feat(layer): add citybuildinglayer & add line add animate

This commit is contained in:
thinkinggis 2019-12-25 00:01:14 +08:00
parent 68a1af7607
commit 8fc57ceeaf
35 changed files with 769 additions and 145 deletions

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@ -1,5 +1,6 @@
import Ajv from 'ajv';
import { injectable, postConstruct } from 'inversify';
import { merge } from 'lodash';
import { ILayerConfig } from '../layer/ILayerService';
import { IGlobalConfigService, ISceneConfig } from './IConfigService';
import mapConfigSchema from './mapConfigSchema';
@ -63,6 +64,12 @@ const defaultLayerConfig: Partial<ILayerConfig> = {
enableTAA: false,
jitterScale: 1,
enableLighting: false,
animateOption: {
enable: false,
interval: 0.2,
duration: 4,
trailLength: 0.15,
},
};
// @see https://github.com/epoberezkin/ajv#options
@ -141,9 +148,7 @@ export default class GlobalConfigService implements IGlobalConfigService {
) {
// @ts-ignore
this.layerConfigCache[layerId] = {
...this.sceneConfigCache[sceneId],
...defaultLayerConfig,
...config,
...merge({}, this.sceneConfigCache[sceneId], defaultLayerConfig, config),
};
}

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@ -116,7 +116,7 @@ export interface ILayer {
color(field: StyleAttrField, value?: StyleAttributeOption): ILayer;
shape(field: StyleAttrField, value?: StyleAttributeOption): ILayer;
label(field: StyleAttrField, value?: StyleAttributeOption): ILayer;
animate(option: IAnimateOption): ILayer;
animate(option: Partial<IAnimateOption> | boolean): ILayer;
// pattern(field: string, value: StyleAttributeOption): ILayer;
filter(field: string, value: StyleAttributeOption): ILayer;
active(option: IActiveOption | boolean): ILayer;
@ -172,6 +172,8 @@ export interface ILayer {
pick(query: { x: number; y: number }): void;
updateLayerConfig(configToUpdate: Partial<ILayerConfig | unknown>): void;
setAnimateStartTime(): void;
getLayerAnimateTime(): number;
}
/**
@ -242,6 +244,7 @@ export interface ILayerConfig {
*
*/
enableLighting: boolean;
animateOption: Partial<IAnimateOption>;
onHover(pickedFeature: IPickedFeature): void;
onClick(pickedFeature: IPickedFeature): void;
}

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@ -75,6 +75,7 @@ export interface IAnimateOption {
interval?: number;
duration?: number;
trailLength?: number;
repeat?: number;
}
export interface IEncodeFeature {

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@ -81,6 +81,7 @@ export default class LayerService implements ILayerService {
public startAnimate() {
if (this.animateInstanceCount++ === 0) {
this.clock.start();
this.runRender();
}
}
@ -88,6 +89,7 @@ export default class LayerService implements ILayerService {
public stopAnimate() {
if (--this.animateInstanceCount === 0) {
this.stopRender();
this.clock.stop();
}
}
@ -102,7 +104,7 @@ export default class LayerService implements ILayerService {
private runRender() {
this.renderLayers();
this.layerRenderID = requestAnimationFrame(this.renderLayers.bind(this));
this.layerRenderID = requestAnimationFrame(this.runRender.bind(this));
}
private stopRender() {

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@ -32,3 +32,9 @@ vec2 unProjectFlat(vec2 px){
float lng=x/d;
return vec2(lng,lat);
}
float pixelDistance(vec2 from, vec2 to) {
vec2 a1 = ProjectFlat(from);
vec2 b1 = ProjectFlat(to);
return distance(a1, b1);
}

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@ -0,0 +1,37 @@
import { IEncodeFeature } from '@antv/l7-core';
import BaseLayer from '../core/BaseLayer';
import CityBuildModel from './models/build';
export default class CityBuildingLayer extends BaseLayer {
public type: string = 'PolygonLayer';
protected getConfigSchema() {
return {
properties: {
opacity: {
type: 'number',
minimum: 0,
maximum: 1,
},
},
};
}
protected renderModels() {
this.models.forEach((model) =>
model.draw({
uniforms: this.layerModel.getUninforms(),
}),
);
return this;
}
protected buildModels() {
this.layerModel = new CityBuildModel(this);
this.models = this.layerModel.buildModels();
}
protected getModelType(): string {
return 'citybuilding';
}
}

