@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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@@ -1,357 +0,0 @@
1
- import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
2
- import _createClass from "@babel/runtime/helpers/createClass";
3
- import _defineProperty from "@babel/runtime/helpers/defineProperty";
4
- import * as glUtils from "./utils";
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- import { drawFrag, drawVert, fullScreenFrag, fullScreenVert, updateFrag, updateVert } from "./windShader";
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-
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- function getColorRamp(colors) {
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- var canvas = document.createElement('canvas');
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- var ctx = canvas.getContext('2d');
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- canvas.width = 256;
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- canvas.height = 1;
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- var gradient = ctx.createLinearGradient(0, 0, 256, 0);
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-
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- for (var _i = 0, _Object$keys = Object.keys(colors); _i < _Object$keys.length; _i++) {
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- var stop = _Object$keys[_i];
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- gradient.addColorStop(+stop, colors[+stop]);
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- }
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-
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- ctx.fillStyle = gradient;
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- ctx.fillRect(0, 0, 256, 1); // @ts-ignore dispose canvas element
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-
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- canvas = null;
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- return new Uint8Array(ctx.getImageData(0, 0, 256, 1).data);
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- }
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-
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- function bindAttribute(gl, buffer, attribute, numComponents) {
27
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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- gl.enableVertexAttribArray(attribute);
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- gl.vertexAttribPointer(attribute, numComponents, gl.FLOAT, false, 0, 0);
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- }
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-
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- function bindFramebuffer(gl, framebuffer, texture) {
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- gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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-
35
- if (texture) {
36
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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- }
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- }
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-
40
- export var Wind = /*#__PURE__*/function () {
41
- function Wind(options) {
42
- _classCallCheck(this, Wind);
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-
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- _defineProperty(this, "width", 512);
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-
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- _defineProperty(this, "height", 512);
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-
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- _defineProperty(this, "numParticles", 65536);
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-
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- this.gl = options.glContext;
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- this.width = options.imageWidth;
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- this.height = options.imageHeight;
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- this.fadeOpacity = options.fadeOpacity;
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- this.speedFactor = options.speedFactor;
55
- this.dropRate = options.dropRate;
