feat(layer): add lengendcdg method

This commit is contained in:
thinkinggis 2019-03-22 16:10:35 +08:00
parent 2a84b5480e
commit c8ac525c02
22 changed files with 242 additions and 42 deletions

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@ -46,13 +46,14 @@ window.scene = scene;
scene.on('loaded', () => {
$.get('https://gw.alipayobjects.com/os/rmsportal/epnZEheZeDgsiSjSPcCv.json', data => {
const circleLayer = scene.PointLayer({
zIndex: 2
zIndex: 2,
})
.source(data,{
scale:{
min:0,
max:1000,
type:'linear'
scaledefs:{
value:{
type:'log'
}
}
})
.shape('2d:circle')
@ -69,7 +70,9 @@ scene.on('loaded', () => {
opacity: 1.
})
.render();
console.log(circleLayer);
var a = circleLayer.getLendgendCfg('type','color');
console.log(a);
circleLayer.on('click',(e)=>{
console.log(e);
})

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@ -84,6 +84,9 @@ const ColorUtil = {
const rgba = this.toRGB(str);
return rgba.map(v => v / 255);
},
colorArray2RGBA(arr) {
return `rgba(${arr[0] * 255},${arr[1] * 255},${arr[2] * 255},${arr[3]})`;
},
color2RGBA(str) {
return this.color2Arr(str);
},

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@ -42,10 +42,11 @@ class Size extends Base {
_scaling(scale, v) {
if (scale.type === 'identity') {
return v;
} else if (scale.type === 'linear') {
const percent = scale.scale(v);
return this.getLinearValue(percent);
}
const percent = scale.scale(v);
return this.getLinearValue(percent);
// else if (scale.type === 'linear') {
}
getLinearValue(percent) {

150
src/core/engine/composer.js Normal file
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@ -0,0 +1,150 @@
// jscs:disable
/* eslint-disable */
import THREE from '../three';
import CopyShader from './CopyShader';
import ShaderPass from './ShaderPass';
import MaskPass, {ClearMaskPass} from './MaskPass';
/**
* @author alteredq / http://alteredqualia.com/
*/
var EffectComposer = function ( renderer, renderTarget ) {
this.renderer = renderer;
if ( renderTarget === undefined ) {
var pixelRatio = renderer.getPixelRatio();
var width = Math.floor( renderer.context.canvas.width / pixelRatio ) || 1;
var height = Math.floor( renderer.context.canvas.height / pixelRatio ) || 1;
var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
renderTarget = new THREE.WebGLRenderTarget( width, height, parameters );
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.passes = [];
if ( CopyShader === undefined )
console.error( "EffectComposer relies on THREE.CopyShader" );
this.copyPass = new ShaderPass( CopyShader );
};
EffectComposer.prototype = {
swapBuffers: function() {
var tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
},
addPass: function ( pass ) {
this.passes.push( pass );
},
insertPass: function ( pass, index ) {
this.passes.splice( index, 0, pass );
},
render: function ( delta ) {
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
var maskActive = false;
var pass, i, il = this.passes.length;
for ( i = 0; i < il; i ++ ) {
pass = this.passes[ i ];
if ( ! pass.enabled ) continue;
pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
if ( pass.needsSwap ) {
if ( maskActive ) {
var context = this.renderer.context;
context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
context.stencilFunc( context.EQUAL, 1, 0xffffffff );
}
this.swapBuffers();
}
if ( pass instanceof MaskPass ) {
maskActive = true;
} else if ( pass instanceof ClearMaskPass ) {
maskActive = false;
}
}
},
reset: function ( renderTarget ) {
if ( renderTarget === undefined ) {
renderTarget = this.renderTarget1.clone();
var pixelRatio = this.renderer.getPixelRatio();
renderTarget.setSize(
Math.floor( this.renderer.context.canvas.width / pixelRatio ),
Math.floor( this.renderer.context.canvas.height / pixelRatio )
);
}
this.renderTarget1.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2.dispose();
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
},
setSize: function ( width, height ) {
this.renderTarget1.setSize( width, height );
this.renderTarget2.setSize( width, height );
}
};
export default EffectComposer;
THREE.EffectComposer = EffectComposer;

