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