Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十六)

发布时间 2023-09-22 17:24:56作者: haibalai

这次我们用pixi.js和arcgis js结合

我们先定义一下 传入数据结构 symbol 暂时不做

  • let option = {
  • renderer: {
  • type: "simple",
  • symbol: {
  • }
  • },
  • data: [
  • {
  • geometry: [12956152.73135875, 4855356.473704897],
  • attributes: {
  • name: "北京"
  • }
  • },
  • {
  • geometry: [12697872.012783196, 2577456.5937789795],
  • attributes: {
  • name: "深圳"
  • }
  • }
  • ]
  • };

 

对于data 数据 ,
toScreen 方法参考链接提示
app 的构建参考 链接提示

  • let data = this.options.data;
  • for(let item of data){
  • //转换屏幕坐标,获取颜色,半径和线条粗细样式
  • let geo = item.geometry
  • let XY1 = toScreen(geo);
  • const geometry = new PIXI.Geometry()
  • .addAttribute("position", [100, 100, -100, 100, -100, -100, 100, -100, 200, 200], 2)
  • .addAttribute('uv', // the attribute name
  • [0, 0, // u, v
  • 1, 0, // u, v
  • 1, 1,
  • 0, 1], // u, v
  • 2)
  • .addIndex([0, 1, 2, 0, 2, 3]);
  • const fragmentShader = `
  • uniform float iTime;
  • const vec2 iResolution = vec2(1.0,1.0);
  • varying vec2 vUv;
  • #define PASS_COUNT 1
  • vec4 iMouse = vec4(.0, 0, 0.2, 0);
  • float fBrightness = 2.5;
  • // Number of angular segments
  • float fSteps = 121.0;
  • float fParticleSize = 0.015;
  • float fParticleLength = 0.5 / 60.0;
  • // Min and Max star position radius. Min must be present to prevent stars too near camera
  • float fMinDist = 0.8;
  • float fMaxDist = 5.0;
  • float fRepeatMin = 1.0;
  • float fRepeatMax = 2.0;
  • // fog density
  • float fDepthFade = 0.8;
  • float Random(float x)
  • {
  • return fract(sin(x * 123.456) * 23.4567 + sin(x * 345.678) * 45.6789 + sin(x * 456.789) * 56.789);
  • }
  • vec3 GetParticleColour( const in vec3 vParticlePos, const in float fParticleSize, const in vec3 vRayDir )
  • {
  • vec2 vNormDir = normalize(vRayDir.xy);
  • float d1 = dot(vParticlePos.xy, vNormDir.xy) / length(vRayDir.xy);
  • vec3 vClosest2d = vRayDir * d1;

Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十六) - 小专栏