Files
water-management-system/frontend/node_modules/@cesium/engine/Source/Scene/GaussianSplatRenderResources.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

82 lines
1.9 KiB
JavaScript

import ShaderBuilder from "../Renderer/ShaderBuilder.js";
import RenderState from "../Renderer/RenderState.js";
import DepthFunction from "../Scene/DepthFunction.js";
import ModelAlphaOptions from "./Model/ModelAlphaOptions.js";
import ShaderDestination from "../Renderer/ShaderDestination.js";
function GaussianSplatRenderResources(primitive) {
const shaderBuilder = new ShaderBuilder();
/**
* An object used to build a shader incrementally. Each pipeline stage
* may add lines of shader code to this object.
*
* @type {ShaderBuilder}
* @readonly
*
* @private
*/
this.shaderBuilder = shaderBuilder;
/**
* A dictionary mapping uniform name to functions that return the uniform
* values.
*
* @type {Object<string, Function>}
* @readonly
*
* @private
*/
this.uniformMap = {};
/**
* An object storing options for creating a {@link RenderState}.
* The pipeline stages simply set the options, the render state is created
* when the {@link DrawCommand} is constructed.
*
* @type {object}
* @readonly
*
* @private
*/
this.renderStateOptions = RenderState.getState(
RenderState.fromCache({
depthTest: {
enabled: true,
func: DepthFunction.LESS_OR_EQUAL,
},
}),
);
/**
* Options for configuring the alpha stage such as pass and alpha cutoff.
*
* @type {ModelAlphaOptions}
* @readonly
*
* @private
*/
this.alphaOptions = new ModelAlphaOptions();
/**
* Whether the model is part of a tileset that uses the skipLevelOfDetail
* optimization. This value indicates what draw commands are needed and
* is set by TilesetPipelineStage.
*
* @type {boolean}
* @default false
*
* @private
*/
this.hasSkipLevelOfDetail = false;
if (primitive._useLogDepth) {
shaderBuilder.addDefine(
"LOG_DEPTH_READ_ONLY",
undefined,
ShaderDestination.FRAGMENT,
);
}
}
export default GaussianSplatRenderResources;