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@ -286,7 +286,10 @@ export default class Layer extends Base {
setActive(id, color) {
this._activeIds = id;
this.layerMesh.material.setUniformsValue('u_activeId', id);
this.layerMesh.material.setUniformsValue('u_activeColor', ColorUtil.color2RGBA(color));
if (!Array.isArray(color)) {
color = ColorUtil.color2RGBA(color);
}
this.layerMesh.material.setUniformsValue('u_activeColor', color);
}
_addActiveFeature(e) {
const { featureId } = e;
@ -493,9 +496,11 @@ export default class Layer extends Base {
}
const feature = this.layerSource.getSelectFeature(featureId);
const lnglat = this.scene.containerToLngLat(point2d);
const style = this.layerData[featureId - 1];
const target = {
featureId,
feature,
style,
pixel: point2d,
type,
lnglat: { lng: lnglat.lng, lat: lnglat.lat }
@ -631,6 +636,34 @@ export default class Layer extends Base {
this.scene.off('zoomchange', this._zoomchangeHander);
this.destroyed = true;
}
/**
* 获取图例配置项
* @param {*} field 字段
* @param {*} type 图例类型 color, size
* @return {*} 图例配置项
*/
getLendgendCfg(field, type = 'color') {
// todo heatmap
if (this.type === 'heatmap' && this.shapeType === 'heatmap') {
return this.get('styleOptions').rampColors;
}
const scales = this.get('scales');
const scale = scales[field];
const colorAttrs = this.get('attrs')[type];
const lengendCfg = {};
if (scale) {
const ticks = scale.ticks;
lengendCfg.value = ticks;
lengendCfg.type = scale.type;
const values = ticks.map(value => {
const v = this._getAttrValues(colorAttrs, { [field]: value });
return type === 'color' ? ColorUtil.colorArray2RGBA(v) : v;
});
lengendCfg[type] = values;
}
return lengendCfg;
}
preRender() {
}

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@ -10,6 +10,7 @@ export default class Source extends Base {
defs: {},
parser: {},
transforms: [],
scaledefs: {},
scales: {},
options: {}
};
@ -18,13 +19,16 @@ export default class Source extends Base {
super(cfg);
const transform = this.get('transforms');
this._transforms = transform || [];
this._initControllers();
const mapType = this.get('mapType');
this.projectFlat = getMap(mapType).project;
// 数据解析
this._excuteParser();
// 数据转换 统计,聚合,分类
this._executeTrans();
// 坐标转换
this._projectCoords();
this._initControllers();
}
_excuteParser() {
const parser = this.get('parser');
@ -63,11 +67,11 @@ export default class Source extends Base {
return scale;
}
_initControllers() {
const defs = this.get('defs');
const mapType = this.get('mapType');
this.projectFlat = getMap(mapType).project;
const scales = this.get('scaledefs');
const scaleController = new Controller.Scale({
defs
defs: {
...scales
}
});
this.set('scaleController', scaleController);
}

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@ -8,7 +8,7 @@ export default class PointLineMaterial extends Material {
u_stroke: { value: [ 1.0, 1.0, 1.0, 1.0 ] },
u_strokeWidth: { value: 1.0 },
u_zoom: { value: 10 },
u_activeId: { value: 0 },
u_activeId: { value: -1 },
u_activeColor: { value: [ 1.0, 0, 0, 1.0 ] }
}

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@ -1,5 +1,4 @@
varying float v_lineU;
uniform float u_opacity;
uniform float u_dashSteps;
uniform float u_dashSmooth;
uniform float u_dashDistance;
@ -7,5 +6,5 @@ varying vec4 v_color;
void main() {
float lineUMod = mod(v_lineU, 1.0/ u_dashSteps) * u_dashSteps;
float dash = smoothstep(u_dashDistance, u_dashDistance+u_dashSmooth, length(lineUMod-0.5));
gl_FragColor = vec4(v_color.xyz * vec3(dash), v_color.a*u_opacity * dash);
gl_FragColor = vec4(v_color.xyz * vec3(dash), v_color.a * dash);
}

