mirror of https://gitee.com/antv-l7/antv-l7
merge
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commit
1020043eb6
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@ -70,8 +70,11 @@ test
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*.un~
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.idea
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bin
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bundler
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demos
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docs
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lib
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src
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temp
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webpack-dev.config.js
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webpack.config.js
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@ -1,6 +1,6 @@
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{
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"name": "@antv/l7",
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"version": "1.0.1",
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"version": "1.0.3",
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"description": "Large-scale WebGL-powered Geospatial Data Visualization",
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"main": "build/l7.js",
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"browser": "build/l7.js",
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@ -9,10 +9,7 @@ class Picking {
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this._camera = camera;
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this._raycaster = new THREE.Raycaster();
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this.scene = scene;
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this._envents = [];
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// TODO: Match this with the line width used in the picking layers
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this._raycaster.linePrecision = 3;
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this._raycaster.linePrecision = 10;
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this._pickingScene = PickingScene;
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const size = this._renderer.getSize();
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this._width = size.width;
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@ -21,7 +18,7 @@ class Picking {
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat,
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stencilBuffer: false,
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depthBuffer: false
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depthBuffer: true
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};
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this._pickingTexture = new THREE.WebGLRenderTarget(this._width, this._height, parameters);
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@ -35,37 +32,14 @@ class Picking {
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_initEvents() {
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this._resizeHandler = this._resizeTexture.bind(this);
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window.addEventListener('resize', this._resizeHandler, false);
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// this._mouseUpHandler = this._onMouseUp.bind(this);
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// this._world._container.addEventListener('mouseup', this._mouseUpHandler, false);
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// this._world._container.addEventListener('mousemove', this._mouseUpHandler, false);
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// this._world._container.addEventListener('mousemove', this._onWorldMove.bind(this), false);
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}
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pickdata(event) {
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const point = { x: event.offsetX, y: event.offsetY, type: event.type };
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const point = { x: event.pixel.x, y: event.pixel.y, type: event.type };
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const normalisedPoint = { x: 0, y: 0 };
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normalisedPoint.x = (point.x / this._width) * 2 - 1;
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normalisedPoint.y = -(point.y / this._height) * 2 + 1;
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this._pickAllObject(point, normalisedPoint);
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}
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_onMouseUp(event) {
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// Only react to main button click
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// if (event.button !== 0) {
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// return;
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// }
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const point = { x: event.clientX, y: event.clientY, type: event.type };
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const normalisedPoint = { x: 0, y: 0 };
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normalisedPoint.x = (point.x / this._width) * 2 - 1;
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normalisedPoint.y = -(point.y / this._height) * 2 + 1;
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this._pickAllObject(point, normalisedPoint);
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// this._pick(point, normalisedPoint);
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}
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_onWorldMove() {
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this._needUpdate = true;
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}
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// TODO: Ensure this doesn't get out of sync issue with the renderer resize
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_resizeTexture() {
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const size = this._renderer.getSize();
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@ -79,28 +53,11 @@ class Picking {
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_update(point) {
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const texture = this._pickingTexture;
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// if (this._needUpdate) {
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this._renderer.render(this._pickingScene, this._camera, this._pickingTexture);
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// this._needUpdate = false;
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// }
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this.pixelBuffer = new Uint8Array(4);
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this._renderer.readRenderTargetPixels(texture, point.x, this._height - point.y, 1, 1, this.pixelBuffer);
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}
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// 添加dom事件 支持 mousedown ,mouseenter mouseleave mousemove mouseover mouseout mouse up
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on(type) {
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this._mouseUpHandler = this._onMouseUp.bind(this);
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this._world._container.addEventListener(type, this._mouseUpHandler, false);
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this._envents.push([ type, this._mouseUpHandler ]);
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}
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off(type, hander) {
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this._world._container.removeEventListener(type, this._mouseUpHandler, false);
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this._envents = this._envents.filter(item => {
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return item[0] === 'type' && hander === item[1];
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});
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}
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_filterObject(id) {
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this._pickingScene.children.forEach((object, index) => {
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@ -123,9 +80,7 @@ class Picking {
