Files
water-management-system/frontend/node_modules/@cesium/engine/Source/Shaders/BufferPolylineMaterialVS.glsl
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

64 lines
2.1 KiB
GLSL

#ifdef USE_FLOAT64
in vec3 positionHigh;
in vec3 positionLow;
in vec3 prevPositionHigh;
in vec3 prevPositionLow;
in vec3 nextPositionHigh;
in vec3 nextPositionLow;
#else
in vec3 position;
in vec3 prevPosition;
in vec3 nextPosition;
#endif
in vec4 pickColor;
in vec4 showColorWidthAndTexCoord;
in float alpha;
out vec4 v_pickColor;
out vec4 v_color;
out vec2 v_st;
out float v_width;
out float v_polylineAngle;
void main()
{
float show = showColorWidthAndTexCoord.x;
vec4 color = czm_decodeRGB8(showColorWidthAndTexCoord.y);
float width = showColorWidthAndTexCoord.z;
float texCoord = showColorWidthAndTexCoord.w;
///////////////////////////////////////////////////////////////////////////
bool usePrevious = texCoord == 1.0;
float expandDir = gl_VertexID % 2 == 1 ? 1.0 : -1.0;
float polylineAngle;
#ifdef USE_FLOAT64
vec4 positionEC = czm_translateRelativeToEye(positionHigh, positionLow);
vec4 prevPositionEC = czm_translateRelativeToEye(prevPositionHigh, prevPositionLow);
vec4 nextPositionEC = czm_translateRelativeToEye(nextPositionHigh, nextPositionLow);
vec4 positionWC = getPolylineWindowCoordinates(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);
#else
vec4 positionEC = czm_modelView * vec4(position, 1.0);
vec4 prevPositionEC = czm_modelView * vec4(prevPosition, 1.0);
vec4 nextPositionEC = czm_modelView * vec4(nextPosition, 1.0);
// Positions are already in eye space; use the EC variant to skip the redundant transform.
vec4 positionWC = getPolylineWindowCoordinatesEC(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);
#endif
///////////////////////////////////////////////////////////////////////////
gl_Position = czm_viewportOrthographic * positionWC * show;
v_pickColor = pickColor / 255.0;
v_color = color;
v_color.a *= alpha / 255.0 * show;
v_st.s = texCoord;
v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);
v_width = width;
v_polylineAngle = polylineAngle;
}