@antv/l7-layers 2.9.32-alpha.3 → 2.9.32-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 (625) hide show
  1. package/es/Geometry/index.d.ts +32 -0
  2. package/es/Geometry/index.js +118 -0
  3. package/es/Geometry/models/billboard.d.ts +26 -0
  4. package/es/Geometry/models/billboard.js +228 -0
  5. package/es/Geometry/models/index.d.ts +5 -0
  6. package/es/Geometry/models/index.js +9 -0
  7. package/es/Geometry/models/plane.d.ts +45 -0
  8. package/es/Geometry/models/plane.js +419 -0
  9. package/es/Geometry/models/sprite.d.ts +47 -0
  10. package/es/Geometry/models/sprite.js +301 -0
  11. package/es/Geometry/shaders/billboard_frag.glsl +13 -0
  12. package/es/Geometry/shaders/billboard_vert.glsl +50 -0
  13. package/es/Geometry/shaders/plane_frag.glsl +22 -0
  14. package/es/Geometry/shaders/plane_vert.glsl +53 -0
  15. package/es/Geometry/shaders/sprite_frag.glsl +21 -0
  16. package/es/Geometry/shaders/sprite_vert.glsl +28 -0
  17. package/es/canvas/index.d.ts +23 -0
  18. package/es/canvas/index.js +121 -0
  19. package/es/canvas/models/canvas.d.ts +18 -0
  20. package/es/canvas/models/canvas.js +212 -0
  21. package/es/canvas/models/index.d.ts +5 -0
  22. package/es/canvas/models/index.js +5 -0
  23. package/es/citybuliding/building.d.ts +17 -0
  24. package/es/citybuliding/building.js +86 -0
  25. package/es/citybuliding/models/build.d.ts +22 -0
  26. package/es/citybuliding/models/build.js +187 -0
  27. package/es/citybuliding/shaders/build_frag.glsl +117 -0
  28. package/es/citybuliding/shaders/build_vert.glsl +54 -0
  29. package/es/core/BaseLayer.d.ts +224 -0
  30. package/es/core/BaseLayer.js +1415 -0
  31. package/es/core/BaseModel.d.ts +140 -0
  32. package/es/core/BaseModel.js +489 -0
  33. package/es/core/interface.d.ts +221 -0
  34. package/es/core/interface.js +30 -0
  35. package/es/core/schema.d.ts +27 -0
  36. package/es/core/schema.js +25 -0
  37. package/es/core/shape/Path.d.ts +39 -0
  38. package/es/core/shape/Path.js +62 -0
  39. package/es/core/shape/extrude.d.ts +17 -0
  40. package/es/core/shape/extrude.js +148 -0
  41. package/es/core/triangulation.d.ts +128 -0
  42. package/es/core/triangulation.js +553 -0
  43. package/es/earth/index.d.ts +22 -0
  44. package/es/earth/index.js +98 -0
  45. package/es/earth/models/atmosphere.d.ts +9 -0
  46. package/es/earth/models/atmosphere.js +135 -0
  47. package/es/earth/models/base.d.ts +16 -0
  48. package/es/earth/models/base.js +206 -0
  49. package/es/earth/models/bloomsphere.d.ts +9 -0
  50. package/es/earth/models/bloomsphere.js +134 -0
  51. package/es/earth/shaders/atmosphere_frag.glsl +17 -0
  52. package/es/earth/shaders/atmosphere_vert.glsl +26 -0
  53. package/es/earth/shaders/base_frag.glsl +13 -0
  54. package/es/earth/shaders/base_vert.glsl +52 -0
  55. package/es/earth/shaders/bloomsphere_frag.glsl +15 -0
  56. package/es/earth/shaders/bloomsphere_vert.glsl +20 -0
  57. package/es/earth/utils.d.ts +26 -0
  58. package/es/earth/utils.js +104 -0
  59. package/es/glsl.d.ts +5 -0
  60. package/es/heatmap/index.d.ts +21 -0
  61. package/es/heatmap/index.js +141 -0
  62. package/es/heatmap/models/grid.d.ts +8 -0
  63. package/es/heatmap/models/grid.js +106 -0
  64. package/es/heatmap/models/grid3d.d.ts +8 -0
  65. package/es/heatmap/models/grid3d.js +140 -0
  66. package/es/heatmap/models/heatmap.d.ts +24 -0
  67. package/es/heatmap/models/heatmap.js +463 -0
  68. package/es/heatmap/models/hexagon.d.ts +8 -0
  69. package/es/heatmap/models/hexagon.js +107 -0
  70. package/es/heatmap/models/index.d.ts +5 -0
  71. package/es/heatmap/models/index.js +12 -0
  72. package/es/heatmap/shaders/grid_vert.glsl +42 -0
  73. package/es/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  74. package/es/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  75. package/es/heatmap/shaders/heatmap_frag.glsl +47 -0
  76. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  77. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  78. package/es/heatmap/shaders/heatmap_vert.glsl +10 -0
  79. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  80. package/es/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  81. package/es/heatmap/shaders/hexagon_frag.glsl +12 -0
  82. package/es/heatmap/shaders/hexagon_vert.glsl +41 -0
  83. package/es/heatmap/triangulation.d.ts +5 -0
