@antv/l7-layers 2.9.27-alpha.3 → 2.9.27

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 (178) hide show
  1. package/es/Geometry/models/billboard.js +2 -5
  2. package/es/Geometry/models/plane.js +3 -3
  3. package/es/Geometry/models/sprite.js +2 -3
  4. package/es/core/BaseLayer.d.ts +5 -6
  5. package/es/core/BaseLayer.js +15 -20
  6. package/es/core/BaseModel.d.ts +1 -1
  7. package/es/core/BaseModel.js +15 -16
  8. package/es/core/interface.d.ts +3 -1
  9. package/es/earth/models/atmosphere.js +4 -7
  10. package/es/earth/models/base.js +10 -14
  11. package/es/earth/models/bloomsphere.js +4 -8
  12. package/es/heatmap/index.d.ts +2 -2
  13. package/es/heatmap/index.js +1 -3
  14. package/es/heatmap/models/grid.js +1 -3
  15. package/es/heatmap/models/grid3d.js +4 -11
  16. package/es/heatmap/models/heatmap.js +3 -6
  17. package/es/heatmap/models/hexagon.js +2 -6
  18. package/es/heatmap/triangulation.js +0 -1
  19. package/es/image/index.d.ts +1 -1
  20. package/es/image/index.js +4 -1
  21. package/es/image/models/dataImage.d.ts +1 -1
  22. package/es/image/models/dataImage.js +12 -34
  23. package/es/image/models/image.js +1 -3
  24. package/es/image/models/index.d.ts +1 -1
  25. package/es/image/models/index.js +3 -1
  26. package/es/image/models/tileDataImage.d.ts +19 -0
  27. package/es/image/models/tileDataImage.js +174 -0
  28. package/es/line/models/arc.js +7 -8
  29. package/es/line/models/arc_3d.js +8 -10
  30. package/es/line/models/earthArc_3d.js +8 -10
  31. package/es/line/models/great_circle.js +7 -7
  32. package/es/line/models/line.js +4 -4
  33. package/es/line/models/linearline.js +3 -4
  34. package/es/line/models/simpleLine.js +3 -3
  35. package/es/line/models/tile.js +1 -1
  36. package/es/line/models/wall.js +3 -3
  37. package/es/line/shaders/dash/line_dash_frag.glsl +1 -1
  38. package/es/line/shaders/line_arc2d_vert.glsl +2 -2
  39. package/es/line/shaders/line_arc_3d_frag.glsl +10 -10
  40. package/es/line/shaders/line_arc_3d_vert.glsl +3 -4
  41. package/es/line/shaders/line_arc_frag.glsl +9 -10
  42. package/es/line/shaders/line_arc_great_circle_frag.glsl +6 -6
  43. package/es/line/shaders/line_arc_great_circle_vert.glsl +2 -3
  44. package/es/line/shaders/line_arc_vert.glsl +2 -2
  45. package/es/line/shaders/line_bezier_vert.glsl +2 -2
  46. package/es/line/shaders/line_frag.glsl +5 -5
  47. package/es/line/shaders/line_vert.glsl +1 -1
  48. package/es/line/shaders/linear/arc3d_linear_frag.glsl +6 -7
  49. package/es/line/shaders/linear/arc3d_linear_vert.glsl +9 -10
  50. package/es/line/shaders/linear/arc_linear_frag.glsl +1 -1
  51. package/es/line/shaders/wall/wall_frag.glsl +5 -5
  52. package/es/line/shaders/wall/wall_vert.glsl +2 -2
  53. package/es/plugins/LayerAnimateStylePlugin.js +2 -2
  54. package/es/point/index.js +3 -4
  55. package/es/point/models/earthExtrude.d.ts +1 -1
  56. package/es/point/models/earthExtrude.js +9 -14
  57. package/es/point/models/earthFill.js +2 -2
  58. package/es/point/models/extrude.d.ts +1 -1
  59. package/es/point/models/extrude.js +9 -12
  60. package/es/point/models/fill.d.ts +1 -1
  61. package/es/point/models/fill.js +7 -8
  62. package/es/point/models/fillmage.js +4 -5
  63. package/es/point/models/image.js +2 -2
  64. package/es/point/models/index.d.ts +1 -1
  65. package/es/point/models/index.js +3 -3
  66. package/es/point/models/normal.js +0 -2
