@maptalks/vt 0.85.0 → 0.85.2
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.
- package/dist/maptalks.vt.es.js +5 -7
- package/dist/maptalks.vt.js +5 -7
- package/package.json +3 -3
package/dist/maptalks.vt.es.js
CHANGED
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@@ -1,5 +1,5 @@
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/*!
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* @maptalks/vt v0.85.
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* @maptalks/vt v0.85.2
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* LICENSE : undefined
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* (c) 2016-2023 maptalks.org
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*/
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@@ -4568,9 +4568,7 @@ Tn.registerRenderer("gl", class extends Oe {
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this.Hn) for (let e = 0; e < this.Hn.length; e++) this.sidePainter && this.sidePainter.outline(t, this.Hn[e]);
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}
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getShadowMeshes() {
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const t = this.painter.getShadowMeshes();
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return nt(t, this.sidePainter.getShadowMeshes()), t;
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return this.painter ? this.meshes : [];
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}
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}), Tn.registerRenderer("canvas", null);
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@@ -6213,7 +6211,7 @@ class Gi extends zi {
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}
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}
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-
var Wi = "#define SHADER_NAME LINE\n#define AA_CLIP_LIMIT 2.0\n#define AA_LINE_WIDTH 16.0\n#define DEVICE_PIXEL_RATIO 1.0\n#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0\n#define EXTRUDE_SCALE 63.0\n#define EXTRUDE_MOD 64.0\n#define MAX_LINE_DISTANCE 65535.0\n#ifdef HAS_ALTITUDE\nattribute vec2 aPosition;\nattribute float aAltitude;\n#else\nattribute vec3 aPosition;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY)\nattribute vec3 aExtrude;\n#else\nattribute vec2 aExtrude;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT) || defined(HAS_TRAIL)\nattribute float aLinesofar;\nvarying highp float vLinesofar;\n#endif\nuniform float cameraToCenterDistance;\n#if defined(HAS_STROKE_WIDTH)\nattribute float aLineStrokeWidth;\n#else\nuniform float lineStrokeWidth;\n#endif\nuniform mat4 positionMatrix;\nuniform mat4 projViewModelMatrix;\nuniform mat4 modelMatrix;\nuniform float tileResolution;\nuniform float resolution;\nuniform float tileRatio;\nuniform float isRenderingTerrain;\n#if defined(HAS_LINE_DX) || defined(HAS_LINE_DY)\nattribute vec2 aLineDxDy;\n#endif\n#ifndef HAS_LINE_DX\nuniform float lineDx;\n#endif\n#ifndef HAS_LINE_DY\nuniform float lineDy;\n#endif\nuniform vec2 canvasSize;\nuniform float layerScale;\nvarying vec2 vNormal;\nvarying vec2 vWidth;\nvarying float vGammaScale;\n#ifndef ENABLE_TILE_STENCIL\nvarying vec2 vPosition;\n#endif\n#ifdef USE_LINE_OFFSET\nattribute vec2 aExtrudeOffset;\n#endif\n#ifdef HAS_LINE_WIDTH\nattribute float aLineWidth;\n#else\nuniform float lineWidth;\n#endif\n#ifndef PICKING_MODE\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nattribute vec4 aColor;\nvarying vec4 vColor;\n#endif\n#ifdef HAS_PATTERN\n#if defined(HAS_PATTERN_ANIM) || defined(HAS_PATTERN_GAP)\nattribute vec2 aLinePattern;\n#endif\n#ifdef HAS_PATTERN_ANIM\nvarying float vLinePatternAnimSpeed;\n#endif\n#ifdef HAS_PATTERN_GAP\nvarying float vLinePatternGap;\n#endif\nattribute vec4 aTexInfo;\nvarying vec4 vTexInfo;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nattribute vec4 aDasharray;\nvarying vec4 vDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nattribute vec4 aDashColor;\nvarying vec4 vDashColor;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nattribute