mirror of https://gitee.com/antv-l7/antv-l7
Shihuidev (#911)
* feat: 增加着色器的拾取计算控制、完善 arcmini * feat: 完善 enableShaderPick/disableShaderPick 功能 * style: lint style * feat: 补充调用高德地图公交线路查询 demo * style: lint style * feat: 优化弧线的纹理动画 * style: lint style * feat: 去除greatCircle 的纹理动画优化 * feat: 扩展点图层圆柱效果 * feat: 增加几何体的径向渐变配置 * style: lint style * fix: 修复bug 图层触发的事件跟图层设置的zIndex无关,只跟插入图层先后顺序有关 * style: lint style * feat: 补全挤出几何体拾取颜色的光照配置 * style: lint style * fix: 修复圆柱 cull 问题 mapbox amap 不同 * feat: 图层销毁时的内存泄漏 * style: lint style * feat: 平面弧线新增弧线偏移量的数据映射能力 * style: lint style * fix: 修复重复销毁bug * style: lint style * feat: 修复 texture 重复销毁问题 * style: lint style * fix: 修复图层叠加模式下的拾取失效问题 * style: lint style * fix: 修复纹理贴图在 zoom 大于 12 时存在的问题 * fix: 修复水波点颜色偏暗 * feat: 优化点图层的渲染效果,叠加渲染效果 * style: lint style * fix: 修复 layer contextmenu 事件丢失 * fix: 修复 map 类型 resize 失效 * style: lint style * feat: 增加瓦片地图的请求节流 * style: lint style * feat: 优化热力图在 radius 数值比较大时热力点边缘发生裁剪的现象 * style: lint style * fix: 修复resize 后 picking shiqu 拾取失败的问题 * feat: 优化 marker/popup 在容器边缘的表现 * feat: 增加 setEnableRender 方法 * style: lint style * feat: 增加城市图层扫光特效 * style: lint style * feat: 补全拾取色混合配置 * style: lint style * feat: 增加高德地图的面积大小点 * style: lint style * feat: 点优化边缘锯齿 * fix: 修复pointLayer stroke 变暗问题 * fix: 修复混合导致的拾取错误 * feat: add simple point 1.0 * style: lint style * feat: simple point support stroke * style: lint style * feat: 优化 simple point 边缘的锯齿 * style: lint style * feat: add point cylinder raising animate * style: lint style * feat: 优化点图层 icon 在小尺寸下的锯齿问题 * style: lint style * feat: 修复 layer destroy 报错、未清理、未重绘、补充触发 destroy 事件 * fix: 修复 marker 在 cluster getMakers 失效 * style: lint style * feat: 清除 marker layer cluster fix * style: lint style * fix: 修复 markerLayer hide show 方法缺少 cluster 模式下的控制 * style: lint style * feat: 取消在 shape 方法执行后的暴力更新 * style: lint style * feat: 增加图层保底颜色设置 * style: lint style * feat: 将兜底颜色改为 bottomColor * fix: color bottom * style: lint style * feat: 修改颜色兜底判断逻辑 * style: lint style * feat: add tnpm dist-tag * feat: 增加line border 边框 * style: lint style * feat: 增加 layer 重复销毁过滤 * style: lint style * feat: 新增 wall 图层 * style: lint style * feat: add image minimap * style: lint style
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@ -32,6 +32,8 @@ export default class IconService extends EventEmitter implements IIconService {
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this.iconData = [];
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this.iconMap = {};
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this.canvas = $window.document.createElement('canvas');
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this.canvas.width = 128;
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this.canvas.height = 128;
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this.ctx = this.canvas.getContext('2d') as CanvasRenderingContext2D;
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}
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@ -175,10 +175,12 @@ export default class ImageModel extends BaseModel {
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this.texture = createTexture2D({
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data: this.iconService.getCanvas(),
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mag: gl.LINEAR,
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min: gl.LINEAR,
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// min: gl.LINEAR,
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min: gl.LINEAR_MIPMAP_LINEAR,
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premultiplyAlpha: false,
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width: 1024,
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height: this.iconService.canvasHeight || 128,
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mipmap: true,
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});
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};
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}
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@ -16,40 +16,42 @@ void main(){
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vec4 textureColor;
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// Y = 0.299R + 0.587G + 0.114B // 亮度提取
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if(size < 13.0) { // 尺寸过小时使用 bloom 卷积模糊采样
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float h = 1.0/ 512.0;
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vec4 color11 = texture2D( u_texture, vec2( pos.x - 1.0 * h, pos.y + 1.0 * h) );
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vec4 color12 = texture2D( u_texture, vec2( pos.x - 0.0 * h, pos.y + 1.0 * h) );
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vec4 color13 = texture2D( u_texture, vec2( pos.x + 1.0 * h, pos.y + 1.0 * h) );
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// if(size < 13.0) { // 尺寸过小时使用 bloom 卷积模糊采样
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// float h = 1.0/ 512.0;
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// vec4 color11 = texture2D( u_texture, vec2( pos.x - 1.0 * h, pos.y + 1.0 * h) );
