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
This commit is contained in:
+59
@@ -0,0 +1,59 @@
|
||||
in vec3 v_outerPositionWC;
|
||||
|
||||
uniform vec3 u_hsbShift;
|
||||
|
||||
#ifndef PER_FRAGMENT_ATMOSPHERE
|
||||
in vec3 v_mieColor;
|
||||
in vec3 v_rayleighColor;
|
||||
in float v_opacity;
|
||||
in float v_translucent;
|
||||
#endif
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float lightEnum = u_radiiAndDynamicAtmosphereColor.z;
|
||||
vec3 lightDirection = czm_getDynamicAtmosphereLightDirection(v_outerPositionWC, lightEnum);
|
||||
|
||||
vec3 mieColor;
|
||||
vec3 rayleighColor;
|
||||
float opacity;
|
||||
float translucent;
|
||||
|
||||
#ifdef PER_FRAGMENT_ATMOSPHERE
|
||||
computeAtmosphereScattering(
|
||||
v_outerPositionWC,
|
||||
lightDirection,
|
||||
rayleighColor,
|
||||
mieColor,
|
||||
opacity,
|
||||
translucent
|
||||
);
|
||||
#else
|
||||
mieColor = v_mieColor;
|
||||
rayleighColor = v_rayleighColor;
|
||||
opacity = v_opacity;
|
||||
translucent = v_translucent;
|
||||
#endif
|
||||
|
||||
vec4 color = computeAtmosphereColor(v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity);
|
||||
|
||||
#ifndef HDR
|
||||
color.rgb = czm_pbrNeutralTonemapping(color.rgb);
|
||||
color.rgb = czm_inverseGamma(color.rgb);
|
||||
#endif
|
||||
|
||||
#ifdef COLOR_CORRECT
|
||||
const bool ignoreBlackPixels = true;
|
||||
color.rgb = czm_applyHSBShift(color.rgb, u_hsbShift, ignoreBlackPixels);
|
||||
#endif
|
||||
|
||||
// For the parts of the sky atmosphere that are not behind a translucent globe,
|
||||
// we mix in the default opacity so that the sky atmosphere still appears at distance.
|
||||
// This is needed because the opacity in the sky atmosphere is initially adjusted based
|
||||
// on the camera height.
|
||||
if (translucent == 0.0) {
|
||||
color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);
|
||||
}
|
||||
|
||||
out_FragColor = color;
|
||||
}
|
||||
Reference in New Issue
Block a user