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Cesium自定义shader材质实现逼真水面 支持uniforms属性实时修改

时间:2020-09-12 09:05:22

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Cesium自定义shader材质实现逼真水面 支持uniforms属性实时修改

水的shader代码参考的是Shader - Shadertoy BETA

本文主要解决在cesium的shader中如何实时修改时间变量iTime,从而实现材质的动态变化。

MaterialAppearance.fragmentShaderSource与vertexShaderSource可以自定义shader材质,但是不支持uniforms传参,于是加入fabric,在fabric.source中可以获取uniforms中的属性,然后我直接在fabric中处理片元的着色,而fragmentShaderSource中只是直接调用fabric的结果。

源码地址:/changjiuxiong/Cesium-1.62Test/blob/master/Apps/shaderMaterial_uniforms.html

仓库地址:

/changjiuxiong/Cesium-1.62Test

版权所有,请勿用于商业用途。

附源码

<!DOCTYPE html><html lang="en"><head><!-- Use correct character set. --><meta charset="utf-8"><!-- Tell IE to use the latest, best version. --><meta http-equiv="X-UA-Compatible" content="IE=edge"><!-- Make the application on mobile take up the full browser screen and disable user scaling. --><meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"><title>Hello World!</title><script src="../Build/Cesium/Cesium.js"></script><style>@import url(../Build/Cesium/Widgets/widgets.css);html, body, #cesiumContainer {width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden;}</style></head><body><div id="cesiumContainer"></div><script>// Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiJmNjJjMzY0OS1hZGQxLTRiZmYtYWYwNS03NmIyM2MwMDgwZDAiLCJpZCI6MTIzMTgsInNjb3BlcyI6WyJhc3IiLCJnYyJdLCJpYXQiOjE1NjA4NDQ3Mjd9.OLTL_rs2gAi2R9zoztBHcJPDHnVl2Q7OZxRtZhoCeZE';var viewer = new Cesium.Viewer('cesiumContainer');var box = new Cesium.BoxGeometry({vertexFormat : Cesium.VertexFormat.POSITION_NORMAL_AND_ST,maximum : new Cesium.Cartesian3(250000.0, 250000.0, 250000.0),minimum : new Cesium.Cartesian3(-250000.0, -250000.0, -250000.0)});var geometry = Cesium.BoxGeometry.createGeometry(box);let inst = new Cesium.GeometryInstance({geometry: geometry});// 自定义材质let aper = new Cesium.MaterialAppearance({material: new Cesium.Material({fabric: {uniforms: {iTime: 0,},source:`const int NUM_STEPS = 8;const float PI= 3.141592;const float EPSILON = 1e-3;//#define EPSILON_NRM (0.1 / iResolution.x)#define EPSILON_NRM (0.1 / 200.0)// seaconst int ITER_GEOMETRY = 3;const int ITER_FRAGMENT = 5;const float SEA_HEIGHT = 0.6;const float SEA_CHOPPY = 4.0;const float SEA_SPEED = 1.8;const float SEA_FREQ = 0.16;const vec3 SEA_BASE = vec3(0.1,0.19,0.22);const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);//#define SEA_TIME (1.0 + iTime * SEA_SPEED)const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);// mathmat3 fromEuler(vec3 ang) {vec2 a1 = vec2(sin(ang.x),cos(ang.x));vec2 a2 = vec2(sin(ang.y),cos(ang.y));vec2 a3 = vec2(sin(ang.z),cos(ang.z));mat3 m;m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);return m;}float hash( vec2 p ) {float h = dot(p,vec2(127.1,311.7));return fract(sin(h)*43758.5453123);}float noise( in vec2 p ) {vec2 i = floor( p );vec2 f = fract( p );vec2 u = f*f*(3.0-2.0*f);return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),hash( i + vec2(1.0,0.0) ), u.x),mix( hash( i + vec2(0.0,1.0) ),hash( i + vec2(1.0,1.0) ), u.x), u.y);}// lightingfloat diffuse(vec3 n,vec3 l,float p) {return pow(dot(n,l) * 0.4 + 0.6,p);}float specular(vec3 n,vec3 l,vec3 e,float s) {float nrm = (s + 8.0) / (PI * 8.0);return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;}// skyvec3 getSkyColor(vec3 e) {e.y = max(e.y,0.0);return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);}// seafloat sea_octave(vec2 uv, float choppy) {uv += noise(uv);vec2 wv = 1.0-abs(sin(uv));vec2 swv = abs(cos(uv));wv = mix(wv,swv,wv);return pow(1.0-pow(wv.x * wv.y,0.65),choppy);}float map(vec3 p) {float freq = SEA_FREQ;float amp = SEA_HEIGHT;float choppy = SEA_CHOPPY;vec2 uv = p.xz; uv.x *= 0.75;float d, h = 0.0;float SEA_TIME = 1.0 + iTime * SEA_SPEED;for(int i = 0; i < ITER_GEOMETRY; i++) {d = sea_octave((uv+SEA_TIME)*freq,choppy);d += sea_octave((uv-SEA_TIME)*freq,choppy);h += d * amp;uv *= octave_m; freq *= 1.9; amp *= 0.22;choppy = mix(choppy,1.0,0.2);}return p.y - h;}float map_detailed(vec3 p) {float freq = SEA_FREQ;float amp = SEA_HEIGHT;float choppy = SEA_CHOPPY;vec2 uv = p.xz; uv.x *= 0.75;float SEA_TIME = 1.0 + iTime * SEA_SPEED;float d, h = 0.0;for(int i = 0; i < ITER_FRAGMENT; i++) {d = sea_octave((uv+SEA_TIME)*freq,choppy);d += sea_octave((uv-SEA_TIME)*freq,choppy);h += d * amp;uv *= octave_m; freq *= 1.9; amp *= 0.22;choppy = mix(choppy,1.0,0.2);}return p.y - h;}vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);fresnel = pow(fresnel,3.0) * 0.65;vec3 reflected = getSkyColor(reflect(eye,n));vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;vec3 color = mix(refracted,reflected,fresnel);float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;color += vec3(specular(n,l,eye,60.0));return color;}// tracingvec3 getNormal(vec3 p, float eps) {vec3 n;n.y = map_detailed(p);n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;n.y = eps;return normalize(n);}float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {float tm = 0.0;float tx = 1000.0;float hx = map(ori + dir * tx);if(hx > 0.0) return tx;float hm = map(ori + dir * tm);float tmid = 0.0;for(int i = 0; i < NUM_STEPS; i++) {tmid = mix(tm,tx, hm/(hm-hx));p = ori + dir * tmid;float hmid = map(p);if(hmid < 0.0) {tx = tmid;hx = hmid;} else {tm = tmid;hm = hmid;}}return tmid;}vec4 czm_getMaterial(vec2 vUv){vec2 uv = vUv;uv = vUv * 2.0 - 1.0;float time = iTime * 0.3 + 0.0*0.01;// rayvec3 ang = vec3(0, 1.2, 0.0);vec3 ori = vec3(0.0,3.5,0);vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;dir = normalize(dir) * fromEuler(ang);// tracingvec3 p;heightMapTracing(ori,dir,p);vec3 dist = p - ori;vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);vec3 light = normalize(vec3(0.0,1.0,0.8));// colorvec3 color = mix(getSkyColor(dir),getSeaColor(p,n,light,dir,dist),pow(smoothstep(0.0,-0.05,dir.y),0.3));return vec4( pow(color,vec3(0.75)), 1.0 );}`,}}),translucent: true,vertexShaderSource: `attribute vec3 position3DHigh;attribute vec3 position3DLow;attribute float batchId;attribute vec2 st;attribute vec3 normal;varying vec2 v_st;varying vec3 v_positionEC;varying vec3 v_normalEC;void main() {v_st = st;vec4 p = czm_computePosition();v_positionEC = (czm_modelViewRelativeToEye * p).xyz;// position in eye coordinatesv_normalEC = czm_normal * normal;// normal in eye coordinatesgl_Position = czm_modelViewProjectionRelativeToEye * p;}`,fragmentShaderSource: `varying vec2 v_st;varying vec3 v_positionEC;varying vec3 v_normalEC;void main() {vec3 positionToEyeEC = -v_positionEC;vec3 normalEC = normalize(v_normalEC);czm_materialInput materialInput;materialInput.normalEC = normalEC;materialInput.positionToEyeEC = positionToEyeEC;materialInput.st = v_st;vec4 color = czm_getMaterial(v_st);gl_FragColor = color;}`,});let modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(Cesium.Cartesian3.fromDegrees(110, 40, 10));viewer.scene.primitives.add(new Cesium.Primitive({geometryInstances: inst,appearance: aper,modelMatrix: modelMatrix,}));viewer.camera.flyToBoundingSphere(new Cesium.BoundingSphere(Cesium.Cartesian3.fromDegrees(110, 40, 10), 950000,),{duration: 0.1,});function renderLoop(timestamp){aper.material.uniforms.iTime = timestamp/1000;requestAnimationFrame(renderLoop);}renderLoop();</script></body></html>

