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 = `
constfloat PI = 3.14159265359;
uniform float iTime;
const vec2 iResolution = vec2(1.0,1.0);
varying vec2 vUv;
vec3 firePalette(float i){
float T = 1400. + 1300.i;
vec3 L = vec3(7.4, 5.6, 4.4);
L = pow(L,vec3(5)) * (exp(1.43876719683e5/(TL)) - 1.);
return 1. - exp(-5e8/L);
}
vec3 hash33(vec3 p){
float n = sin(dot(p, vec3(7, 157, 113)));
return fract(vec3(2097152, 262144, 32768)n);
}
floatvoronoi(vec3 p){
vec3 b, r, g = floor§;
p = fract§;
float d = 1.;
for(int j = -1; j <= 1; j++) {
for(int i = -1; i <= 1; i++) {
b = vec3(i, j, -1);
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
b.z = 0.0;
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
b.z = 1.;
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
}
}
return d; // Range: [0, 1]
}
floatnoiseLayers(in vec3 p) {
vec3 t = vec3(0., 0., p.z + iTime1.5);
constint iter = 5; // Just five layers is enough.
float tot = 0., sum = 0., amp = 1.;
for (int i = 0; i < iter; i++) {
tot += voronoi(p + t) * amp;
p *= 2.;
t *= 1.5;
sum += amp;
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