/*
* @Description: 扩散线性雷达扫描效果
* @Version: 1.0
* @Author: CL
*/
class DiffuseLinesMaterialProperty {
constructor(options) {
this._definitionChanged = new Cesium.Event();
this._color = undefined;
this._speed = undefined;
this.color = options.color;
this.speed = options.speed;
};
get isConstant() {
return false;
}
get definitionChanged() {
return this._definitionChanged;
}
getType(time) {
return Cesium.Material.DiffuseLinesMaterialType;
}
getValue(time, result) {
if (!Cesium.defined(result)) {
result = {};
}
result.color = Cesium.Property.getValueOrDefault(this._color, time, Cesium.Color.RED, result.color);
result.speed = Cesium.Property.getValueOrDefault(this._speed, time, 10, result.speed);
return result
}
equals(other) {
return (this === other ||
(other instanceof DiffuseLinesMaterialProperty &&
Cesium.Property.equals(this._color, other._color) &&
Cesium.Property.equals(this._speed, other._speed))
)
}
}
Object.defineProperties(DiffuseLinesMaterialProperty.prototype, {
color: Cesium.createPropertyDescriptor('color'),
speed: Cesium.createPropertyDescriptor('speed')
})
Cesium.DiffuseLinesMaterialProperty = DiffuseLinesMaterialProperty;
Cesium.Material.DiffuseLinesMaterialProperty = 'DiffuseLinesMaterialProperty';
Cesium.Material.DiffuseLinesMaterialType = 'DiffuseLinesMaterialType';
Cesium.Material.DiffuseLinesMaterialSource =
`
uniform vec4 color;
uniform float speed;
float circle(vec2 uv, float r, float blur) {
float d = length(uv) * 1.0; /* 2.0 */
float c = smoothstep(r+blur, r, d);
return c;
}
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st - 0.5;
material.diffuse = 2.8 * color.rgb;
material.emission = vec3(0);
float t = fract(czm_frameNumber * (11000.0 - speed) / 500000.0);
float s = 0.3;
float radius1 = smoothstep(.0, s, t) * 0.5;
float alpha1 = circle(st, radius1, 0.01) * circle(st, radius1, -0.01);
float alpha2 = circle(st, radius1, 0.01 - radius1) * circle(st, radius1, 0.01);
float radius2 = 0.5 + smoothstep(s, 1.0, t) * 0.5;
float alpha3 = circle(st, radius1, radius2 + 0.01 - radius1) * circle(st, radius1, -0.01);
material.alpha = smoothstep(1.0, s, t) * (alpha1 + alpha2*0.1 + alpha3*0.1);
material.alpha *= color.a ;
return material;
}
`
Cesium.Material._materialCache.addMaterial(Cesium.Material.DiffuseLinesMaterialType, {
fabric: {
type: Cesium.Material.DiffuseLinesMaterialType,
uniforms: {
color: new Cesium.Color(1.0, 0.0, 0.0, 1.0),
speed: 10.0
},
source: Cesium.Material.DiffuseLinesMaterialSource
},
translucent: function (material) {
return true;
}
})