mirror of
				https://github.com/jiawanlong/Cesium-Examples.git
				synced 2025-11-04 09:14:17 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			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。
 | 
						||
//SkyBoxOnGround.js
 | 
						||
 | 
						||
// const Cesium = window.Cesium;
 | 
						||
const BoxGeometry = Cesium.BoxGeometry;
 | 
						||
const Cartesian3 = Cesium.Cartesian3;
 | 
						||
const defaultValue = Cesium.defaultValue;
 | 
						||
const defined = Cesium.defined;
 | 
						||
const destroyObject = Cesium.destroyObject;
 | 
						||
const DeveloperError = Cesium.DeveloperError;
 | 
						||
const GeometryPipeline = Cesium.GeometryPipeline;
 | 
						||
const Matrix3 = Cesium.Matrix3;
 | 
						||
const Matrix4 = Cesium.Matrix4;
 | 
						||
const Transforms = Cesium.Transforms;
 | 
						||
const VertexFormat = Cesium.VertexFormat;
 | 
						||
const BufferUsage = Cesium.BufferUsage;
 | 
						||
const CubeMap = Cesium.CubeMap;
 | 
						||
const DrawCommand = Cesium.DrawCommand;
 | 
						||
const loadCubeMap = Cesium.loadCubeMap;
 | 
						||
const RenderState = Cesium.RenderState;
 | 
						||
const VertexArray = Cesium.VertexArray;
 | 
						||
const BlendingState = Cesium.BlendingState;
 | 
						||
const SceneMode = Cesium.SceneMode;
 | 
						||
const ShaderProgram = Cesium.ShaderProgram;
 | 
						||
const ShaderSource = Cesium.ShaderSource;
 | 
						||
const skyboxMatrix3 = new Matrix3();
 | 
						||
 | 
						||
/**
 | 
						||
 * @class DEUGlobe.Scene.SkyBoxOnGround
 | 
						||
 * @category  场景
 | 
						||
 * @classdesc 近景天空盒
 | 
						||
 * @param {Object} options - 参数。
 | 
						||
 * @param {Object} options.sources  - 近地天空盒来源。
 | 
						||
 */
 | 
						||
 | 
						||
class SkyBoxOnGround {
 | 
						||
  constructor(options) {
 | 
						||
    /**
 | 
						||
     * 为了兼容高版本的Cesium,因为新版cesium中getRotation被移除
 | 
						||
     */
 | 
						||
    if (!Cesium.defined(Cesium.Matrix4.getRotation)) {
 | 
						||
      Cesium.Matrix4.getRotation = Cesium.Matrix4.getMatrix3;
 | 
						||
    }
 | 
						||
    this.sources = options.sources;
 | 
						||
    this._sources = undefined;
 | 
						||
    this.show = defaultValue(options.show, true);
 | 
						||
 | 
						||
    this._command = new DrawCommand({
 | 
						||
      modelMatrix: Matrix4.clone(Matrix4.IDENTITY),
 | 
						||
      owner: this,
 | 
						||
    });
 | 
						||
    this._cubeMap = undefined;
 | 
						||
 | 
						||
    this._attributeLocations = undefined;
 | 
						||
    this._useHdr = undefined;
 | 
						||
  }
 | 
						||
 | 
						||
  update(frameState, useHdr) {
 | 
						||
    const that = this;
 | 
						||
 | 
						||
    //片元着色器,直接从源码复制
 | 
						||
    // -------------- requestWebgl1: true,--------------
 | 
						||
    //  const SkyBoxFS =
 | 
						||
    //  "uniform samplerCube u_cubeMap;\n\
 | 
						||
    // varying vec3 v_texCoord;\n\
 | 
						||
    // void main()\n\
 | 
						||
    // {\n\
 | 
						||
    // vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));\n\
 | 
						||
    // gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);\n\
 | 
						||
    // }\n\
 | 
						||
    // ";
 | 
						||
 | 
						||
    const SkyBoxFS = `precision highp float;
 | 
						||
 | 
						||
uniform samplerCube u_cubeMap;
 | 
						||
