mirror of
https://github.com/jiawanlong/Cesium-Examples.git
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245 lines
7.0 KiB
JavaScript
245 lines
7.0 KiB
JavaScript
//以下代码复制自Cesium源码的SkyBox,然后做了一点点修改。
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//SkyBoxOnGround.js
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// const Cesium = window.Cesium;
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const BoxGeometry = Cesium.BoxGeometry;
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const Cartesian3 = Cesium.Cartesian3;
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const defaultValue = Cesium.defaultValue;
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const defined = Cesium.defined;
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const destroyObject = Cesium.destroyObject;
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const DeveloperError = Cesium.DeveloperError;
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const GeometryPipeline = Cesium.GeometryPipeline;
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const Matrix3 = Cesium.Matrix3;
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const Matrix4 = Cesium.Matrix4;
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const Transforms = Cesium.Transforms;
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const VertexFormat = Cesium.VertexFormat;
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const BufferUsage = Cesium.BufferUsage;
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const CubeMap = Cesium.CubeMap;
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const DrawCommand = Cesium.DrawCommand;
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const loadCubeMap = Cesium.loadCubeMap;
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const RenderState = Cesium.RenderState;
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const VertexArray = Cesium.VertexArray;
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const BlendingState = Cesium.BlendingState;
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const SceneMode = Cesium.SceneMode;
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const ShaderProgram = Cesium.ShaderProgram;
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const ShaderSource = Cesium.ShaderSource;
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const skyboxMatrix3 = new Matrix3();
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/**
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* @class DEUGlobe.Scene.SkyBoxOnGround
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* @category 场景
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* @classdesc 近景天空盒
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* @param {Object} options - 参数。
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* @param {Object} options.sources - 近地天空盒来源。
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*/
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class SkyBoxOnGround {
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constructor(options) {
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/**
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* 为了兼容高版本的Cesium,因为新版cesium中getRotation被移除
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*/
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if (!Cesium.defined(Cesium.Matrix4.getRotation)) {
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Cesium.Matrix4.getRotation = Cesium.Matrix4.getMatrix3;
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}
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this.sources = options.sources;
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this._sources = undefined;
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this.show = defaultValue(options.show, true);
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this._command = new DrawCommand({
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modelMatrix: Matrix4.clone(Matrix4.IDENTITY),
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owner: this,
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});
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this._cubeMap = undefined;
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this._attributeLocations = undefined;
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this._useHdr = undefined;
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}
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update(frameState, useHdr) {
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const that = this;
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//片元着色器,直接从源码复制
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// -------------- requestWebgl1: true,--------------
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// const SkyBoxFS =
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// "uniform samplerCube u_cubeMap;\n\
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// varying vec3 v_texCoord;\n\
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// void main()\n\
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// {\n\
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// vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));\n\
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// gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);\n\
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// }\n\
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// ";
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const SkyBoxFS = `precision highp float;
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uniform samplerCube u_cubeMap;
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in vec3 v_texCoord;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(u_cubeMap, normalize(v_texCoord));
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fragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
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}`;
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//顶点着色器有修改,主要是乘了一个旋转矩阵
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// -------------- requestWebgl1: true,--------------
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// const SkyBoxVS =
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// "attribute vec3 position;\n\
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// varying vec3 v_texCoord;\n\
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// uniform mat3 u_rotateMatrix;\n\
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// void main()\n\
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// {\n\
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// vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));\n\
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// gl_Position = czm_projection * vec4(p, 1.0);\n\
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// v_texCoord = position.xyz;\n\
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// }\n\
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// ";
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const SkyBoxVS = `#version 300 es
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precision highp float;
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in vec3 position;
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out vec3 v_texCoord;
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uniform mat3 u_rotateMatrix;
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void main() {
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vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));
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gl_Position = czm_projection * vec4(p, 1.0);
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v_texCoord = position;
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}
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`;
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if (!this.show) {
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return undefined;
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}
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if (
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frameState.mode !== SceneMode.SCENE3D &&
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frameState.mode !== SceneMode.MORPHING
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) {
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return undefined;
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}
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if (!frameState.passes.render) {
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return undefined;
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}
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const context = frameState.context;
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if (this._sources !== this.sources) {
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this._sources = this.sources;
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const sources = this.sources;
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if (
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!defined(sources.positiveX) ||
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!defined(sources.negativeX) ||
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!defined(sources.positiveY) ||
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!defined(sources.negativeY) ||
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!defined(sources.positiveZ) ||
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!defined(sources.negativeZ)
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) {
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throw new DeveloperError(
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"this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties."
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);
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}
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if (
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typeof sources.positiveX !== typeof sources.negativeX ||
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typeof sources.positiveX !== typeof sources.positiveY ||
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typeof sources.positiveX !== typeof sources.negativeY ||
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typeof sources.positiveX !== typeof sources.positiveZ ||
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typeof sources.positiveX !== typeof sources.negativeZ
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) {
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throw new DeveloperError(
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"this.sources properties must all be the same type."
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);
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}
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if (typeof sources.positiveX === "string") {
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// Given urls for cube-map images. Load them.
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loadCubeMap(context, this._sources).then(function (cubeMap) {
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that._cubeMap = that._cubeMap && that._cubeMap.destroy();
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that._cubeMap = cubeMap;
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});
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} else {
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this._cubeMap = this._cubeMap && this._cubeMap.destroy();
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this._cubeMap = new CubeMap({
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context: context,
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source: sources,
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});
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}
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}
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const command = this._command;
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command.modelMatrix = Transforms.eastNorthUpToFixedFrame(
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frameState.camera._positionWC
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);
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if (!defined(command.vertexArray)) {
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command.uniformMap = {
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u_cubeMap: function () {
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return that._cubeMap;
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},
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u_rotateMatrix: function () {
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return Matrix4.getRotation(command.modelMatrix, skyboxMatrix3);
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},
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};
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const geometry = BoxGeometry.createGeometry(
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BoxGeometry.fromDimensions({
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dimensions: new Cartesian3(2.0, 2.0, 2.0),
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vertexFormat: VertexFormat.POSITION_ONLY,
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})
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);
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const attributeLocations = (this._attributeLocations =
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GeometryPipeline.createAttributeLocations(geometry));
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command.vertexArray = VertexArray.fromGeometry({
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context: context,
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geometry: geometry,
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attributeLocations: attributeLocations,
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bufferUsage: BufferUsage._DRAW,
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});
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command.renderState = RenderState.fromCache({
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blending: BlendingState.ALPHA_BLEND,
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});
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}
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if (!defined(command.shaderProgram) || this._useHdr !== useHdr) {
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const fs = new ShaderSource({
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defines: [useHdr ? "HDR" : ""],
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sources: [SkyBoxFS],
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});
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command.shaderProgram = ShaderProgram.fromCache({
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context: context,
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vertexShaderSource: SkyBoxVS,
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fragmentShaderSource: fs,
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attributeLocations: this._attributeLocations,
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});
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this._useHdr = useHdr;
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}
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if (!defined(this._cubeMap)) {
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return undefined;
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}
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return command;
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}
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isDestroyed() {
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return false;
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}
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destroy() {
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const command = this._command;
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command.vertexArray = command.vertexArray && command.vertexArray.destroy();
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command.shaderProgram =
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command.shaderProgram && command.shaderProgram.destroy();
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this._cubeMap = this._cubeMap && this._cubeMap.destroy();
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return destroyObject(this);
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}
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}
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