Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十八)

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 TAU 6.28318530718
  • #define TILING_FACTOR 1.0
  • #define MAX_ITER 8
  • float waterHighlight(vec2 p, float time, float foaminess)
  • {
  • vec2 i = vec2(p);
  • float c = 0.0;
  • float foaminess_factor = mix(1.0, 6.0, foaminess);
  • float inten = .005 * foaminess_factor;
  • for (int n = 0; n < MAX_ITER; n++)
  • {
  • float t = time * (1.0 - (3.5 / float(n+1)));
  • i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
  • c += 1.0/length(vec2(p.x / (sin(i.x+t)),p.y / (cos(i.y+t))));
  • }
  • c = 0.2 + c / (inten * float(MAX_ITER));
  • c = 1.17-pow(c, 1.4);
  • c = pow(abs(c), 8.0);
  • return c / sqrt(foaminess_factor);
  • }
  • void main(void) {
  • vec2 uv = vUv;
  • float time = iTime * 0.1+23.0;
  • // vec2 uv = fragCoord.xy / iResolution.xy;
  • vec2 uv_square = vec2(uv.x * iResolution.x / iResolution.y, uv.y);
  • float dist_center = pow(2.0*length(uv - 0.5), 2.0);
  • float foaminess = smoothstep(0.4, 1.8, dist_center);
  • float clearness = 0.1 + 0.9*smoothstep(0.1, 0.5, dist_center);
  • vec2 p = mod(uv_square*TAU*TILING_FACTOR, TAU)-250.0;
  • float c = waterHighlight(p, time, foaminess);
  • vec3 water_color = vec3(0.0, 0.35, 0.5);

Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十八) - 小专栏