# 后期处理集合
vc-collection-stage-process-post
组件用于加载后期处理集合,可以加载多组自定义着色器。注意这个组件将直接替换 scene.postProcessStages
。
# 示例
# 加载后期处理集合
# 预览
收起
<template>
<div class="viewer">
<vc-viewer @ready="ready" >
<vc-collection-stage-process-post>
<vc-stage-process-post :fragmentShader="fsRain"></vc-stage-process-post>
<vc-stage-process-post :fragmentShader="fsScanSegment" :uniforms="uniforms"></vc-stage-process-post>
</vc-collection-stage-process-post>
</vc-viewer>
</div>
</template>
<script>
export default {
data () {
return {
uniforms: {},
fsRain: `
uniform sampler2D colorTexture;
varying vec2 v_textureCoordinates;
float hash(float x){
return fract(sin(x*23.3)*13.13);
}
void main(void){
float time = czm_frameNumber / 60.0;
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=-.4;
float si=sin(a),co=cos(a);
uv*=mat2(co,-si,si,co);
uv*=length(uv+vec2(0,4.9))*.3+1.;
float v=1.-sin(hash(floor(uv.x*100.))*2.);
float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;
c*=v*b;
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5);
}`,
fsScanSegment: `
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
varying vec2 v_textureCoordinates;
uniform vec4 u_scanCenterEC;
uniform vec3 u_scanPlaneNormalEC;
uniform float u_radius;
uniform vec4 u_scanColor;
vec4 toEye(in vec2 uv, in float depth)
{
vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));
vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);
posInCamera =posInCamera / posInCamera.w;
return posInCamera;
}
vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)
{
vec3 v01 = point -planeOrigin;
float d = dot(planeNormal, v01) ;
return (point - planeNormal * d);
}
float getDepth(in vec4 depth)
{
float z_window = czm_unpackDepth(depth);
z_window = czm_reverseLogDepth(z_window);
float n_range = czm_depthRange.near;
float f_range = czm_depthRange.far;
return (2.0 * z_window - n_range - f_range) / (f_range - n_range);
}
void main()
{
gl_FragColor = texture2D(colorTexture, v_textureCoordinates);
float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));
vec4 viewPos = toEye(v_textureCoordinates, depth);
vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);
float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);
if(dis < u_radius)
{
float f = 1.0 -abs(u_radius - dis) / u_radius;
f = pow(f, 4.0);
gl_FragColor = mix(gl_FragColor, u_scanColor, f);
}
}`
}
},
methods: {
ready (cesiumInstance) {
this.cesiumInstance = cesiumInstance
const {Cesium, viewer} = this.cesiumInstance
let scanColor = new Cesium.Color(1.0, 0.0, 0.0, 1)
let maxRadius = 50000
let duration = 1000
let cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(103.65), Cesium.Math.toRadians(32.07), 2290 + 250)
var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter)
var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1)
var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500)
var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1)
var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1)
var _time = (new Date()).getTime()
var _scratchCartesian4Center = new Cesium.Cartesian4()
var _scratchCartesian4Center1 = new Cesium.Cartesian4()
var _scratchCartesian3Normal = new Cesium.Cartesian3()
this.uniforms = {
u_scanCenterEC: function () {
return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center)
},
u_scanPlaneNormalEC: function () {
var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center)
var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1)
_scratchCartesian3Normal.x = temp1.x - temp.x
_scratchCartesian3Normal.y = temp1.y - temp.y
_scratchCartesian3Normal.z = temp1.z - temp.z
Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal)
return _scratchCartesian3Normal
},
u_radius: function () {
return maxRadius * (((new Date()).getTime() - _time) % duration) / duration
},
u_scanColor: scanColor
}
viewer.camera.setView({
destination: new Cesium.Cartesian3(-1393343.0290741834, 5456331.793439052, 3386100.742517333),
orientation: {
heading: 5.876909627704607,
pitch: -1.2896948627752063,
roll: 6.281977273529364
}
})
}
}
}
</script>
# 属性
属性名 | 类型 | 默认值 | 描述 |
---|---|---|---|
stages | Array | optional 指定 PostProcessStage 数组。 |
# 事件
事件名 | 参数 | 描述 |
---|---|---|
ready | {Cesium, viewer} | 该组件渲染完毕时触发,返回 Cesium 类, viewer 实例。 |