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- this.dropRateBump = options.dropRateBump;
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- this.rampColors = options.rampColors;
58
- this.init();
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- }
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-
61
- _createClass(Wind, [{
62
- key: "init",
63
- value: function init() {
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- var gl = this.gl;
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- this.fadeOpacity = 0.996; // how fast the particle trails fade on each frame
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-
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- this.speedFactor = 0.25; // how fast the particles move
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-
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- this.dropRate = 0.003; // how often the particles move to a random place
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-
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- this.dropRateBump = 0.01; // drop rate increase relative to individual particle speed
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-
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- this.drawProgram = glUtils.createProgram(gl, drawVert, drawFrag);
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- this.fullScreenProgram = glUtils.createProgram(gl, fullScreenVert, fullScreenFrag);
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- this.updateProgram = glUtils.createProgram(gl, updateVert, updateFrag);
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- this.quadBuffer = glUtils.createBuffer(gl, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]));
77
- this.framebuffer = gl.createFramebuffer();
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- this.colorRampTexture = glUtils.createTexture(this.gl, this.gl.LINEAR, getColorRamp(this.rampColors), 16, 16);
79
- var emptyPixels = new Uint8Array(this.width * this.height * 4); // screen textures to hold the drawn screen for the previous and the current frame
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-
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- this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height);
82
- this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, this.width, this.height); // we create a square texture where each pixel will hold a particle position encoded as RGBA
83
-
84
- var particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles)); // particleRes size
85
-
86
- this.numParticlesSize = particleRes * particleRes;
87
- var particleState = new Uint8Array(this.numParticlesSize * 4);
88
-
89
- for (var i = 0; i < particleState.length; i++) {
90
- particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
91
- } // textures to hold the particle state for the current and the next frame
92
-
93
-
94
- this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
95
- this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
96
- var particleIndices = new Float32Array(this.numParticlesSize);
97
-
98
- for (var i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
99
- particleIndices[i$1] = i$1;
100
- }
101
-
102
- this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
103
- }
104
- }, {
105
- key: "setWind",
106
- value: function setWind(windData) {
107
- this.windData = windData;
108
- this.windTexture = glUtils.createDataTexture(this.gl, this.gl.LINEAR, windData.image);
109
- }
110
- /**
111
- * 更新风场粒子数量
112
- * @param num
113
- */
114
-
115
- }, {
116
- key: "updateParticelNum",
117
- value: function updateParticelNum(num) {
118
- var gl = this.gl;
119
-
120
- if (num !== this.numParticles) {
121
- this.numParticles = num; // params number
122
- // we create a square texture where each pixel will hold a particle position encoded as RGBA
123
-
124
- var particleRes = this.particleStateResolution = Math.ceil(Math.sqrt(this.numParticles));
125
- this.numParticlesSize = particleRes * particleRes;
126
- var particleState = new Uint8Array(this.numParticlesSize * 4);
127
-
128
- for (var i = 0; i < particleState.length; i++) {
129
- particleState[i] = Math.floor(Math.random() * 256); // randomize the initial particle positions
130
- } // textures to hold the particle state for the current and the next frame
131
-
132
-
133
