# cesium-天气效果

cesium可以实现天气变化的效果,官方是使用cesium粒子系统做的效果。

但这种实现方式有问题:当视角变化(拉近、拉远、平移、旋转)时,粒子就会变化,甚至会消失。

我这里通过 Shader 这种方式模拟雨雪,可以不受视点位置的影响,相当于是一个全屏的后处理。

# 下雪天气(snow)

# 核心代码

class SnowEffect {
    constructor(viewer, options) {
        if (!viewer) throw new Error('no viewer object!');
        options = options || {};
        this.snowSize = Cesium.defaultValue(options.snowSize, 0.02); //最好小于0.02
        this.snowSpeed = Cesium.defaultValue(options.snowSpeed, 60.0);
        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;
                }
            }
        });
        this.viewer.scene.postProcessStages.add(this.snowStage);
    }

    destroy() {
        if (!this.viewer || !this.snowStage) return;
        this.viewer.scene.postProcessStages.remove(this.snowStage);
        this.snowStage.destroy();
        delete this.snowSize;
        delete this.snowSpeed;
    }

    show(visible) {
        this.snowStage.enabled = visible;
    }

    snow() {
        return "uniform sampler2D colorTexture;\n\
            varying vec2 v_textureCoordinates;\n\
            uniform float snowSpeed;\n\
                    uniform float snowSize;\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\
            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));\n\
                gl_FragColor=mix(texture2D(colorTexture,v_textureCoordinates),vec4(finalColor,1),.5);\n\
                }\n\
                ";
    }
}

Cesium.SnowEffect = SnowEffect;
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74

# 下雨天气(rain)

# 核心代码

class RainEffect {
    constructor(viewer, options) {
        if (!viewer) throw new Error('no viewer object!');
        options = options || {};
        //倾斜角度,负数向右,正数向左
        this.tiltAngle = Cesium.defaultValue(options.tiltAngle, -.6);
        this.rainSize = Cesium.defaultValue(options.rainSize, 0.3);
        this.rainSpeed = Cesium.defaultValue(options.rainSpeed, 60.0);
        this.viewer = viewer;
        this.init();
    }

    init() {
        this.rainStage = new Cesium.PostProcessStage({
            name: 'czm_rain',
            fragmentShader: this.rain(),
            uniforms: {
                tiltAngle: () => {
                    return this.tiltAngle;
                },
                rainSize: () => {
                    return this.rainSize;
                },
                rainSpeed: () => {
                    return this.rainSpeed;
                }
            }
        });
        this.viewer.scene.postProcessStages.add(this.rainStage);
    }

    destroy() {
        if (!this.viewer || !this.rainStage) return;
        this.viewer.scene.postProcessStages.remove(this.rainStage);
        this.rainStage.destroy();
        delete this.tiltAngle;
        delete this.rainSize;
        delete this.rainSpeed;
    }

    show(visible) {
        this.rainStage.enabled = visible;
    }

    rain() {
        return "uniform sampler2D colorTexture;\n\
                varying vec2 v_textureCoordinates;\n\
                uniform float tiltAngle;\n\
                uniform float rainSize;\n\
                uniform float rainSpeed;\n\
                float hash(float x) {\n\
                    return fract(sin(x * 133.3) * 13.13);\n\
                }\n\
                void main(void) {\n\
                    float time = czm_frameNumber / rainSpeed;\n\
                    vec2 resolution = czm_viewport.zw;\n\
                    vec2 uv = (gl_FragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);\n\
                    vec3 c = vec3(.6, .7, .8);\n\
                    float a = tiltAngle;\n\
                    float si = sin(a), co = cos(a);\n\
                    uv *= mat2(co, -si, si, co);\n\
                    uv *= length(uv + vec2(0, 4.9)) * rainSize + 1.;\n\
                    float v = 1. - sin(hash(floor(uv.x * 100.)) * 2.);\n\
                    float b = clamp(abs(sin(20. * time * v + uv.y * (5. / (2. + v)))) - .95, 0., 1.) * 20.;\n\
                    c *= v * b;\n\
                    gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c, 1), .5);\n\
                }\n\
                ";
    }
}

