mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-04 15:17:36 +00:00
480 lines
20 KiB
JavaScript
480 lines
20 KiB
JavaScript
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class ViewShed3D2 {
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enabled = true;
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size = 2048;
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softShadows = true;
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constructor(options) {
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// TODO: viewer改成_viewer viewPosition改成_viewPosition direction改成_direction
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// TODO: pitch改成_pitch horizontalViewAngle改成_horizontalViewAngle verticalViewAngle改成_verticalViewAngle
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// TODO: visibleAreaColor改成_visibleAreaColor invisibleAreaColor改成_invisibleAreaColor visualRange改成_visualRange
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this.__v_skip = 1
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this.viewer = options.viewer;
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this.viewPosition = options.viewPosition;
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this.direction = options.direction % 360;
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this.pitch = options.pitch || 0;
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this.horizontalViewAngle = options.horizontalViewAngle || 90;
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this.verticalViewAngle = options.verticalViewAngle || 90;
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this.visibleAreaColor = options.visibleAreaColor || Cesium.Color.GREEN;
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this.invisibleAreaColor = options.invisibleAreaColor || Cesium.Color.RED;
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this.visualRange = options.visualRange || 100;
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this.updateViewShed();
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}
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// TODO: createLightCamera改成_createLightCamera
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createLightCamera() {
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this.lightCamera = new Cesium.Camera(this.viewer.scene);
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this.lightCamera.position = this.viewPosition;
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}
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// 以自定义相机为点光源,声明自定义shadowmap
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// 注意:虽然cesium并不建议修改shadowMap,但是必须将当前场景里的shadowMap替换为自定义的shadowMap,才能得到正确的参数。
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// TODO: createShadowMap改成_createShadowMap
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createShadowMap() {
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this.shadowMap = new Cesium.ShadowMap({
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context: (this.viewer.scene).context,
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lightCamera: this.lightCamera,
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enabled: this.enabled,
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isPointLight: true,
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pointLightRadius: this.visualRange,
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cascadesEnabled: false,
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size: this.size,
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softShadows: this.softShadows,
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normalOffset: false,
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fromLightSource: false,
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});
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this.viewer.scene.shadowMap = this.shadowMap;
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this.viewer.scene.globe.shadows = Cesium.ShadowMode.ENABLED;
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this.viewer.scene.globe.depthTestAgainstTerrain = true;
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}
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// TODO: updateViewShed改成_updateViewShed
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updateViewShed() {
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this.clear();
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this.createLightCamera();
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this.setCameraParams();
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this.createShadowMap();
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this.drawSketch()
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this.createPostStage();
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if (this.horizontalViewAngle < 180) {
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this.drawViewCentrum();
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}
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}
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// TODO: drawSketch改成_drawSketch
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drawSketch() {
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if (this.sketch) {
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this.viewer.entities.remove(this.sketch)
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}
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this.sketch = this.viewer.entities.add({
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name: 'sketch',
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position: this.viewPosition,
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orientation: Cesium.Transforms.headingPitchRollQuaternion(
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this.viewPosition,
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Cesium.HeadingPitchRoll.fromDegrees(this.direction - 90, this.pitch, 0.0)
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),
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ellipsoid: {
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radii: new Cesium.Cartesian3(
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this.visualRange,
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this.visualRange,
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this.visualRange
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),
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// innerRadii: new Cesium.Cartesian3(2.0, 2.0, 2.0),
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minimumClock: Cesium.Math.toRadians(-this.horizontalViewAngle / 2),
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maximumClock: Cesium.Math.toRadians(this.horizontalViewAngle / 2),
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minimumCone: Cesium.Math.toRadians(-this.verticalViewAngle / 2 + 90),
