@antv/l7-layers 2.9.27-alpha.2 → 2.9.27-alpha.4

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 (342) hide show
  1. package/es/Geometry/index.js +6 -2
  2. package/es/Geometry/models/billboard.js +3 -7
  3. package/es/Geometry/models/plane.js +5 -7
  4. package/es/Geometry/models/sprite.js +4 -7
  5. package/es/canvas/index.d.ts +4 -0
  6. package/es/canvas/index.js +38 -2
  7. package/es/citybuliding/building.js +6 -2
  8. package/es/citybuliding/models/build.js +2 -3
  9. package/es/core/BaseLayer.d.ts +20 -12
  10. package/es/core/BaseLayer.js +61 -85
  11. package/es/core/BaseModel.d.ts +2 -2
  12. package/es/core/BaseModel.js +22 -19
  13. package/es/core/interface.d.ts +20 -1
  14. package/es/core/triangulation.d.ts +6 -0
  15. package/es/core/triangulation.js +64 -2
  16. package/es/earth/index.js +3 -1
  17. package/es/earth/models/atmosphere.js +4 -7
  18. package/es/earth/models/base.js +12 -18
  19. package/es/earth/models/bloomsphere.js +4 -8
  20. package/es/earth/shaders/atmosphere_frag.glsl +1 -1
  21. package/es/earth/shaders/bloomsphere_frag.glsl +1 -1
  22. package/es/heatmap/index.d.ts +2 -2
  23. package/es/heatmap/index.js +7 -5
  24. package/es/heatmap/models/grid.js +1 -3
  25. package/es/heatmap/models/grid3d.js +4 -11
  26. package/es/heatmap/models/heatmap.js +8 -9
  27. package/es/heatmap/models/hexagon.js +2 -6
  28. package/es/heatmap/triangulation.js +0 -1
  29. package/es/image/index.d.ts +1 -1
  30. package/es/image/index.js +10 -3
  31. package/es/image/models/dataImage.d.ts +1 -1
  32. package/es/image/models/dataImage.js +14 -39
  33. package/es/image/models/image.js +5 -10
  34. package/es/image/models/index.d.ts +1 -1
  35. package/es/image/models/index.js +3 -1
  36. package/es/image/models/tileDataImage.d.ts +19 -0
  37. package/es/image/models/tileDataImage.js +174 -0
  38. package/es/line/index.d.ts +1 -0
  39. package/es/line/index.js +8 -2
  40. package/es/line/models/arc.js +10 -10
  41. package/es/line/models/arc_3d.js +8 -10
  42. package/es/line/models/earthArc_3d.js +8 -10
  43. package/es/line/models/great_circle.js +7 -7
  44. package/es/line/models/half.js +3 -4
  45. package/es/line/models/line.js +10 -9
  46. package/es/line/models/linearline.js +3 -4
  47. package/es/line/models/simpleLine.js +5 -4
  48. package/es/line/models/simpleTileLine.d.ts +9 -0
  49. package/es/line/models/simpleTileLine.js +100 -0
  50. package/es/line/models/tile.d.ts +1 -4
  51. package/es/line/models/tile.js +50 -223
  52. package/es/line/models/wall.js +11 -47
  53. package/es/line/shaders/dash/arc_dash_vert.glsl +2 -0
  54. package/es/line/shaders/dash/line_dash_frag.glsl +1 -1
  55. package/es/line/shaders/line_arc2d_vert.glsl +2 -2
  56. package/es/line/shaders/line_arc_3d_frag.glsl +10 -10
  57. package/es/line/shaders/line_arc_3d_vert.glsl +5 -6
  58. package/es/line/shaders/line_arc_frag.glsl +9 -10
  59. package/es/line/shaders/line_arc_great_circle_frag.glsl +6 -6
  60. package/es/line/shaders/line_arc_great_circle_vert.glsl +2 -3
  61. package/es/line/shaders/line_arc_vert.glsl +6 -4
  62. package/es/line/shaders/line_bezier_vert.glsl +2 -2
  63. package/es/line/shaders/line_frag.glsl +5 -6
  64. package/es/line/shaders/line_vert.glsl +1 -1
  65. package/es/line/shaders/linear/arc3d_linear_frag.glsl +6 -7
  66. package/es/line/shaders/linear/arc3d_linear_vert.glsl +11 -12
  67. package/es/line/shaders/linear/arc_linear_frag.glsl +1 -1
  68. package/es/line/shaders/tile/line_tile_map_vert.glsl +25 -0
  69. package/es/line/shaders/tile/line_tile_vert.glsl +19 -177
  70. package/es/line/shaders/tile/simpleline_map_vert.glsl +15 -0
  71. package/es/line/shaders/tile/simpleline_vert.glsl +21 -0
  72. package/es/line/shaders/{wall_frag.glsl → wall/wall_frag.glsl} +21 -25
  73. package/es/line/shaders/wall/wall_vert.glsl +77 -0
  74. package/es/mask/index.d.ts +1 -0
  75. package/es/mask/index.js +80 -5
  76. package/es/mask/models/fill.d.ts +2 -1
  77. package/es/mask/models/fill.js +13 -10
  78. package/es/mask/shaders/mask_vert.glsl +0 -6
  79. package/es/plugins/DataMappingPlugin.d.ts +4 -3
  80. package/es/plugins/DataMappingPlugin.js +129 -58
  81. package/es/plugins/DataSourcePlugin.js +3 -2
  82. package/es/plugins/FeatureScalePlugin.d.ts +0 -2
  83. package/es/plugins/FeatureScalePlugin.js +8 -51
  84. package/es/plugins/LayerAnimateStylePlugin.d.ts +0 -2
  85. package/es/plugins/LayerAnimateStylePlugin.js +7 -27
  86. package/es/plugins/LayerModelPlugin.js +2 -6
  87. package/es/plugins/LightingPlugin.js +1 -7
  88. package/es/plugins/MultiPassRendererPlugin.d.ts +0 -1
  89. package/es/plugins/MultiPassRendererPlugin.js +4 -16
  90. package/es/plugins/PixelPickingPlugin.d.ts +1 -1
  91. package/es/plugins/PixelPickingPlugin.js +8 -28
  92. package/es/plugins/RegisterStyleAttributePlugin.d.ts +4 -0
