@antv/l7-layers 2.9.37-alpha.1 → 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 (648) hide show
  1. package/package.json +6 -6
  2. package/es/Geometry/index.d.ts +0 -23
  3. package/es/Geometry/index.js +0 -105
  4. package/es/Geometry/models/billboard.d.ts +0 -17
  5. package/es/Geometry/models/billboard.js +0 -215
  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 -36
  9. package/es/Geometry/models/plane.js +0 -406
  10. package/es/Geometry/models/sprite.d.ts +0 -38
  11. package/es/Geometry/models/sprite.js +0 -288
  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 -14
  19. package/es/canvas/index.js +0 -108
  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 -8
  25. package/es/citybuliding/building.js +0 -73
  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 -1439
  32. package/es/core/BaseModel.d.ts +0 -140
  33. package/es/core/BaseModel.js +0 -490
  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 -130
  43. package/es/core/triangulation.js +0 -552
  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/glsl.d.ts +0 -5
  61. package/es/heatmap/index.d.ts +0 -12
  62. package/es/heatmap/index.js +0 -128
  63. package/es/heatmap/models/grid.d.ts +0 -8
  64. package/es/heatmap/models/grid.js +0 -106
  65. package/es/heatmap/models/grid3d.d.ts +0 -8
  66. package/es/heatmap/models/grid3d.js +0 -140
  67. package/es/heatmap/models/heatmap.d.ts +0 -24
  68. package/es/heatmap/models/heatmap.js +0 -461
  69. package/es/heatmap/models/hexagon.d.ts +0 -8
  70. package/es/heatmap/models/hexagon.js +0 -107
  71. package/es/heatmap/models/index.d.ts +0 -5
  72. package/es/heatmap/models/index.js +0 -12
  73. package/es/heatmap/shaders/grid_vert.glsl +0 -42
  74. package/es/heatmap/shaders/heatmap_3d_frag.glsl +0 -14
  75. package/es/heatmap/shaders/heatmap_3d_vert.glsl +0 -46
  76. package/es/heatmap/shaders/heatmap_frag.glsl +0 -47
  77. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +0 -10
  78. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +0 -35
  79. package/es/heatmap/shaders/heatmap_vert.glsl +0 -10
  80. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  81. package/es/heatmap/shaders/hexagon_3d_vert.glsl +0 -64
  82. package/es/heatmap/shaders/hexagon_frag.glsl +0 -12
  83. package/es/heatmap/shaders/hexagon_vert.glsl +0 -41
  84. package/es/heatmap/triangulation.d.ts +0 -5
  85. package/es/heatmap/triangulation.js +0 -37
  86. package/es/image/index.d.ts +0 -10
  87. package/es/image/index.js +0 -91
  88. package/es/image/models/dataImage.d.ts +0 -13
  89. package/es/image/models/dataImage.js +0 -186
  90. package/es/image/models/image.d.ts +0 -10
  91. package/es/image/models/image.js +0 -150
  92. package/es/image/models/index.d.ts +0 -5
  93. package/es/image/models/index.js +0 -9
  94. package/es/image/models/tileDataImage.d.ts +0 -10
  95. package/es/image/models/tileDataImage.js +0 -160
  96. package/es/image/shaders/dataImage_frag.glsl +0 -38
  97. package/es/image/shaders/image_frag.glsl +0 -9
  98. package/es/image/shaders/image_vert.glsl +0 -17
  99. package/es/index.d.ts +0 -17
  100. package/es/index.js +0 -107
  101. package/es/line/index.d.ts +0 -34
  102. package/es/line/index.js +0 -127
  103. package/es/line/models/arc.d.ts +0 -17
  104. package/es/line/models/arc.js +0 -356
  105. package/es/line/models/arc_3d.d.ts +0 -17
  106. package/es/line/models/arc_3d.js +0 -333
  107. package/es/line/models/earthArc_3d.d.ts +0 -17
  108. package/es/line/models/earthArc_3d.js +0 -336
  109. package/es/line/models/great_circle.d.ts +0 -12
  110. package/es/line/models/great_circle.js +0 -294
  111. package/es/line/models/half.d.ts +0 -18
  112. package/es/line/models/half.js +0 -281
  113. package/es/line/models/index.d.ts +0 -5
  114. package/es/line/models/index.js +0 -25
  115. package/es/line/models/line.d.ts +0 -21
  116. package/es/line/models/line.js +0 -443
  117. package/es/line/models/linearline.d.ts +0 -11
  118. package/es/line/models/linearline.js +0 -275
