shader之cesium飞线入门
cesium中的飞线效果的原理:
1.通过算法获取到地球上两点之间的抛物线点集合。抛物线算法参考:https://www.cnblogs.com/s313139232/p/12804809.html
2.通过抛物线点击创建线对象加入地球
3.编写shader材质对象:PolylineMaterialAppearance
4.编写顶点着色器、片元着色器
基础飞线完整代码:
<template> <div class="earthSence"> <!-- 地图 --> <div id="earthContainer"></div> </div> </template> <script> import { mapUrl } from ‘@/config‘ export default { name: ‘flyline‘, data() { return { _earth: {}, _viewer: {} } }, mounted() { XE.ready().then(() => { this.initMap() }) }, methods: { // 初始化earthSDK地图 initMap() { //创建viewer实例 Cesium.Ion.defaultAccessToken = ‘eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiI2N2UwZWU2Zi1jN2UzLTQ3YTAtOTZmNC05MzNkM2IxZDViMzgiLCJpZCI6MjY1MzgsInNjb3BlcyI6WyJhc3IiLCJnYyJdLCJpYXQiOjE1ODc5MDQ0NTF9.lLpxvsIwB9Se5GeINW-jp5nm406S7KVWMdvH8swDHQ4‘ this.viewer = new Cesium.Viewer(‘earthContainer‘, { geocoder: false, // 隐藏搜索 homeButton: false, // 隐藏主页 sceneModePicker: false, // 隐藏二三维转换 baseLayerPicker: false, // 隐藏图层选择控件 navigationHelpButton: false, // 隐藏帮助按钮 animation: false, // 隐藏时钟 timeline: false, // 隐藏时间轴 fullscreenButton: false, // 隐藏全屏 vrButton: false, // 隐藏双屏模式 infoBox: false, // 隐藏点击 entity 信息框 selectionIndicator: false, // 隐藏点击 entity 绿框 shouldAnimate: true, // 设置底图 imageryProvider: new Cesium.UrlTemplateImageryProvider({ url: mapUrl, style: ‘default‘, format: ‘image/png‘ }) }) // 定位到全国 // 中国坐标 let chinaPosition = Cesium.Cartesian3.fromDegrees( 113.41726298378288, 10.290411251106182, 7000000.0 ) this.viewer.camera.flyTo({ destination: chinaPosition, // orientation: { // heading: Cesium.Math.toRadians(0.0), // pitch: Cesium.Math.toRadians(-25.0), // roll: 0.0 // }, duration: 1, // 飞行时间 offset: new Cesium.HeadingPitchRange( 0.0, Cesium.Math.toRadians(-20.0) ) // 偏移量 }) this.addFlyline() }, // 根据经纬度、高计算飞线数据 // 参数: [126.957, 45.547],[120.28429, 31.52853],50 computeFlyline( point1 = [126.957, 45.547], point2 = [120.28429, 31.52853], h = 500000 ) { let flyline = getBSRxyz(...point1, ...point2, h) return flyline // 将数据转换为cesium polyline positions格式 function getBSRxyz(x1, y1, x2, y2, h) { let arr3d = getBSRPoints(x1, y1, x2, y2, h) let arrAll = [] for (let ite of arr3d) { arrAll.push(ite[0]) arrAll.push(ite[1]) arrAll.push(ite[2]) } return Cesium.Cartesian3.fromDegreesArrayHeights(arrAll) } function getBSRPoints(x1, y1, x2, y2, h) { let point1 = [y1, 0] let point2 = [(y2 + y1) / 2, h] let point3 = [y2, 0] let arr = getBSR(point1, point2, point3) let arr3d = [] for (let i = 0; i< arr.length; i++) { let x = ((x2 - x1) * (arr[i][0] - y1)) / (y2 - y1) + x1 arr3d.push([x, arr[i][0], arr[i][1]]) } return arr3d } // 生成贝塞尔曲线 function getBSR(point1, point2, point3) { var ps = [ { x: point1[0], y: point1[1] }, { x: point2[0], y: point2[1] }, { x: point3[0], y: point3[1] } ] // 100 每条线由100个点组成 let guijipoints = CreateBezierPoints(ps, 100) return guijipoints } // 贝赛尔曲线算法 // 参数: // anchorpoints: [{ x: 116.30, y: 39.60 }, { x: 37.50, y: 40.25 }, { x: 39.51, y: 36.25 }] function