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