  84. package/es/heatmap/triangulation.js +37 -0
  85. package/es/image/index.d.ts +19 -0
  86. package/es/image/index.js +104 -0
  87. package/es/image/models/dataImage.d.ts +22 -0
  88. package/es/image/models/dataImage.js +200 -0
  89. package/es/image/models/image.d.ts +19 -0
  90. package/es/image/models/image.js +164 -0
  91. package/es/image/models/index.d.ts +5 -0
  92. package/es/image/models/index.js +9 -0
  93. package/es/image/models/tileDataImage.d.ts +19 -0
  94. package/es/image/models/tileDataImage.js +174 -0
  95. package/es/image/shaders/dataImage_frag.glsl +38 -0
  96. package/es/image/shaders/image_frag.glsl +9 -0
  97. package/es/image/shaders/image_vert.glsl +17 -0
  98. package/es/index.d.ts +17 -0
  99. package/es/index.js +107 -0
  100. package/es/line/index.d.ts +43 -0
  101. package/es/line/index.js +140 -0
  102. package/es/line/models/arc.d.ts +17 -0
  103. package/es/line/models/arc.js +356 -0
  104. package/es/line/models/arc_3d.d.ts +17 -0
  105. package/es/line/models/arc_3d.js +333 -0
  106. package/es/line/models/earthArc_3d.d.ts +17 -0
  107. package/es/line/models/earthArc_3d.js +336 -0
  108. package/es/line/models/great_circle.d.ts +12 -0
  109. package/es/line/models/great_circle.js +294 -0
  110. package/es/line/models/half.d.ts +18 -0
  111. package/es/line/models/half.js +281 -0
  112. package/es/line/models/index.d.ts +5 -0
  113. package/es/line/models/index.js +25 -0
  114. package/es/line/models/line.d.ts +21 -0
  115. package/es/line/models/line.js +443 -0
  116. package/es/line/models/linearline.d.ts +11 -0
  117. package/es/line/models/linearline.js +275 -0
  118. package/es/line/models/simpleLine.d.ts +14 -0
  119. package/es/line/models/simpleLine.js +234 -0
  120. package/es/line/models/simpleTileLine.d.ts +9 -0
  121. package/es/line/models/simpleTileLine.js +100 -0
  122. package/es/line/models/tile.d.ts +8 -0
  123. package/es/line/models/tile.js +178 -0
  124. package/es/line/models/wall.d.ts +12 -0
  125. package/es/line/models/wall.js +293 -0
  126. package/es/line/shaders/arc_chunks.vert.glsl +21 -0
  127. package/es/line/shaders/dash/arc_dash_frag.glsl +28 -0
  128. package/es/line/shaders/dash/arc_dash_vert.glsl +150 -0
  129. package/es/line/shaders/dash/line_dash_frag.glsl +31 -0
  130. package/es/line/shaders/dash/line_dash_vert.glsl +93 -0
  131. package/es/line/shaders/half/line_half_frag.glsl +53 -0
  132. package/es/line/shaders/half/line_half_vert.glsl +169 -0
  133. package/es/line/shaders/line_arc2d_vert.glsl +114 -0
  134. package/es/line/shaders/line_arc_3d_frag.glsl +103 -0
  135. package/es/line/shaders/line_arc_3d_vert.glsl +206 -0
  136. package/es/line/shaders/line_arc_frag.glsl +88 -0
  137. package/es/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  138. package/es/line/shaders/line_arc_great_circle_vert.glsl +214 -0
  139. package/es/line/shaders/line_arc_vert.glsl +178 -0
  140. package/es/line/shaders/line_bezier_vert.glsl +85 -0
  141. package/es/line/shaders/line_frag.glsl +99 -0
  142. package/es/line/shaders/line_vert.glsl +192 -0
  143. package/es/line/shaders/linear/arc3d_linear_frag.glsl +46 -0
  144. package/es/line/shaders/linear/arc3d_linear_vert.glsl +206 -0
  145. package/es/line/shaders/linear/arc_linear_frag.glsl +38 -0
  146. package/es/line/shaders/linear/arc_linear_vert.glsl +138 -0
  147. package/es/line/shaders/linear/line_linear_frag.glsl +27 -0
  148. package/es/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  149. package/es/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  150. package/es/line/shaders/simple/simpleline_frag.glsl +10 -0
  151. package/es/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  152. package/es/line/shaders/simple/simpleline_vert.glsl +79 -0
  153. package/es/line/shaders/tile/line_tile_map_vert.glsl +25 -0
  154. package/es/line/shaders/tile/line_tile_vert.glsl +52 -0
  155. package/es/line/shaders/tile/simpleline_map_vert.glsl +15 -0
  156. package/es/line/shaders/tile/simpleline_vert.glsl +21 -0
  157. package/es/line/shaders/wall/wall_frag.glsl +89 -0
  158. package/es/line/shaders/wall/wall_vert.glsl +77 -0
  159. package/es/mask/index.d.ts +27 -0
  160. package/es/mask/index.js +153 -0
  161. package/es/mask/models/fill.d.ts +12 -0
  162. package/es/mask/models/fill.js +124 -0
  163. package/es/mask/models/index.d.ts +5 -0
