This commit is contained in:
2912401452 2021-12-13 17:28:38 +08:00
commit 0239894f2f
8 changed files with 102 additions and 117 deletions

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@ -171,8 +171,8 @@ export default class PickingService implements IPickingService {
}
this.alreadyInPicking = true;
const t = new Date().getTime();
// @ts-ignore
if (t - this.lastPickTime > 10) {
// TODO: 优化拾取操作 在右键时 mousedown 和 contextmenu 几乎同时触发,所以不能舍去这一次的触发
if (t - this.lastPickTime > 10 || target.type === 'contextmenu') {
await this.pickingLayers(target);
}
// await this.pickingLayers(target);
@ -206,8 +206,6 @@ export default class PickingService implements IPickingService {
getContainer,
} = this.rendererService;
this.resizePickingFBO();
useFramebuffer(this.pickingFBO, () => {
const layers = this.layerService.getRenderList();
layers

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@ -11,7 +11,7 @@ uniform float u_shaderPick;
/*
* Returns highlight color if this item is selected.
*/
vec4 filterHighlightColor(vec4 color, float lightWeight) {
vec4 filterHighlightColor(vec4 color, float weight) {
bool selected = bool(v_PickingResult.a);
if (selected) {
@ -21,7 +21,7 @@ vec4 filterHighlightColor(vec4 color, float lightWeight) {
float highLightRatio = highLightAlpha / (highLightAlpha + color.a * (1.0 - highLightAlpha));
vec3 resultRGB = mix(color.rgb, highLightColor.rgb, highLightRatio);
return vec4(resultRGB * lightWeight, color.a);
return vec4(resultRGB * weight, color.a);
} else {
return color;
}
@ -53,6 +53,16 @@ vec4 filterColor(vec4 color) {
}
// TODO: 优化水波点 blend additive 模式下有的拾取效果
vec4 filterColorAnimate(vec4 color) {
// TODO: 过滤多余的 shader 计算
if(u_shaderPick < 0.5) {
return color; // 暂时去除 直接取消计算在选中时拖拽地图会有问题
} else {
return filterPickingColor(filterHighlightColor(color, color.a));
}
}
vec4 filterColorWithLight(vec4 color, float lightWeight) {
// TODO: 过滤多余的 shader 计算
// return color;

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@ -31,6 +31,7 @@ interface IPointLayerStyleOptions {
stroke: styleColor;
strokeOpacity: styleSingle;
offsets: styleOffset;
blend: string;
}
// 判断当前使用的 style 中的变量属性是否需要进行数据映射
export default class FillModel extends BaseModel {
@ -41,6 +42,7 @@ export default class FillModel extends BaseModel {
strokeWidth = 0,
stroke = 'rgba(0,0,0,0)',
offsets = [0, 0],
blend,
} = this.layer.getLayerConfig() as IPointLayerStyleOptions;
if (
@ -90,6 +92,7 @@ export default class FillModel extends BaseModel {
});
}
return {
u_additive: blend === 'additive' ? 1.0 : 0.0,
u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,
u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
u_cellTypeLayout: this.getCellTypeLayout(),

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@ -1,8 +1,7 @@
#define Animate 0.0
uniform float u_globel;
uniform float u_blur : 0;
// uniform float u_stroke_width : 1;
uniform float u_additive;
varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
@ -33,8 +32,6 @@ void main() {
vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;
lowp float antialiasblur = v_data.z;
float antialiased_blur = -max(u_blur, antialiasblur);
// float r = v_radius / (v_radius + u_stroke_width);
float r = v_radius / (v_radius + strokeWidth);
float outer_df;
@ -72,18 +69,12 @@ void main() {
if(u_globel > 0.0) {
// TODO: 地球模式下避免多余片元绘制,同时也能避免有用片元在透明且重叠的情况下无法写入
// 付出的代价是边缘会有一些锯齿
if(outer_df > antialiased_blur + 0.018) discard;
if(outer_df > antialiasblur + 0.018) discard;
}
float opacity_t = smoothstep(0.0, antialiased_blur, outer_df);
// float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(
// antialiased_blur,
// 0.0,
// inner_df
// );
float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(
antialiased_blur,
float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(
antialiasblur,
0.0,
inner_df
);
@ -93,21 +84,26 @@ void main() {
gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);
gl_FragColor.a = gl_FragColor.a * opacity_t;
if(u_aimate.x == Animate) {
float d = length(v_data.xy);
float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);
gl_FragColor = vec4(gl_FragColor.xyz, intensity);
// TODO: 根据叠加模式选择效果
if(u_additive > 0.0) {
gl_FragColor *= intensity;
} else {
gl_FragColor = vec4(gl_FragColor.xyz, intensity);
}
// TODO: 优化在水波纹情况下的拾取a == 0 时无法拾取)
if(d < 0.7) {
gl_FragColor.a = max(gl_FragColor.a, 0.001);
}
gl_FragColor = u_additive > 0.0 filterColorAnimate(gl_FragColor) : filterColor(gl_FragColor);
} else {
gl_FragColor = filterColor(gl_FragColor);
}
gl_FragColor = filterColor(gl_FragColor);
if(gl_FragColor.a == 0.00) {
gl_FragColor.rgb *= gl_FragColor.a;
}
// gl_FragColor.rgb *= gl_FragColor.a;
gl_FragColor *= opacity_t;
}