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@ -0,0 +1,115 @@
import { AttributeType, gl, IEncodeFeature, IModel } from '@antv/l7-core';
import { rgb2arr } from '@antv/l7-utils';
import BaseModel from '../../core/BaseModel';
import { PolygonExtrudeTriangulation } from '../../core/triangulation';
import buildFrag from '../shaders/build_frag.glsl';
import buildVert from '../shaders/build_vert.glsl';
interface ICityBuildLayerStyleOptions {
opacity: number;
baseColor: string;
brightColor: string;
windowColor: string;
}
export default class CityBuildModel extends BaseModel {
public getUninforms() {
const {
opacity = 1,
baseColor = 'rgb(16,16,16)',
brightColor = 'rgb(255,176,38)',
windowColor = 'rgb(30,60,89)',
} = this.layer.getLayerConfig() as ICityBuildLayerStyleOptions;
return {
u_opacity: opacity,
u_baseColor: rgb2arr(baseColor),
u_brightColor: rgb2arr(brightColor),
u_windowColor: rgb2arr(windowColor),
u_time: this.layer.getLayerAnimateTime(),
};
}
public buildModels(): IModel[] {
this.startModelAnimate();
return [
this.layer.buildLayerModel({
moduleName: 'cityBuilding',
vertexShader: buildVert,
fragmentShader: buildFrag,
triangulation: PolygonExtrudeTriangulation,
}),
];
}
protected registerBuiltinAttributes() {
// point layer size;
this.styleAttributeService.registerStyleAttribute({
name: 'normal',
type: AttributeType.Attribute,
descriptor: {
name: 'a_Normal',
buffer: {
// give the WebGL driver a hint that this buffer may change
usage: gl.STATIC_DRAW,
data: [],
type: gl.FLOAT,
},
size: 3,
update: (
feature: IEncodeFeature,
featureIdx: number,
vertex: number[],
attributeIdx: number,
normal: number[],
) => {
return normal;
},
},
});
this.styleAttributeService.registerStyleAttribute({
name: 'size',
type: AttributeType.Attribute,
descriptor: {
name: 'a_Size',
buffer: {
// give the WebGL driver a hint that this buffer may change
usage: gl.DYNAMIC_DRAW,
data: [],
type: gl.FLOAT,
},
size: 1,
update: (
feature: IEncodeFeature,
featureIdx: number,
vertex: number[],
attributeIdx: number,
) => {
const { size } = feature;
return Array.isArray(size) ? [size[0]] : [size as number];
},
},
});
this.styleAttributeService.registerStyleAttribute({
name: 'uv',
type: AttributeType.Attribute,
descriptor: {
name: 'a_Uv',
buffer: {
// give the WebGL driver a hint that this buffer may change
usage: gl.DYNAMIC_DRAW,
data: [],
type: gl.FLOAT,
},
size: 2,
update: (
feature: IEncodeFeature,
featureIdx: number,
vertex: number[],
attributeIdx: number,
) => {
const { size } = feature;
return [vertex[3], vertex[4]];
},
},
});
}
}

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@ -0,0 +1,104 @@
uniform float u_opacity: 1.0;
uniform vec4 u_baseColor : [ 1.0, 0, 0, 1.0 ];
uniform vec4 u_brightColor : [ 1.0, 0, 0, 1.0 ];
uniform vec4 u_windowColor : [ 1.0, 0, 0, 1.0 ];
uniform float u_near : 0;
uniform float u_far : 1;
varying vec4 v_Color;
varying vec2 v_texCoord;
uniform float u_Zoom : 1;
uniform float u_time;
#pragma include "picking"
vec3 getWindowColor(float n, float hot, vec3 brightColor, vec3 darkColor) {
float s = step(hot, n);
vec3 color = mix(brightColor,vec3(0.9,0.9,1.0),n);
return mix(darkColor, color, s);
}
float random (vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
}
float LinearizeDepth()
{
float z = gl_FragCoord.z * 2.0 - 1.0;
return (2.0 * u_near * u_far) / (u_far + u_near - z * (u_far - u_near));
}
vec3 fog(vec3 color, vec3 fogColor, float depth){
float fogFactor=clamp(depth,0.0,1.0);
vec3 output_color=mix(fogColor,color,fogFactor);
return output_color;
}
float sdRect(vec2 p, vec2 sz) {
vec2 d = abs(p) - sz;
float outside = length(max(d, 0.));
float inside = min(max(d.x, d.y), 0.);
return outside + inside;
}
void main() {
gl_FragColor = v_Color;
gl_FragColor.a *= u_opacity;
vec3 baseColor = u_baseColor.xyz;
vec3 brightColor = u_brightColor.xyz;
vec3 windowColor = u_windowColor.xyz;
float targetColId = 5.;
float depth = 1.0 - LinearizeDepth() / u_far * u_Zoom;
vec3 fogColor = vec3(23.0/255.0,31.0/255.0,51.0/255.0);
if(v_texCoord.x < 0.) { //顶部颜色
vec3 foggedColor = fog(baseColor.xyz + vec3(0.12*0.9,0.2*0.9,0.3*0.9),fogColor,depth);
gl_FragColor = vec4( foggedColor, v_Color.w);
}else { // 侧面颜色
vec2 st = v_texCoord;
vec2 UvScale = v_texCoord;
float tStep = min(0.08,max(0.05* (18.0-u_Zoom),0.02));
float tStart = 0.25 * tStep;
float tEnd = 0.75 * tStep;
float u = mod(UvScale.x, tStep);
float v = mod(UvScale.y, tStep);
float ux = floor(UvScale.x/tStep);
float uy = floor(UvScale.y/tStep);
float n = random(vec2(ux,uy));
float lightP = u_time;
float head = 1.0- step(0.005,st.y);
/*step3*/
// 将窗户颜色和墙面颜色区别开来
float sU = step(tStart, u) - step(tEnd, u);
float sV = step(tStart, v) - step(tEnd, v);
vec2 windowSize = vec2(abs(tEnd-tStart),abs(tEnd-tStart));
float dist = sdRect(vec2(u,v), windowSize);
float s = sU * sV;
float curColId = floor(UvScale.x / tStep);
float sCol = step(targetColId - 0.2, curColId) - step(targetColId + 0.2, curColId);
float mLightP = mod(lightP, 2.);
float sRow = step(mLightP - 0.2, st.y) - step(mLightP, st.y);
if(ux == targetColId){
n =0.;
}
float timeP = min(0.75, abs ( sin(u_time/6.0) ) );
float hot = smoothstep(1.0,0.0,timeP);
vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), s);
//vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), 1.0);
float sFinal = s * sCol * sRow;
color += mix(baseColor, brightColor, sFinal*n);
if (st.y<0.01){
color = baseColor;
}
if(head ==1.0) { // 顶部亮线
color = brightColor;
}
color = color * v_Color.rgb;
vec3 foggedColor = fog(color,fogColor,depth);
gl_FragColor = vec4(foggedColor,1.0);
}
gl_FragColor = filterColor(gl_FragColor);
}

