Cesium 与 Babylon.js 可视化 glsl 特效篇(二十)
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 = `
- uniform float iTime;
- const vec2 iResolution = vec2(1.0,1.0);
- varying vec2 iMouse;
- varying vec2 vUv;
- floathexLength(vec2 v) {
- vec2 a = abs(v);
- return max((2.0/sqrt(3.0))*a.x, (1.0/sqrt(3.0))*a.x + a.y);
- }
- voidmain(void) {
- vec3 c;
- float l,z=iTime;
- for(int i=0;i<3;i++) {
- vec2 uv,p=vUv;
- uv=p;
- p-=.5;
- p.x*=iResolution.x/iResolution.y;
- z+=.07;
- l=hexLength(p);
- uv+=p/l*(sin(z)+1.)*abs(sin(l*9.-z*2.));
- c[i]=.01/hexLength(abs(mod(uv,1.)-.5));
- }
- gl_FragColor=vec4(c/l,iTime);
- }
- `;
- const vertexShader = `
- attribute vec3 position;
- attribute vec2 uv;
- varying vec2 vUv;
- uniform mat4 worldViewProjection;
- voidmain() {
- vUv = uv;
- gl_Position = worldViewProjection * vec4(position, 1.0);
- }
- `
- let map = baseMapCtrl.getViewer(this.mapId);
- let scene = BabylonMapManager.getScene(map);