vec4 aStrokeColor;\nvarying vec4 vStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nattribute float aOpacity;\nvarying float vOpacity;\n#endif\n#ifdef HAS_GRADIENT\nattribute float aGradIndex;\nvarying float vGradIndex;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_vert>\n#endif\n#include <highlight_vert>\n#else\n#include <fbo_picking_vert>\n#endif\nvarying vec3 vVertex;\n#include <vt_position_vert>\nvoid main() {\n vec3 c = unpackVTPosition();\n float d = mod(abs(aExtrude.x), 2.);\n float e = mod(abs(aExtrude.y), 2.);\n vNormal = vec2(d, e * 2. - 1.);\n vec4 f = vec4(c, 1.);\n vec4 h = projViewModelMatrix * positionMatrix * f;\n if(isRenderingTerrain == 1.) {\n vVertex = (positionMatrix * f).xyz;\n } else {\n vVertex = (modelMatrix * positionMatrix * f).xyz;\n }\n#ifdef HAS_STROKE_WIDTH\nfloat i = aLineStrokeWidth / 2. * layerScale;\n#else\nfloat i = lineStrokeWidth;\n#endif\n#ifdef HAS_LINE_WIDTH\nfloat j = aLineWidth / 2. * layerScale;\n#else\nfloat j = lineWidth * layerScale;\n#endif\nfloat k = j / 2. + i;\n float l = sign(i) * j / 2.;\n float m = l + sign(l) * ANTIALIASING;\n float n = k + sign(k) * ANTIALIASING;\n#ifdef USE_LINE_OFFSET\nvec2 o = lineOffset * (vNormal.y * (aExtrude.xy - aExtrudeOffset) + aExtrudeOffset);\n vec2 u = (n * aExtrude.xy + o) / EXTRUDE_SCALE;\n#else\nvec2 v = aExtrude.xy / EXTRUDE_SCALE;\n vec2 u = n * v;\n#endif\nfloat A = tileResolution / resolution;\n vec4 B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n if(isRenderingTerrain == .0) {\n float C = min(AA_CLIP_LIMIT / canvasSize.x, AA_CLIP_LIMIT / canvasSize.y);\n float D = distance(gl_Position.xy / gl_Position.w, h.xy / h.w) - C;\n if(D * j < .0) {\n float E = -D / C;\n float F = E * E * E * E * AA_LINE_WIDTH;\n u += F * v;\n n += F / 6.;\n B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n }\n }\n#ifdef HAS_LINE_DX\nfloat G = aLineDxDy[0];\n#else\nfloat G = lineDx;\n#endif\n#ifdef HAS_LINE_DY\nfloat H = aLineDxDy[1];\n#else\nfloat H = lineDy;\n#endif\nfloat I = gl_Position.w;\n gl_Position.xy += vec2(G, H) * 2. / canvasSize * I;\n#ifndef PICKING_MODE\nvWidth = vec2(n, m);\n if(isRenderingTerrain == 1.) {\n vGammaScale = 1.;\n } else {\n vGammaScale = I / cameraToCenterDistance;\n }\n#ifndef ENABLE_TILE_STENCIL\nvPosition = c.xy;\n#ifdef USE_LINE_OFFSET\nvPosition += tileRatio * o / EXTRUDE_SCALE;\n#endif\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT)\n#ifdef HAS_GRADIENT\nvLinesofar = aLinesofar / MAX_LINE_DISTANCE;\n vGradIndex = aGradIndex;\n#else\nfloat J = aLinesofar - k * aExtrude.z / EXTRUDE_SCALE / A * tileRatio;\n vLinesofar = J / tileRatio * A;\n#endif\n#endif\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nvColor = aColor;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nvDasharray = aDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nvDashColor = aDashColor / 255.;\n#endif\n#endif\n#ifdef HAS_PATTERN\nvTexInfo = vec4(aTexInfo.xy, aTexInfo.zw + 1.);\n#ifdef HAS_PATTERN_ANIM\nvLinePatternAnimSpeed = aLinePattern[0] / 127.;\n#endif\n#ifdef HAS_PATTERN_GAP\nvLinePatternGap = aLinePattern[1] / 10.0;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nvStrokeColor = aStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nvOpacity = aOpacity / 255.;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nshadow_computeShadowPars(B);\n#endif\nhighlight_setVarying();\n#else\nfbo_picking_setData(I, true);\n#endif\n}";
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var Wi = "#define SHADER_NAME LINE\n#define AA_CLIP_LIMIT 2.0\n#define AA_LINE_WIDTH 16.0\n#define DEVICE_PIXEL_RATIO 1.0\n#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0\n#define EXTRUDE_SCALE 63.0\n#define EXTRUDE_MOD 64.0\n#define MAX_LINE_DISTANCE 65535.0\n#ifdef PICKING_MODE\n#include <gl2_vert>\n#endif\n#ifdef HAS_ALTITUDE\nattribute vec2 aPosition;\nattribute float aAltitude;\n#else\nattribute vec3 aPosition;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY)\nattribute vec3 aExtrude;\n#else\nattribute vec2 