Cesium 与 Babylon.js 可视化 glsl 特效篇(十六)

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;
const vec2 iResolution = vec2(1.0,1.0);
varying vec2 vUv;
vec3 rY(vec3 p, float a) {
vec3 q = p;
float c = cos(a);
float s = sin(a);
q.x = c * p.x + s * p.z;
q.z = -s * p.x + c * p.z;
return q;
}
// returns a pair of values for the distances along the ray at which there are sphere intersections, or 0 if none
vec2 sphereIntersectionDistances(vec3 rayOrigin, vec3 rayDirection, vec3 sphereOrigin, float sphereRadius) {
vec3 toCenter = sphereOrigin - rayOrigin;
float toCenterAlongRay = dot(toCenter, rayDirection);
float perpendicularDistanceSquared = dot(toCenter, toCenter) - toCenterAlongRay * toCenterAlongRay;
float radiusSquared = sphereRadius * sphereRadius;
if (perpendicularDistanceSquared > radiusSquared) { // ray doesn’t touch the sphere
return vec2(0.);
}
float insideSphereAlongRay = sqrt(radiusSquared - perpendicularDistanceSquared); // half the length of the portion of the ray inside the sphere
float intersection1 = toCenterAlongRay - insideSphereAlongRay;
float intersection2 = toCenterAlongRay + insideSphereAlongRay;
Cesium 与 Babylon.js 可视化 glsl 特效篇(十六) - 小专栏

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