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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<div style="position: absolute; z-index: 1000; left: 0;top: 0;">
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<button onclick="customShader1()">贴图</button>
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<button onclick="customShader2()">贴图2</button>
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<button onclick="customShader3()">贴图3</button>
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<button onclick="clears()">清除</button>
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</div>
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<script type="text/javascript">
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Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiI3ZjQ5ZGUzNC1jNWYwLTQ1ZTMtYmNjYS05YTY4ZTVmN2I2MDkiLCJpZCI6MTE3MTM4LCJpYXQiOjE2NzY0NDUyODB9.ZaNSBIfc1sGLhQd_xqhiSsc0yr8oS0wt1hAo9gbke6M'
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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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const tileset = new Cesium.Cesium3DTileset({
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url: "./data/tileset.json",
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});
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tileset.readyPromise
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.then(function (tileset) {
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viewer.scene.primitives.add(tileset);
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viewer.zoomTo(tileset)
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})
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.catch(function (error) {
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console.log(error);
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});
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function customShader1() {
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let customShader = new Cesium.CustomShader({
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// lightingModel: Cesium.LightingModel.UNLIT,
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// lightingModel: Cesium.LightingModel.PBR,
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//设置变量,由顶点着色器传递给片元着色器
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varyings: {
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v_normalMC: Cesium.VaryingType.VEC3,
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v_st: Cesium.VaryingType.VEC3
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},
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//外部传给顶点着色器或者片元着色器
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uniforms: {
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u_texture: {
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value: new Cesium.TextureUniform({
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url: "./wall.jpg"
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}),
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type: Cesium.UniformType.SAMPLER_2D
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},
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u_texture1: {
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value: new Cesium.TextureUniform({
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url: "./wall1.jpg"
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}),
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type: Cesium.UniformType.SAMPLER_2D
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}
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},
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//贴纹理
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//顶点着色器
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//将法向量从顶点着色器设置变量传给片元着色器
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vertexShaderText: `
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void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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v_normalMC = vsInput.attributes.normalMC;
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v_st=vsInput.attributes.positionMC ;
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}`,
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//片元着色器
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fragmentShaderText: `
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void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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vec3 positionMC = fsInput.attributes.positionMC;
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//这里是设置要贴图的图片的尺寸,设置小了会重复
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float width = 30.0;
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float height = 70.0;
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vec3 rgb;
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//这是是设置了屋顶的颜色,当和法向量平行时,就是屋顶,这里设置0.95,相当于垂直,建筑物四周开始贴图
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if (dot(vec3(0.0, 1.0, 0.0), v_normalMC) > 0.95) {
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material.diffuse = vec3(0.65, 0.65, 0.65);
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} else {
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float textureX = 0.0;
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float dotYAxis = dot(vec3(0.0, 0.0, 1.0), v_normalMC);
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// cos(45deg) 约等于 0.71,这里是建筑物四周的向量与法向量会大于四十五度夹角
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if (dotYAxis > 0.71 || dotYAxis < -0.71) {
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//x代表的是前后面
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textureX = mod(positionMC.x, width) / width;
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} else {
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//z代表的是左右面
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textureX = mod(positionMC.z, width) / width;
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}
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float textureY = mod(positionMC.y, height) / height;
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//我这里是根据建筑物高度贴了两张不同的图片
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if (positionMC.y > 40.0) {
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rgb = texture(u_texture, vec2(textureX, textureY)).rgb;
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} else {
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rgb = texture(u_texture1, vec2(textureX, textureY)).rgb;
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}
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material.diffuse = rgb;
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}
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}`
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})
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tileset.customShader = customShader
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}
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function customShader2() {
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let customShader = new Cesium.CustomShader({
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// lightingModel: Cesium.LightingModel.UNLIT,
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// lightingModel: Cesium.LightingModel.PBR,
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//设置变量,由顶点着色器传递给片元着色器
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varyings: {
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v_normalMC: Cesium.VaryingType.VEC3,
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v_st: Cesium.VaryingType.VEC3
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},
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//外部传给顶点着色器或者片元着色器
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uniforms: {
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u_texture: {
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value: new Cesium.TextureUniform({
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url: "./wall.jpg"
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}),
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type: Cesium.UniformType.SAMPLER_2D
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},
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u_texture1: {
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value: new Cesium.TextureUniform({
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url: "./wall.jpg"
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}),
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type: Cesium.UniformType.SAMPLER_2D
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}
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},
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//贴纹理
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|
|
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//顶点着色器
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//将法向量从顶点着色器设置变量传给片元着色器
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vertexShaderText: `
