1.使用Primitive实现动态水面效果
2.版本问题
let points = [
[87.07131373100303, 29.40857655725876],
[87.33503858397042, 29.41843499494008],
[87.33072496578943, 29.193059292424955],
[87.05098771260403, 29.20286249623694],
];
let polygonArr = [];
points.map((ele) => {
polygonArr.push(...ele, 0);
});
viewer.scene.primitives.add(
new Cesium.Primitive({
geometryInstances: new Cesium.GeometryInstance({
geometry: new Cesium.PolygonGeometry({
polygonHierarchy: new Cesium.PolygonHierarchy(
Cesium.Cartesian3.fromDegreesArrayHeights(polygonArr)
),
height: 4400,
}),
}),
appearance: new Cesium.EllipsoidSurfaceAppearance({
aboveGround: true,
material: new Cesium.Material({
fabric: {
type: "Water",
uniforms: {
normalMap: require("@/assets/img/waterdudv.jpg"),
frequency: 1000.0,
animationSpeed: 0.05,
amplitude: 10.0,
},
},
}),
}),
show: true,
})
);
viewer.scene.globe.depthTestAgainstTerrain = true;
viewer.camera.setView({
//定位到范围中心点
destination: Cesium.Cartesian3.fromDegrees(
87.07131373100303,
29.40857655725876,
12000
),
orientation: {
heading: Cesium.Math.toRadians(130.304929908965146), //1
pitch: Cesium.Math.toRadians(-17.364771143804237),
roll: 0.09931507517437696,
},
});
水面动态效果
示例代码1
DrawwaterFun3() {
let points = [
[87.07131373100303, 29.40857655725876],
[87.33503858397042, 29.41843499494008],
[87.33072496578943, 29.193059292424955],
[87.05098771260403, 29.20286249623694],
];
let polygonArr = [];
points.map((ele) => {
polygonArr.push(...ele, 0);
});
viewer.scene.primitives.add(
new Cesium.Primitive({
geometryInstances: new Cesium.GeometryInstance({
geometry: new Cesium.PolygonGeometry({
polygonHierarchy: new Cesium.PolygonHierarchy(
Cesium.Cartesian3.fromDegreesArrayHeights(polygonArr)
),
height: 4400,
}),
}),
appearance: new Cesium.EllipsoidSurfaceAppearance({
aboveGround: true,
material: new Cesium.Material({
fabric: {
type: "Water",
uniforms: {
normalMap: require("@/assets/img/waterdudv.jpg"),
frequency: 1000.0,
animationSpeed: 0.05,
amplitude: 10.0,
},
},
}),
}),
show: true,
})
);
viewer.scene.globe.depthTestAgainstTerrain = true;
viewer.camera.setView({
//定位到范围中心点
destination: Cesium.Cartesian3.fromDegrees(
87.07131373100303,
29.40857655725876,
12000
),
orientation: {
heading: Cesium.Math.toRadians(130.304929908965146), //1
pitch: Cesium.Math.toRadians(-17.364771143804237),
roll: 0.09931507517437696,
},
});
}
水面动态效果
示例代码2
DrawwaterFun2() {
const riverPolygon = new Cesium.PolygonGeometry({
polygonHierarchy: new Cesium.PolygonHierarchy(
Cesium.Cartesian3.fromDegreesArray([
140.0, 30.0, 0, 150.0, 30.0, 0, 150.0, 20.0, 0, 140.0, 20.0, 0,
])
),
height: 20,
extrudedHeight: 0,
ellipsoid: Cesium.Ellipsoid.WGS84,
});
// 自定义材质
const riverMaterial = new Cesium.Material({
fabric: {
type: "Water",
uniforms: {
// baseWaterColor: new Cesium.Color(64 / 255.0, 157 / 255.0, 253 / 255.0, 0.5),
normalMap: require("@/assets/img/waterdudv.jpg"),
frequency: 1000.0,
animationSpeed: 0.1,
amplitude: 10,
specularIntensity: 10,
},
},
});
// 河道的riverPrimitive
const riverPrimitive = new Cesium.Primitive({
geometryInstances: new Cesium.GeometryInstance({
id: "river",
geometry: riverPolygon,
}),
appearance: new Cesium.EllipsoidSurfaceAppearance({
material: riverMaterial,
}),
show: true,
allowPicking: false,
asynchronous: false,
});
viewer.scene.primitives.add(riverPrimitive);
viewer.camera.setView({
destination: Cesium.Cartesian3.fromDegrees(150.0, 30.0, 10000000),
});
},
2024-01-24-16-57-53
示例代码3
DrawwaterFun() {
