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@wewindy
Last active December 14, 2020 10:12
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showPrimitiveShader
/**
* Need Cesium.js 1.7x environment.
*/
var viewer = new Cesium.Viewer("cesiumContainer");
viewer.scene.globe.depthTestAgainstTerrain = true;
viewer.camera.setView({
destination : new Cesium.Cartesian3(-2644963.9889313546, 5763731.142118295, 2199400.7089496767), //世界坐标系下的一个坐标点
orientation : {//旋转角度
heading :6.075,
pitch :-0.727,
roll : 6.283
}
});
const extrudedPolygon = new Cesium.PolygonGeometry({
polygonHierarchy : new Cesium.PolygonHierarchy(
Cesium.Cartesian3.fromDegreesArray([
112.41726298378288, 23.290411251106182,
113.67072522399741, 23.560312361463682,
114.09370956893551, 22.590768298743153,
112.83803246418894, 22.285610818885644
])
),
extrudedHeight: 3000
});
const instance = new Cesium.GeometryInstance({
geometry: extrudedPolygon,
id: 'box with height'
});
const m = new Cesium.Material({
fabric: {
type: 'Color',
uniforms: {
color: new Cesium.Color(216 / 255.0, 170 / 255.0, 208 / 255.0).withAlpha(0.618),
},
}
});
const aper = new Cesium.MaterialAppearance({
material : m,
});
var p = viewer.scene.primitives.add(new Cesium.Primitive({
geometryInstances: instance,
appearance: aper,
releaseGeometryInstances: false,
compressVertices: false,
}));
// p.readyPromise.then(v => console.log(v));
const vs = aper.vertexShaderSource;
const fs = aper.fragmentShaderSource;
const fs2 = aper.getFragmentShaderSource();
console.log(`// 顶点着色器:
${vs}`);
console.log(`// 片元着色器:
${fs}`);
console.log(`// 片元着色器2:
${fs2}`);
@wewindy
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wewindy commented Dec 14, 2020

console log:

// 顶点着色器:
attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 normal;
attribute vec2 st;
attribute float batchId;

varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec2 v_st;

void main()
{
    vec4 p = czm_computePosition();

    v_positionEC = (czm_modelViewRelativeToEye * p).xyz;      // position in eye coordinates
    v_normalEC = czm_normal * normal;                         // normal in eye coordinates
    v_st = st;

    gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
// 片元着色器:
varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec2 v_st;

void main()
{
    vec3 positionToEyeEC = -v_positionEC;

    vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
    normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif

    czm_materialInput materialInput;
    materialInput.normalEC = normalEC;
    materialInput.positionToEyeEC = positionToEyeEC;
    materialInput.st = v_st;
    czm_material material = czm_getMaterial(materialInput);

#ifdef FLAT
    gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
    gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
// 片元着色器2:
#define FACE_FORWARD
uniform vec4 color_0;czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
material.diffuse = czm_gammaCorrect(color_0.rgb); 
material.alpha = color_0.a; 
return material;
}

varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec2 v_st;

void main()
{
    vec3 positionToEyeEC = -v_positionEC;

    vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
    normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif

    czm_materialInput materialInput;
    materialInput.normalEC = normalEC;
    materialInput.positionToEyeEC = positionToEyeEC;
    materialInput.st = v_st;
    czm_material material = czm_getMaterial(materialInput);

#ifdef FLAT
    gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
    gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}

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