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maximumCone: Cesium.Math.toRadians(this.verticalViewAngle / 2 + 90),
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fill: false,
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outline: true,
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subdivisions: 256,
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stackPartitions: 64,
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slicePartitions: 64,
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outlineColor: Cesium.Color.YELLOWGREEN
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}
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});
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}
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// 视锥体
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// TODO: drawViewCentrum改成_drawViewCentrum
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drawViewCentrum() {
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const scratchRight = new Cesium.Cartesian3();
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const scratchRotation = new Cesium.Matrix3();
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const scratchOrientation = new Cesium.Quaternion();
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const direction = this.lightCamera.directionWC;
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const up = this.lightCamera.upWC;
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let right = this.lightCamera.rightWC;
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right = Cesium.Cartesian3.negate(right, scratchRight);
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const rotation = scratchRotation;
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Cesium.Matrix3.setColumn(rotation, 0, right, rotation);
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Cesium.Matrix3.setColumn(rotation, 1, up, rotation);
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Cesium.Matrix3.setColumn(rotation, 2, direction, rotation);
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const orientation = Cesium.Quaternion.fromRotationMatrix(
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rotation,
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scratchOrientation,
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);
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const instanceOutline = new Cesium.GeometryInstance({
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geometry: new Cesium.FrustumOutlineGeometry({
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frustum: this.lightCamera.frustum,
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origin: this.viewPosition,
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orientation,
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}),
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id: `pri${this.viewer.scene.primitives.length + 1}`,
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attributes: {
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color: Cesium.ColorGeometryInstanceAttribute.fromColor(
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new Cesium.Color(0.0, 1.0, 0.0, 1.0),
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),
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show: new Cesium.ShowGeometryInstanceAttribute(true),
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},
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});
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this.newPrimitive = this.viewer.scene.primitives.add(
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new Cesium.Primitive({
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geometryInstances: instanceOutline,
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appearance: new Cesium.PerInstanceColorAppearance({
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flat: true,
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}),
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}),
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);
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}
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// 在观察点自定义相机,设置相机的可视椎体范围,方向
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// TODO: setCameraParams改成_setCameraParams
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setCameraParams() {
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this.lightCamera.frustum.near = 0.001 * this.visualRange;
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this.lightCamera.frustum.far = this.visualRange;
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this.lightCamera.frustum.fov = Cesium.Math.toRadians(Math.max(this.horizontalViewAngle, this.verticalViewAngle));
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this.lightCamera.frustum.aspectRatio = this.horizontalViewAngle / this.verticalViewAngle;
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this.lightCamera.setView({
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destination: this.viewPosition,
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orientation: {
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heading: Cesium.Math.toRadians(this.direction || 0),
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pitch: Cesium.Math.toRadians(this.pitch || 0),
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roll: 0,
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},
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});
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}
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clear() {
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// 椭球体
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if (this.pyramid) {
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this.viewer.entities.removeById(this.pyramid.id);
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this.pyramid = null;
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}
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if (this.cameraPrimitive) {
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this.cameraPrimitive.destroy();
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this.cameraPrimitive = null;
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}
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// 煊染结果
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if (this.postStage) {
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this.viewer.scene.postProcessStages.remove(this.postStage);
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this.postStage = null;
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}
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// 视锥体
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if (this.newPrimitive) {
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this.viewer.scene.primitives.remove(this.newPrimitive);