Cesium.RainEffect = RainEffect;
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72

# 雾霾天气(fog)

# 核心代码

class FogEffect {
    constructor(viewer, options) {
        if (!viewer) throw new Error('no viewer object!');
        options = options || {};
        this.visibility = Cesium.defaultValue(options.visibility, 0.1);
        this.color = Cesium.defaultValue(options.color,
            new Cesium.Color(0.8, 0.8, 0.8, 0.5));
        this._show = Cesium.defaultValue(options.show, !0);
        this.viewer = viewer;
        this.init();
    }

    init() {
        this.fogStage = new Cesium.PostProcessStage({
            name: 'czm_fog',
            fragmentShader: this.fog(),
            uniforms: {
                visibility: () => {
                    return this.visibility;
                },
                fogColor: () => {
                    return this.color;
                }
            }
        });
        this.viewer.scene.postProcessStages.add(this.fogStage);
    }

    destroy() {
        if (!this.viewer || !this.fogStage) return;
        this.viewer.scene.postProcessStages.remove(this.fogStage);
        this.fogStage.destroy();
        delete this.visibility;
        delete this.color;
    }

    show(visible) {
        this._show = visible;
        this.fogState.enabled = this._show;
    }

    fog() {
        return "uniform sampler2D colorTexture;\n\
         uniform sampler2D depthTexture;\n\
         uniform float visibility;\n\
         uniform vec4 fogColor;\n\
         varying vec2 v_textureCoordinates; \n\
         void main(void) \n\
         { \n\
            vec4 origcolor = texture2D(colorTexture, v_textureCoordinates); \n\
            float depth = czm_readDepth(depthTexture, v_textureCoordinates); \n\
            vec4 depthcolor = texture2D(depthTexture, v_textureCoordinates); \n\
            float f = visibility * (depthcolor.r - 0.3) / 0.2; \n\
            if (f < 0.0) f = 0.0; \n\
            else if (f > 1.0) f = 1.0; \n\
            gl_FragColor = mix(origcolor, fogColor, f); \n\
         }\n";
    }
}

Cesium.FogEffect = FogEffect;
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61

# 完整代码

<!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>cesium-天气效果</title>
    <script src="../lib/Cesium-1.89/Build/Cesium/Cesium.js"></script>
    <script src="../../static/lib/vue.min.js"></script>
    <script src="../../static/lib/snow.js"></script>
    <script src="../../static/lib/rain.js"></script>
    <script src="../../static/lib/fog.js"></script>
    <style>
        @import url(../lib/Cesium-1.89/Build/Cesium/Widgets/widgets.css);

        html,
        body, #temp {
            width: 100%;
            height: 100%;
            margin: 0;
            padding: 0;
            overflow: hidden;
        }

        #cesiumContainer {
            width: 100%;
            height: 100%;
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
<div id="temp">
    <div style="display: -webkit-flex;display: flex;width: 100%;height: 100%">
        <div style="width: 90%;height: 100%">
            <div id="cesiumContainer"></div>
        </div>
        <div style="width: 10%;height: 100%;background-color: #d3d3d3;padding: 30px">
            <button class="btn" @click="addSnow">下雪</button>
            <button class="btn" @click="addRain">下雨</button>
            <button class="btn" @click="addFog">下雾</button>
            <button class="btn" @click="destoryWeather">清除</button>
        </div>
    </div>
</div>
<script>

    let EarthComp = new Vue({
        el: "#temp",
        data: {
            _viewer: undefined,
            snow:null,//雪
            rain:null,//雨
            fog:null,//雾
        },
        mounted: function () {
            let that = this;
            this.earthInit();
        },
        methods: {
            /**
             * 地球初始化
             */
            earthInit() {
                //天地图token
                let TDT_tk = "token";
                //Cesium token
                let cesium_tk = "token";