  93. package/es/plugins/RegisterStyleAttributePlugin.js +56 -5
  94. package/es/plugins/UpdateStyleAttributePlugin.js +2 -9
  95. package/es/point/index.js +9 -6
  96. package/es/point/models/earthExtrude.d.ts +1 -1
  97. package/es/point/models/earthExtrude.js +9 -14
  98. package/es/point/models/earthFill.js +2 -2
  99. package/es/point/models/extrude.d.ts +1 -1
  100. package/es/point/models/extrude.js +9 -12
  101. package/es/point/models/fill.d.ts +1 -1
  102. package/es/point/models/fill.js +8 -9
  103. package/es/point/models/fillmage.js +5 -6
  104. package/es/point/models/image.js +3 -3
  105. package/es/point/models/index.d.ts +1 -1
  106. package/es/point/models/index.js +3 -3
  107. package/es/point/models/normal.d.ts +0 -1
  108. package/es/point/models/normal.js +9 -62
  109. package/es/point/models/radar.js +5 -70
  110. package/es/point/models/simplePoint.d.ts +0 -1
  111. package/es/point/models/simplePoint.js +2 -11
  112. package/es/point/models/text.js +7 -10
  113. package/es/point/models/tile.d.ts +0 -7
  114. package/es/point/models/tile.js +24 -158
  115. package/es/point/models/tileText.d.ts +0 -4
  116. package/es/point/models/tileText.js +99 -188
  117. package/es/point/shaders/animate/wave_frag.glsl +4 -4
  118. package/es/point/shaders/earth/fill_vert.glsl +0 -1
  119. package/es/point/shaders/fill_vert.glsl +0 -1
  120. package/es/point/shaders/normal_frag.glsl +1 -10
  121. package/es/point/shaders/normal_vert.glsl +5 -60
  122. package/es/point/shaders/radar/radar_frag.glsl +4 -15
  123. package/es/point/shaders/radar/radar_vert.glsl +4 -54
  124. package/es/point/shaders/tile/fill_tile_frag.glsl +10 -17
  125. package/es/point/shaders/tile/fill_tile_vert.glsl +20 -123
  126. package/es/point/shaders/tile/text_frag.glsl +33 -0
  127. package/es/point/shaders/tile/text_map_frag.glsl +31 -0
  128. package/es/point/shaders/tile/text_map_vert.glsl +38 -0
  129. package/es/point/shaders/tile/text_vert.glsl +48 -0
  130. package/es/polygon/index.js +6 -2
  131. package/es/polygon/models/extrude.js +4 -8
  132. package/es/polygon/models/fill.js +3 -4
  133. package/es/polygon/models/ocean.d.ts +0 -2
  134. package/es/polygon/models/ocean.js +13 -47
  135. package/es/polygon/models/tile.d.ts +1 -4
  136. package/es/polygon/models/tile.js +25 -57
  137. package/es/polygon/models/water.d.ts +0 -2
  138. package/es/polygon/models/water.js +13 -47
  139. package/es/polygon/shaders/polygon_frag.glsl +2 -2
  140. package/es/polygon/shaders/polygon_vert.glsl +2 -2
  141. package/es/polygon/shaders/tile/polygon_tile_map_vert.glsl +16 -0
  142. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +20 -60
  143. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +1 -2
  144. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +0 -31
  145. package/es/polygon/shaders/water/polygon_water_frag.glsl +1 -3
  146. package/es/polygon/shaders/water/polygon_water_vert.glsl +0 -29
  147. package/es/raster/buffers/triangulation.js +1 -4
  148. package/es/raster/index.js +6 -2
  149. package/es/raster/models/raster.d.ts +1 -1
  150. package/es/raster/models/raster.js +6 -5
  151. package/es/shader/minify_frag.glsl +7 -0
  152. package/es/shader/minify_picking_frag.glsl +10 -0
  153. package/es/tile/manager/baseMapTileLayerManager.d.ts +29 -0
  154. package/es/tile/manager/baseMapTileLayerManager.js +207 -0
  155. package/es/tile/manager/tileLayerManager.d.ts +2 -2
  156. package/es/tile/manager/tileLayerManager.js +12 -2
  157. package/es/tile/manager/tilePickerManager.d.ts +2 -3
  158. package/es/tile/manager/tilePickerManager.js +1 -2
  159. package/es/tile/models/tileModel.d.ts +1 -0
  160. package/es/tile/models/tileModel.js +18 -2
  161. package/es/tile/tileFactory/base.d.ts +1 -1
  162. package/es/tile/tileFactory/base.js +58 -33
  163. package/es/tile/tileFactory/line.js +3 -0
  164. package/es/tile/tileFactory/point.js +3 -0
  165. package/es/tile/tileFactory/polygon.js +3 -0
  166. package/es/tile/tileFactory/raster.js +3 -0
  167. package/es/tile/tileFactory/rasterData.js +3 -0
  168. package/es/tile/tileFactory/rasterDataLayer.js +6 -2
  169. package/es/tile/tileFactory/test.js +26 -5
  170. package/es/tile/tileFactory/vectorLayer.d.ts +4 -1
  171. package/es/tile/tileFactory/vectorLayer.js +110 -7
  172. package/es/tile/tileLayer/baseMapTileLayer.d.ts +29 -0
  173. package/es/tile/tileLayer/baseMapTileLayer.js +188 -0
  174. package/es/tile/tileLayer/baseTileLayer.d.ts +4 -4
  175. package/es/tile/tileLayer/baseTileLayer.js +46 -75
  176. package/es/tile/tileTest.d.ts +1 -0
  177. package/es/tile/tileTest.js +3 -2
  178. package/es/tile/tmsMapTileLayer.d.ts +9 -0
  179. package/es/tile/tmsMapTileLayer.js +119 -0
  180. package/es/tile/tmsTileLayer.d.ts +2 -0
  181. package/es/tile/tmsTileLayer.js +24 -2
  182. package/es/tile/utils.d.ts +4 -0
