@antv/l7-layers 2.9.28 → 2.9.30
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.
package/es/core/BaseLayer.js
CHANGED
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@@ -1379,6 +1379,10 @@ var BaseLayer = (_dec = lazyInject(TYPES.IGlobalConfigService), (_class = /*#__P
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}, {
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key: "dispatchModelLoad",
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value: function dispatchModelLoad(models) {
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this.models.forEach(function (model) {
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return model.destroy();
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});
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this.models = [];
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this.models = models;
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this.emit('modelLoaded', null);
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this.modelLoaded = true;
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@@ -26,9 +26,12 @@ var LayerModelPlugin = (_dec = injectable(), _dec(_class = /*#__PURE__*/function
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}, {
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key: "prepareLayerModel",
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value: function prepareLayerModel(layer) {
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var _layer$layerModel;
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// 更新Model 配置项
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-
layer.prepareBuildModel();
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-
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layer.prepareBuildModel(); // clear layerModel resource
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(_layer$layerModel = layer.layerModel) === null || _layer$layerModel === void 0 ? void 0 : _layer$layerModel.clearModels(); // 初始化 Model
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layer.buildModels();
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layer.layerModelNeedUpdate = false;
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@@ -15,7 +15,7 @@ import BaseModel from "../../core/BaseModel";
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import { RasterImageTriangulation } from "../../core/triangulation";
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/* babel-plugin-inline-import '../shaders/raster_2d_frag.glsl' */
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-
var rasterFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_min;\nuniform float u_max;\nuniform vec2 u_domain;\nuniform float u_noDataValue;\nuniform bool u_clampLow: true;\nuniform bool u_clampHigh: true;\nvarying vec2 v_texCoord;\n\nvoid main() {\n\n float value = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y)).r;\n if (value == u_noDataValue)\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1]))\n gl_FragColor = vec4(0, 0, 0, 0);\n else {\n float normalisedValue =(value - u_domain[0]) / (u_domain[1] -u_domain[0]);\n vec4 color = texture2D(u_colorTexture,vec2(normalisedValue, 0));\n gl_FragColor = color;\n gl_FragColor.a = gl_FragColor.a * u_opacity ;\n }\n}\n";
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var rasterFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_min;\nuniform float u_max;\nuniform vec2 u_domain;\nuniform float u_noDataValue;\nuniform bool u_clampLow: true;\nuniform bool u_clampHigh: true;\nvarying vec2 v_texCoord;\n\n\n\n// float getBlurIndusty() {\n// vec2 u_ViewportSize = vec2(1024);\n\n// float vW = 2.0/u_ViewportSize.x;\n// float vH = 2.0/u_ViewportSize.y;\n// vec2 vUv = v_texCoord;\n// float i11 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n// float i12 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y + 1.0 * vH) ).r;\n// float i13 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n\n// float i21 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y) ).r;\n// float i22 = texture2D( u_texture, vec2( vUv.x , vUv.y) ).r;\n// float i23 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y) ).r;\n\n// float i31 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y-1.0*vH) ).r;\n// float i32 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y-1.0*vH) ).r;\n// float i33 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y-1.0*vH) ).r;\n\n// return(\n// i11 + \n// i12 + \n// i13 + \n// i21 + \n// i21 + \n// i22 + \n// i23 + \n// i31 + \n// i32 + \n// i33\n// )/9.0;\n// }\n\nvoid main() {\n\n float value = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y)).r;\n\n // float value = getBlurIndusty();\n\n\n if (value == u_noDataValue)\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1]))\n gl_FragColor = vec4(0, 0, 0, 0);\n else {\n float normalisedValue =(value - u_domain[0]) / (u_domain[1] -u_domain[0]);\n vec4 color = texture2D(u_colorTexture,vec2(normalisedValue, 0));\n gl_FragColor = color;\n gl_FragColor.a = gl_FragColor.a * u_opacity ;\n }\n}\n";
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/* babel-plugin-inline-import '../shaders/raster_2d_vert.glsl' */
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var rasterVert = "precision highp float;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy,0., 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));\n }\n}\n";
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package/lib/core/BaseLayer.js
CHANGED
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@@ -1375,6 +1375,10 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
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}, {
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key: "dispatchModelLoad",
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value: function dispatchModelLoad(models) {
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this.models.forEach(function (model) {
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return model.destroy();
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});
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this.models = [];
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this.models = models;
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this.emit('modelLoaded', null);
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this.modelLoaded = true;
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@@ -38,9 +38,12 @@ _dec = (0, _inversify.injectable)(), _dec(_class = /*#__PURE__*/function () {
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}, {
