update taxi demo

This commit is contained in:
user.name mipha.ly 2018-11-20 19:38:23 +08:00 committed by 刘叶
parent b8594f1119
commit d0c9026ef4
6 changed files with 57 additions and 32 deletions

View File

@ -48,19 +48,6 @@ const scene = new L7.Scene({
maxZoom: 18
});
scene.on('loaded', () => {
$.get('./data/cityPoint.json', data => {
scene.PointLayer({
zIndex: 10
})
.source(data)
.shape('2d:warn')
.size(90)
.color('#F00')
.style({
shape:'warn'
})
.render();
});
$.get('./data/road.json', data => {
scene.LineLayer({
zIndex: 2
@ -81,7 +68,7 @@ scene.on('loaded', () => {
.animate({enable:true})
.style({
opacity:1.0,
baseColor:'rgb(25,25,165)',
baseColor:'rgb(16,16,16)',
windowColor:'rgb(30,60,89)',
brightColor:'rgb(155,217,255)',

View File

@ -10,7 +10,9 @@ export default function PolygonMaterial(options) {
u_zoom: { value: options.u_zoom || 0 },
u_baseColor: { value: options.u_baseColor || [ 1.0, 0, 0, 1.0 ] },
u_brightColor: { value: options.u_brightColor || [ 1.0, 0, 0, 1.0 ] },
u_windowColor: { value: options.u_windowColor || [ 1.0, 0, 0, 1.0 ] }
u_windowColor: { value: options.u_windowColor || [ 1.0, 0, 0, 1.0 ] },
u_near: { value: options.u_near || 0.0 },
u_far: { value: options.u_far || 1.0 }
},
vertexShader: polygon_vert,
fragmentShader: polygon_frag,

View File

@ -9,7 +9,7 @@
if (vTime > 1.0 || vTime < 0.0) {
discard;
}
color.a= color.a * vTime;
color.a= color.a * vTime * 1.5;
#endif
gl_FragColor = color;
gl_FragColor.a =color.a*u_opacity;

View File

@ -8,7 +8,7 @@
mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
v_color = a_color;
#ifdef ANIMATE
vTime = 1.0- (mod(u_time*100.,3600.)- position.z) / 100.;
vTime = 1.0- (mod(u_time*50.,3600.)- position.z) / 100.;
#endif
gl_Position = matModelViewProjection * vec4(position.xy,0., 1.0);
}

View File

@ -4,20 +4,45 @@ uniform sampler2D u_texture;
uniform vec4 u_baseColor;
uniform vec4 u_brightColor;
uniform vec4 u_windowColor;
uniform float u_zoom;
uniform float u_time;
uniform float u_near;
uniform float u_far;
varying vec2 v_texCoord;
varying vec4 v_color;
varying float v_lightWeight;
varying float v_size;
vec3 getWindowColor(float n, float hot, vec3 brightColor, vec3 darkColor) {
float s = step(hot, n);
return mix(darkColor, brightColor, s);
//vec3 color = mix(brightColor,brightColor - vec3(0.4,0.4,0.4),n);
vec3 color = mix(brightColor,vec3(1.0,1.0,1.0),n);
return mix(darkColor, color, s);
}
float random (vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
}
float LinearizeDepth()
{
float z = gl_FragCoord.z * 2.0 - 1.0;
return (2.0 * u_near * u_far) / (u_far + u_near - z * (u_far - u_near));
}
vec3 fog(vec3 color, vec3 fogColor, float depth){
float fogFactor=clamp(depth,0.0,1.0);
vec3 output_color=mix(fogColor,color,fogFactor);
return output_color;
}
float sdRect(vec2 p, vec2 sz) {
vec2 d = abs(p) - sz;
float outside = length(max(d, 0.));
float inside = min(max(d.x, d.y), 0.);
return outside + inside;
}
void main() {
if(v_color.w == 0.0) {
discard;
@ -27,17 +52,17 @@ void main() {
vec3 brightColor = u_brightColor.xyz;
vec3 windowColor = u_windowColor.xyz;
float targetColId = 5.;
float depth = 1.0 - LinearizeDepth() / u_far * u_zoom;
vec3 fogColor = vec3(23.0/255.0,31.0/255.0,51.0/255.0);
#ifdef ANIMATE
if(v_texCoord.x < 0.) { //顶部颜色
//gl_FragColor = vec4(1.0,0.,0.,1.0); // v_color.w * u_opacity
gl_FragColor = vec4(v_color.xyz , v_color.w * u_opacity);
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);
}else { // 侧面颜色
//vec4 color = texture2D(u_texture,v_texCoord) * v_color;
vec2 st = v_texCoord;
// st.y = st.y / (3000.0 - v_size) *3000.;
vec2 UvScale = v_texCoord;
float tStep = 0.01;
float tStart = 0.1 * tStep;
float tStep = min(0.08,max(0.05* (18.0-u_zoom),0.02));
float tStart = 0.25 * tStep;
float tEnd = 0.75 * tStep;
float u = mod(UvScale.x, tStep);
float v = mod(UvScale.y, tStep);
@ -50,6 +75,8 @@ void main() {
// 将窗户颜色和墙面颜色区别开来
float sU = step(tStart, u) - step(tEnd, u);
float sV = step(tStart, v) - step(tEnd, v);
vec2 windowSize = vec2(abs(tEnd-tStart),abs(tEnd-tStart));
float dist = sdRect(vec2(u,v), windowSize);
float s = sU * sV;
float curColId = floor(UvScale.x / tStep);
@ -60,17 +87,23 @@ void main() {
if(ux == targetColId){
n =0.;
}
vec3 color = mix(baseColor, getWindowColor(n,0.8,brightColor,windowColor), s);
float timeP = min(0.95, abs ( sin(u_time/6.0) ) );
float hot = smoothstep(1.0,0.0,timeP);
vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), s);
//vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), 1.0);
float sFinal = s * sCol * sRow;
color += mix(baseColor, brightColor, sFinal);
color += mix(baseColor, brightColor, sFinal*n);
// if (st.y<0.01){
// color = baseColor;
// }
// if(head ==1.0) { // 顶部亮线
// color = brightColor;
// }
gl_FragColor = vec4(color * v_lightWeight,1.0);
color = color * v_lightWeight;
vec3 foggedColor = fog(color,fogColor,depth);
gl_FragColor = vec4(foggedColor,1.0);
}
#else
gl_FragColor = vec4(v_color.xyz , v_color.w * u_opacity);

View File

@ -62,11 +62,14 @@ export default class PolygonLayer extends Layer {
_renderPolygon() {
const animateOptions = this.get('animateOptions');
const { opacity, baseColor, brightColor, windowColor } = this.get('styleOptions');
const camera = this.map.getCameraState();
const material = new PolygonMaterial({
u_opacity: opacity,
u_baseColor: baseColor,
u_brightColor: brightColor,
u_windowColor: windowColor
u_windowColor: windowColor,
u_near: camera.near,
u_far: camera.far
});
const { attributes } = this._buffer;