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void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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v_normalMC = vsInput.attributes.normalMC;
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v_st=vsInput.attributes.positionMC ;
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}`,
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//片元着色器
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fragmentShaderText: `
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void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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vec3 positionMC = fsInput.attributes.positionMC;
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//这里是设置要贴图的图片的尺寸,设置小了会重复
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float width = 30.0;
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float height = 70.0;
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vec3 rgb;
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//这是是设置了屋顶的颜色,当和法向量平行时,就是屋顶,这里设置0.95,相当于垂直,建筑物四周开始贴图
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if (dot(vec3(0.0, 1.0, 0.0), v_normalMC) > 0.95) {
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material.diffuse = vec3(0.65, 0.65, 0.65);
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} else {
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float textureX = 0.0;
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float dotYAxis = dot(vec3(0.0, 0.0, 1.0), v_normalMC);
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// cos(45deg) 约等于 0.71,这里是建筑物四周的向量与法向量会大于四十五度夹角
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if (dotYAxis > 0.71 || dotYAxis < -0.71) {
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//x代表的是前后面
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textureX = mod(positionMC.x, width) / width;
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} else {
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//z代表的是左右面
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textureX = mod(positionMC.z, width) / width;
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}
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float textureY = mod(positionMC.y, height) / height;
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//我这里是根据建筑物高度贴了两张不同的图片
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if (positionMC.y > 30.0) {
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rgb = texture(u_texture, vec2(textureX, textureY)).rgb;
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} else {
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rgb = texture(u_texture1, vec2(textureX, textureY)).rgb;
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}
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material.diffuse = rgb;
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//此处以下为光线效果
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float _baseHeight = 10.0; // 物体的基础高度,需要修改成一个合适的建筑基础高度
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float _glowRange = 120.0; // 光环的移动范围(高度)
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float vtxf_height = fsInput.attributes.positionMC.y - _baseHeight;
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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
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float vtxf_h = clamp(vtxf_height / _glowRange, 0.0, 1.0);
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vtxf_a13 = abs(vtxf_a13 - 0.5) * 2.0;
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float vtxf_diff = step(0.01, abs(vtxf_h - vtxf_a13)); // 0.1 为高亮光条的范围(粗细)
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material.diffuse += material.diffuse * (1.0 - vtxf_diff);
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}
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}`
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})
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tileset.customShader = customShader
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}
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function customShader3() {
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let customShader = new Cesium.CustomShader({
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varyings: {
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v_normalMC: Cesium.VaryingType.VEC3,
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v_st: Cesium.VaryingType.VEC3
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},
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//外部传给顶点着色器或者片元着色器
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|
|
|
|
uniforms: {
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|
|
|
u_texture: {
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value: new Cesium.TextureUniform({
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url: "./wall.jpg"
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}),
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type: Cesium.UniformType.SAMPLER_2D
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},
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u_texture1: {
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value: new Cesium.TextureUniform({
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url: "./wall1.jpg"
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}),
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type: Cesium.UniformType.SAMPLER_2D
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}
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},
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|
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//贴纹理
|
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|
|
|
//顶点着色器
|
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|
|
|
//将法向量从顶点着色器设置变量传给片元着色器
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vertexShaderText: `
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void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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v_normalMC = vsInput.attributes.normalMC;
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v_st=vsInput.attributes.positionMC ;
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}`,
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//片元着色器
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fragmentShaderText: `
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void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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vec3 positionMC = fsInput.attributes.positionMC;
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//这里是设置要贴图的图片的尺寸,设置小了会重复
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|
|
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float width = 30.0;
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|
|
|
float height = 70.0;
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vec3 rgb;
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|
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|
//这是是设置了屋顶的颜色,当和法向量平行时,就是屋顶,这里设置0.95,相当于垂直,建筑物四周开始贴图
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if (dot(vec3(0.0, 1.0, 0.0), v_normalMC) > 0.95) {
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material.diffuse = vec3(0.65, 0.65, 0.65);
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} else {
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float textureX = 0.0;
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float dotYAxis = dot(vec3(0.0, 0.0, 1.0), v_normalMC);
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// cos(45deg) 约等于 0.71,这里是建筑物四周的向量与法向量会大于四十五度夹角
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if (dotYAxis > 0.71 || dotYAxis < -0.71) {
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textureX = mod(positionMC.x, width) / width;
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} else {
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textureX = mod(positionMC.z, width) / width;
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}
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float textureY = mod(positionMC.y, height) / height;
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rgb = texture(u_texture1, vec2(textureX, textureY)).rgb;
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material.diffuse = rgb;
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}
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}`
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})
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tileset.customShader = customShader
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}
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function clears() {
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let customShader = new Cesium.CustomShader({})
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tileset.customShader = customShader
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}
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</script>
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</body>
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</html>
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