@antv/l7-layers 2.9.36 → 2.9.37-alpha.2

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 (631) hide show
  1. package/package.json +6 -6
  2. package/es/Geometry/index.d.ts +0 -32
  3. package/es/Geometry/index.js +0 -118
  4. package/es/Geometry/models/billboard.d.ts +0 -26
  5. package/es/Geometry/models/billboard.js +0 -228
  6. package/es/Geometry/models/index.d.ts +0 -5
  7. package/es/Geometry/models/index.js +0 -9
  8. package/es/Geometry/models/plane.d.ts +0 -45
  9. package/es/Geometry/models/plane.js +0 -419
  10. package/es/Geometry/models/sprite.d.ts +0 -47
  11. package/es/Geometry/models/sprite.js +0 -301
  12. package/es/Geometry/shaders/billboard_frag.glsl +0 -13
  13. package/es/Geometry/shaders/billboard_vert.glsl +0 -50
  14. package/es/Geometry/shaders/plane_frag.glsl +0 -22
  15. package/es/Geometry/shaders/plane_vert.glsl +0 -53
  16. package/es/Geometry/shaders/sprite_frag.glsl +0 -21
  17. package/es/Geometry/shaders/sprite_vert.glsl +0 -28
  18. package/es/canvas/index.d.ts +0 -23
  19. package/es/canvas/index.js +0 -121
  20. package/es/canvas/models/canvas.d.ts +0 -18
  21. package/es/canvas/models/canvas.js +0 -212
  22. package/es/canvas/models/index.d.ts +0 -5
  23. package/es/canvas/models/index.js +0 -5
  24. package/es/citybuliding/building.d.ts +0 -17
  25. package/es/citybuliding/building.js +0 -86
  26. package/es/citybuliding/models/build.d.ts +0 -22
  27. package/es/citybuliding/models/build.js +0 -187
  28. package/es/citybuliding/shaders/build_frag.glsl +0 -117
  29. package/es/citybuliding/shaders/build_vert.glsl +0 -54
  30. package/es/core/BaseLayer.d.ts +0 -225
  31. package/es/core/BaseLayer.js +0 -1430
  32. package/es/core/BaseModel.d.ts +0 -140
  33. package/es/core/BaseModel.js +0 -489
  34. package/es/core/interface.d.ts +0 -225
  35. package/es/core/interface.js +0 -30
  36. package/es/core/schema.d.ts +0 -27
  37. package/es/core/schema.js +0 -25
  38. package/es/core/shape/Path.d.ts +0 -39
  39. package/es/core/shape/Path.js +0 -62
  40. package/es/core/shape/extrude.d.ts +0 -17
  41. package/es/core/shape/extrude.js +0 -148
  42. package/es/core/triangulation.d.ts +0 -128
  43. package/es/core/triangulation.js +0 -553
  44. package/es/earth/index.d.ts +0 -22
  45. package/es/earth/index.js +0 -98
  46. package/es/earth/models/atmosphere.d.ts +0 -9
  47. package/es/earth/models/atmosphere.js +0 -135
  48. package/es/earth/models/base.d.ts +0 -16
  49. package/es/earth/models/base.js +0 -206
  50. package/es/earth/models/bloomsphere.d.ts +0 -9
  51. package/es/earth/models/bloomsphere.js +0 -134
  52. package/es/earth/shaders/atmosphere_frag.glsl +0 -17
  53. package/es/earth/shaders/atmosphere_vert.glsl +0 -26
  54. package/es/earth/shaders/base_frag.glsl +0 -13
  55. package/es/earth/shaders/base_vert.glsl +0 -52
  56. package/es/earth/shaders/bloomsphere_frag.glsl +0 -15
  57. package/es/earth/shaders/bloomsphere_vert.glsl +0 -20
  58. package/es/earth/utils.d.ts +0 -26
  59. package/es/earth/utils.js +0 -104
  60. package/es/heatmap/index.d.ts +0 -21
  61. package/es/heatmap/index.js +0 -141
  62. package/es/heatmap/models/grid.d.ts +0 -8
  63. package/es/heatmap/models/grid.js +0 -106
  64. package/es/heatmap/models/grid3d.d.ts +0 -8
  65. package/es/heatmap/models/grid3d.js +0 -140
  66. package/es/heatmap/models/heatmap.d.ts +0 -24
  67. package/es/heatmap/models/heatmap.js +0 -463
  68. package/es/heatmap/models/hexagon.d.ts +0 -8
  69. package/es/heatmap/models/hexagon.js +0 -107
  70. package/es/heatmap/models/index.d.ts +0 -5
  71. package/es/heatmap/models/index.js +0 -12
  72. package/es/heatmap/shaders/grid_vert.glsl +0 -42
  73. package/es/heatmap/shaders/heatmap_3d_frag.glsl +0 -14
  74. package/es/heatmap/shaders/heatmap_3d_vert.glsl +0 -46
  75. package/es/heatmap/shaders/heatmap_frag.glsl +0 -47
  76. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +0 -10
  77. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +0 -35
  78. package/es/heatmap/shaders/heatmap_vert.glsl +0 -10
  79. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  80. package/es/heatmap/shaders/hexagon_3d_vert.glsl +0 -64
  81. package/es/heatmap/shaders/hexagon_frag.glsl +0 -12
  82. package/es/heatmap/shaders/hexagon_vert.glsl +0 -41
  83. package/es/heatmap/triangulation.d.ts +0 -5
  84. package/es/heatmap/triangulation.js +0 -37
  85. package/es/image/index.d.ts +0 -19
  86. package/es/image/index.js +0 -104
  87. package/es/image/models/dataImage.d.ts +0 -22
  88. package/es/image/models/dataImage.js +0 -200
  89. package/es/image/models/image.d.ts +0 -19
  90. package/es/image/models/image.js +0 -164
  91. package/es/image/models/index.d.ts +0 -5
  92. package/es/image/models/index.js +0 -9
  93. package/es/image/models/tileDataImage.d.ts +0 -19
  94. package/es/image/models/tileDataImage.js +0 -174
  95. package/es/image/shaders/dataImage_frag.glsl +0 -38
  96. package/es/image/shaders/image_frag.glsl +0 -9
  97. package/es/image/shaders/image_vert.glsl +0 -17
  98. package/es/index.d.ts +0 -17
  99. package/es/index.js +0 -107
  100. package/es/line/index.d.ts +0 -43
  101. package/es/line/index.js +0 -140
  102. package/es/line/models/arc.d.ts +0 -17
  103. package/es/line/models/arc.js +0 -356
  104. package/es/line/models/arc_3d.d.ts +0 -17
  105. package/es/line/models/arc_3d.js +0 -333
  106. package/es/line/models/earthArc_3d.d.ts +0 -17
  107. package/es/line/models/earthArc_3d.js +0 -336
  108. package/es/line/models/great_circle.d.ts +0 -12
  109. package/es/line/models/great_circle.js +0 -294
  110. package/es/line/models/half.d.ts +0 -18
