diff --git a/packages/layers/src/line/shaders/line_arc_frag.glsl b/packages/layers/src/line/shaders/line_arc_frag.glsl index 4a4eb5cc0b..9077a56550 100644 --- a/packages/layers/src/line/shaders/line_arc_frag.glsl +++ b/packages/layers/src/line/shaders/line_arc_frag.glsl @@ -7,9 +7,8 @@ uniform float u_opacity; uniform float u_textureBlend; uniform float u_blur : 0.9; uniform float u_line_type: 0.0; -varying vec2 v_normal; +// varying vec2 v_normal; varying vec4 v_dash_array; -varying float v_distance_ratio; varying vec4 v_color; uniform float u_time; @@ -20,13 +19,10 @@ uniform sampler2D u_texture; uniform vec2 u_textSize; uniform float segmentNumber; -varying float v_segmentIndex; -varying float v_arcDistrance; -varying float v_pixelLen; -varying float v_a; -varying vec2 v_offset; varying vec2 v_iconMapUV; +varying vec4 v_dataset; // 数据集 - 用于合并单个的 varying 变量 + varying mat4 styleMappingMat; // 传递从片元中传递的映射数据 uniform float u_linearColor: 0; @@ -38,21 +34,22 @@ uniform vec4 u_targetColor; void main() { float opacity = styleMappingMat[0][0]; float animateSpeed = 0.0; // 运动速度 + float d_segmentIndex = v_dataset.r; // 当前顶点在弧线中所处的分段位置 + float d_distance_ratio = v_dataset.b; // 当前顶点在弧线中所处的分段比例 + // 设置弧线的底色 if(u_linearColor == 1.0) { // 使用渐变颜色 - gl_FragColor = mix(u_sourceColor, u_targetColor, v_segmentIndex/segmentNumber); + gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber); } else { // 使用 color 方法传入的颜色 gl_FragColor = v_color; } - - // gl_FragColor = v_color; // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy)); // float blur = smoothstep(1.0, u_blur, length(v_normal.xy)); gl_FragColor.a *= opacity; if(u_line_type == LineTypeDash) { float flag = 0.; - float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w); + float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w); if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) { flag = 1.; } @@ -61,25 +58,26 @@ void main() { if(u_aimate.x == Animate) { animateSpeed = u_time / u_aimate.y; - float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y); + float alpha =1.0 - fract( mod(1.0- d_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); alpha = clamp(alpha, 0.0, 1.0); gl_FragColor.a *= alpha; } + // 当存在贴图时在底色上贴上贴图 if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture - float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber)); - // float arcRadio = smoothstep( 0.0, 1.0, v_distance_ratio); - // float arcRadio = v_segmentIndex / (segmentNumber - 1.0); - float count = floor(v_arcDistrance/v_pixelLen); + float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber)); + // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio); - float u = 1.0 - fract(arcRadio * count + animateSpeed); + float d_texCount = v_dataset.g; // 贴图在弧线上重复的数量 + + float u = 1.0 - fract(arcRadio * d_texCount + animateSpeed); if(u_aimate.x == Animate) { u = gl_FragColor.a/opacity; } - float v = length(v_offset)/(v_a); // 横向 + float v = v_dataset.a; // 横向 v vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.; vec4 pattern = texture2D(u_texture, uv); @@ -102,5 +100,4 @@ void main() { gl_FragColor = filterColor(gl_FragColor); } // gl_FragColor = filterColor(gl_FragColor); - } \ No newline at end of file diff --git a/packages/layers/src/line/shaders/line_arc_vert.glsl b/packages/layers/src/line/shaders/line_arc_vert.glsl index 437e24781d..510fc86aa9 100644 --- a/packages/layers/src/line/shaders/line_arc_vert.glsl +++ b/packages/layers/src/line/shaders/line_arc_vert.glsl @@ -12,9 +12,8 @@ uniform mat4 u_Mvp; uniform float segmentNumber; uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; varying vec4 v_color; -varying vec2 v_normal; +// varying vec2 v_normal; -varying float v_distance_ratio; uniform float u_line_type: 0.0; uniform vec4 u_dash_array: [10.0, 5., 0, 0]; uniform float u_lineDir: 1.0; @@ -22,14 +21,11 @@ varying vec4 v_dash_array; uniform float u_icon_step: 100; uniform float u_line_texture: 0.0; -varying float v_segmentIndex; -varying float v_arcDistrance; -varying float v_pixelLen; -varying float v_a; -varying vec2 v_offset; attribute vec2 a_iconMapUV; varying vec2 v_iconMapUV; +varying vec4 v_dataset; // 数据集 - 用于合并单个的 varying 变量 + uniform float u_opacity: 1.0; varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元 @@ -116,16 +112,17 @@ vec2 getNormal(vec2 line_clipspace, float offset_direction) { void main() { v_color = a_Color; - - vec2 source = a_Instance.rg; - vec2 target = a_Instance.ba; + vec2 source = a_Instance.rg; // 起始点 + vec2 target = a_Instance.ba; // 终点 float segmentIndex = a_Position.x; float segmentRatio = getSegmentRatio(segmentIndex); float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0)); float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir); + float d_distance_ratio; if(u_line_type == LineTypeDash) { - v_distance_ratio = segmentIndex / segmentNumber; + d_distance_ratio = segmentIndex / segmentNumber; + vec2 s = source; vec2 t = target; @@ -139,34 +136,44 @@ void main() { } if(u_aimate.x == Animate) { - v_distance_ratio = segmentIndex / segmentNumber; + d_distance_ratio = segmentIndex / segmentNumber; if(u_lineDir != 1.0) { - v_distance_ratio = 1.0 - v_distance_ratio; + d_distance_ratio = 1.0 - d_distance_ratio; } } + v_dataset.b = d_distance_ratio; + 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); + // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y); //unProjCustomCoord vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y)); - v_segmentIndex = a_Position.x + 1.0; + + float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置 + v_dataset.r = d_segmentIndex; + if(LineTexture == u_line_texture) { // 开启贴图模式 - v_arcDistrance = length(source - target); + float arcDistrance = length(source - target); // 起始点和终点的距离 if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap - v_arcDistrance *= 1000000.0; + arcDistrance *= 1000000.0; } if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox - // v_arcDistrance *= 8.0; - v_arcDistrance = project_pixel_allmap(v_arcDistrance); + // arcDistrance *= 8.0; + arcDistrance = project_pixel_allmap(arcDistrance); } v_iconMapUV = a_iconMapUV; - v_pixelLen = project_pixel(u_icon_step); - v_a = project_pixel(a_Size); - v_offset = offset + offset * sign(a_Position.y); + + float pixelLen = project_pixel(u_icon_step); // 贴图沿弧线方向的长度 - 随地图缩放改变 + float texCount = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量 + v_dataset.g = texCount; + + float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // 线横向偏移的距离 + float linePixelSize = project_pixel(a_Size); // 定点位置偏移 + v_dataset.a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值 } diff --git a/packages/layers/src/line/shaders/line_frag.glsl b/packages/layers/src/line/shaders/line_frag.glsl index 11bf9c71d5..6b250a875b 100644 --- a/packages/layers/src/line/shaders/line_frag.glsl +++ b/packages/layers/src/line/shaders/line_frag.glsl @@ -19,7 +19,6 @@ uniform float u_dash_offset : 0.0; uniform float u_dash_ratio : 0.1; varying vec4 v_dash_array; -varying float v_v; varying vec4 v_dataset; // 数据集 - distance_ratio/distance/pixelLen/texV varying vec2 v_iconMapUV; @@ -96,7 +95,6 @@ void main() { // if(rV < r || rV > 1.0 - r) { // gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // } - // float v = v_v; // if(v > 0.9) { // gl_FragColor = vec4(0.17647, 0.43921568, 0.2, 1.0); // } else if(v < 0.1) { diff --git a/packages/layers/src/line/shaders/line_vert.glsl b/packages/layers/src/line/shaders/line_vert.glsl index e938c963a1..c09c564fc6 100644 --- a/packages/layers/src/line/shaders/line_vert.glsl +++ b/packages/layers/src/line/shaders/line_vert.glsl @@ -29,8 +29,7 @@ varying vec4 v_dash_array; varying vec2 v_normal; varying vec4 v_dataset; // 数据集 - distance_ratio/distance/pixelLen/texV - -varying float v_v; // 线图层 - 贴图部分的 v 坐标(线的宽度方向) +// texV 线图层 - 贴图部分的 v 坐标(线的宽度方向) varying vec2 v_iconMapUV; uniform float u_linearColor: 0; @@ -94,7 +93,6 @@ void main() { float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // 线横向偏移的距离(向两侧偏移的和) float linePixelSize = project_pixel(a_Size.x) * 2.0; // 定点位置偏移,按地图等级缩放后的距离 单侧 * 2 - v_v = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值 float texV = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值 // 设置数据集的参数 diff --git a/stories/Map/components/amap2demo_arcLine.tsx b/stories/Map/components/amap2demo_arcLine.tsx index ad2b350386..cb4e727cae 100644 --- a/stories/Map/components/amap2demo_arcLine.tsx +++ b/stories/Map/components/amap2demo_arcLine.tsx @@ -47,6 +47,7 @@ export default class Amap2demo_arcLine extends React.Component { // segmentNumber: 3, // lineType: 'dash', // dashArray: [5, 5], + }); // .forward(false) scene.addLayer(layer); diff --git a/stories/Map/components/amap2demo_lineDash.tsx b/stories/Map/components/amap2demo_lineDash.tsx index fb405c2981..3f7aeed819 100644 --- a/stories/Map/components/amap2demo_lineDash.tsx +++ b/stories/Map/components/amap2demo_lineDash.tsx @@ -19,7 +19,7 @@ export default class Amap2demo_lineDash extends React.Component { zoom: 10, rotation: 0, style: 'amap://styles/wine', - viewMode: '2D', + // viewMode: '2D', }), }); this.scene = scene;