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				https://github.com/jiawanlong/Cesium-Examples.git
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			261 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
			
		
		
	
	
			261 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
<!--********************************************************************
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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="./../../cesium/Cesium1.98/Widgets/widgets.css">
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    <script type="text/javascript" src="./../../cesium/Cesium1.98/Cesium.js"></script>
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</head>
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<body style="margin: 0; overflow: hidden; background: #fff; width: 100%; height: 100%; position: absolute; top: 0">
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    <div id="map" style="margin: 0 auto; width: 100%; height: 100%"></div>
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    <div style="position: absolute; z-index: 1000; left: 0;top: 0;">
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        <button onclick="customShader1()">贴图</button>
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        <button onclick="customShader2()">贴图2</button>
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        <button onclick="customShader3()">贴图3</button>
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        <button onclick="clears()">清除</button>
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    </div>
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    <script type="text/javascript">
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        Cesium.Ion.defaultAccessToken = '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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        function customShader1() {
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            let customShader = new Cesium.CustomShader({
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                // lightingModel: Cesium.LightingModel.UNLIT,
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                //  lightingModel: Cesium.LightingModel.PBR,
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                //设置变量,由顶点着色器传递给片元着色器
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                varyings: {
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                    v_normalMC: Cesium.VaryingType.VEC3,
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                    v_st: Cesium.VaryingType.VEC3
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                },
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                //外部传给顶点着色器或者片元着色器
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                uniforms: {
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                    u_texture: {
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                        value: new Cesium.TextureUniform({
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                            url: "./wall.jpg"
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                        }),
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                        type: Cesium.UniformType.SAMPLER_2D
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                    },
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                    u_texture1: {
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                        value: new Cesium.TextureUniform({
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                            url: "./wall1.jpg"
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                        }),
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                        type: Cesium.UniformType.SAMPLER_2D
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                    }
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                },
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                //贴纹理
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                //顶点着色器
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                //将法向量从顶点着色器设置变量传给片元着色器
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                vertexShaderText: `
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                    void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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                            v_normalMC = vsInput.attributes.normalMC;
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                            v_st=vsInput.attributes.positionMC ;   
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                }`,
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                //片元着色器
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                fragmentShaderText: `
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                    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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                        vec3 positionMC = fsInput.attributes.positionMC;
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                        //这里是设置要贴图的图片的尺寸,设置小了会重复
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                        float width = 30.0;
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                        float height = 70.0;
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                        vec3 rgb;
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                        //这是是设置了屋顶的颜色,当和法向量平行时,就是屋顶,这里设置0.95,相当于垂直,建筑物四周开始贴图
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                        if (dot(vec3(0.0, 1.0, 0.0), v_normalMC) > 0.95) {
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                            material.diffuse = vec3(0.65, 0.65, 0.65);
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                        } else {
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                            float textureX = 0.0;
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                            float dotYAxis = dot(vec3(0.0, 0.0, 1.0), v_normalMC);
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                            // cos(45deg) 约等于 0.71,这里是建筑物四周的向量与法向量会大于四十五度夹角
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                            if (dotYAxis > 0.71 || dotYAxis < -0.71) {
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                            //x代表的是前后面
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                                textureX = mod(positionMC.x, width) / width;
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                            } else {
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                            //z代表的是左右面
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                                textureX = mod(positionMC.z, width) / width;
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                            }
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                            float textureY = mod(positionMC.y, height) / height;
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                            //我这里是根据建筑物高度贴了两张不同的图片
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                            if (positionMC.y > 40.0) {
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                                rgb = texture(u_texture, vec2(textureX, textureY)).rgb;       
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                            } else {
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                                rgb = texture(u_texture1, vec2(textureX, textureY)).rgb;
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                            }
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                            material.diffuse = rgb;
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                        }
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                    }`
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            })
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            tileset.customShader = customShader
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        }
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        function customShader2() {
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            let customShader = new Cesium.CustomShader({
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                // lightingModel: Cesium.LightingModel.UNLIT,
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                //  lightingModel: Cesium.LightingModel.PBR,
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                //设置变量,由顶点着色器传递给片元着色器
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                varyings: {
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                    v_normalMC: Cesium.VaryingType.VEC3,
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                    v_st: Cesium.VaryingType.VEC3
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                },
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                //外部传给顶点着色器或者片元着色器
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                uniforms: {
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                    u_texture: {
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                        value: new Cesium.TextureUniform({
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                            url: "./wall.jpg"
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                        }),
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                        type: Cesium.UniformType.SAMPLER_2D
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                    },
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                    u_texture1: {
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                        value: new Cesium.TextureUniform({
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                            url: "./wall.jpg"
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                        }),
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                        type: Cesium.UniformType.SAMPLER_2D
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                    }
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                },
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                //贴纹理
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                //顶点着色器