  111. package/es/line/models/half.js +0 -281
  112. package/es/line/models/index.d.ts +0 -5
  113. package/es/line/models/index.js +0 -25
  114. package/es/line/models/line.d.ts +0 -21
  115. package/es/line/models/line.js +0 -443
  116. package/es/line/models/linearline.d.ts +0 -11
  117. package/es/line/models/linearline.js +0 -275
  118. package/es/line/models/simpleLine.d.ts +0 -14
  119. package/es/line/models/simpleLine.js +0 -234
  120. package/es/line/models/simpleTileLine.d.ts +0 -9
  121. package/es/line/models/simpleTileLine.js +0 -100
  122. package/es/line/models/tile.d.ts +0 -8
  123. package/es/line/models/tile.js +0 -178
  124. package/es/line/models/wall.d.ts +0 -12
  125. package/es/line/models/wall.js +0 -293
  126. package/es/line/shaders/arc_chunks.vert.glsl +0 -21
  127. package/es/line/shaders/dash/arc_dash_frag.glsl +0 -28
  128. package/es/line/shaders/dash/arc_dash_vert.glsl +0 -150
  129. package/es/line/shaders/dash/line_dash_frag.glsl +0 -31
  130. package/es/line/shaders/dash/line_dash_vert.glsl +0 -93
  131. package/es/line/shaders/half/line_half_frag.glsl +0 -53
  132. package/es/line/shaders/half/line_half_vert.glsl +0 -169
  133. package/es/line/shaders/line_arc2d_vert.glsl +0 -114
  134. package/es/line/shaders/line_arc_3d_frag.glsl +0 -103
  135. package/es/line/shaders/line_arc_3d_vert.glsl +0 -206
  136. package/es/line/shaders/line_arc_frag.glsl +0 -88
  137. package/es/line/shaders/line_arc_great_circle_frag.glsl +0 -101
  138. package/es/line/shaders/line_arc_great_circle_vert.glsl +0 -214
  139. package/es/line/shaders/line_arc_vert.glsl +0 -178
  140. package/es/line/shaders/line_bezier_vert.glsl +0 -85
  141. package/es/line/shaders/line_frag.glsl +0 -99
  142. package/es/line/shaders/line_vert.glsl +0 -192
  143. package/es/line/shaders/linear/arc3d_linear_frag.glsl +0 -46
  144. package/es/line/shaders/linear/arc3d_linear_vert.glsl +0 -206
  145. package/es/line/shaders/linear/arc_linear_frag.glsl +0 -38
  146. package/es/line/shaders/linear/arc_linear_vert.glsl +0 -138
  147. package/es/line/shaders/linear/line_linear_frag.glsl +0 -27
  148. package/es/line/shaders/linearLine/line_linear_frag.glsl +0 -20
  149. package/es/line/shaders/linearLine/line_linear_vert.glsl +0 -112
  150. package/es/line/shaders/simple/simpleline_frag.glsl +0 -10
  151. package/es/line/shaders/simple/simpleline_linear_frag.glsl +0 -11
  152. package/es/line/shaders/simple/simpleline_vert.glsl +0 -79
  153. package/es/line/shaders/tile/line_tile_map_vert.glsl +0 -25
  154. package/es/line/shaders/tile/line_tile_vert.glsl +0 -52
  155. package/es/line/shaders/tile/simpleline_map_vert.glsl +0 -15
  156. package/es/line/shaders/tile/simpleline_vert.glsl +0 -21
  157. package/es/line/shaders/wall/wall_frag.glsl +0 -89
  158. package/es/line/shaders/wall/wall_vert.glsl +0 -77
  159. package/es/mask/index.d.ts +0 -27
  160. package/es/mask/index.js +0 -160
  161. package/es/mask/models/fill.d.ts +0 -12
  162. package/es/mask/models/fill.js +0 -124
  163. package/es/mask/models/index.d.ts +0 -5
  164. package/es/mask/models/index.js +0 -7
  165. package/es/mask/shaders/mask_vert.glsl +0 -16
  166. package/es/plugins/DataMappingPlugin.d.ts +0 -18
  167. package/es/plugins/DataMappingPlugin.js +0 -413
  168. package/es/plugins/DataSourcePlugin.d.ts +0 -7
  169. package/es/plugins/DataSourcePlugin.js +0 -84
  170. package/es/plugins/FeatureScalePlugin.d.ts +0 -24
  171. package/es/plugins/FeatureScalePlugin.js +0 -340
  172. package/es/plugins/LayerAnimateStylePlugin.d.ts +0 -5
  173. package/es/plugins/LayerAnimateStylePlugin.js +0 -29
  174. package/es/plugins/LayerModelPlugin.d.ts +0 -10
  175. package/es/plugins/LayerModelPlugin.js +0 -72
  176. package/es/plugins/LayerStylePlugin.d.ts +0 -8
  177. package/es/plugins/LayerStylePlugin.js +0 -39
  178. package/es/plugins/LightingPlugin.d.ts +0 -36
  179. package/es/plugins/LightingPlugin.js +0 -104
  180. package/es/plugins/MultiPassRendererPlugin.d.ts +0 -23
  181. package/es/plugins/MultiPassRendererPlugin.js +0 -65
  182. package/es/plugins/PixelPickingPlugin.d.ts +0 -8
  183. package/es/plugins/PixelPickingPlugin.js +0 -126
  184. package/es/plugins/RegisterStyleAttributePlugin.d.ts +0 -15
  185. package/es/plugins/RegisterStyleAttributePlugin.js +0 -156
  186. package/es/plugins/ShaderUniformPlugin.d.ts +0 -21
  187. package/es/plugins/ShaderUniformPlugin.js +0 -106
  188. package/es/plugins/UpdateModelPlugin.d.ts +0 -8
  189. package/es/plugins/UpdateModelPlugin.js +0 -31
  190. package/es/plugins/UpdateStyleAttributePlugin.d.ts +0 -12
  191. package/es/plugins/UpdateStyleAttributePlugin.js +0 -83
  192. package/es/point/index.d.ts +0 -40
  193. package/es/point/index.js +0 -229
  194. package/es/point/models/earthExtrude.d.ts +0 -24
  195. package/es/point/models/earthExtrude.js +0 -274
  196. package/es/point/models/earthFill.d.ts +0 -11
  197. package/es/point/models/earthFill.js +0 -258
  198. package/es/point/models/extrude.d.ts +0 -24
  199. package/es/point/models/extrude.js +0 -295
  200. package/es/point/models/fill.d.ts +0 -40
  201. package/es/point/models/fill.js +0 -403
  202. package/es/point/models/fillmage.d.ts +0 -25
  203. package/es/point/models/fillmage.js +0 -366
  204. package/es/point/models/image.d.ts +0 -11
  205. package/es/point/models/image.js +0 -239
  206. package/es/point/models/index.d.ts +0 -5
  207. package/es/point/models/index.js +0 -30
  208. package/es/point/models/normal.d.ts +0 -16
  209. package/es/point/models/normal.js +0 -124
