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;
float time;
float hash( float n )
{
return fract(sin(n)43758.5453);
}
float noise( in vec2 x )
{
vec2 p = floor(x);
vec2 f = fract(x);
f = ff*(3.0-2.0f);
float n = p.x + p.y57.0;
float res = 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);
return res;
}
float SmokeParticle(vec2 loc, vec2 pos, float size, float rnd)
{
loc = loc-pos;
float d = dot(loc, loc)/size;
if (d > 1.0) return 0.0;
float r= timernd1.85;
float si = sin®;
float co = cos®;
d = noise(hash(rnd828.0)83.1+mat2(co, si, -si, co)loc.xy2./(pos.y.16)) * pow((1.-d), 3.).7;
return d;
}
float RockParticle(vec2 loc, vec2 pos, float size, float rnd)
{
loc = loc-pos;
float d = dot(loc, loc)/size;
if (d > 1.0) return 0.0;
float r= time*1.5 * (rnd);
float si = sin®;
Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十九) - 小专栏