Cesium 自定义Material 系列 (十七)
- 对于木制墙纹理效果 我们先定义一下他的interface, 方便使用的人知道他的调用参数
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export interface PMaterialBrick{
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color?: any,
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speed?: number,
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brickColor?: any,
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mortarColor?:any,
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brickSize?: any,
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brickPct?: any,
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brickRoughness?: number,
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mortarRoughness?: number
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}
- 对于木制墙纹理我们叫 MaterialTWood
``javascript import { MaterialProperty } from "./MaterialProperty"; const defaultOption: PMaterialTWood = { lightWoodColor: new Cesium.Color(0.6, 0.3, 0.1, 1.0), darkWoodColor: new Cesium.Color(0.4, 0.2, 0.07, 1.0), ringFrequency: 3.0, noiseScale: new Cesium.Cartesian2(0.7, 0.5), grainFrequency: 27.0 } //木质效果 export class MaterialTWood extends MaterialProperty { protected _getType(option: any): string { return "MaterialTWood" } constructor(option = defaultOption) { super(MaterialTWood.prototype, defaultOption, option); } protected _getTranslucent(material: any) { var uniforms = material.uniforms return uniforms.lightWoodColor.alpha < 1.0 || uniforms.darkWoodColor.alpha < 1.0; } protected getSource(option: any): string { return
uniform vec4 lightWoodColor;
uniform vec4 darkWoodColor;
uniform float ringFrequency;
uniform vec2 noiseScale;
uniform float grainFrequency;
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czm_material czm_getMaterial(czm_materialInput materialInput){
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czm_material material = czm_getDefaultMaterial(materialInput);
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//Based on wood shader from OpenGL Shading Language (3rd edition) pg. 455
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vec2 st = materialInput.st;
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vec2 noisevec;
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noisevec.x = czm_snoise(st * noiseScale.x);
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noisevec.y = czm_snoise(st * noiseScale.y);
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vec2 location = st + noisevec;
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float dist = sqrt(location.x * location.x + location.y * location.y);
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