mirror of https://gitee.com/antv-l7/antv-l7
feat: 优化 arc3d 的shader 计算,清理多余的 varying 变量
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@ -7,9 +7,8 @@ uniform float u_opacity;
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uniform float u_textureBlend;
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uniform float u_blur : 0.9;
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uniform float u_line_type: 0.0;
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varying vec2 v_normal;
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// varying vec2 v_normal;
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varying vec4 v_dash_array;
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varying float v_distance_ratio;
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varying vec4 v_color;
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uniform float u_line_texture: 0.0;
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@ -17,10 +16,9 @@ uniform sampler2D u_texture;
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uniform vec2 u_textSize;
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varying float v_segmentIndex;
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uniform float segmentNumber;
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varying float v_arcDistrance;
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varying float v_pixelLen;
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varying float v_a;
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varying vec2 v_offset;
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varying vec4 v_dataset; // 数据集
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varying vec2 v_iconMapUV;
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uniform float u_time;
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@ -37,6 +35,7 @@ varying mat4 styleMappingMat;
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void main() {
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float opacity = styleMappingMat[0][0];
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float animateSpeed = 0.0; // 运动速度
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float d_distance_ratio = v_dataset.g; // 当前点位距离占线总长的比例
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if(u_linearColor == 1.0) { // 使用渐变颜色
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gl_FragColor = mix(u_sourceColor, u_targetColor, v_segmentIndex/segmentNumber);
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@ -49,7 +48,7 @@ void main() {
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gl_FragColor.a *= opacity;
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if(u_line_type == LineTypeDash) {
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float flag = 0.;
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float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
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float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
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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)) {
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flag = 1.;
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}
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@ -58,7 +57,7 @@ void main() {
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if(u_aimate.x == Animate) {
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animateSpeed = u_time / u_aimate.y;
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float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
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float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
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alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
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// alpha = smoothstep(0., 1., alpha);
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@ -69,15 +68,15 @@ void main() {
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if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture
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// float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));
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float arcRadio = v_segmentIndex / (segmentNumber - 1.0);
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float count = floor(v_arcDistrance/v_pixelLen);
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float count = v_dataset.b; // // 贴图在弧线上重复的数量
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float u = fract(arcRadio * count - animateSpeed * count);
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if(u_aimate.x == Animate) {
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u = gl_FragColor.a/opacity;
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}
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float v = length(v_offset)/(v_a); // 横向
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float v = v_dataset.a; // 线图层贴图部分的 v 坐标值
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vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
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vec4 pattern = texture2D(u_texture, uv);
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@ -12,8 +12,7 @@ uniform mat4 u_Mvp;
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uniform float segmentNumber;
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uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
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varying vec4 v_color;
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varying vec2 v_normal;
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varying float v_distance_ratio;
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// varying vec2 v_normal;
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uniform float u_line_type: 0.0;
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uniform vec4 u_dash_array: [10.0, 5., 0, 0];
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varying vec4 v_dash_array;
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@ -21,10 +20,9 @@ varying vec4 v_dash_array;
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uniform float u_icon_step: 100;
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uniform float u_line_texture: 0.0;
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varying float v_segmentIndex;
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varying float v_arcDistrance;
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varying float v_pixelLen;
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varying float v_a;
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varying vec2 v_offset;
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varying vec4 v_dataset; // 数据集
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attribute vec2 a_iconMapUV;
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varying vec2 v_iconMapUV;
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@ -114,8 +112,9 @@ void main() {
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float segmentRatio = getSegmentRatio(segmentIndex);
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float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
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float d_distance_ratio;
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if(u_line_type == LineTypeDash) {
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v_distance_ratio = segmentIndex / segmentNumber;
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d_distance_ratio = segmentIndex / segmentNumber;
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// float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
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vec2 s = source;
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vec2 t = target;
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@ -128,24 +127,29 @@ void main() {
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v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
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}
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if(u_aimate.x == Animate) {
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v_distance_ratio = segmentIndex / segmentNumber;
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d_distance_ratio = segmentIndex / segmentNumber;
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}
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v_dataset.g = d_distance_ratio; // 当前点位距离占线总长的比例
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float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
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vec3 curr = getPos(source, target, segmentRatio);
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vec3 next = getPos(source, target, nextSegmentRatio);
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vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);
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v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
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// v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
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v_segmentIndex = a_Position.x;
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if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // 开启贴图模式
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v_arcDistrance = length(source - target);
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v_pixelLen = project_pixel(u_icon_step);
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float arcDistrance = length(source - target);
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float pixelLen = project_pixel(u_icon_step);
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v_dataset.b = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量
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vec2 projectOffset = project_pixel(offset);
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v_offset = projectOffset + projectOffset * sign(a_Position.y);
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v_a = project_pixel(a_Size);
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float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // 线横向偏移的距离
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float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
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v_dataset.a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
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v_iconMapUV = a_iconMapUV;
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}
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@ -69,7 +69,7 @@ void main() {
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float aDistance = v_dataset.g; // 当前顶点的距离
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float d_texPixelLen = v_dataset.b; // 贴图的像素长度,根据地图层级缩放
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float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);
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float v = v_dataset.a;
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float v = v_dataset.a; // 线图层贴图部分的 v 坐标值
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v = max(smoothstep(0.95, 1.0, v), v);
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vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
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@ -99,7 +99,7 @@ void main() {
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v_dataset.r = d_distance_ratio; // 当前点位距离占线总长的比例
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v_dataset.g = a_Distance; // 当前顶点的距离
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v_dataset.b = d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
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v_dataset.a = texV;
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v_dataset.a = texV; // 线图层贴图部分的 v 坐标值
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vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
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