在上一篇的基础上,增加水面的倒影。上篇地址:
Cesium自定义shader材质实现逼真水面,支持uniforms属性实时修改_cesium uniforms_微笑面对bug的博客-CSDN博客
倒影的原理:计算相机到水平面视点的入射光线的反射光线,用反射光线方向向量在一个天空盒上采样。由于没找到自定义材质传入CubeTexture的接口,索性传入6张图片,手动实现一遍textureCube采样。
源码地址:https://gitee.com/changjiuxiong/Cesium-1.62Test/blob/master/Apps/shaderMaterial_uniforms_skybox.html
仓库地址:https://gitee.com/changjiuxiong/Cesium-1.62Test
版权所有,请勿用于商业用途。
附源码:
<!DOCTYPE html>
<html lang="en">
<head>
<!-- Use correct character set. -->
<meta charset="utf-8">
<!-- Tell IE to use the latest, best version. -->
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<!-- Make the application on mobile take up the full browser screen and disable user scaling. -->
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no">
<title>Hello World!</title>
<script src="../Build/Cesium/Cesium.js"></script>
<style>
@import url(../Build/Cesium/Widgets/widgets.css);
html, body, #cesiumContainer {
width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden;
}
</style>
</head>
<body>
<div id="cesiumContainer"></div>
<script>
Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiJmNjJjMzY0OS1hZGQxLTRiZmYtYWYwNS03NmIyM2MwMDgwZDAiLCJpZCI6MTIzMTgsInNjb3BlcyI6WyJhc3IiLCJnYyJdLCJpYXQiOjE1NjA4NDQ3Mjd9.OLTL_rs2gAi2R9zoztBHcJPDHnVl2Q7OZxRtZhoCeZE';
var viewer = new Cesium.Viewer('cesiumContainer');
var box = new Cesium.BoxGeometry({
vertexFormat : Cesium.VertexFormat.POSITION_NORMAL_AND_ST,
maximum : new Cesium.Cartesian3(250000.0, 250000.0, 0),
minimum : new Cesium.Cartesian3(-250000.0, -250000.0, 0)
});
var geometry = Cesium.BoxGeometry.createGeometry(box);
let inst = new Cesium.GeometryInstance({
geometry: geometry
});
let planePos = Cesium.Cartesian3.fromDegrees(110, 40, 0);
let modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(
planePos
);
let planeNor = Cesium.Cartesian3.normalize(planePos, new Cesium.Cartesian3());
// 自定义材质
let aper = new Cesium.MaterialAppearance({
material: new Cesium.Material({
fabric: {
uniforms: {
iTime: 0,
planeNor: planeNor,
skyBoxU: './img/py.png',
skyBoxD: './img/ny.png',
skyBoxR: './img/px.png',
skyBoxL: './img/nx.png',
skyBoxF: './img/nz.png',
skyBoxB: './img/pz.png',
},
source:`
const int NUM_STEPS = 8;
const float PI = 3.141592;
const float EPSILON = 1e-3;
//#define EPSILON_NRM (0.1 / iResolution.x)
#define EPSILON_NRM (0.1 / 200.0)
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 1.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
//#define SEA_TIME (1.0 + iTime * SEA_SPEED)
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
float SEA_TIME = 1.0 + iTime * SEA_SPEED;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float SEA_TIME = 1.0 + iTime * SEA_SPEED;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = pow(fresnel,3.0) * 0.65;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
vec4 czm_getMaterial(vec2 vUv, vec3 positionWC)
{
vec2 uv = vUv;
uv = vUv * 2.0 - 1.0;
// return texture2D(skyBox,uv);
float time = iTime * 0.3 + 0.0*0.01;
// ray
vec3 ang = vec3(0, 1.2, 0.0);
vec3 ori = vec3(0.0,3.5,0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
vec3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),0.3)
);
vec3 cameraPos = czm_encodedCameraPositionMCHigh + czm_encodedCameraPositionMCLow;
vec3 inDir = normalize(positionWC - cameraPos);
