Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十七)

发布时间 2023-09-22 17:21:52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;
  • uniform vec2 iResolution;
  • varying vec2 vUv;
  • #define USE_LIGHT 0
  • mat3 m = mat3( 0.00, 0.80, 0.60,
  • -0.80, 0.36, -0.48,
  • -0.60, -0.48, 0.64);
  • float hash(float n)
  • {
  • return fract(sin(n) * 43758.5453);
  • }
  • ///
  • /// Noise function
  • ///
  • float noise(in vec3 x)
  • {
  • vec3 p = floor(x);
  • vec3 f = fract(x);
  • f = f * f * (3.0 - 2.0 * f);
  • float n = p.x + p.y * 57.0 + 113.0 * p.z;
  • float res = mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
  • mix(hash(n + 57.0), hash(n + 58.0), f.x), f.y),
  • mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
  • mix(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z);
  • return res;
  • }
  • ///
  • /// Fractal Brownian motion.
  • ///
  • /// Refer to:
  • /// EN: 
  • /// JP: 
  • ///
  • float fbm(vec3 p)
  • {
  • float f;
  • f = 0.5000 * noise(p); p = m * p * 2.02;
  • f += 0.2500 * noise(p); p = m * p * 2.03;
  • f += 0.1250 * noise(p);
  • return f;
  • }
  • //////////////////////////////////////////////////
  • ///
  • /// Sphere distance function.
  • ///
  • /// But this function return inverse value.
  • /// Normal dist function is like below.
  • ///
  • /// return length(pos) - 0.1;
  • ///
  • /// Because this function is used for density.
  • ///
  • float scene(in vec3 pos)
  • {
  • return 0.1 - length(pos) * 0.05 + fbm(pos * 0.3);
  • }

Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十七) - 小专栏