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_pick(point, normalisedPoint, layerId) {
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this._update(point);
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// Interpret the pixel as an ID
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let id = (this.pixelBuffer[2] * 255 * 255) + (this.pixelBuffer[1] * 255) + (this.pixelBuffer[0]);
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// Skip if ID is 16646655 (white) as the background returns this
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if (id === 16646655 || this.pixelBuffer[3] === 0) {
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id = -999;
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// return;
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@ -133,9 +88,6 @@ class Picking {
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this._raycaster.setFromCamera(normalisedPoint, this._camera);
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// Perform ray intersection on picking scene
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//
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// TODO: Only perform intersection test on the relevant picking mesh
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const intersects = this._raycaster.intersectObjects(this._pickingScene.children, true);
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const _point2d = { x: point.x, y: point.y };
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@ -143,11 +95,6 @@ class Picking {
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if (intersects.length > 0) {
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_point3d = intersects[0].point;
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}
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// Pass along as much data as possible for now until we know more about how
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// people use the picking API and what the returned data should be
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//
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// TODO: Look into the leak potential for passing so much by reference here
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const item = {
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layerId,
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featureId: id - 1,
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@ -6,6 +6,7 @@ import WorkerPool from './worker';
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import { MapProvider } from '../map/provider';
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import GaodeMap from '../map/gaodeMap';
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import Global from '../global';
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import { compileBuiltinModules } from '../geom/shader';
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export default class Scene extends Base {
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getDefaultCfg() {
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return Global.scene;
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@ -22,6 +23,7 @@ export default class Scene extends Base {
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this._engine = new Engine(mapContainer, this);
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this._engine.run();
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this.workerPool = new WorkerPool();
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compileBuiltinModules();
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}
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// 为pickup场景添加 object 对象
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addPickMesh(object) {
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@ -94,11 +96,12 @@ export default class Scene extends Base {
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'mousedown',
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'mouseleave',
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'mouseup',
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'rightclick',
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'click',
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'dblclick'
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];
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events.forEach(event => {
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this._container.addEventListener(event, e => {
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this.map.on(event, e => {
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// 要素拾取
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this._engine._picking.pickdata(e);
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}, false);
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@ -1,6 +1,5 @@
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import polygon_frag from '../shader/polygon_frag.glsl';
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import polygon_vert from '../shader/polygon_vert.glsl';
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import Material from './material';
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import { getModule } from '../../util/shaderModule';
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// export default function PolygonMaterial(options) {
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// const material = new Material({
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// uniforms: {
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@ -48,8 +47,10 @@ export default class PolygonMaterial extends Material {
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this.uniforms = Object.assign(uniforms, this.setUniform(_uniforms));
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this.type = 'PolygonMaterial';
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this.defines = Object.assign(defines, _defines);
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this.vertexShader = polygon_vert;
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this.fragmentShader = polygon_frag;
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const { vs, fs } = getModule('polygon');
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this.vertexShader = vs;
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this.fragmentShader = fs;
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this.transparent = true;
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}
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}
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@ -0,0 +1,2 @@
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#define PI 3.14159265359
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#define TWO_PI 6.28318530718
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@ -1,14 +1,12 @@
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import point_frag from '../shader/point_frag.glsl';
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import point_vert from '../shader/point_vert.glsl';
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const shaderslib = {
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pointShader: {
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fragment: point_frag,
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vertex: point_vert
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}
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};
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// for (const programName in shaderslib) {
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// const program = shaderslib[programName];
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// program.fragment = ShaderFactory.parseIncludes(program.fragment);
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// program.vertex = ShaderFactory.parseIncludes(program.vertex);
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// }
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export default shaderslib;
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import polygon_frag from '../shader/polygon_frag.glsl';
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import polygon_vert from '../shader/polygon_vert.glsl';
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import common from './common.glsl';
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import { registerModule } from '../../util/shaderModule';
