原文链接及内容

效果如下视频所示:

示例代码如下:

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const viewer = new Cesium.Viewer("cesiumContainer", {
geocoder: false,
sceneModePicker: false,
homeButton: false,
navigationHelpButton: false,
baseLayerPicker: false,
navigationInstructionsInitiallyVisible: false,
fullscreenButton: false,
selectionIndicator: false,
skyBox: false,
timeline: false,
animation: false,
shouldAnimate: true,
/**
* orderIndependentTranslucency: 是否使用顺序无关的半透明效果。
* orderIndependentTranslucency 默认为 true,启用 OIT 技术以正确处理透明对象的渲染,避免因绘制顺序导致的视觉错误(例如透明物体遮挡不正确)。
* 当设置为 false 时,Cesium 将禁用 OIT,透明对象的渲染将依赖于绘制顺序,可能导致透明效果不正确,尤其在复杂场景中(例如多个重叠的透明对象)。
*/
orderIndependentTranslucency: false,
});

viewer.cesiumWidget.creditContainer.style.display = "none";

viewer.clock.currentTime = Cesium.JulianDate.fromIso8601(
"2021-11-09T20:27:37.016064475348684937Z",
);

// 模型定位 ===============================================

const position = Cesium.Cartesian3.fromDegrees(-123.0744619, 44.0503706, 0);
const hpr = new Cesium.HeadingPitchRoll(0, 0, 0);
const fixedFrameTransform = Cesium.Transforms.localFrameToFixedFrameGenerator(
"north",
"west",
);

// 自定义着色器(Custom Shader)定义(Definitions) ========================================

// 拖动鼠标可放大/缩小(expand/shrink)模型。
const expandModelShader = new Cesium.CustomShader({
uniforms: {
/**
* Vector from latest drag center to the mouse
* 从最新拖拽中心到鼠标的向量
*/
u_drag: {
type: Cesium.UniformType.VEC2,
value: new Cesium.Cartesian2(0.0, 0.0),
},
},
vertexShaderText: `
// 如果鼠标向右拖动,模型就会增大;如果鼠标向左拖动,模型就会缩小
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput)
{
vsOutput.positionMC += 0.01 * u_drag.x * vsInput.attributes.normalMC;
}
`,
});

const textureUniformShader = new Cesium.CustomShader({
uniforms: {
// 动画的运行时间(以秒为单位)
u_time: {
type: Cesium.UniformType.FLOAT,
value: 0,
},
// 用户定义的纹理
u_stripes: {
type: Cesium.UniformType.SAMPLER_2D,
value: new Cesium.TextureUniform({
url: "../SampleData/cesium_stripes.png",
}),
},
},
// 将纹理应用到模型上,但随时间稍微移动纹理坐标以实现动画效果。
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material)
{
vec2 texCoord = fsInput.attributes.texCoord_0 + 0.1 * vec2(u_time, 0.0);
material.diffuse = texture(u_stripes, texCoord).rgb;
}
`,
});

// 创建一个棋盘纹理,其透明度随对角线编号递增
function makeCheckerboardTexture(textureSize) {
const checkerboard = new Uint8Array(4 * textureSize * textureSize);

const maxDiagonal = 2 * (textureSize - 1);
for (let i = 0; i < textureSize; i++) {
for (let j = 0; j < textureSize; j++) {
const index = i * textureSize + j;
// 检查对角线数字的奇偶性会得到一个棋盘格图案。
const diagonal = i + j;
if (diagonal % 2 === 0) {
// 将方块(square)设为红色。我们只需设置红色通道
checkerboard[4 * index] = 255;
}
// 否则我们会将方块设置为黑色。但数组已经初始化为 0,所以这里不需要做任何操作。

// 对于 Alpha 通道,将对角线数字映射到 [0, 255]
checkerboard[4 * index + 3] = (255 * diagonal) / maxDiagonal;
}
}
return new Cesium.TextureUniform({
typedArray: checkerboard,
width: textureSize,
height: textureSize,
// 不要插值,我们需要清晰的棋盘格边缘
minificationFilter: Cesium.TextureMinificationFilter.NEAREST,
magnificationFilter: Cesium.TextureMagnificationFilter.NEAREST,
});
}
const checkerboardTexture = makeCheckerboardTexture(8);

// 使用棋盘红色通道作为遮罩(mask)
const checkerboardMaskShader = new Cesium.CustomShader({
uniforms: {
u_checkerboard: {
type: Cesium.UniformType.SAMPLER_2D,
value: checkerboardTexture,
},
},
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material)
{
vec2 texCoord = fsInput.attributes.texCoord_0;
vec4 checkerboard = texture(u_checkerboard, texCoord);
material.diffuse = mix(material.diffuse, vec3(0.0), checkerboard.r);
}
`,
});

