feat: 优化 arc3d 的shader 计算,清理多余的 varying 变量

This commit is contained in:
2912401452 2021-09-16 21:13:10 +08:00
parent 992fc38fc4
commit bd2ec39b7a
4 changed files with 28 additions and 25 deletions

View File

@ -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_line_texture: 0.0;
@ -17,10 +16,9 @@ uniform sampler2D u_texture;
uniform vec2 u_textSize;
varying float v_segmentIndex;
uniform float segmentNumber;
varying float v_arcDistrance;
varying float v_pixelLen;
varying float v_a;
varying vec2 v_offset;
varying vec4 v_dataset; // 数据集
varying vec2 v_iconMapUV;
uniform float u_time;
@ -37,6 +35,7 @@ varying mat4 styleMappingMat;
void main() {
float opacity = styleMappingMat[0][0];
float animateSpeed = 0.0; // 运动速度
float d_distance_ratio = v_dataset.g; // 当前点位距离占线总长的比例
if(u_linearColor == 1.0) { // 使用渐变颜色
gl_FragColor = mix(u_sourceColor, u_targetColor, v_segmentIndex/segmentNumber);
@ -49,7 +48,7 @@ void main() {
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.;
}
@ -58,7 +57,7 @@ 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);
@ -69,15 +68,15 @@ void main() {
if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture
// float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));
float arcRadio = v_segmentIndex / (segmentNumber - 1.0);
float count = floor(v_arcDistrance/v_pixelLen);
float count = v_dataset.b; // // 贴图在弧线上重复的数量
float u = fract(arcRadio * count - animateSpeed * count);
if(u_aimate.x == Animate) {
u = gl_FragColor.a/opacity;
}
float v = length(v_offset)/(v_a); // 横向
float v = v_dataset.a; // 线图层贴图部分的 v 坐标值
vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
vec4 pattern = texture2D(u_texture, uv);

View File

@ -12,8 +12,7 @@ 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 float v_distance_ratio;
// varying vec2 v_normal;
uniform float u_line_type: 0.0;
uniform vec4 u_dash_array: [10.0, 5., 0, 0];
varying vec4 v_dash_array;
@ -21,10 +20,9 @@ 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;
varying vec4 v_dataset; // 数据集
attribute vec2 a_iconMapUV;
varying vec2 v_iconMapUV;
@ -114,8 +112,9 @@ void main() {
float segmentRatio = getSegmentRatio(segmentIndex);
float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
float d_distance_ratio;
if(u_line_type == LineTypeDash) {
v_distance_ratio = segmentIndex / segmentNumber;
d_distance_ratio = segmentIndex / segmentNumber;
// float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
vec2 s = source;
vec2 t = target;
@ -128,24 +127,29 @@ void main() {
v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
}
if(u_aimate.x == Animate) {
v_distance_ratio = segmentIndex / segmentNumber;
d_distance_ratio = segmentIndex / segmentNumber;
}
v_dataset.g = d_distance_ratio; // 当前点位距离占线总长的比例
float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
vec3 curr = getPos(source, target, segmentRatio);
vec3 next = getPos(source, target, nextSegmentRatio);
vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);
v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
// v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
v_segmentIndex = a_Position.x;
if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // 开启贴图模式
v_arcDistrance = length(source - target);
v_pixelLen = project_pixel(u_icon_step);
float arcDistrance = length(source - target);
float pixelLen = project_pixel(u_icon_step);
v_dataset.b = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量
vec2 projectOffset = project_pixel(offset);
v_offset = projectOffset + projectOffset * sign(a_Position.y);
v_a = project_pixel(a_Size);
float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // 线横向偏移的距离
float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
v_dataset.a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
v_iconMapUV = a_iconMapUV;
}

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@ -69,7 +69,7 @@ void main() {
float aDistance = v_dataset.g; // 当前顶点的距离
float d_texPixelLen = v_dataset.b; // 贴图的像素长度,根据地图层级缩放
float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);
float v = v_dataset.a;
float v = v_dataset.a; // 线图层贴图部分的 v 坐标值
v = max(smoothstep(0.95, 1.0, v), v);
vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;

View File

@ -99,7 +99,7 @@ void main() {
v_dataset.r = d_distance_ratio; // 当前点位距离占线总长的比例
v_dataset.g = a_Distance; // 当前顶点的距离
v_dataset.b = d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
v_dataset.a = texV;
v_dataset.a = texV; // 线图层贴图部分的 v 坐标值
vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));