2025-04-20 01:30:00 +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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<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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</head>
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<body style="
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margin: 0;
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overflow: hidden;
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background: #fff;
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width: 100%;
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height: 100%;
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position: absolute; top: 0;
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">
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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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Cesium.Ion.defaultAccessToken =
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2025-05-18 11:30:00 +00:00
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"eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiJjM2EzNGJmNy02N2RmLTQ0MDMtYjI2MS1hZTJiMTIwZGYwMTYiLCJpZCI6MzA0MzEyLCJpYXQiOjE3NDc3MjM3MTV9.ePQNhuoVuDsi_z00lTm5W26wyW1Adcr1AWetGM6WSXI";
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2025-04-20 01:30:00 +00:00
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const viewer = new Cesium.Viewer("map", {});
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viewer.scene.debugShowFramesPerSecond = true;
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/*
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1. 顶点着色器(Vertex Shader)坐标变换、传递数据给片段着色器、动态变形
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2. 片段着色器(Fragment Shader)计算颜色、应用光照、后处理效果
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*/
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const customShader = new Cesium.CustomShader({
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lightingModel: Cesium.LightingModel.UNLIT,
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fragmentShaderText: `
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void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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float _baseHeight = 0.0; // 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 _heightRange = 60.0; // 高亮的范围(_baseHeight ~ _baseHeight + _heightRange) 默认是 0-60米
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float _glowRange = 300.0; // 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_a11 = fract(czm_frameNumber / 120.0) * 3.14159265 * 2.0;
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float vtxf_a12 = vtxf_height / _heightRange + sin(vtxf_a11) * 0.1;
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material.diffuse*= vec3(vtxf_a12, vtxf_a12, vtxf_a12);
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float vtxf_a13 = fract(czm_frameNumber / 360.0);
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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(0.005, abs(vtxf_h - vtxf_a13));
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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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const tileset = new Cesium.Cesium3DTileset({
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url: "./data/tileset.json",
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customShader: customShader
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});
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tileset.readyPromise.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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</script>
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</body>
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</html>
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