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[wip]chore: update pointLayer billboard draw engine #2135

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Dec 11, 2023
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97 changes: 97 additions & 0 deletions dev-demos/features/point/demos/billboard.tsx
Original file line number Diff line number Diff line change
@@ -0,0 +1,97 @@
// @ts-ignore
import { PointLayer, Scene } from '@antv/l7';
// @ts-ignore
import { GaodeMap, Mapbox } from '@antv/l7-maps';
import React, { useEffect } from 'react';

export default () => {
useEffect( () => {
const scene = new Scene({
id: 'map',
renderer: 'device',
map: new GaodeMap({
center: [120.188193, 30.292542],
pitch: 0,
zoom: 16,
}),
});

const layer = new PointLayer()
.source(
{
"type": "FeatureCollection",
"features": [
{
"type": "Feature",
"properties": {},
"geometry": {
"type": "Point",
"coordinates": [120.188193, 30.292542]
}
},
{
"type": "Feature",
"properties": {},
"geometry": {
"type": "Point",
"coordinates": [120.201665, 30.26873]
}
},
{
"type": "Feature",
"properties": {},
"geometry": {
"type": "Point",
"coordinates": [120.225209, 30.290802]
}
},
{
"type": "Feature",
"properties": {},
"geometry": {
"type": "Point",
"coordinates": [120.189641, 30.293248]
}
},
{
"type": "Feature",
"properties": {},
"geometry": {
"type": "Point",
"coordinates": [120.189389, 30.292542]
}
},
{
"type": "Feature",
"properties": {},
"geometry": {
"type": "Point",
"coordinates": [120.190837, 30.293303]
}
}
]
}

)
.size(10)
.color('#f00')
.shape('simple')

scene.on('loaded', () => {
scene.addLayer(layer);
scene.startAnimate();
});


}, []);
return (
<div
id="map"
style={{
height: '500px',
position: 'relative',
}}
/>
);
};

7 changes: 7 additions & 0 deletions dev-demos/features/point/pointBillboard.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
---
group:
title: 点
order: 1
---
### point - billboard(simple)
<code src="./demos/billboard.tsx"></code>
28 changes: 21 additions & 7 deletions packages/layers/src/point/models/billboard_point.ts
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ import BaseModel from '../../core/BaseModel';
import { IPointLayerStyleOptions } from '../../core/interface';

import { rgb2arr } from '@antv/l7-utils';
import { ShaderLocation } from '../../core/CommonStyleAttribute';
import simplePointFrag from '../shaders/billboard_point_frag.glsl';
import simplePointVert from '../shaders/billboard_point_vert.glsl';

Expand All @@ -28,23 +29,33 @@ export default class SimplePointModel extends BaseModel {
};
}
public getUninforms(): IModelUniform {
const commonInfo = this.getCommonUniformsInfo();
const attributeInfo = this.getUniformsBufferInfo(this.getStyleAttribute());
this.updateStyleUnifoms();

return {
...commonInfo.uniformsOption,
...attributeInfo.uniformsOption,
};
}

protected getCommonUniformsInfo(): { uniformsArray: number[]; uniformsLength: number; uniformsOption: { [key: string]: any; }; } {
const {
opacity = 1,
offsets = [0, 0],
blend,
strokeOpacity = 1,
strokeWidth = 0,
stroke = '#fff',
} = this.layer.getLayerConfig() as IPointLayerStyleOptions;

return {
const commonOptions = {
u_stroke_color: rgb2arr(stroke),
u_additive: blend === 'additive' ? 1.0 : 0.0,
u_opacity: opacity,
u_offsets: offsets,
u_stroke_opacity: strokeOpacity,
u_stroke_width: strokeWidth,
u_stroke_color: rgb2arr(stroke),
};
}

const commonBufferInfo = this.getUniformsBufferInfo(commonOptions);
return commonBufferInfo;
}

public async initModels(): Promise<IModel[]> {
Expand All @@ -54,10 +65,12 @@ export default class SimplePointModel extends BaseModel {
public async buildModels(): Promise<IModel[]> {
this.layer.triangulation = PointTriangulation;

this.initUniformsBuffer();
const model = await this.layer.buildLayerModel({
moduleName: 'pointSimple',
vertexShader: simplePointVert,
fragmentShader: simplePointFrag,
inject: this.getInject(),
triangulation: PointTriangulation,
depth: { enable: false },
primitive: gl.POINTS,
Expand All @@ -71,6 +84,7 @@ export default class SimplePointModel extends BaseModel {
type: AttributeType.Attribute,
descriptor: {
name: 'a_Size',
shaderLocation: ShaderLocation.SIZE,
buffer: {
usage: gl.DYNAMIC_DRAW,
data: [],
Expand Down
30 changes: 17 additions & 13 deletions packages/layers/src/point/shaders/billboard_point_frag.glsl
Original file line number Diff line number Diff line change
@@ -1,12 +1,16 @@

uniform float u_additive;
uniform float u_stroke_opacity : 1;
layout(std140) uniform commonUniorm {
vec4 u_stroke_color;
float u_additive;
float u_stroke_opacity;
float u_stroke_width;
};

uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
in vec4 v_color;
in float v_blur;
in float v_innerRadius;

varying vec4 v_color;
varying float v_blur;
varying float v_innerRadius;
out vec4 outputColor;

#pragma include "picking"
void main() {
Expand All @@ -23,24 +27,24 @@ void main() {
float blurWidth = (1.0 - v_blur)/2.0;
vec4 stroke = vec4(u_stroke_color.rgb, u_stroke_opacity);
if(fragmengTocenter > v_innerRadius + blurWidth) {
gl_FragColor = stroke;
outputColor = stroke;
} else if(fragmengTocenter > v_innerRadius - blurWidth){
float mixR = (fragmengTocenter - (v_innerRadius - blurWidth)) / (blurWidth * 2.0);
gl_FragColor = mix(v_color, stroke, mixR);
outputColor = mix(v_color, stroke, mixR);
} else {
gl_FragColor = v_color;
outputColor = v_color;
}
} else {
// 当不存在 stroke 或 stroke <= 0.01
gl_FragColor = v_color;
outputColor = v_color;
}

gl_FragColor = filterColor(gl_FragColor);
outputColor = filterColor(outputColor);

if(u_additive > 0.0) {
gl_FragColor *= circleClipOpacity;
outputColor *= circleClipOpacity;
} else {
gl_FragColor.a *= circleClipOpacity;
outputColor.a *= circleClipOpacity;
}

}
27 changes: 13 additions & 14 deletions packages/layers/src/point/shaders/billboard_point_vert.glsl
Original file line number Diff line number Diff line change
@@ -1,25 +1,24 @@

attribute vec3 a_Position;
uniform mat4 u_ModelMatrix;

attribute float a_Size;
attribute vec4 a_Color;
varying vec4 v_color;

uniform float u_opacity : 1;
uniform vec2 u_offsets;
uniform float u_stroke_width;

varying float v_blur;
varying float v_innerRadius;
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 9) in float a_Size;

layout(std140) uniform commonUniorm {
vec4 u_stroke_color;
float u_additive;
float u_stroke_opacity;
float u_stroke_width;
};

out vec4 v_color;
out float v_blur;
out float v_innerRadius;

#pragma include "projection"
#pragma include "picking"
#pragma include "project"
void main() {
v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
v_color = vec4(a_Color.xyz, a_Color.w * opacity);
v_blur = 1.0 - max(2.0/a_Size, 0.05);
v_innerRadius = max((a_Size - u_stroke_width) / a_Size, 0.0);

Expand Down
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