[map-sdk]地图版本3.3.0.10

This commit is contained in:
wangyanjun
2023-11-28 20:26:32 +08:00
parent 2f73803631
commit 1f6f44e5b6
189 changed files with 970 additions and 342 deletions

View File

@@ -155,8 +155,8 @@ void setSignalLine(){
}
fragColor = texture(texId,_uv);
// fragColor *= 1.0-0.5*smoothstep(0.0,signalLineCnt,signalLineTexY);
if(signalLineObj==1)
fragColor *= clamp(smoothstep(0.0,signalLineCnt,signalLineTexY)+0.5,0.0,1.0);
// if(signalLineObj==1)
// fragColor *= clamp(smoothstep(0.0,signalLineCnt,signalLineTexY)+0.5,0.0,1.0);
}
void setText(){
fragColor = vec4(vec3(textColor),texture(texId,_uv).a);

View File

@@ -8,6 +8,8 @@ uniform vec4 specularColor; //高光颜色
uniform float specularPow; //高光光泽度
uniform vec4 replacedColor; //把元素替换为另外一种颜色
uniform bool isReplaceColor; //是否把元素替换为另外一种颜色
uniform int isMixColor;//是否混合颜色
in vec2 fragTexCoord;
in vec3 fragEyeNormal;
in vec3 fragEyePos;
@@ -37,9 +39,13 @@ layout(location = 0) out vec4 fragColor;
vec4 changeColorMethod(vec4 texColor){
vec4 retColor = vec4(0.0);
if(_changeColorCmd==0.0){
if(isReplaceColor)
retColor = mix(texColor,replacedColor,1.0); //s1
else
if(isReplaceColor){
if(isMixColor == 0){
retColor = mix(texColor,replacedColor,1.0); //s1
}else{
retColor = mix(texColor,replacedColor,0.5); //s1
}
}else
retColor = texColor; //s0
}else if(_changeColorRatio==0.0){
if(_changeColorCmd==1.0)

View File

@@ -20,6 +20,7 @@ uniform bool isRenderSignalLine; //信号线
uniform float signalLineTime; //信号线时间
uniform int signalLineStep; //信号线阶段
uniform int signalLineObj; //信号线对象
uniform float signalScale; //信号线x方向缩放
uniform bool isWater; //水系
uniform float waterTime; //水系滚动时间
uniform bool isRenderDivider;
@@ -44,17 +45,17 @@ void setZebra(){
float d = distance(pos0.xy/pos0.w,pos1.xy/pos1.w); //求出斑马线长边的长度
int cnt = 0; //根据长边的长度决定画几根斑马线
if(d<0.03)
cnt = 1;
cnt = 1;
else if(d<0.1)
cnt = 3;
cnt = 3;
else if(d<0.3)
cnt = 5;
cnt = 5;
else if(d<0.5)
cnt = 15;
cnt = 15;
else if(d < 1.4)
cnt = 30;
cnt = 30;
else
cnt = 30;
cnt = 30;
_uv = uv*float(cnt);
}
void setColor(){
@@ -77,11 +78,11 @@ void setWater(){
_uv.x = _uv.x + waterTime;
}
void setWave(){
waveOff = pos.y / 1000.0;
waveOff = pos.y / 1000.0 /2.0;
}
void setSignalLine(){
if(signalLineObj==1 && signalLineStep>0){
_uv.x = (uv.x - 0.5)*3.0 + 0.5; //x方向缩放
_uv.x = (uv.x - 0.5)*signalScale + 0.5; //x方向缩放
_uv.y = uv.y;
signalLineTexY = _uv.y;
_uv = _uv + vec2(0.0,1.0)*signalLineTime;
@@ -112,18 +113,18 @@ void main()
setPosInEye();
}
if(isTex)
setTex();
setTex();
else
setColor();
setColor();
if(isRenderZebra)
setZebra();
setZebra();
if(isWave)
setWave();
setWave();
if(isWater)
setWater();
setWater();
if(isRenderSignalLine)
setSignalLine();
setSignalLine();
if(isGuideLine)
setGuideLine();
setGuideLine();
gl_Position = projMat*viewMat*modelMat * pos;
}