CreateBezierPoints(anchorpoints, pointsAmount) { var points = [] for (var i = 0; i < pointsAmount; i++) { var point = MultiPointBezier(anchorpoints, i / pointsAmount) points.push([point.x, point.y]) } return points } function MultiPointBezier(points, t) { var len = points.length var x = 0, y = 0 var erxiangshi = function(start, end) { var cs = 1, bcs = 1 while (end > 0) { cs *= start bcs *= end start-- end-- } return cs / bcs } for (var i = 0; i < len; i++) { var point = points[i] x += point.x * Math.pow(1 - t, len - 1 - i) * Math.pow(t, i) * erxiangshi(len - 1, i) y += point.y * Math.pow(1 - t, len - 1 - i) * Math.pow(t, i) * erxiangshi(len - 1, i) } return { x: x, y: y } } }, // 编辑飞线材质 getFlylineMaterial(){ // 创建材质,在MaterialAppearance中若不添加基础材质,模型将会透明 var material = new Cesium.Material.fromType(‘Color‘) material.uniforms.color = Cesium.Color.ORANGE // 飞线效果-飞线间隔,宽度2 let fragmentShaderSource = ` varying vec2 v_st; varying float v_width; varying float v_polylineAngle; varying vec4 v_positionEC; varying vec3 v_normalEC; void main() { vec2 st = v_st; float xx = fract(st.s - czm_frameNumber/60.0); float r = xx; float g = 0.0; float b = 0.0; float a = xx; gl_FragColor = vec4(r,g,b,a); } ` // 自定义材质 const aper = new Cesium.PolylineMaterialAppearance({ material: material, translucent: true, vertexShaderSource: ` #define CLIP_POLYLINE void clipLineSegmentToNearPlane( vec3 p0, vec3 p1, out vec4 positionWC, out bool clipped, out bool culledByNearPlane, out vec4 clippedPositionEC) { culledByNearPlane = false; clipped = false; vec3 p0ToP1 = p1 - p0; float magnitude = length(p0ToP1); vec3 direction = normalize(p0ToP1); float endPoint0Distance = czm_currentFrustum.x + p0.z; float denominator = -direction.z; if (endPoint0Distance > 0.0 && abs(denominator) < czm_epsilon7) { culledByNearPlane = true; } else if (endPoint0Distance > 0.0) { float t = endPoint0Distance / denominator; if (t < 0.0 || t > magnitude) { culledByNearPlane = true; } else { p0 = p0 + t * direction; p0.z = min(p0.z, -czm_currentFrustum.x); clipped = true; } } clippedPositionEC = vec4(p0, 1.0); positionWC = czm_eyeToWindowCoordinates(clippedPositionEC); } vec4 getPolylineWindowCoordinatesEC(vec4 positionEC, vec4 prevEC, vec4 nextEC, float expandDirection, float width, bool usePrevious, out float angle) { #ifdef POLYLINE_DASH vec4 positionWindow = czm_eyeToWindowCoordinates(positionEC); vec4 previousWindow = czm_eyeToWindowCoordinates(prevEC); vec4 nextWindow = czm_eyeToWindowCoordinates(nextEC); vec2 lineDir; if (usePrevious) { lineDir = normalize(positionWindow.xy - previousWindow.xy); } else { lineDir = normalize(nextWindow.xy - positionWindow.xy); } angle = atan(lineDir.x, lineDir.y) - 1.570796327; angle = floor(angle / czm_piOverFour + 0.5) * czm_piOverFour; #endif vec4 clippedPrevWC, clippedPrevEC; bool prevSegmentClipped, prevSegmentCulled; clipLineSegmentToNearPlane(prevEC.xyz, positionEC.xyz, clippedPrevWC, prevSegmentClipped, prevSegmentCulled, clippedPrevEC); vec4 