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@ -0,0 +1,33 @@
precision highp float;
#define ambientRatio 0.5
#define diffuseRatio 0.3
#define specularRatio 0.2
attribute vec4 a_Color;
attribute vec3 a_Position;
attribute vec3 a_Normal;
attribute float a_Size;
uniform mat4 u_ModelMatrix;
attribute vec2 a_Uv;
varying vec2 v_texCoord;
varying vec4 v_Color;
#pragma include "projection"
#pragma include "light"
#pragma include "picking"
void main() {
vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
vec4 project_pos = project_position(pos);
v_texCoord = a_Uv;
gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
float lightWeight = calc_lighting(pos);
// v_Color = a_Color;
v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
setPickingColor(a_PickingColor);
}

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@ -165,6 +165,8 @@ export default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter
private scaleOptions: IScaleOptions = {};
private AnimateStartTime: number;
constructor(config: Partial<ILayerConfig & ChildLayerStyleOptions> = {}) {
super();
this.name = config.name || this.id;
@ -298,11 +300,16 @@ export default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter
this.inited = true;
this.hooks.afterInit.call();
// 更新 module 样式
// 更新 model 样式
this.updateLayerConfig({
...this.rawConfig,
...(this.getDefaultConfig() as object),
...this.rawConfig,
});
// 启动动画
const { animateOption } = this.getLayerConfig();
if (animateOption?.enable) {
this.layerService.startAnimate();
}
this.buildModels();
// 触发初始化完成事件;
this.emit('inited');
@ -381,8 +388,21 @@ export default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter
});
return this;
}
public animate(options: IAnimateOption) {
this.animateOptions = options;
public animate(options: IAnimateOption | boolean) {
let rawAnimate: Partial<IAnimateOption> = {};
if (isObject(options)) {
rawAnimate.enable = true;
rawAnimate = {
...rawAnimate,
...options,
};
} else {
rawAnimate.enable = options;
}
this.updateLayerConfig({
animateOption: rawAnimate,
});
// this.animateOptions = options;
return this;
}
@ -706,6 +726,16 @@ export default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter
});
}
public getTime() {
return this.layerService.clock.getDelta();
}
public setAnimateStartTime() {
this.AnimateStartTime = this.layerService.clock.getElapsedTime();
}
public getLayerAnimateTime(): number {
return this.layerService.clock.getElapsedTime() - this.AnimateStartTime;
}
protected getConfigSchema() {
throw new Error('Method not implemented.');
}
@ -735,8 +765,4 @@ export default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter
callback: isFunction(valuesOrCallback) ? valuesOrCallback : undefined,
};
}
private layerMapHander(type: string, data: any) {
this.emit(type, data);
}
}

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@ -1,5 +1,6 @@
import {
BlendType,
IAnimateOption,
IAttribute,
IBlendOptions,
ICameraService,
@ -86,4 +87,18 @@ export default class BaseModel<ChildLayerStyleOptions = {}>
protected registerBuiltinAttributes() {
throw new Error('Method not implemented.');
}
protected animateOption2Array(option: IAnimateOption): number[] {
return [
option.enable ? 0 : 1.0,
option.duration || 4.0,
option.interval || 0.2,
option.trailLength || 0.1,
];
}
protected startModelAnimate() {
const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;
if (animateOption.enable) {
this.layer.setAnimateStartTime();
}
}
}

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@ -0,0 +1,16 @@
export const enum lineStyleType {
'solid' = 0.0,
'dash' = 1.0,
}
export interface ILineLayerStyleOptions {
opacity: number;
lineType?: keyof typeof lineStyleType;
dashArray?: [number, number];
segmentNumber: number;
}
export const lineStyleObj: { [key: string]: number } = {
solid: 0.0,
dash: 1.0,
};

