mirror of https://gitee.com/antv-l7/antv-l7
update taxi demo
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b8594f1119
commit
d0c9026ef4
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@ -48,19 +48,6 @@ const scene = new L7.Scene({
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maxZoom: 18
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});
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scene.on('loaded', () => {
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$.get('./data/cityPoint.json', data => {
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scene.PointLayer({
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zIndex: 10
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})
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.source(data)
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.shape('2d:warn')
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.size(90)
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.color('#F00')
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.style({
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shape:'warn'
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})
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.render();
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});
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$.get('./data/road.json', data => {
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scene.LineLayer({
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zIndex: 2
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@ -81,7 +68,7 @@ scene.on('loaded', () => {
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.animate({enable:true})
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.style({
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opacity:1.0,
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baseColor:'rgb(25,25,165)',
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baseColor:'rgb(16,16,16)',
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windowColor:'rgb(30,60,89)',
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brightColor:'rgb(155,217,255)',
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@ -10,7 +10,9 @@ export default function PolygonMaterial(options) {
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u_zoom: { value: options.u_zoom || 0 },
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u_baseColor: { value: options.u_baseColor || [ 1.0, 0, 0, 1.0 ] },
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u_brightColor: { value: options.u_brightColor || [ 1.0, 0, 0, 1.0 ] },
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u_windowColor: { value: options.u_windowColor || [ 1.0, 0, 0, 1.0 ] }
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u_windowColor: { value: options.u_windowColor || [ 1.0, 0, 0, 1.0 ] },
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u_near: { value: options.u_near || 0.0 },
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u_far: { value: options.u_far || 1.0 }
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},
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vertexShader: polygon_vert,
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fragmentShader: polygon_frag,
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@ -9,7 +9,7 @@
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if (vTime > 1.0 || vTime < 0.0) {
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discard;
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}
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color.a= color.a * vTime;
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color.a= color.a * vTime * 1.5;
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#endif
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gl_FragColor = color;
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gl_FragColor.a =color.a*u_opacity;
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@ -8,7 +8,7 @@
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mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
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v_color = a_color;
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#ifdef ANIMATE
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vTime = 1.0- (mod(u_time*100.,3600.)- position.z) / 100.;
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vTime = 1.0- (mod(u_time*50.,3600.)- position.z) / 100.;
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#endif
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gl_Position = matModelViewProjection * vec4(position.xy,0., 1.0);
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}
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@ -4,20 +4,45 @@ uniform sampler2D u_texture;
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uniform vec4 u_baseColor;
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uniform vec4 u_brightColor;
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uniform vec4 u_windowColor;
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uniform float u_zoom;
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uniform float u_time;
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uniform float u_near;
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uniform float u_far;
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varying vec2 v_texCoord;
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varying vec4 v_color;
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varying float v_lightWeight;
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varying float v_size;
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vec3 getWindowColor(float n, float hot, vec3 brightColor, vec3 darkColor) {
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float s = step(hot, n);
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return mix(darkColor, brightColor, s);
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//vec3 color = mix(brightColor,brightColor - vec3(0.4,0.4,0.4),n);
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vec3 color = mix(brightColor,vec3(1.0,1.0,1.0),n);
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return mix(darkColor, color, s);
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}
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float random (vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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}
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float LinearizeDepth()
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{
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float z = gl_FragCoord.z * 2.0 - 1.0;
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return (2.0 * u_near * u_far) / (u_far + u_near - z * (u_far - u_near));
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}
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vec3 fog(vec3 color, vec3 fogColor, float depth){
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float fogFactor=clamp(depth,0.0,1.0);
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vec3 output_color=mix(fogColor,color,fogFactor);
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return output_color;
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}
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float sdRect(vec2 p, vec2 sz) {
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vec2 d = abs(p) - sz;
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float outside = length(max(d, 0.));
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float inside = min(max(d.x, d.y), 0.);
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return outside + inside;
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}
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void main() {
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if(v_color.w == 0.0) {
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discard;
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@ -27,17 +52,17 @@ void main() {
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vec3 brightColor = u_brightColor.xyz;
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vec3 windowColor = u_windowColor.xyz;
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float targetColId = 5.;
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float depth = 1.0 - LinearizeDepth() / u_far * u_zoom;
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vec3 fogColor = vec3(23.0/255.0,31.0/255.0,51.0/255.0);
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#ifdef ANIMATE
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if(v_texCoord.x < 0.) { //顶部颜色
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//gl_FragColor = vec4(1.0,0.,0.,1.0); // v_color.w * u_opacity
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gl_FragColor = vec4(v_color.xyz , v_color.w * u_opacity);
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vec3 foggedColor = fog(baseColor.xyz + vec3(0.12*0.9,0.2*0.9,0.3*0.9),fogColor,depth);
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gl_FragColor = vec4( foggedColor, v_color.w * u_opacity);
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}else { // 侧面颜色
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//vec4 color = texture2D(u_texture,v_texCoord) * v_color;
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vec2 st = v_texCoord;
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// st.y = st.y / (3000.0 - v_size) *3000.;
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vec2 UvScale = v_texCoord;
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float tStep = 0.01;
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float tStart = 0.1 * tStep;
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float tStep = min(0.08,max(0.05* (18.0-u_zoom),0.02));
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float tStart = 0.25 * tStep;
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float tEnd = 0.75 * tStep;
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float u = mod(UvScale.x, tStep);
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float v = mod(UvScale.y, tStep);
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@ -50,6 +75,8 @@ void main() {
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// 将窗户颜色和墙面颜色区别开来
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float sU = step(tStart, u) - step(tEnd, u);
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float sV = step(tStart, v) - step(tEnd, v);
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vec2 windowSize = vec2(abs(tEnd-tStart),abs(tEnd-tStart));
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float dist = sdRect(vec2(u,v), windowSize);
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float s = sU * sV;
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float curColId = floor(UvScale.x / tStep);
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@ -60,17 +87,23 @@ void main() {
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if(ux == targetColId){
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n =0.;
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}
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vec3 color = mix(baseColor, getWindowColor(n,0.8,brightColor,windowColor), s);
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float timeP = min(0.95, abs ( sin(u_time/6.0) ) );
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float hot = smoothstep(1.0,0.0,timeP);
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vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), s);
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//vec3 color = mix(baseColor, getWindowColor(n,hot,brightColor,windowColor), 1.0);
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float sFinal = s * sCol * sRow;
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color += mix(baseColor, brightColor, sFinal);
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color += mix(baseColor, brightColor, sFinal*n);
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// if (st.y<0.01){
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// color = baseColor;
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// }
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// if(head ==1.0) { // 顶部亮线
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// color = brightColor;
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// }
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gl_FragColor = vec4(color * v_lightWeight,1.0);
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color = color * v_lightWeight;
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vec3 foggedColor = fog(color,fogColor,depth);
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gl_FragColor = vec4(foggedColor,1.0);
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}
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#else
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gl_FragColor = vec4(v_color.xyz , v_color.w * u_opacity);
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@ -62,11 +62,14 @@ export default class PolygonLayer extends Layer {
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_renderPolygon() {
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const animateOptions = this.get('animateOptions');
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const { opacity, baseColor, brightColor, windowColor } = this.get('styleOptions');
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const camera = this.map.getCameraState();
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const material = new PolygonMaterial({
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u_opacity: opacity,
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u_baseColor: baseColor,
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u_brightColor: brightColor,
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u_windowColor: windowColor
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u_windowColor: windowColor,
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u_near: camera.near,
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u_far: camera.far
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});
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const { attributes } = this._buffer;
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