@antv/l7-layers 2.9.25 → 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 -122
  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 -324
  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 -224
  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 -148
  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 -106
  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 -312
  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 -13
  315. package/es/tile/utils.js +0 -131
  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
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@@ -1,236 +0,0 @@
1
- import _slicedToArray from "@babel/runtime/helpers/slicedToArray";
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- import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
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- import _createClass from "@babel/runtime/helpers/createClass";
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- import _inherits from "@babel/runtime/helpers/inherits";
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- import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
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- import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
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-
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- function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
9
-
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- function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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-
12
- import { AttributeType, gl } from '@antv/l7-core';
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- import { getMask, rgb2arr } from '@antv/l7-utils';
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- import { isNumber } from 'lodash';
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- import BaseModel from "../../core/BaseModel";
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- import { polygonTriangulation } from "../../core/triangulation";
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-
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- /* babel-plugin-inline-import '../shaders/water/polygon_ocean_frag.glsl' */
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- var ocean_frag = "\nuniform float u_time: 0.0;\nuniform float u_opacity: 1.0;\n\nvarying vec2 v_uv;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nfloat coast2water_fadedepth = 0.10;\nfloat large_waveheight = .750; // change to adjust the \"heavy\" waves\nfloat large_wavesize = 3.4; // factor to adjust the large wave size\nfloat small_waveheight = 0.6; // change to adjust the small random waves\nfloat small_wavesize = 0.5; // factor to ajust the small wave size\nfloat water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)\nfloat water_glossylight_fact= 120.; // range [1..200]\nfloat particle_amount = 70.;\n// vec3 watercolor = vec3(0.43, 0.60, 0.66); // 'transparent' low-water color (RGB)\n// vec3 watercolor2 = vec3(0.06, 0.07, 0.11); // deep-water color (RGB, should be darker than the low-water color)\nuniform vec4 u_watercolor;\nuniform vec4 u_watercolor2;\nvec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights\n#define light vec3(-0., sin(u_time*0.5)*.5 + .35, 2.8) // position of the sun\n\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\n\n \n\nfloat hash( float n ) {\n return fract(sin(n)*43758.5453123);\n}\n\n// 2d noise function\nfloat noise1( in vec2 x ) {\n vec2 p = floor(x);\n vec2 f = smoothstep(0.0, 1.0, fract(x));\n float n = p.x + p.y*57.0;\n return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),\n mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);\n}\n\nfloat noise(vec2 p) {\n return texture2D(u_texture2,p*vec2(1./256.)).x;\n}\n\nvec4 highness(vec2 p) {\n vec4 t = texture2D(u_texture1,fract(p));\n float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;\n