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this.newPrimitive = null;
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}
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if (this.sketch) {
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this.viewer.entities.remove(this.sketch)
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}
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}
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// TODO: setDirection改成_setDirection
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setDirection(direction) {
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this.direction = direction % 360;
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this.updateViewShed();
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}
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// TODO: setPitch改成_setPitch
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setPitch(pitch) {
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this.pitch = pitch;
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this.updateViewShed();
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}
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// TODO: setDirectionDistancePitch改成_setDirectionDistancePitch
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setDirectionDistancePitch(direction, distance, pitch) {
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this.direction = direction % 360;
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this.visualRange = distance;
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this.pitch = pitch || 0;
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this.updateViewShed();
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}
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// TODO: setVisualRange改成_setVisualRange
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setVisualRange(visualRange) {
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this.visualRange = visualRange;
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this.updateViewShed();
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}
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// TODO: setHorizontalViewAngle改成_setHorizontalViewAngle
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setHorizontalViewAngle(hva) {
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this.horizontalViewAngle = hva;
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this.updateViewShed();
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}
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// TODO: setVerticalViewAngle改成_setVerticalViewAngle
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setVerticalViewAngle(vva) {
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this.verticalViewAngle = vva;
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this.updateViewShed();
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}
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// 根据shadowMap中的数据,实现自定义shader
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/*
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shader中的内容主要是从cesium源码中获取的,这只是简单实现了可视区域和不可视区域不同着色;
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如果要解决锯齿等问题,需要设置softShadows 、normalOffset 等,相应的glsl代码可以在源码Source\Scene\ShadowMapShader.js寻找;
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如果要实现可视区域、不可视区域颜色自由改变,只需要将v_color与inv_color两个变量改为外部传入就可以了。
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*/
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// TODO: createPostStage改成_createPostStage
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createPostStage() {
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const fs = `
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#define USE_CUBE_MAP_SHADOW true
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uniform sampler2D colorTexture;
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// 深度纹理
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uniform sampler2D depthTexture;
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// 纹理坐标
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in vec2 v_textureCoordinates;
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uniform mat4 camera_projection_matrix;
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uniform mat4 camera_view_matrix;
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// 观测距离
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uniform float far;
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//阴影
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uniform samplerCube shadowMap_textureCube;
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uniform mat4 shadowMap_matrix;
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uniform vec4 shadowMap_lightPositionEC;
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uniform vec4 shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness;
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uniform vec4 shadowMap_texelSizeDepthBiasAndNormalShadingSmooth;
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struct zx_shadowParameters
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{
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vec3 texCoords;
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float depthBias;
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float depth;
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float nDotL;
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vec2 texelStepSize;
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float normalShadingSmooth;
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float darkness;
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};
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vec3 uvwadd(vec3 uvw,vec2 tar)
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{
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vec2 temp=uvw.xy;
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float w=uvw.z;
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temp+=tar;
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return vec3(temp.x,temp.y,w);
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}
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float czm_shadowVisibility(samplerCube shadowMap, zx_shadowParameters shadowParameters)
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{
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float depthBias = shadowParameters.depthBias;
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float depth = shadowParameters.depth;
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float nDotL = shadowParameters.nDotL;
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float normalShadingSmooth = shadowParameters.normalShadingSmooth;
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float darkness = shadowParameters.darkness;