  119. package/es/line/models/simpleLine.d.ts +0 -14
  120. package/es/line/models/simpleLine.js +0 -234
  121. package/es/line/models/simpleTileLine.d.ts +0 -9
  122. package/es/line/models/simpleTileLine.js +0 -100
  123. package/es/line/models/tile.d.ts +0 -8
  124. package/es/line/models/tile.js +0 -178
  125. package/es/line/models/wall.d.ts +0 -12
  126. package/es/line/models/wall.js +0 -293
  127. package/es/line/shaders/arc_chunks.vert.glsl +0 -21
  128. package/es/line/shaders/dash/arc_dash_frag.glsl +0 -28
  129. package/es/line/shaders/dash/arc_dash_vert.glsl +0 -150
  130. package/es/line/shaders/dash/line_dash_frag.glsl +0 -31
  131. package/es/line/shaders/dash/line_dash_vert.glsl +0 -93
  132. package/es/line/shaders/half/line_half_frag.glsl +0 -53
  133. package/es/line/shaders/half/line_half_vert.glsl +0 -169
  134. package/es/line/shaders/line_arc2d_vert.glsl +0 -114
  135. package/es/line/shaders/line_arc_3d_frag.glsl +0 -103
  136. package/es/line/shaders/line_arc_3d_vert.glsl +0 -206
  137. package/es/line/shaders/line_arc_frag.glsl +0 -88
  138. package/es/line/shaders/line_arc_great_circle_frag.glsl +0 -101
  139. package/es/line/shaders/line_arc_great_circle_vert.glsl +0 -214
  140. package/es/line/shaders/line_arc_vert.glsl +0 -178
  141. package/es/line/shaders/line_bezier_vert.glsl +0 -85
  142. package/es/line/shaders/line_frag.glsl +0 -99
  143. package/es/line/shaders/line_vert.glsl +0 -192
  144. package/es/line/shaders/linear/arc3d_linear_frag.glsl +0 -46
  145. package/es/line/shaders/linear/arc3d_linear_vert.glsl +0 -206
  146. package/es/line/shaders/linear/arc_linear_frag.glsl +0 -38
  147. package/es/line/shaders/linear/arc_linear_vert.glsl +0 -138
  148. package/es/line/shaders/linear/line_linear_frag.glsl +0 -27
  149. package/es/line/shaders/linearLine/line_linear_frag.glsl +0 -20
  150. package/es/line/shaders/linearLine/line_linear_vert.glsl +0 -112
  151. package/es/line/shaders/simple/simpleline_frag.glsl +0 -10
  152. package/es/line/shaders/simple/simpleline_linear_frag.glsl +0 -11
  153. package/es/line/shaders/simple/simpleline_vert.glsl +0 -79
  154. package/es/line/shaders/tile/line_tile_map_vert.glsl +0 -25
  155. package/es/line/shaders/tile/line_tile_vert.glsl +0 -52
  156. package/es/line/shaders/tile/simpleline_map_vert.glsl +0 -15
  157. package/es/line/shaders/tile/simpleline_vert.glsl +0 -21
  158. package/es/line/shaders/wall/wall_frag.glsl +0 -89
  159. package/es/line/shaders/wall/wall_vert.glsl +0 -77
  160. package/es/mask/index.d.ts +0 -18
  161. package/es/mask/index.js +0 -147
  162. package/es/mask/models/fill.d.ts +0 -12
  163. package/es/mask/models/fill.js +0 -124
  164. package/es/mask/models/index.d.ts +0 -5
  165. package/es/mask/models/index.js +0 -7
  166. package/es/mask/shaders/mask_vert.glsl +0 -16
  167. package/es/plugins/DataMappingPlugin.d.ts +0 -18
  168. package/es/plugins/DataMappingPlugin.js +0 -413
  169. package/es/plugins/DataSourcePlugin.d.ts +0 -7
  170. package/es/plugins/DataSourcePlugin.js +0 -84
  171. package/es/plugins/FeatureScalePlugin.d.ts +0 -24
  172. package/es/plugins/FeatureScalePlugin.js +0 -342
  173. package/es/plugins/LayerAnimateStylePlugin.d.ts +0 -5
  174. package/es/plugins/LayerAnimateStylePlugin.js +0 -29
  175. package/es/plugins/LayerModelPlugin.d.ts +0 -10
  176. package/es/plugins/LayerModelPlugin.js +0 -72
  177. package/es/plugins/LayerStylePlugin.d.ts +0 -8
  178. package/es/plugins/LayerStylePlugin.js +0 -39
  179. package/es/plugins/LightingPlugin.d.ts +0 -36
  180. package/es/plugins/LightingPlugin.js +0 -104
  181. package/es/plugins/MultiPassRendererPlugin.d.ts +0 -23
  182. package/es/plugins/MultiPassRendererPlugin.js +0 -65
  183. package/es/plugins/PixelPickingPlugin.d.ts +0 -8
  184. package/es/plugins/PixelPickingPlugin.js +0 -126
  185. package/es/plugins/RegisterStyleAttributePlugin.d.ts +0 -15
  186. package/es/plugins/RegisterStyleAttributePlugin.js +0 -151
  187. package/es/plugins/ShaderUniformPlugin.d.ts +0 -21
