Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十七)
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: https://thebookofshaders.com/13/
- /// JP: https://thebookofshaders.com/13/?lan=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);
- }
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