Cesium 城市光影教程 | 3D Tiles三维可视化源码

城市光影

City Light ▶ 在线运行案例 三维可视化效果------功能案例合集地址

开源github仓库地址:https://github.com/z2586300277/three-cesium-examples

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 城市光影 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)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
  • requestAnimationFrame 循环中更新状态并 render(Cesium 为 viewer.render 或自动渲染)

代码要点

复制代码
  import * as Cesium from 'cesium'

  import * as dat from 'dat.gui'



  const 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



  baseLayer: Cesium.ImageryLayer.fromProviderAsync(Cesium.ArcGisMapServerImageryProvider.fromUrl('https://server.arcgisonline.com/arcgis/rest/services/World_Imagery/MapServer')),



  fullscreenButton: false,//是否显示全屏按钮,右下角全屏选择按钮



  timeline: false,//是否显示时间轴



  infoBox: false,//是否显示信息框



  })



  // https://guangfus:663/3dtiles/whiteModel/tileset.json
  const tileset = await Cesium.Cesium3DTileset.fromUrl('https://g2657.github.io/gz-city/tileset.json')



  viewer.scene.primitives.add(tileset)



  tileset.maximumScreenSpaceError = 1



  viewer.flyTo(tileset)



  const uniforms = {
      u_sweep_color: { value: Cesium.Color.fromBytes(43, 167, 255, 255), type: Cesium.UniformType.VEC3 },
      u_mix_color1: { value: Cesium.Color.fromBytes(9, 9, 14, 255), type: Cesium.UniformType.VEC3 },
      u_mix_color2: { value: Cesium.Color.fromBytes(0, 128, 255, 255), type: Cesium.UniformType.VEC3 },
      u_sweep_width: { value: 0.03, type: Cesium.UniformType.FLOAT },
      u_time: { value: 0, type: Cesium.UniformType.FLOAT },
      u_model_height: { value: 100, type: Cesium.UniformType.FLOAT },
      u_height_offset: { value: 0.0, type: Cesium.UniformType.FLOAT }
  }



  const gui = new dat.GUI()
  gui.addColor({ sweepColor: '#2ba7ff' }, 'sweepColor').onChange(v => {
      const hex = v.replace('#', '')
      const r = parseInt(hex.substring(0, 2), 16)
      const g = parseInt(hex.substring(2, 4), 16)
      const b = parseInt(hex.substring(4, 6), 16)
      uniforms.u_sweep_color.value = Cesium.Color.fromBytes(r, g, b, 255)
  })



  gui.addColor({ mixColor1: '#09090e' }, 'mixColor1').onChange(v => {
      const hex = v.replace('#', '')
      const r = parseInt(hex.substring(0, 2), 16)
      const g = parseInt(hex.substring(2, 4), 16)
      const b = parseInt(hex.substring(4, 6), 16)
      uniforms.u_mix_color1.value = Cesium.Color.fromBytes(r, g, b, 255)
  })
  gui.addColor({ mixColor2: '#0080ff' }, 'mixColor2').onChange(v => {
      const hex = v.replace('#', '')
      const r = parseInt(hex.substring(0, 2), 16)
      const g = parseInt(hex.substring(2, 4), 16)
      const b = parseInt(hex.substring(4, 6), 16)
      uniforms.u_mix_color2.value = Cesium.Color.fromBytes(r, g, b, 255)
  })



  gui.add({ sweepWidth: 0.2 }, 'sweepWidth', 0.05, 1.0).onChange(v => {
      uniforms.u_sweep_width.value = v
  })
  gui.add({ modelHeight: 100 }, 'modelHeight', 10, 1000).name('模型高度').onChange(v =>  uniforms.u_model_height.value = v)
  gui.add({ heightOffset: 0.0 }, 'heightOffset', -50, 50).name('高度偏移').onChange(v => uniforms.u_height_offset.value = v)



  const shader = new Cesium.CustomShader({
      vertexShaderText: `void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
              float adjustedZ = vsInput.attributes.positionMC.z + u_height_offset;
              float normalizedHeight = clamp(adjustedZ / u_model_height, 0.0, 1.0);
              float enhancedHeight = sqrt(normalizedHeight);
              v_uv = vec2(enhancedHeight, enhancedHeight);
          }`,
      fragmentShaderText: `float random(vec2 st) {
              return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
          }
          
          void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
              float gradientFactor = smoothstep(0.0, 1.0, v_uv.y);
              vec3 originColor = mix(u_mix_color1, u_mix_color2, gradientFactor);
              float t = fract(u_time `2.)` 2.;
              vec2 absUv = abs(v_uv - t);
              
              vec2 st = v_uv * 15.;
              vec2 ipos = floor(st + u_time * 5.);
              float r = random(ipos) + .2;
              
              float d = clamp(distance(0., absUv.y) / u_sweep_width, 0., 1.);
              float diffuse = clamp(-dot(czm_sunDirectionEC, fsInput.attributes.normalEC), 0., .45);
              
              vec3 color = mix(u_sweep_color `r + u_sweep_color` .8, originColor, d);
              material.diffuse = color;
              material.emissive = vec3(diffuse) * (1. - d);
          }`,
      uniforms,
      varyings: { v_uv: Cesium.VaryingType.VEC2 }
  })



  viewer.scene.preRender.addEventListener(function(scene, time) {
      shader.setUniform("u_time", performance.now() * 0.0001);
  });


  `tileset.customShader = shader
  `

完整源码:GitHub

小结