return clamp(t, 0.0,3.0)+clamp(t/3.0-1.0, 0.0,1.0)+clamp(t/16.0-1.0, 0.0,1.0);\n}\n\nfloat height_map( vec2 p ) {\n vec4 height=highness(p);\n /*\n height = -0.5+\n 0.5*smoothstep(-100.,0.,-height)+\n 2.75*smoothstep(0.,2.,height)+\n 1.75*smoothstep(2.,4.,height)+\n 2.75*smoothstep(4.,16.,height)+\n 1.5*smoothstep(16.,1000.,height);\n */\n\n mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );\n //p = p*6.;\n float f = 0.6000*noise1( p ); p = m*p*1.1*6.;\n f += 0.2500*noise( p ); p = m*p*1.32;\n f += 0.1666*noise( p ); p = m*p*1.11;\n f += 0.0834*noise( p ); p = m*p*1.12;\n f += 0.0634*noise( p ); p = m*p*1.13;\n f += 0.0444*noise( p ); p = m*p*1.14;\n f += 0.0274*noise( p ); p = m*p*1.15;\n f += 0.0134*noise( p ); p = m*p*1.16;\n f += 0.0104*noise( p ); p = m*p*1.17;\n f += 0.0084*noise( p );\n f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;\n const float FLAT_LEVEL = 0.92525;\n //f = f*0.25+height*0.75;\n if (f<FLAT_LEVEL)\n f = f;\n else\n f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase\n return clamp(f, 0., 10.);\n}\n\nvec3 plasma_quintic( float x ) {\n x = clamp( x, 0.0, 1.0);\n vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3\n vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7\n return vec3(\n dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),\n dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),\n dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );\n}\n\nvec4 color(vec2 p){\n vec4 c1 = vec4(1.7,1.6,.9,1);\n vec4 c2 = vec4(.2,.94,.1,1);\n vec4 c3 = vec4(.3,.2,.0,1);\n vec4 c4 = vec4(.99,.99,1.6,1);\n vec4 v = highness(p);\n float los = smoothstep(0.1,1.1,v.b);\n float his = smoothstep(3.5,6.5,v.b);\n float ces = smoothstep(1.,5.,v.a);\n vec4 lo = mix(c1,c2,los);\n vec4 hi = mix(c3,c4,his);\n vec4 ce = mix(lo,hi,ces);\n\n return vec4(plasma_quintic(ces),1).ragb;\n}\n\nvec3 terrain_map( vec2 p )\n{\n return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture2D(u_texture3, fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'\n}\n\nconst mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );\n\nfloat water_map( vec2 p, float height ) {\n vec2 p2 = p*large_wavesize;\n vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );\n vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );\n\n // coarse crossing 'ocean' waves...\n float f = 0.6000*noise( p );\n f += 0.2500*noise( p*m );\n f += 0.1666*noise( p*m*m );\n float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;\n\n p *= small_wavesize;\n f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<9; i++)\n { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }\n \n return wave+f*small_waveheight;\n}\n\nfloat nautic(vec2 p) {\n p *= 18.;\n float f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }\n return pow(1.-f, 5.);\n}\n\nfloat particles(vec2 p) {\n p *= 200.;\n float f = 0.;\n float amp = 1.0, s = 1.5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }\n return pow(f*.35, 7.)*particle_amount;\n}\n\nfloat test_shadow( vec2 xy, float height) {\n vec3 r0 = vec3(xy, height);\n vec3 rd = normalize( light - r0 );\n \n float hit = 1.0;\n float t = 0.001;\n for (int j=1; j<25; j++)\n {\n vec3 p = r0 + t*rd;\n float h = height_map( p.xy );\n float height_diff = p.z - h;\n if (height_diff<0.0)\n {\n return 0.0;\n }\n t += 0.01+height_diff*.02;\n hit = min(hit, 2.*height_diff/t); // soft shaddow \n }\n return hit;\n}\n\nvec3 CalcTerrain(vec2 uv, float height) {\n vec3 col = terrain_map( uv );\n vec2 iResolution = vec2(512.);\n float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);\n float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);\n float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);\n float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);\n vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));\n vec3 r0 = vec3(uv, height);\n vec3 rd = normalize( light - r0 );\n float grad = dot(norm, rd);\n col *= grad+pow(grad, 8.);\n float