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@ -87,7 +87,7 @@ export function fillPolygon(points: IPath[]) {
export function extrude_PolygonNormal(
path: IPath[],
needFlat = false,
needFlat = false, // 是否需要转成平面坐标
): IExtrudeGeomety {
const p1 = path[0][0];
const p2 = path[0][path[0].length - 1];
@ -100,12 +100,12 @@ export function extrude_PolygonNormal(
const positions = [];
const indexArray = [];
const normals = [];
// 设置顶部z值
// 设置顶部z值 position uv
for (let j = 0; j < vertices.length / dimensions; j++) {
if (dimensions === 2) {
positions.push(vertices[j * 2], vertices[j * 2 + 1], 1);
positions.push(vertices[j * 2], vertices[j * 2 + 1], 1, -1, -1);
} else {
positions.push(vertices[j * 3], vertices[j * 3 + 1], 1);
positions.push(vertices[j * 3], vertices[j * 3 + 1], 1, -1, -1);
}
normals.push(0, 0, 1);
}
@ -127,20 +127,28 @@ export function extrude_PolygonNormal(
if (nextPoint.length === 0) {
nextPoint = flattengeo.vertices.slice(0, dimensions);
}
const indexOffset = positions.length / 3;
const indexOffset = positions.length / 5;
positions.push(
prePoint[0],
prePoint[1],
1,
0,
0,
nextPoint[0],
nextPoint[1],
1,
0.1,
0,
prePoint[0],
prePoint[1],
0,
0,
0.8,
nextPoint[0],
nextPoint[1],
0,
0.1,
0.8,
);
const normal = computeVertexNormals(
[nextPoint[0], nextPoint[1], 1],

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@ -103,10 +103,10 @@ export function PolygonExtrudeTriangulation(feature: IEncodeFeature) {
);
return {
vertices: positions, // [ x, y, z ]
vertices: positions, // [ x, y, z, uv.x,uv.y ]
indices: index,
normals,
size: 3,
size: 5,
};
}

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@ -1,8 +1,8 @@
import { container, ILayerPlugin, TYPES } from '@antv/l7-core';
import CityBuildingLayer from './citybuliding/building';
import BaseLayer from './core/BaseLayer';
import './glsl.d';
import HeatmapLayer from './heatmap';
import DashLineLayer from './line/dash';
import LineLayer from './line/index';
import PointLayer from './point';
import PolygonLayer from './polygon';
@ -107,7 +107,7 @@ export {
PointLayer,
PolygonLayer,
LineLayer,
DashLineLayer,
CityBuildingLayer,
ImageLayer,
RasterLayer,
HeatmapLayer,

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@ -1,14 +1,7 @@
import BaseLayer from '../core/BaseLayer';
import { ILineLayerStyleOptions } from '../core/interface';
import LineModels, { LineModelType } from './models';
export enum LineType {
'solid' = 'solid',
'dash' = 'dash',
}
interface ILineLayerStyleOptions {
opacity: number;
lineType?: keyof typeof LineType;
dashArray?: [number, number];
}
export default class LineLayer extends BaseLayer<ILineLayerStyleOptions> {
public type: string = 'LineLayer';
@ -25,8 +18,18 @@ export default class LineLayer extends BaseLayer<ILineLayerStyleOptions> {
},
};
}
protected getDefaultConfig() {
const type = this.getModelType();
const defaultConfig = {
line: {},
arc3d: { blend: 'additive' },
arc: { blend: 'additive' },
greatcircle: { blend: 'additive' },
};
return defaultConfig[type];
}
protected renderModels() {
// console.log(this.layerModel.getUninforms());
this.models.forEach((model) =>
model.draw({
uniforms: this.layerModel.getUninforms(),

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@ -1,35 +1,42 @@
import {
AttributeType,
gl,
IAnimateOption,
IEncodeFeature,
ILayerConfig,
IModel,
IModelUniform,
} from '@antv/l7-core';
import BaseModel from '../../core/BaseModel';
import { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';
import { LineArcTriangulation } from '../../core/triangulation';
import line_arc_frag from '../shaders/line_arc_frag.glsl';
import line_arc2d_vert from '../shaders/line_bezier_vert.glsl';
interface IArcLayerStyleOptions {
opacity: number;
segmentNumber: number;
blur: number;
}
const lineStyleObj: { [key: string]: number } = {
solid: 0.0,
dash: 1.0,
};
export default class ArcModel extends BaseModel {
public getUninforms(): IModelUniform {
const {
opacity,
blur = 0.99,
} = this.layer.getLayerConfig() as IArcLayerStyleOptions;
lineType = 'solid',
dashArray = [10, 5],
} = this.layer.getLayerConfig() as ILineLayerStyleOptions;
const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;
return {
u_opacity: opacity || 1,
segmentNumber: 30,
u_blur: blur,
u_line_type: lineStyleObj[lineType || 'solid'],
u_dash_array: dashArray,
u_aimate: this.animateOption2Array(animateOption as IAnimateOption),
u_time: this.layer.getLayerAnimateTime(),
};
}
public buildModels(): IModel[] {
this.startModelAnimate();
return [
this.layer.buildLayerModel({
moduleName: 'arc2dline',
@ -37,15 +44,7 @@ export default class ArcModel extends BaseModel {
fragmentShader: line_arc_frag,
triangulation: LineArcTriangulation,
depth: { enable: false },
blend: {
enable: true,
func: {
srcRGB: gl.ONE,
srcAlpha: 1,
dstRGB: gl.ONE,
dstAlpha: 1,
},
},
blend: this.getBlend(),
}),
];
}