vec3 refDir = normalize( reflect(inDir, planeNor) );
vec2 dirOnUp = normalize( vec2(refDir.x,refDir.y) );
float theta = acos(dot(refDir, vec3(0,0,1.0)));
float len = tan(theta);
vec2 dirOnPlane = normalize( vec2(refDir.x,refDir.y) );
vec2 interPos = len * dirOnPlane;
vec2 uvSky = (interPos+1.0)/2.0;
vec3 skyColor = texture2D(skyBoxU,uvSky).rgb;
// skyColor = vec3(1.0,1.0,0.0);
if(refDir.z<0.0){
theta = acos(dot(refDir, vec3(0,0,-1.0)));
len = tan(theta);
dirOnPlane = normalize( vec2(refDir.x,-refDir.y) );
interPos = len * dirOnPlane;
uvSky = (interPos+1.0)/2.0;
skyColor = texture2D(skyBoxD,uvSky).rgb;
// skyColor = vec3(1.0,1.0,1.0);
}
if(abs(interPos.x)>1.0 || abs(interPos.y)>1.0){
float thetaX = acos(dot(dirOnUp, vec2(1.0,0.0)));
float thetaXM = acos(dot(dirOnUp, vec2(-1.0,0.0)));
float thetaY = acos(dot(dirOnUp, vec2(0.0,1.0)));
float thetaYM = acos(dot(dirOnUp, vec2(0.0,-1.0)));
if(thetaX<PI/4.0){
theta = acos(dot(refDir, vec3(1.0,0,0)));
len = tan(theta);
dirOnPlane = normalize( vec2(refDir.y,refDir.z) );
interPos = len * dirOnPlane;
uvSky = (interPos+1.0)/2.0;
skyColor = texture2D(skyBoxR,uvSky).rgb;
// skyColor = vec3(0.0,1.0,0);
}else if(thetaXM<PI/4.0){
theta = acos(dot(refDir, vec3(-1.0,0,0)));
len = tan(theta);
dirOnPlane = normalize( vec2(-refDir.y,refDir.z) );
interPos = len * dirOnPlane;
uvSky = (interPos+1.0)/2.0;
skyColor = texture2D(skyBoxL,uvSky).rgb;
// skyColor = vec3(0.0,0.0,1.0);
}else if(thetaYM<PI/4.0){
theta = acos(dot(refDir, vec3(0,1.0,0)));
len = tan(theta);
dirOnPlane = normalize( vec2(refDir.x,-refDir.z) );
interPos = len * dirOnPlane;
uvSky = (interPos+1.0)/2.0;
skyColor = texture2D(skyBoxB,uvSky).rgb;
// skyColor = vec3(1.0,0.5,0.0);
}else if(thetaY<PI/4.0){
theta = acos(dot(refDir, vec3(0,-1.0,0)));
len = tan(theta);
dirOnPlane = normalize( vec2(refDir.x,-refDir.z) );
interPos = len * dirOnPlane;
uvSky = (interPos+1.0)/2.0;
skyColor = texture2D(skyBoxF,uvSky).rgb;
// skyColor = vec3(1.0,0.0,0.0);
}
}
vec3 seaColorV3 = pow(color,vec3(0.75));
vec3 finallColor = seaColorV3*0.4+skyColor*0.6;
return vec4( finallColor, 1.0 );
}
`,
}
}),
translucent: true,
vertexShaderSource: `
attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute float batchId;
attribute vec2 st;
attribute vec3 normal;
varying vec2 v_st;
varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec3 positionWC;
void main() {
v_st = st;
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
v_normalEC = czm_normal * normal; // normal in eye coordinates
positionWC = position3DHigh + position3DLow;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`,
fragmentShaderSource: `
varying vec2 v_st;
varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec3 positionWC;
void main() {
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
materialInput.st = v_st;
vec4 color = czm_getMaterial(v_st,positionWC);
gl_FragColor = color;
}
`,
});
viewer.scene.primitives.add(new Cesium.Primitive({
geometryInstances: inst,
appearance: aper,
modelMatrix: modelMatrix,
}));
viewer.camera.flyToBoundingSphere(new Cesium.BoundingSphere(
Cesium.Cartesian3.fromDegrees(110, 40, 10), 950000,
),{
duration: 0.1,
});
function renderLoop(timestamp){
aper.material.uniforms.iTime = timestamp/1000;
requestAnimationFrame(renderLoop);
}
renderLoop();
</script>
</body>
</html>