- 需求背景
- 解决效果
- Code
- index.vue
- fogEffect.ts
- rain.glsl
- snow.glsl
- fog.glsl
需求背景
需要实现天气模拟,日照模拟功能,提高三维实景效果
解决效果
Code
注意
:我以下glsl文件时基于 webgl1.0
,即cesium,创建球的时候,要指定 webgl 为 1.0 版本
index.vue
<- /**
* @author: liuk
* @date: 2024-07-15
* @describe: 地图环境
*/ -->
<template><div class="map_scene-wrap"><div class="head_title_arrow">工具</div><div class="second-level-heading"><span>天气模拟</span></div><div class="map_scene-content"><div @click="weatherClick(0)" :class="{ select: weatherItemSelectIndex === 0 }">晴天</div><div @click="weatherClick(1)" :class="{ select: weatherItemSelectIndex === 1 }">下雨</div><div @click="weatherClick(2)" :class="{ select: weatherItemSelectIndex === 2 }">下雪</div><div @click="weatherClick(3)" :class="{ select: weatherItemSelectIndex === 3 }">大雾</div></div><div class="second-level-heading"><span>日照模拟</span></div><div class="ymfxClass"><div class="nowDate">{{ moment(new Date()).format('YYYY-MM-DD') }}</div><el-slider :marks="{0: '0点',24: '24点'}" v-model="hour" :min="0" :max="24" @input="shadowSliderChange"></el-slider></div></div>
</template><script lang="ts" setup>
import moment from "moment";
import {onMounted, reactive, toRefs} from "vue";
import {usemapStore} from "@/store/modules/cesiumMap";
import FogEffect from "./fogEffect.ts"
import rainGlsl from "./rain.glsl"
import snowGlsl from "./snow.glsl"let lastStage, fogEffectconst mapStore = usemapStore()
const model = reactive({weatherItemSelectIndex: -1,hour: 12,
})
const {weatherItemSelectIndex, hour} = toRefs(model)onMounted(() => {fogEffect = new FogEffect({show: false,viewer,maxHeight: 40000, //大于此高度后不显示fogByDistance: new Cesium.Cartesian4(100, 0.0, 9000, 0.9),color: Cesium.Color.WHITE,});fogEffect.show = false
})const weatherClick = (index) => {model.weatherItemSelectIndex = model.weatherItemSelectIndex === index ? -1 : indexremoveStage()switch (model.weatherItemSelectIndex) {case 0:model.hour = 12shadowSliderChange(12)break;case 1:showRain();break;case 2:showSnow();break;case 3:showfogEffect();break;}
}
// 地图逻辑
const viewer = mapStore.getCesiumViewer();
const showSnow = () => {lastStage = viewer.scene.postProcessStages.add(new Cesium.PostProcessStage({fragmentShader: snowGlsl}));
}
const showRain = () => {lastStage = viewer.scene.postProcessStages.add(new Cesium.PostProcessStage({fragmentShader: rainGlsl}));
}
const showfogEffect = () => {fogEffect.show = true;
}
const shadowSliderChange = (val) => {viewer.scene.globe.enableLighting = true// JulianDate 与北京时间 相差8小时const time = new Date(new Date().setHours(Number(val)) - 8 * 60 * 60 * 1e3);time.setHours(val);console.log(new Date(time).toLocaleString())viewer.clock.currentTime = Cesium.JulianDate.fromIso8601(time.toISOString())// iso8601String
}
const removeStage = () => {viewer.scene.postProcessStages.remove(lastStage);fogEffect.show = false;
}
</script><style lang="scss" scoped>
.map_scene-wrap {align-items: flex-start;position: absolute;top: 70px;right: 65px;width: 300px;background: rgba(0, 0, 0, 0.6);border-radius: 4px;backdrop-filter: blur(2px);padding: 20px;.second-level-heading {margin-left: 10px;margin-top: 20px;font-size: 14px;color: #fff;position: relative;line-height: 1;padding-left: 10px;&::before {position: absolute;display: block;content: '';width: 3px;height: 70%;background-color: rgba(46, 165, 255, 1);left: 0;top: 50%;transform: translateY(-50%);}i {font-size: 16px;color: rgba(255, 255, 255, 0.8);cursor: pointer;&:hover {color: rgba(255, 255, 255, 1);}}}.map_scene-content {display: flex;flex-wrap: wrap;font-family: PingFang SC Regular;padding-top: 10px;& > div {padding: 4px 10px;margin-right: 10px;cursor: pointer;color: #fff;font-size: 13px;background: rgba(46, 165, 255, 0.3);border: 1px solid #2ea5ff;&:not(:first-child) {margin-left: 8px;}}.select {background: #2ea5ff;border: 1px solid #2ea5ff;}}.ymfxClass {margin-left: 20px;.nowDate {text-align: right;font-size: 12px;font-family: SourceHanSansCN-Regular, SourceHanSansCN;font-weight: 400;color: #2ea5ff;}::v-deep .el-slider {.el-slider__button {width: 13px;height: 13px;position: relative;top: -1px;}.el-slider__runway {height: 4px;background: rgb(255, 255, 255, 0.3);.el-slider__bar {height: 100%;color: rgba(46, 165, 255, 1);}.el-slider__marks-text {font-size: 12px;font-weight: 400;color: #2ea5ff;}}.el-slider__stop {display: none;height: 4px;background: rgb(255, 255, 255, 0.3);}}}