                //标注
                let TDT_CIA_C = "http://{s}.tianditu.gov.cn/cia_c/wmts?service=wmts&request=GetTile&version=1.0.0" +
                    "&LAYER=cia&tileMatrixSet=c&TileMatrix={TileMatrix}&TileRow={TileRow}&TileCol={TileCol}" +
                    "&style=default&format=tiles&tk=" + TDT_tk;

                // 添加mapbox自定义地图实例
                let layer = new Cesium.MapboxStyleImageryProvider({
                    url: 'https://api.mapbox.com/styles/v1',
                    username: 'sungang',
                    styleId: 'styleId',
                    accessToken: 'accessToken',
                    scaleFactor: true
                });

                //初始页面加载
                Cesium.Ion.defaultAccessToken = cesium_tk;
                let viewer = new Cesium.Viewer('cesiumContainer', {
                    geocoder: false,   // 位置查找工具
                    baseLayerPicker: false,// 图层选择器(地形影像服务)
                    timeline: false, // 底部时间线
                    homeButton: false,// 视角返回初始位置
                    fullscreenButton: false, // 全屏
                    animation: false,   // 左下角仪表盘(动画器件)
                    sceneModePicker: false,// 选择视角的模式(球体、平铺、斜视平铺)
                    navigationHelpButton: false, //导航帮助按钮
                    imageryProvider: layer
                });

                //调用影响中文注记服务
                viewer.imageryLayers.addImageryProvider(new Cesium.WebMapTileServiceImageryProvider({
                    url: TDT_CIA_C,
                    layer: "tdtImg_c",
                    style: "default",
                    format: "tiles",
                    tileMatrixSetID: "c",
                    subdomains: ["t0", "t1", "t2", "t3", "t4", "t5", "t6", "t7"],
                    tilingScheme: new Cesium.GeographicTilingScheme(),
                    tileMatrixLabels: ["1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19"],
                    maximumLevel: 50,
                    show: false
                }))

                this._viewer = viewer;

                // 去除版权信息
                this._viewer._cesiumWidget._creditContainer.style.display = "none";
                // 初始化dem位置
                this.addDem();
            },
            /**
             * 添加地形图
             */
            addDem() {
                let that = this;
                let terrainProvider = new Cesium.CesiumTerrainProvider({
                    url: '../res/data/dem/ASTGTM_N29E087D'
                });
                that._viewer.terrainProvider = terrainProvider;

                that._viewer.camera.flyTo({
                    destination: Cesium.Cartesian3.fromDegrees(87.54791, 29.57025, 17863.0),
                    orientation: {
                        heading: Cesium.Math.toRadians(0.0),
                        pitch: Cesium.Math.toRadians(-25.0),
                        roll: 0.0
                    }
                });
            },
            /**
             * 下雪
             */
            addSnow() {
                let that = this;
                that.destoryWeather();
                that.snow = new Cesium.SnowEffect(that._viewer, {
                    snowSize: 0.02, //雪大小 ,默认可不写
                    snowSpeed: 60.0 //雪速,默认可不写
                });
            },
            /**
             * 下雨
             */
            addRain() {
                let that = this;
                that.destoryWeather();
                that.rain = new Cesium.RainEffect(that._viewer, {
                    tiltAngle: -.6, //倾斜角度
                    rainSize: 0.6, //雨大小
                    rainSpeed: 120.0 //雨速
                });
            },
            /**
             * 下雾
             */
            addFog() {
                let that = this;
                that.destoryWeather();
                that.fog = new Cesium.FogEffect(that._viewer, {
                    visibility: 0.2,
                    color: new Cesium.Color(0.8, 0.8, 0.8, 0.3)
                });
            },
            /**
             * 消除天气效果
             */
            destoryWeather() {
                if (this.snow) {
                    this.snow.destroy();
                }
                if (this.rain) {
                    this.rain.destroy();
                }
                if (this.fog) {
                    this.fog.destroy();
                }
            },
        },
    })
</script>
</body>
</html>
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196

# 实现效果

# 下雪效果

image-20220117155436187

# 下雨效果

image-20220117155913799

# 雾霾效果

image-20220117155933186

上次更新时间: 2022年5月20日星期五上午11点16分