  67. package/es/point/models/radar.js +1 -1
  68. package/es/point/models/text.js +1 -3
  69. package/es/point/models/tile.js +2 -3
  70. package/es/point/models/tileText.js +3 -5
  71. package/es/point/shaders/animate/wave_frag.glsl +2 -2
  72. package/es/polygon/models/extrude.js +3 -5
  73. package/es/raster/index.js +1 -2
  74. package/es/raster/models/raster.d.ts +1 -1
  75. package/es/raster/models/raster.js +5 -5
  76. package/es/raster/models/rasterTile.d.ts +18 -0
  77. package/es/raster/models/rasterTile.js +140 -0
  78. package/es/raster/shaders/raster_2d_frag.glsl +0 -2
  79. package/es/raster/shaders/raster_2d_vert.glsl +0 -1
  80. package/es/tile/manager/baseMapTileLayerManager.d.ts +3 -25
  81. package/es/tile/manager/baseMapTileLayerManager.js +31 -119
  82. package/es/tile/manager/baseTileManager.d.ts +27 -0
  83. package/es/tile/manager/baseTileManager.js +107 -0
  84. package/es/tile/manager/tileLayerManager.d.ts +4 -26
  85. package/es/tile/manager/tileLayerManager.js +64 -132
  86. package/es/tile/manager/tilePickerManager.d.ts +1 -0
  87. package/es/tile/manager/tilePickerManager.js +5 -0
  88. package/es/tile/models/tileModel.d.ts +1 -0
  89. package/es/tile/models/tileModel.js +3 -0
  90. package/es/tile/tileFactory/rasterData.js +9 -11
  91. package/es/tile/tileFactory/rasterDataLayer.d.ts +1 -1
  92. package/es/tile/tileFactory/rasterDataLayer.js +1 -1
  93. package/es/tile/tileLayer/baseMapTileLayer.d.ts +1 -0
  94. package/es/tile/tileLayer/baseMapTileLayer.js +7 -0
  95. package/es/tile/tileLayer/baseTileLayer.d.ts +1 -0
  96. package/es/tile/tileLayer/baseTileLayer.js +12 -1
  97. package/es/tile/tmsMapTileLayer.js +2 -2
  98. package/es/tile/tmsTileLayer.js +2 -2
  99. package/es/tile/utils.d.ts +1 -0
  100. package/es/tile/utils.js +13 -0
  101. package/lib/Geometry/models/billboard.js +2 -5
  102. package/lib/Geometry/models/plane.js +3 -3
  103. package/lib/Geometry/models/sprite.js +2 -3
  104. package/lib/core/BaseLayer.js +15 -20
  105. package/lib/core/BaseModel.js +15 -16
  106. package/lib/earth/models/atmosphere.js +4 -7
  107. package/lib/earth/models/base.js +10 -14
  108. package/lib/earth/models/bloomsphere.js +4 -8
  109. package/lib/heatmap/index.js +1 -3
  110. package/lib/heatmap/models/grid.js +1 -3
  111. package/lib/heatmap/models/grid3d.js +4 -11
  112. package/lib/heatmap/models/heatmap.js +3 -6
  113. package/lib/heatmap/models/hexagon.js +2 -6
  114. package/lib/heatmap/triangulation.js +0 -1
  115. package/lib/image/index.js +4 -1
  116. package/lib/image/models/dataImage.js +11 -33
  117. package/lib/image/models/image.js +1 -3
  118. package/lib/image/models/index.js +4 -1
  119. package/lib/image/models/tileDataImage.js +188 -0
  120. package/lib/line/models/arc.js +7 -8
  121. package/lib/line/models/arc_3d.js +8 -10
  122. package/lib/line/models/earthArc_3d.js +8 -10
  123. package/lib/line/models/great_circle.js +7 -7
  124. package/lib/line/models/line.js +4 -4
  125. package/lib/line/models/linearline.js +3 -4
  126. package/lib/line/models/simpleLine.js +3 -3
  127. package/lib/line/models/tile.js +1 -1
  128. package/lib/line/models/wall.js +3 -3
  129. package/lib/line/shaders/dash/line_dash_frag.glsl +1 -1
  130. package/lib/line/shaders/line_arc2d_vert.glsl +2 -2
  131. package/lib/line/shaders/line_arc_3d_frag.glsl +10 -10
  132. package/lib/line/shaders/line_arc_3d_vert.glsl +3 -4