  188. package/es/plugins/ShaderUniformPlugin.js +0 -106
  189. package/es/plugins/UpdateModelPlugin.d.ts +0 -8
  190. package/es/plugins/UpdateModelPlugin.js +0 -31
  191. package/es/plugins/UpdateStyleAttributePlugin.d.ts +0 -12
  192. package/es/plugins/UpdateStyleAttributePlugin.js +0 -83
  193. package/es/point/index.d.ts +0 -31
  194. package/es/point/index.js +0 -216
  195. package/es/point/models/earthExtrude.d.ts +0 -24
  196. package/es/point/models/earthExtrude.js +0 -274
  197. package/es/point/models/earthFill.d.ts +0 -11
  198. package/es/point/models/earthFill.js +0 -258
  199. package/es/point/models/extrude.d.ts +0 -24
  200. package/es/point/models/extrude.js +0 -295
  201. package/es/point/models/fill.d.ts +0 -40
  202. package/es/point/models/fill.js +0 -403
  203. package/es/point/models/fillmage.d.ts +0 -25
  204. package/es/point/models/fillmage.js +0 -366
  205. package/es/point/models/image.d.ts +0 -11
  206. package/es/point/models/image.js +0 -239
  207. package/es/point/models/index.d.ts +0 -5
  208. package/es/point/models/index.js +0 -30
  209. package/es/point/models/normal.d.ts +0 -16
  210. package/es/point/models/normal.js +0 -124
  211. package/es/point/models/radar.d.ts +0 -24
  212. package/es/point/models/radar.js +0 -232
  213. package/es/point/models/simplePoint.d.ts +0 -16
  214. package/es/point/models/simplePoint.js +0 -179
  215. package/es/point/models/text.d.ts +0 -57
  216. package/es/point/models/text.js +0 -619
  217. package/es/point/models/tile.d.ts +0 -15
  218. package/es/point/models/tile.js +0 -175
  219. package/es/point/models/tileText.d.ts +0 -52
  220. package/es/point/models/tileText.js +0 -509
  221. package/es/point/shaders/animate/wave_frag.glsl +0 -65
  222. package/es/point/shaders/earth/extrude_frag.glsl +0 -44
  223. package/es/point/shaders/earth/extrude_vert.glsl +0 -140
  224. package/es/point/shaders/earth/fill_frag.glsl +0 -86
  225. package/es/point/shaders/earth/fill_vert.glsl +0 -125
  226. package/es/point/shaders/extrude/extrude_frag.glsl +0 -44
  227. package/es/point/shaders/extrude/extrude_vert.glsl +0 -121
  228. package/es/point/shaders/fill_frag.glsl +0 -84
  229. package/es/point/shaders/fill_vert.glsl +0 -188
  230. package/es/point/shaders/image/fillImage_frag.glsl +0 -20
  231. package/es/point/shaders/image/fillImage_vert.glsl +0 -116
  232. package/es/point/shaders/image_frag.glsl +0 -39
  233. package/es/point/shaders/image_vert.glsl +0 -90
  234. package/es/point/shaders/normal_frag.glsl +0 -6
  235. package/es/point/shaders/normal_vert.glsl +0 -24
  236. package/es/point/shaders/radar/radar_frag.glsl +0 -53
  237. package/es/point/shaders/radar/radar_vert.glsl +0 -70
  238. package/es/point/shaders/simplePoint_frag.glsl +0 -53
  239. package/es/point/shaders/simplePoint_vert.glsl +0 -79
  240. package/es/point/shaders/text_frag.glsl +0 -48
  241. package/es/point/shaders/text_vert.glsl +0 -131
  242. package/es/point/shaders/tile/fill_tile_frag.glsl +0 -76
  243. package/es/point/shaders/tile/fill_tile_vert.glsl +0 -78
  244. package/es/point/shaders/tile/text_frag.glsl +0 -33
  245. package/es/point/shaders/tile/text_map_frag.glsl +0 -31
  246. package/es/point/shaders/tile/text_map_vert.glsl +0 -38
  247. package/es/point/shaders/tile/text_vert.glsl +0 -48
  248. package/es/point/shape/extrude.d.ts +0 -15
  249. package/es/point/shape/extrude.js +0 -63
  250. package/es/polygon/index.d.ts +0 -18
  251. package/es/polygon/index.js +0 -133
  252. package/es/polygon/models/extrude.d.ts +0 -28
  253. package/es/polygon/models/extrude.js +0 -302
  254. package/es/polygon/models/fill.d.ts +0 -17
  255. package/es/polygon/models/fill.js +0 -210
  256. package/es/polygon/models/index.d.ts +0 -5
  257. package/es/polygon/models/index.js +0 -28
  258. package/es/polygon/models/ocean.d.ts +0 -21
  259. package/es/polygon/models/ocean.js +0 -201
  260. package/es/polygon/models/tile.d.ts +0 -12
  261. package/es/polygon/models/tile.js +0 -101
  262. package/es/polygon/models/water.d.ts +0 -16
