Cesium 与 Babylon.js 可视化 glsl 特效篇(十六)
我决定不从Babylonjs 基础来讲了 直接整合cesium与babylonjs可视化来讲
我整合一个类库 后续不断更新中
- npm i @haibalai/cesium-babylonjs
初始化cesium -babylonjs 类库, map 是cesium 的viewer对象
- import { BabylonMapManager } from "@haibalai/cesium-babylonjs";
- BabylonMapManager.init(map);
添加特效
- import { BabylonMapManager } from "@haibalai/cesium-babylonjs";
- const fragmentShader = `
- precision highp float;
- uniform float iTime;
- const vec2 iResolution = vec2(1.0,1.0);
- varying vec2 vUv;
- vec3 rY(vec3 p, float a) {
- vec3 q = p;
- float c = cos(a);
- float s = sin(a);
- q.x = c * p.x + s * p.z;
- q.z = -s * p.x + c * p.z;
- return q;
- }
- // returns a pair of values for the distances along the ray at which there are sphere intersections, or 0 if none
- vec2 sphereIntersectionDistances(vec3 rayOrigin, vec3 rayDirection, vec3 sphereOrigin, float sphereRadius) {
- vec3 toCenter = sphereOrigin - rayOrigin;
- float toCenterAlongRay = dot(toCenter, rayDirection);
- float perpendicularDistanceSquared = dot(toCenter, toCenter) - toCenterAlongRay * toCenterAlongRay;
- float radiusSquared = sphereRadius * sphereRadius;
- if (perpendicularDistanceSquared > radiusSquared) { // ray doesn’t touch the sphere
- return vec2(0.);
- }
- float insideSphereAlongRay = sqrt(radiusSquared - perpendicularDistanceSquared); // half the length of the portion of the ray inside the sphere
- float intersection1 = toCenterAlongRay - insideSphereAlongRay;
- float intersection2 = toCenterAlongRay + insideSphereAlongRay;