this.viewer.scene.globe.depthTestAgainstTerrain = false;
var waterPrimitive = new Cesium.Primitive({
show: true, // 默认隐藏
allowPicking: false,
geometryInstances: new Cesium.GeometryInstance({
geometry: new Cesium.PolygonGeometry({
polygonHierarchy: new Cesium.PolygonHierarchy(
Cesium.Cartesian3.fromDegreesArrayHeights([
130.0, 30.0, 0, 150.0, 30.0, 0, 150.0, 10.0, 0, 130.0, 10.0, 0,
])
),
vertexFormat: Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT,
//extrudedHeight: 0,//注释掉此属性可以只显示水面
//perPositionHeight : true//注释掉此属性水面就贴地了
}),
}),
// 可以设置内置的水面shader
appearance: new Cesium.EllipsoidSurfaceAppearance({
material: new Cesium.Material({
fabric: {
type: "Water",
uniforms: {
//baseWaterColor:new Cesium.Color(0.0, 0.0, 1.0, 0.5),
//blendColor: new Cesium.Color(0.0, 0.0, 1.0, 0.5),
//specularMap: 'gray.jpg',
normalMap: require("@/assets/img/waterdudv.jpg"),
//normalMap: "本地贴图地址 或 base64",
frequency: 100000.0,
animationSpeed: 0.5,
amplitude: 10.0,
},
},
}),
}),
});
this.viewer.scene.primitives.add(waterPrimitive);
this.viewer.camera.flyTo({
destination: Cesium.Cartesian3.fromDegrees(140, 20, 6000000.0),
orientation: {
heading: Cesium.Math.toRadians(0.0), //默认朝北0度,顺时针方向,东是90度
pitch: Cesium.Math.toRadians(-90), //默认朝下看-90,0为水平看,
roll: Cesium.Math.toRadians(0), //默认0
},
});
return;
// //1 创建 geometry
// const polygon = new Cesium.PolygonGeometry({
// polygonHierarchy: new Cesium.PolygonHierarchy(
// Cesium.Cartesian3.fromDegreesArray([90, 40, 120, 40, 120, 30, 90, 30])
// ),
// });
// const geometry = Cesium.PolygonGeometry.createGeometry(polygon);
// //2,创建geometryInstance
// const instance = new Cesium.GeometryInstance({
// geometry: geometry,
// });
// //3,创建 material
// var material = new Cesium.Material({
// fabric: {
// type: "Water",
// uniforms: {
// baseWaterColor: new Cesium.Color.fromCssColorString("#001165"),
// normalMap: require("@/assets/img/waterdudv.jpg"),
// specularMap: require("@/assets/img/water.jpg"),
// // blendColor: new Cesium.Color.fromCssColorString("#333"),
// frequency: 20000,
// animationSpeed: 0.1,
// amplitude: 50,
// specularIntensity: 0.5,
// },
// },
// });
// // 4 创建Appearance
// var appearance = new Cesium.EllipsoidSurfaceAppearance({
// material: material,
// });
// let primitive = viewer.scene.primitives.add(
// new Cesium.Primitive({
// geometryInstances: instance,
// appearance: appearance,
// asynchronous: false,
// })
// );
},
2024-01-24-16-59-10
示例代码4
DrawwaterFun5() {
var box = new Cesium.BoxGeometry({
vertexFormat: Cesium.VertexFormat.POSITION_NORMAL_AND_ST,
maximum: new Cesium.Cartesian3(250000.0, 250000.0, 250000.0),
minimum: new Cesium.Cartesian3(-250000.0, -250000.0, -250000.0),
});
var geometry = Cesium.BoxGeometry.createGeometry(box);
let inst = new Cesium.GeometryInstance({
geometry: geometry,
});
// 自定义材质
let aper = new Cesium.MaterialAppearance({
material: new Cesium.Material({
fabric: {
uniforms: {
iTime: 0,
},
source: `
const int NUM_STEPS = 8;
const float PI = 3.141592;
const float EPSILON = 1e-3;
//#define EPSILON_NRM (0.1 / iResolution.x)
#define EPSILON_NRM (0.1 / 200.0)
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 1.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
//#define SEA_TIME (1.0 + iTime * SEA_SPEED)
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
