上篇文章讲解了如何设置近地天空盒,效果出来了还是发现天空是斜的
https://blog.csdn.net/m0_63701303/article/details/135618244
效果:
这里需要修改Cesium.skyBox的代码,代码如下直接全部复制组件内调用即可
skybox_nearground.js:
/* eslint-disable */
(function () {const Cesium = window.Cesium;const BoxGeometry = Cesium.BoxGeometry;const Cartesian3 = Cesium.Cartesian3;const defaultValue = Cesium.defaultValue;const defined = Cesium.defined;const destroyObject = Cesium.destroyObject;const DeveloperError = Cesium.DeveloperError;const GeometryPipeline = Cesium.GeometryPipeline;const Matrix3 = Cesium.Matrix3;const Matrix4 = Cesium.Matrix4;const Transforms = Cesium.Transforms;const VertexFormat = Cesium.VertexFormat;const BufferUsage = Cesium.BufferUsage;const CubeMap = Cesium.CubeMap;const DrawCommand = Cesium.DrawCommand;const loadCubeMap = Cesium.loadCubeMap;const RenderState = Cesium.RenderState;const VertexArray = Cesium.VertexArray;const BlendingState = Cesium.BlendingState;const SceneMode = Cesium.SceneMode;const ShaderProgram = Cesium.ShaderProgram;const ShaderSource = Cesium.ShaderSource;//片元着色器,直接从源码复制const SkyBoxFS = `uniform samplerCube u_cubeMap;varying vec3 v_texCoord;void main(){vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);}`;//顶点着色器有修改,主要是乘了一个旋转矩阵const SkyBoxVS = `attribute vec3 position;varying vec3 v_texCoord;uniform mat3 u_rotateMatrix;void main(){vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));gl_Position = czm_projection * vec4(p, 1.0);v_texCoord = position.xyz;}`;/*** 为了兼容高版本的Cesium,因为新版cesium中getRotation被移除*/if (!Cesium.defined(Cesium.Matrix4.getRotation)) {Cesium.Matrix4.getRotation = Cesium.Matrix4.getMatrix3}function SkyBoxOnGround(options) {/*** 近景天空盒* @type Object* @default undefined*/this.sources = options.sources;this._sources = undefined;/*** Determines if the sky box will be shown.** @type {Boolean}* @default true*/this.show = defaultValue(options.show, true);this._command = new DrawCommand({modelMatrix: Matrix4.clone(Matrix4.IDENTITY),owner: this});this._cubeMap = undefined;this._attributeLocations = undefined;this._useHdr = undefined;}const skyboxMatrix3 = new Matrix3();SkyBoxOnGround.prototype.update = function (frameState, useHdr) {const that = this;if (!this.show) {return undefined;}if ((frameState.mode !== SceneMode.SCENE3D) &&(frameState.mode !== SceneMode.MORPHING)) {return undefined;}if (!frameState.passes.render) {return undefined;}const context = frameState.context;if (this._sources !== this.sources) {this._sources = this.sources;const sources = this.sources;if ((!defined(sources.positiveX)) ||(!defined(sources.negativeX)) ||(!defined(sources.positiveY)) ||(!defined(sources.negativeY)) ||(!defined(sources.positiveZ)) ||(!defined(sources.negativeZ))) {throw new DeveloperError('this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties.');}if ((typeof sources.positiveX !== typeof sources.negativeX) ||(typeof sources.positiveX !== typeof sources.positiveY) ||(typeof sources.positiveX !== typeof sources.negativeY) ||(typeof sources.positiveX !== typeof sources.positiveZ) ||(typeof sources.positiveX !== typeof sources.negativeZ)) {throw new DeveloperError('this.sources properties must all be the same type.');}if (typeof sources.positiveX === 'string') {// Given urls for cube-map images. Load them.loadCubeMap(context, this._sources).then(function (cubeMap) {that._cubeMap = that._cubeMap && that._cubeMap.destroy();that._cubeMap = cubeMap;});} else {this._cubeMap = this._cubeMap && this._cubeMap.destroy();this._cubeMap = new CubeMap({context: context,source: sources});}}const command = this._command;command.modelMatrix = Transforms.eastNorthUpToFixedFrame(frameState.camera._positionWC);if (!defined(command.vertexArray)) {command.uniformMap = {u_cubeMap: function () {return that._cubeMap;},u_rotateMatrix: function () {return Matrix4.getRotation(command.modelMatrix, skyboxMatrix3);},};const geometry = BoxGeometry.createGeometry(BoxGeometry.fromDimensions({dimensions: new Cartesian3(2.0, 2.0, 2.0),vertexFormat: VertexFormat.POSITION_ONLY}));const attributeLocations = this._attributeLocations = GeometryPipeline.createAttributeLocations(geometry);command.vertexArray = VertexArray.fromGeometry({context: context,geometry: geometry,attributeLocations: attributeLocations,bufferUsage: BufferUsage._DRAW});command.renderState = RenderState.fromCache({blending: BlendingState.ALPHA_BLEND});}if (!defined(command.shaderProgram) || this._useHdr !== useHdr) {const fs = new ShaderSource({defines: [useHdr ? 'HDR' : ''],sources: [SkyBoxFS]});command.shaderProgram = ShaderProgram.fromCache({context: context,vertexShaderSource: SkyBoxVS,fragmentShaderSource: fs,attributeLocations: this._attributeLocations});this._useHdr = useHdr;}if (!defined(this._cubeMap)) {return undefined;}return command;};SkyBoxOnGround.prototype.isDestroyed = function () {return false};SkyBoxOnGround.prototype.destroy = function () {const command = this._command;command.vertexArray = command.vertexArray && command.vertexArray.destroy();command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy();this._cubeMap = this._cubeMap && this._cubeMap.destroy();return destroyObject(this);}Cesium.GroundSkyBox = SkyBoxOnGround
})();
组件内引入skybox_nearground.js就可使用
注意结尾这是Cesium.GroundSkyBox = SkyBoxOnGround 所以设置天空盒的时候需要从new Cesium.SkyBox()改为new Cesium.GroundSkyBox()
import "./skybox_nearground.js";const wanxiaSkybox = new Cesium.GroundSkyBox({sources: {positiveX: "../../imgs/天空盒2/wanxia/SunSetRight.png",negativeX: "../../imgs/天空盒2/wanxia/SunSetLeft.png",positiveY: "../../imgs/天空盒2/wanxia/SunSetFront.png",negativeY: "../../imgs/天空盒2/wanxia/SunSetBack.png",positiveZ: "../../imgs/天空盒2/wanxia/SunSetUp.png",negativeZ: "../../imgs/天空盒2/wanxia/SunSetDown.png",},
});