Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十八)
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 TAU 6.28318530718
- #define TILING_FACTOR 1.0
- #define MAX_ITER 8
- float waterHighlight(vec2 p, float time, float foaminess)
- {
- vec2 i = vec2(p);
- float c = 0.0;
- float foaminess_factor = mix(1.0, 6.0, foaminess);
- float inten = .005 * foaminess_factor;
- for (int n = 0; n < MAX_ITER; n++)
- {
- float t = time * (1.0 - (3.5 / float(n+1)));
- i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
- c += 1.0/length(vec2(p.x / (sin(i.x+t)),p.y / (cos(i.y+t))));
- }
- c = 0.2 + c / (inten * float(MAX_ITER));
- c = 1.17-pow(c, 1.4);
- c = pow(abs(c), 8.0);
- return c / sqrt(foaminess_factor);
- }
- void main(void) {
- vec2 uv = vUv;
- float time = iTime * 0.1+23.0;
- // vec2 uv = fragCoord.xy / iResolution.xy;
- vec2 uv_square = vec2(uv.x * iResolution.x / iResolution.y, uv.y);
- float dist_center = pow(2.0*length(uv - 0.5), 2.0);
- float foaminess = smoothstep(0.4, 1.8, dist_center);
- float clearness = 0.1 + 0.9*smoothstep(0.1, 0.5, dist_center);
- vec2 p = mod(uv_square*TAU*TILING_FACTOR, TAU)-250.0;
- float c = waterHighlight(p, time, foaminess);
- vec3 water_color = vec3(0.0, 0.35, 0.5);