  183. package/es/tile/utils.js +30 -0
  184. package/es/utils/dataMappingStyle.js +3 -0
  185. package/es/utils/layerData.js +2 -2
  186. package/es/utils/updateShape.js +2 -2
  187. package/es/wind/index.js +6 -2
  188. package/es/wind/models/wind.js +8 -8
  189. package/es/wind/shaders/wind_vert.glsl +1 -1
  190. package/lib/Geometry/index.js +6 -2
  191. package/lib/Geometry/models/billboard.js +3 -7
  192. package/lib/Geometry/models/plane.js +5 -7
  193. package/lib/Geometry/models/sprite.js +4 -7
  194. package/lib/canvas/index.js +37 -2
  195. package/lib/citybuliding/building.js +6 -2
  196. package/lib/citybuliding/models/build.js +2 -3
  197. package/lib/core/BaseLayer.js +61 -85
  198. package/lib/core/BaseModel.js +22 -19
  199. package/lib/core/triangulation.js +66 -2
  200. package/lib/earth/index.js +3 -1
  201. package/lib/earth/models/atmosphere.js +4 -7
  202. package/lib/earth/models/base.js +12 -18
  203. package/lib/earth/models/bloomsphere.js +4 -8
  204. package/lib/earth/shaders/atmosphere_frag.glsl +1 -1
  205. package/lib/earth/shaders/bloomsphere_frag.glsl +1 -1
  206. package/lib/heatmap/index.js +7 -5
  207. package/lib/heatmap/models/grid.js +1 -3
  208. package/lib/heatmap/models/grid3d.js +4 -11
  209. package/lib/heatmap/models/heatmap.js +8 -9
  210. package/lib/heatmap/models/hexagon.js +2 -6
  211. package/lib/heatmap/triangulation.js +0 -1
  212. package/lib/image/index.js +10 -3
  213. package/lib/image/models/dataImage.js +13 -38
  214. package/lib/image/models/image.js +5 -10
  215. package/lib/image/models/index.js +4 -1
  216. package/lib/image/models/tileDataImage.js +188 -0
  217. package/lib/line/index.js +7 -2
  218. package/lib/line/models/arc.js +10 -10
  219. package/lib/line/models/arc_3d.js +8 -10
  220. package/lib/line/models/earthArc_3d.js +8 -10
  221. package/lib/line/models/great_circle.js +7 -7
  222. package/lib/line/models/half.js +3 -4
  223. package/lib/line/models/line.js +10 -9
  224. package/lib/line/models/linearline.js +3 -4
  225. package/lib/line/models/simpleLine.js +5 -4
  226. package/lib/line/models/simpleTileLine.js +115 -0
  227. package/lib/line/models/tile.js +50 -224
  228. package/lib/line/models/wall.js +11 -47
  229. package/lib/line/shaders/dash/arc_dash_vert.glsl +2 -0
  230. package/lib/line/shaders/dash/line_dash_frag.glsl +1 -1
  231. package/lib/line/shaders/line_arc2d_vert.glsl +2 -2
  232. package/lib/line/shaders/line_arc_3d_frag.glsl +10 -10
  233. package/lib/line/shaders/line_arc_3d_vert.glsl +5 -6
  234. package/lib/line/shaders/line_arc_frag.glsl +9 -10
  235. package/lib/line/shaders/line_arc_great_circle_frag.glsl +6 -6
  236. package/lib/line/shaders/line_arc_great_circle_vert.glsl +2 -3
  237. package/lib/line/shaders/line_arc_vert.glsl +6 -4
  238. package/lib/line/shaders/line_bezier_vert.glsl +2 -2
  239. package/lib/line/shaders/line_frag.glsl +5 -6
  240. package/lib/line/shaders/line_vert.glsl +1 -1
  241. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +6 -7
  242. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +11 -12
  243. package/lib/line/shaders/linear/arc_linear_frag.glsl +1 -1
  244. package/lib/line/shaders/tile/line_tile_map_vert.glsl +25 -0
  245. package/lib/line/shaders/tile/line_tile_vert.glsl +19 -177
  246. package/lib/line/shaders/tile/simpleline_map_vert.glsl +15 -0
  247. package/lib/line/shaders/tile/simpleline_vert.glsl +21 -0
  248. package/lib/line/shaders/{wall_frag.glsl → wall/wall_frag.glsl} +21 -25
  249. package/lib/line/shaders/wall/wall_vert.glsl +77 -0
  250. package/lib/mask/index.js +82 -5
  251. package/lib/mask/models/fill.js +14 -10
  252. package/lib/mask/shaders/mask_vert.glsl +0 -6
  253. package/lib/plugins/DataMappingPlugin.js +127 -57
  254. package/lib/plugins/DataSourcePlugin.js +3 -2
  255. package/lib/plugins/FeatureScalePlugin.js +6 -50
  256. package/lib/plugins/LayerAnimateStylePlugin.js +6 -29
  257. package/lib/plugins/LayerModelPlugin.js +2 -6
  258. package/lib/plugins/LightingPlugin.js +1 -7
  259. package/lib/plugins/MultiPassRendererPlugin.js +3 -19
  260. package/lib/plugins/PixelPickingPlugin.js +8 -28
  261. package/lib/plugins/RegisterStyleAttributePlugin.js +56 -5
  262. package/lib/plugins/UpdateStyleAttributePlugin.js +2 -9
  263. package/lib/point/index.js +9 -6
  264. package/lib/point/models/earthExtrude.js +9 -14
  265. package/lib/point/models/earthFill.js +2 -2
  266. package/lib/point/models/extrude.js +9 -12
  267. package/lib/point/models/fill.js +8 -9
  268. package/lib/point/models/fillmage.js +5 -6
  269. package/lib/point/models/image.js +3 -3
  270. package/lib/point/models/index.js +1 -1
  271. package/lib/point/models/normal.js +8 -61
  272. package/lib/point/models/radar.js +5 -70
  273. package/lib/point/models/simplePoint.js +1 -10
  274. package/lib/point/models/text.js +7 -10