terrainshade = test_shadow( uv, height );\n col = mix(col*.25, col, terrainshade);\n return col;\n}\n\n\nvoid main() {\n vec3 watercolor = u_watercolor.rgb;\n vec3 watercolor2 = u_watercolor2.rgb;\n vec2 uv = v_uv;\n float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)\n float deepwater_fadedepth = 0.4 + coast2water_fadedepth;\n float height = height_map( uv );\n vec3 col;\n\n float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);\n float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);\n if (height > level)\n {\n col = CalcTerrain(uv, height);\n }\n if (height <= level)\n {\n vec2 dif = vec2(.0, .01);\n vec2 pos = uv*15. + vec2(u_time*.01);\n float h1 = water_map(pos-dif,waveheight);\n float h2 = water_map(pos+dif,waveheight);\n float h3 = water_map(pos-dif.yx,waveheight);\n float h4 = water_map(pos+dif.yx,waveheight);\n vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane\n uv += normwater.xy*.002*(level-height);\n \n col = CalcTerrain(uv, height);\n\n float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);\n float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);\n float intensity = col.r*.2126+col.g*.7152+col.b*.0722;\n watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));\n\n vec3 r0 = vec3(uv, WATER_LEVEL);\n vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position\n float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction\n float specular = pow(grad, water_softlight_fact); // used for soft highlights \n float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights\n float gradpos = dot(vec3(0., 0., 1.), rd);\n float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...) \n float watershade = test_shadow( uv, level );\n watercolor *= 2.2+watershade;\n watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;\n watercolor /= (1.+specular1*1.25);\n watercolor += watershade*specular2*water_specularcolor;\n watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));\n \n col = mix(col, watercolor, coastfade);\n }\n \n\n float opacity = styleMappingMat[0][0];\n gl_FragColor = vec4(col, opacity); \n}\n";
20
-
21
- /* babel-plugin-inline-import '../shaders/water/polygon_ocean_vert.glsl' */
22
- var ocean_vert = "attribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec2 v_uv;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n\nvoid main() {\n v_uv = a_uv;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\nstyleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n}\n\n";
23
-
24
- var OceanModel = /*#__PURE__*/function (_BaseModel) {
25
- _inherits(OceanModel, _BaseModel);
26
-
27
- var _super = _createSuper(OceanModel);
28
-
29
- function OceanModel() {
30
- _classCallCheck(this, OceanModel);
31
-
32
- return _super.apply(this, arguments);
33
- }
34
-
35
- _createClass(OceanModel, [{
36
- key: "getUninforms",
37
- value: function getUninforms() {
38
- var _ref = this.layer.getLayerConfig(),
39
- _ref$opacity = _ref.opacity,
40
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
41
- _ref$watercolor = _ref.watercolor,
42
- watercolor = _ref$watercolor === void 0 ? '#6D99A8' : _ref$watercolor,
43
- _ref$watercolor2 = _ref.watercolor2,
44
- watercolor2 = _ref$watercolor2 === void 0 ? '#0F121C' : _ref$watercolor2;
45
-
46
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
47
- opacity: opacity
48
- })) {
49
- this.judgeStyleAttributes({
50
- opacity: opacity
51
- });
52
- var encodeData = this.layer.getEncodedData();
53
-
54
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
55
- data = _this$calDataFrame.data,
56
- width = _this$calDataFrame.width,
57
- height = _this$calDataFrame.height;
58
-
59
- this.rowCount = height; // 当前数据纹理有多少行
60
-
61
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
62
- flipY: true,
63
- data: data,
64
- format: gl.LUMINANCE,
65
- type: gl.FLOAT,
66
- width: width,
67
- height: height
68
- }) : this.createTexture2D({
69
- flipY: true,
70
- data: [1],
71
- format: gl.LUMINANCE,