  164. package/es/mask/models/index.js +5 -0
  165. package/es/mask/shaders/mask_vert.glsl +16 -0
  166. package/es/plugins/DataMappingPlugin.d.ts +19 -0
  167. package/es/plugins/DataMappingPlugin.js +420 -0
  168. package/es/plugins/DataSourcePlugin.d.ts +7 -0
  169. package/es/plugins/DataSourcePlugin.js +84 -0
  170. package/es/plugins/FeatureScalePlugin.d.ts +24 -0
  171. package/es/plugins/FeatureScalePlugin.js +340 -0
  172. package/es/plugins/LayerAnimateStylePlugin.d.ts +5 -0
  173. package/es/plugins/LayerAnimateStylePlugin.js +29 -0
  174. package/es/plugins/LayerModelPlugin.d.ts +10 -0
  175. package/es/plugins/LayerModelPlugin.js +72 -0
  176. package/es/plugins/LayerStylePlugin.d.ts +8 -0
  177. package/es/plugins/LayerStylePlugin.js +39 -0
  178. package/es/plugins/LightingPlugin.d.ts +36 -0
  179. package/es/plugins/LightingPlugin.js +104 -0
  180. package/es/plugins/MultiPassRendererPlugin.d.ts +23 -0
  181. package/es/plugins/MultiPassRendererPlugin.js +65 -0
  182. package/es/plugins/PixelPickingPlugin.d.ts +8 -0
  183. package/es/plugins/PixelPickingPlugin.js +126 -0
  184. package/es/plugins/RegisterStyleAttributePlugin.d.ts +15 -0
  185. package/es/plugins/RegisterStyleAttributePlugin.js +156 -0
  186. package/es/plugins/ShaderUniformPlugin.d.ts +17 -0
  187. package/es/plugins/ShaderUniformPlugin.js +107 -0
  188. package/es/plugins/UpdateModelPlugin.d.ts +8 -0
  189. package/es/plugins/UpdateModelPlugin.js +31 -0
  190. package/es/plugins/UpdateStyleAttributePlugin.d.ts +12 -0
  191. package/es/plugins/UpdateStyleAttributePlugin.js +83 -0
  192. package/es/point/index.d.ts +40 -0
  193. package/es/point/index.js +229 -0
  194. package/es/point/models/earthExtrude.d.ts +24 -0
  195. package/es/point/models/earthExtrude.js +274 -0
  196. package/es/point/models/earthFill.d.ts +11 -0
  197. package/es/point/models/earthFill.js +258 -0
  198. package/es/point/models/extrude.d.ts +24 -0
  199. package/es/point/models/extrude.js +295 -0
  200. package/es/point/models/fill.d.ts +40 -0
  201. package/es/point/models/fill.js +403 -0
  202. package/es/point/models/fillmage.d.ts +25 -0
  203. package/es/point/models/fillmage.js +366 -0
  204. package/es/point/models/image.d.ts +11 -0
  205. package/es/point/models/image.js +239 -0
  206. package/es/point/models/index.d.ts +5 -0
  207. package/es/point/models/index.js +30 -0
  208. package/es/point/models/normal.d.ts +16 -0
  209. package/es/point/models/normal.js +124 -0
  210. package/es/point/models/radar.d.ts +24 -0
  211. package/es/point/models/radar.js +232 -0
  212. package/es/point/models/simplePoint.d.ts +16 -0
  213. package/es/point/models/simplePoint.js +179 -0
  214. package/es/point/models/text.d.ts +57 -0
  215. package/es/point/models/text.js +619 -0
  216. package/es/point/models/tile.d.ts +15 -0
  217. package/es/point/models/tile.js +175 -0
  218. package/es/point/models/tileText.d.ts +52 -0
  219. package/es/point/models/tileText.js +509 -0
  220. package/es/point/shaders/animate/wave_frag.glsl +65 -0
  221. package/es/point/shaders/earth/extrude_frag.glsl +44 -0
  222. package/es/point/shaders/earth/extrude_vert.glsl +140 -0
  223. package/es/point/shaders/earth/fill_frag.glsl +86 -0
  224. package/es/point/shaders/earth/fill_vert.glsl +125 -0
  225. package/es/point/shaders/extrude/extrude_frag.glsl +44 -0
  226. package/es/point/shaders/extrude/extrude_vert.glsl +121 -0
  227. package/es/point/shaders/fill_frag.glsl +84 -0
  228. package/es/point/shaders/fill_vert.glsl +188 -0
  229. package/es/point/shaders/image/fillImage_frag.glsl +20 -0
  230. package/es/point/shaders/image/fillImage_vert.glsl +116 -0
  231. package/es/point/shaders/image_frag.glsl +39 -0
  232. package/es/point/shaders/image_vert.glsl +90 -0
  233. package/es/point/shaders/normal_frag.glsl +6 -0
  234. package/es/point/shaders/normal_vert.glsl +24 -0
  235. package/es/point/shaders/radar/radar_frag.glsl +53 -0
  236. package/es/point/shaders/radar/radar_vert.glsl +70 -0
  237. package/es/point/shaders/simplePoint_frag.glsl +53 -0
  238. package/es/point/shaders/simplePoint_vert.glsl +79 -0
  239. package/es/point/shaders/text_frag.glsl +48 -0
  240. package/es/point/shaders/text_vert.glsl +131 -0
  241. package/es/point/shaders/tile/fill_tile_frag.glsl +76 -0
  242. package/es/point/shaders/tile/fill_tile_vert.glsl +78 -0