  210. package/es/point/models/radar.d.ts +0 -24
  211. package/es/point/models/radar.js +0 -232
  212. package/es/point/models/simplePoint.d.ts +0 -16
  213. package/es/point/models/simplePoint.js +0 -179
  214. package/es/point/models/text.d.ts +0 -57
  215. package/es/point/models/text.js +0 -619
  216. package/es/point/models/tile.d.ts +0 -15
  217. package/es/point/models/tile.js +0 -175
  218. package/es/point/models/tileText.d.ts +0 -52
  219. package/es/point/models/tileText.js +0 -509
  220. package/es/point/shaders/animate/wave_frag.glsl +0 -65
  221. package/es/point/shaders/earth/extrude_frag.glsl +0 -44
  222. package/es/point/shaders/earth/extrude_vert.glsl +0 -140
  223. package/es/point/shaders/earth/fill_frag.glsl +0 -86
  224. package/es/point/shaders/earth/fill_vert.glsl +0 -125
  225. package/es/point/shaders/extrude/extrude_frag.glsl +0 -44
  226. package/es/point/shaders/extrude/extrude_vert.glsl +0 -121
  227. package/es/point/shaders/fill_frag.glsl +0 -84
  228. package/es/point/shaders/fill_vert.glsl +0 -188
  229. package/es/point/shaders/image/fillImage_frag.glsl +0 -20
  230. package/es/point/shaders/image/fillImage_vert.glsl +0 -116
  231. package/es/point/shaders/image_frag.glsl +0 -39
  232. package/es/point/shaders/image_vert.glsl +0 -90
  233. package/es/point/shaders/normal_frag.glsl +0 -6
  234. package/es/point/shaders/normal_vert.glsl +0 -24
  235. package/es/point/shaders/radar/radar_frag.glsl +0 -53
  236. package/es/point/shaders/radar/radar_vert.glsl +0 -70
  237. package/es/point/shaders/simplePoint_frag.glsl +0 -53
  238. package/es/point/shaders/simplePoint_vert.glsl +0 -79
  239. package/es/point/shaders/text_frag.glsl +0 -48
  240. package/es/point/shaders/text_vert.glsl +0 -131
  241. package/es/point/shaders/tile/fill_tile_frag.glsl +0 -76
  242. package/es/point/shaders/tile/fill_tile_vert.glsl +0 -78
  243. package/es/point/shaders/tile/text_frag.glsl +0 -33
  244. package/es/point/shaders/tile/text_map_frag.glsl +0 -31
  245. package/es/point/shaders/tile/text_map_vert.glsl +0 -38
  246. package/es/point/shaders/tile/text_vert.glsl +0 -48
  247. package/es/point/shape/extrude.d.ts +0 -15
  248. package/es/point/shape/extrude.js +0 -63
  249. package/es/polygon/index.d.ts +0 -27
  250. package/es/polygon/index.js +0 -146
  251. package/es/polygon/models/extrude.d.ts +0 -28
  252. package/es/polygon/models/extrude.js +0 -302
  253. package/es/polygon/models/fill.d.ts +0 -17
  254. package/es/polygon/models/fill.js +0 -210
  255. package/es/polygon/models/index.d.ts +0 -5
  256. package/es/polygon/models/index.js +0 -28
  257. package/es/polygon/models/ocean.d.ts +0 -21
  258. package/es/polygon/models/ocean.js +0 -202
  259. package/es/polygon/models/tile.d.ts +0 -12
  260. package/es/polygon/models/tile.js +0 -101
  261. package/es/polygon/models/water.d.ts +0 -16
  262. package/es/polygon/models/water.js +0 -179
  263. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +0 -44
  264. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +0 -44
  265. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +0 -85
  266. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +0 -90
  267. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +0 -48
  268. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +0 -93
  269. package/es/polygon/shaders/polygon_frag.glsl +0 -12
  270. package/es/polygon/shaders/polygon_linear_frag.glsl +0 -22
  271. package/es/polygon/shaders/polygon_linear_vert.glsl +0 -74
  272. package/es/polygon/shaders/polygon_vert.glsl +0 -66
  273. package/es/polygon/shaders/tile/polygon_tile_map_vert.glsl +0 -16
  274. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +0 -42
  275. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +0 -247
  276. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +0 -21
  277. package/es/polygon/shaders/water/polygon_water_frag.glsl +0 -71
  278. package/es/polygon/shaders/water/polygon_water_vert.glsl +0 -26
  279. package/es/raster/buffers/triangulation.d.ts +0 -6
  280. package/es/raster/buffers/triangulation.js +0 -25
  281. package/es/raster/index.d.ts +0 -19
  282. package/es/raster/index.js +0 -107
  283. package/es/raster/models/index.d.ts +0 -5
  284. package/es/raster/models/index.js +0 -10
  285. package/es/raster/models/raster.d.ts +0 -22
  286. package/es/raster/models/raster.js +0 -242
  287. package/es/raster/models/rasterRgb.d.ts +0 -20
  288. package/es/raster/models/rasterRgb.js +0 -226
  289. package/es/raster/models/rasterTile.d.ts +0 -18
  290. package/es/raster/models/rasterTile.js +0 -140
  291. package/es/raster/raster.d.ts +0 -30
  292. package/es/raster/raster.js +0 -174
  293. package/es/raster/shaders/raster_2d_frag.glsl +0 -64
  294. package/es/raster/shaders/raster_2d_vert.glsl +0 -17
  295. package/es/raster/shaders/raster_frag.glsl +0 -9
  296. package/es/raster/shaders/raster_rgb_frag.glsl +0 -12
  297. package/es/raster/shaders/raster_vert.glsl +0 -44
  298. package/es/shader/minify_frag.glsl +0 -7
  299. package/es/shader/minify_picking_frag.glsl +0 -10
  300. package/es/tile/interface.d.ts +0 -29
  301. package/es/tile/interface.js +0 -1
  302. package/es/tile/manager/baseMapTileLayerManager.d.ts +0 -7
  303. package/es/tile/manager/baseMapTileLayerManager.js +0 -119
  304. package/es/tile/manager/baseTileManager.d.ts +0 -27
  305. package/es/tile/manager/baseTileManager.js +0 -107
  306. package/es/tile/manager/tileConfigManager.d.ts +0 -17
  307. package/es/tile/manager/tileConfigManager.js +0 -121
  308. package/es/tile/manager/tileLayerManager.d.ts +0 -15
