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 - 2.0B + 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 * (2.0dot(a,a)+dot(d,b)) / 3.0;
float kz = kk * dot(d,a);
float res = 0.0;
float p = ky - kxkx;
float p3 = ppp;
float q = kx(2.0kxkx - 3.0ky) + kz;
float h = qq + 4.0*p3;
if(h >= 0.0){
h = sqrt(h);
Arcgis 与 Pixi.js 可视化 glsl 特效篇(三十) - 小专栏