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key: "prepareLayerModel",
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value: function prepareLayerModel(layer) {
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var _layer$layerModel;
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// 更新Model 配置项
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layer.prepareBuildModel();
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-
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layer.prepareBuildModel(); // clear layerModel resource
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(_layer$layerModel = layer.layerModel) === null || _layer$layerModel === void 0 ? void 0 : _layer$layerModel.clearModels(); // 初始化 Model
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layer.buildModels();
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layer.layerModelNeedUpdate = false;
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@@ -32,7 +32,7 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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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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/* babel-plugin-inline-import '../shaders/raster_2d_frag.glsl' */
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var rasterFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_min;\nuniform float u_max;\nuniform vec2 u_domain;\nuniform float u_noDataValue;\nuniform bool u_clampLow: true;\nuniform bool u_clampHigh: true;\nvarying vec2 v_texCoord;\n\nvoid main() {\n\n float value = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y)).r;\n if (value == u_noDataValue)\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1]))\n gl_FragColor = vec4(0, 0, 0, 0);\n else {\n float normalisedValue =(value - u_domain[0]) / (u_domain[1] -u_domain[0]);\n vec4 color = texture2D(u_colorTexture,vec2(normalisedValue, 0));\n gl_FragColor = color;\n gl_FragColor.a = gl_FragColor.a * u_opacity ;\n }\n}\n";
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var rasterFrag = "precision mediump float;\nuniform float u_opacity: 1.0;\nuniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_min;\nuniform float u_max;\nuniform vec2 u_domain;\nuniform float u_noDataValue;\nuniform bool u_clampLow: true;\nuniform bool u_clampHigh: true;\nvarying vec2 v_texCoord;\n\n\n\n// float getBlurIndusty() {\n// vec2 u_ViewportSize = vec2(1024);\n\n// float vW = 2.0/u_ViewportSize.x;\n// float vH = 2.0/u_ViewportSize.y;\n// vec2 vUv = v_texCoord;\n// float i11 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n// float i12 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y + 1.0 * vH) ).r;\n// float i13 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n\n// float i21 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y) ).r;\n// float i22 = texture2D( u_texture, vec2( vUv.x , vUv.y) ).r;\n// float i23 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y) ).r;\n\n// float i31 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y-1.0*vH) ).r;\n// float i32 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y-1.0*vH) ).r;\n// float i33 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y-1.0*vH) ).r;\n\n// return(\n// i11 + \n// i12 + \n// i13 + \n// i21 + \n// i21 + \n// i22 + \n// i23 + \n// i31 + \n// i32 + \n// i33\n// )/9.0;\n// }\n\nvoid main() {\n\n float value = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y)).r;\n\n // float value = getBlurIndusty();\n\n\n if (value == u_noDataValue)\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1]))\n gl_FragColor = vec4(0, 0, 0, 0);\n else {\n float normalisedValue =(value - u_domain[0]) / (u_domain[1] -u_domain[0]);\n vec4 color = texture2D(u_colorTexture,vec2(normalisedValue, 0));\n gl_FragColor = color;\n gl_FragColor.a = gl_FragColor.a * u_opacity ;\n }\n}\n";
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/* babel-plugin-inline-import '../shaders/raster_2d_vert.glsl' */
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var rasterVert = "precision highp float;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy,0., 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));\n }\n}\n";
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@antv/l7-layers",
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"version": "2.9.
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"version": "2.9.30",
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"description": "L7's collection of built-in layers",
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"main": "lib/index.js",
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"module": "es/index.js",
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@@ -27,10 +27,10 @@
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"license": "ISC",
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"dependencies": {
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"@antv/async-hook": "^2.2.2",
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"@antv/l7-core": "2.9.
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"@antv/l7-maps": "2.9.
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"@antv/l7-source": "2.9.
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"@antv/l7-utils": "2.9.
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"@antv/l7-core": "2.9.30",
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"@antv/l7-maps": "2.9.30",
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"@antv/l7-source": "2.9.30",
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"@antv/l7-utils": "2.9.30",
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"@babel/runtime": "^7.7.7",
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"@mapbox/martini": "^0.2.0",
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"@turf/clone": "^6.5.0",
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@@ -61,7 +61,7 @@
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"@types/gl-matrix": "^2.4.5",
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"@types/lodash": "^4.14.138"
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},
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"gitHead": "
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"gitHead": "cdef18f8d243d40c10eedc456a36f89bef0b3a4e",
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"publishConfig": {
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"access": "public"
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}
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