// 像棋盘一样着色,但让透明度随对角线变化
const checkerboardAlphaShader = new Cesium.CustomShader({
uniforms: {
u_checkerboard: {
type: Cesium.UniformType.SAMPLER_2D,
value: checkerboardTexture,
},
},
// 此模型通常渲染为不透明,因此 material.alpha 会被忽略。此设置强制着色器在半透明通道(translucent pass)中渲染。
translucencyMode: Cesium.CustomShaderTranslucencyMode.TRANSLUCENT,
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material)
{
vec2 texCoord = fsInput.attributes.texCoord_0;
vec4 checkerboard = texture(u_checkerboard, texCoord);
material.diffuse = checkerboard.rgb;
material.alpha = checkerboard.a;
}
`,
});

// 使用棋盘格在模型上切割孔洞
const checkerboardHolesShader = new Cesium.CustomShader({
uniforms: {
u_checkerboard: {
type: Cesium.UniformType.SAMPLER_2D,
value: checkerboardTexture,
},
},
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material)
{
vec2 texCoord = fsInput.attributes.texCoord_0;
vec4 checkerboard = texture(u_checkerboard, texCoord);
if (checkerboard.r > 0.0) {
discard;
}
}
`,
});

// 此示例旨在演示纹理定向的约定。+x 表示向右,+y 表示从**下到上**。这与 WebGL 的约定一致。
//
// 此示例还展示了如何使用不同的像素格式,本例中为 RGB。
function makeGradientTexture() {
const size = 256;
const typedArray = new Uint8Array(3 * size * size);
for (let i = 0; i < size; i++) {
for (let j = 0; j < size; j++) {
const index = i * size + j;
// 红色在 +x 方向(向右)增加
typedArray[3 * index + 0] = j;
// 绿色在 +y 方向增加(从下到上)
typedArray[3 * index + 1] = i;
// 蓝色为 0,因此被省略。
}
}

return new Cesium.TextureUniform({
typedArray: typedArray,
width: size,
height: size,
pixelFormat: Cesium.PixelFormat.RGB,
});
}
const gradientTexture = makeGradientTexture();

// 沿纹理的 UV 坐标为纹理着色。
const gradientShader = new Cesium.CustomShader({
uniforms: {
u_gradient: {
type: Cesium.UniformType.SAMPLER_2D,
value: gradientTexture,
},
},
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material)
{
material.diffuse = texture(u_gradient, fsInput.attributes.texCoord_0).rgb;
}
`,
});

// 拖动鼠标将修改 PBR 值
const modifyPbrShader = new Cesium.CustomShader({
uniforms: {
// 从最新拖动中心到鼠标的向量 Vector from latest drag center to the mouse
u_drag: {
type: Cesium.UniformType.VEC2,
value: new Cesium.Cartesian2(0.0, 0.0),
},
},
fragmentShaderText: `
// 单击并拖动以改变 PBR 值
void fragmentMain(FragmentInput vsInput, inout czm_modelMaterial material)
{
float dragDistance = length(u_drag);
float variation = smoothstep(0.0, 300.0, dragDistance);
// variation添加了金色的色调到高光
material.specular = mix(material.specular, vec3(0.8, 0.5, 0.1), variation);
// variation使材料更具光泽
material.roughness = clamp(1.0 - variation, 0.01, 1.0);
// variation将一些红色混合到漫反射颜色中
material.diffuse += vec3(0.5, 0.0, 0.0) * variation;
}
`,
});

const pointCloudWaveShader = new Cesium.CustomShader({
uniforms: {
// elapsed time in seconds for animation
u_time: {
type: Cesium.UniformType.FLOAT,
value: 0,
},
},
vertexShaderText: `
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput)
{
// 该模型的 x 和 y 坐标范围在[0, 1]之间,这恰好也可用作 UV 坐标。
vec2 uv = vsInput.attributes.positionMC.xy;
// 使点云以复杂的波浪形式波动,使其在空间和时间上都发生变化。振幅基于点云的原始形状(其本身就是一个波浪形表面)。波浪是相对于模型中心计算的,因此变换范围从 [0, 1] -> [-1, 1] -> [0, 1]
float amplitude = 2.0 * vsInput.attributes.positionMC.z - 1.0;
float wave = amplitude * sin(2.0 * czm_pi * uv.x - 2.0 * u_time) * sin(u_time);
vsOutput.positionMC.z = 0.5 + 0.5 * wave;
// 通过改变点的大小使其产生脉冲(pulse)效果
vsOutput.pointSize = 10.0 + 5.0 * sin(u_time);
}
`,
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material)
{
// 将点设为圆形而不是方形
float distance = length(gl_PointCoord - 0.5);
if (distance > 0.5) {
discard;
}
// 创建一个正弦波色板,使其大致沿波浪方向移动,但速度不同。系数是任意选择的。
vec2 uv = fsInput.attributes.positionMC.xy;
material.diffuse = 0.2 * fsInput.attributes.color_0.rgb;
material.diffuse += vec3(0.2, 0.3, 0.4) + vec3(0.2, 0.3, 0.4) * sin(2.0 * czm_pi * vec3(3.0, 2.0, 1.0) * uv.x - 3.0 * u_time);
}
`,
});

