
智慧城市光 ·City Light· ▶ 在线运行案例案例合集三维可视化功能案例threehub.cn开源仓库github地址https://github.com/z2586300277/three-cesium-examples400个案例代码:网盘链接你将学到什么Cesium3DTileset 加载 3D Tiles 倾斜摄影3D Tiles 流式 LOD 场景效果说明本案例演示智慧城市光效果加载倾斜摄影或人工 3D Tiles 白膜并自动定位相机核心用到 Cesium3DTileset、3D。建议先打开文首在线案例查看动态画面再对照下方源码逐步理解。核心概念Viewer聚合 Scene、Camera、Clock 与渲染循环是 Cesium 应用入口。Cesium3DTileset流式加载 LOD 瓦片适合城市倾斜摄影常用viewer.zoomTo(tileset)或viewBoundingSphere定位。阅读下方完整源码时建议从init/load/animate三条主线入手再深入 shader 与工具函数。实现步骤创建 Viewer配置地形/影像若案例需要并设置初始相机异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities在requestAnimationFrame循环中更新状态并 renderCesium 为viewer.render或自动渲染代码要点import * as Cesium from cesiumconst box document.getElementById(box)const viewer new Cesium.Viewer(box, {animation: false,//是否创建动画小器件左下角仪表baseLayerPicker: false,//是否显示图层选择器右上角图层选择按钮fullscreenButton: false,//是否显示全屏按钮右下角全屏选择按钮geocoder: false,//是否显示geocoder小器件右上角查询按钮homeButton: false,//是否显示Home按钮右上角home按钮sceneMode: Cesium.SceneMode.SCENE3D,//初始场景模式sceneModePicker: false,//是否显示3D/2D选择器右上角按钮navigationHelpButton: false,//是否显示右上角的帮助按钮selectionIndicator: false,//是否显示选取指示器组件timeline: false,//是否显示时间轴infoBox: false,//是否显示信息框scene3DOnly: true,//如果设置为true则所有几何图形以3D模式绘制以节约GPU资源orderIndependentTranslucency: false, //是否启用无序透明contextOptions: { webgl: { alpha: true } },skyBox: new Cesium.SkyBox({ show: false }),baseLayer: false, // 不显示默认图层})viewer.imageryLayers.addImageryProvider(new Cesium.UrlTemplateImageryProvider({url: https://webrd02.is.autonavi.com/appmaptile?langzh_cnsize1scale2style8x{x}y{y}z{z},maximumLevel: 18}))setViewerTheme(viewer) // 设置主题function setViewerTheme(viewer, options {}) {const baseLayer viewer.imageryLayers.get(0)if (!baseLayer) returnbaseLayer.brightness options.brightness ?? 0.6baseLayer.contrast options.contrast ?? 1.8baseLayer.gamma options.gamma ?? 0.3baseLayer.hue options.hue ?? 1baseLayer.saturation options.saturation || 0const baseFragShader (viewer.scene.globe)._surfaceShaderSet.baseFragmentShaderSource.sourcesfor (let i 0; i baseFragShader.length; i) {const strS color czm_saturation(color, textureSaturation);\n#endif\nlet strT color czm_saturation(color, textureSaturation);\n#endif\nif (!options.invertColor) {strT color.r 1.0 - color.r; color.g 1.0 - color.g; color.b 1.0 - color.b;}strT color.r color.r * ${options.filterRGB_R ?? 100}.0/255.0; color.g color.g * ${options.filterRGB_G ?? 138}.0/255.0; color.b color.b * ${options.filterRGB_B ?? 230}.0/255.0;baseFragShader[i] baseFragShader[i].replace(strS, strT)}viewer.scene.requestRender();}const palaceTileset await Cesium.Cesium3DTileset.fromUrl(https://g2657.github.io/gz-city/tileset.json)viewer.scene.primitives.add(palaceTileset)palaceTileset.maximumScreenSpaceError 4viewer.camera.viewBoundingSphere(palaceTileset.boundingSphere, new Cesium.HeadingPitchRange(0, -0.5, 0))const lightRadius 1000.0; const center Cesium.Cartographic.fromCartesian(palaceTileset.boundingSphere.center) const longitude Cesium.Math.toDegrees(center.longitude) const latitude Cesium.Math.toDegrees(center.latitude)const lightPositionRed Cesium.Cartesian3.fromDegrees( longitude, latitude, 100 ); const lightPositionGreen Cesium.Cartesian3.fromDegrees( longitude - 0.015, latitude 0.015, 100 ); const lightPositionBlue Cesium.Cartesian3.fromDegrees( longitude 0.015, latitude - 0.015, 100 );const lightColorRed new Cesium.Cartesian3(3.0, 0.0, 0.0); const lightColorGreen new Cesium.Cartesian3(0.0, 3.0, 0.0); const lightColorBlue new Cesium.Cartesian3(0.0, 