mirror of
				https://github.com/jiawanlong/Cesium-Examples.git
				synced 2025-11-04 01:04:17 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			266 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
			
		
		
	
	
			266 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
<!--********************************************************************
 | 
						||
* by dagedezhiyin
 | 
						||
https://blog.csdn.net/dagedezhiyin/article/details/146601505
 | 
						||
*********************************************************************-->
 | 
						||
<!DOCTYPE html>
 | 
						||
<html>
 | 
						||
 | 
						||
<head>
 | 
						||
    <meta charset="UTF-8" />
 | 
						||
    <script src="https://cesium.com/downloads/cesiumjs/releases/1.127/Build/Cesium/Cesium.js"></script>
 | 
						||
    <link href="https://cesium.com/downloads/cesiumjs/releases/1.127/Build/Cesium/Widgets/widgets.css"
 | 
						||
        rel="stylesheet" />
 | 
						||
    <script src="./cesium.map.min.js"></script>
 | 
						||
</head>
 | 
						||
 | 
						||
<body style="
 | 
						||
      margin: 0;
 | 
						||
      overflow: hidden;
 | 
						||
      background: #fff;
 | 
						||
      width: 100%;
 | 
						||
      height: 100%;
 | 
						||
      position: absolute;
 | 
						||
      top: 0;
 | 
						||
    ">
 | 
						||
    <div id="map" style="margin: 0 auto; width: 100%; height: 100%"></div>
 | 
						||
 | 
						||
    <script type="text/javascript">
 | 
						||
 | 
						||
        function init() { }
 | 
						||
 | 
						||
        Cesium.Ion.defaultAccessToken =
 | 
						||
            "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiIyNDMxOTA2NS1lY2Q3LTQ0YmUtOTE1Mi1iNWE2OGYwZjc0MjkiLCJpZCI6MjM1NjMwLCJpYXQiOjE3MzA3MjQzMTJ9.Xhu-9FyVEyqBKWEr0V9Sybt-elTCWHt9peL9-mNh-4E";
 | 
						||
 | 
						||
        let viewer = new Cesium.Viewer("map", {});
 | 
						||
        viewer.imageryLayers.remove(viewer.imageryLayers.get(0));
 | 
						||
 | 
						||
        // // 添加底图
 | 
						||
        // var options = {
 | 
						||
        //     style: "elec",
 | 
						||
        //     crs: "WGS84",
 | 
						||
        // };
 | 
						||
        // viewer.imageryLayers.add(
 | 
						||
        //     new Cesium.ImageryLayer(new Cesium.AMapImageryProvider(options))
 | 
						||
        // );
 | 
						||
        // setViewerTheme(viewer);
 | 
						||
 | 
						||
        var options = {
 | 
						||
            crs: "WGS84", // 使用84坐标系,默认为:GCJ02
 | 
						||
            style: 4,
 | 
						||
        };
 | 
						||
        viewer.imageryLayers.add(
 | 
						||
            new Cesium.ImageryLayer(new Cesium.TencentImageryProvider(options))
 | 
						||
        );
 | 
						||
 | 
						||
        // 添加白膜
 | 
						||
        initTiles();
 | 
						||
 | 
						||
        async function initTiles() {
 | 
						||
            // 加载 3D Tiles
 | 
						||
            const palaceTileset = await Cesium.Cesium3DTileset.fromUrl(
 | 
						||
                "http://localhost:81/hefei/tileset.json"
 | 
						||
            );
 | 
						||
 | 
						||
            // 添加到场景
 | 
						||
            viewer.scene.primitives.add(palaceTileset);
 | 
						||
 | 
						||
            const lightPositionRed = Cesium.Cartesian3.fromDegrees(
 | 
						||
                117.23585,
 | 
						||
                31.83864,
 | 
						||
                100
 | 
						||
            );
 | 
						||
 | 
						||
            const lightPositionGreen = Cesium.Cartesian3.fromDegrees(
 | 
						||
                117.21589,
 | 
						||
                31.840009,
 | 
						||
                100