  243. package/es/point/shaders/tile/text_frag.glsl +33 -0
  244. package/es/point/shaders/tile/text_map_frag.glsl +31 -0
  245. package/es/point/shaders/tile/text_map_vert.glsl +38 -0
  246. package/es/point/shaders/tile/text_vert.glsl +48 -0
  247. package/es/point/shape/extrude.d.ts +15 -0
  248. package/es/point/shape/extrude.js +63 -0
  249. package/es/polygon/index.d.ts +27 -0
  250. package/es/polygon/index.js +146 -0
  251. package/es/polygon/models/extrude.d.ts +28 -0
  252. package/es/polygon/models/extrude.js +302 -0
  253. package/es/polygon/models/fill.d.ts +17 -0
  254. package/es/polygon/models/fill.js +210 -0
  255. package/es/polygon/models/index.d.ts +5 -0
  256. package/es/polygon/models/index.js +28 -0
  257. package/es/polygon/models/ocean.d.ts +21 -0
  258. package/es/polygon/models/ocean.js +202 -0
  259. package/es/polygon/models/tile.d.ts +12 -0
  260. package/es/polygon/models/tile.js +101 -0
  261. package/es/polygon/models/water.d.ts +16 -0
  262. package/es/polygon/models/water.js +179 -0
  263. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +44 -0
  264. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +44 -0
  265. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +85 -0
  266. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +90 -0
  267. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +48 -0
  268. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +93 -0
  269. package/es/polygon/shaders/polygon_frag.glsl +12 -0
  270. package/es/polygon/shaders/polygon_linear_frag.glsl +22 -0
  271. package/es/polygon/shaders/polygon_linear_vert.glsl +74 -0
  272. package/es/polygon/shaders/polygon_vert.glsl +66 -0
  273. package/es/polygon/shaders/tile/polygon_tile_map_vert.glsl +16 -0
  274. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +42 -0
  275. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +247 -0
  276. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +21 -0
  277. package/es/polygon/shaders/water/polygon_water_frag.glsl +71 -0
  278. package/es/polygon/shaders/water/polygon_water_vert.glsl +26 -0
  279. package/es/raster/buffers/triangulation.d.ts +6 -0
  280. package/es/raster/buffers/triangulation.js +25 -0
  281. package/es/raster/index.d.ts +19 -0
  282. package/es/raster/index.js +103 -0
  283. package/es/raster/models/index.d.ts +5 -0
  284. package/es/raster/models/index.js +8 -0
  285. package/es/raster/models/raster.d.ts +21 -0
  286. package/es/raster/models/raster.js +168 -0
  287. package/es/raster/models/rasterTile.d.ts +18 -0
  288. package/es/raster/models/rasterTile.js +140 -0
  289. package/es/raster/raster.d.ts +30 -0
  290. package/es/raster/raster.js +174 -0
  291. package/es/raster/shaders/raster_2d_frag.glsl +64 -0
  292. package/es/raster/shaders/raster_2d_vert.glsl +17 -0
  293. package/es/raster/shaders/raster_frag.glsl +9 -0
  294. package/es/raster/shaders/raster_vert.glsl +44 -0
  295. package/es/shader/minify_frag.glsl +7 -0
  296. package/es/shader/minify_picking_frag.glsl +10 -0
  297. package/es/tile/interface.d.ts +29 -0
  298. package/es/tile/interface.js +1 -0
  299. package/es/tile/manager/baseMapTileLayerManager.d.ts +7 -0
  300. package/es/tile/manager/baseMapTileLayerManager.js +119 -0
  301. package/es/tile/manager/baseTileManager.d.ts +27 -0
  302. package/es/tile/manager/baseTileManager.js +107 -0
  303. package/es/tile/manager/tileConfigManager.d.ts +17 -0
  304. package/es/tile/manager/tileConfigManager.js +121 -0
  305. package/es/tile/manager/tileLayerManager.d.ts +15 -0
  306. package/es/tile/manager/tileLayerManager.js +255 -0
  307. package/es/tile/manager/tilePickerManager.d.ts +21 -0
  308. package/es/tile/manager/tilePickerManager.js +194 -0
  309. package/es/tile/models/tileModel.d.ts +10 -0
  310. package/es/tile/models/tileModel.js +81 -0
  311. package/es/tile/tileFactory/base.d.ts +44 -0
  312. package/es/tile/tileFactory/base.js +472 -0
  313. package/es/tile/tileFactory/index.d.ts +5 -0
  314. package/es/tile/tileFactory/index.js +34 -0
  315. package/es/tile/tileFactory/line.d.ts +12 -0
  316. package/es/tile/tileFactory/line.js +62 -0
  317. package/es/tile/tileFactory/point.d.ts +12 -0
  318. package/es/tile/tileFactory/point.js +63 -0
  319. package/es/tile/tileFactory/polygon.d.ts +12 -0
  320. package/es/tile/tileFactory/polygon.js +62 -0
