代码迁移

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zh
2025-07-03 13:54:01 +08:00
parent b04de8a084
commit 2a4da33e62
985 changed files with 358292 additions and 13 deletions

159
src/Global/efflect/index.js Normal file
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/*全局特效*/
let rainStages = null;
let snowStages = null;
let fogStages = null;
let nightVisionStages = null;
// 雨
const FS_Rain = `uniform sampler2D colorTexture;//输入的场景渲染照片
varying vec2 v_textureCoordinates;
uniform float tiltAngle;
uniform float rainSize;
uniform float rainWidth;
uniform float rainSpeed;
float hash(float x){
return fract(sin(x*133.3)*13.13);
}
void main(void){
float time = czm_frameNumber / rainSpeed;
vec2 resolution = czm_viewport.zw;
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
vec3 c=vec3(.6,.7,.8);
float a= tiltAngle;
float si=sin(a),co=cos(a);
uv*=mat2(co,-si,si,co);
uv*=length(uv+vec2(0,4.9))*rainSize+1.;
float v=1.-sin(hash(floor(uv.x*rainWidth))*2.);
float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;
c*=v*b; //屏幕上雨的颜色
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); //将雨和三维场景融合
}`
// 雪
const FS_Snow = `uniform sampler2D colorTexture;
varying vec2 v_textureCoordinates;
uniform float snowSize;
uniform float snowSpeed;
float snow(vec2 uv,float scale)
{
float time = czm_frameNumber / snowSpeed;
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);
k=smoothstep(0.,k,sin(f.x+f.y)*0.01*snowSize);
return k*w;
}
void main(void){
vec2 resolution = czm_viewport.zw;
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
vec3 finalColor=vec3(0);
//float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));
float c = 0.0;
c+=snow(uv,30.)*.0;
c+=snow(uv,20.)*.0;
c+=snow(uv,15.)*.0;
c+=snow(uv,10.);
c+=snow(uv,8.);
c+=snow(uv,6.);
c+=snow(uv,5.);
finalColor=(vec3(c));
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5);
}
`;
// 雾
const FS_Fog = `
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
uniform float visibility;
uniform vec4 fogColor;
varying vec2 v_textureCoordinates;
void main(void)
{
vec4 origcolor = texture2D(colorTexture, v_textureCoordinates);
float depth = czm_readDepth(depthTexture, v_textureCoordinates);
vec4 depthcolor = texture2D(depthTexture, v_textureCoordinates);
float f = visibility * (depthcolor.r - 0.3) / 0.2;
if (f < 0.0) f = 0.0;
else if (f > 1.0) f = 1.0;
gl_FragColor = mix(origcolor, fogColor, f);
}
`;
/*雨天*/
function rain(sdk, status = false) {
rainStages && sdk.viewer.scene.postProcessStages.remove(rainStages)
if (status) {
rainStages = new Cesium.PostProcessStage({
name: "rain",
fragmentShader: FS_Rain,
uniforms: {
tiltAngle: -0.4, // 倾斜角度
rainSize: 0.3, // 雨大小
rainWidth: 40, //雨长度
rainSpeed: 100, //雨速
},
});
sdk.viewer.scene.postProcessStages.add(rainStages);
}
}
// 雪
function snow(sdk, status = false) {
snowStages && sdk.viewer.scene.postProcessStages.remove(snowStages)
if (status) {
snowStages = new Cesium.PostProcessStage({
name: "snow",
fragmentShader: FS_Snow,
uniforms: {
snowSize: 2, // 大小
snowSpeed: 60, //速度
},
});
sdk.viewer.scene.postProcessStages.add(snowStages);
}
}
// 雾天
function fog(sdk, status = false) {
fogStages && sdk.viewer.scene.postProcessStages.remove(fogStages)
if (status) {
fogStages = new Cesium.PostProcessStage({
name: "fog",
fragmentShader: FS_Fog,
uniforms: {
visibility: 0.2, //
fogColor: Cesium.Color.WHITE,
},
});
sdk.viewer.scene.postProcessStages.add(fogStages);
}
}
// 夜视
function nightVision(sdk, status = false) {
nightVisionStages && sdk.viewer.scene.postProcessStages.remove(nightVisionStages)
if (status) {
nightVisionStages = Cesium.PostProcessStageLibrary.createNightVisionStage();
sdk.viewer.scene.postProcessStages.add(nightVisionStages);
}
}
// 星空
function skyStarry(sdk, status = false) {
sdk.viewer.scene.skyAtmosphere.show = !status
}
// 光照
function illumination(sdk, status = false) {
sdk.viewer.shadows = status
sdk.viewer._shadows = status
}
export { rain, snow, fog, nightVision, skyStarry, illumination }