerModel = new import_models.default[modelType](this);
38
- this.layerModel.initModels((models) => {
39
- this.models = models;
40
- this.renderLayers();
41
- });
42
- }
43
- rebuildModels() {
44
- this.layerModel.buildModels((models) => this.models = models);
45
- }
46
- getConfigSchema() {
47
- return {
48
- properties: {
49
- opacity: {
50
- type: "number",
51
- minimum: 0,
52
- maximum: 1
53
- }
54
- }
55
- };
56
- }
57
- getDefaultConfig() {
58
- const type = this.getModelType();
59
- const defaultConfig = {
60
- plane: {},
61
- sprite: {},
62
- billboard: {}
63
- };
64
- return defaultConfig[type];
65
- }
66
- getModelType() {
67
- var _a;
68
- const shapeAttribute = this.styleAttributeService.getLayerStyleAttribute("shape");
69
- const shape = (_a = shapeAttribute == null ? void 0 : shapeAttribute.scale) == null ? void 0 : _a.field;
70
- if (shape === "plane") {
71
- return "plane";
72
- } else if (shape === "sprite") {
73
- return "sprite";
74
- } else if (shape === "billboard") {
75
- return "billboard";
76
- } else {
77
- return "plane";
78
- }
79
- }
80
- };
81
- // Annotate the CommonJS export names for ESM import in node:
82
- 0 && (module.exports = {});