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vec3 uvw = shadowParameters.texCoords;
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depth -= depthBias;
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vec2 texelStepSize = shadowParameters.texelStepSize;
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float radius = 1.0;
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float dx0 = -texelStepSize.x * radius;
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float dy0 = -texelStepSize.y * radius;
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float dx1 = texelStepSize.x * radius;
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float dy1 = texelStepSize.y * radius;
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float visibility = czm_shadowDepthCompare(shadowMap, uvw, depth);
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if(visibility==1.0)
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return 1.0;
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visibility=czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx0, dy0)), depth) +
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czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(0.0, dy0)), depth) +
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czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx1, dy0)), depth) +
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czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx0, 0.0)), depth) +
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czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx1, 0.0)), depth) +
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czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(0.0, dy1)), depth) +
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czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx0, dy1)), depth) +
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czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx1, dy1)), depth) ;
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if(visibility>=3.0)
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return 1.0;
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// float visibility =
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// (
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// czm_shadowDepthCompare(shadowMap, uvw, depth)
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// +czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx0, dy0)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx0, dy0)),vec2(dx0, 0.0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx0, dy0)),vec2(dx0, dy0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(0.0, dy0)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(0.0, dy0)),vec2(dx0,dy0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(0.0, dy0)),vec2(0.0, dy0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx1, dy0)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx1, dy0)),vec2(dx1,dy0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx1, dy0)),vec2(0.0, dy0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx0, 0.0)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx0, 0.0)),vec2(dx0,0.0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx0, 0.0)),vec2(dx0, dy0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx1, 0.0)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx1, 0.0)),vec2(dx1, 0.0)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx1, 0.0)),vec2(dx1, dy1)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(0.0, dy1)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(0.0, dy1)),vec2(0.0, dy1)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(0.0, dy1)),vec2(dx1, dy1)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx0, dy1)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx0, dy1)),vec2(dx0, dy1)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx0, dy1)),vec2(0.0, dy1)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvw,vec2(dx1, dy1)), depth) +
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx1, dy1)),vec2(dx1, dy1)), depth)+
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// czm_shadowDepthCompare(shadowMap, uvwadd(uvwadd(uvw,vec2(dx1, dy1)),vec2(dx1, 0.0)), depth)
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// ) * (1.0 /25.0)
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// ;
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return 0.0;
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// float visibility = czm_shadowDepthCompare(shadowMap, uvw, depth);
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// return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness);
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}
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vec4 getPositionEC(){
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return czm_windowToEyeCoordinates(gl_FragCoord);
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}
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vec3 getNormalEC(){
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return vec3(1.);
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}
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vec4 toEye(in vec2 uv,in float depth){
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vec2 xy=vec2((uv.x*2.-1.),(uv.y*2.-1.));
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vec4 posInCamera=czm_inverseProjection*vec4(xy,depth,1.);
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posInCamera=posInCamera/posInCamera.w;
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return posInCamera;
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}
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vec3 pointProjectOnPlane(in vec3 planeNormal,in vec3 planeOrigin,in vec3 point){
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vec3 v01=point-planeOrigin;
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float d=dot(planeNormal,v01);
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return(point-planeNormal*d);
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}
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float getDepth(in vec4 depth){
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float z_window=czm_unpackDepth(depth);
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z_window=czm_reverseLogDepth(z_window);
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float n_range=czm_depthRange.near;
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float f_range=czm_depthRange.far;
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return(2.*z_window-n_range-f_range)/(f_range-n_range);
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}
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float shadow( in vec4 positionEC ){
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vec3 normalEC=getNormalEC();
