2025-03-11 08:25:45 +00:00
										 
									 
								 
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								<!--********************************************************************
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								* by jiawanlong
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								*********************************************************************-->
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								<!DOCTYPE html>
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								<html>
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								<head>
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								    <meta charset="UTF-8" />
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											2025-03-19 03:00:22 +00:00
										 
									 
								 
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								    <link rel="stylesheet" href="./../../libs/cesium/Cesium1.98/Widgets/widgets.css">
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								    <script type="text/javascript" src="./../../libs/cesium/Cesium1.98/Cesium.js"></script>
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											2025-03-11 08:25:45 +00:00
										 
									 
								 
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								</head>
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								<body style="margin: 0; overflow: hidden; background: #fff; width: 100%; height: 100%; position: absolute; top: 0">
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								    <div id="map" style="margin: 0 auto; width: 100%; height: 100%"></div>
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								    <script type="text/javascript">
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											2025-06-07 11:30:00 +00:00
										 
									 
								 
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								        Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiIyMjBhMzcxMC0wNjBiLTRmYjItYjY1MC0wMzAwMzMyMGUyMmEiLCJpZCI6MzAzNzc3LCJpYXQiOjE3NDc2Mzk0NTV9.E_90aKtVdzRGlU2z48VwJ4mWvl-uuDkfQBCOO6zbzn4'
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											2025-03-11 08:25:45 +00:00
										 
									 
								 
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								        const viewer = new Cesium.Viewer('map', {});
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								        // 开启帧率
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								        viewer.scene.debugShowFramesPerSecond = true;
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								        // 深度监测
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								        viewer.scene.globe.depthTestAgainstTerrain = true;
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								        // 清除默认地形
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								        viewer.scene.terrainProvider = new Cesium.EllipsoidTerrainProvider({});
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								        // 加载火星地形
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								        viewer.terrainProvider = new Cesium.CesiumTerrainProvider({
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								            url: 'http://data.mars3d.cn/terrain'
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								        })  
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								        const fs = `
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								uniform sampler2D colorTexture;  // 颜色纹理
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								uniform sampler2D depthTexture;  // 深度纹理
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								in vec2 v_textureCoordinates;  // 纹理坐标
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								uniform float u_earthRadiusOnCamera;
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								uniform float u_cameraHeight;
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								uniform float u_fogHeight;
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								uniform vec3 u_fogColor;
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								uniform float u_globalDensity;
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								// 通过深度纹理与纹理坐标得到世界坐标
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								vec4 getWorldCoordinate(sampler2D depthTexture, vec2 texCoords) {
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									float depthOrLogDepth = czm_unpackDepth(texture(depthTexture, texCoords));
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									vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depthOrLogDepth);
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									eyeCoordinate = eyeCoordinate / eyeCoordinate.w;
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									vec4 worldCoordinate = czm_inverseView * eyeCoordinate;
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									worldCoordinate = worldCoordinate / worldCoordinate.w;
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									return worldCoordinate;
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								}
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								// 计算粗略的高程,依赖js传递的相机位置处的地球高程u_earthRadiusOnCamera。好处是计算量非常低
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								float getRoughHeight(vec4 worldCoordinate) {
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									float disToCenter = length(vec3(worldCoordinate));
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									return disToCenter - u_earthRadiusOnCamera;
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								}
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								// 得到a向量在b向量的投影长度,如果同向结果为正,异向结果为复
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								float projectVector(vec3 a, vec3 b) {
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									float scale = dot(a, b) / dot(b, b);
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									float k = scale / abs(scale);
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									return k * length(scale * b);
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								}
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								// 线性浓度积分高度雾
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								float linearHeightFog(vec3 positionToCamera, float cameraHeight, float pixelHeight, float fogMaxHeight) {
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									float globalDensity = u_globalDensity / 10.0;
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									vec3 up = -1.0 * normalize(czm_viewerPositionWC);
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									float vh = projectVector(normalize(positionToCamera), up);
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									// 让相机沿着视线方向移动 雾气产生距离 的距离
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									float s = step(100.0, length(positionToCamera));
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									vec3 sub = mix(positionToCamera, normalize(positionToCamera) * 100.0, s);
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									positionToCamera -= sub;
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									cameraHeight = mix(pixelHeight, cameraHeight - 100.0 * vh, s);
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									float b = mix(cameraHeight, fogMaxHeight, step(fogMaxHeight, cameraHeight));
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									float a = mix(pixelHeight, fogMaxHeight, step(fogMaxHeight, pixelHeight));
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									float fog = (b - a) - 0.5 * (pow(b, 2.0) - pow(a, 2.0)) / fogMaxHeight;
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									fog = globalDensity * fog / vh;
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									if(abs(vh) <= 0.01 && cameraHeight < fogMaxHeight) {
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										float disToCamera = length(positionToCamera);
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										fog = globalDensity * (1.0 - cameraHeight / fogMaxHeight) * disToCamera;
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									}
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									fog = mix(0.0, 1.0, fog / (fog + 1.0));
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									return fog;
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								}
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								void main(void) {
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									vec4 color = texture(colorTexture, v_textureCoordinates);
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									vec4 positionWC = getWorldCoordinate(depthTexture, v_textureCoordinates);
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									float pixelHeight = getRoughHeight(positionWC);
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									vec3 positionToCamera = vec3(vec3(positionWC) - czm_viewerPositionWC);
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									float fog = linearHeightFog(positionToCamera, u_cameraHeight, pixelHeight, u_fogHeight);
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									out_FragColor = mix(color, vec4(u_fogColor, 1.0), fog);
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								}`
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								        const customPostProcessStage = new Cesium.PostProcessStage({
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								            fragmentShader: fs,
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								            uniforms: {
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								                u_earthRadiusOnCamera: () => Cesium.Cartesian3.magnitude(viewer.camera.positionWC) - viewer.camera.positionCartographic.height,
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								                u_cameraHeight: () => viewer.camera.positionCartographic.height,
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								                u_fogColor: () => new Cesium.Color(0.8, 0.82, 0.84),
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								                u_fogHeight: () => 1000,
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								                u_globalDensity: () => 0.6,
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								            }
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								        })
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								        viewer.scene.postProcessStages.add(customPostProcessStage)
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								        viewer.camera.setView({
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								            destination:new Cesium.Cartesian3(-1386705.7605894802,5226754.975571179,3375582.2076837276),
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								            orientation: {
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								                heading:3.968066845543675, // east, default value is 0.0 (north)
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								                pitch: -0.300780994602595,    // default value (looking down)
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								                roll: 0.00007913394522685024                           // default value
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								            }
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								        });
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								    </script>
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								</body>
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								</html>
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