  263. package/es/polygon/models/water.js +0 -178
  264. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +0 -44
  265. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +0 -44
  266. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +0 -85
  267. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +0 -90
  268. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +0 -48
  269. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +0 -93
  270. package/es/polygon/shaders/polygon_frag.glsl +0 -12
  271. package/es/polygon/shaders/polygon_linear_frag.glsl +0 -22
  272. package/es/polygon/shaders/polygon_linear_vert.glsl +0 -74
  273. package/es/polygon/shaders/polygon_vert.glsl +0 -66
  274. package/es/polygon/shaders/tile/polygon_tile_map_vert.glsl +0 -16
  275. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +0 -42
  276. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +0 -247
  277. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +0 -21
  278. package/es/polygon/shaders/water/polygon_water_frag.glsl +0 -71
  279. package/es/polygon/shaders/water/polygon_water_vert.glsl +0 -26
  280. package/es/raster/buffers/triangulation.d.ts +0 -6
  281. package/es/raster/buffers/triangulation.js +0 -25
  282. package/es/raster/index.d.ts +0 -10
  283. package/es/raster/index.js +0 -94
  284. package/es/raster/models/index.d.ts +0 -5
  285. package/es/raster/models/index.js +0 -10
  286. package/es/raster/models/raster.d.ts +0 -22
  287. package/es/raster/models/raster.js +0 -241
  288. package/es/raster/models/rasterRgb.d.ts +0 -20
  289. package/es/raster/models/rasterRgb.js +0 -225
  290. package/es/raster/models/rasterTile.d.ts +0 -18
  291. package/es/raster/models/rasterTile.js +0 -139
  292. package/es/raster/raster.d.ts +0 -21
  293. package/es/raster/raster.js +0 -161
  294. package/es/raster/shaders/raster_2d_frag.glsl +0 -64
  295. package/es/raster/shaders/raster_2d_vert.glsl +0 -17
  296. package/es/raster/shaders/raster_frag.glsl +0 -9
  297. package/es/raster/shaders/raster_rgb_frag.glsl +0 -12
  298. package/es/raster/shaders/raster_vert.glsl +0 -44
  299. package/es/shader/minify_frag.glsl +0 -7
  300. package/es/shader/minify_picking_frag.glsl +0 -10
  301. package/es/tile/interaction/TilePickService.d.ts +0 -16
  302. package/es/tile/interaction/TilePickService.js +0 -129
  303. package/es/tile/interaction/getFeatureData.d.ts +0 -0
  304. package/es/tile/interaction/getFeatureData.js +0 -0
  305. package/es/tile/interaction/getRasterData.d.ts +0 -4
  306. package/es/tile/interaction/getRasterData.js +0 -70
  307. package/es/tile/interaction/utils.d.ts +0 -11
  308. package/es/tile/interaction/utils.js +0 -97
  309. package/es/tile/interface.d.ts +0 -28
  310. package/es/tile/interface.js +0 -1
  311. package/es/tile/manager/base.d.ts +0 -30
  312. package/es/tile/manager/base.js +0 -146
  313. package/es/tile/manager/layerManager.d.ts +0 -19
  314. package/es/tile/manager/layerManager.js +0 -254
  315. package/es/tile/manager/mapLayerManager.d.ts +0 -7
  316. package/es/tile/manager/mapLayerManager.js +0 -119
  317. package/es/tile/models/tileModel.d.ts +0 -10
  318. package/es/tile/models/tileModel.js +0 -81
  319. package/es/tile/render/TileRenderService.d.ts +0 -10
  320. package/es/tile/render/TileRenderService.js +0 -68
  321. package/es/tile/style/TileStyleService.d.ts +0 -17
  322. package/es/tile/style/TileStyleService.js +0 -118
  323. package/es/tile/style/constants.d.ts +0 -13
  324. package/es/tile/style/constants.js +0 -17
  325. package/es/tile/style/utils.d.ts +0 -9
  326. package/es/tile/style/utils.js +0 -139
  327. package/es/tile/tileFactory/base.d.ts +0 -45
  328. package/es/tile/tileFactory/base.js +0 -403
  329. package/es/tile/tileFactory/index.d.ts +0 -5
  330. package/es/tile/tileFactory/index.js +0 -38
  331. package/es/tile/tileFactory/layers/rasterDataLayer.d.ts +0 -11
  332. package/es/tile/tileFactory/layers/rasterDataLayer.js +0 -77
  333. package/es/tile/tileFactory/layers/tileTest.d.ts +0 -15
