Cesium从入门到放弃9:近景天空盒(不改源码)[转]

https://blog.csdn.net/xtfge0915/article/details/105371096#comments_13511194

先上效果图

 

 Cesium近景默认的天空盒只有相机距离较远时才能看到,在很多小场景下(比如智慧城市等)默认的天空盒可能无法满足用户的需求,所以近景天空盒的需要就诞生了,如果想要不改源码实现Cesium近景天空盒就需要重写SkyBox类,下面贴出全部代码。

//以下代码复制自Cesium源码的SkyBox,然后做了一点点修改。
//SkyBoxOnGround.js
(function () {
const Cesium = window.Cesium;
const BoxGeometry = Cesium.BoxGeometry;
const Cartesian3 = Cesium.Cartesian3;
const defaultValue = Cesium.defaultValue;
const defined = Cesium.defined;
const destroyObject = Cesium.destroyObject;
const DeveloperError = Cesium.DeveloperError;
const GeometryPipeline = Cesium.GeometryPipeline;
const Matrix3 = Cesium.Matrix3;
const Matrix4 = Cesium.Matrix4;
const Transforms = Cesium.Transforms;
const VertexFormat = Cesium.VertexFormat;
const BufferUsage = Cesium.BufferUsage;
const CubeMap = Cesium.CubeMap;
const DrawCommand = Cesium.DrawCommand;
const loadCubeMap = Cesium.loadCubeMap;
const RenderState = Cesium.RenderState;
const VertexArray = Cesium.VertexArray;
const BlendingState = Cesium.BlendingState;
const SceneMode = Cesium.SceneMode;
const ShaderProgram = Cesium.ShaderProgram;
const ShaderSource = Cesium.ShaderSource;
//片元着色器,直接从源码复制
const SkyBoxFS = "uniform samplerCube u_cubeMap;\n\
varying vec3 v_texCoord;\n\
void main()\n\
{\n\
vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));\n\
gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);\n\
}\n\
";

//顶点着色器有修改,主要是乘了一个旋转矩阵
const SkyBoxVS = "attribute vec3 position;\n\
varying vec3 v_texCoord;\n\
uniform mat3 u_rotateMatrix;\n\
void main()\n\
{\n\
vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));\n\
gl_Position = czm_projection * vec4(p, 1.0);\n\
v_texCoord = position.xyz;\n\
}\n\
";
/**
* 为了兼容高版本的Cesium,因为新版cesium中getRotation被移除
*/
if (!Cesium.defined(Cesium.Matrix4.getRotation)) {
Cesium.Matrix4.getRotation = Cesium.Matrix4.getMatrix3
}
function SkyBoxOnGround(options) {
/**
* 近景天空盒
* @type Object
* @default undefined
*/
this.sources = options.sources;
this._sources = undefined;

/**
* Determines if the sky box will be shown.
*
* @type {Boolean}
* @default true
*/
this.show = defaultValue(options.show, true);

this._command = new DrawCommand({
modelMatrix: Matrix4.clone(Matrix4.IDENTITY),
owner: this
});
this._cubeMap = undefined;

this._attributeLocations = undefined;
this._useHdr = undefined;
}

const skyboxMatrix3 = new Matrix3();
SkyBoxOnGround.prototype.update = function (frameState, useHdr) {
const that = this;

if (!this.show) {
return undefined;
}

if ((frameState.mode !== SceneMode.SCENE3D) &&
(frameState.mode !== SceneMode.MORPHING)) {
return undefined;
}

if (!frameState.passes.render) {
return undefined;
}

const context = frameState.context;

if (this._sources !== this.sources) {
this._sources = this.sources;
const sources = this.sources;

if ((!defined(sources.positiveX)) ||
(!defined(sources.negativeX)) ||
(!defined(sources.positiveY)) ||
(!defined(sources.negativeY)) ||
(!defined(sources.positiveZ)) ||
(!defined(sources.negativeZ))) {
throw new DeveloperError('this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties.');
}

if ((typeof sources.positiveX !== typeof sources.negativeX) ||
(typeof sources.positiveX !== typeof sources.positiveY) ||
(typeof sources.positiveX !== typeof sources.negativeY) ||
(typeof sources.positiveX !== typeof sources.positiveZ) ||
(typeof sources.positiveX !== typeof sources.negativeZ)) {
throw new DeveloperError('this.sources properties must all be the same type.');
}

if (typeof sources.positiveX === 'string') {
// Given urls for cube-map images. Load them.
loadCubeMap(context, this._sources).then(function (cubeMap) {
that._cubeMap = that._cubeMap && that._cubeMap.destroy();
that._cubeMap = cubeMap;
});
} else {
this._cubeMap = this._cubeMap && this._cubeMap.destroy();
this._cubeMap = new CubeMap({
context: context,
source: sources
});
}
}

const command = this._command;

command.modelMatrix = Transforms.eastNorthUpToFixedFrame(frameState.camera._positionWC);
if (!defined(command.vertexArray)) {
command.uniformMap = {
u_cubeMap: function () {
return that._cubeMap;
},
u_rotateMatrix: function () {
return Matrix4.getRotation(command.modelMatrix, skyboxMatrix3);
},
};

const geometry = BoxGeometry.createGeometry(BoxGeometry.fromDimensions({
dimensions: new Cartesian3(2.0, 2.0, 2.0),
vertexFormat: VertexFormat.POSITION_ONLY
}));
const attributeLocations = this._attributeLocations = GeometryPipeline.createAttributeLocations(geometry);

command.vertexArray = VertexArray.fromGeometry({
context: context,
geometry: geometry,
attributeLocations: attributeLocations,
bufferUsage: BufferUsage._DRAW
});

command.renderState = RenderState.fromCache({
blending: BlendingState.ALPHA_BLEND
});
}

if (!defined(command.shaderProgram) || this._useHdr !== useHdr) {
const fs = new ShaderSource({
defines: [useHdr ? 'HDR' : ''],
sources: [SkyBoxFS]
});
command.shaderProgram = ShaderProgram.fromCache({
context: context,
vertexShaderSource: SkyBoxVS,
fragmentShaderSource: fs,
attributeLocations: this._attributeLocations
});
this._useHdr = useHdr;
}

if (!defined(this._cubeMap)) {
return undefined;
}

return command;
};
SkyBoxOnGround.prototype.isDestroyed = function () {
return false
};
SkyBoxOnGround.prototype.destroy = function () {
const command = this._command;
command.vertexArray = command.vertexArray && command.vertexArray.destroy();
command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy();
this._cubeMap = this._cubeMap && this._cubeMap.destroy();
return destroyObject(this);
}
window.Cesium.GroundSkyBox= SkyBoxOnGround
})();

 

使用方法

//你自已的地址,在main.js中引入
import './js/SkyBoxOnGround'
viewer.scene.skyBox = new Cesium.GroundSkyBox({
sources: {
positiveX: require("./images/黄昏/px.png"),
negativeX: require("./images/黄昏/nx.png"),
positiveY: require("./images/黄昏/py.png"),
negativeY: require("./images/黄昏/ny.png"),
positiveZ: require("./images/黄昏/pz.png"),
negativeZ: require("./images/黄昏/nz.png")
});

posted on 2020-10-22 09:45  3D入魔  阅读(2206)  评论(0编辑  收藏  举报