72
- type: gl.FLOAT,
73
- width: 1,
74
- height: 1
75
- });
76
- }
77
-
78
- return {
79
- u_texture1: this.texture1,
80
- u_texture2: this.texture2,
81
- u_texture3: this.texture3,
82
- u_watercolor: rgb2arr(watercolor),
83
- u_watercolor2: rgb2arr(watercolor2),
84
- u_dataTexture: this.dataTexture,
85
- // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
86
- u_cellTypeLayout: this.getCellTypeLayout(),
87
- u_opacity: isNumber(opacity) ? opacity : 1.0
88
- };
89
- }
90
- }, {
91
- key: "getAnimateUniforms",
92
- value: function getAnimateUniforms() {
93
- return {
94
- u_time: this.layer.getLayerAnimateTime()
95
- };
96
- }
97
- }, {
98
- key: "initModels",
99
- value: function initModels(callbackModel) {
100
- this.loadTexture();
101
- this.buildModels(callbackModel);
102
- }
103
- }, {
104
- key: "buildModels",
105
- value: function buildModels(callbackModel) {
106
- var _ref2 = this.layer.getLayerConfig(),
107
- _ref2$mask = _ref2.mask,
108
- mask = _ref2$mask === void 0 ? false : _ref2$mask,
109
- _ref2$maskInside = _ref2.maskInside,
110
- maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
111
-
112
- this.layer.buildLayerModel({
113
- moduleName: 'polygonOcean',
114
- vertexShader: ocean_vert,
115
- fragmentShader: ocean_frag,
116
- triangulation: polygonTriangulation,
117
- primitive: gl.TRIANGLES,
118
- depth: {
119
- enable: false
120
- },
121
- stencil: getMask(mask, maskInside)
122
- }).then(function (model) {
123
- callbackModel([model]);
124
- }).catch(function (err) {
125
- console.warn(err);
126
- callbackModel([]);
127
- });
128
- }
129
- }, {
130
- key: "clearModels",
131
- value: function clearModels() {
132
- var _this$texture, _this$texture2, _this$texture3, _this$dataTexture;
133
-
134
- (_this$texture = this.texture1) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
135
- (_this$texture2 = this.texture2) === null || _this$texture2 === void 0 ? void 0 : _this$texture2.destroy();
136
- (_this$texture3 = this.texture3) === null || _this$texture3 === void 0 ? void 0 : _this$texture3.destroy();
137
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
138
- }
139
- }, {
140
- key: "registerBuiltinAttributes",
141
- value: function registerBuiltinAttributes() {
142
- var bbox = this.layer.getSource().extent;
143
-
144
- var _bbox = _slicedToArray(bbox, 4),
145
- minLng = _bbox[0],
146
- minLat = _bbox[1],
147
- maxLng = _bbox[2],
148
- maxLat = _bbox[3];
149
-
150
- var lngLen = maxLng - minLng;
151
- var latLen = maxLat - minLat;
152
- this.styleAttributeService.registerStyleAttribute({
153
- name: 'oceanUv',
154
- type: AttributeType.Attribute,
155
- descriptor: {
156
- name: 'a_uv',
157
- buffer: {
158
- // give the WebGL driver a hint that this buffer may change
159
- usage: gl.STATIC_DRAW,
160
- data: [],
161
- type: gl.FLOAT
162
- },
163
- size: 2,
164
- update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
165
- var _vertex = _slicedToArray(vertex, 2),
166
- lng = _vertex[0],
167
- lat = _vertex[1];
168
-
169
- return [(lng - minLng) / lngLen, (lat - minLat) / latLen];
170
- }
171
- }
172
- });
173
- }
174
- }, {
175
- key: "loadTexture",
176
- value: function loadTexture() {
177
- var _this = this;
178
-
179
- var createTexture2D = this.rendererService.createTexture2D;
180
- var defaultTextureOptions = {
181
- height: 0,
182
- width: 0
183
- }; // 默认索引为 undefined,所以单独赋值
184
-
185
- this.texture1 = createTexture2D(defaultTextureOptions);
186
- this.texture2 = createTexture2D(defaultTextureOptions);
187
- this.texture3 = createTexture2D(defaultTextureOptions); // 加载完 image 后单独给 texture f赋值
188
-
189
- initImage(function (images) {
190
- _this.texture1 = initTex(images[0]);
191
- _this.texture2 = initTex(images[1]);
192
- _this.texture3 = initTex(images[2]);
193
-
194
- _this.layerService.updateLayerRenderList();
195
-
196
- _this.layerService.renderLayers();
197
- });
198
-
199
- function initImage(callback) {
200
- var loadedCount = 0;
201
