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Arcgis 与 Claygl 可视化 glsl 特效篇(十)


我决定不从claygl基础来讲了 直接整合arcgis与claygl可视化来讲
关于整合clagyl 有兴趣看我这篇文章 arcgis 与 claygl 引擎结合做地图可视化

我整合一个类库 后续不断更新中

npm i @haibalai/gismap4-claygl

初始化gismap4-claygl 类库, view是arcgis的sceneView对象

import { ClayglMapManager} from “@haibalai/gismap4-claygl”;
ClayglMapManager.init(view);

添加特效

import { ClayglMapManager} from “@haibalai/gismap4-claygl”;
 import * as clay from “claygl”;
 const fragmentShader = `
 uniform float ratio;
 float PI = 3.1415926;
 uniform float iTime;
 // uniform vec2 iResolution = vec2(1.0,1.0);
 varying vec2 vUv;
 struct Gear
 {
 float t;
 float gearR;
 float teethH;
 float teethR;
 float teethCount;
 float diskR;
 vec3 color;
 };
 floatGearFunction(vec2 uv, Gear g)
 {
 float r = length(uv);
 float a = atan(uv.y, uv.x);
 float p = g.gearR-0.5g.teethH +
 g.teethH/(1.0+exp(g.teethRsin(g.t + g.teethCounta)));
 float gear = r - p;
 float disk = r - g.diskR;
 return g.gearR > g.diskR ? max(-disk, gear) : max(disk, -gear);
 }
 floatGearDe(vec2 uv, Gear g)
 {
 float f = GearFunction(uv, g);
 vec2 eps = vec2(0.0001, 0);
 vec2 grad = vec2(
 GearFunction(uv + eps.xy, g) - GearFunction(uv - eps.xy, g),
 GearFunction(uv + eps.yx, g) - GearFunction(uv - eps.yx, g)) / (2.0eps.x);
 return (f)/length(grad);
 }
 floatGearShadow(vec2 uv, Gear g)
 {
 float r = length(uv+vec2(0.1));
 float de = r - g.diskR + 0.0*(g.diskR - g.gearR);
 float eps = 0.4*g.diskR;
 return smoothstep(eps, 0., abs(de))


Arcgis 与 Claygl 可视化 glsl 特效篇(十) - 小专栏


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