mirror of https://gitee.com/antv-l7/antv-l7
Polygonside (#1069)
* feat: polygon extrude mode support set linear color * style: lint style
This commit is contained in:
parent
ef0aadd339
commit
a37b33a988
|
@ -63,11 +63,13 @@ export default class ExtrudeModel extends BaseModel {
|
||||||
}
|
}
|
||||||
|
|
||||||
// 转化渐变色
|
// 转化渐变色
|
||||||
|
let useLinearColor = 0; // 默认不生效
|
||||||
let sourceColorArr = [1, 1, 1, 1];
|
let sourceColorArr = [1, 1, 1, 1];
|
||||||
let targetColorArr = [1, 1, 1, 1];
|
let targetColorArr = [1, 1, 1, 1];
|
||||||
if (sourceColor && targetColor) {
|
if (sourceColor && targetColor) {
|
||||||
sourceColorArr = rgb2arr(sourceColor);
|
sourceColorArr = rgb2arr(sourceColor);
|
||||||
targetColorArr = rgb2arr(targetColor);
|
targetColorArr = rgb2arr(targetColor);
|
||||||
|
useLinearColor = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
return {
|
return {
|
||||||
|
@ -76,6 +78,9 @@ export default class ExtrudeModel extends BaseModel {
|
||||||
u_cellTypeLayout: this.getCellTypeLayout(),
|
u_cellTypeLayout: this.getCellTypeLayout(),
|
||||||
u_raisingHeight: Number(raisingHeight),
|
u_raisingHeight: Number(raisingHeight),
|
||||||
u_opacity: isNumber(opacity) ? opacity : 1.0,
|
u_opacity: isNumber(opacity) ? opacity : 1.0,
|
||||||
|
|
||||||
|
// 渐变色支持参数
|
||||||
|
u_linearColor: useLinearColor,
|
||||||
u_sourceColor: sourceColorArr,
|
u_sourceColor: sourceColorArr,
|
||||||
u_targetColor: targetColorArr,
|
u_targetColor: targetColorArr,
|
||||||
u_texture: this.texture,
|
u_texture: this.texture,
|
||||||
|
@ -143,11 +148,6 @@ export default class ExtrudeModel extends BaseModel {
|
||||||
}
|
}
|
||||||
|
|
||||||
protected registerBuiltinAttributes() {
|
protected registerBuiltinAttributes() {
|
||||||
const {
|
|
||||||
mapTexture,
|
|
||||||
} = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;
|
|
||||||
|
|
||||||
if (mapTexture) {
|
|
||||||
const bbox = this.layer.getSource().extent;
|
const bbox = this.layer.getSource().extent;
|
||||||
const [minLng, minLat, maxLng, maxLat] = bbox;
|
const [minLng, minLat, maxLng, maxLat] = bbox;
|
||||||
const lngLen = maxLng - minLng;
|
const lngLen = maxLng - minLng;
|
||||||
|
@ -174,15 +174,10 @@ export default class ExtrudeModel extends BaseModel {
|
||||||
) => {
|
) => {
|
||||||
const lng = vertex[0];
|
const lng = vertex[0];
|
||||||
const lat = vertex[1];
|
const lat = vertex[1];
|
||||||
return [
|
return [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];
|
||||||
(lng - minLng) / lngLen,
|
|
||||||
(lat - minLat) / latLen,
|
|
||||||
vertex[4],
|
|
||||||
];
|
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
}
|
|
||||||
// point layer size;
|
// point layer size;
|
||||||
this.styleAttributeService.registerStyleAttribute({
|
this.styleAttributeService.registerStyleAttribute({
|
||||||
name: 'normal',
|
name: 'normal',
|
||||||
|
|
|
@ -1,12 +1,25 @@
|
||||||
uniform float u_opacity: 1.0;
|
uniform float u_opacity: 1.0;
|
||||||
|
uniform vec4 u_sourceColor;
|
||||||
|
uniform vec4 u_targetColor;
|
||||||
|
uniform float u_linearColor: 0;
|
||||||
varying vec4 v_Color;
|
varying vec4 v_Color;
|
||||||
varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
|
varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
|
||||||
#pragma include "picking"
|
#pragma include "picking"
