Arcgis 与 Claygl 可视化 glsl 特效篇(二十九)

发布时间 2023-04-24 15:26:22作者: haibalai

我决定不从claygl基础来讲了 直接整合arcgis与claygl可视化来讲
关于整合clagyl 有兴趣看我这篇文章 arcgis 与 claygl 引擎结合做地图可视化

我整合一个类库 后续不断更新中

  • npm i @haibalai/gismap4-claygl

 

初始化gismap4-claygl 类库, view是arcgis的sceneView对象

  • import { ClayglMapManager} from "@haibalai/gismap4-claygl";
  • ClayglMapManager.init(view);

 

添加特效

  • import { ClayglMapManager} from "@haibalai/gismap4-claygl";
  • import * as clay from "claygl";
  • const fragmentShader = `
  • uniform float iTime;
  • const vec2 iResolution = vec2(1.0,1.0);
  • varying vec2 vUv;
  • #define POINT_COUNT 8
  • vec2 points[POINT_COUNT];
  • constfloat speed = -0.5;
  • constfloat len = 0.25;
  • constfloat scale = 0.012;
  • float intensity = 1.3;
  • float radius = 0.015;
  • //
  • //Signed distance to a quadratic bezier
  • floatsdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){
  • vec2 a = B - A;
  • vec2 b = A - 2.0*B + C;
  • vec2 c = a * 2.0;
  • vec2 d = A - pos;
  • float kk = 1.0 / dot(b,b);
  • float kx = kk * dot(a,b);
  • float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
  • float kz = kk * dot(d,a);
  • float res = 0.0;
  • float p = ky - kx*kx;
  • float p3 = p*p*p;
  • float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
  • float h = q*q + 4.0*p3;
  • if(h >= 0.0){
  • h = sqrt(h);
  • vec2 x = (vec2(h, -h) - q) / 2.0;
  • vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
  • float t = uv.x + uv.y - kx;
  • t = clamp( t, 0.0, 1.0 );
  • // 1 root
  • vec2 qos = d + (c + b*t)*t;
  • res = length(qos);
  • }else{
  • float z = sqrt(-p);
  • float v = acos( q/(p*z*2.0) ) / 3.0;
  • float m = cos(v);
  • float n = sin(v)*1.732050808;
  • vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
  • t = clamp( t, 0.0, 1.0 );
  • // 3 roots
  • vec2 qos = d + (c + b*t.x)*t.x;

Arcgis 与 Claygl 可视化 glsl 特效篇(二十九) - 小专栏