 | 
						||
            );
 | 
						||
 | 
						||
            const lightPositionBlue = Cesium.Cartesian3.fromDegrees(
 | 
						||
                117.213929,
 | 
						||
                31.8500233,
 | 
						||
                100
 | 
						||
            );
 | 
						||
 | 
						||
            const lightColorRed = new Cesium.Cartesian3(3.0, 0.0, 0.0);
 | 
						||
            const lightColorGreen = new Cesium.Cartesian3(0.0, 3.0, 0.0);
 | 
						||
            const lightColorBlue = new Cesium.Cartesian3(1.0, 3.0, 3.0);
 | 
						||
 | 
						||
            const lightRadius = 700.0;
 | 
						||
 | 
						||
            palaceTileset.customShader = new Cesium.CustomShader({
 | 
						||
                mode: Cesium.CustomShaderMode.REPLACE_MATERIAL,
 | 
						||
                lightingModel: Cesium.LightingModel.UNLIT,
 | 
						||
                uniforms: {
 | 
						||
                    u_lightPositionRed: {
 | 
						||
                        type: Cesium.UniformType.VEC3,
 | 
						||
                        value: lightPositionRed,
 | 
						||
                    },
 | 
						||
                    u_lightPositionGreen: {
 | 
						||
                        type: Cesium.UniformType.VEC3,
 | 
						||
                        value: lightPositionGreen,
 | 
						||
                    },
 | 
						||
                    u_lightPositionBlue: {
 | 
						||
                        type: Cesium.UniformType.VEC3,
 | 
						||
                        value: lightPositionBlue,
 | 
						||
                    },
 | 
						||
 | 
						||
                    u_lightColorRed: {
 | 
						||
                        type: Cesium.UniformType.VEC3,
 | 
						||
                        value: lightColorRed,
 | 
						||
                    },
 | 
						||
                    u_lightColorGreen: {
 | 
						||
                        type: Cesium.UniformType.VEC3,
 | 
						||
                        value: lightColorGreen,
 | 
						||
                    },
 | 
						||
                    u_lightColorBlue: {
 | 
						||
                        type: Cesium.UniformType.VEC3,
 | 
						||
                        value: lightColorBlue,
 | 
						||
                    },
 | 
						||
 | 
						||
                    u_lightRadius: {
 | 
						||
                        type: Cesium.UniformType.FLOAT,
 | 
						||
                        value: lightRadius,
 | 
						||
                    },
 | 
						||
                },
 | 
						||
                fragmentShaderText: `
 | 
						||
                    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {                 
 | 
						||
                        vec3 positionWC = (czm_model * vec4(fsInput.attributes.positionMC, 1.0)).xyz;
 | 
						||
                        vec3 normalEC = normalize(fsInput.attributes.normalEC);
 | 
						||
                        vec3 totalLight = vec3(0.0);
 | 
						||
                        // 计算红色光源
 | 
						||
                        vec3 lightDirRed = u_lightPositionRed - positionWC;
 | 
						||
                        float distanceRed = length(lightDirRed);
 | 
						||
                        vec3 lightDirectionRed = normalize(lightDirRed);
 | 
						||
                        float diffuseFactorRed = max(dot(normalEC, lightDirectionRed), 0.9);
 | 
						||
                        vec3 diffuseRed = diffuseFactorRed * u_lightColorRed;
 | 
						||
                        float distanceFactorRed = clamp(distanceRed / u_lightRadius, 0.2, 1.0);
 | 
						||
                        // 修改为你提供的颜色
 | 
						||
                        vec3 customRedColor = vec3(0.0, 0.1, 0.3); // 自定义颜色:#3C96FA (RGB)