  275. package/lib/point/models/tile.js +23 -159
  276. package/lib/point/models/tileText.js +98 -187
  277. package/lib/point/shaders/animate/wave_frag.glsl +4 -4
  278. package/lib/point/shaders/earth/fill_vert.glsl +0 -1
  279. package/lib/point/shaders/fill_vert.glsl +0 -1
  280. package/lib/point/shaders/normal_frag.glsl +1 -10
  281. package/lib/point/shaders/normal_vert.glsl +5 -60
  282. package/lib/point/shaders/radar/radar_frag.glsl +4 -15
  283. package/lib/point/shaders/radar/radar_vert.glsl +4 -54
  284. package/lib/point/shaders/tile/fill_tile_frag.glsl +10 -17
  285. package/lib/point/shaders/tile/fill_tile_vert.glsl +20 -123
  286. package/lib/point/shaders/tile/text_frag.glsl +33 -0
  287. package/lib/point/shaders/tile/text_map_frag.glsl +31 -0
  288. package/lib/point/shaders/tile/text_map_vert.glsl +38 -0
  289. package/lib/point/shaders/tile/text_vert.glsl +48 -0
  290. package/lib/polygon/index.js +6 -2
  291. package/lib/polygon/models/extrude.js +4 -8
  292. package/lib/polygon/models/fill.js +3 -4
  293. package/lib/polygon/models/ocean.js +14 -47
  294. package/lib/polygon/models/tile.js +24 -57
  295. package/lib/polygon/models/water.js +14 -47
  296. package/lib/polygon/shaders/polygon_frag.glsl +2 -2
  297. package/lib/polygon/shaders/polygon_vert.glsl +2 -2
  298. package/lib/polygon/shaders/tile/polygon_tile_map_vert.glsl +16 -0
  299. package/lib/polygon/shaders/tile/polygon_tile_vert.glsl +20 -60
  300. package/lib/polygon/shaders/water/polygon_ocean_frag.glsl +1 -2
  301. package/lib/polygon/shaders/water/polygon_ocean_vert.glsl +0 -31
  302. package/lib/polygon/shaders/water/polygon_water_frag.glsl +1 -3
  303. package/lib/polygon/shaders/water/polygon_water_vert.glsl +0 -29
  304. package/lib/raster/buffers/triangulation.js +1 -4
  305. package/lib/raster/index.js +6 -2
  306. package/lib/raster/models/raster.js +6 -5
  307. package/lib/shader/minify_frag.glsl +7 -0
  308. package/lib/shader/minify_picking_frag.glsl +10 -0
  309. package/lib/tile/manager/baseMapTileLayerManager.js +222 -0
  310. package/lib/tile/manager/tileLayerManager.js +12 -2
  311. package/lib/tile/manager/tilePickerManager.js +1 -2
  312. package/lib/tile/models/tileModel.js +19 -2
  313. package/lib/tile/tileFactory/base.js +60 -33
  314. package/lib/tile/tileFactory/line.js +3 -0
  315. package/lib/tile/tileFactory/point.js +3 -0
  316. package/lib/tile/tileFactory/polygon.js +3 -0
  317. package/lib/tile/tileFactory/raster.js +3 -0
  318. package/lib/tile/tileFactory/rasterData.js +3 -0
  319. package/lib/tile/tileFactory/rasterDataLayer.js +6 -2
  320. package/lib/tile/tileFactory/test.js +26 -5
  321. package/lib/tile/tileFactory/vectorLayer.js +112 -8
  322. package/lib/tile/tileLayer/baseMapTileLayer.js +195 -0
  323. package/lib/tile/tileLayer/baseTileLayer.js +46 -75
  324. package/lib/tile/tileTest.js +3 -2
  325. package/lib/tile/tmsMapTileLayer.js +136 -0
  326. package/lib/tile/tmsTileLayer.js +25 -2
  327. package/lib/tile/utils.js +38 -0
  328. package/lib/utils/dataMappingStyle.js +3 -0
  329. package/lib/utils/layerData.js +2 -2
  330. package/lib/utils/updateShape.js +2 -2
  331. package/lib/wind/index.js +6 -2
  332. package/lib/wind/models/wind.js +7 -7
  333. package/lib/wind/shaders/wind_vert.glsl +1 -1
  334. package/package.json +8 -7
  335. package/es/line/shaders/tile/line_tile_frag.glsl +0 -79
  336. package/es/line/shaders/wall_vert.glsl +0 -111
  337. package/es/mask/shaders/mask_frag.glsl +0 -7
  338. package/es/polygon/shaders/tile/polygon_tile_frag.glsl +0 -12
  339. package/lib/line/shaders/tile/line_tile_frag.glsl +0 -79
  340. package/lib/line/shaders/wall_vert.glsl +0 -111
  341. package/lib/mask/shaders/mask_frag.glsl +0 -7
  342. package/lib/polygon/shaders/tile/polygon_tile_frag.glsl +0 -12
@@ -13,9 +13,9 @@ uniform float u_global_height: 10;
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  uniform mat4 u_ModelMatrix;
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  uniform mat4 u_Mvp;
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  uniform float segmentNumber;
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- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
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+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
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  varying vec4 v_color;
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- // varying vec2 v_normal;
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+
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  uniform float u_line_type: 0.0;
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  uniform vec4 u_dash_array: [10.0, 5., 0, 0];
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21
  varying vec4 v_dash_array;
@@ -85,11 +85,11 @@ float torad(float deg) {
85
85
 
