Arcgis 与 Claygl 可视化 glsl 特效篇(九)
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 = `
- constfloat ratio = 1.0;
- float PI = 3.1415926;
- uniform float iTime;
- const vec2 iResolution = vec2(1.0,1.0);
- varying vec2 vUv;
- constfloat cloudscale = 1.1;
- constfloat speed = 0.03;
- constfloat clouddark = 0.5;
- constfloat cloudlight = 0.3;
- constfloat cloudcover = 0.2;
- constfloat cloudalpha = 8.0;
- constfloat skytint = 0.5;
- const vec3 skycolour1 = vec3(0.2, 0.4, 0.6);
- const vec3 skycolour2 = vec3(0.4, 0.7, 1.0);
- const mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 );
- vec2 hash( vec2 p ) {
- p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)));
- return -1.0 + 2.0*fract(sin(p)*43758.5453123);
- }
- floatnoise( in vec2 p ) {
- constfloat K1 = 0.366025404; // (sqrt(3)-1)/2;
- constfloat K2 = 0.211324865; // (3-sqrt(3))/6;
- vec2 i = floor(p + (p.x+p.y)*K1);
- vec2 a = p - i + (i.x+i.y)*K2;
- vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x));
- vec2 b = a - o + K2;
- vec2 c = a - 1.0 + 2.0*K2;
- vec3 h = max(0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
- vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
- return dot(n, vec3(70.0));
- }
- floatfbm(vec2 n) {
- float total = 0.0, amplitude = 0.1;
- for (int i = 0; i < 7; i++) {
- total += noise(n) * amplitude;
- n = m * n;
- amplitude *= 0.4;
- }
- return total;
- }
- voidmain() {
- vec2 p = (vUv - 0.5) * 2.0;
- vec2 uv = p*vec2(iResolution.x/iResolution.y,1.0);
- float time = iTime * speed;
- float q = fbm(uv * cloudscale * 0.5);
- //ridged noise shape
- float r = 0.0;
- uv *= cloudscale;
- uv -= q - time;
- float weight = 0.8;
- for (int i=0; i<8; i++){
- r += abs(weight*noise( uv ));
- uv = m*uv + time;
- weight *= 0.7;
- }
- //noise shape
- float f = 0.0;
- uv = p*vec2(iResolution.x/iResolution.y,1.0);
- uv *= cloudscale;
- uv -= q - time;
- weight = 0.7;
- for (int i=0; i<8; i++){
- f += weight*noise( uv );
- uv = m*uv + time;
- weight *= 0.6;
- }
- f *= r + f;
- //noise colour
- float c = 0.0;
- time = iTime * speed * 2.0;
- uv = p*vec2(iResolution.x/iResolution.y,1.0);
- uv *= cloudscale*2.0;
- uv -= q - time;
- weight = 0.4;
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