文章目录
- 前言
- 一、雨
- 二、雪
- 三、雾
- 调用
- 总结
前言
展示了如何在Cesium
中使用Shader
来模拟真实世界的天气效果,包括不受视角变化影响的雪、雨和雾
。通过PostProcessStage
创建全屏后处理效果,实现了粒子系统的替代方法,以确保天气效果在场景中始终可见。
一、雨
WeatherRain.js
class RainEffect {
constructor(viewer, options) {
if (!viewer) throw new Error("no viewer object!");
options = options || {};
this.tiltAngle = Cesium.defaultValue(options.tiltAngle, -0.6); //倾斜角度,负数向右,正数向左
this.rainSize = Cesium.defaultValue(options.rainSize, 0.1); //雨大小
this.rainSpeed = Cesium.defaultValue(options.rainSpeed, 1000.0); //雨速
this.viewer = viewer;
this.init();
}
init() {
this.rainStage = new Cesium.PostProcessStage({
name: "czml_rain",
fragmentShader: this.rain(),
uniforms: {
tiltAngle: () => {
return this.tiltAngle;
},
rainSize: () => {
return this.rainSize;
},
rainSpeed: () => {
return this.rainSpeed;
},
},
});
this.viewer.scene.postProcessStages.add(this.rainStage);
}
//销毁对象
destroy() {
if (!this.viewer || !this.rainStage) return;
this.viewer.scene.postProcessStages.remove(this.rainStage);
delete this.tiltAngle;
delete this.rainSize;
delete this.rainSpeed;
}
//控制显示
show(visible) {
this.rainStage.enabled = visible;
}
//CLML对象,方便导出使用
rain() {
return "uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
uniform float tiltAngle;\n\
uniform float rainSize;\n\
uniform float rainSpeed;\n\
float hash(float x) {\n\
return fract(sin(x * 133.3) * 13.13);\n\
}\n\
void main(void) {\n\
float time = czm_frameNumber / rainSpeed;\n\
vec2 resolution = czm_viewport.zw;\n\
vec2 uv = (gl_FragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);\n\
vec3 c = vec3(.6, .7, .8);\n\
float a = tiltAngle;\n\
float si = sin(a), co = cos(a);\n\
uv *= mat2(co, -si, si, co);\n\
uv *= length(uv + vec2(0, 4.9)) * rainSize + 1.;\n\
float v = 1. - sin(hash(floor(uv.x * 100.)) * 2.);\n\
float b = clamp(abs(sin(20. * time * v + uv.y * (5. / (2. + v)))) - .95, 0., 1.) * 20.;\n\
c *= v * b;\n\
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c, 1), .5);\n\
}\n\
";
}
}
export default RainEffect;
二、雪
WeatherSnow.js
class SnowEffect {
constructor(viewer, options) {
if (!viewer) throw new Error("no viewer object!");
options = options || {};
this.snowSize = Cesium.defaultValue(options.snowSize, 0.02); //最好小于0.02
this.snowSpeed = Cesium.defaultValue(options.snowSpeed, 60.0);
this.viewer = viewer;
this.init();
}
init() {
this.snowStage = new Cesium.PostProcessStage({
name: "czml_snow",
fragmentShader: this.snow(),
uniforms: {
snowSize: () => {
return this.snowSize;
},
snowSpeed: () => {
return this.snowSpeed;
},
},
});
this.viewer.scene.postProcessStages.add(this.snowStage);
}
//销毁对象
destroy() {
if (!this.viewer || !this.snowStage) return;
this.viewer.scene.postProcessStages.remove(this.snowStage);
this.snowStage.destroy();
delete this.snowSize;
delete this.snowSpeed;
}
//控制显示
show(visible) {
this.snowStage.enabled = visible;
}
//CLML对象,方便导出使用
snow() {
return "uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
uniform float snowSpeed;\n\
uniform float snowSize;\n\
float snow(vec2 uv,float scale)\n\
{\n\
float time=czm_frameNumber/snowSpeed;\n\
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\
k=smoothstep(0.,k,sin(f.x+f.y)*snowSize);\n\
return k*w;\n\
}\n\
void main(void){\n\
vec2 resolution=czm_viewport.zw;\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 finalColor=vec3(0);\n\
//float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));\n\
float c=0.;\n\
c+=snow(uv,30.)*.0;\n\
c+=snow(uv,20.)*.0;\n\
c+=snow(uv,15.)*.0;\n\
c+=snow(uv,10.);\n\
c+=snow(uv,8.);\n\
c+=snow(uv,6.);\n\
c+=snow(uv,5.);\n\
finalColor=(vec3(c));\n\
gl_FragColor=mix(texture2D(colorTexture,v_textureCoordinates),vec4(finalColor,1),.5);\n\
}\n\
";
}
}
export default SnowEffect;
三、雾
//雾气效果
class FogEffect {
constructor(viewer, options) {
if (!viewer) throw new Error("no viewer object!");
options = options || {};
this.visibility = Cesium.defaultValue(options.visibility, 0.1);
this.color = Cesium.defaultValue(
options.color,
new Cesium.Color(0.8, 0.8, 0.8, 0.5)
);
this._show = Cesium.defaultValue(options.show, !0);
this.viewer = viewer;
this.init();
}
init() {
this.fogStage = new Cesium.PostProcessStage({
name: "czml_fog",
fragmentShader: this.fog(),
uniforms: {
visibility: () => {
return this.visibility;
},
fogColor: () => {
return this.color;
},
},
});
this.viewer.scene.postProcessStages.add(this.fogStage);
}
//销毁对象
destroy() {
if (!this.viewer || !this.fogStage) return;