  334. package/es/tile/tileFactory/layers/tileTest.js +0 -62
  335. package/es/tile/tileFactory/layers/vectorLayer.d.ts +0 -30
  336. package/es/tile/tileFactory/layers/vectorLayer.js +0 -253
  337. package/es/tile/tileFactory/line.d.ts +0 -12
  338. package/es/tile/tileFactory/line.js +0 -59
  339. package/es/tile/tileFactory/mask.d.ts +0 -12
  340. package/es/tile/tileFactory/mask.js +0 -60
  341. package/es/tile/tileFactory/point.d.ts +0 -12
  342. package/es/tile/tileFactory/point.js +0 -60
  343. package/es/tile/tileFactory/polygon.d.ts +0 -12
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@@ -1,357 +0,0 @@
1
- import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
2
- import _createClass from "@babel/runtime/helpers/createClass";
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- import _defineProperty from "@babel/runtime/helpers/defineProperty";
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- 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) {
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- 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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-
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- if (texture) {
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- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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- }
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- }
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-
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- export var Wind = /*#__PURE__*/function () {
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- function Wind(options) {
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- _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;
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- this.dropRate = options.dropRate;
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- this.dropRateBump = options.dropRateBump;
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- this.rampColors = options.rampColors;
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- this.init();
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- }
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-
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- _createClass(Wind, [{
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- key: "init",
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- 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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-
67
- this.speedFactor = 0.25; // how fast the particles move
68
-
69
- this.dropRate = 0.003; // how often the particles move to a random place
70
-
71
- this.dropRateBump = 0.01; // drop rate increase relative to individual particle speed
72
-
73
- this.drawProgram = glUtils.createProgram(gl, drawVert, drawFrag);
74
- this.fullScreenProgram = glUtils.createProgram(gl, fullScreenVert, fullScreenFrag);
75
- this.updateProgram = glUtils.createProgram(gl, updateVert, updateFrag);
76
- this.quadBuffer = glUtils.createBuffer(gl, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]));
77
- this.framebuffer = gl.createFramebuffer();
78
- 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
80
-
81
- 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
- }
@@ -1,117 +0,0 @@
1
- "use strict";
2
-
3
- var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
-
5
- Object.defineProperty(exports, "__esModule", {
6
- value: true
7
- });
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- exports.default = void 0;
9
-
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- var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
-
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- var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
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-
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- var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
15
-
