import { nextTick, onMounted, ref } from 'vue'
import * as Cesium from 'cesium'
import gsap from 'gsap'onMounted(() => { ... })
let rectGeometry = new Cesium.RectangleGeometry({rectangle: Cesium.Rectangle.fromDegrees(115, 20, 135, 30 ),height: 0, `vertexFormat:顶点格式,这里使用`PerInstanceColorAppearance`的顶点格式,允许每个实例有独立的颜色``如果使用【Cesium.Material.fromType】这里的【vertexFormat】就必须用这个EllipsoidSurfaceAppearance`vertexFormat: Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT
})
let instance = new Cesium.GeometryInstance({id: 'redRect',geometry: rectGeometry, attributes: {color: Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.RED.withAlpha(0.5))}
})let rectGeometry_1 = new Cesium.RectangleGeometry({rectangle: Cesium.Rectangle.fromDegrees(140, 20, 160, 30 ),height: 0
})
let instance_1 = new Cesium.GeometryInstance({id: 'blueRect',geometry: rectGeometry_1,attributes: {color: Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.BLUE.withAlpha(0.5))},vertexFormat: Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT
})
let material_1 = new Cesium.Material({fabric: {type: 'Color',uniforms: {color: new Cesium.Color(1.0, 0.0, 0.0, 0.5)}}
})
let material_1 = new Cesium.Material({fabric: {type: 'Image',uniforms: {image: '../public/texture/logo.png'}}
})
console.log('material_1=', material_1)
console.log('material_1=', material_1.shaderSource)`【编写着色器材质】`
let material_1 = new Cesium.Material({`【`fabric`属性,是Cesium材质的核心,它允许你使用GLSL(OpenGL Shading Language)代码来自定义材质的行为】`fabric: {uniforms: {uTime: 0},source: `// czm_getMaterial(), 是GLSL函数的开始, 是Cesium材质系统的核心czm_material czm_getMaterial(czm_materialInput materialInput){// 调用 czm_getDefaultMaterial 函数, 初始化为Cesium的默认材质, 这允许你在默认材质的基础上进行修改czm_material material = czm_getDefaultMaterial(materialInput); // 官方默认// ----------- 自定义内容-start -----------// 效果一// 将材质的, 漫反射颜色, 设置为红色(RGB: 1.0, 0.0, 0.0), 这意味着对象将显示为红色// material.diffuse = vec3(1.0, 0.0, 0.0);// 效果二: materialInput.st ,是一个包含纹理坐标的二维向量// material.diffuse = vec3(materialInput.st, 0.0);// 效果三material.diffuse = vec3(materialInput.st+uTime, 0.0);// 效果四:条纹效果// float strength = mod((materialInput.st.s+uTime) * 10.0, 1.0); // 加减的作用:调整方向// float strength = mod((materialInput.st.s-uTime)*10.0, 1.0);// float strength = mod((materialInput.st.t-uTime)*10.0, 1.0);// material.diffuse = vec3(strength, 0.0, 0.0);// ----------- 自定义内容-end -----------return material; // 官方默认}`}
})gsap.to(material_1.uniforms, {uTime: 1,duration: 2,repeat: -1,ease: 'linear'
})``EllipsoidSurfaceAppearance`:设置,几何体都是与地球的椭球体平行,假定,几何体 与 地球的椭球体 平行,就可以,在计算大量顶点属性的时候节省内存。`
let appearance = new Cesium.EllipsoidSurfaceAppearance({material: material_1,aboveGround: true, translucent: true
})
let primitive = new Cesium.Primitive({geometryInstances: [instance, instance_1], appearance: appearance, show: true
})nextTick(() => {setView()viewer.value.scene.primitives.add(primitive)
})