Files
water-management-system/frontend/node_modules/@cesium/engine/Source/Shaders/EllipsoidVS.js
T
bot_dev1 85df71fc28 feat: 实现供水运营专题大屏BI可视化
- 新增OperationDashboard.vue全屏大屏组件
- 添加6个核心KPI指标卡片: 进水总量/出水总量/产销差率/营收额/平均水质/报警次数
- 实现6个ECharts图表: 供水趋势/水质分布/报警统计/管网空间/设备状态/营收分析
- 创建静态HTML版本operation-dashboard.html,使用CDN加载Vue3/ECharts/Element Plus
- 更新路由配置,添加/operation路径支持
- 修复nextTick导入问题,优化build脚本

🚧 开发者: bot_dev1
📝 任务: #38 [BI] 运营仪表盘 + 供水专题大屏
2026-06-15 09:06:11 +08:00

31 lines
1.4 KiB
JavaScript

//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position;\n\
\n\
uniform vec3 u_radii;\n\
\n\
out vec3 v_positionEC;\n\
\n\
void main()\n\
{\n\
// In the vertex data, the cube goes from (-1.0, -1.0, -1.0) to (1.0, 1.0, 1.0) in model coordinates.\n\
// Scale to consider the radii. We could also do this once on the CPU when using the BoxGeometry,\n\
// but doing it here allows us to change the radii without rewriting the vertex data, and\n\
// allows all ellipsoids to reuse the same vertex data.\n\
vec4 p = vec4(u_radii * position, 1.0);\n\
\n\
vec4 pEC = czm_modelView * p;\n\
v_positionEC = pEC.xyz; // position in eye coordinates\n\
gl_Position = czm_projection * pEC;\n\
// With multi-frustum, when the ellipsoid primitive is positioned on the intersection of two frustums\n\
// and close to terrain, the terrain (writes depth) in the closest frustum can overwrite part of the\n\
// ellipsoid (does not write depth) that was rendered in the farther frustum.\n\
//\n\
// Here, we clamp the depth in the vertex shader to avoid being overwritten; however, this creates\n\
// artifacts since some fragments can be alpha blended twice. This is solved by only rendering\n\
// the ellipsoid in the closest frustum to the viewer.\n\
gl_Position.z = clamp(gl_Position.z, czm_depthRange.near, czm_depthRange.far);\n\
\n\
czm_vertexLogDepth();\n\
}\n\
";