- var loadedImages = [];
202
- var images = ['https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ', 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*MJ22QbpuCzIAAAAAAAAAAAAAARQnAQ', 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*-z2HSIVDsHIAAAAAAAAAAAAAARQnAQ'];
203
- images.map(function (imgSrc) {
204
- var image = new Image();
205
- image.crossOrigin = '';
206
- image.src = imgSrc;
207
- loadedImages.push(image);
208
-
209
- image.onload = function () {
210
- loadedCount++;
211
-
212
- if (loadedCount === 3) {
213
- callback(loadedImages);
214
- }
215
- };
216
- });
217
- }
218
-
219
- function initTex(image) {
220
- return createTexture2D({
221
- data: image,
222
- width: image.width,
223
- height: image.height,
224
- wrapS: gl.MIRRORED_REPEAT,
225
- wrapT: gl.MIRRORED_REPEAT,
226
- min: gl.LINEAR,
227
- mag: gl.LINEAR
228
- });
229
- }
230
- }
231
- }]);
232
-
233
- return OceanModel;
234
- }(BaseModel);
235
-
236
- export { OceanModel as default };
@@ -1,15 +0,0 @@
1
- import { IModel } from '@antv/l7-core';
2
- import BaseModel from '../../core/BaseModel';
3
- export default class FillModel extends BaseModel {
4
- getUninforms(): {
5
- u_tileOrigin: number[];
6
- u_coord: number;
7
- u_dataTexture: import("@antv/l7-core").ITexture2D;
8
- u_cellTypeLayout: number[];
9
- u_opacity: number;
10
- };
11
- initModels(callbackModel: (models: IModel[]) => void): void;
12
- buildModels(callbackModel: (models: IModel[]) => void): void;
13
- clearModels(): void;
14
- protected registerBuiltinAttributes(): void;
15
- }
@@ -1,133 +0,0 @@
1
- import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
2
- import _createClass from "@babel/runtime/helpers/createClass";
3
- import _inherits from "@babel/runtime/helpers/inherits";
4
- import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
5
- import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
6
-
7
- function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
8
-
9
- function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
10
-
11
- import { gl } from '@antv/l7-core';
12
- import { getMask } from '@antv/l7-utils';
13
- import BaseModel from "../../core/BaseModel";
14
- import { polygonTriangulation } from "../../core/triangulation";
15
-
16
- /* babel-plugin-inline-import '../shaders/tile/polygon_tile_frag.glsl' */
17
- var polygon_tile_frag = "uniform float u_opacity: 1.0;\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n gl_FragColor = v_Color;\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
18
-
19
- /* babel-plugin-inline-import '../shaders/tile/polygon_tile_vert.glsl' */
20
- var polygon_tile_vert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nuniform float u_opacity: 1.0;\n\nuniform vec2 u_tileOrigin;\nuniform float u_coord;\n\nvarying vec4 v_Color;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\nstyleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_Color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n project_pos.z *= mapboxZoomScale;\n }\n\nif(u_coord > 0.0) {\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n} else {\n vec2 pointPos = a_Position.xy;\n vec4 world = vec4(project_mvt_offset_position(vec4(u_tileOrigin, 0.0, 1.0)).xyz, 1.0); // \u74E6\u7247\u8D77\u59CB\u70B9\u7684\u4E16\u754C\u5750\u6807\n\n vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // \u74E6\u7247\u5185\u7684\u70B9\u7684\u504F\u79FB\u5750\u6807\n \n world.xy += pointOffset;\n\n if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // Needs to be divided with project_uCommonUnitsPerMeter\n world.w *= u_PixelsPerMeter.z;\n }\n\n gl_Position = u_ViewProjectionMatrix * world + u_ViewportCenterProjection;\n}\n\n\n setPickingColor(a_PickingColor);\n}\n\n";
21
-
22
- var FillModel = /*#__PURE__*/function (_BaseModel) {
23
- _inherits(FillModel, _BaseModel);
24
-
25
- var _super = _createSuper(FillModel);
26
-
27
- function FillModel() {
28
- _classCallCheck(this, FillModel);
29
-
30
