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cesium视频投影

先看效果视频投影效果图
使用cesium做视频投影效果,而且还要跟随无人机移动而移动,我现在用定时器更新无人机的坐标来实现效果具体代码如下:
1、CesiumVideo3d.js(某个cesium技术群大佬分享的)

// import ECEF from "./CoordinateTranslate";
let CesiumVideo3d = (function () {
   

    var videoShed3dShader = "\r\n\r\n\r\n\r\nuniform float mixNum;\r\nuniform sampler2D colorTexture;\r\nuniform sampler2D stcshadow; \r\nuniform sampler2D videoTexture;\r\nuniform sampler2D depthTexture;\r\nuniform mat4 _shadowMap_matrix; \r\nuniform vec4 shadowMap_lightPositionEC; \r\nuniform vec4 shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness; \r\nuniform vec4 shadowMap_texelSizeDepthBiasAndNormalShadingSmooth; \r\nvarying vec2 v_textureCoordinates;\r\nvec4 toEye(in vec2 uv, in float depth){\r\n    vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\r\n    vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\r\n    posInCamera =posInCamera / posInCamera.w;\r\n    return posInCamera;\r\n}\r\nfloat getDepth(in vec4 depth){\r\n    float z_window = czm_unpackDepth(depth);\r\n    z_window = czm_reverseLogDepth(z_window);\r\n    float n_range = czm_depthRange.near;\r\n    float f_range = czm_depthRange.far;\r\n    return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\r\n}\r\nfloat _czm_sampleShadowMap(sampler2D shadowMap, vec2 uv){\r\n    return texture2D(shadowMap, uv).r;\r\n}\r\nfloat _czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth){\r\n    return step(depth, _czm_sampleShadowMap(shadowMap, uv));\r\n}\r\nfloat _czm_shadowVisibility(sampler2D shadowMap, czm_shadowParameters shadowParameters){\r\n    float depthBias = shadowParameters.depthBias;\r\n    float depth = shadowParameters.depth;\r\n    float nDotL = shadowParameters.nDotL;\r\n    float normalShadingSmooth = shadowParameters.normalShadingSmooth;\r\n    float darkness = shadowParameters.darkness;\r\n    vec2 uv = shadowParameters.texCoords;\r\n    depth -= depthBias;\r\n    vec2 texelStepSize = shadowParameters.texelStepSize;\r\n    float radius = 1.0;\r\n    float dx0 = -texelStepSize.x * radius;\r\n    float dy0 = -texelStepSize.y * radius;\r\n    float dx1 = texelStepSize.x * radius;\r\n    float dy1 = texelStepSize.y * radius;\r\n    float visibility = \r\n    (\r\n    _czm_shadowDepthCompare(shadowMap, uv, depth)\r\n    +_czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy0), depth) +\r\n    _czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy0), depth) +\r\n    _czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy0), depth) +\r\n    _czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, 0.0), depth) +\r\n    _czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, 0.0), depth) +\r\n    _czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy1), depth) +\r\n    _czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy1), depth) +\r\n    _czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy1), depth)\r\n    ) * (1.0 / 9.0)\r\n    ;\r\n    return visibility;\r\n}\r\nvec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point){\r\n    vec3 v01 = point -planeOrigin;\r\n    float d = dot(planeNormal, v01) ;\r\n    return (point - planeNormal * d);\r\n}\r\nfloat ptm(vec3 pt){\r\n    return sqrt(pt.x*pt.x + pt.y*pt.y + pt.z*pt.z);\r\n}\r\nvoid main() \r\n{ \r\n    const float PI = 3.141592653589793;\r\n    vec4 color = texture2D(colorTexture, v_textureCoordinates);\r\n    vec4 currD = texture2D(depthTexture, v_textureCoordinates);\r\n    if(currD.r>=1.0){\r\n        gl_FragColor = color;\r\n        return;\r\n    }\r\n    \r\n    float depth = getDepth(currD);\r\n    vec4 positionEC = toEye(v_textureCoordinates, depth);\r\n    vec3 normalEC = vec3(1.0);\r\n    czm_shadowParameters shadowParameters; \r\n    shadowParameters.texelStepSize = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.xy; \r\n    shadowParameters.depthBias = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.z; \r\n    shadowParameters.normalShadingSmooth = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.w; \r\n    shadowParameters.darkness = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.w; \r\n    shadowParameters.depthBias *= max(depth * 0.01, 1.0); \r\n    vec3 directionEC = normalize(positionEC.xyz - shadowMap_lightPositionEC.xyz); \r\n    float nDotL = clamp(dot(normalEC, -directionEC), 0.0, 1.0); \r\n    vec4 shadowPosition = _shadowMap_matrix * positionEC; \r\n    shadowPosition /= shadowPosition.w; \r\n    if (any(lessThan(shadowPosition.xyz, vec3(0.0))) || any(greaterThan(shadowPosition.xyz, vec3(1.0)))) \r\n    { \r\n        gl_FragColor = color;\r\n        return;\r\n    }\r\n\r\n    shadowParameters.texCoords = shadowPosition.xy; \r\n    shadowParameters.depth = shadowPosition.z; \r\n    shadowParameters.nDotL = nDotL; \r\n    float visibility = _czm_shadowVisibility(stcshadow, shadowParameters); \r\n\r\n    vec4 videoColor = texture2D(videoTexture,shadowPosition.xy);\r\n    if(visibility==1.0){\r\n        gl_FragColor = mix(color,vec4(videoColor.xyz,1.0),mixNum*videoColor.a);\r\n    }else{\r\n        if(abs(shadowPosition.z-0.0)<0.01){\r\n            return;\r\n        }\r\n        gl_FragColor = color;\r\n    }\r\n} ";
    var Cesium=null

    var videoShed3d=function(cesium,viewer, param) {
   
        Cesium=cesium
        this.ECEF = new ECEF();        
        this.param = param;
        var option = this._initCameraParam();
        this.optionType = {
   
