cesium 环境方法

// cesium 环境变化效果

/**
 * @description: cesium 天气修改
 * @param {any} viewer :实体
 * @param {Boolean} rain :雨
 * @param {Boolean} snow :雪
 * @param {Boolean} fog :雾
 */
function Weather(viewer, rain, snow, fog) {
    viewer.scene.postProcessStages.removeAll();
    if (rain) {
        var e = new Cesium.PostProcessStage({
            name: "czm_rain",
            fragmentShader: FS_Rain(),
        });
        viewer.scene.postProcessStages.add(e)
        function FS_Rain() {
            return "uniform sampler2D colorTexture;\n\
            varying vec2 v_textureCoordinates;\n\
          \n\
            float hash(float x){\n\
              return fract(sin(x*133.3)*13.13);\n\
          }\n\
          \n\
          void main(void){\n\
          \n\
            float time = czm_frameNumber / 60.0;\n\
          vec2 resolution = czm_viewport.zw;\n\
          \n\
          vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
          vec3 c=vec3(.6,.7,.8);\n\
          \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\
          \n\
          float v=1.-sin(hash(floor(uv.x*100.))*100.);\n\
          float b=clamp(abs(sin(15.*time*v+uv.y*(10./(2.+v))))-.95,0.,1.)*4.;\n\
          c*=v*b; \n\
          \n\
          gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5);  \n\
          }\n\
    ";
        }
    }
    if (snow) {
        var snowe = new Cesium.PostProcessStage({
            name: "czm_snow",
            fragmentShader: FS_Snow(),
        });
        viewer.scene.postProcessStages.add(snowe);
        function FS_Snow() {
            return "uniform sampler2D colorTexture;\n\
            varying vec2 v_textureCoordinates;\n\
            \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\
            \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\
            \n\
            }\n\
            ";
        }
    }
    if (fog) {
        var fogthicknessnum = 0.5; //可见度
        var nowfragmentShader = `uniform sampler2D colorTexture;uniform sampler2D
       depthTexture;varying vec2 v_textureCoordinates;
       uniform float fognum;void main(void){vec4 
        origcolor=texture2D(colorTexture, v_textureCoordinates);
        vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);float depth =
         czm_readDepth(depthTexture, v_textureCoordinates);
         vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates)
         ;float f=(depthcolor.r-0.22)/fognum;if(f<0.0) f=0.0;else if(f>1.0) f=1.0;gl_FragColor =
          mix(origcolor,fogcolor,f);}`;
        let rainning = () => {
            var rain = new Cesium.PostProcessStage({
                name: "wuhua",
                fragmentShader: nowfragmentShader,
                uniforms: {
                    scale: 1.1,
                    offset: function () {
                        return new Cesium.Cartesian3(0.1, 0.2, 0.3);
                    },
                    fognum: () => {
                        return fogthicknessnum;
                    },
                },
            });
            viewer.scene.postProcessStages.add(rain);
        };
        rainning();
    }
}

export {
    Weather
};

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