上篇文章讲解了如何设置近地天空盒,效果出来了还是发现天空是斜的
https://blog.csdn.net/m0_63701303/article/details/135618244
效果:
这里需要修改Cesium.skyBox的代码,代码如下直接全部复制组件内调用即可
skybox_nearground.js:
/* eslint-disable */
(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;
varying vec3 v_texCoord;
void main()
{
vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));
gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
}
`;
//顶点着色器有修改,主要是乘了一个旋转矩阵
const SkyBoxVS = `attribute vec3 position;
varying vec3 v_texCoord;
uniform mat3 u_rotateMatrix;
void main()
{
vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));
gl_Position = czm_projection * vec4(p, 1.0);
v_texCoord = position.xyz;
}
`;
/**
* 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);
}
Cesium.GroundSkyBox = SkyBoxOnGround
})();
组件内引入skybox_nearground.js就可使用
注意结尾这是Cesium.GroundSkyBox = SkyBoxOnGround 所以设置天空盒的时候需要从new Cesium.SkyBox()改为new Cesium.GroundSkyBox()
import "./skybox_nearground.js";
const wanxiaSkybox = new Cesium.GroundSkyBox({
sources: {
positiveX: "../../imgs/天空盒2/wanxia/SunSetRight.png",
negativeX: "../../imgs/天空盒2/wanxia/SunSetLeft.png",
positiveY: "../../imgs/天空盒2/wanxia/SunSetFront.png",
negativeY: "../../imgs/天空盒2/wanxia/SunSetBack.png",
positiveZ: "../../imgs/天空盒2/wanxia/SunSetUp.png",
negativeZ: "../../imgs/天空盒2/wanxia/SunSetDown.png",
},
});