  309. package/es/tile/manager/tileLayerManager.js +0 -255
  310. package/es/tile/manager/tilePickerManager.d.ts +0 -21
  311. package/es/tile/manager/tilePickerManager.js +0 -194
  312. package/es/tile/models/tileModel.d.ts +0 -10
  313. package/es/tile/models/tileModel.js +0 -81
  314. package/es/tile/tileFactory/base.d.ts +0 -44
  315. package/es/tile/tileFactory/base.js +0 -474
  316. package/es/tile/tileFactory/index.d.ts +0 -5
  317. package/es/tile/tileFactory/index.js +0 -38
  318. package/es/tile/tileFactory/line.d.ts +0 -12
  319. package/es/tile/tileFactory/line.js +0 -62
  320. package/es/tile/tileFactory/mask.d.ts +0 -12
  321. package/es/tile/tileFactory/mask.js +0 -63
  322. package/es/tile/tileFactory/point.d.ts +0 -12
  323. package/es/tile/tileFactory/point.js +0 -63
  324. package/es/tile/tileFactory/polygon.d.ts +0 -12
  325. package/es/tile/tileFactory/polygon.js +0 -62
  326. package/es/tile/tileFactory/raster.d.ts +0 -12
  327. package/es/tile/tileFactory/raster.js +0 -58
  328. package/es/tile/tileFactory/rasterData.d.ts +0 -12
  329. package/es/tile/tileFactory/rasterData.js +0 -86
  330. package/es/tile/tileFactory/rasterDataLayer.d.ts +0 -20
  331. package/es/tile/tileFactory/rasterDataLayer.js +0 -90
  332. package/es/tile/tileFactory/test.d.ts +0 -12
  333. package/es/tile/tileFactory/test.js +0 -105
  334. package/es/tile/tileFactory/vectorLayer.d.ts +0 -38
  335. package/es/tile/tileFactory/vectorLayer.js +0 -264
  336. package/es/tile/tileLayer/baseMapTileLayer.d.ts +0 -30
  337. package/es/tile/tileLayer/baseMapTileLayer.js +0 -195
  338. package/es/tile/tileLayer/baseTileLayer.d.ts +0 -48
  339. package/es/tile/tileLayer/baseTileLayer.js +0 -420
  340. package/es/tile/tileTest.d.ts +0 -15
  341. package/es/tile/tileTest.js +0 -62
  342. package/es/tile/tmsMapTileLayer.d.ts +0 -7
  343. package/es/tile/tmsMapTileLayer.js +0 -97
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@@ -1,214 +0,0 @@
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- #define LineTypeSolid 0.0
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- #define LineTypeDash 1.0
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- #define Animate 0.0
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- #define LineTexture 1.0
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-
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- attribute vec4 a_Color;
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- attribute vec3 a_Position;
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- attribute vec4 a_Instance;
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- attribute float a_Size;
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- uniform mat4 u_ModelMatrix;
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- uniform mat4 u_Mvp;
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- uniform float segmentNumber;
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- uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
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- varying vec4 v_color;
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-
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- varying float v_distance_ratio;
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- uniform float u_line_type: 0.0;
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- uniform vec4 u_dash_array: [10.0, 5., 0, 0];
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- varying vec4 v_dash_array;
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-
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- uniform float u_icon_step: 100;
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- uniform float u_line_texture: 0.0;
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-
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- attribute vec2 a_iconMapUV;
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- varying vec2 v_iconMapUV;
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-
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- uniform float u_opacity: 1.0;
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- 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
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-
30
- #pragma include "styleMapping"
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- #pragma include "styleMappingCalOpacity"
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-
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- #pragma include "projection"
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- #pragma include "project"
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- #pragma include "picking"
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-
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- float maps (float value, float start1, float stop1, float start2, float stop2) {
38
- return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
39
- }
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-
41
- float getSegmentRatio(float index) {
42
- return index / (segmentNumber - 1.);
43
- }
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-
45
- float paraboloid(vec2 source, vec2 target, float ratio) {
46
- vec2 x = mix(source, target, ratio);
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- vec2 center = mix(source, target, 0.5);
48
- float dSourceCenter = distance(source, center);
49
- float dXCenter = distance(x, center);
50
- return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);
51
- }
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-
53
- vec3 getPos(vec2 source, vec2 target, float segmentRatio) {