 | 
						||
                        // 如果在光源范围外,设置渐变颜色
 | 
						||
                        vec3 mixedColorRed = mix(customRedColor, diffuseRed, 1.0 - distanceFactorRed); // 从蓝色到红色的渐变
 | 
						||
                        totalLight += mixedColorRed;
 | 
						||
                        // 计算绿色光源
 | 
						||
                        vec3 lightDirGreen = u_lightPositionGreen - positionWC;
 | 
						||
                        float distanceGreen = length(lightDirGreen);
 | 
						||
                        vec3 lightDirectionGreen = normalize(lightDirGreen);
 | 
						||
                        float diffuseFactorGreen = max(dot(normalEC, lightDirectionGreen), 0.9);
 | 
						||
                        vec3 diffuseGreen = diffuseFactorGreen * u_lightColorGreen;
 | 
						||
                        float distanceFactorGreen = clamp(distanceGreen / u_lightRadius, 0.2, 1.0);
 | 
						||
                        // 修改为你提供的颜色
 | 
						||
                        vec3 customGreenColor = vec3(0,0.1,0.3); // 自定义颜色:#3C96FA (RGB)
 | 
						||
                        // 如果在光源范围外,设置渐变颜色
 | 
						||
                        vec3 mixedColorGreen = mix(customGreenColor, diffuseGreen, 1.0 - distanceFactorGreen); // 从蓝色到红色的渐变
 | 
						||
                        totalLight += mixedColorGreen;
 | 
						||
                        // 计算蓝色光源
 | 
						||
                        vec3 lightDirBlue = u_lightPositionBlue - positionWC;
 | 
						||
                        float distanceBlue = length(lightDirBlue);
 | 
						||
                        vec3 lightDirectionBlue = normalize(lightDirBlue);
 | 
						||
                        float diffuseFactorBlue = max(dot(normalEC, lightDirectionBlue), 0.9);
 | 
						||
                        vec3 diffuseBlue = diffuseFactorBlue * u_lightColorBlue;
 | 
						||
                        float distanceFactorBlue = clamp(distanceBlue / u_lightRadius, 0.2, 1.0);
 | 
						||
                        // 修改为你提供的颜色
 | 
						||
                        vec3 customBlueColor = vec3(0,0.1,0.3); // 自定义颜色:#3C96FA (RGB)
 | 
						||
                        // 如果在光源范围外,设置渐变颜色
 | 
						||
                        vec3 mixedColorBlue = mix(customBlueColor, diffuseBlue, 1.0 - distanceFactorBlue); // 从蓝色到红色的渐变
 | 
						||
                        totalLight += mixedColorBlue;
 | 
						||
                        material.diffuse = totalLight;
 | 
						||
                        // 计算光环效果(保持原样)
 | 
						||
                        float _baseHeight = -10.0;
 | 
						||
                        float _heightRange = 100.0;
 | 
						||
                        float _glowRange = 300.0;
 | 
						||
                        float vtxf_height = fsInput.attributes.positionMC.z - _baseHeight;
 | 
						||
                        float vtxf_a11 = fract(czm_frameNumber / 100.0) * 3.14159265 * 2.0;
 | 
						||
                        float vtxf_a12 = vtxf_height / _heightRange + sin(vtxf_a11) * 0.1;
 | 
						||
                        material.diffuse *= vec3(vtxf_a12, vtxf_a12, vtxf_a12);
 | 
						||
                        
 | 
						||
                        float vtxf_a13 = fract(czm_frameNumber / 360.0);
 | 
						||
                        float vtxf_h = clamp(vtxf_height / _glowRange, 0.0, 1.0);
 | 
						||
                        vtxf_a13 = abs(vtxf_a13 - 0.5) * 2.0;
 | 
						||
                        float vtxf_diff = step(0.005, abs(vtxf_h - vtxf_a13));
 | 
						||
                        material.diffuse += material.diffuse * (1.0 - vtxf_diff);
 | 
						||
                    }
 | 
						||
                `,