- return _super.apply(this, arguments);
31
- }
32
-
33
- _createClass(FillModel, [{
34
- key: "getUninforms",
35
- value: function getUninforms() {
36
- var _ref = this.layer.getLayerConfig(),
37
- _ref$opacity = _ref.opacity,
38
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
39
- tileOrigin = _ref.tileOrigin,
40
- _ref$coord = _ref.coord,
41
- coord = _ref$coord === void 0 ? 'lnglat' : _ref$coord;
42
-
43
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
44
- opacity: opacity
45
- })) {
46
- this.judgeStyleAttributes({
47
- opacity: opacity
48
- });
49
- var encodeData = this.layer.getEncodedData();
50
-
51
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
52
- data = _this$calDataFrame.data,
53
- width = _this$calDataFrame.width,
54
- height = _this$calDataFrame.height;
55
-
56
- this.rowCount = height; // 当前数据纹理有多少行
57
-
58
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
59
- flipY: true,
60
- data: data,
61
- format: gl.LUMINANCE,
62
- type: gl.FLOAT,
63
- width: width,
64
- height: height
65
- }) : this.createTexture2D({
66
- flipY: true,
67
- data: [1],
68
- format: gl.LUMINANCE,
69
- type: gl.FLOAT,
70
- width: 1,
71
- height: 1
72
- });
73
- }
74
-
75
- return {
76
- u_tileOrigin: tileOrigin || [0, 0],
77
- u_coord: coord === 'lnglat' ? 1.0 : 0.0,
78
- u_dataTexture: this.dataTexture,
79
- // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
80
- u_cellTypeLayout: this.getCellTypeLayout(),
81
- u_opacity: opacity
82
- };
83
- }
84
- }, {
85
- key: "initModels",
86
- value: function initModels(callbackModel) {
87
- this.buildModels(callbackModel);
88
- }
89
- }, {
90
- key: "buildModels",
91
- value: function buildModels(callbackModel) {
92
- var _ref2 = this.layer.getLayerConfig(),
93
- _ref2$mask = _ref2.mask,
94
- mask = _ref2$mask === void 0 ? false : _ref2$mask,
95
- _ref2$maskInside = _ref2.maskInside,
96
- maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
97
-
98
- this.layer.triangulation = polygonTriangulation;
99
- this.layer.buildLayerModel({
100
- moduleName: 'polygonTile',
101
- vertexShader: polygon_tile_vert,
102
- fragmentShader: polygon_tile_frag,
103
- triangulation: polygonTriangulation,
104
- primitive: gl.TRIANGLES,
105
- depth: {
106
- enable: false
107
- },
108
- blend: this.getBlend(),
109
- stencil: getMask(mask, maskInside)
110
- }).then(function (model) {
111
- callbackModel([model]);
112
- }).catch(function (err) {
113
- console.warn(err);
114
- callbackModel([]);
115
- });
116
- }
117
- }, {
118
- key: "clearModels",
119
- value: function clearModels() {
120
- var _this$dataTexture;
121
-
122
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
123
- }
124
- }, {
125
- key: "registerBuiltinAttributes",
126
- value: function registerBuiltinAttributes() {//
127
- }
128
- }]);
129
-
130
- return FillModel;
131
- }(BaseModel);
132
-
133
- export { FillModel as default };
@@ -1,18 +0,0 @@
1
- import { IModel, IModelUniform, ITexture2D } from '@antv/l7-core';
2
- import BaseModel from '../../core/BaseModel';
3
- export default class WaterModel extends BaseModel {
4
- private texture;
5
- getUninforms(): {
6
- u_texture: ITexture2D;
7
- u_dataTexture: ITexture2D;
8
- u_cellTypeLayout: number[];
9
- u_speed: number;
10
- u_opacity: number;
11
- };
12
- getAnimateUniforms(): IModelUniform;
13
- initModels(callbackModel: (models: IModel[]) => void): void;
14
- buildModels(callbackModel: (models: IModel[]) => void): void;
15
- clearModels(): void;
16
- protected registerBuiltinAttributes(): void;
17
- private loadTexture;
18
- }
@@ -1,213 +0,0 @@
1
- import _slicedToArray from "@babel/runtime/helpers/slicedToArray";
2
- import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
3
- import _createClass from "@babel/runtime/helpers/createClass";
4
- import _inherits from "@babel/runtime/helpers/inherits";
5
- import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
6
- import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