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@ -1,44 +1,48 @@
import {
AttributeType,
gl,
IAnimateOption,
IEncodeFeature,
ILayerConfig,
IModel,
IModelUniform,
} from '@antv/l7-core';
import BaseModel from '../../core/BaseModel';
import { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';
import { LineArcTriangulation } from '../../core/triangulation';
import line_arc_frag from '../shaders/line_arc_frag.glsl';
import line_arc_vert from '../shaders/line_arc_vert.glsl';
interface IArcLayerStyleOptions {
opacity: number;
segmentNumber: number;
}
const lineStyleObj: { [key: string]: number } = {
solid: 0.0,
dash: 1.0,
};
export default class Arc3DModel extends BaseModel {
public getUninforms(): IModelUniform {
const { opacity } = this.layer.getLayerConfig() as IArcLayerStyleOptions;
const {
opacity,
lineType = 'solid',
dashArray = [10, 5],
} = this.layer.getLayerConfig() as ILineLayerStyleOptions;
const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;
return {
u_opacity: opacity || 1,
segmentNumber: 30,
u_line_type: lineStyleObj[lineType as string] || 0.0,
u_dash_array: dashArray,
u_aimate: this.animateOption2Array(animateOption as IAnimateOption),
u_time: this.layer.getLayerAnimateTime(),
};
}
public buildModels(): IModel[] {
this.startModelAnimate();
return [
this.layer.buildLayerModel({
moduleName: 'arcline',
moduleName: 'arc3Dline',
vertexShader: line_arc_vert,
fragmentShader: line_arc_frag,
triangulation: LineArcTriangulation,
blend: {
enable: true,
func: {
srcRGB: gl.ONE,
srcAlpha: 1,
dstRGB: gl.ONE,
dstAlpha: 1,
},
},
blend: this.getBlend(),
}),
];
}

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@ -1,35 +1,46 @@
import {
AttributeType,
gl,
IAnimateOption,
IEncodeFeature,
ILayerConfig,
IModel,
IModelUniform,
} from '@antv/l7-core';
import BaseModel from '../../core/BaseModel';
import { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';
import { LineArcTriangulation } from '../../core/triangulation';
import line_arc2d_vert from '../shaders/line_arc2d_vert.glsl';
import line_arc_frag from '../shaders/line_arc_frag.glsl';
const lineStyleObj: { [key: string]: number } = {
solid: 0.0,
dash: 1.0,
};
interface IArcLayerStyleOptions {
opacity: number;
segmentNumber: number;
blur: number;
}
export default class GreatCircleModel extends BaseModel {
public getUninforms(): IModelUniform {
const {
opacity,
blur = 0.99,
} = this.layer.getLayerConfig() as IArcLayerStyleOptions;
lineType = 'solid',
dashArray = [10, 5],
} = this.layer.getLayerConfig() as Partial<ILineLayerStyleOptions>;
const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;
return {
u_opacity: opacity || 1,
segmentNumber: 30,
u_blur: blur,
u_line_type: lineStyleObj[lineType as string] || 0.0,
u_dash_array: dashArray,
u_aimate: this.animateOption2Array(animateOption as IAnimateOption),
u_time: this.layer.getLayerAnimateTime(),
};
}
public buildModels(): IModel[] {
const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;
if (animateOption.enable) {
this.layer.setAnimateStartTime();
}
return [
this.layer.buildLayerModel({
moduleName: 'arc2dline',
@ -37,15 +48,7 @@ export default class GreatCircleModel extends BaseModel {
fragmentShader: line_arc_frag,
triangulation: LineArcTriangulation,
depth: { enable: false },
blend: {
enable: true,
func: {
srcRGB: gl.ONE,
srcAlpha: 1,
dstRGB: gl.ONE,
dstAlpha: 1,
},
},
blend: this.getBlend(),
}),
];
}