 | 
						||
            });
 | 
						||
 | 
						||
            viewer.zoomTo(palaceTileset);
 | 
						||
 | 
						||
 | 
						||
            // setTimeout(() => {
 | 
						||
            //     updateLightPosition(palaceTileset, 121.25, 31.4, "red");
 | 
						||
            // }, 5000);
 | 
						||
 | 
						||
 | 
						||
 | 
						||
        }
 | 
						||
 | 
						||
        // 动态更新光源位置
 | 
						||
        function updateLightPosition(tileset, newLongitude, newLatitude, lightIndex) {
 | 
						||
            const newLightPosition = Cesium.Cartesian3.fromDegrees(
 | 
						||
                newLongitude,
 | 
						||
                newLatitude,
 | 
						||
                100
 | 
						||
            );
 | 
						||
 | 
						||
            // 根据 lightIndex 更新不同的光源位置
 | 
						||
            if (lightIndex === "red") {
 | 
						||
                tileset.customShader.uniforms.u_lightPositionRed.value =
 | 
						||
                    newLightPosition;
 | 
						||
            } else if (lightIndex === "green") {
 | 
						||
                tileset.customShader.uniforms.u_lightPositionGreen.value =
 | 
						||
                    newLightPosition;
 | 
						||
            } else if (lightIndex === "blue") {
 | 
						||
                tileset.customShader.uniforms.u_lightPositionBlue.value =
 | 
						||
                    newLightPosition;
 | 
						||
            }
 | 
						||
        }
 | 
						||
 | 
						||
        function setViewerTheme(viewer, options = {}) {
 | 
						||
            const baseLayer = viewer.imageryLayers.get(0);
 | 
						||
            if (!baseLayer) return;
 | 
						||
 | 
						||
            baseLayer.brightness = options.brightness ?? 0.6;
 | 
						||
 | 
						||
            baseLayer.contrast = options.contrast ?? 1.8;
 | 
						||
 | 
						||
            baseLayer.gamma = options.gamma ?? 0.3;
 | 
						||
 | 
						||
            baseLayer.hue = options.hue ?? 1;
 | 
						||
 | 
						||
            baseLayer.saturation = options.saturation || 0;
 | 
						||
 | 
						||
            const baseFragShader =
 | 
						||
                viewer.scene.globe._surfaceShaderSet.baseFragmentShaderSource
 | 
						||
                    .sources;
 | 
						||
 | 
						||
            for (let i = 0; i < baseFragShader.length; i++) {
 | 
						||
                const strS =
 | 
						||
                    "color = czm_saturation(color, textureSaturation);\n#endif\n";
 | 
						||
 | 
						||
                let strT =
 | 
						||
                    "color = czm_saturation(color, textureSaturation);\n#endif\n";
 | 
						||
 | 
						||
                if (!options.invertColor) {
 | 
						||
                    strT += `
 | 
						||
                    color.r = 1.0 - color.r;
 | 
						||
                    color.g = 1.0 - color.g;
 | 
						||
                    color.b = 1.0 - color.b;
 | 
						||
                `;
 | 
						||
                }
 | 
						||
 | 
						||
                strT += `
 | 
						||
                color.r = color.r * ${options.filterRGB_R ?? 100}.0/255.0;
 | 
						||
                color.g = color.g * ${options.filterRGB_G ?? 138}.0/255.0;
 | 
						||
                color.b = color.b * ${options.filterRGB_B ?? 230}.0/255.0;
 | 
						||
            `;
 | 
						||
 | 
						||
                baseFragShader[i] = baseFragShader[i].replace(strS, strT);
 | 
						||
            }
 | 
						||
            viewer.scene.requestRender();
 | 
						||
        }
 | 
						||
 | 
						||
 | 
						||
    </script>
 | 
						||
</body>
 | 
						||
 | 
						||
</html> |