86
86
  vec3 lglt2xyz(vec2 lnglat) {
87
87
  float pi = 3.1415926;
88
- // TODO: + Math.PI/2 是为了对齐坐标
88
+ // + Math.PI/2 是为了对齐坐标
89
89
  float lng = torad(lnglat.x) + pi / 2.0;
90
90
  float lat = torad(lnglat.y);
91
91
 
92
- // TODO: 手动增加一些偏移,减轻面的冲突
92
+ // 手动增加一些偏移,减轻面的冲突
93
93
  float radius = u_globel_radius;
94
94
 
95
95
  float z = radius * cos(lat) * cos(lng);
@@ -135,7 +135,6 @@ void main() {
135
135
  float d_distance_ratio;
136
136
  if(u_line_type == LineTypeDash) {
137
137
  d_distance_ratio = segmentIndex / segmentNumber;
138
- // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
139
138
  vec2 s = source;
140
139
  vec2 t = target;
141
140
 
@@ -146,7 +145,7 @@ void main() {
146
145
  float total_Distance = pixelDistance(s, t) / 2.0 * PI;
147
146
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
148
147
  }
149
- if(u_aimate.x == Animate) {
148
+ if(u_animate.x == Animate) {
150
149
  d_distance_ratio = segmentIndex / segmentNumber;
151
150
  }
152
151
  styleMappingMat[3].g = d_distance_ratio; // 当前点位距离占线总长的比例
@@ -11,7 +11,7 @@ varying vec4 v_dash_array;
11
11
  varying vec4 v_color;
12
12
 
13
13
  uniform float u_time;
14
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
14
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
15
15
 
16
16
  uniform float u_line_texture;
17
17
  uniform sampler2D u_texture;
@@ -34,10 +34,10 @@ void main() {
34
34
 
35
35
  gl_FragColor.a *= opacity;
36
36
 
37
- if(u_aimate.x == Animate && u_line_texture != LineTexture) {
38
- animateSpeed = u_time / u_aimate.y;
39
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
40
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
37
+ if(u_animate.x == Animate && u_line_texture != LineTexture) {
38
+ animateSpeed = u_time / u_animate.y;
39
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
40
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
41
41
  // alpha = smoothstep(0., 1., alpha);
42
42
  alpha = clamp(alpha, 0.0, 1.0);
43
43
  gl_FragColor.a *= alpha;
@@ -51,8 +51,8 @@ void main() {
51
51
  float count = styleMappingMat[3].g; // 贴图在弧线上重复的数量
52
52
 
53
53
  float time = 0.0;
54
- if(u_aimate.x == Animate) {
55
- time = u_time / u_aimate.y;
54
+ if(u_animate.x == Animate) {
55
+ time = u_time / u_animate.y;
56
56
  }
57
57
  float redioCount = arcRadio * count;
58
58
 
@@ -62,9 +62,9 @@ void main() {
62
62
 
63
63
  vec4 pattern = texture2D(u_texture, uv);
64
64
 
65
- if(u_aimate.x == Animate) {
65
+ if(u_animate.x == Animate) {
66
66
  float currentPlane = floor(redioCount - time);
67
- float textureStep = floor(count * u_aimate.z);
67
+ float textureStep = floor(count * u_animate.z);
68
68
  float a = mod(currentPlane, textureStep);
69
69
  if(a < textureStep - 1.0) {
70
70
  pattern = vec4(0.0);
@@ -85,5 +85,4 @@ void main() {
85
85
  } else {
86
86
  gl_FragColor = filterColor(gl_FragColor);
87
87
  }
88
- // gl_FragColor = filterColor(gl_FragColor);
89
88
  }
@@ -13,7 +13,7 @@ varying float v_distance_ratio;
13
13
  varying vec4 v_color;
14
14
 
15
15
  uniform float u_time;
16
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
16
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
17
17
 
18
18
  uniform float u_line_texture: 0.0;
19
19
  uniform sampler2D u_texture;
@@ -58,10 +58,10 @@ void main() {
58
58
  }
59
59
 
60
60
  // 设置弧线的动画模式
61
- if(u_aimate.x == Animate) {
62
- animateSpeed = u_time / u_aimate.y;
63
- float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
64
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
61
+ if(u_animate.x == Animate) {
62
+ animateSpeed = u_time / u_animate.y;
63
+ float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
64
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
65
65
  alpha = smoothstep(0., 1., alpha);
66
66
  gl_FragColor.a *= alpha;
67
67
  }
@@ -73,7 +73,7 @@ void main() {
73
73
  float count = styleMappingMat[3].b; // 贴图在弧线上重复的数量
74
74
  float u = fract(arcRadio * count - animateSpeed * count);
75
75
  // float u = fract(arcRadio * count - animateSpeed);
76
- if(u_aimate.x == Animate) {
76
+ if(u_animate.x == Animate) {
77
77
  u = gl_FragColor.a/opacity;
78
78
  }
79
79
 
@@ -10,9 +10,8 @@ attribute float a_Size;
10
10
  uniform mat4 u_ModelMatrix;
11
11
  uniform mat4 u_Mvp;
12
12
  uniform float segmentNumber;
13
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
13
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
14
14
  varying vec4 v_color;
15
- // varying vec2 v_normal;
16
15
 
17
16
  varying float v_distance_ratio;
18
17
  uniform float u_line_type: 0.0;
@@ -172,7 +171,7 @@ void main() {
172
171
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
173
172
  }
174
173
 
175
- if(u_aimate.x == Animate) {
174
+ if(u_animate.x == Animate) {
176
175
  v_distance_ratio = segmentIndex / segmentNumber;
177
176
  }
178
177
 
@@ -8,7 +8,7 @@ attribute float a_Size;
8
8
  uniform mat4 u_ModelMatrix;
9
9
  uniform mat4 u_Mvp;
10
10
  uniform float segmentNumber;
11
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
11
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
12
12
  varying vec4 v_color;
13
13
 