  321. package/es/tile/tileFactory/raster.d.ts +12 -0
  322. package/es/tile/tileFactory/raster.js +58 -0
  323. package/es/tile/tileFactory/rasterData.d.ts +12 -0
  324. package/es/tile/tileFactory/rasterData.js +81 -0
  325. package/es/tile/tileFactory/rasterDataLayer.d.ts +19 -0
  326. package/es/tile/tileFactory/rasterDataLayer.js +85 -0
  327. package/es/tile/tileFactory/test.d.ts +12 -0
  328. package/es/tile/tileFactory/test.js +105 -0
  329. package/es/tile/tileFactory/vectorLayer.d.ts +35 -0
  330. package/es/tile/tileFactory/vectorLayer.js +260 -0
  331. package/es/tile/tileLayer/baseMapTileLayer.d.ts +30 -0
  332. package/es/tile/tileLayer/baseMapTileLayer.js +195 -0
  333. package/es/tile/tileLayer/baseTileLayer.d.ts +48 -0
  334. package/es/tile/tileLayer/baseTileLayer.js +420 -0
  335. package/es/tile/tileTest.d.ts +15 -0
  336. package/es/tile/tileTest.js +62 -0
  337. package/es/tile/tmsMapTileLayer.d.ts +7 -0
  338. package/es/tile/tmsMapTileLayer.js +97 -0
  339. package/es/tile/tmsTileLayer.d.ts +7 -0
  340. package/es/tile/tmsTileLayer.js +101 -0
  341. package/es/tile/utils.d.ts +19 -0
  342. package/es/tile/utils.js +209 -0
  343. package/es/utils/blend.d.ts +2 -0
  344. package/es/utils/blend.js +54 -0
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@@ -0,0 +1,103 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+ #define LineTexture 1.0
5
+
6
+ uniform float u_opacity;
7
+ uniform float u_textureBlend;
8
+ uniform float u_blur : 0.9;
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+ uniform float u_line_type: 0.0;
10
+ // varying vec2 v_normal;
11
+ varying vec4 v_dash_array;
12
+ varying vec4 v_color;
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+
14
+ uniform float u_line_texture: 0.0;
15
+ uniform sampler2D u_texture;
16
+ uniform vec2 u_textSize;
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+ varying float v_segmentIndex;
18
+ uniform float segmentNumber;
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+
20
+ varying vec2 v_iconMapUV;
21
+
22
+ uniform float u_time;
23
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
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+
25
+ varying mat4 styleMappingMat;
26
+
27
+ #pragma include "picking"
28
+
29
+ void main() {
30
+ float opacity = styleMappingMat[0][0];
31
+ float animateSpeed = 0.0; // 运动速度
32
+ float d_distance_ratio = styleMappingMat[3].g; // 当前点位距离占线总长的比例
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+ gl_FragColor = v_color;
34
+
35
+ gl_FragColor.a *= opacity;
36
+ if(u_line_type == LineTypeDash) {
37
+ float flag = 0.;
38
+ float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
39
+ if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {
40
+ flag = 1.;
41
+ }
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+ gl_FragColor.a *=flag;
43
+ }
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+
45
+ if(u_animate.x == Animate && u_line_texture != LineTexture) {
46
+ animateSpeed = u_time / u_animate.y;
47
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
48
+
49
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
50
+ // alpha = smoothstep(0., 1., alpha);
51
+ alpha = clamp(alpha, 0.0, 1.0);
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+ gl_FragColor.a *= alpha;
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+
54
+ // u_animate
55
+ // x enable
56
+ // y duration
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+ // z interval
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+ // w trailLength
59
+ }
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+
61
+ if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture
62
+ // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));
63
+ float arcRadio = v_segmentIndex / (segmentNumber - 1.0);
64
+ float count = styleMappingMat[3].b; // // 贴图在弧线上重复的数量
65
+
66
+ float time = 0.0;
67
+ if(u_animate.x == Animate) {
68
+ time = u_time / u_animate.y;
69
+ }
70
+ float redioCount = arcRadio * count;
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+
72
+ float u = fract(redioCount - time);
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+
74
+ float v = styleMappingMat[3].a; // 线图层贴图部分的 v 坐标值
75
+ vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
76
+ vec4 pattern = texture2D(u_texture, uv);
77
+
78
+ if(u_animate.x == Animate) {
79
+ float currentPlane = floor(redioCount - time);