clippedNextWC, clippedNextEC; bool nextSegmentClipped, nextSegmentCulled; clipLineSegmentToNearPlane(nextEC.xyz, positionEC.xyz, clippedNextWC, nextSegmentClipped, nextSegmentCulled, clippedNextEC); bool segmentClipped, segmentCulled; vec4 clippedPositionWC, clippedPositionEC; clipLineSegmentToNearPlane(positionEC.xyz, usePrevious ? prevEC.xyz : nextEC.xyz, clippedPositionWC, segmentClipped, segmentCulled, clippedPositionEC); if (segmentCulled) { return vec4(0.0, 0.0, 0.0, 1.0); } vec2 directionToPrevWC = normalize(clippedPrevWC.xy - clippedPositionWC.xy); vec2 directionToNextWC = normalize(clippedNextWC.xy - clippedPositionWC.xy); if (prevSegmentCulled) { directionToPrevWC = -directionToNextWC; } else if (nextSegmentCulled) { directionToNextWC = -directionToPrevWC; } vec2 thisSegmentForwardWC, otherSegmentForwardWC; if (usePrevious) { thisSegmentForwardWC = -directionToPrevWC; otherSegmentForwardWC = directionToNextWC; } else { thisSegmentForwardWC = directionToNextWC; otherSegmentForwardWC = -directionToPrevWC; } vec2 thisSegmentLeftWC = vec2(-thisSegmentForwardWC.y, thisSegmentForwardWC.x); vec2 leftWC = thisSegmentLeftWC; float expandWidth = width * 0.5; if (!czm_equalsEpsilon(prevEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1) && !czm_equalsEpsilon(nextEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1)) { vec2 otherSegmentLeftWC = vec2(-otherSegmentForwardWC.y, otherSegmentForwardWC.x); vec2 leftSumWC = thisSegmentLeftWC + otherSegmentLeftWC; float leftSumLength = length(leftSumWC); leftWC = leftSumLength < czm_epsilon6 ? thisSegmentLeftWC : (leftSumWC / leftSumLength); vec2 u = -thisSegmentForwardWC; vec2 v = leftWC; float sinAngle = abs(u.x * v.y - u.y * v.x); expandWidth = clamp(expandWidth / sinAngle, 0.0, width * 2.0); } vec2 offset = leftWC * expandDirection * expandWidth * czm_pixelRatio; return vec4(clippedPositionWC.xy + offset, -clippedPositionWC.z, 1.0) * (czm_projection * clippedPositionEC).w; } vec4 getPolylineWindowCoordinates(vec4 position, vec4 previous, vec4 next, float expandDirection, float width, bool usePrevious, out float angle) { vec4 positionEC = czm_modelViewRelativeToEye * position; vec4 prevEC = czm_modelViewRelativeToEye * previous; vec4 nextEC = czm_modelViewRelativeToEye * next; return getPolylineWindowCoordinatesEC(positionEC, prevEC, nextEC, expandDirection, width, usePrevious, angle); } attribute vec3 position3DHigh; attribute vec3 position3DLow; attribute vec3 prevPosition3DHigh; attribute vec3 prevPosition3DLow; attribute vec3 nextPosition3DHigh; attribute vec3 nextPosition3DLow; attribute vec2 expandAndWidth; attribute vec2 st; attribute float batchId; varying float v_width; varying vec2 v_st; varying float v_polylineAngle; varying vec4 v_positionEC; varying vec3 v_normalEC; void main() { float expandDir = expandAndWidth.x; float width = abs(expandAndWidth.y) + 0.5; bool usePrev = expandAndWidth.y < 0.0; vec4 p = czm_computePosition(); vec4 prev = czm_computePrevPosition(); vec4 next = czm_computeNextPosition(); float angle; vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle); gl_Position = czm_viewportOrthographic * positionWC; v_width = width; v_st.s = st.s; v_st.t = st.t; // v_st.t = czm_writeNonPerspective(st.t, gl_Position.w); v_polylineAngle = angle; vec4 eyePosition = czm_modelViewRelativeToEye * p; v_positionEC = czm_inverseModelView * eyePosition; // position in eye coordinates //v_normalEC = czm_normal * normal; // normal in eye coordinates } `, fragmentShaderSource: fragmentShaderSource }) return aper; }, // 创建飞线对象 addFlyline() { // 创建长方体对象 const PolylineGeometry = new Cesium.PolylineGeometry({ positions: this.computeFlyline(), width: 2, }) const instance = new Cesium.GeometryInstance({ geometry: PolylineGeometry, id: ‘flyline‘, }) let en = this.viewer.scene.primitives.add( new Cesium.Primitive({ geometryInstances: [instance], appearance: this.getFlylineMaterial(), releaseGeometryInstances: false, compressVertices: false, }) ) } } } </script> <style scoped lang="scss"> .earthSence { width: 100%; height: 100%; background: grey; overflow: hidden; position: relative; #earthContainer { width: 100%; height: 100%; overflow: hidden; position: absolute; } } </style>
注意事项:
1.飞线的顶点着色器坐标系换算较为复杂。代码中的vertexShaderSource部分为cesium源码中附带的顶点着色器。后期增加了一些传参方法。
用到的GLSL的API:
varying vec2 v_st; varying float v_width; varying float v_polylineAngle; varying vec4 v_positionEC; varying vec3 v_normalEC; void main() { vec2 st = v_st; float num = 4.0; float xx = fract(st.s*num - czm_frameNumber/60.0); float r = xx; float g = 0.0; float b = 0.0; float a = xx; if(fract(st.s*num/4.0 - czm_frameNumber/240.0)<0.75){ a=0.0; } gl_FragColor = vec4(r,g,b,a); }
2.
varying vec2 v_st; varying float v_width; varying float v_polylineAngle; varying vec4 v_positionEC; varying vec3 v_normalEC; void main() { vec2 st = v_st; // 七彩渐变飞线,宽度2 float xx = fract(st.s*2.0 - czm_frameNumber/60.0); float r = xx; float g = sin(czm_frameNumber/30.0); float b = cos(czm_frameNumber/30.0); float a = xx; gl_FragColor = vec4(r,g,b,a); }
3.
varying vec2 v_st; varying float v_width; varying float v_polylineAngle; varying vec4 v_positionEC; varying vec3 v_normalEC; void main() { vec2 st = v_st; //卡巴斯基 float xx = sin(st.s*6.0 -czm_frameNumber/5.0) - cos(st.t*6.0); float r = 0.0; float g = xx; float b = xx; float a = xx; gl_FragColor = vec4(r,g,b,a); }
4.
varying vec2 v_st; varying float v_width; varying float v_polylineAngle; varying vec4 v_positionEC; varying vec3 v_normalEC; void main() { vec2 st = v_st; // 箭头飞线,宽度 8 float xx = fract(st.s*10.0 + st.t - czm_frameNumber/60.0); if (st.t<0.5) { xx = fract(st.s*10.0 - st.t - czm_frameNumber/60.0); } float r = 0.0; float g = xx; float b = xx; float a = xx; // 飞线边框 if (st.t>0.8||st.t<0.2) { g = 1.0; b = 1.0; a = 0.4; } gl_FragColor = vec4(r,g,b,a); }
原文地址:https://www.cnblogs.com/s313139232/p/14349406.html
原文:https://www.cnblogs.com/mazhenyu/p/14794904.html