14
14
  uniform float u_lineDir: 1.0;
@@ -52,8 +52,10 @@ vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
52
52
  // return mid;
53
53
  }
54
54
  float getSegmentRatio(float index) {
55
- // return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
56
- return index / (segmentNumber - 1.);
55
+ // dash: index / (segmentNumber - 1.);
56
+ // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
57
+ return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
58
+ // return index / (segmentNumber - 1.);
57
59
  }
58
60
  vec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {
59
61
  // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
@@ -121,7 +123,7 @@ void main() {
121
123
  float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
122
124
  float d_distance_ratio;
123
125
 
124
- if(u_aimate.x == Animate) {
126
+ if(u_animate.x == Animate) {
125
127
  d_distance_ratio = segmentIndex / segmentNumber;
126
128
  if(u_lineDir != 1.0) {
127
129
  d_distance_ratio = 1.0 - d_distance_ratio;
@@ -7,7 +7,7 @@ attribute vec4 a_Instance;
7
7
  attribute float a_Size;
8
8
  uniform mat4 u_ModelMatrix;
9
9
  uniform float segmentNumber;
10
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
10
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
11
11
  varying vec4 v_color;
12
12
  varying vec2 v_normal;
13
13
 
@@ -72,7 +72,7 @@ void main() {
72
72
  float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
73
73
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
74
74
  }
75
- if(u_aimate.x == Animate) {
75
+ if(u_animate.x == Animate) {
76
76
  v_distance_ratio = segmentIndex / segmentNumber;
77
77
  }
78
78
  vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));
@@ -19,7 +19,7 @@ varying vec2 v_iconMapUV;
19
19
  #pragma include "picking"
20
20
 
21
21
  uniform float u_time;
22
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // 控制运动
22
+ uniform vec4 u_animate: [ 1, 2., 1.0, 0.2 ]; // 控制运动
23
23
 
24
24
  varying mat4 styleMappingMat;
25
25
  // [animate, duration, interval, trailLength],
@@ -31,10 +31,10 @@ void main() {
31
31
  // anti-alias
32
32
  // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));
33
33
  gl_FragColor.a *= opacity; // 全局透明度
34
- if(u_aimate.x == Animate) {
35
- animateSpeed = u_time / u_aimate.y;
36
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);
37
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
34
+ if(u_animate.x == Animate) {
35
+ animateSpeed = u_time / u_animate.y;
36
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + animateSpeed);
37
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
38
38
  alpha = smoothstep(0., 1., alpha);
39
39
  gl_FragColor.a *= alpha;
40
40
  }
@@ -95,6 +95,5 @@ void main() {
95
95
  gl_FragColor.a *= mix(u_blur.g, u_blur.b, (blurV - 0.5)/0.5);
96
96
  }
97
97
 
98
-
99
98
  gl_FragColor = filterColor(gl_FragColor);
100
99
  }
@@ -15,7 +15,7 @@ attribute vec2 a_DistanceAndIndex;
15
15
 
16
16
  uniform mat4 u_ModelMatrix;
17
17
  uniform mat4 u_Mvp;
18
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
18
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
19
19
  uniform float u_icon_step: 100;
20
20
 
21
21
  uniform float u_heightfixed: 0.0;
@@ -6,9 +6,8 @@ uniform float u_blur : 0.9;
6
6
  varying float v_segmentIndex;
7
7
  uniform float segmentNumber;
8
8
 
9
-
10
9
  uniform float u_time;
11
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
10
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
12
11
 
13
12
  uniform float u_linearColor: 0;
14
13
  uniform vec4 u_sourceColor;
@@ -27,16 +26,16 @@ void main() {
27
26
 
28
27
  gl_FragColor.a *= opacity;
29
28
 
30
- if(u_aimate.x == Animate) {
31
- animateSpeed = u_time / u_aimate.y;
32
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
29
+ if(u_animate.x == Animate) {
30
+ animateSpeed = u_time / u_animate.y;
31
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
33
32
 
34
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
33
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
35
34
  // alpha = smoothstep(0., 1., alpha);
36
35
  alpha = clamp(alpha, 0.0, 1.0);
37
36
  gl_FragColor.a *= alpha;
38
37
 
39
- // u_aimate
38
+ // u_animate
40
39
  // x enable
41
40
  // y duration
42
41
  // z interval
@@ -6,6 +6,7 @@ attribute vec3 a_Position;
6
6
  attribute vec4 a_Instance;
7
7
  attribute vec4 a_Color;
8
8
  attribute float a_Size;
9
+ attribute vec2 a_iconMapUV;
9
10
 
10
11
  uniform float u_globel;
11
12
  uniform float u_globel_radius;
@@ -13,23 +14,21 @@ uniform float u_global_height: 10;
13
14
  uniform mat4 u_ModelMatrix;
14
15
  uniform mat4 u_Mvp;
15
16
  uniform float segmentNumber;
16
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
17
- varying vec4 v_color;
18
- // varying vec2 v_normal;
17
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
18
+
19
19
  uniform float u_line_type: 0.0;
20
20
  uniform vec4 u_dash_array: [10.0, 5., 0, 0];
21
- varying vec4 v_dash_array;
22
-
23
21
  uniform float u_icon_step: 100;
24
22
  uniform float u_line_texture: 0.0;
25
- varying float v_segmentIndex;
23
+ uniform float u_opacity: 1.0;
26
24
 
27
- attribute vec2 a_iconMapUV;
25
+ varying vec4 v_dash_array;
26
+ varying vec4 v_color;
27
+ varying float v_segmentIndex;
28
28
  varying vec2 v_iconMapUV;
29
-
30
- uniform float u_opacity: 1.0;
31
29
  varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
32
30
 
31
+
33
32
  #pragma include "styleMapping"
34
33
  #pragma include "styleMappingCalOpacity"
35
34
 