54
- float vertex_height = paraboloid(source, target, segmentRatio);
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-
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- return vec3(
57
- mix(source, target, segmentRatio),
58
- sqrt(max(0.0, vertex_height))
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- );
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- }
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- vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
62
- // normalized direction of the line
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- vec2 dir_screenspace = normalize(line_clipspace);
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- // rotate by 90 degrees
65
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
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- vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size)/ 2.0;
67
- return offset;
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- }
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- vec2 getNormal(vec2 line_clipspace, float offset_direction) {
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- // normalized direction of the line
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- vec2 dir_screenspace = normalize(line_clipspace);
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- // rotate by 90 degrees
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- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
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- return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
75
- }
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- float getAngularDist (vec2 source, vec2 target) {
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- vec2 delta = source - target;
78
- vec2 sin_half_delta = sin(delta / 2.0);
79
- float a =
80
- sin_half_delta.y * sin_half_delta.y +
81
- cos(source.y) * cos(target.y) *
82
- sin_half_delta.x * sin_half_delta.x;
83
- return 2.0 * atan(sqrt(a), sqrt(1.0 - a));
84
- }
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-
86
- vec2 midPoint(vec2 source, vec2 target) {
87
- vec2 center = target - source;
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- float r = length(center);
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- float theta = atan(center.y, center.x);
90
- float thetaOffset = 0.314;
91
- float r2 = r / 2.0 / cos(thetaOffset);
92
- float theta2 = theta + thetaOffset;
93
- vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
94
- return mid;
95
- }
96
- float bezier3(vec3 arr, float t) {
97
- float ut = 1. - t;
98
- return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
99
- }
100
-
101
- vec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {
102
- // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
103
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
104
- vec2 mid = midPoint(source, target);
105
- vec3 x = vec3(source.x, mid.x, target.x);
106
- vec3 y = vec3(source.y, mid.y, target.y);
107
- return vec2(bezier3(x ,t), bezier3(y,t));
108
- }else {
109
- if(abs(angularDist - PI) < 0.001) {
110
- return (1.0 - t) * source + t * target;
111
- }
112
- float a = sin((1.0 - t) * angularDist) / sin(angularDist);
113
- float b = sin(t * angularDist) / sin(angularDist);
114
- vec2 sin_source = sin(source);
115
- vec2 cos_source = cos(source);
116
- vec2 sin_target = sin(target);
117
- vec2 cos_target = cos(target);
118
- float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;
119
- float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;
120
- float z = a * sin_source.y + b * sin_target.y;
121
- return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));
122
- }
123
- }
124
-
125
- void main() {
126
- // cal style mapping - 数据纹理映射部分的计算
127
- styleMappingMat = mat4(
128
- 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
129
- 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
130
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
131
- 0.0, 0.0, 0.0, 0.0 // dataset 数据集
132
- );
133
-
134
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
135
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
136
- float columnWidth = 1.0/columnCount; // 列宽
137
- float rowHeight = 1.0/rowCount; // 行高
138
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
139
- float id = a_vertexId; // 第n个顶点
140
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
141
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
142
-
143
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
144
- // 按顺序从 cell 中取值、若没有则自动往下取值
145
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
146
-
147
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
148
- styleMappingMat[0][0] = opacityAndOffset.r;
149
- textureOffset = opacityAndOffset.g;
150
- // cal style mapping - 数据纹理映射部分的计算
151
-
152
- v_color = a_Color;
153
- vec2 source = radians(a_Instance.rg);
154
- vec2 target = radians(a_Instance.ba);
155
- float angularDist = getAngularDist(source, target);
156
- float segmentIndex = a_Position.x;
157
- float segmentRatio = getSegmentRatio(segmentIndex);
158
- float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
159
-
160
- if(u_line_type == LineTypeDash) {
161
- v_distance_ratio = segmentIndex / segmentNumber;
162
- vec2 s = source;
163
- vec2 t = target;
164
-
165
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
166
- s = unProjCustomCoord(source);
167
- t = unProjCustomCoord(target);
168
- }
169
- float total_Distance = pixelDistance(s, t) / 2.0 * PI;
170
- total_Distance = total_Distance*16.0; // total_Distance*16.0 调整默认的效果
