我决定不从Babylonjs 基础来讲了 直接整合cesium与babylonjs可视化来讲
我整合一个类库 后续不断更新中
npm i @haibalai/cesium-babylonjs
初始化cesium -babylonjs 类库, map 是cesium 的viewer对象
import { BabylonMapManager } from “@haibalai/cesium-babylonjs”;
BabylonMapManager.init(map);
添加特效
import { BabylonMapManager } from “@haibalai/cesium-babylonjs”;
const fragmentShader = `
precision highp float;
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
// Rand value between 0 and 1
floatrand(vec2 p) {
return fract(sin(dot(p, vec2(12.543,514.123)))4732.12);
}
// Value noise
floatnoise(vec2 p) {
vec2 f = smoothstep(0.0, 1.0, fract§);
vec2 i = floor§;
float a = rand(i);
float b = rand(i+vec2(1.0,0.0));
float c = rand(i+vec2(0.0,1.0));
float d = rand(i+vec2(1.0,1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// Fractal noise
floatfbm(vec2 p) {
float a = 0.5;
float r = 0.0;
for (int i = 0; i < 8; i++) {
r += anoise§;
a = 0.5;
p = 2.0;
}
return r;
}
// Lasers originating from a central point
floatlaser(vec2 p, int num) {
float r = atan(p.x, p.y);
float sn = sin(rfloat(num)+iTime);
float lzr = 0.5+0.5sn;
lzr = lzrlzrlzrlzrlzr;
float glow = pow(clamp(sn, 0.0, 1.0),100.0);
return lzr+glow;
}
// Mix of fractal noises to simulate fog
floatclouds(vec2 uv) {
vec2 t = vec2(0,iTime);
float c1 = fbm(fbm(uv3.0)0.75+uv3.0+t/3.0);
float c2 = fbm(fbm(uv2.0)0.5+uv7.0+t/3.0);
float c3 = fbm(fbm(uv10.0-t)0.75+uv5.0+t/6.0);
float r = mix(c1, c2, c3c3);
return rr;
}
voidmain(void) {
vec2 uv = (vUv - 0.4) * 2.0;
vec2 hs = iResolution.xy/iResolution.y0.5;
vec2 uvc = uv-hs;
float l = (1.0 + 3.0*noise(vec2(15.0-iTime)))• laser(vec2(uv.x+0.5, uv.y*(0.5 + 10.0noise(vec2(iTime/5.0))) + 0.1), 15);
l += fbm(vec2(2.0iTime))
• laser(vec2(hs.x-uvc.x-0.2, uv.y+0.1), 25);
l += noise(vec2(iTime-73.0))• laser(vec2(uvc.x, 1.0-uv.y+0.5), 30);
float c = clouds(uv);
vec4 col = vec4(0, 1, 0, 1)(uv.yl+uv.y*uv.y)*c;
gl_FragColor = pow(col, vec4(0.75));
}
; const vertexShader = attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
uniform mat4 worldViewProjection;
voidmain() {
vUv = uv;
gl_Position = worldViewProjection * vec4(position, 1.0);
}
`
let map = baseMapCtrl.getViewer(this.mapId);
let scene = BabylonMapManager.getScene(map);
Cesium 与 Babylon.js 可视化 glsl 特效篇(十七) - 小专栏