- this.particleStateTexture0 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
134
- this.particleStateTexture1 = glUtils.createTexture(gl, gl.NEAREST, particleState, particleRes, particleRes);
135
- var particleIndices = new Float32Array(this.numParticlesSize);
136
-
137
- for (var i$1 = 0; i$1 < this.numParticlesSize; i$1++) {
138
- particleIndices[i$1] = i$1;
139
- }
140
-
141
- this.particleIndexBuffer = glUtils.createBuffer(gl, particleIndices);
142
- }
143
- }
144
- /**
145
- * 更新风场风向风速
146
- * @param uMin
147
- * @param uMax
148
- * @param vMin
149
- * @param vMax
150
- */
151
-
152
- }, {
153
- key: "updateWindDir",
154
- value: function updateWindDir(uMin, uMax, vMin, vMax) {
155
- this.windData.uMin = uMin;
156
- this.windData.uMax = uMax;
157
- this.windData.vMin = vMin;
158
- this.windData.vMax = vMax;
159
- }
160
- /**
161
- * update rampColors
162
- * @param rampColors
163
- */
164
-
165
- }, {
166
- key: "updateColorRampTexture",
167
- value: function updateColorRampTexture(rampColors) {
168
- if (this.isColorChanged(rampColors)) {
169
- this.rampColors = rampColors;
170
- var gl = this.gl;
171
- gl.deleteTexture(this.colorRampTexture);
172
- this.colorRampTexture = glUtils.createTexture(gl, gl.LINEAR, getColorRamp(rampColors), 16, 16);
173
- }
174
- }
175
- }, {
176
- key: "isColorChanged",
177
- value: function isColorChanged(rampColors) {
178
- var keys = Object.keys(rampColors);
179
-
180
- for (var _i2 = 0, _keys = keys; _i2 < _keys.length; _i2++) {
181
- var item = _keys[_i2];
182
-
183
- var _key = Number(item); // exist new key -> color need update
184
-
185
-
186
- if (!this.rampColors[_key]) {
187
- return true;
188
- } // value changed -> color need update
189
-
190
-
191
- if (this.rampColors[_key] && this.rampColors[_key] !== rampColors[_key]) {
192
- return true;
193
- }
194
- }
195
-
196
- return false;
197
- }
198
- }, {
199
- key: "reSize",
200
- value: function reSize(width, height) {
201
- if (width !== this.width || height !== this.height) {
202
- var gl = this.gl;
203
- gl.deleteTexture(this.backgroundTexture);
204
- gl.deleteTexture(this.screenTexture);
205
- this.width = width;
206
- this.height = height;
207
- var emptyPixels = new Uint8Array(width * height * 4); // screen textures to hold the drawn screen for the previous and the current frame
208
-
209
- this.backgroundTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
210
- this.screenTexture = glUtils.createTexture(gl, gl.NEAREST, emptyPixels, width, height);
211
- }
212
- }
213
- }, {
214
- key: "draw",
215
- value: function draw() {
216
- var _this$windData;
217
-
218
- if ((_this$windData = this.windData) !== null && _this$windData !== void 0 && _this$windData.image) {
219
- var gl = this.gl;
220
- glUtils.bindTexture(gl, this.windTexture, 0);
221
- glUtils.bindTexture(gl, this.particleStateTexture0, 1);
222
- this.drawScreen(); // draw Particles into framebuffer
223
-
224
- this.updateParticles();
225
- return {
226
- d: this.pixels,
227
- w: this.width,
228
- h: this.height
229
- };
230
- } else {
231
- return {
232
- d: new Uint8Array([0, 0, 0, 0]),
233
- w: 1,
234
- h: 1
235
- };
236
- }
237
- }
238
- }, {
239
- key: "drawScreen",
240
- value: function drawScreen() {
241
- var gl = this.gl; // draw the screen into a temporary framebuffer to retain it as the background on the next frame
242
-
243
- bindFramebuffer(gl, this.framebuffer, this.screenTexture);
244
- gl.viewport(0, 0, this.width, this.height);
245
- gl.disable(gl.BLEND);
246
- this.drawFullTexture(this.backgroundTexture, this.fadeOpacity);
247
- this.drawParticles();
248
- this.pixels = new Uint8Array(4 * this.width * this.height);
249
- gl.readPixels(0, 0, this.width, this.height, gl.RGBA, gl.UNSIGNED_BYTE, this.pixels);
250
- bindFramebuffer(gl, null, null);
251
- gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height); // save the current screen as the background for the next frame
252
-
253
- var temp = this.backgroundTexture;
254
- this.backgroundTexture = this.screenTexture;
255
- this.screenTexture = temp;
256
- }
257
- }, {
258
- key: "drawFullTexture",
259
- value: function drawFullTexture(texture, opacity) {
260
- var gl = this.gl;
261
- var program = this.fullScreenProgram;
262
- gl.useProgram(program); // bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
263
-
264
- gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
265
- gl.vertexAttribPointer(program.a_pos, 2, gl.FLOAT, false, 0, 0);
266
- gl.enableVertexAttribArray(program.a_pos);
267
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
268
- glUtils.bindTexture(gl, texture, 2);
269
- gl.uniform1i(program.u_screen, 2);
270
- gl.uniform1f(program.u_opacity, opacity);
271
- gl.drawArrays(gl.TRIANGLES, 0, 6); // gl.drawArrays(gl.POINTS, 0, 6);
272
- }
273
- }, {
274
- key: "drawParticles",
275
- value: function drawParticles() {
276
- var gl = this.gl;
277
- var program = this.drawProgram;
278
- gl.useProgram(program);
279
- bindAttribute(gl, this.particleIndexBuffer, program.a_index, 1);
280
- glUtils.bindTexture(gl, this.colorRampTexture, 2);
281
- gl.uniform1i(program.u_wind, 0);
282
- gl.uniform1i(program.u_particles, 1);
283
- gl.uniform1i(program.u_color_ramp, 2);
284
- gl.uniform1f(program.u_particles_res, this.particleStateResolution);
285
- gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
286
- gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
287
- gl.drawArrays(gl.POINTS, 0, this.numParticlesSize);
288
- }
289
- }, {
290
- key: "updateParticles",
291
- value: function updateParticles() {
292
- var gl = this.gl;
293
- bindFramebuffer(gl, this.framebuffer, this.particleStateTexture1);
294
- gl.viewport(0, 0, this.particleStateResolution, this.particleStateResolution);
295
- var program = this.updateProgram;
296
- gl.useProgram(program);
297
- bindAttribute(gl, this.quadBuffer, program.a_pos, 2);
298
- gl.uniform1i(program.u_wind, 0);
299
- gl.uniform1i(program.u_particles, 1);
300
- gl.uniform1f(program.u_rand_seed, Math.random());
301
- gl.uniform2f(program.u_wind_res, this.windData.image.width * 2, this.windData.image.height * 2);
302
- gl.uniform2f(program.u_wind_min, this.windData.uMin, this.windData.vMin);
303
- gl.uniform2f(program.u_wind_max, this.windData.uMax, this.windData.vMax);
304
- gl.uniform1f(program.u_speed_factor, this.speedFactor);
305
- gl.uniform1f(program.u_drop_rate, this.dropRate);
306
- gl.uniform1f(program.u_drop_rate_bump, this.dropRateBump);
307
- gl.drawArrays(gl.TRIANGLES, 0, 6); // swap the particle state textures so the new one becomes the current one
308
-
309
- var temp = this.particleStateTexture0;
310
- this.particleStateTexture0 = this.particleStateTexture1;
311
- this.particleStateTexture1 = temp;
312
- bindFramebuffer(gl, null, null); // gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
313
- }
314
- }, {
315
- key: "destroy",
316
- value: function destroy() {
317
- // private drawProgram: WebGLProgram;
318
- // private fullScreenProgram: WebGLProgram;
319
- // private updateProgram: WebGLProgram;
320
- // private quadBuffer: WebGLBuffer | null;
321
- // private particleIndexBuffer: WebGLBuffer | null;
322
- // private framebuffer: WebGLFramebuffer | null;
323
- // private colorRampTexture: WebGLTexture | null;
324
- // private backgroundTexture: WebGLTexture | null;
325
- // private screenTexture: WebGLTexture | null;
326
- // private particleStateTexture0: WebGLTexture | null;
327
- // private particleStateTexture1: WebGLTexture | null;
328
- // private windTexture: WebGLTexture | null;
329
- this.gl.deleteBuffer(this.quadBuffer);
330
- this.gl.deleteBuffer(this.particleIndexBuffer);
331
- this.gl.deleteFramebuffer(this.framebuffer); // @ts-ignore
332
-
333
- this.gl.deleteShader(this.drawProgram.vertexShader); // @ts-ignore
334
-
335
- this.gl.deleteShader(this.drawProgram.fragmentShader);
336
- this.gl.deleteProgram(this.drawProgram); // @ts-ignore
337
-
338
- this.gl.deleteShader(this.fullScreenProgram.vertexShader); // @ts-ignore
339
-
340
- this.gl.deleteShader(this.fullScreenProgram.fragmentShader);
341
- this.gl.deleteProgram(this.fullScreenProgram); // @ts-ignore
342
-
343
- this.gl.deleteShader(this.updateProgram.vertexShader); // @ts-ignore
344
-
345
- this.gl.deleteShader(this.updateProgram.fragmentShader);
346
- this.gl.deleteProgram(this.updateProgram);
347
- this.gl.deleteTexture(this.colorRampTexture);
348
- this.gl.deleteTexture(this.backgroundTexture);
349
- this.gl.deleteTexture(this.screenTexture);
350
- this.gl.deleteTexture(this.particleStateTexture0);
351
- this.gl.deleteTexture(this.particleStateTexture1);
352
- this.gl.deleteTexture(this.windTexture);
353
- }
354
- }]);
355
-
356
- return Wind;
357