3.0, 3.0);palaceTileset.customShader new Cesium.CustomShader({ mode: Cesium.CustomShaderMode.REPLACE_MATERIAL, lightingModel: Cesium.LightingModel.UNLIT, uniforms: { u_lightPositionRed: { type: Cesium.UniformType.VEC3, value: lightPositionRed, }, u_lightPositionGreen: { type: Cesium.UniformType.VEC3, value: lightPositionGreen, }, u_lightPositionBlue: { type: Cesium.UniformType.VEC3, value: lightPositionBlue, },u_lightColorRed: { type: Cesium.UniformType.VEC3, value: lightColorRed, }, u_lightColorGreen: { type: Cesium.UniformType.VEC3, value: lightColorGreen, }, u_lightColorBlue: { type: Cesium.UniformType.VEC3, value: lightColorBlue, },u_lightRadius: { type: Cesium.UniformType.FLOAT, value: lightRadius, }, }, fragmentShaderText:void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { vec3 positionWC (czm_model * vec4(fsInput.attributes.positionMC, 1.0)).xyz; vec3 normalEC normalize(fsInput.attributes.normalEC); vec3 totalLight vec3(0.0); // 计算红色光源 vec3 lightDirRed u_lightPositionRed - positionWC; float distanceRed length(lightDirRed); vec3 lightDirectionRed normalize(lightDirRed); float diffuseFactorRed max(dot(normalEC, lightDirectionRed), 0.9); vec3 diffuseRed diffuseFactorRed * u_lightColorRed; float distanceFactorRed clamp(distanceRed / u_lightRadius, 0.2, 1.0); // 修改为你提供的颜色 vec3 customRedColor vec3(0.0, 0.1, 0.3); // 自定义颜色#3C96FA (RGB) // 如果在光源范围外设置渐变颜色 vec3 mixedColorRed mix(customRedColor, diffuseRed, 1.0 - distanceFactorRed); // 从蓝色到红色的渐变 totalLight mixedColorRed; // 计算绿色光源 vec3 lightDirGreen u_lightPositionGreen - positionWC; float distanceGreen length(lightDirGreen); vec3 lightDirectionGreen normalize(lightDirGreen); float diffuseFactorGreen max(dot(normalEC, lightDirectionGreen), 0.9); vec3 diffuseGreen diffuseFactorGreen * u_lightColorGreen; float distanceFactorGreen clamp(distanceGreen / u_lightRadius, 0.2, 1.0); // 修改为你提供的颜色 vec3 customGreenColor vec3(0,0.1,0.3); // 自定义颜色#3C96FA (RGB) // 如果在光源范围外设置渐变颜色 vec3 mixedColorGreen mix(customGreenColor, diffuseGreen, 1.0 - distanceFactorGreen); // 从蓝色到红色的渐变 totalLight mixedColorGreen; // 计算蓝色光源 vec3 lightDirBlue u_lightPositionBlue - positionWC; float distanceBlue length(lightDirBlue); vec3 lightDirectionBlue normalize(lightDirBlue); float diffuseFactorBlue max(dot(normalEC, lightDirectionBlue), 0.9); vec3 diffuseBlue diffuseFactorBlue * u_lightColorBlue; float distanceFactorBlue clamp(distanceBlue / u_lightRadius, 0.2, 1.0); // 修改为你提供的颜色 vec3 customBlueColor vec3(0,0.1,0.3); // 自定义颜色#3C96FA (RGB) // 如果在光源范围外设置渐变颜色 vec3 mixedColorBlue mix(customBlueColor, diffuseBlue, 1.0 - distanceFactorBlue); // 从蓝色到红色的渐变 totalLight mixedColorBlue; material.diffuse totalLight; // 计算光环效果保持原样 float _baseHeight -10.0; float _heightRange 100.0; float _glowRange 300.0; float vtxf_height fsInput.attributes.positionMC.z - _baseHeight; float vtxf_a11 fract(czm_frameNumber / 100.0)3.141592652.0; float vtxf_a12 vtxf_height / _heightRange sin(vtxf_a11) * 0.1; material.diffuse * vec3(vtxf_a12, vtxf_a12, vtxf_a12); float vtxf_a13 fract(czm_frameNumber / 360.0); float vtxf_h clamp(vtxf_height / _glowRange, 0.0, 1.0); vtxf_a13 abs(vtxf_a13 - 0.5) * 2.0; float vtxf_diff step(0.005, abs(vtxf_h - vtxf_a13)); material.diffuse material.diffuse * (1.0 - vtxf_diff); }, });GLOBAL_CONFIG.ElMessage(请自行修改为自己的城市白膜url代码103行此案例调用为作者本地的广州城市白膜)完整源码GitHub小结本文提供智慧城市光完整 Cesium.js 源码与在线 Demo建议先运行案例再改 uniform/参数做二次实验更多 Cesium.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库