  133. package/lib/line/shaders/line_arc_frag.glsl +9 -10
  134. package/lib/line/shaders/line_arc_great_circle_frag.glsl +6 -6
  135. package/lib/line/shaders/line_arc_great_circle_vert.glsl +2 -3
  136. package/lib/line/shaders/line_arc_vert.glsl +2 -2
  137. package/lib/line/shaders/line_bezier_vert.glsl +2 -2
  138. package/lib/line/shaders/line_frag.glsl +5 -5
  139. package/lib/line/shaders/line_vert.glsl +1 -1
  140. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +6 -7
  141. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +9 -10
  142. package/lib/line/shaders/linear/arc_linear_frag.glsl +1 -1
  143. package/lib/line/shaders/wall/wall_frag.glsl +5 -5
  144. package/lib/line/shaders/wall/wall_vert.glsl +2 -2
  145. package/lib/plugins/LayerAnimateStylePlugin.js +2 -2
  146. package/lib/point/index.js +3 -4
  147. package/lib/point/models/earthExtrude.js +9 -14
  148. package/lib/point/models/earthFill.js +2 -2
  149. package/lib/point/models/extrude.js +9 -12
  150. package/lib/point/models/fill.js +7 -8
  151. package/lib/point/models/fillmage.js +4 -5
  152. package/lib/point/models/image.js +2 -2
  153. package/lib/point/models/index.js +1 -1
  154. package/lib/point/models/normal.js +0 -2
  155. package/lib/point/models/radar.js +1 -1
  156. package/lib/point/models/text.js +1 -3
  157. package/lib/point/models/tile.js +2 -3
  158. package/lib/point/models/tileText.js +3 -5
  159. package/lib/point/shaders/animate/wave_frag.glsl +2 -2
  160. package/lib/polygon/models/extrude.js +3 -5
  161. package/lib/raster/index.js +1 -2
  162. package/lib/raster/models/raster.js +5 -5
  163. package/lib/raster/models/rasterTile.js +154 -0
  164. package/lib/raster/shaders/raster_2d_frag.glsl +0 -2
  165. package/lib/raster/shaders/raster_2d_vert.glsl +0 -1
  166. package/lib/tile/manager/baseMapTileLayerManager.js +33 -121
  167. package/lib/tile/manager/baseTileManager.js +121 -0
  168. package/lib/tile/manager/tileLayerManager.js +66 -134
  169. package/lib/tile/manager/tilePickerManager.js +5 -0
  170. package/lib/tile/models/tileModel.js +3 -0
  171. package/lib/tile/tileFactory/rasterData.js +9 -11
  172. package/lib/tile/tileFactory/rasterDataLayer.js +2 -2
  173. package/lib/tile/tileLayer/baseMapTileLayer.js +7 -0
  174. package/lib/tile/tileLayer/baseTileLayer.js +12 -1
  175. package/lib/tile/tmsMapTileLayer.js +1 -1
  176. package/lib/tile/tmsTileLayer.js +1 -1
  177. package/lib/tile/utils.js +16 -0
  178. package/package.json +6 -6
@@ -13,9 +13,9 @@ uniform float u_global_height: 10;
13
13
  uniform mat4 u_ModelMatrix;
14
14
  uniform mat4 u_Mvp;
15
15
  uniform float segmentNumber;
16
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
16
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
17
17
  varying vec4 v_color;
18
- // varying vec2 v_normal;
18
+
19
19
  uniform float u_line_type: 0.0;
20
20
  uniform vec4 u_dash_array: [10.0, 5., 0, 0];
21
21
  varying vec4 v_dash_array;
@@ -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: [ 1., 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: [ 1., 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: [ 1., 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: [ 1., 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;
@@ -123,7 +123,7 @@ void main() {
123
123
  float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
124
124
  float d_distance_ratio;
125
125
 
