shader之cesium飞线[转]
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:
attribute vec2 st;
两个分量为 st.s: 飞线的长度(0~1) st.t: 飞线的宽度(0~1)
czm_frameNumber
每帧都会自增,用于标识时间
飞线效果列举:
1.

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
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