Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十六)
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 PASS_COUNT 1
- vec4 iMouse = vec4(.0, 0, 0.2, 0);
- float fBrightness = 2.5;
- // Number of angular segments
- float fSteps = 121.0;
- float fParticleSize = 0.015;
- float fParticleLength = 0.5 / 60.0;
- // Min and Max star position radius. Min must be present to prevent stars too near camera
- float fMinDist = 0.8;
- float fMaxDist = 5.0;
- float fRepeatMin = 1.0;
- float fRepeatMax = 2.0;
- // fog density
- float fDepthFade = 0.8;
- float Random(float x)
- {
- return fract(sin(x * 123.456) * 23.4567 + sin(x * 345.678) * 45.6789 + sin(x * 456.789) * 56.789);
- }
- vec3 GetParticleColour( const in vec3 vParticlePos, const in float fParticleSize, const in vec3 vRayDir )
- {
- vec2 vNormDir = normalize(vRayDir.xy);
- float d1 = dot(vParticlePos.xy, vNormDir.xy) / length(vRayDir.xy);
- vec3 vClosest2d = vRayDir * d1;