126
- if(u_aimate.x == Animate) {
126
+ if(u_animate.x == Animate) {
127
127
  d_distance_ratio = segmentIndex / segmentNumber;
128
128
  if(u_lineDir != 1.0) {
129
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: [ 1., 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: [ 1, 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
  }
@@ -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: [ 1., 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: [ 1., 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: [ 1., 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
 
@@ -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: [ 1., 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;
@@ -12,7 +12,7 @@ uniform float u_opacity : 1.0;
12
12
  uniform float u_textureBlend;
13
13
  uniform float u_iconStepCount;
14
14
  uniform float u_time;
15
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ]; // 控制运动
15
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // 控制运动
16
16
 
17
17
  varying vec2 v_iconMapUV;
18
18
  varying float v_blur;
@@ -35,10 +35,10 @@ void main() {
35
35
  }
36
36
 
37
37
  gl_FragColor.a *= opacity; // 全局透明度
38
- if(u_aimate.x == Animate) {
39
- animateSpeed = u_time / u_aimate.y;
40
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);
41
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
38
+ if(u_animate.x == Animate) {
39
+ animateSpeed = u_time / u_animate.y;
40
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + animateSpeed);
41
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
42
42
  alpha = smoothstep(0., 1., alpha);
43
43
  gl_FragColor.a *= alpha;
44
44
  }
@@ -11,7 +11,7 @@ attribute float a_Distance;
11
11
 
12
12
  uniform mat4 u_ModelMatrix;
13
13
  uniform mat4 u_Mvp;
14
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
14
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
15
15
  uniform float u_icon_step: 100;
16
16
  uniform float u_heightfixed;
17
17
  uniform float u_linearColor: 0;
@@ -43,7 +43,7 @@ void main() {
43
43
  d_texPixelLen *= 10.0;
44
44
  }
45
45
 
46
- if(u_aimate.x == Animate || u_linearColor == 1.0) {
46
+ if(u_animate.x == Animate || u_linearColor == 1.0) {
47
47
  d_distance_ratio = a_Distance / a_Total_Distance;
48
48
  }
49
49
 
@@ -29,8 +29,8 @@ var LayerAnimateStylePlugin = (_dec = (0, _inversify.injectable)(), _dec(_class
29
29
  value: function apply(layer) {
30
30
  layer.hooks.beforeRender.tap('LayerAnimateStylePlugin', function () {
31
31
  // @ts-ignore
32
- var aniamateStatus = layer.aniamateStatus;
33
- aniamateStatus && layer.models.forEach(function (model) {
32
+ var animateStatus = layer.animateStatus;
33
+ animateStatus && layer.models.forEach(function (model) {
34
34
  model.addUniforms((0, _objectSpread2.default)({}, layer.layerModel.getAnimateUniforms()));
35
35
  });
36
36
  });
@@ -170,7 +170,7 @@ var PointLayer = /*#__PURE__*/function (_BaseLayer) {
170
170
  text: {
171
171
  blend: 'normal'
172
172
  },
173
- vectorpoint: {},
173
+ vectorPoint: {},
174
174
  tile: {},
175
175
  tileText: {},
176
176
  earthFill: {},
@@ -184,9 +184,8 @@ var PointLayer = /*#__PURE__*/function (_BaseLayer) {
184
184
  var parserType = this.layerSource.getParserType();
185
185
 
186
186
  if ((0, _utils.isVectorTile)(parserType)) {
187
- return 'vectorpoint';
188
- } // pointlayer
189
- // 2D、 3d、 shape、image、text、normal、
187
+ return 'vectorPoint';
188
+ } // 2D、 3d、 shape、image、text、normal、
190
189
 
191
190
 
192
191
  var layerData = this.getEncodedData();
@@ -59,7 +59,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
59
59
 
60
60
  _this = _super.call.apply(_super, [this].concat(args));
61
61
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "raiseCount", 0);
62
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "raiserepeat", 0);
62
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "raiseRepeat", 0);
63
63
  return _this;
64
64
  }
65
65
 
@@ -133,18 +133,16 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
133
133
  useLinearColor = 1;
134
134
  }
135
135
 
136
- if (this.raiseCount < 1 && this.raiserepeat > 0) {
136
+ if (this.raiseCount < 1 && this.raiseRepeat > 0) {
137
137
  if (animateOption.enable) {
138
138
  var _animateOption$speed = animateOption.speed,
139
- speed = _animateOption$speed === void 0 ? 0.01 : _animateOption$speed,
140
- _animateOption$repeat = animateOption.repeat,
141
- repeat = _animateOption$repeat === void 0 ? false : _animateOption$repeat;
139
+ speed = _animateOption$speed === void 0 ? 0.01 : _animateOption$speed;
142
140
  this.raiseCount += speed;
143
141
 