aExtrude;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT) || defined(HAS_TRAIL)\nattribute float aLinesofar;\nvarying highp float vLinesofar;\n#endif\nuniform float cameraToCenterDistance;\n#if defined(HAS_STROKE_WIDTH)\nattribute float aLineStrokeWidth;\n#else\nuniform float lineStrokeWidth;\n#endif\nuniform mat4 positionMatrix;\nuniform mat4 projViewModelMatrix;\nuniform mat4 modelMatrix;\nuniform float tileResolution;\nuniform float resolution;\nuniform float tileRatio;\nuniform float isRenderingTerrain;\n#if defined(HAS_LINE_DX) || defined(HAS_LINE_DY)\nattribute vec2 aLineDxDy;\n#endif\n#ifndef HAS_LINE_DX\nuniform float lineDx;\n#endif\n#ifndef HAS_LINE_DY\nuniform float lineDy;\n#endif\nuniform vec2 canvasSize;\nuniform float layerScale;\nvarying vec2 vNormal;\nvarying vec2 vWidth;\nvarying float vGammaScale;\n#ifndef ENABLE_TILE_STENCIL\nvarying vec2 vPosition;\n#endif\n#ifdef USE_LINE_OFFSET\nattribute vec2 aExtrudeOffset;\n#endif\n#ifdef HAS_LINE_WIDTH\nattribute float aLineWidth;\n#else\nuniform float lineWidth;\n#endif\n#ifndef PICKING_MODE\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nattribute vec4 aColor;\nvarying vec4 vColor;\n#endif\n#ifdef HAS_PATTERN\n#if defined(HAS_PATTERN_ANIM) || defined(HAS_PATTERN_GAP)\nattribute vec2 aLinePattern;\n#endif\n#ifdef HAS_PATTERN_ANIM\nvarying float vLinePatternAnimSpeed;\n#endif\n#ifdef HAS_PATTERN_GAP\nvarying float vLinePatternGap;\n#endif\nattribute vec4 aTexInfo;\nvarying vec4 vTexInfo;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nattribute vec4 aDasharray;\nvarying vec4 vDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nattribute vec4 aDashColor;\nvarying vec4 vDashColor;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nattribute vec4 aStrokeColor;\nvarying vec4 vStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nattribute float aOpacity;\nvarying float vOpacity;\n#endif\n#ifdef HAS_GRADIENT\nattribute float aGradIndex;\nvarying float vGradIndex;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_vert>\n#endif\n#include <highlight_vert>\n#else\n#include <fbo_picking_vert>\n#endif\nvarying vec3 vVertex;\n#include <vt_position_vert>\nvoid main() {\n vec3 c = unpackVTPosition();\n float d = mod(abs(aExtrude.x), 2.);\n float e = mod(abs(aExtrude.y), 2.);\n vNormal = vec2(d, e * 2. - 1.);\n vec4 f = vec4(c, 1.);\n vec4 h = projViewModelMatrix * positionMatrix * f;\n if(isRenderingTerrain == 1.) {\n vVertex = (positionMatrix * f).xyz;\n } else {\n vVertex = (modelMatrix * positionMatrix * f).xyz;\n }\n#ifdef HAS_STROKE_WIDTH\nfloat i = aLineStrokeWidth / 2. * layerScale;\n#else\nfloat i = lineStrokeWidth;\n#endif\n#ifdef HAS_LINE_WIDTH\nfloat j = aLineWidth / 2. * layerScale;\n#else\nfloat j = lineWidth * layerScale;\n#endif\nfloat k = j / 2. + i;\n float l = sign(i) * j / 2.;\n float m = l + sign(l) * ANTIALIASING;\n float n = k + sign(k) * ANTIALIASING;\n#ifdef USE_LINE_OFFSET\nvec2 o = lineOffset * (vNormal.y * (aExtrude.xy - aExtrudeOffset) + aExtrudeOffset);\n vec2 u = (n * aExtrude.xy + o) / EXTRUDE_SCALE;\n#else\nvec2 v = aExtrude.xy / EXTRUDE_SCALE;\n vec2 u = n * v;\n#endif\nfloat A = tileResolution / resolution;\n vec4 B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n if(isRenderingTerrain == .0) {\n float C = min(AA_CLIP_LIMIT / canvasSize.x, AA_CLIP_LIMIT / canvasSize.y);\n float D = distance(gl_Position.xy / gl_Position.w, h.xy / h.w) - C;\n if(D * j < .0) {\n float E = -D / C;\n float F = E * E * E * E * AA_LINE_WIDTH;\n u += F * v;\n n += F / 6.;\n B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n }\n }\n#ifdef HAS_LINE_DX\nfloat G = aLineDxDy[0];\n#else\nfloat G = lineDx;\n#endif\n#ifdef HAS_LINE_DY\nfloat H = aLineDxDy[1];\n#else\nfloat H = lineDy;\n#endif\nfloat I = gl_Position.w;\n gl_Position.xy += vec2(G, H) * 2. / canvasSize * I;\n#ifndef PICKING_MODE\nvWidth = vec2(n, m);\n if(isRenderingTerrain == 1.) {\n vGammaScale = 1.;\n } else {\n vGammaScale = I / cameraToCenterDistance;\n }\n#ifndef ENABLE_TILE_STENCIL\nvPosition = c.xy;\n#ifdef USE_LINE_OFFSET\nvPosition += tileRatio * o / EXTRUDE_SCALE;\n#endif\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT)\n#ifdef HAS_GRADIENT\nvLinesofar = aLinesofar / MAX_LINE_DISTANCE;\n vGradIndex = aGradIndex;\n#else\nfloat J = aLinesofar - k * aExtrude.z / EXTRUDE_SCALE / A * tileRatio;\n vLinesofar = J / tileRatio * A;\n#endif\n#endif\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nvColor = aColor;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nvDasharray = aDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nvDashColor = aDashColor / 255.;\n#endif\n#endif\n#ifdef HAS_PATTERN\nvTexInfo = vec4(aTexInfo.xy, aTexInfo.zw + 1.);\n#ifdef HAS_PATTERN_ANIM\nvLinePatternAnimSpeed = aLinePattern[0] / 127.;\n#endif\n#ifdef HAS_PATTERN_GAP\nvLinePatternGap = aLinePattern[1] / 10.0;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nvStrokeColor = aStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nvOpacity = aOpacity / 255.;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nshadow_computeShadowPars(B);\n#endif\nhighlight_setVarying();\n#else\nfbo_picking_setData(I, true);\n#endif\n}";
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const Bi = r.identity([]), qi = [];
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@@ -10551,7 +10549,7 @@ const ha = Fn("water", $s);
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ha.registerAt(Vt), te.registerPainter("lit", _s), te.registerPainter("icon", bo),
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te.registerPainter("fill", Gi), te.registerPainter("line", Xi), te.registerPainter("line-gradient", $i),
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te.registerPainter("water", $s), te.registerPainter("tube", Ms), n.ShaderLib.register("vt_position_vert", "#ifdef HAS_TERRAIN_ALTITUDE\n attribute float aTerrainAltitude;\n#endif\n#ifdef HAS_ALTITUDE\n vec3 unpackVTPosition() {\n float altitude = aAltitude;\n #ifdef HAS_TERRAIN_ALTITUDE\n altitude += aTerrainAltitude * 100.0;\n #endif\n return vec3(aPosition, altitude);\n }\n#else\n float position_modValue = 16384.0;\n float position_delta = 0.00001;\n vec3 unpackVTPosition() {\n float z = aPosition.z;\n vec2 pos = sign(aPosition.xy + position_delta) * mod(abs(aPosition.xy), position_modValue);\n vec2 highs = floor(abs(aPosition.xy) / position_modValue);\n float altitude = sign(z + position_delta) * (highs.x * 2.0 + highs.y) * pow(2.0, 15.0) + z;\n #ifdef HAS_TERRAIN_ALTITUDE\n altitude += aTerrainAltitude * 100.0;\n #endif\n return vec3(pos, altitude);\n }\n#endif"),
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Vt.VERSION = "0.85.
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Vt.VERSION = "0.85.2", te.VERSION = "0.85.2";
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if (e.mat4.create(), e.transcoders) {
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const n = t.Map.VERSION;
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export { Tn as ExtrudePolygonLayer, Gi as FillPainter, Js as FillPlugin, sa as GLTFPhongPlugin, aa as GLTFStandardPlugin, Jt as GeoJSONVectorTileLayer, la as HeatmapPlugin, bo as IconPainter, Qs as IconPlugin, Ks as LineGradientPlugin, Xi as LinePainter, Zs as LinePlugin, Se as LineStringLayer, ra as LitPlugin, $t as MapboxVectorTileLayer, us as NativeLinePainter, ea as NativeLinePlugin, ls as NativePointPainter, xs as PhongPainter, na as PhongPlugin, Te as PointLayer, Pe as PolygonLayer, is as TextPainter, ta as TextPlugin, oa as TubePlugin, te as Vector3DLayer, Vt as VectorTileLayer, It as VectorTileLayerRenderer, ha as WaterPlugin, As as WireframePainter, ia as WireframePlugin };
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"undefined" != typeof console && console.log("@maptalks/vt v0.85.
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"undefined" != typeof console && console.log("@maptalks/vt v0.85.2");
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package/dist/maptalks.vt.js
CHANGED
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/*!
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* @maptalks/vt v0.85.
