mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-04 23:27:30 +00:00
124 lines
4.7 KiB
JavaScript
124 lines
4.7 KiB
JavaScript
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/***
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* @class DEUGlobe.Scene.sceneEffects.weatherEffects
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* @category 场景
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* @classdesc 场景特效-天气特效
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* @param {Object} viewer - Cesium.viewer。
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* @param {Object} options - 参数。
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* @param {String} options.name - 天气特效名称。
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* @param {String} options.type - 天气特效类型. (snow:雪 , rain:雨,fog:雾)。
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*/
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class weatherEffects{
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constructor(viewer,options){
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this.viewer = viewer;
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var opt = options || {};
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this.name = opt.name;
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this.type = opt.type;
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let stage = this.getStage(),
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fs = null;
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if(stage == null){
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switch(this.type){
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case "snow":
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fs = this.fs_snow();
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break;
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case "rain":
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fs = this.fs_rain();
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break;
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case "fog":
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fs = this.fs_fog();
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break;
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}
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}
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stage = new Cesium.PostProcessStage({
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name : this.name,
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fragmentShader:fs,
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uniforms : {
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color: Cesium.Color.fromAlpha(Cesium.Color.BLACK, parseFloat(1)),
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}
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});
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viewer.scene.postProcessStages.add(stage);
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}
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removePostProcessStage(){
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let stage = this.getStage();
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if(stage){
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this.viewer.scene.postProcessStages.remove(stage);
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}
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}
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getStage(){
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let stage = null,
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stages = this.viewer.scene.postProcessStages;
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for(let i = 0;i<stages._stages.length;i++){
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let tmp = stages.get(i);
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if(tmp != undefined && tmp.name == this.name){
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stage = tmp;
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break;
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}
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}
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return stage;
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}
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fs_snow(){
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return 'uniform sampler2D colorTexture;\n'
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+ 'varying vec2 v_textureCoordinates;\n'
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+ 'float snow(vec2 uv,float scale)\n'
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+ '{\n'
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+ ' float time = czm_frameNumber / 60.0;\n'
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+ ' float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n'
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+ ' uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n'
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+ ' uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n'
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+ ' p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n'
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+ ' k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n'
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+ ' return k*w;\n'
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+ '}\n'
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+ 'void main(void){\n'
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+ ' vec2 resolution = czm_viewport.zw;\n'
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+ ' vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n'
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+ ' vec3 finalColor=vec3(0);\n'
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+ ' float c = 0.0;\n'
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+ ' c+=snow(uv,30.)*.0;\n'
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+ ' c+=snow(uv,20.)*.0;\n'
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+ ' c+=snow(uv,15.)*.0;\n'
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+ ' c+=snow(uv,10.);\n'
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+ ' c+=snow(uv,8.);\n'
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+ ' c+=snow(uv,6.);\n'
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+ ' c+=snow(uv,5.);\n'
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+ ' finalColor=(vec3(c));\n'
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+ ' gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5);\n'
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+ '}';
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}
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fs_rain(){
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return 'uniform sampler2D colorTexture;\n'
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+ 'varying vec2 v_textureCoordinates;\n'
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+ ' float hash(float x){\n'
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+ ' return fract(sin(x*133.3)*13.13);\n'
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+ ' }\n'
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+ ' void main(void){\n'
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+ ' float time = czm_frameNumber / 60.0;\n'
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+ ' vec2 resolution = czm_viewport.zw; \n'
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+ ' vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n'
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+ ' vec3 c=vec3(.6,.7,.8); \n'
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+ ' float a=-.4;\n'
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+ ' float si=sin(a),co=cos(a);\n'
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+ ' uv*=mat2(co,-si,si,co);\n'
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+ ' uv*=length(uv+vec2(0,4.9))*.3+1.;\n'
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+ ' float v=1.-sin(hash(floor(uv.x*100.))*2.);\n'
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+ ' float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;\n'
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+ ' c*=v*b; \n'
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+ ' gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); \n'
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+ ' }';
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}
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fs_fog(){
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return 'uniform sampler2D colorTexture;\n'
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+' uniform sampler2D depthTexture;\n'
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+' varying vec2 v_textureCoordinates;\n'
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+' void main(void)\n'
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+' {\n'
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+' vec4 origcolor=texture2D(colorTexture, v_textureCoordinates);\n'
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+' vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);\n'
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+' float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n'
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+' vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates);\n'
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+' float f=(depthcolor.r-0.22)/0.2;\n'
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+' if(f<0.0) f=0.0;\n'
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+' else if(f>1.0) f=1.0;\n'
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+' gl_FragColor = mix(origcolor,fogcolor,0.8);\n'
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+' }';
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}
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}
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