View File

@ -20,6 +20,8 @@ uniform float u_stroke_width : 2;
uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
uniform vec2 u_offsets;
uniform float u_blur : 0.0;
#pragma include "styleMapping"
#pragma include "styleMappingCalOpacity"
#pragma include "styleMappingCalStrokeOpacity"
@ -121,7 +123,8 @@ void main() {
// TODO: billboard
// anti-alias
float antialiasblur = 1.0 / u_DevicePixelRatio / (newSize + u_stroke_width);
// float antialiased_blur = -max(u_blur, antialiasblur);
float antialiasblur = -max(1.0 / u_DevicePixelRatio / (newSize + u_stroke_width), u_blur);
// construct point coords
// TODP: /abs(extrude.x) 是为了兼容地球模式

View File

@ -122,7 +122,8 @@ export class Map extends Camera {
const height = dimensions[1];
this.transform.resize(width, height);
if (!isMini) {
// TODO: 小程序环境不需要执行后续动作
if (isMini) {
return this;
}
const fireMoving = !this.moving;

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@ -28,7 +28,9 @@ export default class GaodeMapComponent extends React.Component {
// min = 'min',
// max = 'max',
// none = 'none',
const layer = new PointLayer({ zIndex: 2, blend: 'additive' }) //
// blend: 'additive'
let layer = new PointLayer({ zIndex: 2, blend: 'additive' })
.source(
[
{
@ -49,48 +51,26 @@ export default class GaodeMapComponent extends React.Component {
},
)
.shape('circle')
// .shape('normal')
.color('#1990FF')
.size(20)
.size(40)
.style({
stroke: '#fff',
storkeWidth: 2,
});
stroke: '#f00',
strokeWidth: 3,
strokeOpacity: 1,
})
.animate(true)
.active({ color: '#ff0' });
this.scene = scene;
const linelayer = new LineLayer({ blend: 'additive' })
.source({
type: 'FeatureCollection',
features: [
{
type: 'Feature',
properties: {},
geometry: {
type: 'MultiLineString',
coordinates: [
[
[121.107846, 30.267069],
[121.107, 30.267069],
],
],
},
},
],
})
.shape('line')
.color('#78FFFF')
.size(10);
scene.on('loaded', () => {
// scene.addLayer(linelayer);
scene.addLayer(layer);
});
layer.on('click', () => console.log('point click'));
layer.on('mousemove', (e) => {
console.log(e.feature);
});
linelayer.on('click', () => console.log('line click'));
layer.on('contextmenu', () => console.log('contextmenu'));
// layer.on('mousemove', (e) => {
// console.log(e.feature);
// });
}
public render() {

View File

@ -1,3 +1,4 @@
// @ts-nocheck
import { Scene, PolygonLayer, PointLayer, Map } from '@antv/l7-mini';
// import { Scene } from '@antv/l7';
// import { PolygonLayer, PointLayer } from '@antv/l7-layers';
@ -8,68 +9,61 @@ export default class ScaleComponent extends React.Component {
public async componentDidMount() {
const scene = new Scene({
id: 'map',
map: new GaodeMap({
map: new Map({
center: [105, 32],
pitch: 0,
zoom: 3,
}),
});
// scene.setBgColor('#000');
scene.on('loaded', () => {
fetch(
'https://gw.alipayobjects.com/os/basement_prod/d2e0e930-fd44-4fca-8872-c1037b0fee7b.json',
)
.then((res) => res.json())
.then((data) => {
let layer = new PolygonLayer({ blend: 'normal' }) // autoFit: true
.source(data)
.size('name', [0, 10000, 50000, 30000, 100000])
.color('name', [
'#2E8AE6',
'#69D1AB',
'#DAF291',
'#FFD591',
'#FF7A45',
'#CF1D49',
])
.shape('fill')
.select(true)
.style({
opacity: 0.8,
opacityLinear: {
enable: true,
dir: 'in', // in - out
},
});
fetch(
'https://gw.alipayobjects.com/os/basement_prod/d2e0e930-fd44-4fca-8872-c1037b0fee7b.json',
)
.then((res) => res.json())
.then((data) => {
const layer = new PolygonLayer({ blend: 'normal' }) // autoFit: true
.source(data)
.size('name', [0, 10000, 50000, 30000, 100000])
.color('name', [
'#2E8AE6',
'#69D1AB',
'#DAF291',
'#FFD591',
'#FF7A45',
'#CF1D49',
])
.shape('fill')
.select(true)
.style({
opacity: 0.8,
opacityLinear: {
enable: true,
dir: 'in', // in - out
},
});
let layer2 = new PolygonLayer({ blend: 'normal' })
.source(data)
.size(1)
.color('name', [
'#2E8AE6',
'#69D1AB',
'#DAF291',
'#FFD591',
'#FF7A45',
'#CF1D49',
])
.shape('line')
.select(true)
.style({
opacity: 1.0,
});
const layer2 = new PolygonLayer({ blend: 'normal' })
.source(data)
.size(1)
.color('name', [
'#2E8AE6',
'#69D1AB',
'#DAF291',
'#FFD591',
'#FF7A45',
'#CF1D49',
])
.shape('line')
.select(true)
.style({
opacity: 1.0,
});
scene.on('loaded', () => {
scene.addLayer(layer);
scene.addLayer(layer2);
scene.fitBounds([
[48.073279, 3.067261],
[160.573279, 54.003394],
]);
console.log('getBounds', scene.getBounds());
});
});
});
}
public render() {