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export function compileBuiltinModules() {
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registerModule('point', { vs: point_vert, fs: point_frag });
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registerModule('common', { vs: common, fs: common });
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registerModule('polygon', { vs: polygon_vert, fs: polygon_frag });
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}
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@ -1,7 +1,8 @@
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precision highp float;
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#define PI 3.14159265359
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#define TWO_PI 6.28318530718
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#pragma import "common"
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uniform float u_strokeWidth;
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uniform vec4 u_stroke;
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uniform float u_opacity;
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@ -7,7 +7,6 @@ import TextBuffer from '../geom/buffer/text';
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import TextMaterial from '../geom/material/textMaterial';
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import * as PointBuffer from '../geom/buffer/point/index';
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/**
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* point shape 2d circle, traingle text,image
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* shape 3d cube,column, sphere
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@ -0,0 +1,59 @@
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const SHADER_TYPE = {
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VS: 'vs',
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FS: 'fs'
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};
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const moduleCache = {};
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const rawContentCache = {};
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const precisionRegExp = /precision\s+(high|low|medium)p\s+float/;
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const globalDefaultprecision = '#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n #else\n precision mediump float;\n#endif\n';
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const includeRegExp = /#pragma include (["^+"]?["\ "[a-zA-Z_0-9](.*)"]*?)/g;
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function processModule(rawContent, includeList, type) {
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return rawContent.replace(includeRegExp, (_, strMatch) => {
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const includeOpt = strMatch.split(' ');
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const includeName = includeOpt[0].replace(/"/g, '');
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if (includeList.indexOf(includeName) > -1) {
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return '';
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}
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let txt = rawContentCache[includeName][type];
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includeList.push(includeName);
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txt = processModule(txt, includeList, type);
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return txt;
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});
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}
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export function registerModule(moduleName, { vs, fs }) {
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rawContentCache[moduleName] = {
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[SHADER_TYPE.VS]: vs,
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[SHADER_TYPE.FS]: fs
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};
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}
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export function getModule(moduleName) {
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if (moduleCache[moduleName]) {
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return moduleCache[moduleName];
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}
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let vs = rawContentCache[moduleName][SHADER_TYPE.VS];
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let fs = rawContentCache[moduleName][SHADER_TYPE.FS];
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vs = processModule(vs, [], SHADER_TYPE.VS);
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fs = processModule(fs, [], SHADER_TYPE.FS);
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/**
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* set default precision for fragment shader
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* https://stackoverflow.com/questions/28540290/why-it-is-necessary-to-set-precision-for-the-fragment-shader
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*/
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if (!precisionRegExp.test(fs)) {
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fs = globalDefaultprecision + fs;
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}
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moduleCache[moduleName] = {
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[SHADER_TYPE.VS]: vs.trim(),
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[SHADER_TYPE.FS]: fs.trim()
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};
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return moduleCache[moduleName];
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}
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@ -17,6 +17,5 @@ self.addEventListener('message', e => {
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}
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});
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self.addEventListener('error', function(e) {
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/* eslint-disable */
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console.log('filename:' + e.filename + '\nmessage:' + e.message + '\nline:' + e.lineno);
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console.error('filename:' + e.filename + '\nmessage:' + e.message + '\nline:' + e.lineno);
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});
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@ -0,0 +1,32 @@
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import { expect } from 'chai';
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import { registerModule, getModule } from '../../../src/util/shaderModule';
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describe('test shader module', function() {
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const vs = `
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#define PI 3.14
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`;
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const commonModule = {
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vs,
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fs: vs
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};
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const module1 = {
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vs: `
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#pragma include "common"
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`,
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fs: ''
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};
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registerModule('common', commonModule);
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registerModule('module1', module1);
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it('should import a module correctly.', function() {
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const { vs, fs } = getModule('module1');
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expect(vs).eq('#define PI 3.14');
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expect(fs).eq('');
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});
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});
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