Cesium粒子效果之雨、雪、雾
功能简介
- 气象粒子效果新增
- 气象粒子效果移除
- 组件封装
原理介绍
对Cesium的粒子效果理论理解刚入门,如果有表述不正确欢迎指正。
以下代码快主要是利用Cesium的PostProcessStage,创建特定的glsl格式的着色器,着色器具体代码来源于网络整理,整体已经验证可用。
代码
/***
* 粒子效果:雨、雪、雾
*/
function addPostProcessStage(viewer,name,type){
let stage = getStage(viewer,name),
fs = null;
if(!=stage){
switch(type){
case "snow":
fs = fs_snow();
break;
case "rain":
fs = fs_rain();
break;
case "fog":
fs = fs_fog();
break;
}
}
stage = new Cesium.PostProcessStage({
name : name,
fragmentShader:fs
});
viewer.scene.postProcessStages.add(stage);
}
function removePostProcessStage(viewer,name){
let stage = getStage(viewer,name);
if(stage){
viewer.scene.postProcessStages.remove(stage);
}
}
function getStage(viewer,name){
let stage = null,
stages = viewer.scene.postProcessStages;
for(let i = 0;i<stages._stages.length;i++){
let tmp = stages.get(i);
if(tmp.name == name){
stage = tmp;
break;
}
}
return stage;
}
function fs_snow(){
return 'uniform sampler2D colorTexture;\n'
+ 'varying vec2 v_textureCoordinates;\n'
+ 'float snow(vec2 uv,float scale)\n'
+ '{\n'
+ ' float time = czm_frameNumber / 60.0;\n'
+ ' float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n'
+ ' uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n'
+ ' uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n'
+ ' p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n'
+ ' k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n'
+ ' return k*w;\n'
+ '}\n'
+ 'void main(void){\n'
+ ' vec2 resolution = czm_viewport.zw;\n'
+ ' vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n'
+ ' vec3 finalColor=vec3(0);\n'
+ ' float c = 0.0;\n'
+ ' c+=snow(uv,30.)*.0;\n'
+ ' c+=snow(uv,20.)*.0;\n'
+ ' c+=snow(uv,15.)*.0;\n'
+ ' c+=snow(uv,10.);\n'
+ ' c+=snow(uv,8.);\n'
+ ' c+=snow(uv,6.);\n'
+ ' c+=snow(uv,5.);\n'
+ ' finalColor=(vec3(c));\n'
+ ' gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5);\n'
+ '}';
}
function fs_rain(){
return 'uniform sampler2D colorTexture;\n'
+ 'varying vec2 v_textureCoordinates;\n'
+ ' float hash(float x){\n'
+ ' return fract(sin(x*133.3)*13.13);\n'
+ ' }\n'
+ ' void main(void){\n'
+ ' float time = czm_frameNumber / 60.0;\n'
+ ' vec2 resolution = czm_viewport.zw; \n'
+ ' vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n'
+ ' vec3 c=vec3(.6,.7,.8); \n'
+ ' float a=-.4;\n'
+ ' float si=sin(a),co=cos(a);\n'
+ ' uv*=mat2(co,-si,si,co);\n'
+ ' uv*=length(uv+vec2(0,4.9))*.3+1.;\n'
+ ' float v=1.-sin(hash(floor(uv.x*100.))*2.);\n'
+ ' float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;\n'
+ ' c*=v*b; \n'
+ ' gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); \n'
+ ' }';
}
function fs_fog(){
return 'uniform sampler2D colorTexture;\n'
+' uniform sampler2D depthTexture;\n'
+' varying vec2 v_textureCoordinates;\n'
+' void main(void)\n'
+' {\n'
+' vec4 origcolor=texture2D(colorTexture, v_textureCoordinates);\n'
+' vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);\n'
+' float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n'
+' vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates);\n'
+' float f=(depthcolor.r-0.22)/0.2;\n'
+' if(f<0.0) f=0.0;\n'
+' else if(f>1.0) f=1.0;\n'
+' gl_FragColor = mix(origcolor,fogcolor,f);\n'
+' }';
}
export default{
addPostProcessStage:addPostProcessStage,
removePostProcessStage:removePostProcessStage
}