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§;
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©, 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(2.0length(uv - 0.5), 2.0);
float foaminess = smoothstep(0.4, 1.8, dist_center);
float clearness = 0.1 + 0.9smoothstep(0.1, 0.5, dist_center);
vec2 p = mod(uv_squareTAUTILING_FACTOR, TAU)-250.0;
float c = waterHighlight(p, time, foaminess);
vec3 water_color = vec3(0.0, 0.35, 0.5);
Arcgis 与 Pixi.js 可视化 glsl 特效篇(二十八) - 小专栏