Cesium基础代码段(三)天气shader

        之前用cesium+vue搭建了一个简易的案例系统,算是基础功能的堆砌,也不知道有什么实际用处,算是学习的记录,后续会放在github上。

        有一个天气效果的展示,雨、雪、雾、云的基础展示,前三者比较常见,网上很多现成的shader,后者官方沙盒中有云的案例,可以自己改改。cesium效果一般,可以尝试去threejs或者ue试试玩。

        雨效果:

 

        shader:

//雨
    setRainEffect() {
        const tiltAngle = .2
        const rainSize = 0.3
        const rainSpeed = 60
        if (viewer) {
            let Rain = "uniform sampler2D colorTexture;\n\
            varying vec2 v_textureCoordinates;\n\
            uniform float tiltAngle;\n\
            uniform float rainSize;\n\
            uniform float rainSpeed;\n\
            float hash(float x) {\n\
                return fract(sin(x * 133.3) * 13.13);\n\
            }\n\
            void main(void) {\n\
                float time = czm_frameNumber / rainSpeed;\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 = tiltAngle;\n\
                float si = sin(a), co = cos(a);\n\
                uv *= mat2(co, -si, si, co);\n\
                uv *= length(uv + vec2(0, 4.9)) * rainSize + 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), .5);\n\
            }\n\
            "
            let rainStage = new Cesium.PostProcessStage({
                name: 'yang_rain',
                fragmentShader: Rain,
                uniforms: {
                    tiltAngle: () => {
                        return tiltAngle;
                    },
                    rainSize: () => {
                        return rainSize;
                    },
                    rainSpeed: () => {
                        return rainSpeed;
                    }
                }
            });

            return window.viewer.scene.postProcessStages.add(
                rainStage
            );
        }
    }

        雪效果:

        shader:

 //雪
    setSnowEffect() {
        if (viewer) {
            let fs = "uniform sampler2D colorTexture;\n\
            varying  vec2 v_textureCoordinates;\n\
            \n\
            float snow(vec2 uv,float scale){\n\
                float time = czm_frameNumber / 60.0;\n\
                float w=smoothstep(1.,0.,-uv.y*(scale/10.));\n\
                if(w<.1)return 0.;\n\
                uv+=time/scale;\n\
                uv.y+=time*2./scale;\n\
                uv.x+=sin(uv.y+time*.5)/scale;\n\
                uv*=scale;\n\
                vec2 s=floor(uv),f=fract(uv),p;\n\
                float k=3.,d;\n\
                p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;\n\
                d=length(p);\n\
                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(){\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), 0.3);\n\
                \n\
            }\n\
            ";
            return window.viewer.scene.postProcessStages.add(new Cesium.PostProcessStage({
                name: 'snowEffect',
                fragmentShader: fs
            }));
        }
    }

         雾效果:

        shader:

// 雾天
    setFogEffect() {
        if (viewer) {
            let fragmentShaderSource =
                '\n\
                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=0.6;\n\
                         gl_FragColor = mix(origcolor,fogcolor,f);\n\
                     }'

            return window.viewer.scene.postProcessStages.add(new Cesium.PostProcessStage({
                name: 'FogEffect',
                fragmentShader: fragmentShaderSource
            }));
        }
    }

         云效果:

        代码:

//云
    setcloudEffect(numClouds, startLong, stopLong, startLat, stopLat, minHeight, maxHeight) {
        //加载云特效
        Cesium.Math.setRandomNumberSeed(2.5);
        const clouds = new Cesium.CloudCollection()
        // randomly generate clouds in a certain area
        const rangeLong = stopLong - startLong;
        const rangeLat = stopLat - startLat;
        for (let i = 0; i < numClouds; i++) {
            let long = startLong + getRandomNumberInRange(0, rangeLong);
            let lat = startLat + getRandomNumberInRange(0, rangeLat);
            let height = getRandomNumberInRange(minHeight, maxHeight);
            let scaleX = getRandomNumberInRange(150, 350);
            let scaleY = scaleX / 2.0 - getRandomNumberInRange(0, scaleX / 4.0);
            let slice = getRandomNumberInRange(0.1, 0.7);
            let depth = getRandomNumberInRange(5, 20);
            let aspectRatio = getRandomNumberInRange(1.5, 2.1);
            let cloudHeight = getRandomNumberInRange(5, 20);
            clouds.add({
                position: Cesium.Cartesian3.fromDegrees(long, lat, height),
                scale: new Cesium.Cartesian2(scaleX, scaleY),
                maximumSize: new Cesium.Cartesian3(
                    aspectRatio * cloudHeight,
                    cloudHeight,
                    depth
                ),
                slice: slice,
            });
        }
        viewer.scene.primitives.add(clouds);
        viewer.camera.flyTo({
            destination: Cesium.Cartesian3.fromDegrees(startLong, startLat, 800),//相机位置
            orientation: {
                heading: -5.3, //方位角
                pitch: 0, //倾角
                roll: 0 //旋转角            
            }
        });
        function getRandomNumberInRange(minValue, maxValue) {
            return (
                minValue + Cesium.Math.nextRandomNumber() * (maxValue - minValue)
            );
        }
    }

         参考博客:http://t.csdn.cn/ENVCN

  • 0
    点赞
  • 14
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值