转载于:https://www.yueyanshaosun.cn/ysCesium/views/31_ysc_addScan1.html
// 区域放大扫描初始化方法
function initData(){
// 防止移动、放大缩小会视觉偏移depthTestAgainstTerrain
// 设置该属性为true之后,标绘将位于地形的顶部;如果设为false(默认值),那么标绘将位于平面上。缺陷:开启该属性有可能在切换图层时会引发标绘消失的bug。
viewer.scene.globe.depthTestAgainstTerrain = true;
// 定义经纬度
var longitude = "109.8";
var latitude = "19.997";
// 圆形扩大扫描圈中心点(根据经纬度坐标得到三维空间坐标)
var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(longitude), Cesium.Math.toRadians(latitude), 0);
addCircleScanPostStage(viewer, cartographicCenter, 800, new Cesium.Color(0,1.0,0,1), 1000);
}
/**
* 圆形扩大扫描圈
* @param {Object} viewer
* @param {Object} cartographicCenter 圆形扩大扫描圈中心点
* @param {Object} maxRadius 半径
* @param {Object} scanColor 颜色
* @param {Object} duration 速度
*/
function addCircleScanPostStage(viewer, cartographicCenter, maxRadius, scanColor, duration) {
/*// 彩色纹理
uniform sampler2D colorTexture;
// 深度纹理
uniform sampler2D depthTexture;
// 纹理坐标
varying vec2 v_textureCoordinates;
// 扫描中心
uniform vec4 u_scanCenterEC;
// 扫描平面法线EC
uniform vec3 u_scanPlaneNormalEC;
// 半径
uniform float u_radius;
// 扫描的颜色
uniform vec4 u_scanColor;
// 视角 = (纹理坐标, 深度)
vec4 toEye( in vec2 uv, infloat depth) {
vec2 xy = vec2((uv.x * 2.0 - 1.0), (uv.y * 2.0 - 1.0));
vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0);
posInCamera = posInCamera / posInCamera.w;
return posInCamera;
}
// 平面点投影 = (扫描平面法线,扫描中心,视角)
vec3 pointProjectOnPlane( in vec3 planeNormal, invec3 planeOrigin, invec3 point) {
vec3 v01 = point - planeOrigin;
float d = dot(planeNormal, v01);
return (point - planeNormal * d);
}
// 深度 = (釉色)
float getDepth( in vec4 depth) {
float z_window = czm_unpackDepth(depth);
z_window = czm_reverseLogDepth(z_window);
float n_range = czm_depthRange.near;
float f_range = czm_depthRange.far;
return (2.0 * z_window - n_range - f_range) / (f_range - n_range);
}
void main() {
// 得到釉色 = 结构二维(彩色纹理, 纹理坐标)
gl_FragColor = texture2D(colorTexture, v_textureCoordinates);
// 深度 = (釉色 = 结构二维(深度纹理, 纹理坐标))
float depth = getDepth(texture2D(depthTexture, v_textureCoordinates));
// 视角 = (纹理坐标, 深度)
vec4 viewPos = toEye(v_textureCoordinates, depth);
// 平面点投影 = (扫描平面法线,扫描中心,视角)
vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);
// 差值
float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);
// 差值小于半径的时候,修改扫描圈的颜色
if (dis < u_radius) {
float f = 1.0 - abs(u_radius - dis) / u_radius;
f = pow(f, 4.0);
gl_FragColor = mix(gl_FragColor, u_scanColor, f);
}
}*/
// 扫描部分材质
var ScanSegmentShader =
"uniform sampler2D colorTexture;\n" +
"uniform sampler2D depthTexture;\n" +
"varying vec2 v_textureCoordinates;\n" +
"uniform vec4 u_scanCenterEC;\n" +
"uniform vec3 u_scanPlaneNormalEC;\n" +
"uniform float u_radius;\n" +
"uniform vec4 u_scanColor;\n" +
"vec4 toEye(in vec2 uv, in float depth)\n" +
" {\n" +
" vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n" +
" vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n" +
" posInCamera =posInCamera / posInCamera.w;\n" +
" return posInCamera;\n" +
" }\n" +
"vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
"{\n" +
"vec3 v01 = point -planeOrigin;\n" +
"float d = dot(planeNormal, v01) ;\n" +
"return (point - planeNormal * d);\n" +
"}\n" +
"float getDepth(in vec4 depth)\n" +
"{\n" +
"float z_window = czm_unpackDepth(depth);\n" +
"z_window = czm_reverseLogDepth(z_window);\n" +
"float n_range = czm_depthRange.near;\n" +
"float f_range = czm_depthRange.far;\n" +
"return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n" +
"}\n" +
"void main()\n" +
"{\n" +
"gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n" +
"float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n" +
"vec4 viewPos = toEye(v_textureCoordinates, depth);\n" +
"vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n" +
"float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n" +
"if(dis < u_radius)\n" +
"{\n" +
"float f = 1.0 -abs(u_radius - dis) / u_radius;\n" +
"f = pow(f, 1.0);\n" +
"gl_FragColor = mix(gl_FragColor, u_scanColor, f);\n" +
"}\n" +
"}\n";
var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);
var _time = (new Date()).getTime();
var _scratchCartesian4Center = new Cesium.Cartesian4();
var _scratchCartesian4Center1 = new Cesium.Cartesian4();
var _scratchCartesian3Normal = new Cesium.Cartesian3();
var ScanPostStage = new Cesium.PostProcessStage({
fragmentShader: ScanSegmentShader,
uniforms: {
u_scanCenterEC: function () {
return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
},
u_scanPlaneNormalEC: function () {
var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
_scratchCartesian3Normal.x = temp1.x - temp.x;
_scratchCartesian3Normal.y = temp1.y - temp.y;
_scratchCartesian3Normal.z = temp1.z - temp.z;
Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
return _scratchCartesian3Normal;
},
u_radius: function () {
return maxRadius * (((new Date()).getTime() - _time) % duration) / duration;
},
u_scanColor: scanColor
}
});
viewer.scene.postProcessStages.add(ScanPostStage);
return (ScanPostStage);
}