144
142
  if (this.raiseCount >= 1) {
145
- if (this.raiserepeat > 1) {
143
+ if (this.raiseRepeat > 1) {
146
144
  this.raiseCount = 0;
147
- this.raiserepeat--;
145
+ this.raiseRepeat--;
148
146
  } else {
149
147
  this.raiseCount = 1;
150
148
  }
@@ -157,7 +155,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
157
155
  u_pickLight: Number(pickLight),
158
156
  // 圆柱体是否固定高度
159
157
  u_heightfixed: Number(heightfixed),
160
- u_r: animateOption.enable && this.raiserepeat > 0 ? this.raiseCount : 1.0,
158
+ u_r: animateOption.enable && this.raiseRepeat > 0 ? this.raiseCount : 1.0,
161
159
  u_dataTexture: this.dataTexture,
162
160
  // 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]
163
161
  u_cellTypeLayout: this.getCellTypeLayout(),
@@ -186,7 +184,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
186
184
  _ref2$animateOption$r = _ref2.animateOption.repeat,
187
185
  repeat = _ref2$animateOption$r === void 0 ? 1 : _ref2$animateOption$r;
188
186
 
189
- this.raiserepeat = repeat;
187
+ this.raiseRepeat = repeat;
190
188
  this.layer.buildLayerModel({
191
189
  moduleName: 'pointEarthExtrude',
192
190
  vertexShader: pointExtrudeVert,
@@ -217,20 +215,18 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
217
215
  }, {
218
216
  key: "registerBuiltinAttributes",
219
217
  value: function registerBuiltinAttributes() {
220
- // point layer size;
221
218
  this.styleAttributeService.registerStyleAttribute({
222
219
  name: 'size',
223
220
  type: _l7Core.AttributeType.Attribute,
224
221
  descriptor: {
225
222
  name: 'a_Size',
226
223
  buffer: {
227
- // give the WebGL driver a hint that this buffer may change
228
224
  usage: _l7Core.gl.DYNAMIC_DRAW,
229
225
  data: [],
230
226
  type: _l7Core.gl.FLOAT
231
227
  },
232
228
  size: 3,
233
- update: function update(feature, featureIdx, vertex, attributeIdx) {
229
+ update: function update(feature) {
234
230
  var size = feature.size;
235
231
 
236
232
  if (size) {
@@ -275,13 +271,12 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
275
271
  descriptor: {
276
272
  name: 'a_Pos',
277
273
  buffer: {
278
- // give the WebGL driver a hint that this buffer may change
279
274
  usage: _l7Core.gl.DYNAMIC_DRAW,
280
275
  data: [],
281
276
  type: _l7Core.gl.FLOAT
282
277
  },
283
278
  size: 3,
284
- update: function update(feature, featureIdx) {
279
+ update: function update(feature) {
285
280
  var coordinates = (0, _l7Utils.calculateCentroid)(feature.coordinates);
286
281
  return (0, _utils.lglt2xyz)([coordinates[0], coordinates[1]]);
287
282
  }
@@ -39,7 +39,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
39
39
  var pointFillFrag = "uniform float u_additive;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n vec4 textrueStroke = vec4(\n styleMappingMat[1][0],\n styleMappingMat[1][1],\n styleMappingMat[1][2],\n styleMappingMat[1][3]\n );\n\n float opacity = styleMappingMat[0][0];\n float stroke_opacity = styleMappingMat[0][1];\n float strokeWidth = styleMappingMat[0][2];\n vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;\n\n lowp float antialiasblur = v_data.z;\n float r = v_radius / (v_radius + strokeWidth);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n if(outer_df > antialiasblur + 0.018) discard;\n\n float opacity_t = smoothstep(0.0, antialiasblur, outer_df);\n\n float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(\n antialiasblur,\n 0.0,\n inner_df\n );\n\n if(strokeWidth < 0.01) {\n gl_FragColor = vec4(v_color.rgb, v_color.a * opacity);\n } else {\n gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);\n }\n\n if(u_additive > 0.0) {\n gl_FragColor *= opacity_t;\n gl_FragColor = filterColorAlpha(gl_FragColor, gl_FragColor.a);\n } else {\n gl_FragColor.a *= opacity_t;\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
40
40
 