in vec3 v_texCoord;
 | 
						||
out vec4 fragColor;
 | 
						||
 | 
						||
void main() {
 | 
						||
    vec4 color = texture(u_cubeMap, normalize(v_texCoord));
 | 
						||
    fragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
 | 
						||
}`;
 | 
						||
 | 
						||
    //顶点着色器有修改,主要是乘了一个旋转矩阵
 | 
						||
    // -------------- requestWebgl1: true,--------------
 | 
						||
    // const SkyBoxVS =
 | 
						||
    //     "attribute vec3 position;\n\
 | 
						||
    // varying vec3 v_texCoord;\n\
 | 
						||
    // uniform mat3 u_rotateMatrix;\n\
 | 
						||
    // void main()\n\
 | 
						||
    // {\n\
 | 
						||
    // vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));\n\
 | 
						||
    // gl_Position = czm_projection * vec4(p, 1.0);\n\
 | 
						||
    // v_texCoord = position.xyz;\n\
 | 
						||
    // }\n\
 | 
						||
    // ";
 | 
						||
 | 
						||
    const SkyBoxVS = `#version 300 es
 | 
						||
 | 
						||
precision highp float;
 | 
						||
 | 
						||
in vec3 position;
 | 
						||
out vec3 v_texCoord;
 | 
						||
 | 
						||
uniform mat3 u_rotateMatrix;
 | 
						||
 | 
						||
void main() {
 | 
						||
    vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));
 | 
						||
    gl_Position = czm_projection * vec4(p, 1.0);
 | 
						||
    v_texCoord = position;
 | 
						||
}
 | 
						||
`;
 | 
						||
 | 
						||
    if (!this.show) {
 | 
						||
      return undefined;
 | 
						||
    }
 | 
						||
 | 
						||
    if (
 | 
						||
      frameState.mode !== SceneMode.SCENE3D &&
 | 
						||
      frameState.mode !== SceneMode.MORPHING
 | 
						||
    ) {
 | 
						||
      return undefined;
 | 
						||
    }
 | 
						||
 | 
						||
    if (!frameState.passes.render) {
 | 
						||
      return undefined;
 | 
						||
    }
 | 
						||
 | 
						||
    const context = frameState.context;
 | 
						||
 | 
						||
    if (this._sources !== this.sources) {
 | 
						||
      this._sources = this.sources;
 | 
						||
      const sources = this.sources;
 | 
						||
 | 
						||
      if (
 | 
						||
        !defined(sources.positiveX) ||
 | 
						||
        !defined(sources.negativeX) ||
 | 
						||
        !defined(sources.positiveY) ||
 | 
						||
        !defined(sources.negativeY) ||
 | 
						||
        !defined(sources.positiveZ) ||
 | 
						||
        !defined(sources.negativeZ)
 | 
						||
      ) {
 | 
						||
        throw new DeveloperError(
 | 
						||
          "this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties."
 | 
						||
        );
 | 
						||
      }
 | 
						||
 | 
						||
      if (
 | 
						||
        typeof sources.positiveX !== typeof sources.negativeX ||
 | 
						||
        typeof sources.positiveX !== typeof sources.positiveY ||
 | 
						||
        typeof sources.positiveX !== typeof sources.negativeY ||
 | 
						||
        typeof sources.positiveX !== typeof sources.positiveZ ||
 | 
						||
        typeof sources.positiveX !== typeof sources.negativeZ
 | 
						||
      ) {
 | 
						||
        throw new DeveloperError(
 | 
						||
          "this.sources properties must all be the same type."
 | 
						||
        );
 | 
						||
      }
 | 
						||
 | 
						||
      if (typeof sources.positiveX === "string") {
 | 
						||
        // Given urls for cube-map images.  Load them.
