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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								    <link
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								      rel="stylesheet"
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											2025-03-19 03:00:22 +00:00
										 
									 
								 
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								      href="./../../libs/cesium/Cesium1.98/Widgets/widgets.css"
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											2025-03-11 08:25:45 +00:00
										 
									 
								 
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								    />
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								    <script
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								      type="text/javascript"
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											2025-03-19 03:00:22 +00:00
										 
									 
								 
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								      src="./../../libs/cesium/Cesium1.98/Cesium.js"
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											2025-03-11 08:25:45 +00:00
										 
									 
								 
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								    ></script>
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								  </head>
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								  <body
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								    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;
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								      top: 0;
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								    "
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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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								        "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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								      // 模型删除
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								      // viewer.scene.primitives.remove(tileset)
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								      // viewer.scene.primitives.removeAll()
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								      function setFogEffect1(viewer) {
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								        const fs = ` 
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								        float getDistance(sampler2D depthTexture, vec2 texCoords) 
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								        { 
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								            //它用于将从深度纹理中读取到的深度值进行解压缩,以便在着色器中进行深度测试和深度值比较等操作。
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								            //深度纹理通常用于实现阴影效果、深度检测等功能。
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								            //在Cesium中,深度值通常被存储在一个16位的纹理单元中,这个值被压缩成0到1之间的浮点数,以便节省显存空间。
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								            float depth = czm_unpackDepth(texture(depthTexture, texCoords)); 
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								            //若深度值为0,则返回无穷远
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								            if (depth == 0.0) { 
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								                return czm_infinity; 
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								            } 
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								            //将窗口坐标系(即屏幕坐标系)下的像素坐标转换为相机坐标系下的坐标
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								            vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depth); 
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								            //返回物体离相机的距离
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								            return -eyeCoordinate.z / eyeCoordinate.w; 
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								        } 
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								        //根据距离,在中间进行插值
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								        float interpolateByDistance(vec4 nearFarScalar, float distance) 
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								        { 
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								            //根据常识,雾应该是距离远,越看不清,近距离内的物体可以看清
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								            //因此近距离alpha=0,远距离的alpha=1.0
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								            //本例中设置可见度为200米
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								            //雾特效的起始距离
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								            float startDistance = nearFarScalar.x;
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								            //雾特效的起始alpha值
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								            float startValue = nearFarScalar.y;
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								            //雾特效的结束距离 
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								            float endDistance = nearFarScalar.z;
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								            //雾特效的结束alpha值
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								            float endValue = nearFarScalar.w; 
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								            //根据每段距离占总长度的占比,插值alpha,距离越远,alpha值越大。插值范围0,1。
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								            float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0); 
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								            return mix(startValue, endValue, t); 
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								        } 
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								        vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor) 
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								        { 
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								            return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a); 
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								        } 
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								        uniform sampler2D colorTexture; 
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								        uniform sampler2D depthTexture; 
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								        uniform vec4 fogByDistance; 
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								        uniform vec4 fogColor; 
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								        in vec2 v_textureCoordinates; 
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								        void main(void) 
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								        { 
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								            //获取地物距相机的距离
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								            float distance = getDistance(depthTexture, v_textureCoordinates);
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								            //获取场景原本的纹理颜色 
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								            vec4 sceneColor = texture(colorTexture, v_textureCoordinates);
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								            //根据距离,对alpha进行插值
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								            float blendAmount = interpolateByDistance(fogByDistance, distance); 
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								            //将alpha变化值代入雾的原始颜色中,并将雾与场景原始纹理进行融合
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								            vec4 finalFogColor = vec4(fogColor.rgb, fogColor.a * blendAmount); 
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								            out_FragColor = alphaBlend(finalFogColor, sceneColor); 
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								        }`;
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								        viewer.scene.postProcessStages.add(
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								          new Cesium.PostProcessStage({
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								            name: "test",
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								            fragmentShader: fs,
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								            uniforms: {
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								              fogByDistance: new Cesium.Cartesian4(10, 0.0, 200, 0.7),
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								              fogColor: Cesium.Color.WHITE,
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								            },
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								          })
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								        );
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								      }
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								      setFogEffect1(viewer);
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								    </script>
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								  </body>
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								</html>
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