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zx_shadowParameters shadowParameters;
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shadowParameters.texelStepSize=shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.xy;
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shadowParameters.depthBias=shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.z;
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shadowParameters.normalShadingSmooth=shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.w;
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shadowParameters.darkness=shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.w;
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vec3 directionEC=positionEC.xyz-shadowMap_lightPositionEC.xyz;
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float distance=length(directionEC);
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directionEC=normalize(directionEC);
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float radius=shadowMap_lightPositionEC.w;
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if(distance>radius)
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{
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return 2.0;
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}
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vec3 directionWC=czm_inverseViewRotation*directionEC;
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shadowParameters.depth=distance/radius-0.0003;
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shadowParameters.nDotL=clamp(dot(normalEC,-directionEC),0.,1.);
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shadowParameters.texCoords=directionWC;
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float visibility=czm_shadowVisibility(shadowMap_textureCube,shadowParameters);
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return visibility;
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}
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bool visible(in vec4 result)
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{
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result.x/=result.w;
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result.y/=result.w;
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result.z/=result.w;
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return result.x>=-1.&&result.x<=1.&&result.y>=-1.&&result.y<=1.&&result.z>=-1.&&result.z<=1.;
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}
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out vec4 fragColor;
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void main(){
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// 得到釉色 = 结构二维(彩色纹理,纹理坐标)
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fragColor=texture(colorTexture,v_textureCoordinates);
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// 深度 = (釉色 = 结构二维(深度纹理,纹理坐标))
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float depth=getDepth(texture(depthTexture,v_textureCoordinates));
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// 视角 = (纹理坐标,深度)
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vec4 viewPos=toEye(v_textureCoordinates,depth);
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//世界坐标
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vec4 wordPos=czm_inverseView*viewPos;
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// 虚拟相机中坐标
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vec4 vcPos=camera_view_matrix*wordPos;
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float near=.001*far;
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float dis=length(vcPos.xyz);
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if(dis>near&&dis<far){
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//透视投影
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vec4 posInEye=camera_projection_matrix*vcPos;
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// 可视区颜色
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vec4 v_color=vec4(0.,1.,0.,.5);
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vec4 inv_color=vec4(1.,0.,0.,.5);
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if(visible(posInEye)){
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float vis=shadow(viewPos);
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if(vis>=0.3){
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fragColor=mix(fragColor,vec4(0.,1.,0.0,.5),.5);
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// if(vis==(4.0/9.0))
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// {
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// fragColor=vec4(0.,1.,1,.5);
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// }else if(vis==(5.0/9.0))
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// {
|
||
// fragColor=vec4(1.,1.,0.0,.5);
|
||
// }else
|
||
// {
|
||
// fragColor=mix(fragColor,v_color,.5);
|
||
// }
|
||
} else {
|
||
fragColor=mix(fragColor,vec4(1.,0.,0.0,.5),.5);
|
||
}
|
||
}
|
||
}
|
||
}`;
|
||
const postStage = new Cesium.PostProcessStage({
|
||
fragmentShader: fs,
|
||
uniforms: {
|
||
camera_projection_matrix: this.lightCamera.frustum.projectionMatrix,
|
||
camera_view_matrix: this.lightCamera.viewMatrix,
|
||
far: () => this.visualRange,
|
||
shadowMap_textureCube: () => {
|
||
this.shadowMap.update(Reflect.get(this.viewer.scene, '_frameState'));
|
||
return Reflect.get(this.shadowMap, '_shadowMapTexture');
|
||
},
|
||
shadowMap_matrix: () => {
|
||
this.shadowMap.update(Reflect.get(this.viewer.scene, '_frameState'));
|
||
return Reflect.get(this.shadowMap, '_shadowMapMatrix');
|
||
},
|
||
shadowMap_lightPositionEC: () => {
|
||
this.shadowMap.update(Reflect.get(this.viewer.scene, '_frameState'));
|
||
return Reflect.get(this.shadowMap, '_lightPositionEC');
|
||
},
|
||
shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness: () => {
|
||
this.shadowMap.update(Reflect.get(this.viewer.scene, '_frameState'));
|
||
const bias = this.shadowMap._pointBias;
|
||
return Cesium.Cartesian4.fromElements(
|
||
bias.normalOffsetScale,
|
||
this.shadowMap._distance,
|
||
this.shadowMap.maximumDistance,
|
||
0.0,
|
||
new Cesium.Cartesian4(),
|
||
);
|
||
},
|
||
shadowMap_texelSizeDepthBiasAndNormalShadingSmooth: () => {
|
||
this.shadowMap.update(Reflect.get(this.viewer.scene, '_frameState'));
|
||
const bias = this.shadowMap._pointBias;
|
||
const scratchTexelStepSize = new Cesium.Cartesian2();
|
||
const texelStepSize = scratchTexelStepSize;
|
||
texelStepSize.x = 1.0 / this.shadowMap._textureSize.x;
|
||
texelStepSize.y = 1.0 / this.shadowMap._textureSize.y;
|
||
|
||
return Cesium.Cartesian4.fromElements(
|
||
texelStepSize.x,
|
||
texelStepSize.y,
|
||
bias.depthBias,
|
||
bias.normalShadingSmooth,
|
||
new Cesium.Cartesian4(),
|
||
);
|
||
},
|
||
},
|
||
});
|
||
this.postStage = this.viewer.scene.postProcessStages.add(postStage);
|
||
}
|
||
}
|