Arcgis 与 Claygl 可视化 glsl 特效篇(二十七)
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;
- 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);
- floathash(float n)
- {
- return fract(sin(n) * 43758.5453);
- }
- ///
- /// Noise function
- ///
- floatnoise(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: https://thebookofshaders.com/13/
- /// JP: https://thebookofshaders.com/13/?lan=jp
- ///
- floatfbm(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.
- ///
- floatscene(in vec3 pos)
- {
- return 0.1 - length(pos) * 0.05 + fbm(pos * 0.3);
- }
- ///
- /// Get normal of the cloud.
- ///
- vec3 getNormal(in vec3 p)
- {
- constfloat e = 0.01;
- return normalize(vec3(scene(vec3(p.x + e, p.y, p.z)) - scene(vec3(p.x - e, p.y, p.z)),
- scene(vec3(p.x, p.y + e, p.z)) - scene(vec3(p.x, p.y - e, p.z)),
- scene(vec3(p.x, p.y, p.z + e)) - scene(vec3(p.x, p.y, p.z - e))));
- }
- ///
- /// Create a camera pose control matrix.
- ///
- mat3 camera(vec3 ro, vec3 ta)
- {
- vec3 cw = normalize(ta - ro);
- vec3 cp = vec3(0.0, 1.0, 0.0);
- vec3 cu = cross(cw, cp);
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