// Demos ==============================================================

const models = {
balloon: "../SampleData/models/CesiumBalloon/CesiumBalloon.glb",
drone: "../SampleData/models/CesiumDrone/CesiumDrone.glb",
pawns: "../SampleData/models/CesiumDrone/Pawns.glb",
milkTruck: "../SampleData/models/CesiumMilkTruck/CesiumMilkTruck.glb",
groundVehicle: "../SampleData/models/GroundVehicle/GroundVehicle.glb",
pointCloudWave: "../SampleData/models/PointCloudWave/PointCloudWave.glb",
};

let needsDrag = false;
const demos = [
{
text: "自定义纹理",
onselect: function () {
selectModel(models.groundVehicle, textureUniformShader);
needsDrag = false;
},
},
{
text: "程序化纹理",//通过算法或程序动态生成
onselect: function () {
selectModel(models.balloon, checkerboardMaskShader);
needsDrag = false;
},
},
{
text: "半透明材质",
onselect: function () {
selectModel(models.balloon, checkerboardAlphaShader);
needsDrag = false;
},
},
{
text: "使用纹理作为遮罩(Mask)",
onselect: function () {
selectModel(models.balloon, checkerboardHolesShader);
needsDrag = false;
},
},
{
text: "程序化渐变纹理",
onselect: function () {
selectModel(models.balloon, gradientShader);
needsDrag = false;
},
},
{
text: "通过鼠标拖动修改 PBR 值",
onselect: function () {
selectModel(models.groundVehicle, modifyPbrShader);
needsDrag = true;
},
},
{
text: "通过鼠标拖动扩展(Expand)模型",
onselect: function () {
selectModel(models.milkTruck, expandModelShader);
needsDrag = true;
},
},
{
text: "动画(移动的)点云",
onselect: function () {
selectModel(models.pointCloudWave, pointCloudWaveShader);
needsDrag = false;
},
},
];

async function selectModel(url, customShader) {
viewer.scene.primitives.removeAll();
try {
const model = viewer.scene.primitives.add(
await Cesium.Model.fromGltfAsync({
url: url,
customShader: customShader,
modelMatrix: Cesium.Transforms.headingPitchRollToFixedFrame(
position,
hpr,
Cesium.Ellipsoid.WGS84,
fixedFrameTransform,
),
}),
);

const removeListener = model.readyEvent.addEventListener(() => {
viewer.camera.flyToBoundingSphere(model.boundingSphere, {
duration: 0.0,
});

removeListener();
});
} catch (error) {
console.log(`模型加载出错: ${error}`);
}
}
Sandcastle.addToolbarMenu(demos);

// Event handlers =====================================================

const startTime = performance.now();
viewer.scene.postUpdate.addEventListener(function () {
const elapsedTimeSeconds = (performance.now() - startTime) / 1000;
textureUniformShader.setUniform("u_time", elapsedTimeSeconds);
pointCloudWaveShader.setUniform("u_time", elapsedTimeSeconds);
});

let dragActive = false;
const dragCenter = new Cesium.Cartesian2();

viewer.screenSpaceEventHandler.setInputAction(function (movement) {
if (!needsDrag) {
return;
}

const pickedFeature = viewer.scene.pick(movement.position);
if (!Cesium.defined(pickedFeature)) {
return;
}

viewer.scene.screenSpaceCameraController.enableInputs = false;

// 设置新的拖动中心
dragActive = true;
movement.position.clone(dragCenter);
}, Cesium.ScreenSpaceEventType.LEFT_DOWN);

const scratchDrag = new Cesium.Cartesian2();
viewer.screenSpaceEventHandler.setInputAction(function (movement) {
if (!needsDrag) {
return;
}

if (dragActive) {
// 获取鼠标相对于屏幕中心的位置
const drag = Cesium.Cartesian3.subtract(
movement.endPosition,
dragCenter,
scratchDrag,
);

// 更新uniforms
expandModelShader.setUniform("u_drag", drag);
modifyPbrShader.setUniform("u_drag", drag);
}
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

viewer.screenSpaceEventHandler.setInputAction(function (movement) {
if (!needsDrag) {
return;
}

viewer.scene.screenSpaceCameraController.enableInputs = true;

dragActive = false;
}, Cesium.ScreenSpaceEventType.LEFT_UP);