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