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			67 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			2.9 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="./../../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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            "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiIwNDljNWFmZC03MzRlLTRiMDMtYWIwMi00Yjk4YWQ4NzQwZGEiLCJpZCI6MjU5LCJpYXQiOjE3NTEzNzkyMzR9.OTqPNs3UGNnT1LYkPTavV80wN8Es_YphpJgQcpdnqWc";
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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> |