- }();
@@ -1,12 +0,0 @@
1
- /**
2
- * drawProgram drawVert drawFrag
3
- * screenProgram screenVert screenFrag
4
- * updateProgram updateVert updateFrag
5
- * fullScreenProgram fullScreenVert fullScreenFrag
6
- */
7
- export declare const drawVert = "\n precision mediump float;\n\n attribute float a_index;\n\n uniform sampler2D u_particles;\n uniform float u_particles_res;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec4 color = texture2D(u_particles, vec2(\n fract(a_index / u_particles_res),\n floor(a_index / u_particles_res) / u_particles_res)\n );\n\n // decode current particle position from the pixel's RGBA value\n v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);\n\n gl_PointSize = 1.0;\n gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);\n }";
8
- export declare const drawFrag = "\n precision mediump float;\n\n uniform sampler2D u_wind;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform sampler2D u_color_ramp;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);\n float speed_t = length(velocity) / length(u_wind_max);\n\n // color ramp is encoded in a 16x16 texture\n vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0);\n\n gl_FragColor = texture2D(u_color_ramp, ramp_pos);\n }";
9
- export declare const updateVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);\n // framebuffer \u59CB\u7EC8\u7528\u94FA\u6EE1\u5C4F\u5E55\u7684 texture\n }";
10
- export declare const updateFrag = "\n precision highp float;\n\n uniform sampler2D u_particles;\n uniform sampler2D u_wind;\n uniform vec2 u_wind_res;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform float u_rand_seed;\n uniform float u_speed_factor;\n uniform float u_drop_rate;\n uniform float u_drop_rate_bump;\n\n varying vec2 v_tex_pos;\n\n // pseudo-random generator\n const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);\n float rand(const vec2 co) {\n float t = dot(rand_constants.xy, co);\n return fract(sin(t) * (rand_constants.z + t));\n }\n\n // wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation\n vec2 lookup_wind(const vec2 uv) {\n // return texture2D(u_wind, uv).rg; // lower-res hardware filtering\n vec2 px = 1.0 / u_wind_res;\n vec2 vc = (floor(uv * u_wind_res)) * px;\n vec2 f = fract(uv * u_wind_res);\n vec2 tl = texture2D(u_wind, vc).rg;\n vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;\n vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;\n vec2 br = texture2D(u_wind, vc + px).rg;\n return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n }\n\n void main() {\n vec4 color = texture2D(u_particles, v_tex_pos);\n vec2 pos = vec2(\n color.r / 255.0 + color.b,\n color.g / 255.0 + color.a); // decode particle position from pixel RGBA\n vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));\n float speed_t = length(velocity) / length(u_wind_max);\n\n // take EPSG:4236 distortion into account for calculating where the particle moved\n float distortion = cos(radians(pos.y * 180.0 - 90.0));\n vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;\n\n // update particle position, wrapping around the date line\n pos = fract(1.0 + pos + offset);\n\n // a random seed to use for the particle drop\n vec2 seed = (pos + v_tex_pos) * u_rand_seed;\n\n // drop rate is a chance a particle will restart at random position, to avoid degeneration\n float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;\n float drop = step(1.0 - drop_rate, rand(seed));\n\n vec2 random_pos = vec2(\n rand(seed + 1.3),\n rand(seed + 2.1));\n pos = mix(pos, random_pos, drop);\n\n // encode the new particle position back into RGBA\n gl_FragColor = vec4(\n fract(pos * 255.0),\n floor(pos * 255.0) / 255.0);\n }";
11
- export declare const fullScreenVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);\n gl_PointSize = 100.0;\n }";
12
- export declare const fullScreenFrag = "\n precision mediump float;\n\n uniform sampler2D u_screen;\n uniform float u_opacity;\n varying vec2 v_tex_pos;\n\n void main() {\n vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);\n\n // a hack to guarantee opacity fade out even with a value close to 1.0\n gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);\n }";
@@ -1,12 +0,0 @@
1
- /**
2
- * drawProgram drawVert drawFrag
3
- * screenProgram screenVert screenFrag
4
- * updateProgram updateVert updateFrag
5
- * fullScreenProgram fullScreenVert fullScreenFrag
