Arcgis 与 Pixi.js 可视化 glsl 特效篇(三十)
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 POINT_COUNT 8
- vec2 points[POINT_COUNT];
- const float speed = -0.5;
- const float len = 0.25;
- const float scale = 0.012;
- float intensity = 1.3;
- float radius = 0.015;
- //https://www.shadertoy.com/view/MlKcDD
- //Signed distance to a quadratic bezier
- float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){
- vec2 a = B - A;
- vec2 b = A - 2.0*B + C;
- vec2 c = a * 2.0;
- vec2 d = A - pos;
- float kk = 1.0 / dot(b,b);
- float kx = kk * dot(a,b);
- float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
- float kz = kk * dot(d,a);
- float res = 0.0;
- float p = ky - kx*kx;
- float p3 = p*p*p;
- float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
- float h = q*q + 4.0*p3;
- if(h >= 0.0){
- h = sqrt(h);