Cesium-Examples/examples/cesiumEx/3.1.4、customShader自定义材质.html

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2025-03-11 08:25:45 +00:00
<!--********************************************************************
* by jiawanlong
*********************************************************************-->
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
2025-03-19 03:00:22 +00:00
<link rel="stylesheet" href="./../../libs/cesium/Cesium1.98/Widgets/widgets.css">
<script type="text/javascript" src="./../../libs/cesium/Cesium1.98/Cesium.js"></script>
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<script src="./cesium.map.min.js"></script>
</head>
<body style="margin: 0; overflow: hidden; background: #fff; width: 100%; height: 100%; position: absolute; top: 0">
<div id="map" style="margin: 0 auto; width: 100%; height: 100%"></div>
<div style="position: absolute; z-index: 1000; left: 0;top: 0;">
<button onclick="customShader1()">纯渐变色</button>
<button onclick="customShader2()">纯渐变色+动态光圈</button>
<button onclick="customShader3()">清除</button>
</div>
<script type="text/javascript">
Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiI3ZjQ5ZGUzNC1jNWYwLTQ1ZTMtYmNjYS05YTY4ZTVmN2I2MDkiLCJpZCI6MTE3MTM4LCJpYXQiOjE2NzY0NDUyODB9.ZaNSBIfc1sGLhQd_xqhiSsc0yr8oS0wt1hAo9gbke6M'
const viewer = new Cesium.Viewer('map', {});
// 清除默认底图
viewer.imageryLayers.remove(viewer.imageryLayers.get(0));
// 清除默认地形
viewer.scene.terrainProvider = new Cesium.EllipsoidTerrainProvider({});
var options = {
crs: "WGS84", // 使用84坐标系默认为GCJ02
style: 4,
};
viewer.imageryLayers.add(
new Cesium.ImageryLayer(new Cesium.TencentImageryProvider(options))
);
// 开启帧率
viewer.scene.debugShowFramesPerSecond = true;
const tileset = new Cesium.Cesium3DTileset({
url: "./data/tileset.json",
});
tileset.readyPromise
.then(function (tileset) {
viewer.scene.primitives.add(tileset);
viewer.zoomTo(tileset)
})
.catch(function (error) {
console.log(error);
});
// 纯渐变色
function customShader1() {
let customShader = new Cesium.CustomShader({
//片元着色器
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
vec3 positionMC = fsInput.attributes.positionMC;
material.diffuse = vec3(0.0, 1.0-positionMC.y*0.005, 1.0-positionMC.y*0.0015);
}`
})
tileset.customShader = customShader
}
// 纯渐变色+动态光圈
function customShader2() {
let customShader = new Cesium.CustomShader({
//片元着色器
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
vec3 positionMC = fsInput.attributes.positionMC;
material.diffuse = vec3(0.0, 1.0-positionMC.y*0.005, 1.0-positionMC.y*0.0015);
float _baseHeight = 18.0; // 物体的基础高度,需要修改成一个合适的建筑基础高度
float _heightRange = 60.0; // 高亮的范围(_baseHeight ~ _baseHeight + _heightRange) 默认是 0-60米
float _glowRange = 120.0; // 光环的移动范围(高度)
float vtxf_height = fsInput.attributes.positionMC.y - _baseHeight;
float vtxf_a11 = fract(czm_frameNumber / 360.0) * 3.14159265 * 2.0; //此处括号内分母为移动速度
float vtxf_a12 = vtxf_height / _heightRange + sin(vtxf_a11) * 0.1;
material.diffuse *= vec3(vtxf_a12, vtxf_a12, vtxf_a12);
float vtxf_a13 = fract(czm_frameNumber / 360.0); //此处括号内分母为移动速度,数值越大,速度越慢
float vtxf_h = clamp(vtxf_height / _glowRange, 0.0, 1.0);
vtxf_a13 = abs(vtxf_a13 - 0.5) * 2.0;
float vtxf_diff = step(0.01, abs(vtxf_h - vtxf_a13)); // 0.1 为高亮光条的范围(粗细)
material.diffuse += material.diffuse * (1.0 - vtxf_diff);
}`
})
tileset.customShader = customShader
}
function customShader3() {
let customShader = new Cesium.CustomShader({
})
tileset.customShader = customShader
}
/*
CustomShader用法
*/
const customShaders = new Cesium.CustomShader({
// 用户想要添加到着色器的任何自定义uniform。
//Uniform是一种在着色器程序中定义的全局变量它们可以在着色器程序的任何地方使用但它们的值在每个渲染周期中都是不变的。
// 这些可以在运行时通过以下方式 更改 customShader.setUniform()
uniforms: {
u_time: {
value: 0, // 初始值
type: Cesium.UniformType.FLOAT
},
// Textures can be loaded from a URL, a Resource, or a TypedArray.//纹理可以从 URL、资源或类型数组加载
// 有关更多详细信息请参阅Uniforms部分
u_externalTexture: {
value: new Cesium.TextureUniform({
url: "http://example.com/image.png"
}),
type: Cesium.UniformType.SAMPLER_2D
},
// 将出现在自定义顶点和片段着色器文本中的自定义变化。
varyings: {
v_customTexCoords: Cesium.VaryingType.VEC2
},
// configure where in the fragment shader's materials/lighting pipeline the custom shader goes. More on this below.
//配置自定义着色器在片段着色器的材质/光照管线中的位置。更多内容见下文。
mode: Cesium.CustomShaderMode.MODIFY_MATERIAL,
// either PBR (physically-based rendering) or UNLIT depending on the desired results.
//PBR基于物理的渲染或 UNLIT具体取决于所需的结果。
lightingModel: Cesium.LightingModel.PBR,
// Force the shader to render as transparent, even if the primitive had an opaque material
//强制着色器渲染为透明,即使基元具有不透明材质
translucencyMode: Cesium.CustomShaderTranslucencyMode.TRANSLUCENT,
// Custom vertex shader. This is a function from model space -> model space.VertexInput is documented below
// 自定义顶点着色器。这是模型空间 ->模型空间的函数.VertexInput输入记录如下
vertexShaderText: `
// IMPORTANT: the function signature must use these parameter names. This
// makes it easier for the runtime to generate the shader and make optimizations.
//重要说明:函数签名必须使用这些参数名称。这使运行时更容易生成着色器并进行优化。
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
// code goes here. An empty body is a no-op.
//代码在这里……空的内容是无操作的。
}
`,
// Custom fragment shader.
// FragmentInput will be documented below
// Regardless of the mode, this always takes in a material and modifies it in place.
//自定义片元着色器
//FragmentInput片元输入将被记录在下面
//无论模式如何这里需要一个material材质并将其modifies位置放到位
fragmentShaderText: `
// IMPORTANT: the function signature must use these parameter names. This
// makes it easier for the runtime to generate the shader and make optimizations.
// 重要提示:函数签名必须使用这些参数名称。这
// 使运行时更容易生成着色器并进行优化。
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
// code goes here. e.g. to set the diffuse color to a translucent red:
//代码在这里。例如将漫反射颜色设置为半透明的红色:
material.diffuse = vec3(1.0, 0.0, 0.0);
material.alpha = 0.5;
}
`,
}
});
</script>
</body>
</html>