新版本Cesium 1.105,默认使用GLSL3.0语法,稍微修改vertexShaderSource和fragmentShaderSource,注意片元默认输出变量为out_FragColor

vertexShaderSource: `in vec3 position3DHigh;in vec3 position3DLow;in float batchId;in vec2 st;in vec3 normal;out vec2 v_st;out vec3 v_positionEC;out vec3 v_normalEC;void main() {v_st = st;vec4 p = czm_computePosition();v_positionEC = (czm_modelViewRelativeToEye * p).xyz;// position in eye coordinatesv_normalEC = czm_normal * normal;// normal in eye coordinatesgl_Position = czm_modelViewProjectionRelativeToEye * p;}`,fragmentShaderSource: `in vec2 v_st;in vec3 v_positionEC;in vec3 v_normalEC;void main() {vec3 positionToEyeEC = -v_positionEC;vec3 normalEC = normalize(v_normalEC);czm_materialInput materialInput;materialInput.normalEC = normalEC;materialInput.positionToEyeEC = positionToEyeEC;materialInput.st = v_st;vec4 color = czm_getMaterial(v_st);out_FragColor = color;}`,

然后新版中Primitive加上asynchronous: false,不然报错

viewer.scene.primitives.add(new Cesium.Primitive({geometryInstances: inst,appearance: aper,asynchronous: false,modelMatrix: modelMatrix,}));

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