80
+ float textureStep = floor(count * u_animate.z);
81
+ float a = mod(currentPlane, textureStep);
82
+ if(a < textureStep - 1.0) {
83
+ pattern = vec4(0.0);
84
+ }
85
+ }
86
+
87
+ if(u_textureBlend == 0.0) { // normal
88
+ pattern.a = 0.0;
89
+ gl_FragColor = filterColor(gl_FragColor + pattern);
90
+ } else { // replace
91
+ pattern.a *= opacity;
92
+ if(gl_FragColor.a <= 0.0) {
93
+ pattern.a = 0.0;
94
+ discard;
95
+ } else {
96
+ gl_FragColor = filterColor(pattern);
97
+ }
98
+ }
99
+
100
+ } else {
101
+ gl_FragColor = filterColor(gl_FragColor);
102
+ }
103
+ }
@@ -0,0 +1,206 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+ #define LineTexture 1.0
5
+ attribute vec3 a_Position;
6
+ attribute vec4 a_Instance;
7
+ attribute vec4 a_Color;
8
+ attribute float a_Size;
9
+
10
+ uniform float u_globel;
11
+ uniform float u_globel_radius;
12
+ uniform float u_global_height: 10;
13
+ uniform mat4 u_ModelMatrix;
14
+ uniform mat4 u_Mvp;
15
+ uniform float segmentNumber;
16
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
17
+ varying vec4 v_color;
18
+
19
+ uniform float u_line_type: 0.0;
20
+ uniform vec4 u_dash_array: [10.0, 5., 0, 0];
21
+ varying vec4 v_dash_array;
22
+
23
+ uniform float u_icon_step: 100;
24
+ uniform float u_line_texture: 0.0;
25
+ varying float v_segmentIndex;
26
+
27
+ attribute vec2 a_iconMapUV;
28
+ varying vec2 v_iconMapUV;
29
+
30
+ uniform float u_opacity: 1.0;
31
+ 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
+
33
+ #pragma include "styleMapping"
34
+ #pragma include "styleMappingCalOpacity"
35
+
36
+ #pragma include "projection"
37
+ #pragma include "project"
38
+ #pragma include "picking"
39
+
40
+ float maps (float value, float start1, float stop1, float start2, float stop2) {
41
+ return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
42
+ }
43
+
44
+ float getSegmentRatio(float index) {
45
+ return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));
46
+ }
47
+
48
+ float paraboloid(vec2 source, vec2 target, float ratio) {
49
+ vec2 x = mix(source, target, ratio);
50
+ vec2 center = mix(source, target, 0.5);
51
+ float dSourceCenter = distance(source, center);
52
+ float dXCenter = distance(x, center);
53
+ return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);
54
+ }
55
+
56
+ vec3 getPos(vec2 source, vec2 target, float segmentRatio) {
57
+ float vertex_height = paraboloid(source, target, segmentRatio);
58
+
59
+ return vec3(
60
+ mix(source, target, segmentRatio),
61
+ sqrt(max(0.0, vertex_height))
62
+ );
63
+ }
64
+ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
65
+ // normalized direction of the line
66
+ vec2 dir_screenspace = normalize(line_clipspace);
67
+ // rotate by 90 degrees
68
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
69
+
70
+ vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
71
+
72
+ return offset;
73
+ }
74
+ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
75
+ // normalized direction of the line
76
+ vec2 dir_screenspace = normalize(line_clipspace);
77
+ // rotate by 90 degrees
78
+ dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
79
+ return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
80
+ }
81
+
82
+ float torad(float deg) {
83
+ return (deg / 180.0) * acos(-1.0);
84
+ }
85
+
86
+ vec3 lglt2xyz(vec2 lnglat) {
87
+ float pi = 3.1415926;
88
+ // + Math.PI/2 是为了对齐坐标
89
+ float lng = torad(lnglat.x) + pi / 2.0;
90
+ float lat = torad(lnglat.y);
91
+
92
+ // 手动增加一些偏移,减轻面的冲突
93
+ float radius = u_globel_radius;
94
+
95
+ float z = radius * cos(lat) * cos(lng);
96
+ float x = radius * cos(lat) * sin(lng);
97
+ float y = radius * sin(lat);
98
+ return vec3(x, y, z);
99
+ }
100
+
101
+ void main() {
102
+ // cal style mapping - 数据纹理映射部分的计算
103
+ styleMappingMat = mat4(
104
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
105
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
106
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
107
+ 0.0, 0.0, 0.0, 0.0 // dataset 数据集
108
+ );
109
+
110
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
111
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
112
+ float columnWidth = 1.0/columnCount; // 列宽
113
+ float rowHeight = 1.0/rowCount; // 行高
114
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
115
+ float id = a_vertexId; // 第n个顶点
116
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