7
-
8
- function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
9
-
10
- function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
11
-
12
- import { AttributeType, gl } from '@antv/l7-core';
13
- import { getMask } from '@antv/l7-utils';
14
- import { isNumber } from 'lodash';
15
- import BaseModel from "../../core/BaseModel";
16
- import { polygonTriangulation } from "../../core/triangulation";
17
-
18
- /* babel-plugin-inline-import '../shaders/water/polygon_water_frag.glsl' */
19
- var water_frag = "uniform sampler2D u_texture;\nuniform float u_time: 0.0;\nuniform float u_speed: 1.0;\nuniform float u_opacity: 1.0;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n\nfloat rand(vec2 n) { return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); }\n\nfloat water(vec3 p) {\n float t = u_time * u_speed;\n p.z += t * 2.; p.x += t * 2.;\n vec3 c1 = texture2D(u_texture, p.xz / 30.).xyz;\n p.z += t * 3.; p.x += t * 0.52;\n vec3 c2 = texture2D(u_texture, p.xz / 30.).xyz;\n p.z += t * 4.; p.x += t * 0.8;\n vec3 c3 = texture2D(u_texture, p.xz / 30.).xyz;\n c1 += c2 - c3;\n float z = (c1.x + c1.y + c1.z) / 3.;\n return p.y + z / 4.;\n}\n\nfloat map(vec3 p) {\n float d = 100.0;\n d = water(p);\n return d;\n}\n\nfloat intersect(vec3 ro, vec3 rd) {\n float d = 0.0;\n for (int i = 0; i <= 100; i++) {\n float h = map(ro + rd * d);\n if (h < 0.1) return d;\n d += h;\n }\n return 0.0;\n}\n\nvec3 norm(vec3 p) {\n float eps = .1;\n return normalize(vec3(\n map(p + vec3(eps, 0, 0)) - map(p + vec3(-eps, 0, 0)),\n map(p + vec3(0, eps, 0)) - map(p + vec3(0, -eps, 0)),\n map(p + vec3(0, 0, eps)) - map(p + vec3(0, 0, -eps))\n ));\n} \n\nfloat calSpc() {\n vec3 l1 = normalize(vec3(1, 1, 1));\n vec3 ro = vec3(-3, 20, -8);\n vec3 rc = vec3(0, 0, 0);\n vec3 ww = normalize(rc - ro);\n vec3 uu = normalize(cross(vec3(0,1,0), ww));\n vec3 vv = normalize(cross(rc - ro, uu));\n vec3 rd = normalize(uu * v_uv.x + vv * v_uv.y + ww);\n float d = intersect(ro, rd);\n vec3 p = ro + rd * d;\n vec3 n = norm(p);\n float spc = pow(max(0.0, dot(reflect(l1, n), rd)), 30.0);\n return spc;\n}\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n gl_FragColor = v_Color;\n gl_FragColor.a *= opacity;\n\n float spc = calSpc();\n gl_FragColor += spc * 0.4;\n}\n";
20
-
21
- /* babel-plugin-inline-import '../shaders/water/polygon_water_vert.glsl' */
22
- var water_vert = "attribute vec4 a_Color;\nattribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n\nvoid main() {\n v_uv = a_uv;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\nstyleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_Color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n}\n\n";
23
-
24
- var WaterModel = /*#__PURE__*/function (_BaseModel) {
25
- _inherits(WaterModel, _BaseModel);
26
-
27
- var _super = _createSuper(WaterModel);
28
-
29
- function WaterModel() {
30
- _classCallCheck(this, WaterModel);
31
-
32
- return _super.apply(this, arguments);
33
- }
34
-
35
- _createClass(WaterModel, [{
36
- key: "getUninforms",
37
- value: function getUninforms() {
38
- var _ref = this.layer.getLayerConfig(),
39
- _ref$opacity = _ref.opacity,
40
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
41
- _ref$speed = _ref.speed,
42
- speed = _ref$speed === void 0 ? 0.5 : _ref$speed;
43
-
44
- if (this.dataTextureTest && this.dataTextureNeedUpdate({
45
- opacity: opacity
46
- })) {
47
- this.judgeStyleAttributes({
48
- opacity: opacity
49
- });
50
- var encodeData = this.layer.getEncodedData();
51
-
52
- var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
53
- data = _this$calDataFrame.data,
54
- width = _this$calDataFrame.width,
55
- height = _this$calDataFrame.height;
56
-
57
- this.rowCount = height; // 当前数据纹理有多少行
58
-
59
- this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
60
- flipY: true,
61
- data: data,
62
- format: gl.LUMINANCE,
63
- type: gl.FLOAT,
64
- width: width,
65
- height: height
66
- }) : this.createTexture2D({
67