View File

@ -1,49 +1,103 @@
import {
AttributeType,
gl,
IAnimateOption,
IEncodeFeature,
ILayerConfig,
IModel,
IModelUniform,
} from '@antv/l7-core';
import BaseModel from '../../core/BaseModel';
import { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';
import { LineTriangulation } from '../../core/triangulation';
import line_frag from '../shaders/line_frag.glsl';
import line_vert from '../shaders/line_vert.glsl';
interface ILineLayerStyleOptions {
opacity: number;
}
const lineStyleObj: { [key: string]: number } = {
solid: 0.0,
dash: 1.0,
};
export default class LineModel extends BaseModel {
public getUninforms(): IModelUniform {
const { opacity } = this.layer.getLayerConfig() as ILineLayerStyleOptions;
const {
opacity,
lineType = lineStyleType.solid,
dashArray = [10, 5],
} = this.layer.getLayerConfig() as ILineLayerStyleOptions;
const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;
return {
u_opacity: opacity || 1.0,
u_line_type: lineStyleObj[lineType],
u_dash_array: dashArray,
u_aimate: this.animateOption2Array(animateOption as IAnimateOption),
u_time: this.layer.getLayerAnimateTime(),
};
}
public buildModels(): IModel[] {
this.startModelAnimate();
return [
this.layer.buildLayerModel({
moduleName: 'line',
vertexShader: line_vert,
fragmentShader: line_frag,
triangulation: LineTriangulation,
blend: {
enable: true,
func: {
srcRGB: gl.SRC_ALPHA,
srcAlpha: 1,
dstRGB: gl.ONE_MINUS_SRC_ALPHA,
dstAlpha: 1,
},
},
blend: this.getBlend(),
}),
];
}
protected registerBuiltinAttributes() {
// const lineType = this
// point layer size;
const {
lineType = 'solid',
} = this.layer.getLayerConfig() as ILineLayerStyleOptions;
// if (lineType === 'dash') {
this.styleAttributeService.registerStyleAttribute({
name: 'distance',
type: AttributeType.Attribute,
descriptor: {
name: 'a_Distance',
buffer: {
// give the WebGL driver a hint that this buffer may change
usage: gl.DYNAMIC_DRAW,
data: [],
type: gl.FLOAT,
},
size: 1,
update: (
feature: IEncodeFeature,
featureIdx: number,
vertex: number[],
attributeIdx: number,
) => {
return [vertex[3]];
},
},
});
this.styleAttributeService.registerStyleAttribute({
name: 'total_distance',
type: AttributeType.Attribute,
descriptor: {
name: 'a_Total_Distance',
buffer: {
// give the WebGL driver a hint that this buffer may change
usage: gl.DYNAMIC_DRAW,
data: [],
type: gl.FLOAT,
},
size: 1,
update: (
feature: IEncodeFeature,
featureIdx: number,
vertex: number[],
attributeIdx: number,
) => {
return [vertex[5]];
},
},
});
// }
this.styleAttributeService.registerStyleAttribute({
name: 'size',
type: AttributeType.Attribute,

View File

@ -1,13 +1,23 @@
#define LineTypeSolid 0.0
#define LineTypeDash 1.0
#define Animate 0.0
attribute vec4 a_Color;
attribute vec3 a_Position;
attribute vec4 a_Instance;
attribute float a_Size;
uniform mat4 u_ModelMatrix;
uniform float segmentNumber;
uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
varying vec4 v_color;
varying vec2 v_normal;
varying float v_distance_ratio;
uniform float u_line_type: 0.0;
uniform vec2 u_dash_array: [10.0, 5.];
varying vec2 v_dash_array;
#pragma include "projection"
#pragma include "project"
#pragma include "picking"
float maps (float value, float start1, float stop1, float start2, float stop2) {
@ -83,13 +93,22 @@ void main() {
float segmentIndex = a_Position.x;
float segmentRatio = getSegmentRatio(segmentIndex);
float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
if(u_line_type == LineTypeDash) {
v_distance_ratio = segmentIndex / segmentNumber;
float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba);
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
}
if(u_aimate.x == Animate) {
v_distance_ratio = segmentIndex / segmentNumber;
}
float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
v_distance_ratio = segmentIndex / segmentNumber;
vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));
vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));
v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
// vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));
gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));
setPickingColor(a_PickingColor);
}

View File

@ -1,7 +1,17 @@
#define LineTypeSolid 0.0
#define LineTypeDash 1.0
#define Animate 0.0
uniform float u_opacity;
varying vec4 v_color;
uniform float u_blur : 0.90;
uniform float u_blur : 0.9;
uniform float u_line_type: 0.0;
varying vec2 v_normal;
varying vec2 v_dash_array;
varying float v_distance_ratio;
varying vec4 v_color;
uniform float u_time;
uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
#pragma include "picking"
@ -9,5 +19,17 @@ void main() {
gl_FragColor = v_color;
float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));
gl_FragColor.a *= (blur * u_opacity);
if(u_line_type == LineTypeDash) {
gl_FragColor.a *= blur * (1.0- step(v_dash_array.x, mod(v_distance_ratio, v_dash_array.x +v_dash_array.y)));
// gl_FragColor.a =
}
if(u_aimate.x == Animate) {
float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
alpha = smoothstep(0., 1., alpha);
gl_FragColor.a *= alpha;
// gl_FragColor.a = fract(u_time);
}
gl_FragColor = filterColor(gl_FragColor);
}

View File

@ -1,3 +1,6 @@
#define LineTypeSolid 0.0
#define LineTypeDash 1.0
#define Animate 0.0
attribute vec3 a_Position;
attribute vec4 a_Instance;
attribute vec4 a_Color;
@ -5,10 +8,17 @@ attribute float a_Size;
uniform mat4 u_ModelMatrix;
uniform float segmentNumber;
uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
varying vec4 v_color;
varying vec2 v_normal;
varying float v_distance_ratio;
uniform float u_line_type: 0.0;
uniform vec2 u_dash_array: [10.0, 5.];
varying vec2 v_dash_array;
#pragma include "projection"
#pragma include "project"
#pragma include "picking"
float maps (float value, float start1, float stop1, float start2, float stop2) {
@ -61,6 +71,15 @@ void main() {
float segmentRatio = getSegmentRatio(segmentIndex);
float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
if(u_line_type == LineTypeDash) {
v_distance_ratio = segmentIndex / segmentNumber;
float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
}
if(u_aimate.x == Animate) {
v_distance_ratio = segmentIndex / segmentNumber;
}
float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
vec3 curr = getPos(source, target, segmentRatio);
vec3 next = getPos(source, target, nextSegmentRatio);