171
- v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
172
- }
173
-
174
- if(u_animate.x == Animate) {
175
- v_distance_ratio = segmentIndex / segmentNumber;
176
- }
177
-
178
- float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
179
- v_distance_ratio = segmentIndex / segmentNumber;
180
- vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));
181
- vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));
182
- // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
183
- vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
184
- // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));
185
- // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));
186
-
187
- styleMappingMat[3].g = a_Position.x; // 该顶点在弧线上的分段排序
188
- if(LineTexture == u_line_texture) { // 开启贴图模式
189
- // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;
190
- float d_arcDistrance = length(source - target);
191
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap
192
- d_arcDistrance = d_arcDistrance * 1000000.0;
193
- }
194
- if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox
195
- d_arcDistrance = project_pixel_allmap(d_arcDistrance);
196
- }
197
- float d_pixelLen = project_pixel(u_icon_step)/8.0;
198
- styleMappingMat[3].b = floor(d_arcDistrance/d_pixelLen); // 贴图在弧线上重复的数量
199
-
200
- float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // 线横向偏移的距离
201
- float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
202
- styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
203
-
204
- v_iconMapUV = a_iconMapUV;
205
- }
206
-
207
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
208
- gl_Position = u_Mvp * (vec4(curr.xy + offset, curr.z, 1.0));
209
- } else {
210
- gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));
211
- }
212
- setPickingColor(a_PickingColor);
213
- }
214
-
@@ -1,178 +0,0 @@
1
- #define Animate 0.0
2
- #define LineTexture 1.0
3
-
4
- attribute vec4 a_Color;
5
- attribute vec3 a_Position;
6
- attribute vec4 a_Instance;
7
- attribute float a_Size;
8
- uniform mat4 u_ModelMatrix;
9
- uniform mat4 u_Mvp;
10
- uniform float segmentNumber;
11
- uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
12
- varying vec4 v_color;
13
-
14
- uniform float u_lineDir: 1.0;
15
-
16
- uniform float u_thetaOffset: 0.314;
17
- uniform float u_icon_step: 100;
18
- uniform float u_line_texture: 0.0;
19
- attribute vec2 a_iconMapUV;
20
- varying vec2 v_iconMapUV;
21
-
22
- uniform float u_opacity: 1.0;
23
- 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
24
-
25
- #pragma include "styleMapping"
26
- #pragma include "styleMappingCalOpacity"
27
- #pragma include "styleMappingCalThetaOffset"
28
-
29
- #pragma include "projection"
30
- #pragma include "project"
31
- #pragma include "picking"
32
-
33
- float bezier3(vec3 arr, float t) {
34
- float ut = 1. - t;
35
- return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
36
- }
37
- vec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {
38
- vec2 center = target - source;
39
- float r = length(center);
40
- float theta = atan(center.y, center.x);
41
- float thetaOffset = arcThetaOffset;
42
- float r2 = r / 2.0 / cos(thetaOffset);
43
- float theta2 = theta + thetaOffset;
44
- vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
45
- if(u_lineDir == 1.0) { // 正向
46
- return mid;
47
- } else { // 逆向
48
- // (mid + vmin)/2 = (s + t)/2
49
- vec2 vmid = source + target - mid;
50
- return vmid;
51
- }
52
- // return mid;
53
- }
54
- float getSegmentRatio(float index) {
55
- // dash: index / (segmentNumber - 1.);
56
- // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
57
- return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
58
- // return index / (segmentNumber - 1.);
59
- }
60
- vec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {
61
- // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
62
- vec2 mid = midPoint(source, target, arcThetaOffset);
63
- vec3 x = vec3(source.x, mid.x, target.x);
64
- vec3 y = vec3(source.y, mid.y, target.y);
65
- return vec2(bezier3(x ,t), bezier3(y,t));
66
- }
67
- vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
68
- // normalized direction of the line
69
- vec2 dir_screenspace = normalize(line_clipspace);
70
- // rotate by 90 degrees
71
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
72
- vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
73
- return offset;
74
- }
75
- vec2 getNormal(vec2 line_clipspace, float offset_direction) {
76
- // normalized direction of the line
77
- vec2 dir_screenspace = normalize(line_clipspace);
78
- // rotate by 90 degrees
79
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
80
- return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
81
- }
82
-
83
- void main() {
84
- v_color = a_Color;
85
-
86
- // cal style mapping - 数据纹理映射部分的计算
87
- styleMappingMat = mat4(
88
- 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
89
- 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
90
- 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
91
- 0.0, 0.0, 0.0, 0.0 // dataset 数据集
92
- );
93
-
94
- float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
95
- float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
96
- float columnWidth = 1.0/columnCount; // 列宽
97
- float rowHeight = 1.0/rowCount; // 行高
98
- float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
99
- float id = a_vertexId; // 第n个顶点
100
- float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
101
- float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
102
-
103
- // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset...
