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				https://github.com/jiawanlong/Cesium-Examples.git
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			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;
 | 
						||
      shadowParameters.normalShadingSmooth=shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.w;
 | 
						||
      shadowParameters.darkness=shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.w;
 | 
						||
      vec3 directionEC=positionEC.xyz-shadowMap_lightPositionEC.xyz;
 | 
						||
      float distance=length(directionEC);
 | 
						||
      directionEC=normalize(directionEC);
 | 
						||
      float radius=shadowMap_lightPositionEC.w;
 | 
						||
      if(distance>radius)
 | 
						||
      {
 | 
						||
        return 2.0;
 | 
						||
      }
 | 
						||
      vec3 directionWC=czm_inverseViewRotation*directionEC;
 | 
						||
 | 
						||
      shadowParameters.depth=distance/radius-0.0003;
 | 
						||
      shadowParameters.nDotL=clamp(dot(normalEC,-directionEC),0.,1.);
 | 
						||
 | 
						||
      shadowParameters.texCoords=directionWC;
 | 
						||
      float visibility=czm_shadowVisibility(shadowMap_textureCube,shadowParameters);
 | 
						||
      return visibility;
 | 
						||
    }
 | 
						||
 | 
						||
    bool visible(in vec4 result)
 | 
						||
    {
 | 
						||
      result.x/=result.w;
 | 
						||
      result.y/=result.w;
 | 
						||
      result.z/=result.w;
 | 
						||
      return result.x>=-1.&&result.x<=1.&&result.y>=-1.&&result.y<=1.&&result.z>=-1.&&result.z<=1.;
 | 
						||
    }
 | 
						||
    out vec4 fragColor;
 | 
						||
    void main(){
 | 
						||
      // 得到釉色 = 结构二维(彩色纹理,纹理坐标)
 | 
						||
      fragColor=texture(colorTexture,v_textureCoordinates);
 | 
						||
      // 深度 = (釉色 = 结构二维(深度纹理,纹理坐标))
 | 
						||
      float depth=getDepth(texture(depthTexture,v_textureCoordinates));
 | 
						||
      // 视角 = (纹理坐标,深度)
 | 
						||
      vec4 viewPos=toEye(v_textureCoordinates,depth);
 | 
						||
      //世界坐标
 | 
						||
      vec4 wordPos=czm_inverseView*viewPos;
 | 
						||
      // 虚拟相机中坐标
 | 
						||
      vec4 vcPos=camera_view_matrix*wordPos;
 | 
						||
      float near=.001*far;
 | 
						||
      float dis=length(vcPos.xyz);
 | 
						||
      if(dis>near&&dis<far){
 | 
						||
        //透视投影
 | 
						||
        vec4 posInEye=camera_projection_matrix*vcPos;
 | 
						||
        // 可视区颜色
 | 
						||
        vec4 v_color=vec4(0.,1.,0.,.5);
 | 
						||
        vec4 inv_color=vec4(1.,0.,0.,.5);
 | 
						||
        if(visible(posInEye)){
 | 
						||
          float vis=shadow(viewPos);
 | 
						||
          if(vis>=0.3){
 | 
						||
            fragColor=mix(fragColor,vec4(0.,1.,0.0,.5),.5);
 | 
						||
            // if(vis==(4.0/9.0))
 | 
						||
            // {
 | 
						||
            //     fragColor=vec4(0.,1.,1,.5);
 | 
						||
            // }else if(vis==(5.0/9.0))
 | 
						||
            // {
 | 
						||
            //     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);
 | 
						||
    }
 | 
						||
}
 |