View File

@ -1,13 +1,22 @@
#define LineTypeSolid 0.0
#define LineTypeDash 1.0
#define Animate 0.0
attribute vec4 a_Color;
attribute vec3 a_Position;
attribute vec4 a_Instance;
attribute float a_Size;
uniform mat4 u_ModelMatrix;
uniform float segmentNumber;
uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
varying vec4 v_color;
varying vec2 v_normal;
varying float v_distance_ratio;
uniform float u_line_type: 0.0;
uniform vec2 u_dash_array: [10.0, 5.];
varying vec2 v_dash_array;
#pragma include "projection"
#pragma include "project"
#pragma include "picking"
float bezier3(vec3 arr, float t) {
@ -58,7 +67,14 @@ void main() {
float segmentRatio = getSegmentRatio(segmentIndex);
float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
if(u_line_type == LineTypeDash) {
v_distance_ratio = segmentIndex / segmentNumber;
float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
}
if(u_aimate.x == Animate) {
v_distance_ratio = segmentIndex / segmentNumber;
}
vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));
vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio), 0.0, 1.0));
v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);

View File

@ -1,29 +1,42 @@
#define LineTypeSolid 0.0
#define LineTypeDash 1.0
#define Animate 0.0
uniform float u_blur : 0.9;
uniform float u_line_type: 0.0;
uniform float u_opacity : 1.0;
uniform float u_dash_offset : 0.0;
uniform float u_dash_ratio : 0.0;
varying vec4 v_color;
varying vec2 v_normal;
// dash
uniform float u_dash_offset : 0.0;
uniform float u_dash_ratio : 0.1;
varying float v_distance_ratio;
varying vec2 v_dash_array;
#pragma include "picking"
uniform float u_time;
uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
// [animate, duration, interval, trailLength],
varying float v_distance_ratio;
varying float v_dash_array;
void main() {
gl_FragColor = v_color;
// anti-alias
float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy)) * u_opacity;
// gl_FragColor.a *= blur;
#ifdef ANIMATE
float alpha =1.0 - fract( mod(1.0- v_distance_ratio,u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
alpha = smoothstep(0., 1., alpha);
gl_FragColor.a *= alpha * blur;
#endif
if(u_aimate.x == Animate) {
float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
alpha = smoothstep(0., 1., alpha);
gl_FragColor.a *= alpha * blur;
// gl_FragColor.a = fract(u_time);
}
// dash line
if(u_line_type == LineTypeDash) {
gl_FragColor.a *= blur * (1.0- step(v_dash_array.x, mod(v_distance_ratio, v_dash_array.x +v_dash_array.y)));
}
gl_FragColor = filterColor(gl_FragColor);
}

View File

@ -1,19 +1,40 @@
#define LineTypeSolid 0.0
#define LineTypeDash 1.0
#define Animate 0.0
attribute float a_Miter;
attribute vec4 a_Color;
attribute vec2 a_Size;
attribute vec3 a_Normal;
attribute vec3 a_Position;
// dash line
attribute float a_Total_Distance;
attribute float a_Distance;
uniform mat4 u_ModelMatrix;
uniform float u_line_type: 0.0;
uniform vec2 u_dash_array: [10.0, 5.];
uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
#pragma include "projection"
#pragma include "picking"
varying vec4 v_color;
varying float v_dash_array;
varying vec2 v_dash_array;
varying vec2 v_normal;
varying float v_distance_ratio;
void main() {
if(u_line_type == LineTypeDash) {
v_distance_ratio = a_Distance / a_Total_Distance;
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;
}
if(u_aimate.x == Animate) {
v_distance_ratio = a_Distance / a_Total_Distance;
}
v_normal = vec2(reverse_offset_normal(a_Normal) * sign(a_Miter));
v_color = a_Color;
vec3 size = a_Miter * a_Size.x * reverse_offset_normal(a_Normal); //v_normal * vec3(1., -1., 1.0);

View File

@ -34,7 +34,7 @@ void main() {
float antialiasblur = 1.0 / (a_Size + u_stroke_width);
// construct point coords
v_data = vec4(extrude, antialiasblur, shape_type);
v_data = vec4(extrude, antialiasblur, );
setPickingColor(a_PickingColor);
}

View File

@ -2,6 +2,7 @@ import { storiesOf } from '@storybook/react';
import * as React from 'react';
import Arc2DLineDemo from './components/Arc2DLine';
import ArcLineDemo from './components/Arcline';
import CityBuildingLayerDemo from './components/citybuilding';
import Column from './components/column';
import DashLineDemo from './components/dash';
import DataUpdate from './components/data_update';
@ -24,6 +25,7 @@ storiesOf('图层', module)
.add('Column', () => <Column />)
.add('图片标注', () => <PointImage />)
.add('面3d图层', () => <Polygon3D />)
.add('点亮城市', () => <CityBuildingLayerDemo />)
.add('线图层', () => <LineLayer />)
.add('虚线', () => <DashLineDemo />)
.add('3D弧线', () => <ArcLineDemo />)

