class SnowEffect {
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constructor(viewer, options) {
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if (!viewer) throw new Error("no viewer object!");
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options = options || {};
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this.snowSize = Cesium.defaultValue(options.snowSize, 0.02); // ❄️大小,最好小于0.02
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this.snowSpeed = Cesium.defaultValue(options.snowSpeed, 100.0); // 速度
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this.snowColor = Cesium.defaultValue(options.snowColor, new Cesium.Color(1.0, 1.0, 1.0, 1.0)); // 颜色
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this.viewer = viewer;
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this.init();
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}
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init() {
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this.snowStage = new Cesium.PostProcessStage({
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name: "czm_snow",
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fragmentShader: this.snow(),
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uniforms: {
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snowSize: () => {
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return this.snowSize;
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},
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snowSpeed: () => {
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return this.snowSpeed;
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},
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snowColor: () => {
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return this.snowColor;
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},
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},
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});
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this.viewer.scene.postProcessStages.add(this.snowStage);
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}
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destroy() {
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if (!this.viewer || !this.snowStage) return;
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this.viewer.scene.postProcessStages.remove(this.snowStage);
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const isDestroyed = this.snowStage.isDestroyed();
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// 先检查是否被销毁过,如果已经被销毁过再调用destroy会报错
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if (!isDestroyed) {
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this.snowStage.destroy();
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}
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delete this.snowSize;
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delete this.snowSpeed;
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}
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show(visible) {
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this.snowStage.enabled = visible;
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}
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snow() {
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return "uniform sampler2D colorTexture;\n\
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in vec2 v_textureCoordinates;\n\
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uniform float snowSpeed;\n\
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uniform float snowSize;\n\
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uniform vec4 snowColor;\n\
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float snow(vec2 uv,float scale)\n\
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{\n\
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float time=czm_frameNumber/snowSpeed;\n\
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float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
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uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
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uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
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p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\
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k=smoothstep(0.,k,sin(f.x+f.y)*snowSize);\n\
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return k*w;\n\
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}\n\
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out vec4 fragColor;\n\
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void main(void){\n\
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vec2 resolution=czm_viewport.zw;\n\
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vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
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vec3 finalColor=vec3(0);\n\
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//float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));\n\
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float c=0.;\n\
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c+=snow(uv,30.)*.0;\n\
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c+=snow(uv,20.)*.0;\n\
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c+=snow(uv,15.)*.0;\n\
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c+=snow(uv,10.);\n\
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c+=snow(uv,8.);\n\
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c+=snow(uv,6.);\n\
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c+=snow(uv,5.);\n\
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finalColor=(vec3(c) * snowColor.rgb);\n\
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fragColor=mix(texture(colorTexture,v_textureCoordinates),vec4(finalColor,1),.5);\n\
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}\n\
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";
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}
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}
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export default SnowEffect;
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