float SEA_TIME = 1.0 + iTime * SEA_SPEED;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float SEA_TIME = 1.0 + iTime * SEA_SPEED;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = pow(fresnel,3.0) * 0.65;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
vec4 czm_getMaterial(vec2 vUv)
{
vec2 uv = vUv;
uv = vUv * 2.0 - 1.0;
float time = iTime * 0.3 + 0.0*0.01;
// ray
vec3 ang = vec3(0, 1.2, 0.0);
vec3 ori = vec3(0.0,3.5,0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
vec3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),0.3));
return vec4( pow(color,vec3(0.75)), 1.0 );
}
`,
},
}),
translucent: true,
vertexShaderSource: `
in vec3 position3DHigh;
in vec3 position3DLow;
in float batchId;
in vec2 st;
in vec3 normal;
out vec2 v_st;
out vec3 v_positionEC;
out vec3 v_normalEC;
void main() {
v_st = st;
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
v_normalEC = czm_normal * normal; // normal in eye coordinates
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`,
fragmentShaderSource: `
in vec2 v_st;
in vec3 v_positionEC;
in vec3 v_normalEC;
void main() {
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
materialInput.st = v_st;
vec4 color = czm_getMaterial(v_st);
out_FragColor = color;
}
`,
});
let modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(
Cesium.Cartesian3.fromDegrees(110, 40, 10)
);
viewer.scene.primitives.add(
new Cesium.Primitive({
geometryInstances: inst,
appearance: aper,
asynchronous: false,
modelMatrix: modelMatrix,
})
);
viewer.camera.flyToBoundingSphere(
new Cesium.BoundingSphere(
Cesium.Cartesian3.fromDegrees(110, 40, 10),
950000
),
{
duration: 0.1,
}
);
function renderLoop(timestamp) {
aper.material.uniforms.iTime = timestamp / 1000;
requestAnimationFrame(renderLoop);
}
renderLoop();
},
2024-01-24-17-14-30
CesiumV1.113 出现的问题
CesiumV1.111 出现的问题CesiumV1.112出现的问题
CesiumV1.109 出现的问题
在github上面找解决办法:
1.第一位说是多边形图元设置材质不起效果,后面cesium工作人员给了建议,试了效果也不好2.第二位呢直接做了版本回退,测试了1.108、1.109、1.110,1.111,1.112,1.113几个版本,发现1.108版本效果正常
这个时候,
我才知道版本问题
,我刚开始用的是最新版本1.113,最新版本有这个bug,所以我也回退到1.108
版本开始回退之后,我运行,地图加载不出来,报如下错,
在网上又找了办法,说是会请求cesium icon的资源,由于
服务器在国外
,就会报错
,得加自己的地图,我又改了下:
initCesium() {
new Promise(async (resolve, reject) => {
const imageryLayer = await new Cesium.ImageryLayer(
new Cesium.UrlTemplateImageryProvider({
url: "http://webst01.is.autonavi.com/appmaptile?style=6&x={x}&y={y}&z={z}",
minimumLevel: 1,
maximumLevel: 18,
crs: "WGS84", // 使用84坐标系,默认为:GCJ02
})
);
this.viewer = new Cesium.Viewer(this.$refs.cesiumContainer, {
selectionIndicator: false,
infoBox: false,
contextOptions: {
msaaLevel: 8, // 硬件反走样,默认值为 1
requestWebgl2: true,
//requestWebgl1: true,
},
baseLayer: imageryLayer,
animation: false,
timeline: false, // 底部时间线
fullscreenButton: false, // 全屏
vrButton: false, // VR
sceneModePicker: false, // 选择视角的模式(球体、平铺、斜视平铺)
baseLayerPicker: false, // 图层选择器(地形影像服务)
navigationHelpButton: false, // 导航帮助(手势,鼠标)
geocoder: false, // 位置查找工具
homeButton: false, // 视角返回初始位置
shouldAnimate: true,
shadows: true,
});
this.viewer.scene.globe.baseColor = Cesium.Color.BLACK; // 设置地球颜色
this.viewer.scene.debugShowFramesPerSecond = true;
this.viewer.cesiumWidget.creditContainer.style.display = "none"; // 去除logo
window.viewer = this.viewer;
this.DrawOnLineGaoDeMapFun();
//this.DrawOnlineTdtMapFun()
//this.DrawUnOnlineTdtMapFun()
this.DrawTerrainProviderFun();
/
//this.SetViewFun()
resolve(viewer);
}).then(() => {
this.LeftClickFun();
this.AllDrawFun();
});
},
参考:
1.Cesium动态水面(任意多边形PolygonGeometry)保姆级教程-CSDN博客
2.Cesium自定义shader材质实现逼真水面,支持uniforms属性实时修改-CSDN博客