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float opacity = styleMappingMat[0][0];
|
float opacity = styleMappingMat[0][0];
|
||||||
|
float isSide = styleMappingMat[0][3];
|
||||||
|
float sidey = styleMappingMat[3][0];
|
||||||
|
float lightWeight = styleMappingMat[3][1];
|
||||||
|
|
||||||
|
if(isSide < 1.0 && u_linearColor == 1.0) {
|
||||||
|
vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
|
||||||
|
linearColor.rgb *= lightWeight;
|
||||||
|
gl_FragColor = linearColor;
|
||||||
|
} else {
|
||||||
gl_FragColor = v_Color;
|
gl_FragColor = v_Color;
|
||||||
// gl_FragColor.a *= u_opacity;
|
}
|
||||||
|
|
||||||
gl_FragColor.a *= opacity;
|
gl_FragColor.a *= opacity;
|
||||||
gl_FragColor = filterColor(gl_FragColor);
|
gl_FragColor = filterColor(gl_FragColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,13 +1,25 @@
|
||||||
uniform float u_opacity: 1.0;
|
uniform float u_opacity: 1.0;
|
||||||
|
uniform vec4 u_sourceColor;
|
||||||
|
uniform vec4 u_targetColor;
|
||||||
|
uniform float u_linearColor: 0;
|
||||||
varying vec4 v_Color;
|
varying vec4 v_Color;
|
||||||
varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
|
varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
|
||||||
#pragma include "picking"
|
#pragma include "picking"
|
||||||
varying float v_lightWeight;
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float opacity = styleMappingMat[0][0];
|
float opacity = styleMappingMat[0][0];
|
||||||
|
float isSide = styleMappingMat[0][3];
|
||||||
|
float sidey = styleMappingMat[3][0];
|
||||||
|
float lightWeight = styleMappingMat[3][1];
|
||||||
|
|
||||||
|
if(isSide < 1.0 && u_linearColor == 1.0) {
|
||||||
|
vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
|
||||||
|
linearColor.rgb *= lightWeight;
|
||||||
|
gl_FragColor = linearColor;
|
||||||
|
} else {
|
||||||
gl_FragColor = v_Color;
|
gl_FragColor = v_Color;
|
||||||
// gl_FragColor.a *= u_opacity;
|
}
|
||||||
|
|
||||||
gl_FragColor.a *= opacity;
|
gl_FragColor.a *= opacity;
|
||||||
gl_FragColor = filterColorAlpha(gl_FragColor, v_lightWeight);
|
gl_FragColor = filterColorAlpha(gl_FragColor, lightWeight);
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,6 +8,7 @@ attribute vec4 a_Color;
|
||||||
attribute vec3 a_Position;
|
attribute vec3 a_Position;
|
||||||
attribute vec3 a_Normal;
|
attribute vec3 a_Normal;
|
||||||
attribute float a_Size;
|
attribute float a_Size;
|
||||||
|
attribute vec3 a_uvs;
|
||||||
uniform mat4 u_ModelMatrix;
|
uniform mat4 u_ModelMatrix;
|
||||||
uniform mat4 u_Mvp;
|
uniform mat4 u_Mvp;
|
||||||
|
|
||||||
|
@ -24,16 +25,16 @@ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样
|
||||||
#pragma include "light"
|
#pragma include "light"
|
||||||
#pragma include "picking"
|
#pragma include "picking"
|
||||||
|
|
||||||
varying float v_lightWeight;
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
// cal style mapping - 数据纹理映射部分的计算
|
// cal style mapping - 数据纹理映射部分的计算
|
||||||
styleMappingMat = mat4(
|
styleMappingMat = mat4(
|
||||||
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
|
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - isSide
|
||||||
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
||||||
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
||||||
0.0, 0.0, 0.0, 0.0
|
0.0, 0.0, 0.0, 0.0 // sidey