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@ -3,6 +3,7 @@ attribute float a_miter;
attribute vec4 a_color;
attribute float a_size;
uniform float u_zoom;
uniform float u_opacity;
varying vec4 v_color;
attribute float a_distance;
varying float v_lineU;
@ -13,6 +14,7 @@ void main() {
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
vec3 pointPos = position.xyz + vec3(normal * a_size * pow(2.0,20.0-u_zoom) / 2.0 * a_miter);
v_color = a_color;
v_color.a *= u_opacity;
if(pickingId == u_activeId) {
v_color = u_activeColor;
}

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@ -1,8 +1,5 @@
precision highp float;
uniform float u_opacity;
varying vec4 v_color;
void main() {
vec4 color = v_color;
gl_FragColor = color;
gl_FragColor.a =color.a*u_opacity;
gl_FragColor = v_color;
}

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@ -4,6 +4,7 @@ attribute vec4 a_color;
uniform float u_xOffset;
uniform float u_yOffset;
uniform float u_coverage;
uniform float u_opacity;
uniform float u_activeId;
uniform vec4 u_activeColor;
varying vec4 v_color;
@ -11,6 +12,7 @@ varying vec4 v_color;
void main() {
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
v_color = a_color;
v_color.a *= u_opacity;
if(pickingId == u_activeId) {
v_color = u_activeColor;
}

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@ -4,5 +4,4 @@
void main() {
vec4 color = v_color;
gl_FragColor = color;
gl_FragColor.a =color.a*u_opacity;
}

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@ -3,6 +3,7 @@ attribute vec2 miter;
attribute vec4 a_color;
uniform float u_radius;
uniform float u_coverage;
uniform float u_opacity;
uniform float u_angle;
uniform float u_activeId;
uniform vec4 u_activeColor;
@ -12,6 +13,7 @@ void main() {
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
v_color = a_color;
v_color.a *= u_opacity;
if(pickingId == u_activeId) {
v_color = u_activeColor;
}

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@ -1,5 +1,4 @@
precision highp float;
uniform float u_opacity;
varying vec4 v_color;
varying float vTime;
void main() {
@ -12,5 +11,4 @@
color.a= color.a * vTime * 1.5;
#endif
gl_FragColor = color;
gl_FragColor.a =color.a*u_opacity;
}

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@ -2,6 +2,7 @@ precision highp float;
attribute vec4 a_color;
uniform float currentTime;
uniform float u_time;
uniform float u_opacity;
varying float vTime;
varying vec4 v_color;
uniform float u_activeId;
@ -9,6 +10,7 @@ uniform vec4 u_activeColor;
void main() {
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
v_color = a_color;
v_color.a *= u_opacity;
if(pickingId == u_activeId) {
v_color = u_activeColor;
}

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@ -6,7 +6,6 @@ precision highp float;
uniform float u_strokeWidth;
uniform vec4 u_stroke;
uniform float u_opacity;
uniform sampler2D u_texture;
varying vec2 v_rs;
@ -29,7 +28,7 @@ void main() {
#endif
if(v_color.a == 0.)
discard;
vec4 pcolor = v_color * u_opacity;
vec4 pcolor = v_color;
float ro = v_rs.x;
float ri = v_rs.y;
float d = 0.0;
@ -54,7 +53,8 @@ void main() {
gl_FragColor = vec4(u_stroke.xyz,u_stroke.a*(ro- dis2center));
return;
}else if(dis2center>ri){
gl_FragColor= u_stroke * alpha ;
gl_FragColor= u_stroke;
gl_FragColor.a = * u_stroke;
return;
}
}
@ -71,7 +71,6 @@ void main() {
} else{
gl_FragColor= pcolor;
}
gl_FragColor *= u_opacity;
}