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* @maptalks/vt v0.85.2
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* LICENSE : undefined
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* (c) 2016-2023 maptalks.org
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*/
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this.ur) for (let e = 0; e < this.ur.length; e++) this.sidePainter && this.sidePainter.outline(t, this.ur[e]);
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}
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getShadowMeshes() {
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return z(t, this.sidePainter.getShadowMeshes()), t;
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return this.painter ? this.meshes : [];
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}
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}), zc.registerRenderer("canvas", null);
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return this.setIncludeUniformValues(i, e), i;
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-
var hd = "#define SHADER_NAME LINE\n#define AA_CLIP_LIMIT 2.0\n#define AA_LINE_WIDTH 16.0\n#define DEVICE_PIXEL_RATIO 1.0\n#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0\n#define EXTRUDE_SCALE 63.0\n#define EXTRUDE_MOD 64.0\n#define MAX_LINE_DISTANCE 65535.0\n#ifdef HAS_ALTITUDE\nattribute vec2 aPosition;\nattribute float aAltitude;\n#else\nattribute vec3 aPosition;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY)\nattribute vec3 aExtrude;\n#else\nattribute vec2 aExtrude;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT) || defined(HAS_TRAIL)\nattribute float aLinesofar;\nvarying highp float vLinesofar;\n#endif\nuniform float cameraToCenterDistance;\n#if defined(HAS_STROKE_WIDTH)\nattribute float aLineStrokeWidth;\n#else\nuniform float lineStrokeWidth;\n#endif\nuniform mat4 positionMatrix;\nuniform mat4 projViewModelMatrix;\nuniform mat4 modelMatrix;\nuniform float tileResolution;\nuniform float resolution;\nuniform float tileRatio;\nuniform float isRenderingTerrain;\n#if defined(HAS_LINE_DX) || defined(HAS_LINE_DY)\nattribute vec2 aLineDxDy;\n#endif\n#ifndef HAS_LINE_DX\nuniform float lineDx;\n#endif\n#ifndef HAS_LINE_DY\nuniform float lineDy;\n#endif\nuniform vec2 canvasSize;\nuniform float layerScale;\nvarying vec2 vNormal;\nvarying vec2 vWidth;\nvarying float vGammaScale;\n#ifndef ENABLE_TILE_STENCIL\nvarying vec2 vPosition;\n#endif\n#ifdef USE_LINE_OFFSET\nattribute vec2 aExtrudeOffset;\n#endif\n#ifdef HAS_LINE_WIDTH\nattribute float aLineWidth;\n#else\nuniform float lineWidth;\n#endif\n#ifndef PICKING_MODE\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nattribute vec4 aColor;\nvarying vec4 vColor;\n#endif\n#ifdef HAS_PATTERN\n#if defined(HAS_PATTERN_ANIM) || defined(HAS_PATTERN_GAP)\nattribute vec2 aLinePattern;\n#endif\n#ifdef HAS_PATTERN_ANIM\nvarying float vLinePatternAnimSpeed;\n#endif\n#ifdef HAS_PATTERN_GAP\nvarying float vLinePatternGap;\n#endif\nattribute vec4 aTexInfo;\nvarying vec4 vTexInfo;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nattribute vec4 aDasharray;\nvarying vec4 vDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nattribute vec4 aDashColor;\nvarying vec4 vDashColor;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nattribute vec4 aStrokeColor;\nvarying vec4 vStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nattribute float aOpacity;\nvarying float vOpacity;\n#endif\n#ifdef HAS_GRADIENT\nattribute float aGradIndex;\nvarying float vGradIndex;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_vert>\n#endif\n#include <highlight_vert>\n#else\n#include <fbo_picking_vert>\n#endif\nvarying vec3 vVertex;\n#include <vt_position_vert>\nvoid main() {\n vec3 c = unpackVTPosition();\n float d = mod(abs(aExtrude.x), 2.);\n float e = mod(abs(aExtrude.y), 