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