41
41
  /* babel-plugin-inline-import '../shaders/earth/fill_vert.glsl' */
42
- var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\n\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\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalStrokeOpacity\"\n#pragma include \"styleMappingCalStrokeWidth\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n /*\n * setPickingSize \u8BBE\u7F6E\u62FE\u53D6\u5927\u5C0F\n */\n float newSize = setPickingSize(a_Size);\n // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = 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\n vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = strokeOpacityAndOffset.r;\n textureOffset = strokeOpacityAndOffset.g;\n\n vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][2] = strokeWidthAndOffset.r;\n textureOffset = strokeWidthAndOffset.g;\n\n vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);\n if(hasStroke()) {\n vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R\n textureOffset += 1.0;\n\n vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G\n textureOffset += 1.0;\n\n vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B\n textureOffset += 1.0;\n\n vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A\n textureOffset += 1.0;\n } else {\n if(u_stroke_color == vec4(0.0)) {\n styleMappingMat[1][0] = v_color.r;\n styleMappingMat[1][1] = v_color.g;\n styleMappingMat[1][2] = v_color.b;\n styleMappingMat[1][3] = v_color.a;\n } else {\n styleMappingMat[1][0] = u_stroke_color.r;\n styleMappingMat[1][1] = u_stroke_color.g;\n styleMappingMat[1][2] = u_stroke_color.b;\n styleMappingMat[1][3] = u_stroke_color.a;\n }\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // TODO: billboard\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur);\n\n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n\n gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);\n\n setPickingColor(a_PickingColor);\n}\n";
42
+ var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\n\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\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\nuniform float u_opacity : 1;\nuniform float u_stroke_opacity : 1;\nuniform float u_stroke_width : 2;\nuniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];\nuniform vec2 u_offsets;\n\nuniform float u_blur : 0.0;\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalStrokeOpacity\"\n#pragma include \"styleMappingCalStrokeWidth\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n vec3 extrude = a_Extrude;\n float shape_type = a_Shape;\n /*\n * setPickingSize \u8BBE\u7F6E\u62FE\u53D6\u5927\u5C0F\n */\n float newSize = setPickingSize(a_Size);\n // float newSize = setPickingSize(a_Size) * 0.00001038445708445579;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = 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\n vec2 strokeOpacityAndOffset = calStrokeOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = strokeOpacityAndOffset.r;\n textureOffset = strokeOpacityAndOffset.g;\n\n vec2 strokeWidthAndOffset = calStrokeWidthAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][2] = strokeWidthAndOffset.r;\n textureOffset = strokeWidthAndOffset.g;\n\n vec4 textrueStroke = vec4(-1.0, -1.0, -1.0, -1.0);\n if(hasStroke()) {\n vec2 valueRPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][0] = pos2value(valueRPos, columnWidth, rowHeight); // R\n textureOffset += 1.0;\n\n vec2 valueGPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][1] = pos2value(valueGPos, columnWidth, rowHeight); // G\n textureOffset += 1.0;\n\n vec2 valueBPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][2] = pos2value(valueBPos, columnWidth, rowHeight); // B\n textureOffset += 1.0;\n\n vec2 valueAPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);\n styleMappingMat[1][3] = pos2value(valueAPos, columnWidth, rowHeight); // A\n textureOffset += 1.0;\n } else {\n if(u_stroke_color == vec4(0.0)) {\n styleMappingMat[1][0] = v_color.r;\n styleMappingMat[1][1] = v_color.g;\n styleMappingMat[1][2] = v_color.b;\n styleMappingMat[1][3] = v_color.a;\n } else {\n styleMappingMat[1][0] = u_stroke_color.r;\n styleMappingMat[1][1] = u_stroke_color.g;\n styleMappingMat[1][2] = u_stroke_color.b;\n styleMappingMat[1][3] = u_stroke_color.a;\n }\n }\n\n // cal style mapping\n\n // unpack color(vec2)\n v_color = a_Color;\n\n // radius(16-bit)\n v_radius = newSize;\n\n // anti-alias\n // float antialiased_blur = -max(u_blur, antialiasblur);\n float antialiasblur = -max(2.0 / u_DevicePixelRatio / newSize, u_blur);\n\n // TODP: /abs(extrude.x) \u662F\u4E3A\u4E86\u517C\u5BB9\u5730\u7403\u6A21\u5F0F\n v_data = vec4(extrude.x/abs(extrude.x), extrude.y/abs(extrude.y), antialiasblur,shape_type);\n\n\n gl_Position = u_ViewProjectionMatrix * vec4(a_Position + extrude * newSize * 0.1, 1.0);\n\n setPickingColor(a_PickingColor);\n}\n";
43
43
 