}
</style>
fogEffect.ts
/*** @author: liuk* @date: 2024-07-14* @describe:场景雾效果* @by:根据深度图的深度值,对片元进行不同程度的模糊*/import * as Cesium from "cesium";
import FogFS from "./fog.glsl";export default class FogEffect {//========== 构造方法 ==========constructor(options) {this.viewer = options.viewer;this.fogByDistance = Cesium.defaultValue(options.fogByDistance,new Cesium.Cartesian4(10, 0.0, 1000, 0.9)); //雾强度this.color = Cesium.defaultValue(options.color, Cesium.Color.WHITE); //雾颜色this._show = Cesium.defaultValue(options.show, true);this._maxHeight = Cesium.defaultValue(options.maxHeight, 9000);this.init();}//========== 对外属性 ==========//是否开启效果get show() {return this._show;}set show(val) {this._show = Boolean(val);this.FogStage.enabled = this._show;}//========== 方法 ==========init() {var that = this;this.FogStage = new Cesium.PostProcessStage({fragmentShader: FogFS,uniforms: {fogByDistance: function () {return that.fogByDistance;},fogColor: function () {return that.color;}},enabled: this._show});this.viewer.scene.postProcessStages.add(this.FogStage);//加控制,只在相机高度低于一定高度时才开启本效果this.viewer.scene.camera.changed.addEventListener(this.camera_changedHandler, this);}camera_changedHandler(event) {if (this.viewer.camera.positionCartographic.height < this._maxHeight) {this.FogStage.enabled = this._show;} else {this.FogStage.enabled = false;}}//销毁destroy() {this.viewer.scene.camera.changed.removeEventListener(this.camera_changedHandler, this);this.viewer.scene.postProcessStages.remove(this.FogStage);//删除所有绑定的数据for (let i in this) {delete this[i];}}
}
rain.glsl
uniform sampler2D colorTexture;//输入的场景渲染照片
varying vec2 v_textureCoordinates;float hash(float x){return fract(sin(x*133.3)*13.13);
}void main(void){float time = czm_frameNumber / 240.0;vec2 resolution = czm_viewport.zw;vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);vec3 c=vec3(.6,.7,.8);float a=-.4;float si=sin(a),co=cos(a);uv*=mat2(co,-si,si,co);uv*=length(uv+vec2(0,4.9))*.3+1.;float v=1.-sin(hash(floor(uv.x*100.))*2.);float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;c*=v*b; //屏幕上雨的颜色gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); //将雨和三维场景融合
}
snow.glsl
uniform sampler2D colorTexture; //输入的场景渲染照片
varying vec2 v_textureCoordinates;float snow(vec2 uv,float scale){float time = czm_frameNumber / 60.0;float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);k=smoothstep(0.,k,sin(f.x+f.y)*0.01);return k*w;
}void main(void){vec2 resolution = czm_viewport.zw;vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);vec3 finalColor=vec3(0);float c = 0.0;c+=snow(uv,10.);c+=snow(uv,8.);c+=snow(uv,6.);c+=snow(uv,5.);finalColor=(vec3(c)); //屏幕上雪的颜色gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); //将雪和三维场景融合}
fog.glsl
float getDistance(sampler2D depthTexture, vec2 texCoords)
{float depth = czm_unpackDepth(texture2D(depthTexture, texCoords));if (depth == 0.0) {return czm_infinity;}vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depth);return -eyeCoordinate.z / eyeCoordinate.w;
}
float interpolateByDistance(vec4 nearFarScalar, float distance)
{float startDistance = nearFarScalar.x;float startValue = nearFarScalar.y;float endDistance = nearFarScalar.z;float endValue = nearFarScalar.w;float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0);return mix(startValue, endValue, t);
}
vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor)
{return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a);
}
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
uniform vec4 fogByDistance;
uniform vec4 fogColor;
varying vec2 v_textureCoordinates;
void main(void)
{float distance = getDistance(depthTexture, v_textureCoordinates);vec4 sceneColor = texture2D(colorTexture, v_textureCoordinates);float blendAmount = interpolateByDistance(fogByDistance, distance);vec4 finalFogColor = vec4(fogColor.rgb, fogColor.a * blendAmount);gl_FragColor = alphaBlend(finalFogColor, sceneColor);
}