6
- */
7
- export var drawVert = "\n precision mediump float;\n\n attribute float a_index;\n\n uniform sampler2D u_particles;\n uniform float u_particles_res;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec4 color = texture2D(u_particles, vec2(\n fract(a_index / u_particles_res),\n floor(a_index / u_particles_res) / u_particles_res)\n );\n\n // decode current particle position from the pixel's RGBA value\n v_particle_pos = vec2( color.r / 255.0 + color.b, color.g / 255.0 + color.a);\n\n gl_PointSize = 1.0;\n gl_Position = vec4(2.0 * v_particle_pos.x - 1.0, 1.0 - 2.0 * v_particle_pos.y, 0, 1);\n }";
8
- export var drawFrag = "\n precision mediump float;\n\n uniform sampler2D u_wind;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform sampler2D u_color_ramp;\n\n varying vec2 v_particle_pos;\n\n void main() {\n vec2 velocity = mix(u_wind_min, u_wind_max, texture2D(u_wind, v_particle_pos).rg);\n float speed_t = length(velocity) / length(u_wind_max);\n\n // color ramp is encoded in a 16x16 texture\n vec2 ramp_pos = vec2( fract(16.0 * speed_t), floor(16.0 * speed_t) / 16.0);\n\n gl_FragColor = texture2D(u_color_ramp, ramp_pos);\n }";
9
- export var updateVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0, 1);\n // framebuffer \u59CB\u7EC8\u7528\u94FA\u6EE1\u5C4F\u5E55\u7684 texture\n }";
10
- export var updateFrag = "\n precision highp float;\n\n uniform sampler2D u_particles;\n uniform sampler2D u_wind;\n uniform vec2 u_wind_res;\n uniform vec2 u_wind_min;\n uniform vec2 u_wind_max;\n uniform float u_rand_seed;\n uniform float u_speed_factor;\n uniform float u_drop_rate;\n uniform float u_drop_rate_bump;\n\n varying vec2 v_tex_pos;\n\n // pseudo-random generator\n const vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);\n float rand(const vec2 co) {\n float t = dot(rand_constants.xy, co);\n return fract(sin(t) * (rand_constants.z + t));\n }\n\n // wind speed lookup; use manual bilinear filtering based on 4 adjacent pixels for smooth interpolation\n vec2 lookup_wind(const vec2 uv) {\n // return texture2D(u_wind, uv).rg; // lower-res hardware filtering\n vec2 px = 1.0 / u_wind_res;\n vec2 vc = (floor(uv * u_wind_res)) * px;\n vec2 f = fract(uv * u_wind_res);\n vec2 tl = texture2D(u_wind, vc).rg;\n vec2 tr = texture2D(u_wind, vc + vec2(px.x, 0)).rg;\n vec2 bl = texture2D(u_wind, vc + vec2(0, px.y)).rg;\n vec2 br = texture2D(u_wind, vc + px).rg;\n return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n }\n\n void main() {\n vec4 color = texture2D(u_particles, v_tex_pos);\n vec2 pos = vec2(\n color.r / 255.0 + color.b,\n color.g / 255.0 + color.a); // decode particle position from pixel RGBA\n vec2 velocity = mix(u_wind_min, u_wind_max, lookup_wind(pos));\n float speed_t = length(velocity) / length(u_wind_max);\n\n // take EPSG:4236 distortion into account for calculating where the particle moved\n float distortion = cos(radians(pos.y * 180.0 - 90.0));\n vec2 offset = vec2(velocity.x / distortion, -velocity.y) * 0.0001 * u_speed_factor;\n\n // update particle position, wrapping around the date line\n pos = fract(1.0 + pos + offset);\n\n // a random seed to use for the particle drop\n vec2 seed = (pos + v_tex_pos) * u_rand_seed;\n\n // drop rate is a chance a particle will restart at random position, to avoid degeneration\n float drop_rate = u_drop_rate + speed_t * u_drop_rate_bump;\n float drop = step(1.0 - drop_rate, rand(seed));\n\n vec2 random_pos = vec2(\n rand(seed + 1.3),\n rand(seed + 2.1));\n pos = mix(pos, random_pos, drop);\n\n // encode the new particle position back into RGBA\n gl_FragColor = vec4(\n fract(pos * 255.0),\n floor(pos * 255.0) / 255.0);\n }";
11
- export var fullScreenVert = "\n precision mediump float;\n\n attribute vec2 a_pos;\n\n varying vec2 v_tex_pos;\n\n void main() {\n v_tex_pos = a_pos;\n gl_Position = vec4(1.0 - 2.0 * a_pos, 0.0, 1.0);\n gl_PointSize = 100.0;\n }";
12
- export var fullScreenFrag = "\n precision mediump float;\n\n uniform sampler2D u_screen;\n uniform float u_opacity;\n varying vec2 v_tex_pos;\n\n void main() {\n vec4 color = texture2D(u_screen, 1.0 - v_tex_pos);\n\n // a hack to guarantee opacity fade out even with a value close to 1.0\n gl_FragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);\n }";
@@ -1,9 +0,0 @@
1
- precision mediump float;
2