@@ -85,11 +84,11 @@ float torad(float deg) {
85
84
 
86
85
  vec3 lglt2xyz(vec2 lnglat) {
87
86
  float pi = 3.1415926;
88
- // TODO: + Math.PI/2 是为了对齐坐标
87
+ // + Math.PI/2 是为了对齐坐标
89
88
  float lng = torad(lnglat.x) + pi / 2.0;
90
89
  float lat = torad(lnglat.y);
91
90
 
92
- // TODO: 手动增加一些偏移,减轻面的冲突
91
+ // 手动增加一些偏移,减轻面的冲突
93
92
  float radius = u_globel_radius;
94
93
 
95
94
  float z = radius * cos(lat) * cos(lng);
@@ -146,7 +145,7 @@ void main() {
146
145
  float total_Distance = pixelDistance(s, t) / 2.0 * PI;
147
146
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
148
147
  }
149
- if(u_aimate.x == Animate) {
148
+ if(u_animate.x == Animate) {
150
149
  d_distance_ratio = segmentIndex / segmentNumber;
151
150
  }
152
151
  styleMappingMat[3].g = d_distance_ratio; // 当前点位距离占线总长的比例
@@ -10,7 +10,7 @@ varying vec4 v_dash_array;
10
10
  varying vec4 v_color;
11
11
 
12
12
  uniform float u_time;
13
- uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
13
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
14
14
 
15
15
  uniform float u_line_texture;
16
16
  uniform sampler2D u_texture;
@@ -0,0 +1,25 @@
1
+ attribute float a_Miter;
2
+ attribute vec4 a_Color;
3
+ attribute vec3 a_Normal;
4
+ attribute vec3 a_Position;
5
+
6
+ uniform mat4 u_ModelMatrix;
7
+ uniform mat4 u_Mvp;
8
+ uniform float u_size;
9
+
10
+ #pragma include "projection"
11
+
12
+ void main() {
13
+
14
+ vec3 size = a_Miter * u_size * reverse_offset_normal(a_Normal);
15
+
16
+ vec2 offset = project_pixel(size.xy);
17
+
18
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
19
+
20
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
21
+ gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));
22
+ } else {
23
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
24
+ }
25
+ }
@@ -1,210 +1,52 @@
1
-
2
1
  attribute float a_Miter;
3
2
  attribute vec4 a_Color;
4
3
  attribute vec2 a_Size;
5
4
  attribute vec3 a_Normal;
6
5
  attribute vec3 a_Position;
7
6
 
8
- attribute vec2 a_iconMapUV;
9
-
10
- // dash line
11
- attribute float a_Total_Distance;
12
- attribute vec2 a_DistanceAndIndex;
13
-
14
- uniform vec2 u_tileOrigin;
15
- uniform float u_coord;
7
+ // uniform vec2 u_tileOrigin;
8
+ // uniform float u_coord;
16
9
 
17
10
  uniform mat4 u_ModelMatrix;
18
11
  uniform mat4 u_Mvp;
19
- uniform float u_icon_step: 100;
20
12
 
21
- uniform float u_heightfixed: 0.0;
22
- uniform float u_vertexScale: 1.0;
23
13
 
24
14
  #pragma include "projection"
25
15
  #pragma include "picking"
26
16
 
27
17
  varying vec4 v_color;
28
18
 
29
- // texV 线图层 - 贴图部分的 v 坐标(线的宽度方向)
30
- varying vec2 v_iconMapUV;
31
-
32
-
33
- uniform float u_linearColor: 0;
34
- uniform float u_arrow: 0.0;
35
- uniform float u_arrowHeight: 3.0;
36
- uniform float u_arrowWidth: 2.0;
37
- uniform float u_tailWidth: 1.0;
38
-
39
- uniform float u_opacity: 1.0;
40
- varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
41
-
42
- #pragma include "styleMapping"
43
- #pragma include "styleMappingCalOpacity"
44
-
45
- vec2 calculateArrow(vec2 offset) {
46
- /*
47
- * 在支持箭头的时候,第二、第三组顶点是额外插入用于构建顶点的
48
- */
49
- float arrowFlag = -1.0;
50
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
51
- // 高德 2.0 的旋转角度不同
52
- arrowFlag = 1.0;
53
- }
54
- float pi = arrowFlag * 3.1415926/2.;
55
- if(a_Miter < 0.) {
56
- // 根据线的两侧偏移不同、旋转的方向相反
57
- pi = -pi;
58
- }
59
- highp float angle_sin = sin(pi);
60
- highp float angle_cos = cos(pi);
61
- // 计算垂直与线方向的旋转矩阵
62
- mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
63
- float arrowWidth = u_arrowWidth;
64
- float arrowHeight = u_arrowHeight;
65
-
66
- vec2 arrowOffset = vec2(0.0);
67
- /*
68
- * a_DistanceAndIndex.y 用于标记当前顶点属于哪一组(两个顶点一组,构成线的其实是矩形,最简需要四个顶点、两组顶点构成)
69
- */
70
- if(a_DistanceAndIndex.y == 0.0) {
71
- // 箭头尖部
72
- offset = vec2(0.0);
73
- } else if(a_DistanceAndIndex.y == 1.0) {
74
- // 箭头两侧
75
- arrowOffset = rotation_matrix*(offset * arrowHeight);
76
- offset += arrowOffset; // 沿线偏移
77
- offset = offset * arrowWidth; // 垂直线向外偏移(是构建箭头两侧的顶点)
78
- } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {
79
- // 偏移其余的点位(将长度让位给箭头)
80
- arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;
81
- offset += arrowOffset;// 沿线偏移
82
- }
83
-
84
- return offset;
85
- }
86
-
87
19
  void main() {
88
- // cal style mapping - 数据纹理映射部分的计算
89
- styleMappingMat = mat4(
90
- 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
91
- 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
92
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
93
- 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
94
- );
95
-
96
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
97
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
98
- float columnWidth = 1.0/columnCount; // 列宽
99
- float rowHeight = 1.0/rowCount; // 行高
100
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
101
- float id = a_vertexId; // 第n个顶点
102
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
103
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
104
-
105
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
106
- // 按顺序从 cell 中取值、若没有则自动往下取值
107
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
108
-
109
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
110
- styleMappingMat[0][0] = opacityAndOffset.r;
111
- textureOffset = opacityAndOffset.g;
112
- // cal style mapping - 数据纹理映射部分的计算
113
-
114
- float d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
115
-
116
- v_iconMapUV = a_iconMapUV;
117
- d_texPixelLen = project_float_pixel(u_icon_step);
118
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
119
- d_texPixelLen *= 10.0;
120
- }
121
-
122
20
  v_color = a_Color;
123
21
 
