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顯示源代碼
蒙版遮罩
 開發文檔
            <!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8" />
        <meta
            name="viewport"
            content="initial-scale=1,maximum-scale=1,user-scalable=no"
        />
        <link
            href="http://ua.bigemap.com:30081/bmsdk/bigemap-gl.js/v1.1.0/Widgets/widgets.css"
            rel="stylesheet"
        />
        <script src="http://ua.bigemap.com:30081/bmsdk/bigemap-gl.js/v1.1.0/bigemap-gl.js"></script>
        <script src="/bmgl/mbzz/lines.js"></script>
        <style>
            body {
                margin: 0;
                padding: 0;
            }
            #container {
                position: absolute;
                top: 0;
                bottom: 0;
                width: 100%;
            }
            .bmgl-widget-credits {
                display: none;
            }
            .mask {
                position: absolute;
                left: 0;
                top: 0;
                z-index: 999;
                width: 100%;
                height: 100%;
                pointer-events: none;
                background-image: radial-gradient(
                    rgba(139, 138, 138, 0.12) 20%,
                    rgba(65, 57, 57, 0.56) 50%,
                    rgb(17, 16, 16) 80%
                );
            }
        </style>
        <title>蒙版遮罩效果</title>
    </head>
    <body>
        <div id="container"></div>
        <script>
            bmgl.Config.HTTP_URL = 'http://ua.bigemap.com:30081/bmsdk/';
            window.viewer = new bmgl.Viewer("container", {
                mapId: "bigemap.9mviocu1",
                requestRenderMode: false,
            });
            if (bmgl.FeatureDetection.supportsImageRenderingPixelated()) {
                viewer.resolutionScale = window.devicePixelRatio;
            }
            //開啟抗鋸齒,讓圖像更加順滑
            viewer.scene.postProcessStages.fxaa.enabled = true;
            //不啟用地形遮擋
            function loadTiles() {
                viewer.scene.globe.depthTestAgainstTerrain = false;
                window.tilesets = new bmgl.BM3DTileset({
                    url: "/bmgl/mbzz/qybuildings/tileset.json",
                    skipLevelOfDetail: true,
                    baseScreenSpaceError: 1024,
                    skipScreenSpaceErrorFactor: 16,
                    skipLevels: 1,
                    immediatelyLoadDesiredLevelOfDetail: false,
                    loadSiblings: false,
                    cullWithChildrenBounds: true,
                    maximumScreenSpaceError: 64,
                });
                tilesets.readyPromise
                    .then(function (tileset) {
                        viewer.scene.primitives.add(tileset);
                        let default_HeadingPitchRange =
                            new bmgl.HeadingPitchRange(
                                0.0,
                                -0.5,
                                tileset.boundingSphere.radius * 2.0
                            );
                        // viewer.zoomTo(tileset, default_HeadingPitchRange);
                        let cartographic = bmgl.Cartographic.fromCartesian(
                            tileset.boundingSphere.center
                        );
                        let delta_lng = 0,
                            delta_lat = 0;
                        let surface = bmgl.Cartesian3.fromRadians(
                            cartographic.longitude + delta_lng,
                            cartographic.latitude + delta_lat,
                            0.0
                        );
                        let offset = bmgl.Cartesian3.fromRadians(
                            cartographic.longitude + delta_lng,
                            cartographic.latitude + delta_lat,
                            0.0
                        );
                        let translation = bmgl.Cartesian3.subtract(
                            offset,
                            surface,
                            new bmgl.Cartesian3()
                        );
                        tileset.modelMatrix =
                            bmgl.Matrix4.fromTranslation(translation);
                    })
                    .otherwise(function (error) {
                        console.log(error);
                    });
                //設置鏡頭位置
                window.viewer.camera.setView({
                    destination: bmgl.Cartesian3.fromDegrees(
                        104.03198897257145,
                        30.665611848359656,
                        1078.4231345299547
                    ),
                    orientation: {
                        heading: 5.109994884271855,
                        pitch: -0.3567556211122831,
                        roll: 0.00014017863173787504,
                    },
                });
            }
            // 調整白膜樣式
            function setShader(tilesets) {
                tilesets.style = new bmgl.BM3DTileStyle({
                    color: {
                        conditions: [["true", "rgba(27, 154, 247,1)"]],
                    },
                });