- uniform float u_opacity: 1.0;
3
- uniform sampler2D u_texture;
4
- varying vec2 v_texCoord;
5
- void main() {
6
- vec4 color = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y));
7
- gl_FragColor = color;
8
- gl_FragColor.a *= u_opacity;
9
- }
@@ -1,17 +0,0 @@
1
- precision highp float;
2
- uniform mat4 u_ModelMatrix;
3
- uniform mat4 u_Mvp;
4
- attribute vec3 a_Position;
5
- attribute vec2 a_Uv;
6
- varying vec2 v_texCoord;
7
- #pragma include "projection"
8
- void main() {
9
- v_texCoord = a_Uv;
10
- vec4 project_pos = project_position(vec4(a_Position, 1.0));
11
-
12
- if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
13
- gl_Position = u_Mvp * (vec4(project_pos.xy,0., 1.0));
14
- } else {
15
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));
16
- }
17
- }
@@ -1,130 +0,0 @@
1
- "use strict";
2
-
3
- var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
-
5
- Object.defineProperty(exports, "__esModule", {
6
- value: true
7
- });
8
- exports.default = void 0;
9
-
10
- var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
-
12
- var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
13
-
14
- var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
15
-
16
- var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
17
-
18
- var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
19
-
20
- var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
21
-
22
- var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
23
-
24
- var _BaseLayer2 = _interopRequireDefault(require("../core/BaseLayer"));
25
-
26
- var _models = _interopRequireDefault(require("./models"));
27
-
28
- function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
29
-
30
- 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; } }
31
-
32
- var GeometryLayer = /*#__PURE__*/function (_BaseLayer) {
33
- (0, _inherits2.default)(GeometryLayer, _BaseLayer);
34
-
35
- var _super = _createSuper(GeometryLayer);
36
-
37
- function GeometryLayer() {
38
- var _this;
39
-
40
- (0, _classCallCheck2.default)(this, GeometryLayer);
41
-
42
- for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
43
- args[_key] = arguments[_key];
44
- }
45
-
46
- _this = _super.call.apply(_super, [this].concat(args));
47
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "type", 'GeometryLayer');
48
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "defaultSourceConfig", {
49
- data: [{
50
- x: 0,
51
- y: 0
52
- }],
53
- options: {
54
- parser: {
55
- type: 'json',
56
- x: 'x',
57
- y: 'y'
58
- }
59
- }
60
- });
61
- return _this;
62
- }
63
-
64
- (0, _createClass2.default)(GeometryLayer, [{
65
- key: "buildModels",
66
- value: function buildModels() {
67
- var _this2 = this;
68
-
69
- var modelType = this.getModelType();
70
- this.layerModel = new _models.default[modelType](this);
71
- this.layerModel.initModels(function (models) {
72
- _this2.dispatchModelLoad(models);
73
- });
74
- }
75
- }, {
76
- key: "rebuildModels",
77
- value: function rebuildModels() {
78
- var _this3 = this;
79
-
80
- this.layerModel.buildModels(function (models) {
81
- _this3.dispatchModelLoad(models);
82
- });
83
- }
84
- }, {
85
- key: "getConfigSchema",
86
- value: function getConfigSchema() {
87
- return {
88
- properties: {
89
- opacity: {
90
- type: 'number',
91
- minimum: 0,
92
- maximum: 1
93
- }
94
- }
95
- };
96
- }
97
- }, {
98
- key: "getDefaultConfig",
99
- value: function getDefaultConfig() {
100
- var type = this.getModelType();
101
- var defaultConfig = {
102
- plane: {},
103
- sprite: {},
104
- billboard: {}
105
- };
106
- return defaultConfig[type];
107
- }
108
- }, {
109
- key: "getModelType",
110
- value: function getModelType() {
111
- var _shapeAttribute$scale;
112
-
113
- var shapeAttribute = this.styleAttributeService.getLayerStyleAttribute('shape');
114
- var shape = shapeAttribute === null || shapeAttribute === void 0 ? void 0 : (_shapeAttribute$scale = shapeAttribute.scale) === null || _shapeAttribute$scale === void 0 ? void 0 : _shapeAttribute$scale.field;
115
-
116
- if (shape === 'plane') {
117
- return 'plane';
118
- } else if (shape === 'sprite') {
119
- return 'sprite';
120
- } else if (shape === 'billboard') {
121
- return 'billboard';
122
- } else {
123
- return 'plane';
124
- }
125
- }
126
- }]);
127
- return GeometryLayer;
128
- }(_BaseLayer2.default);
129
-
130
- exports.default = GeometryLayer;