this.viewer.scene.postProcessStages.remove(this.fogStage);
this.fogStage.destroy();
delete this.visibility;
delete this.color;
}
//控制显示
show(visible) {
this._show = visible;
this.fogStage.enabled = this._show;
}
//CLML对象,方便导出使用
fog() {
return "uniform sampler2D colorTexture;\n\
uniform sampler2D depthTexture;\n\
uniform float visibility;\n\
uniform vec4 fogColor;\n\
varying vec2 v_textureCoordinates; \n\
void main(void) \n\
{ \n\
vec4 origcolor = texture2D(colorTexture, v_textureCoordinates); \n\
float depth = czm_readDepth(depthTexture, v_textureCoordinates); \n\
vec4 depthcolor = texture2D(depthTexture, v_textureCoordinates); \n\
float f = visibility * (depthcolor.r - 0.3) / 0.2; \n\
if (f < 0.0) f = 0.0; \n\
else if (f > 1.0) f = 1.0; \n\
gl_FragColor = mix(origcolor, fogColor, f); \n\
}\n";
}
}
export default FogEffect;
调用
<template>
<div id="cesiumContainer">
<div class="weather-tools">
<el-select
v-model="weatherVal"
placeholder="请选择天气"
@change="weatherChange"
>
<el-option
v-for="item in weatherOpts"
:key="item.value"
:label="item.label"
:value="item.value"
>
</el-option>
</el-select>
<el-button size="mini" @click="weatherClose" class="close-btn"
>关闭</el-button
>
</div>
</div>
</template>
<script>
import WeatherRain from "@src/api/Cesium/CesiumWeather/WeatherRain";
import WeatherSnow from "@src/api/Cesium/CesiumWeather/WeatherSnow";
import WeatherFog from "@src/api/Cesium/CesiumWeather/WeatherFog";
let viewer = undefined;
let rainObj = undefined;
let snowObj = undefined;
let fogObj = undefined;
export default {
data() {
return {
weatherVal: "snow",
weatherOpts: [
{
value: "rain",
label: "雨",
},
{
value: "snow",
label: "雪",
},
{
value: "fog",
label: "雾",
},
],
};
},
mounted() {
window.viewer = viewer = new Cesium.Viewer("cesiumContainer", {
// 是否显示全屏控件
fullscreenButton: false,
// 是否显示图层选择控件
baseLayerPicker: false,
// 是否显示选择指示器(选择实体,模型等时的绿色小框)
selectionIndicator: false,
// 是否显示信息框
infoBox: false,
// 是否显示动画控件
animation: false,
// 是否显示Home控件
homeButton: false,
// 是否显示搜索地名控件
geocoder: false,
// 是否显示时间线控件
timeline: false,
// 是否显示场景模式转换控件
sceneModePicker: false,
// 是否显示导航控件
navigationHelpButton: false,
// vr模式
vrButton: false,
// 加载cesium本地图层
imageryProvider: new Cesium.TileMapServiceImageryProvider({
url: Cesium.buildModuleUrl("./Assets/Textures/NaturalEarthII"),
}),
});
viewer._cesiumWidget._creditContainer.style.display = "none"; // 隐藏版权
this.weatherChange('snow');
},
methods: {
// 天气特效选择
weatherChange(val) {
switch (val) {
case "rain":
if (snowObj) {
snowObj.show(false);
}
if (fogObj) {
fogObj.show(false);
}
if (!rainObj) {
rainObj = new WeatherRain(viewer, {
tiltAngle: -0.2,
rainSize: 0.6,
rainSpeed: 350.0,
});
}
rainObj.show(true);
break;
case "snow":
if (rainObj) {
rainObj.show(false);
}
if (fogObj) {
fogObj.show(false);
}
if (!snowObj) {
snowObj = new WeatherSnow(viewer, {
snowSize: 0.02, //雪大小
snowSpeed: 60.0, //雪速
});
}
snowObj.show(true);
break;
case "fog":
if (rainObj) {
rainObj.show(false);
}
if (snowObj) {
snowObj.show(false);
}
if (!fogObj) {
fogObj = new WeatherFog(viewer, {
visibility: 0.2,
color: new Cesium.Color(0.8, 0.8, 0.8, 0.3),
});
}
fogObj.show(true);
break;
}
},
// 关闭天气特效
weatherClose() {
if (rainObj) {
rainObj.show(false);
}
if (snowObj) {
snowObj.show(false);
}
if (fogObj) {
fogObj.show(false);
}
},
getLocation() {
let handler = new Cesium.ScreenSpaceEventHandler(viewer.canvas);
handler.setInputAction(function (event) {
let earthPosition = viewer.scene.pickPosition(event.position);
if (Cesium.defined(earthPosition)) {
let cartographic = Cesium.Cartographic.fromCartesian(earthPosition);
let lon = Cesium.Math.toDegrees(cartographic.longitude).toFixed(5);
let lat = Cesium.Math.toDegrees(cartographic.latitude).toFixed(5);
let height = cartographic.height.toFixed(2);
console.log(earthPosition, {
lon: lon,
lat: lat,
height: height,
});
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);
},
},
};
</script>
<style lang="less" scoped>
#cesiumContainer {
width: 100%;
height: 100%;
position: relative;
.weather-tools {
position: absolute;
z-index: 10;
margin: 10px;
padding: 10px;
:deep(.el-input) {
.el-input__inner {
height: 30px;
width: 120px;
}
.el-input__suffix {
top: 5px;
}
}
.close-btn {
margin-left: 15px;
cursor: pointer;
}
}
}
</style>
总结
Cesium 提供了丰富的技术和工具,可以实现各种天气效果。通过将实时天气数据可视化在地球上,并结合粒子系统、着色器和光照效果,可以营造出逼真和生动的天气场景。这些天气效果可以用于气象领域的数据可视化、游戏开发等应用中。