117
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
118
+
119
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
120
+ // 按顺序从 cell 中取值、若没有则自动往下取值
121
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
122
+
123
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
124
+ styleMappingMat[0][0] = opacityAndOffset.r;
125
+ textureOffset = opacityAndOffset.g;
126
+ // cal style mapping - 数据纹理映射部分的计算
127
+
128
+ v_color = a_Color;
129
+ vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;
130
+ vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;
131
+ float segmentIndex = a_Position.x;
132
+ float segmentRatio = getSegmentRatio(segmentIndex);
133
+ float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
134
+
135
+ float d_distance_ratio;
136
+ if(u_line_type == LineTypeDash) {
137
+ d_distance_ratio = segmentIndex / segmentNumber;
138
+ vec2 s = source;
139
+ vec2 t = target;
140
+
141
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
142
+ s = unProjCustomCoord(source);
143
+ t = unProjCustomCoord(target);
144
+ }
145
+ float total_Distance = pixelDistance(s, t) / 2.0 * PI;
146
+ v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
147
+ }
148
+ if(u_animate.x == Animate) {
149
+ d_distance_ratio = segmentIndex / segmentNumber;
150
+ }
151
+ styleMappingMat[3].g = d_distance_ratio; // 当前点位距离占线总长的比例
152
+
153
+ float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
154
+ vec3 curr = getPos(source, target, segmentRatio);
155
+ vec3 next = getPos(source, target, nextSegmentRatio);
156
+ vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);
157
+ // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
158
+
159
+
160
+ v_segmentIndex = a_Position.x;
161
+ if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // 开启贴图模式
162
+
163
+ float arcDistrance = length(source - target);
164
+ float pixelLen = project_pixel_texture(u_icon_step);
165
+ styleMappingMat[3].b = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量
166
+
167
+ vec2 projectOffset = project_pixel(offset);
168
+ float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // 线横向偏移的距离
169
+ float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
170
+ styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
171
+
172
+ v_iconMapUV = a_iconMapUV;
173
+ }
174
+
175
+
176
+ // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));
177
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
178
+ gl_Position = u_Mvp * (vec4(curr.xy + project_pixel(offset), curr.z, 1.0));
179
+ } else {
180
+ gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));
181
+ }
182
+
183
+ // 地球模式
184
+ if(u_globel > 0.0) {
185
+ vec3 startLngLat = lglt2xyz(a_Instance.rg);
186
+ vec3 endLngLat = lglt2xyz(a_Instance.ba);
187
+ float globalRadius = length(startLngLat);
188
+
189
+ vec3 lineDir = normalize(endLngLat - startLngLat);
190
+ vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);
191
+
192
+ // 线的偏移
193
+ vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;
194
+ // 计算起始点和终止点的距离
195
+ float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;
196
+ // 计算飞线各个节点相应的高度
197
+ float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;
198
+ // 地球点位
199
+ vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;
200
+
201
+ gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);
202
+ }
203
+
204
+
205
+ setPickingColor(a_PickingColor);
206
+ }
@@ -0,0 +1,88 @@
1
+
2
+ #define Animate 0.0
3
+ #define LineTexture 1.0
4
+
5
+ uniform float u_opacity;
6
+ uniform float u_textureBlend;
7
+ uniform float u_blur : 0.9;
8
+ uniform float u_line_type: 0.0;
9
+ // varying vec2 v_normal;
10
+ varying vec4 v_dash_array;
11
+ varying vec4 v_color;
12
+
13
+ uniform float u_time;
14
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
15
+
16
+ uniform float u_line_texture;
17
+ uniform sampler2D u_texture;
18
+ uniform vec2 u_textSize;
19
+
20
+ uniform float segmentNumber;
21
+ varying vec2 v_iconMapUV;
22
+
23
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
24
+
25
+ #pragma include "picking"
26
+
27
+ void main() {
28
+ float opacity = styleMappingMat[0][0];
29
+ float animateSpeed = 0.0; // 运动速度
30
+ float d_segmentIndex = styleMappingMat[3].r; // 当前顶点在弧线中所处的分段位置
31
+ float d_distance_ratio = styleMappingMat[3].b; // 当前顶点在弧线中所处的分段比例
32
+
33
+ gl_FragColor = v_color;
34
+
35
