我决定不从Babylonjs 基础来讲了 直接整合cesium与babylonjs可视化来讲
我整合一个类库 后续不断更新中
npm i @haibalai/cesium-babylonjs
初始化cesium -babylonjs 类库, map 是cesium 的viewer对象
import { BabylonMapManager } from “@haibalai/cesium-babylonjs”;
BabylonMapManager.init(map);
添加特效
import { BabylonMapManager } from “@haibalai/cesium-babylonjs”;
const fragmentShader = `
precision highp float;
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
floatrandom (in vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
floatnoise (in vec2 _st) {
vec2 i = floor(_st);
vec2 f = fract(_st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3. - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1. - u.x) +
(d - b) * u.x * u.y;
}
floatlight(in vec2 pos,infloat size,infloat radius,infloat inner_fade,infloat outer_fade){
float len = length(pos/size);
return pow(clamp((1.0 - pow( clamp(len-radius,0.0,1.0) , 1.0/inner_fade)),0.0,1.0),1.0/outer_fade);
}
floatflare(infloat angle,infloat alpha,infloat time){
float t = time;
float n = noise(vec2(t+0.5+abs(angle)+pow(alpha,0.6),t-abs(angle)+pow(alpha+0.1,0.6))*7.0);
Cesium 与 Babylon.js 可视化 glsl 特效篇(十五) - 小专栏