104
- // 按顺序从 cell 中取值、若没有则自动往下取值
105
- float textureOffset = 0.0; // 在 cell 中取值的偏移量
106
-
107
- vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
108
- styleMappingMat[0][0] = opacityAndOffset.r;
109
- textureOffset = opacityAndOffset.g;
110
-
111
- vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
112
- styleMappingMat[0][1] = thetaOffsetAndOffset.r;
113
- textureOffset = thetaOffsetAndOffset.g;
114
- // cal style mapping - 数据纹理映射部分的计算
115
-
116
-
117
- vec2 source = a_Instance.rg; // 起始点
118
- vec2 target = a_Instance.ba; // 终点
119
- float segmentIndex = a_Position.x;
120
- float segmentRatio = getSegmentRatio(segmentIndex);
121
-
122
- float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
123
- float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
124
- float d_distance_ratio;
125
-
126
- if(u_animate.x == Animate) {
127
- d_distance_ratio = segmentIndex / segmentNumber;
128
- if(u_lineDir != 1.0) {
129
- d_distance_ratio = 1.0 - d_distance_ratio;
130
- }
131
- }
132
-
133
- styleMappingMat[3].b = d_distance_ratio;
134
-
135
- // styleMappingMat[0][1] - arcThetaOffset
136
- float arcThetaOffset = styleMappingMat[0][1];
137
- vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, arcThetaOffset), 0.0, 1.0));
138
- vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, arcThetaOffset), 0.0, 1.0));
139
- // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
140
- //unProjCustomCoord
141
-
142
- vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
143
-
144
-
145
- float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置
146
- styleMappingMat[3].r = d_segmentIndex;
147
-
148
- if(LineTexture == u_line_texture) { // 开启贴图模式
149
-
150
- float arcDistrance = length(source - target); // 起始点和终点的距离
151
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap
152
- arcDistrance *= 1000000.0;
153
- }
154
- if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox
155
- // arcDistrance *= 8.0;
156
- arcDistrance = project_pixel_allmap(arcDistrance);
157
- }
158
- v_iconMapUV = a_iconMapUV;
159
-
160
- float pixelLen = project_pixel_texture(u_icon_step); // 贴图沿弧线方向的长度 - 随地图缩放改变
161
- float texCount = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量
162
- styleMappingMat[3].g = texCount;
163
-
164
- float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // 线横向偏移的距离
165
- float linePixelSize = project_pixel(a_Size); // 定点位置偏移
166
- styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
167
- }
168
-
169
-
170
- // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
171
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
172
- // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
173
- gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
174
- } else {
175
- gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
176
- }
177
- setPickingColor(a_PickingColor);
178
- }
@@ -1,85 +0,0 @@
1
- #define LineTypeSolid 0.0
2
- #define LineTypeDash 1.0
3
- #define Animate 0.0
4
- attribute vec4 a_Color;
5
- attribute vec3 a_Position;
6
- attribute vec4 a_Instance;
7
- attribute float a_Size;
8
- uniform mat4 u_ModelMatrix;
9
- uniform float segmentNumber;
10
- uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
11
- varying vec4 v_color;
12
- varying vec2 v_normal;
13
-
14
- varying float v_distance_ratio;
15
- uniform float u_line_type: 0.0;
16
- uniform vec4 u_dash_array: [10.0, 5., 0, 0];
17
- varying vec4 v_dash_array;
18
- #pragma include "projection"
19
- #pragma include "project"
20
- #pragma include "picking"
21
-
22
- float bezier3(vec3 arr, float t) {
23
- float ut = 1. - t;
24
- return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
25
- }
26
- vec2 midPoint(vec2 source, vec2 target) {
27
- vec2 center = target - source;
28
- float r = length(center);
29
- float theta = atan(center.y, center.x);
30
- float thetaOffset = 0.314;
31
- float r2 = r / 2.0 / cos(thetaOffset);
32
- float theta2 = theta + thetaOffset;
33
- vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
34
- return mid;
35
- }
36
- float getSegmentRatio(float index) {
37
- return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
38
- }
39
- vec2 interpolate (vec2 source, vec2 target, float t) {
40
- // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
41
- vec2 mid = midPoint(source, target);
42
- vec3 x = vec3(source.x, mid.x, target.x);
43
- vec3 y = vec3(source.y, mid.y, target.y);
44
- return vec2(bezier3(x ,t), bezier3(y,t));
45
- }
46
- vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
47
- // normalized direction of the line
48
- vec2 dir_screenspace = normalize(line_clipspace);
49