44
44
  var FillModel = /*#__PURE__*/function (_BaseModel) {
45
45
  (0, _inherits2.default)(FillModel, _BaseModel);
@@ -133,7 +133,7 @@ var FillModel = /*#__PURE__*/function (_BaseModel) {
133
133
  } : _ref2$animateOption;
134
134
 
135
135
  return {
136
- u_aimate: this.animateOption2Array(animateOption),
136
+ u_animate: this.animateOption2Array(animateOption),
137
137
  u_time: this.layer.getLayerAnimateTime()
138
138
  };
139
139
  }
@@ -61,7 +61,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
61
61
 
62
62
  _this = _super.call.apply(_super, [this].concat(args));
63
63
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "raiseCount", 0);
64
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "raiserepeat", 0);
64
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "raiseRepeat", 0);
65
65
  return _this;
66
66
  }
67
67
 
@@ -135,18 +135,16 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
135
135
  useLinearColor = 1;
136
136
  }
137
137
 
138
- if (this.raiseCount < 1 && this.raiserepeat > 0) {
138
+ if (this.raiseCount < 1 && this.raiseRepeat > 0) {
139
139
  if (animateOption.enable) {
140
140
  var _animateOption$speed = animateOption.speed,
141
- speed = _animateOption$speed === void 0 ? 0.01 : _animateOption$speed,
142
- _animateOption$repeat = animateOption.repeat,
143
- repeat = _animateOption$repeat === void 0 ? false : _animateOption$repeat;
141
+ speed = _animateOption$speed === void 0 ? 0.01 : _animateOption$speed;
144
142
  this.raiseCount += speed;
145
143
 
146
144
  if (this.raiseCount >= 1) {
147
- if (this.raiserepeat > 1) {
145
+ if (this.raiseRepeat > 1) {
148
146
  this.raiseCount = 0;
149
- this.raiserepeat--;
147
+ this.raiseRepeat--;
150
148
  } else {
151
149
  this.raiseCount = 1;
152
150
  }
@@ -159,7 +157,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
159
157
  u_pickLight: Number(pickLight),
160
158
  // 圆柱体是否固定高度
161
159
  u_heightfixed: Number(heightfixed),
162
- u_r: animateOption.enable && this.raiserepeat > 0 ? this.raiseCount : 1.0,
160
+ u_r: animateOption.enable && this.raiseRepeat > 0 ? this.raiseCount : 1.0,
163
161
  u_dataTexture: this.dataTexture,
164
162
  // 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]
165
163
  u_cellTypeLayout: this.getCellTypeLayout(),
@@ -192,7 +190,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
192
190
  case 0:
193
191
  // GAODE1.x GAODE2.x MAPBOX
194
192
  _ref2 = this.layer.getLayerConfig(), _ref2$depth = _ref2.depth, depth = _ref2$depth === void 0 ? true : _ref2$depth, _ref2$animateOption$r = _ref2.animateOption.repeat, repeat = _ref2$animateOption$r === void 0 ? 1 : _ref2$animateOption$r;
195
- this.raiserepeat = repeat;
193
+ this.raiseRepeat = repeat;
196
194
  this.layer.buildLayerModel({
197
195
  moduleName: 'pointExtrude',
198
196
  vertexShader: pointExtrudeVert,
@@ -244,13 +242,12 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
244
242
  descriptor: {
245
243
  name: 'a_Size',
246
244
  buffer: {
247
- // give the WebGL driver a hint that this buffer may change
248
245
  usage: _l7Core.gl.DYNAMIC_DRAW,
249
246
  data: [],
250
247
  type: _l7Core.gl.FLOAT
251
248
  },
252
249
  size: 3,
253
- update: function update(feature, featureIdx, vertex, attributeIdx) {
250
+ update: function update(feature) {
254
251
  var size = feature.size;
255
252
 
256
253
  if (size) {
@@ -301,7 +298,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
301
298
  type: _l7Core.gl.FLOAT
302
299
  },
303
300
  size: 3,
304
- update: function update(feature, featureIdx) {
301
+ update: function update(feature) {
305
302
  var coordinates = (0, _l7Utils.calculateCentroid)(feature.coordinates);
306
303
  return [coordinates[0], coordinates[1], 0];
307
304
  }