View File

@ -1,5 +1,5 @@
import { LineLayer, Scene } from '@antv/l7';
import { Mapbox } from '@antv/l7-maps';
import { Mapbox, GaodeMap } from '@antv/l7-maps';
import * as React from 'react';
export default class Arc2DLineDemo extends React.Component {
@ -16,17 +16,14 @@ export default class Arc2DLineDemo extends React.Component {
);
const scene = new Scene({
id: 'map',
map: new Mapbox({
map: new GaodeMap({
center: [116.2825, 39.9],
pitch: 0,
style: 'mapbox://styles/mapbox/dark-v9',
style: 'dark',
zoom: 2,
}),
});
const lineLayer = new LineLayer({
enablePicking: true,
enableHighlight: true,
})
const lineLayer = new LineLayer()
.source(await response.text(), {
parser: {
type: 'csv',
@ -36,9 +33,17 @@ export default class Arc2DLineDemo extends React.Component {
y1: 'lat2',
},
})
.size(0.5)
.shape('arc')
.color('rgb(13,64,140)');
.size(1.2)
.shape('greatcircle')
.color('rgb(13,64,140)')
.animate({
interval: 0.5,
duration: 2,
trailLength: 0.4,
})
.style({
opacity: 0.6,
});
scene.addLayer(lineLayer);
scene.render();
this.scene = scene;

View File

@ -19,14 +19,13 @@ export default class ArcLineDemo extends React.Component {
map: new Mapbox({
center: [116.2825, 39.9],
pitch: 0,
style: 'mapbox://styles/mapbox/dark-v9',
style: 'dark',
zoom: 2,
}),
});
this.scene = scene;
const lineLayer = new LineLayer({
enablePicking: true,
enableHighlight: true,
blend: 'normal',
})
.source(await response.text(), {
parser: {
@ -37,9 +36,18 @@ export default class ArcLineDemo extends React.Component {
y1: 'lat2',
},
})
.size(0.5)
.shape('arc')
.color('rgb(13,64,140)');
.size(1)
.shape('arc3d')
.active(true)
.color('rgb(13,64,140)')
.animate({
interval: 0.1,
duration: 2,
trailLength: 1.0,
})
.style({
lineType: 'dash',
});
scene.addLayer(lineLayer);
scene.render();
this.scene = scene;

View File

@ -23,15 +23,7 @@ export default class LineDemo extends React.Component {
zoom: 13,
}),
});
const lineLayer = new LineLayer({
enableMultiPassRenderer: true,
enablePicking: true,
enableHighlight: true,
// onHover: (pickedFeature: any) => {
// // tslint:disable-next-line:no-console
// console.log('Scene4', pickedFeature);
// },
})
const lineLayer = new LineLayer()
.source(await response.json())
.size(1)
.shape('line')
@ -49,7 +41,15 @@ export default class LineDemo extends React.Component {
'#0D408C',
'#002466',
].reverse(),
);
)
.animate({
interval: 0.1,
trailLength: 0.05,
duration: 2,
})
.style({
lineType: 'solid',
});
scene.addLayer(lineLayer);
scene.render();

View File

@ -0,0 +1,60 @@
import { CityBuildingLayer, Scene } from '@antv/l7';
import { Mapbox } from '@antv/l7-maps';
import * as React from 'react';
export default class CityBuildingLayerDemo extends React.Component {
// @ts-ignore
private scene: Scene;
public componentWillUnmount() {
this.scene.destroy();
}
public async componentDidMount() {
const response = await fetch(
'https://gw.alipayobjects.com/os/rmsportal/vmvAxgsEwbpoSWbSYvix.json',
);
const scene = new Scene({
id: 'map',
map: new Mapbox({
style: 'dark',
center: [121.507674, 31.223043],
pitch: 65.59312320916906,
zoom: 15.4,
minZoom: 15,
maxZoom: 18,
}),
});
const pointLayer = new CityBuildingLayer();
pointLayer
.source(await response.json())
.size('floor', [0, 500])
.color('rgba(242,246,250,1.0)')
.animate({
enable: true,
})
.style({
opacity: 1.0,
baseColor: 'rgb(16,16,16)',
windowColor: 'rgb(30,60,89)',
brightColor: 'rgb(255,176,38)',
});
scene.addLayer(pointLayer);
scene.render();
this.scene = scene;
}
public render() {
return (
<div
id="map"
style={{
position: 'absolute',
top: 0,
left: 0,
right: 0,
bottom: 0,
}}
/>
);
}
}

View File

@ -1,4 +1,4 @@
import { DashLineLayer, Scene } from '@antv/l7';
import { LineLayer, Scene } from '@antv/l7';
import { Mapbox } from '@antv/l7-maps';
import * as React from 'react';
@ -23,7 +23,7 @@ export default class DashLineDemo extends React.Component {
zoom: 14,
}),
});
const lineLayer = new DashLineLayer()
const lineLayer = new LineLayer()
.source(await response.json())
.size(1)
.shape('line')
@ -41,7 +41,10 @@ export default class DashLineDemo extends React.Component {
'#0D408C',
'#002466',
].reverse(),
);
)
.style({
lineType: 'dash',
});
scene.addLayer(lineLayer);
this.scene = scene;

View File

@ -27,7 +27,9 @@ export default class Light extends React.Component {
});
this.scene = scene;
scene.on('loaded', async () => {
const pointLayer = new PointLayer()
const pointLayer = new PointLayer({
blend: 'normal',
})
.source(pointsData, {
parser: {
type: 'csv',