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-0.5*g.teethH +
- g.teethH/(1.0+exp(g.teethR*sin(g.t + g.teethCount*a)));
- 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)) / (2.0*eps.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))