- flipY: true,
68
- data: [1],
69
- format: gl.LUMINANCE,
70
- type: gl.FLOAT,
71
- width: 1,
72
- height: 1
73
- });
74
- }
75
-
76
- return {
77
- u_texture: this.texture,
78
- u_dataTexture: this.dataTexture,
79
- // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
80
- u_cellTypeLayout: this.getCellTypeLayout(),
81
- u_speed: speed,
82
- u_opacity: isNumber(opacity) ? opacity : 1.0
83
- };
84
- }
85
- }, {
86
- key: "getAnimateUniforms",
87
- value: function getAnimateUniforms() {
88
- return {
89
- u_time: this.layer.getLayerAnimateTime()
90
- };
91
- }
92
- }, {
93
- key: "initModels",
94
- value: function initModels(callbackModel) {
95
- this.loadTexture();
96
- this.buildModels(callbackModel);
97
- }
98
- }, {
99
- key: "buildModels",
100
- value: function buildModels(callbackModel) {
101
- var _ref2 = this.layer.getLayerConfig(),
102
- _ref2$mask = _ref2.mask,
103
- mask = _ref2$mask === void 0 ? false : _ref2$mask,
104
- _ref2$maskInside = _ref2.maskInside,
105
- maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
106
-
107
- this.layer.buildLayerModel({
108
- moduleName: 'polygonWater',
109
- vertexShader: water_vert,
110
- fragmentShader: water_frag,
111
- triangulation: polygonTriangulation,
112
- primitive: gl.TRIANGLES,
113
- depth: {
114
- enable: false
115
- },
116
- stencil: getMask(mask, maskInside)
117
- }).then(function (model) {
118
- callbackModel([model]);
119
- }).catch(function (err) {
120
- console.warn(err);
121
- callbackModel([]);
122
- });
123
- }
124
- }, {
125
- key: "clearModels",
126
- value: function clearModels() {
127
- var _this$texture, _this$dataTexture;
128
-
129
- (_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
130
- (_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
131
- }
132
- }, {
133
- key: "registerBuiltinAttributes",
134
- value: function registerBuiltinAttributes() {
135
- var bbox = this.layer.getSource().extent;
136
-
137
- var _bbox = _slicedToArray(bbox, 4),
138
- minLng = _bbox[0],
139
- minLat = _bbox[1],
140
- maxLng = _bbox[2],
141
- maxLat = _bbox[3];
142
-
143
- var lngLen = maxLng - minLng;
144
- var latLen = maxLat - minLat;
145
- this.styleAttributeService.registerStyleAttribute({
146
- name: 'waterUv',
147
- type: AttributeType.Attribute,
148
- descriptor: {
149
- name: 'a_uv',
150
- buffer: {
151
- // give the WebGL driver a hint that this buffer may change
152
- usage: gl.STATIC_DRAW,
153
- data: [],
154
- type: gl.FLOAT
155
- },
156
- size: 2,
157
- update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
158
- var _vertex = _slicedToArray(vertex, 2),
159
- lng = _vertex[0],
160
- lat = _vertex[1];
161
-
162
- return [(lng - minLng) / lngLen, (lat - minLat) / latLen];
163
- }
164
- }
165
- });
166
- }
167
- }, {
168
- key: "loadTexture",
169
- value: function loadTexture() {
170
- var _this = this;
171
-
172
- var _ref3 = this.layer.getLayerConfig(),
173
- waterTexture = _ref3.waterTexture;
174
-
175
- var createTexture2D = this.rendererService.createTexture2D;
176
- this.texture = createTexture2D({
177
- height: 0,
178
- width: 0
179
- });
180
- var image = new Image();
181
- image.crossOrigin = '';
182
-
183
- if (waterTexture) {
184
- // custom texture
185
- console.warn('L7 recommend:https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ');
186
- image.src = waterTexture;
187
- } else {
188
- // default texture
189
- image.src = 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ';
190
- }
191
-
192
- image.onload = function () {
193
- _this.texture = createTexture2D({
194
- data: image,
195
- width: image.width,
196
- height: image.height,
197
- wrapS: gl.MIRRORED_REPEAT,
198
- wrapT: gl.MIRRORED_REPEAT,
199
- min: gl.LINEAR,
200
- mag: gl.LINEAR
201
- });
202
-
203
- _this.layerService.updateLayerRenderList();
204
-
205
- _this.layerService.renderLayers();
206
- };
207
- }
208
- }]);
209
-
210
- return WaterModel;
211
- }(BaseModel);
212
-
213
- export { WaterModel as default };