2.);\n vNormal = vec2(d, e * 2. - 1.);\n vec4 f = vec4(c, 1.);\n vec4 h = projViewModelMatrix * positionMatrix * f;\n if(isRenderingTerrain == 1.) {\n vVertex = (positionMatrix * f).xyz;\n } else {\n vVertex = (modelMatrix * positionMatrix * f).xyz;\n }\n#ifdef HAS_STROKE_WIDTH\nfloat i = aLineStrokeWidth / 2. * layerScale;\n#else\nfloat i = lineStrokeWidth;\n#endif\n#ifdef HAS_LINE_WIDTH\nfloat j = aLineWidth / 2. * layerScale;\n#else\nfloat j = lineWidth * layerScale;\n#endif\nfloat k = j / 2. + i;\n float l = sign(i) * j / 2.;\n float m = l + sign(l) * ANTIALIASING;\n float n = k + sign(k) * ANTIALIASING;\n#ifdef USE_LINE_OFFSET\nvec2 o = lineOffset * (vNormal.y * (aExtrude.xy - aExtrudeOffset) + aExtrudeOffset);\n vec2 u = (n * aExtrude.xy + o) / EXTRUDE_SCALE;\n#else\nvec2 v = aExtrude.xy / EXTRUDE_SCALE;\n vec2 u = n * v;\n#endif\nfloat A = tileResolution / resolution;\n vec4 B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n if(isRenderingTerrain == .0) {\n float C = min(AA_CLIP_LIMIT / canvasSize.x, AA_CLIP_LIMIT / canvasSize.y);\n float D = distance(gl_Position.xy / gl_Position.w, h.xy / h.w) - C;\n if(D * j < .0) {\n float E = -D / C;\n float F = E * E * E * E * AA_LINE_WIDTH;\n u += F * v;\n n += F / 6.;\n B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n }\n }\n#ifdef HAS_LINE_DX\nfloat G = aLineDxDy[0];\n#else\nfloat G = lineDx;\n#endif\n#ifdef HAS_LINE_DY\nfloat H = aLineDxDy[1];\n#else\nfloat H = lineDy;\n#endif\nfloat I = gl_Position.w;\n gl_Position.xy += vec2(G, H) * 2. / canvasSize * I;\n#ifndef PICKING_MODE\nvWidth = vec2(n, m);\n if(isRenderingTerrain == 1.) {\n vGammaScale = 1.;\n } else {\n vGammaScale = I / cameraToCenterDistance;\n }\n#ifndef ENABLE_TILE_STENCIL\nvPosition = c.xy;\n#ifdef USE_LINE_OFFSET\nvPosition += tileRatio * o / EXTRUDE_SCALE;\n#endif\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT)\n#ifdef HAS_GRADIENT\nvLinesofar = aLinesofar / MAX_LINE_DISTANCE;\n vGradIndex = aGradIndex;\n#else\nfloat J = aLinesofar - k * aExtrude.z / EXTRUDE_SCALE / A * tileRatio;\n vLinesofar = J / tileRatio * A;\n#endif\n#endif\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nvColor = aColor;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nvDasharray = aDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nvDashColor = aDashColor / 255.;\n#endif\n#endif\n#ifdef HAS_PATTERN\nvTexInfo = vec4(aTexInfo.xy, aTexInfo.zw + 1.);\n#ifdef HAS_PATTERN_ANIM\nvLinePatternAnimSpeed = aLinePattern[0] / 127.;\n#endif\n#ifdef HAS_PATTERN_GAP\nvLinePatternGap = aLinePattern[1] / 10.0;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nvStrokeColor = aStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nvOpacity = aOpacity / 255.;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nshadow_computeShadowPars(B);\n#endif\nhighlight_setVarying();\n#else\nfbo_picking_setData(I, true);\n#endif\n}";
|
|
20098
|
+
var hd = "#define SHADER_NAME LINE\n#define AA_CLIP_LIMIT 2.0\n#define AA_LINE_WIDTH 16.0\n#define DEVICE_PIXEL_RATIO 1.0\n#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0\n#define EXTRUDE_SCALE 63.0\n#define EXTRUDE_MOD 64.0\n#define MAX_LINE_DISTANCE 65535.0\n#ifdef PICKING_MODE\n#include <gl2_vert>\n#endif\n#ifdef HAS_ALTITUDE\nattribute vec2 aPosition;\nattribute float aAltitude;\n#else\nattribute vec3 aPosition;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY)\nattribute vec3 aExtrude;\n#else\nattribute vec2 aExtrude;\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT) || defined(HAS_TRAIL)\nattribute float aLinesofar;\nvarying highp float vLinesofar;\n#endif\nuniform float cameraToCenterDistance;\n#if defined(HAS_STROKE_WIDTH)\nattribute float aLineStrokeWidth;\n#else\nuniform float lineStrokeWidth;\n#endif\nuniform mat4 positionMatrix;\nuniform mat4 projViewModelMatrix;\nuniform mat4 modelMatrix;\nuniform float