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                //将法向量从顶点着色器设置变量传给片元着色器
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                vertexShaderText: `
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                void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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                        v_normalMC = vsInput.attributes.normalMC;
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                        v_st=vsInput.attributes.positionMC ;   
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                }`,
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                //片元着色器
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                fragmentShaderText: `
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                    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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                        vec3 positionMC = fsInput.attributes.positionMC;
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                        //这里是设置要贴图的图片的尺寸,设置小了会重复
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                        float width = 30.0;
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                        float height = 70.0;
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                        vec3 rgb;
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                        //这是是设置了屋顶的颜色,当和法向量平行时,就是屋顶,这里设置0.95,相当于垂直,建筑物四周开始贴图
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                        if (dot(vec3(0.0, 1.0, 0.0), v_normalMC) > 0.95) {
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                            material.diffuse = vec3(0.65, 0.65, 0.65);
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                        } else {
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                            float textureX = 0.0;
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                            float dotYAxis = dot(vec3(0.0, 0.0, 1.0), v_normalMC);
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                            // cos(45deg) 约等于 0.71,这里是建筑物四周的向量与法向量会大于四十五度夹角
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                            if (dotYAxis > 0.71 || dotYAxis < -0.71) {
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                            //x代表的是前后面
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                                textureX = mod(positionMC.x, width) / width;
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                            } else {
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                            //z代表的是左右面
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                                textureX = mod(positionMC.z, width) / width;
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                            }
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                            float textureY = mod(positionMC.y, height) / height;
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                            //我这里是根据建筑物高度贴了两张不同的图片
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                            if (positionMC.y > 30.0) {
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                                rgb = texture(u_texture, vec2(textureX, textureY)).rgb;       
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                            } else {
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                                rgb = texture(u_texture1, vec2(textureX, textureY)).rgb;
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                            }
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                            material.diffuse = rgb;
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                            //此处以下为光线效果
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                            float _baseHeight = 10.0; // 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 _glowRange = 120.0; // 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_a13 = fract(czm_frameNumber / 360.0); //此处括号内分母为移动速度,数值越大,速度越慢
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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(0.01, abs(vtxf_h - vtxf_a13)); // 0.1 为高亮光条的范围(粗细)
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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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            tileset.customShader = customShader
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        }
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        function customShader3() {
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            let customShader = new Cesium.CustomShader({
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                varyings: {
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                    v_normalMC: Cesium.VaryingType.VEC3,
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                    v_st: Cesium.VaryingType.VEC3
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                },
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                //外部传给顶点着色器或者片元着色器
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                uniforms: {
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                    u_texture: {
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                        value: new Cesium.TextureUniform({
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                            url: "./wall.jpg"
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                        }),
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                        type: Cesium.UniformType.SAMPLER_2D
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                    },
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                    u_texture1: {
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                        value: new Cesium.TextureUniform({
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                            url: "./wall1.jpg"
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                        }),
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                        type: Cesium.UniformType.SAMPLER_2D
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                    }
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                },
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                //贴纹理
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                //顶点着色器
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                //将法向量从顶点着色器设置变量传给片元着色器
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                vertexShaderText: `
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                    void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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                            v_normalMC = vsInput.attributes.normalMC;
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                            v_st=vsInput.attributes.positionMC ;   
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                }`,
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                //片元着色器
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                fragmentShaderText: `
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                    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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                        vec3 positionMC = fsInput.attributes.positionMC;
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                        //这里是设置要贴图的图片的尺寸,设置小了会重复
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                        float width = 30.0;
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                        float height = 70.0;
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                        vec3 rgb;
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                        //这是是设置了屋顶的颜色,当和法向量平行时,就是屋顶,这里设置0.95,相当于垂直,建筑物四周开始贴图
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                        if (dot(vec3(0.0, 1.0, 0.0), v_normalMC) > 0.95) {
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                            material.diffuse = vec3(0.65, 0.65, 0.65);
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                        } else {
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                            float textureX = 0.0;
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                            float dotYAxis = dot(vec3(0.0, 0.0, 1.0), v_normalMC);
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                            // cos(45deg) 约等于 0.71,这里是建筑物四周的向量与法向量会大于四十五度夹角
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                            if (dotYAxis > 0.71 || dotYAxis < -0.71) {
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                                textureX = mod(positionMC.x, width) / width;
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                            } else {
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                                textureX = mod(positionMC.z, width) / width;
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                            }
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                            float textureY = mod(positionMC.y, height) / height;
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                            rgb = texture(u_texture1, vec2(textureX, textureY)).rgb;      
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                            material.diffuse = rgb;
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                        }
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                    }`
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            })
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            tileset.customShader = customShader
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        }
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        function clears() {
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            let customShader = new Cesium.CustomShader({})
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            tileset.customShader = customShader
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        }
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    </script>
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</body>
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</html> |