 | 
						||
        loadCubeMap(context, this._sources).then(function (cubeMap) {
 | 
						||
          that._cubeMap = that._cubeMap && that._cubeMap.destroy();
 | 
						||
          that._cubeMap = cubeMap;
 | 
						||
        });
 | 
						||
      } else {
 | 
						||
        this._cubeMap = this._cubeMap && this._cubeMap.destroy();
 | 
						||
        this._cubeMap = new CubeMap({
 | 
						||
          context: context,
 | 
						||
          source: sources,
 | 
						||
        });
 | 
						||
      }
 | 
						||
    }
 | 
						||
 | 
						||
    const command = this._command;
 | 
						||
 | 
						||
    command.modelMatrix = Transforms.eastNorthUpToFixedFrame(
 | 
						||
      frameState.camera._positionWC
 | 
						||
    );
 | 
						||
    if (!defined(command.vertexArray)) {
 | 
						||
      command.uniformMap = {
 | 
						||
        u_cubeMap: function () {
 | 
						||
          return that._cubeMap;
 | 
						||
        },
 | 
						||
        u_rotateMatrix: function () {
 | 
						||
          return Matrix4.getRotation(command.modelMatrix, skyboxMatrix3);
 | 
						||
        },
 | 
						||
      };
 | 
						||
 | 
						||
      const geometry = BoxGeometry.createGeometry(
 | 
						||
        BoxGeometry.fromDimensions({
 | 
						||
          dimensions: new Cartesian3(2.0, 2.0, 2.0),
 | 
						||
          vertexFormat: VertexFormat.POSITION_ONLY,
 | 
						||
        })
 | 
						||
      );
 | 
						||
      const attributeLocations = (this._attributeLocations =
 | 
						||
        GeometryPipeline.createAttributeLocations(geometry));
 | 
						||
 | 
						||
      command.vertexArray = VertexArray.fromGeometry({
 | 
						||
        context: context,
 | 
						||
        geometry: geometry,
 | 
						||
        attributeLocations: attributeLocations,
 | 
						||
        bufferUsage: BufferUsage._DRAW,
 | 
						||
      });
 | 
						||
 | 
						||
      command.renderState = RenderState.fromCache({
 | 
						||
        blending: BlendingState.ALPHA_BLEND,
 | 
						||
      });
 | 
						||
    }
 | 
						||
 | 
						||
    if (!defined(command.shaderProgram) || this._useHdr !== useHdr) {
 | 
						||
      const fs = new ShaderSource({
 | 
						||
        defines: [useHdr ? "HDR" : ""],
 | 
						||
        sources: [SkyBoxFS],
 | 
						||
      });
 | 
						||
      command.shaderProgram = ShaderProgram.fromCache({
 | 
						||
        context: context,
 | 
						||
        vertexShaderSource: SkyBoxVS,
 | 
						||
        fragmentShaderSource: fs,
 | 
						||
        attributeLocations: this._attributeLocations,
 | 
						||
      });
 | 
						||
      this._useHdr = useHdr;
 | 
						||
    }
 | 
						||
 | 
						||
    if (!defined(this._cubeMap)) {
 | 
						||
      return undefined;
 | 
						||
    }
 | 
						||
 | 
						||
    return command;
 | 
						||
  }
 | 
						||
 | 
						||
  isDestroyed() {
 | 
						||
    return false;
 | 
						||
  }
 | 
						||
 | 
						||
  destroy() {
 | 
						||
    const command = this._command;
 | 
						||
    command.vertexArray = command.vertexArray && command.vertexArray.destroy();
 | 
						||
    command.shaderProgram =
 | 
						||
      command.shaderProgram && command.shaderProgram.destroy();
 | 
						||
    this._cubeMap = this._cubeMap && this._cubeMap.destroy();
 | 
						||
    return destroyObject(this);
 | 
						||
  }
 | 
						||
}
 |