+ gl_FragColor.a *= opacity;
36
+
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
+ // alpha = smoothstep(0., 1., alpha);
42
+ alpha = clamp(alpha, 0.0, 1.0);
43
+ gl_FragColor.a *= alpha;
44
+ }
45
+
46
+ // 当存在贴图时在底色上贴上贴图
47
+ if(u_line_texture == LineTexture) { // while load texture
48
+ float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));
49
+ // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);
50
+
51
+ float count = styleMappingMat[3].g; // 贴图在弧线上重复的数量
52
+
53
+ float time = 0.0;
54
+ if(u_animate.x == Animate) {
55
+ time = u_time / u_animate.y;
56
+ }
57
+ float redioCount = arcRadio * count;
58
+
59
+ float u = fract(redioCount - time);
60
+ float v = styleMappingMat[3].a; // 横向 v
61
+ vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
62
+
63
+ vec4 pattern = texture2D(u_texture, uv);
64
+
65
+ if(u_animate.x == Animate) {
66
+ float currentPlane = floor(redioCount - time);
67
+ float textureStep = floor(count * u_animate.z);
68
+ float a = mod(currentPlane, textureStep);
69
+ if(a < textureStep - 1.0) {
70
+ pattern = vec4(0.0);
71
+ }
72
+ }
73
+
74
+ if(u_textureBlend == 0.0) { // normal
75
+ pattern.a = 0.0;
76
+ gl_FragColor = filterColor(gl_FragColor + pattern);
77
+ } else { // replace
78
+ pattern.a *= opacity;
79
+ if(gl_FragColor.a <= 0.0) {
80
+ pattern.a = 0.0;
81
+ }
82
+ gl_FragColor = filterColor(pattern);
83
+ }
84
+
85
+ } else {
86
+ gl_FragColor = filterColor(gl_FragColor);
87
+ }
88
+ }
@@ -0,0 +1,101 @@
1
+ #define LineTypeSolid 0.0
2
+ #define LineTypeDash 1.0
3
+ #define Animate 0.0
4
+ #define LineTexture 1.0
5
+
6
+ uniform float u_opacity;
7
+ uniform float u_textureBlend;
8
+ uniform float u_blur : 0.9;
9
+ uniform float u_line_type: 0.0;
10
+ // varying vec2 v_normal;
11
+ varying vec4 v_dash_array;
12
+ varying float v_distance_ratio;
13
+ varying vec4 v_color;
14
+
15
+ uniform float u_time;
16
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
17
+
18
+ uniform float u_line_texture: 0.0;
19
+ uniform sampler2D u_texture;
20
+ uniform vec2 u_textSize;
21
+ uniform float segmentNumber;
22
+
23
+ varying vec2 v_iconMapUV;
24
+
25
+ uniform float u_linearColor: 0;
26
+ uniform vec4 u_sourceColor;
27
+ uniform vec4 u_targetColor;
28
+
29
+ varying mat4 styleMappingMat;
30
+
31
+ #pragma include "picking"
32
+ #pragma include "project"
33
+ #pragma include "projection"
34
+
35
+ void main() {
36
+ float opacity = styleMappingMat[0][0];
37
+ float animateSpeed = 0.0;
38
+ float d_segmentIndex = styleMappingMat[3].g;
39
+
40
+ // 设置弧线的底色
41
+ if(u_linearColor == 1.0) { // 使用渐变颜色
42
+ gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);
43
+ } else { // 使用 color 方法传入的颜色
44
+ gl_FragColor = v_color;
45
+ }
46
+
47
+ // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));
48
+ // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));
49
+ gl_FragColor.a *= opacity;
50
+ if(u_line_type == LineTypeDash) {
51
+ float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
52
+ if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {
53
+ // 实线部分
54
+ } else {
55
+ // 虚线部分
56
+ discard;
57
+ };
58
+ }
59
+
60
+ // 设置弧线的动画模式
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
+ alpha = smoothstep(0., 1., alpha);
66
+ gl_FragColor.a *= alpha;
67
+ }
68
+
69
+ // 设置弧线的贴图
70
+ if(LineTexture == u_line_texture && u_line_type != LineTypeDash) {
71
+ float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));
72
+ // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);
73
+ float count = styleMappingMat[3].b; // 贴图在弧线上重复的数量
74
+ float u = fract(arcRadio * count - animateSpeed * count);
75
+ // float u = fract(arcRadio * count - animateSpeed);
76
+ if(u_animate.x == Animate) {
77
+ u = gl_FragColor.a/opacity;
78
+ }
79
+
80
+ float v = styleMappingMat[3].a; // 线图层贴图部分的 v 坐标值
81
+
82
+ vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
83
+ vec4 pattern = texture2D(u_texture, uv);
84
+
85
+ // 设置贴图和底色的叠加模式
86
+ if(u_textureBlend == 0.0) { // normal
87
+ pattern.a = 0.0;
88
+ gl_FragColor = filterColor(gl_FragColor + pattern);
89
+ } else { // replace
90
+ pattern.a *= opacity;
91
+ if(gl_FragColor.a <= 0.0) {
92
+ pattern.a = 0.0;
93
+ }
94
+ gl_FragColor = filterColor(pattern);
95
+ }
96
+ } else {
97
+ gl_FragColor = filterColor(gl_FragColor);
98
+ }
99
+
100
+ // gl_FragColor = filterColor(gl_FragColor);
101
+ }