|
||||||
);
|
);
|
||||||
|
styleMappingMat[0][3] = a_Position.z;
|
||||||
|
styleMappingMat[3][0] = a_uvs[2];
|
||||||
|
|
||||||
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
||||||
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
||||||
|
@ -75,9 +76,10 @@ void main() {
|
||||||
}
|
}
|
||||||
|
|
||||||
float lightWeight = calc_lighting(pos);
|
float lightWeight = calc_lighting(pos);
|
||||||
v_lightWeight = lightWeight;
|
|
||||||
// v_Color = a_Color;
|
// v_Color = a_Color;
|
||||||
v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
|
v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
|
||||||
|
|
||||||
|
styleMappingMat[3][1] = lightWeight;
|
||||||
|
|
||||||
setPickingColor(a_PickingColor);
|
setPickingColor(a_PickingColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,6 +8,7 @@ attribute vec4 a_Color;
|
||||||
attribute vec3 a_Position;
|
attribute vec3 a_Position;
|
||||||
attribute vec3 a_Normal;
|
attribute vec3 a_Normal;
|
||||||
attribute float a_Size;
|
attribute float a_Size;
|
||||||
|
attribute vec3 a_uvs;
|
||||||
uniform mat4 u_ModelMatrix;
|
uniform mat4 u_ModelMatrix;
|
||||||
uniform mat4 u_Mvp;
|
uniform mat4 u_Mvp;
|
||||||
|
|
||||||
|
@ -27,11 +28,13 @@ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样
|
||||||
void main() {
|
void main() {
|
||||||
// cal style mapping - 数据纹理映射部分的计算
|
// cal style mapping - 数据纹理映射部分的计算
|
||||||
styleMappingMat = mat4(
|
styleMappingMat = mat4(
|
||||||
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
|
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - isSide
|
||||||
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
||||||
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
||||||
0.0, 0.0, 0.0, 0.0
|
0.0, 0.0, 0.0, 0.0 // sidey
|
||||||
);
|
);
|
||||||
|
styleMappingMat[0][3] = a_Position.z;
|
||||||
|
styleMappingMat[3][0] = a_uvs[2];
|
||||||
|
|
||||||
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
||||||
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
||||||
|
@ -81,5 +84,7 @@ void main() {
|
||||||
// v_Color = a_Color;
|
// v_Color = a_Color;
|
||||||
v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
|
v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
|
||||||
|
|
||||||
|
styleMappingMat[3][1] = lightWeight;
|
||||||
|
|
||||||
setPickingColor(a_PickingColor);
|
setPickingColor(a_PickingColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,19 +9,18 @@ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
|
||||||
void main() {
|
void main() {
|
||||||
float opacity = styleMappingMat[0][0];
|
float opacity = styleMappingMat[0][0];
|
||||||
float isSide = styleMappingMat[0][3];
|
float isSide = styleMappingMat[0][3];
|
||||||
|
float lightWeight = styleMappingMat[3][1];
|
||||||
float topU = styleMappingMat[2][2];
|
float topU = styleMappingMat[2][2];
|
||||||
float topV = styleMappingMat[2][3];
|
float topV = styleMappingMat[2][3];
|
||||||
|
|
||||||
float sidey = styleMappingMat[3][0];
|
float sidey = styleMappingMat[3][0];
|
||||||
if(isSide < 1.0) {
|
if(isSide < 1.0) {
|
||||||
gl_FragColor = mix(u_targetColor, u_sourceColor, sidey);
|
gl_FragColor = mix(u_targetColor, u_sourceColor, sidey);
|
||||||
|
gl_FragColor.rgb *= lightWeight;
|
||||||
} else {
|
} else {
|
||||||
gl_FragColor = texture2D(u_texture, vec2(topU, topV));