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- var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
17
-
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- var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
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-
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- var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
21
-
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- var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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-
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- var _BaseLayer2 = _interopRequireDefault(require("../core/BaseLayer"));
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-
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- var _models = _interopRequireDefault(require("./models"));
27
-
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- 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
-
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- var GeometryLayer = /*#__PURE__*/function (_BaseLayer) {
33
- (0, _inherits2.default)(GeometryLayer, _BaseLayer);
34
-
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- var _super = _createSuper(GeometryLayer);
36
-
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- function GeometryLayer() {
38
- var _this;
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-
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- (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
- }],
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- options: {
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- parser: {
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- type: 'json',
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- x: 'x',
57
- y: 'y'
58
- }
59
- }
60
- });
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- return _this;
62
- }
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-
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- (0, _createClass2.default)(GeometryLayer, [{
65
- key: "buildModels",
66
- value: function buildModels() {
67
- var _this2 = this;
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-
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- var modelType = this.getModelType();
70
- this.layerModel = new _models.default[modelType](this);
71
- this.layerModel.initModels(function (models) {
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- _this2.dispatchModelLoad(models);
73
- });
74
- }
75
- }, {
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- key: "rebuildModels",
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- value: function rebuildModels() {
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- var _this3 = this;
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-
80
- this.layerModel.buildModels(function (models) {
81
- _this3.dispatchModelLoad(models);
82
- });
83
- }
84
- }, {
85
- key: "getDefaultConfig",
86
- value: function getDefaultConfig() {
87
- var type = this.getModelType();
88
- var defaultConfig = {
89
- plane: {},
90
- sprite: {},
91
- billboard: {}
92
- };
93
- return defaultConfig[type];
94
- }
95
- }, {
96
- key: "getModelType",
97
- value: function getModelType() {
98
- var _shapeAttribute$scale;
99
-
100
- var shapeAttribute = this.styleAttributeService.getLayerStyleAttribute('shape');
101
- var shape = shapeAttribute === null || shapeAttribute === void 0 ? void 0 : (_shapeAttribute$scale = shapeAttribute.scale) === null || _shapeAttribute$scale === void 0 ? void 0 : _shapeAttribute$scale.field;
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-
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- if (shape === 'plane') {
104
- return 'plane';
105
- } else if (shape === 'sprite') {
106
- return 'sprite';
107
- } else if (shape === 'billboard') {
108
- return 'billboard';
109
- } else {
110
- return 'plane';
111
- }
112
- }
113
- }]);
114
- return GeometryLayer;
115
- }(_BaseLayer2.default);
116
-
117
- exports.default = GeometryLayer;