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@ -1,9 +1,6 @@
precision highp float;
uniform float u_strokeOpacity;
uniform vec4 u_stroke;
uniform float u_activeId;
uniform vec4 u_activeColor;
varying float v_pickingId;
varying vec4 v_color;
void main() {
if(v_pickingId < -0.1) {
discard;
@ -13,9 +10,5 @@ void main() {
discard;
}
#endif
gl_FragColor = u_stroke;
gl_FragColor.a = u_stroke.a * u_strokeOpacity ;
if(v_pickingId == u_activeId) {
gl_FragColor = u_activeColor;
}
gl_FragColor = v_color;
}

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@ -3,10 +3,15 @@ attribute float a_miter;
attribute vec3 a_size;
attribute vec3 a_shape;
uniform float u_strokeWidth;
uniform float u_strokeOpacity;
uniform vec4 u_activeColor;
uniform float u_activeId;
uniform vec4 u_stroke;
uniform float u_zoom;
uniform float u_time;
varying float vTime;
varying float v_pickingId;
varying vec4 v_color;
void main() {
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
float scale = pow(2.0,(20.0 - u_zoom));
@ -14,7 +19,12 @@ void main() {
#ifdef ANIMATE
vTime = 1.0- (mod(u_time*50.,3600.)- position.z) / 100.;
#endif
v_pickingId = pickingId;
v_color = u_stroke;
v_color.a *= u_strokeOpacity;
if(v_pickingId == u_activeId) {
v_color = u_activeColor;
}
v_pickingId = pickingId;
//vec3 pointPos = newposition.xyz + vec3(normal * u_strokeWidth * pow(2.0,20.0-u_zoom) / 2.0 * a_miter);
vec3 pointPos = newposition.xyz + vec3(normal * u_strokeWidth * scale / 2.0 * a_miter);
gl_Position = matModelViewProjection * vec4(pointPos, 1.0);

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@ -15,6 +15,7 @@ uniform vec4 u_activeColor;
void main() {
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
v_color = a_color;
v_color.a *= u_opacity;
if(pickingId == u_activeId) {
v_color = u_activeColor;
}

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@ -1,5 +1,4 @@
precision highp float;
uniform float u_opacity;
uniform sampler2D u_texture;
uniform vec4 u_baseColor;
uniform vec4 u_brightColor;
@ -58,7 +57,7 @@ void main() {
#ifdef ANIMATE
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 * u_opacity);
gl_FragColor = vec4( foggedColor, v_color.w);
}else { // 侧面颜色
vec2 st = v_texCoord;
vec2 UvScale = v_texCoord;
@ -107,7 +106,7 @@ void main() {
gl_FragColor = vec4(foggedColor,1.0);
}
#else
gl_FragColor = vec4(v_color.xyz , v_color.w * u_opacity);
gl_FragColor = vec4(v_color.xyz , v_color.w);
#endif
}

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@ -7,6 +7,7 @@ attribute vec2 faceUv;
attribute vec3 a_shape;
attribute vec3 a_size;
uniform float u_zoom;
uniform float u_opacity;
varying vec2 v_texCoord;
varying vec4 v_color;
varying float v_lightWeight;
@ -25,6 +26,7 @@ void main() {
v_texCoord = faceUv;
if(normal == vec3(0.,0.,1.)){
v_color = a_color;
v_color.a *= u_opacity;
if(pickingId == u_activeId) {
v_color = u_activeColor;
}

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@ -18,6 +18,7 @@ void main() {
fract(16.0 * (1.0 - value1)),
floor(16.0 * (1.0 - value1)) / 16.0);
v_color = texture2D(u_colorTexture,ramp_pos);
v_color.a *= u_opacity;
vec2 range = u_extent.zw - u_extent.xy;
gl_Position = matModelViewProjection * vec4(position.xy, value*100., 1.0);