            Color: 1,
            Image: 2,
            Video: 3
        }
        this.near = option.near ? option.near : 0.1;
        if (option || (option = {
   }), this.viewer = viewer, this._cameraPosition = option.cameraPosition, this._position = option.position,
            this.type = option.type, this._alpha = option.alpha || 1, this.url = option.url, this.color = option.color,
            this._debugFrustum = Cesium.defaultValue(option.debugFrustum, !0), this._aspectRatio = option.aspectRatio || this._getWinWidHei(),
            this._camerafov = option.fov || Cesium.Math.toDegrees(this.viewer.scene.camera.frustum.fov), this.texture = option.texture || new Cesium.Texture({
   
                context: this.viewer.scene.context,
                source: {
   
                    width: 1,
                    height: 1,
                    arrayBufferView: new Uint8Array([255, 255, 255, 255])
                },
                flipY: !1
            }), this._videoPlay = Cesium.defaultValue(option.videoPlay, !0), this.defaultShow = Cesium.defaultValue(option.show, !0), !this.cameraPosition || !this.position) return void console.log('初始化失败:请确认相机位置与视点位置正确!');
        switch (this.type) {
   
            default:
            case this.optionType.Video:
                this.activeVideo(this.url);
                break;
            case this.optionType.Image:
                this.activePicture(this.url);
                this.deActiveVideo();
                break;
            case this.optionType.Color:
                this.activeColor(this.color),
                    this.deActiveVideo();
        }
        this._createShadowMap(),
            this._getOrientation(),
            this._addCameraFrustum()
        this._addPostProcess()
        this.viewer.scene.primitives.add(this)
    }
    Object.defineProperties(videoShed3d.prototype, {
   
        alpha: {
   
            get: function () {
   
                return this._alpha
            },
            set: function (e) {
   
                return this._alpha = e
            }
        },
        aspectRatio: {
   
            get: function () {
   
                return this._aspectRatio
            },
            set: function (e) {
   
                this._aspectRatio = e,
                    this._changeVideoWidHei()
            }
        },
        debugFrustum: {
   
            get: function () {
   
                return this._debugFrustum
            },
            set: function (e) {
   
                this._debugFrustum = e,
                    this.cameraFrustum.show = e
            }
        },
        fov: {
   
            get: function () {
   
                return this._camerafov
            },
            set: function (e) {
   
                this._camerafov = e,
                    this._changeCameraFov()
            }
        },
        cameraPosition: {
   
            get: function () {
   
                return this._cameraPosition
            },
            set: function (e) {
   
                e && (this._cameraPosition = e, this._changeCameraPos())
            }
        },
        position: {
   
            get: function () {
   
                return this._position
            },
            set: function (e) {
   
                e && (this._position = e, this._changeViewPos())
            }
        },
        videoPlay: {
   
            get: function () {
   
                return this._videoPlay
            },
            set: function (e) {
   
                this._videoPlay = Boolean(e),
                    this._videoEle && (this.videoPlay ? this._videoEle.paly() : this._videoEle.pause())
            }
        },
        params: {
   
            get: function () {
   
                var t = {
   }
                return t.type = this.type,
                    this.type == this.optionType.Color ? t.color = this.color : t.url = this.url,
                    t.position = this.position,
                    t.cameraPosition = this.cameraPosition,
                    t.fov = this.fov,
                    t.aspectRatio = this.aspectRatio,
                    t.alpha = this.alpha,
                    t.debugFrustum = this.debugFrustum,
                    t
            }
        },
        show: {
   
            get: function () {
   
                return this.defaultShow
            },
            set: function (e) {
   
                this.defaultShow = Boolean(e),
                    this._switchShow()
            }
        }
    })
    videoShed3d.prototype._initCameraParam = function () {
   
        var viewPoint = this.ECEF.enu_to_ecef({
    longitude: this.param.position.x * 1, latitude: this.param.position.y * 1, altitude: this.param.position.z * 1 },
            {
    distance: this.param.far, azimuth: this.param.rotation.y * 1, elevation: this.param.rotation.x * 1 });
        var position = Cesium.Cartesian3.fromDegrees(viewPoint.longitude, viewPoint.latitude, viewPoint.altitude);
        var cameraPosition = Cesium.Cartesian3.fromDegrees(this.param.position.x * 1, this.param.position.y * 1, this.param.position.z * 1);
        return {
   
            type: 3,
            url: this.param.url,
            cameraPosition: cameraPosition,
            position: position,
            alpha: this.param.alpha,
            near: this.param.near,
            fov: this.param.fov,
            debugFrustum: this.param.debugFrustum
        }
    }
    /**
     * 旋转
     */
    videoShed3d.prototype._changeRotation = function (e) {
   
        if (e) {
   
            this.param.rotation = e;
            var option = this._initCameraParam();
            this.position = option.position;
        }
    }
    /**
     * 相机位置
     */
    videoShed3d.prototype._changeCameraPosition = function (e) {
   
        if (e) {
   
            this.param.position = e;
            var option = this._initCameraParam();
            this.cameraPosition = option

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