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// vec4 color12 = texture2D( u_texture, vec2( pos.x - 0.0 * h, pos.y + 1.0 * h) );
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// vec4 color13 = texture2D( u_texture, vec2( pos.x + 1.0 * h, pos.y + 1.0 * h) );
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vec4 color21 = texture2D( u_texture, vec2( pos.x - 1.0 * h, pos.y) );
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vec4 color22 = texture2D( u_texture, vec2( pos.x , pos.y) );
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vec4 color23 = texture2D( u_texture, vec2( pos.x + 1.0 * h, pos.y) );
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// vec4 color21 = texture2D( u_texture, vec2( pos.x - 1.0 * h, pos.y) );
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// vec4 color22 = texture2D( u_texture, vec2( pos.x , pos.y) );
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// vec4 color23 = texture2D( u_texture, vec2( pos.x + 1.0 * h, pos.y) );
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vec4 color31 = texture2D( u_texture, vec2( pos.x - 1.0 * h, pos.y-1.0*h) );
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vec4 color32 = texture2D( u_texture, vec2( pos.x - 0.0 * h, pos.y-1.0*h) );
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vec4 color33 = texture2D( u_texture, vec2( pos.x + 1.0 * h, pos.y-1.0*h) );
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// vec4 color31 = texture2D( u_texture, vec2( pos.x - 1.0 * h, pos.y-1.0*h) );
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// vec4 color32 = texture2D( u_texture, vec2( pos.x - 0.0 * h, pos.y-1.0*h) );
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// vec4 color33 = texture2D( u_texture, vec2( pos.x + 1.0 * h, pos.y-1.0*h) );
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vec4 bloomPixels = (
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1.0*color11 +
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1.0*color12 +
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1.0*color13 +
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1.0*color21 +
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1.0*color21 +
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2.0*color22 +
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1.0*color23 +
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1.0*color31 +
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1.0*color32 +
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1.0*color33
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)/10.0;
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// luma 去除黑点
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float bloomluma = 0.299 * bloomPixels.r + 0.587 * bloomPixels.g + 0.114 * bloomPixels.b;
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// 弥补透明度
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bloomPixels.a *= bloomluma * 1.5;
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textureColor = bloomPixels;
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} else {
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textureColor = texture2D(u_texture, pos);
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}
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// vec4 bloomPixels = (
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// 1.0*color11 +
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// 1.0*color12 +
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// 1.0*color13 +
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// 1.0*color21 +
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// 1.0*color21 +
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// 2.0*color22 +
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// 1.0*color23 +
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// 1.0*color31 +
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// 1.0*color32 +
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// 1.0*color33
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// )/10.0;
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// // luma 去除黑点
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// float bloomluma = 0.299 * bloomPixels.r + 0.587 * bloomPixels.g + 0.114 * bloomPixels.b;
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// // 弥补透明度
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// bloomPixels.a *= bloomluma * 1.5;
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// textureColor = bloomPixels;
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// } else {
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// textureColor = texture2D(u_texture, pos);
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// }
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textureColor = texture2D(u_texture, pos);
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if(all(lessThan(v_color, vec4(1.0+0.00001))) && all(greaterThan(v_color, vec4(1.0-0.00001))) || v_color==vec4(1.0)){
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