- // rotate by 90 degrees
50
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
51
- vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;
52
- return offset * vec2(1.0, -1.0);
53
- }
54
- vec2 getNormal(vec2 line_clipspace, float offset_direction) {
55
- // normalized direction of the line
56
- vec2 dir_screenspace = normalize(line_clipspace);
57
- // rotate by 90 degrees
58
- dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
59
- return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
60
- }
61
-
62
- void main() {
63
- v_color = a_Color;
64
- vec2 source = a_Instance.rg;
65
- vec2 target = a_Instance.ba;
66
- float segmentIndex = a_Position.x;
67
- float segmentRatio = getSegmentRatio(segmentIndex);
68
- float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
69
- float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
70
- if(u_line_type == LineTypeDash) {
71
- v_distance_ratio = segmentIndex / segmentNumber;
72
- float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
73
- v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
74
- }
75
- if(u_animate.x == Animate) {
76
- v_distance_ratio = segmentIndex / segmentNumber;
77
- }
78
- vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));
79
- vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio), 0.0, 1.0));
80
- v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
81
- vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
82
-
83
- gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
84
- setPickingColor(a_PickingColor);
85
- }
@@ -1,99 +0,0 @@
1
- #define Animate 0.0
2
- #define LineTexture 1.0
3
- uniform float u_opacity : 1.0;
4
- uniform float u_textureBlend;
5
-
6
- uniform float u_borderWidth: 0.0;
7
-
8
- uniform vec3 u_blur;
9
- uniform vec4 u_borderColor;
10
- varying vec4 v_color;
11
-
12
- // line texture
13
- uniform float u_line_texture;
14
- uniform sampler2D u_texture;
15
- uniform vec2 u_textSize;
16
-
17
- varying vec2 v_iconMapUV;
18
-
19
- #pragma include "picking"
20
-
21
- uniform float u_time;
22
- uniform vec4 u_animate: [ 1, 2., 1.0, 0.2 ]; // 控制运动
23
-
24
- varying mat4 styleMappingMat;
25
- // [animate, duration, interval, trailLength],
26
- void main() {
27
- float opacity = styleMappingMat[0][0];
28
- float animateSpeed = 0.0; // 运动速度
29
- float d_distance_ratio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
30
- gl_FragColor = v_color;
31
- // anti-alias
32
- // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));
33
- gl_FragColor.a *= opacity; // 全局透明度
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
- alpha = smoothstep(0., 1., alpha);
39
- gl_FragColor.a *= alpha;
40
- }
41
-
42
- if(u_line_texture == LineTexture) { // while load texture
43
- float aDistance = styleMappingMat[3].g; // 当前顶点的距离
44
- float d_texPixelLen = styleMappingMat[3].b; // 贴图的像素长度,根据地图层级缩放
45
- float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);
46
- float v = styleMappingMat[3].a; // 线图层贴图部分的 v 坐标值
47
-
48
- // v = max(smoothstep(0.95, 1.0, v), v);
49
- vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
50
-
51
- // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));
52
- // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));
53
- vec4 pattern = texture2D(u_texture, uv);
54
-
55
- if(u_textureBlend == 0.0) { // normal
56
- pattern.a = 0.0;
57
- gl_FragColor += pattern;
58
- } else { // replace
59
- pattern.a *= opacity;
60
- if(gl_FragColor.a <= 0.0) {
61
- pattern.a = 0.0;
62
- }
63
- gl_FragColor = pattern;
64
- }
65
- }
66
-
67
- float v = styleMappingMat[3].a;
68
- float borderWidth = min(0.5, u_borderWidth);
69
- // 绘制 border
70
- if(borderWidth > 0.01) {
71
- float borderOuterWidth = borderWidth/2.0;
72
-
73
- if(v >= 1.0 - borderWidth || v <= borderWidth) {
74
- if(v > borderWidth) {
75
- float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);
76
- gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);
77
- } else if(v <= borderWidth) {
78
- float linear = smoothstep(0.0, 1.0, v/borderWidth);
79
- gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);
80
- }
81
- }
82
-
83
- if(v < borderOuterWidth) {
84
- gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);
85
- } else if(v > 1.0 - borderOuterWidth) {
86
- gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);
87
- }
88
- }
89
-
90
- // blur
91
- float blurV = styleMappingMat[3][3];
92
- if(blurV < 0.5) {
93
- gl_FragColor.a *= mix(u_blur.r, u_blur.g, blurV/0.5);
94
- } else {
95
- gl_FragColor.a *= mix(u_blur.g, u_blur.b, (blurV - 0.5)/0.5);
96
- }
97
-
98
- gl_FragColor = filterColor(gl_FragColor);
99
- }