|
gl_FragColor = texture2D(u_texture, vec2(topU, topV));
|
||||||
}
|
}
|
||||||
|
|
||||||
// gl_FragColor = v_Color;
|
|
||||||
|
|
||||||
|
|
||||||
gl_FragColor.a *= opacity;
|
gl_FragColor.a *= opacity;
|
||||||
gl_FragColor = filterColor(gl_FragColor);
|
gl_FragColor = filterColor(gl_FragColor);
|
||||||
|
|
|
@ -4,7 +4,6 @@ precision highp float;
|
||||||
#define diffuseRatio 0.3
|
#define diffuseRatio 0.3
|
||||||
#define specularRatio 0.2
|
#define specularRatio 0.2
|
||||||
|
|
||||||
attribute vec4 a_Color;
|
|
||||||
attribute vec3 a_Position;
|
attribute vec3 a_Position;
|
||||||
attribute vec3 a_Normal;
|
attribute vec3 a_Normal;
|
||||||
attribute float a_Size;
|
attribute float a_Size;
|
||||||
|
@ -84,9 +83,8 @@ void main() {
|
||||||
gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
|
gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
|
||||||
}
|
}
|
||||||
|
|
||||||
// float lightWeight = calc_lighting(pos);
|
float lightWeight = calc_lighting(pos);
|
||||||
// v_Color = a_Color;
|
styleMappingMat[3][1] = lightWeight;
|
||||||
// v_Color = vec4(a_Color.rgb * lightWeight, a_Color.w);
|
|
||||||
|
|
||||||
setPickingColor(a_PickingColor);
|
setPickingColor(a_PickingColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -117,6 +117,7 @@ export default class Amap2demo_polygon_extrude extends React.Component {
|
||||||
// .active(true);
|
// .active(true);
|
||||||
// scene.addLayer(layer);
|
// scene.addLayer(layer);
|
||||||
|
|
||||||
|
scene.on('loaded', () => {
|
||||||
// @ts-ignore
|
// @ts-ignore
|
||||||
let lineDown, lineUp, textLayer;
|
let lineDown, lineUp, textLayer;
|
||||||
|
|
||||||
|
@ -204,7 +205,6 @@ export default class Amap2demo_polygon_extrude extends React.Component {
|
||||||
raisingHeight: 200000,
|
raisingHeight: 200000,
|
||||||
opacity: 0.8,
|
opacity: 0.8,
|
||||||
});
|
});
|
||||||
|
|
||||||
scene.addLayer(provincelayer);
|
scene.addLayer(provincelayer);
|
||||||
|
|
||||||
provincelayer.on('mousemove', () => {
|
provincelayer.on('mousemove', () => {
|
||||||
|
@ -243,6 +243,7 @@ export default class Amap2demo_polygon_extrude extends React.Component {
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public render() {
|
public render() {
|
||||||
|
|
|
@ -32,15 +32,16 @@ export default class Amap2demo_polygon_extrude extends React.Component {
|
||||||
.size(150000)
|
.size(150000)
|
||||||
.shape('extrude')
|
.shape('extrude')
|
||||||
.color('#0DCCFF')
|
.color('#0DCCFF')
|
||||||
// .active({
|
.active({
|
||||||
// color: 'rgb(100,230,255)',
|
color: 'rgb(255,255,255)',
|
||||||
// })
|
mix: 0.5,
|
||||||
|
})
|
||||||
.style({
|
.style({
|
||||||
heightfixed: true,
|
heightfixed: true,
|
||||||
pickLight: true,
|
pickLight: true,
|
||||||
raisingHeight: 200000,
|
raisingHeight: 200000,
|
||||||
mapTexture:
|
// mapTexture:
|
||||||
'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*SOUKQJpw1FYAAAAAAAAAAAAAARQnAQ',
|
// 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*SOUKQJpw1FYAAAAAAAAAAAAAARQnAQ',
|
||||||
// mapTexture: 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ'
|
// mapTexture: 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ'
|
||||||
// opacity: 0.8,
|
// opacity: 0.8,
|
||||||
sourceColor: '#f00',
|
sourceColor: '#f00',
|
||||||
|
|
Loading…
Reference in New Issue