124
22
  vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
125
23
 
126
24
  vec2 offset = project_pixel(size.xy);
127
25
 
128
- float lineDistance = a_DistanceAndIndex.x;
129
- float currentLinePointRatio = lineDistance / a_Total_Distance;
130
-
131
- if(u_arrow > 0.0) {
132
- // 计算箭头
133
- offset = calculateArrow(offset);
134
-
135
- if(a_DistanceAndIndex.y > 4.0) {
136
- offset *= mix(1.0, u_tailWidth, currentLinePointRatio);
137
- }
138
- }
139
-
140
- float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // 线横向偏移的距离(向两侧偏移的和)
141
- float linePixelSize = project_pixel(a_Size.x) * 2.0; // 定点位置偏移,按地图等级缩放后的距离 单侧 * 2
142
- float texV = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
143
-
144
- // 设置数据集的参数
145
- styleMappingMat[3][0] = currentLinePointRatio; // 当前点位距离占线总长的比例
146
- styleMappingMat[3][1] = lineDistance; // 当前顶点的距离
147
- styleMappingMat[3][2] = d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
148
- styleMappingMat[3][3] = texV; // 线图层贴图部分的 v 坐标值
149
-
150
26
  vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
151
27
 
152
- // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));
153
-
154
- float h = float(a_Position.z) * u_vertexScale; // 线顶点的高度 - 兼容不存在第三个数值的情况 vertex height
155
- float lineHeight = a_Size.y; // size 第二个参数代表的高度 [linewidth, lineheight]
156
-
157
- if(u_coord > 0.0) {
158
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
159
- lineHeight *= 0.2; // 保持和 amap/mapbox 一致的效果
160
- h *= 0.2;
161
- if(u_heightfixed < 1.0) {
162
- lineHeight = project_pixel(a_Size.y);
163
- }
164
- gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h, 1.0));
165
- } else {
166
- // mapbox - amap
167
-
168
- // 兼容 mapbox 在线高度上的效果表现基本一致
169
- if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
170
- // mapbox
171
- // 保持高度相对不变
172
- float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
173
- h *= mapboxZoomScale;
174
- if(u_heightfixed > 0.0) {
175
- lineHeight *= mapboxZoomScale;
176
- }
177
-
28
+ // if(u_coord > 0.0) { // 使用经纬度坐标
29
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
30
+ gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));
178
31
  } else {
179
- // amap
180
- // lineHeight 顶点偏移高度
181
- if(u_heightfixed < 1.0) {
182
- lineHeight *= pow(2.0, 20.0 - u_Zoom);
183
- }
32
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
184
33
  }
34
+ // } else { // 使用偏移坐标
35
+ // vec2 pointPos = a_Position.xy;
36
+ // vec4 tileWorld = vec4(project_mvt_offset_position(vec4(u_tileOrigin, 0.0, 1.0)).xyz, 1.0); // 瓦片起始点的世界坐标
185
37
 
186
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));
187
- }
188
- } else {
189
- vec2 pointPos = a_Position.xy;
190
- vec4 tileWorld = vec4(project_mvt_offset_position(vec4(u_tileOrigin, 0.0, 1.0)).xyz, 1.0); // 瓦片起始点的世界坐标
191
-
192
- vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // 瓦片内的点的偏移坐标
193
-
194
- tileWorld.xy += pointOffset;
195
-
196
- tileWorld.xy += offset;
197
-
198
- if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
199
- // Needs to be divided with project_uCommonUnitsPerMeter
200
- tileWorld.w *= u_PixelsPerMeter.z;
201
- }
38
+ // vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // 瓦片内的点的偏移坐标
39
+
40
+ // tileWorld.xy += pointOffset;
202
41
 
203
- gl_Position = u_ViewProjectionMatrix * tileWorld + u_ViewportCenterProjection;
204
- }
42
+ // tileWorld.xy += offset;
205
43
 
44
+ // if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
45
+ // // Needs to be divided with project_uCommonUnitsPerMeter
46
+ // tileWorld.w *= u_PixelsPerMeter.z;
47
+ // }
48
+ // gl_Position = u_ViewProjectionMatrix * tileWorld + u_ViewportCenterProjection;
49
+ // }
206
50
 
207
51
  setPickingColor(a_PickingColor);
208
-
209
-
210
52
  }
@@ -0,0 +1,15 @@
1
+ attribute vec3 a_Position;
2
+ uniform mat4 u_ModelMatrix;
3
+ uniform mat4 u_Mvp;
4
+
5
+ #pragma include "projection"
6
+
7
+ void main() {
8
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
9
+
10
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
11
+ gl_Position = u_Mvp * (vec4(project_pos.xy, 0.0, 1.0));
12
+ } else {
13
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));
14
+ }
15
+ }
@@ -0,0 +1,21 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ #pragma include "projection"
8
+
9
+ varying vec4 v_color;
10
+
11
+ void main() {
12
+ v_color = a_Color;
13
+
14
+ vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
15
+
16
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
17
+ gl_Position = u_Mvp * (vec4(project_pos.xy, 0.0, 1.0));
18
+ } else {
19
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, 0.0, 1.0));
20
+ }
21
+ }