/* 引入Cesium */ // import * as Cesium from 'Cesium'; /** * 天气场景 */ class Weather { /** * 默认初始化 * @param {Object} viewer 三维场景 */ constructor(viewer) { if (!viewer) throw new Cesium.DeveloperError('no viewer object!'); this._viewer = viewer; } /** * 雨天特效 * @ignore 忽略注释,注释不生成Doc */ _initRain() { this.rainStage = new Cesium.PostProcessStage({ name: 'jt_rain', fragmentShader: this._rain(), uniforms: { tiltAngle: () => { return this.tiltAngle; }, rainSize: () => { return this.rainSize; }, rainSpeed: () => { return this.rainSpeed; } } }); this._viewer.scene.postProcessStages.add(this.rainStage); } /** * 雪天特效 * @ignore 忽略注释,注释不生成Doc */ _initSnow() { this.snowStage = new Cesium.PostProcessStage({ name: 'jt_snow', fragmentShader: this._snow(), uniforms: { snowSize: () => { return this.snowSize; }, snowSpeed: () => { return this.snowSpeed; } } }); this._viewer.scene.postProcessStages.add(this.snowStage); } /** * 雾天特效 * @ignore 忽略注释,注释不生成Doc */ _initFog() { this.fogStage = new Cesium.PostProcessStage({ name: 'jt_fog', fragmentShader: this._fog(), uniforms: { visibility: () => { return this.visibility; }, fogColor: () => { return this.color; } } }); this._viewer.scene.postProcessStages.add(this.fogStage); } /** * 雨天粒子效果 * @ignore 忽略注释,注释不生成Doc */ _rain() { return "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\ "; } /** * 雪天粒子效果 * @ignore 忽略注释,注释不生成Doc */ _snow() { return "uniform sampler2D colorTexture;\n\ varying vec2 v_textureCoordinates;\n\ uniform float snowSpeed;\n\ uniform float snowSize;\n\ float snow(vec2 uv,float scale)\n\ {\n\ float time=czm_frameNumber/snowSpeed;\n\ float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\ uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\ uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\ p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\ k=smoothstep(0.,k,sin(f.x+f.y)*snowSize);\n\ return k*w;\n\ }\n\ void main(void){\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=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));\n\ float c=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),.5);\n\ }\n\ "; } /** * 雾天粒子效果 * @ignore 忽略注释,注释不生成Doc */ _fog() { return "uniform sampler2D colorTexture;\n\ uniform sampler2D depthTexture;\n\ uniform float visibility;\n\ uniform vec4 fogColor;\n\ varying vec2 v_textureCoordinates; \n\ void main(void) \n\ { \n\ vec4 origcolor = texture2D(colorTexture, v_textureCoordinates); \n\ float depth = czm_readDepth(depthTexture, v_textureCoordinates); \n\ vec4 depthcolor = texture2D(depthTexture, v_textureCoordinates); \n\ float f = visibility * (depthcolor.r - 0.3) / 0.2; \n\ if (f < 0.0) f = 0.0; \n\ else if (f > 1.0) f = 1.0; \n\ gl_FragColor = mix(origcolor, fogColor, f); \n\ }\n"; } /** * 移除雪天效果 * @ignore 忽略注释,注释不生成Doc */ _removeSnow() { if (!this._viewer || !this.snowStage) return; this._viewer.scene.postProcessStages.remove(this.snowStage); // this.snowStage.destroy(); delete this.snowSize; delete this.snowSpeed; } /** * 移除雨天效果 * @ignore 忽略注释,注释不生成Doc */ _removeRain() { if (!this._viewer || !this.rainStage) return; this._viewer.scene.postProcessStages.remove(this.rainStage); // this.rainStage.destroy(); delete this.tiltAngle; delete this.rainSize; delete this.rainSpeed; } /** * 移除雾天效果 * @ignore 忽略注释,注释不生成Doc */ _removeFog() { if (!this._viewer || !this.fogStage) return; this._viewer.scene.postProcessStages.remove(this.fogStage); // this.fogStage.destroy(); delete this.visibility; delete this.color; } } /** * 通用对外公开函数 */ Object.assign(Weather.prototype, /** @lends Weather.prototype */ { /** * 开启雨天特效 * @param {Object} options 具有以下属性: * @param {Number} [options.tiltAngle=-0.6] 倾斜角度,负数向右,正数向左 * @param {Number} [options.rainSize=0.3] 雨大小 * @param {Number} [options.rainSpeed=-60.0] 雨速 */ addRainEffect(options) { options = options || {}; this.tiltAngle = Cesium.defaultValue(options.tiltAngle, -0.6); this.rainSize = Cesium.defaultValue(options.rainSize, 0.3); this.rainSpeed = Cesium.defaultValue(options.rainSpeed, 60.0); this._initRain(); }, /** * 开启雪天特效 * @param {Object} options 具有以下属性: * @param {Number} [options.snowSize=0.02] 雪大小,最好小于0.02,默认可不写, * @param {Number} [options.snowSpeed=60.0] 雪速,默认可不写 */ addSnowEffect(options) { options = options || {}; this.snowSize = Cesium.defaultValue(options.snowSize, 0.02); this.snowSpeed = Cesium.defaultValue(options.snowSpeed, 60.0); this._initSnow(); }, /** * 开启雾天特效 * @param {Object} options 具有以下属性: * @param {Number} [options.visibility=-0.1] * @param {Number} [options.color=0.3] * @param {Number} [options.show] */ addFogEffect(options) { options = options || {}; this.visibility = Cesium.defaultValue(options.visibility, 0.1); this.color = Cesium.defaultValue(options.color, new Cesium.Color(0.8, 0.8, 0.8, 0.5)); this._show = Cesium.defaultValue(options.show, !0); this._initFog(); }, /** * 移除天气特效 */ removeEffect() { if (this.snowStage) { this._removeSnow(); } if (this.rainStage) { this._removeRain(); } if (this.fogStage) { this._removeFog(); } } }); export default Weather;