                tilesets.tileVisible.addEventListener(function (tile) {
                    let content = tile.content;
                    let featuresLength = content.featuresLength;
                    let feature;
                    for (var i = 0; i < featuresLength; i += 2) {
                        feature = content.getFeature(i);
                        let _model = feature.content._model;
                        _model._shouldRegenerateShaders = true;
                        // getOwnPropertyNames:返回指定對象的所有自身屬性的屬性名組成的數組
                        // forEach:對數組里的所有元素都執行一遍
                        // Object.keys:返回
                        Object.getOwnPropertyNames(
                            _model._sourcePrograms
                        ).forEach(function (j) {
                            const _modelSourceP = _model._sourcePrograms[0];
                            _model._rendererResources.sourceShaders[
                                _modelSourceP.fragmentShader
                            ] = `
                                    varying vec3 v_positionEC;
                                    void main(void){
                                    vec4 position = czm_inverseModelView * vec4(v_positionEC,1); // 位置
                                    float glowRange = 40.0; // 光環的移動范圍(高度)
                                    gl_FragColor = vec4(0.0, 0.3, 0.8, 0.8); // 顏色
                                    // gl_FragColor = vec4(0.2,0.6,0.4,0.2); // 顏色

                                    // 小于20米的低樓都不再變暗
                                    // if(position.y > 0.0) {
                                    if(position.y > 1.0) {
                                        gl_FragColor *= vec4(vec3(position.y / 20.0), 0.8); // 漸變
                                    }

                                    // 動態光環
                                    float time = fract(czm_frameNumber / 360.0);
                                    time = abs(time - 0.5) * 3.0;
                                    float diff = step(0.005, abs( clamp(position.y / glowRange, 0.0, 1.0) - time));
                                    gl_FragColor.rgb += gl_FragColor.rgb * (1.0 - diff);
                                    }
                                `;
                        });
                        _model._shouldRegenerateShaders = true;
                    }
                });
            }
            // 加載流動線
            const loadRoadLinesNew = async () => {
                const appearance = new bmgl.PolylineMaterialAppearance({
                    material: new bmgl.Material({
                        fabric: {
                            uniforms: {
                                // 設置線條的材質顏色
                                u_color:
                                    bmgl.Color.fromCssColorString("#003eff"),
                                // 設置運動的速度
                                u_speed: 300,
                            },
                            source: `
                        uniform vec4 u_color;
                        uniform float u_speed;
                        uniform float u_glow;
                        czm_material czm_getMaterial(czm_materialInput materialInput){
                            czm_material material = czm_getDefaultMaterial(materialInput);
                            vec2 st = materialInput.st;
                            float t =fract(czm_frameNumber / u_speed);
                            t *= 1.03;
                            float alpha = smoothstep(t- 0.03, t, st.s) * step(-t, -st.s);
                            alpha += 0.1;
                            vec4 fragColor;
                            fragColor.rgb = (u_color.rgb) / 0.5;
                            fragColor = czm_gammaCorrect(fragColor);
                            material.diffuse = fragColor.rgb;
                            material.alpha = alpha;
                            material.emission = fragColor.rgb * 1.5;
                            return material;
                        }
                    `,
                        },
                    }),
                });
                const instances = [];
                const promise = bmgl.GeoJsonDataSource.load(
                     "/bmgl/mbzz/qy_mainroad.geojson"
                );
                promise.then((dataSource) => {
                    const entities = dataSource.entities.values;
                    for (let i = 0; i < entities.length; i++) {
                        const entity = entities[i];
                        const instance = new bmgl.GeometryInstance({
                            geometry: new bmgl.PolylineGeometry({
                                positions: entity.polyline.positions.getValue(),
                                width: 3,
                            }),
                        });
                        instances.push(instance);
                    }
                    let road = new bmgl.Primitive({
                        geometryInstances: instances,
                        appearance: appearance,
                        asynchronous: false,
                    });
                    viewer.scene.primitives.add(road);
                });
            };

            loadTiles();
            setShader(window.tilesets);

            loadRoadLinesNew();
        </script>
    </body>
</html>
        
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