tileResolution;\nuniform float resolution;\nuniform float tileRatio;\nuniform float isRenderingTerrain;\n#if defined(HAS_LINE_DX) || defined(HAS_LINE_DY)\nattribute vec2 aLineDxDy;\n#endif\n#ifndef HAS_LINE_DX\nuniform float lineDx;\n#endif\n#ifndef HAS_LINE_DY\nuniform float lineDy;\n#endif\nuniform vec2 canvasSize;\nuniform float layerScale;\nvarying vec2 vNormal;\nvarying vec2 vWidth;\nvarying float vGammaScale;\n#ifndef ENABLE_TILE_STENCIL\nvarying vec2 vPosition;\n#endif\n#ifdef USE_LINE_OFFSET\nattribute vec2 aExtrudeOffset;\n#endif\n#ifdef HAS_LINE_WIDTH\nattribute float aLineWidth;\n#else\nuniform float lineWidth;\n#endif\n#ifndef PICKING_MODE\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nattribute vec4 aColor;\nvarying vec4 vColor;\n#endif\n#ifdef HAS_PATTERN\n#if defined(HAS_PATTERN_ANIM) || defined(HAS_PATTERN_GAP)\nattribute vec2 aLinePattern;\n#endif\n#ifdef HAS_PATTERN_ANIM\nvarying float vLinePatternAnimSpeed;\n#endif\n#ifdef HAS_PATTERN_GAP\nvarying float vLinePatternGap;\n#endif\nattribute vec4 aTexInfo;\nvarying vec4 vTexInfo;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nattribute vec4 aDasharray;\nvarying vec4 vDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nattribute vec4 aDashColor;\nvarying vec4 vDashColor;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nattribute vec4 aStrokeColor;\nvarying vec4 vStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nattribute float aOpacity;\nvarying float vOpacity;\n#endif\n#ifdef HAS_GRADIENT\nattribute float aGradIndex;\nvarying float vGradIndex;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_vert>\n#endif\n#include <highlight_vert>\n#else\n#include <fbo_picking_vert>\n#endif\nvarying vec3 vVertex;\n#include <vt_position_vert>\nvoid main() {\n vec3 c = unpackVTPosition();\n float d = mod(abs(aExtrude.x), 2.);\n float e = mod(abs(aExtrude.y), 2.);\n vNormal = vec2(d, e * 2. - 1.);\n vec4 f = vec4(c, 1.);\n vec4 h = projViewModelMatrix * positionMatrix * f;\n if(isRenderingTerrain == 1.) {\n vVertex = (positionMatrix * f).xyz;\n } else {\n vVertex = (modelMatrix * positionMatrix * f).xyz;\n }\n#ifdef HAS_STROKE_WIDTH\nfloat i = aLineStrokeWidth / 2. * layerScale;\n#else\nfloat i = lineStrokeWidth;\n#endif\n#ifdef HAS_LINE_WIDTH\nfloat j = aLineWidth / 2. * layerScale;\n#else\nfloat j = lineWidth * layerScale;\n#endif\nfloat k = j / 2. + i;\n float l = sign(i) * j / 2.;\n float m = l + sign(l) * ANTIALIASING;\n float n = k + sign(k) * ANTIALIASING;\n#ifdef USE_LINE_OFFSET\nvec2 o = lineOffset * (vNormal.y * (aExtrude.xy - aExtrudeOffset) + aExtrudeOffset);\n vec2 u = (n * aExtrude.xy + o) / EXTRUDE_SCALE;\n#else\nvec2 v = aExtrude.xy / EXTRUDE_SCALE;\n vec2 u = n * v;\n#endif\nfloat A = tileResolution / resolution;\n vec4 B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n if(isRenderingTerrain == .0) {\n float C = min(AA_CLIP_LIMIT / canvasSize.x, AA_CLIP_LIMIT / canvasSize.y);\n float D = distance(gl_Position.xy / gl_Position.w, h.xy / h.w) - C;\n if(D * j < .0) {\n float E = -D / C;\n float F = E * E * E * E * AA_LINE_WIDTH;\n u += F * v;\n n += F / 6.;\n B = vec4(c + vec3(u, .0) * tileRatio / A, 1.);\n gl_Position = projViewModelMatrix * positionMatrix * B;\n }\n }\n#ifdef HAS_LINE_DX\nfloat G = aLineDxDy[0];\n#else\nfloat G = lineDx;\n#endif\n#ifdef HAS_LINE_DY\nfloat H = aLineDxDy[1];\n#else\nfloat H = lineDy;\n#endif\nfloat I = gl_Position.w;\n gl_Position.xy += vec2(G, H) * 2. / canvasSize * I;\n#ifndef PICKING_MODE\nvWidth = vec2(n, m);\n if(isRenderingTerrain == 1.) {\n vGammaScale = 1.;\n } else {\n vGammaScale = I / cameraToCenterDistance;\n }\n#ifndef ENABLE_TILE_STENCIL\nvPosition = c.xy;\n#ifdef USE_LINE_OFFSET\nvPosition += tileRatio * o / EXTRUDE_SCALE;\n#endif\n#endif\n#if defined(HAS_PATTERN) || defined(HAS_DASHARRAY) || defined(HAS_GRADIENT)\n#ifdef HAS_GRADIENT\nvLinesofar = aLinesofar / MAX_LINE_DISTANCE;\n vGradIndex = aGradIndex;\n#else\nfloat J = aLinesofar - k * aExtrude.z / EXTRUDE_SCALE / A * tileRatio;\n vLinesofar = J / tileRatio * A;\n#endif\n#endif\n#ifndef HAS_GRADIENT\n#ifdef HAS_COLOR\nvColor = aColor;\n#endif\n#ifdef HAS_DASHARRAY\n#ifdef HAS_DASHARRAY_ATTR\nvDasharray = aDasharray;\n#endif\n#ifdef HAS_DASHARRAY_COLOR\nvDashColor = aDashColor / 255.;\n#endif\n#endif\n#ifdef HAS_PATTERN\nvTexInfo = vec4(aTexInfo.xy, aTexInfo.zw + 1.);\n#ifdef HAS_PATTERN_ANIM\nvLinePatternAnimSpeed = aLinePattern[0] / 127.;\n#endif\n#ifdef HAS_PATTERN_GAP\nvLinePatternGap = aLinePattern[1] / 10.0;\n#endif\n#endif\n#endif\n#ifdef HAS_STROKE_COLOR\nvStrokeColor = aStrokeColor;\n#endif\n#ifdef HAS_OPACITY\nvOpacity = aOpacity / 255.;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nshadow_computeShadowPars(B);\n#endif\nhighlight_setVarying();\n#else\nfbo_picking_setData(I, true);\n#endif\n}";
|
|
20101
20099
|
const dd = n.mat4.identity([]), fd = [];
|
|
20102
20100
|
class pd extends ed {
|
|
20103
20101
|
prepareSymbol(t) {
|
|
@@ -24337,7 +24335,7 @@
|
|
|
24337
24335
|
jm.registerAt(Fl), Wl.registerPainter("lit", Gp), Wl.registerPainter("icon", Hf),
|
|
24338
24336
|
Wl.registerPainter("fill", cd), Wl.registerPainter("line", pd), Wl.registerPainter("line-gradient", md),
|
|
24339
24337
|
Wl.registerPainter("water", mm), Wl.registerPainter("tube", Jp), n.reshader.ShaderLib.register("vt_position_vert", "#ifdef HAS_TERRAIN_ALTITUDE\n attribute float aTerrainAltitude;\n#endif\n#ifdef HAS_ALTITUDE\n vec3 unpackVTPosition() {\n float altitude = aAltitude;\n #ifdef HAS_TERRAIN_ALTITUDE\n altitude += aTerrainAltitude * 100.0;\n #endif\n return vec3(aPosition, altitude);\n }\n#else\n float position_modValue = 16384.0;\n float position_delta = 0.00001;\n vec3 unpackVTPosition() {\n float z = aPosition.z;\n vec2 pos = sign(aPosition.xy + position_delta) * mod(abs(aPosition.xy), position_modValue);\n vec2 highs = floor(abs(aPosition.xy) / position_modValue);\n float altitude = sign(z + position_delta) * (highs.x * 2.0 + highs.y) * pow(2.0, 15.0) + z;\n #ifdef HAS_TERRAIN_ALTITUDE\n altitude += aTerrainAltitude * 100.0;\n #endif\n return vec3(pos, altitude);\n }\n#endif"),
|
|
24340
|
-
Fl.VERSION = "0.85.
|
|
24338
|
+
Fl.VERSION = "0.85.2", Wl.VERSION = "0.85.2";
|
|
24341
24339
|
if (o.mat4.create(), o.transcoders) {
|
|
24342
24340
|
const t = r.Map.VERSION;
|
|
24343
24341
|
if (t.indexOf("1.0.0-beta") >= 0 || t.indexOf("1.0.0-alpha") >= 0) {
|
|
@@ -24358,5 +24356,5 @@
|
|
|
24358
24356
|
t.VectorTileLayer = Fl, t.VectorTileLayerRenderer = ml, t.WaterPlugin = jm, t.WireframePainter = qp,
|
|
24359
24357
|
t.WireframePlugin = _m, Object.defineProperty(t, "t", {
|
|
24360
24358
|
value: !0
|
|
24361
|
-
}), "undefined" != typeof console && console.log("@maptalks/vt v0.85.
|
|
24359
|
+
}), "undefined" != typeof console && console.log("@maptalks/vt v0.85.2");
|
|
24362
24360
|
}));
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@maptalks/vt",
|
|
3
|
-
"version": "0.85.
|
|
3
|
+
"version": "0.85.2",
|
|
4
4
|
"description": "The vector-tile plugin for maptalks.js",
|
|
5
5
|
"main": "dist/maptalks.vt.js",
|
|
6
6
|
"module": "dist/maptalks.vt.es.js",
|
|
@@ -26,7 +26,7 @@
|
|
|
26
26
|
"@maptalks/function-type": "^1.2.3",
|
|
27
27
|
"@maptalks/geojson-bbox": "^1.0.4",
|
|
28
28
|
"@maptalks/geojson-vt": "^3.4.1",
|
|
29
|
-
"@maptalks/gl": "^0.87.
|
|
29
|
+
"@maptalks/gl": "^0.87.1",
|
|
30
30
|
"@maptalks/tbn-packer": "^1.2.8",
|
|
31
31
|
"@maptalks/vector-packer": "^0.85.0",
|
|
32
32
|
"@maptalks/vt-plugin": "^0.85.0",
|
|
@@ -63,5 +63,5 @@
|
|
|
63
63
|
"rollup": "^2.56.2",
|
|
64
64
|
"rollup-plugin-terser": "^5.3.1"
|
|
65
65
|
},
|
|
66
|
-
"gitHead": "
|
|
66
|
+
"gitHead": "801b1ca7820011c844bdc6d3e2356c7023ca483b"
|
|
67
67
|
}
|