cesium 0.13.0
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- data/LICENSE.md +259 -0
- data/README.rdoc +90 -0
- data/Rakefile +40 -0
- data/app/assets/javascripts/Assets/Assets.profile.js +8 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_10.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_11.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_12.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_13.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_14.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_15.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_16.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_17.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_18.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_19.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_2.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_20.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_21.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_22.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_23.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_24.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_25.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_26.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_27.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_3.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_4.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_5.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_6.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_7.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_8.json +1 -0
- data/app/assets/javascripts/Assets/IAU2006_XYS/IAU2006_XYS_9.json +1 -0
- data/app/assets/javascripts/Assets/Textures/NE2_LR_LC_SR_W_DR_2048.jpg +0 -0
- data/app/assets/javascripts/Assets/Textures/SkyBox/tycho2t3_80_mx.jpg +0 -0
- data/app/assets/javascripts/Assets/Textures/SkyBox/tycho2t3_80_my.jpg +0 -0
- data/app/assets/javascripts/Assets/Textures/SkyBox/tycho2t3_80_mz.jpg +0 -0
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- data/app/assets/javascripts/Assets/Textures/SkyBox/tycho2t3_80_py.jpg +0 -0
- data/app/assets/javascripts/Assets/Textures/SkyBox/tycho2t3_80_pz.jpg +0 -0
- data/app/assets/javascripts/Assets/Textures/waterNormals.jpg +0 -0
- data/app/assets/javascripts/Assets/package.json +6 -0
- data/app/assets/javascripts/Cesium.js +320 -0
- data/app/assets/javascripts/Core/AnimationController.js +148 -0
- data/app/assets/javascripts/Core/AxisAlignedBoundingBox.js +243 -0
- data/app/assets/javascripts/Core/BoundingRectangle.js +364 -0
- data/app/assets/javascripts/Core/BoundingSphere.js +819 -0
- data/app/assets/javascripts/Core/BoxTessellator.js +93 -0
- data/app/assets/javascripts/Core/Cartesian2.js +762 -0
- data/app/assets/javascripts/Core/Cartesian3.js +861 -0
- data/app/assets/javascripts/Core/Cartesian4.js +762 -0
- data/app/assets/javascripts/Core/Cartographic.js +211 -0
- data/app/assets/javascripts/Core/CatmullRomSpline.js +232 -0
- data/app/assets/javascripts/Core/Clock.js +195 -0
- data/app/assets/javascripts/Core/ClockRange.js +37 -0
- data/app/assets/javascripts/Core/ClockStep.js +32 -0
- data/app/assets/javascripts/Core/Color.js +1629 -0
- data/app/assets/javascripts/Core/ComponentDatatype.js +119 -0
- data/app/assets/javascripts/Core/Core.profile.js +8 -0
- data/app/assets/javascripts/Core/CubeMapEllipsoidTessellator.js +198 -0
- data/app/assets/javascripts/Core/CubicRealPolynomial.js +251 -0
- data/app/assets/javascripts/Core/DefaultProxy.js +30 -0
- data/app/assets/javascripts/Core/DeveloperError.js +60 -0
- data/app/assets/javascripts/Core/EarthOrientationParameters.js +383 -0
- data/app/assets/javascripts/Core/EarthOrientationParametersSample.js +50 -0
- data/app/assets/javascripts/Core/Ellipsoid.js +539 -0
- data/app/assets/javascripts/Core/EllipsoidTangentPlane.js +207 -0
- data/app/assets/javascripts/Core/EllipsoidalOccluder.js +151 -0
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- data/app/assets/javascripts/Core/Enumeration.js +67 -0
- data/app/assets/javascripts/Core/Event.js +122 -0
- data/app/assets/javascripts/Core/Extent.js +383 -0
- data/app/assets/javascripts/Core/ExtentTessellator.js +384 -0
- data/app/assets/javascripts/Core/FAR.js +13 -0
- data/app/assets/javascripts/Core/FeatureDetection.js +126 -0
- data/app/assets/javascripts/Core/Fullscreen.js +235 -0
- data/app/assets/javascripts/Core/GeographicProjection.js +107 -0
- data/app/assets/javascripts/Core/HermitePolynomialApproximation.js +176 -0
- data/app/assets/javascripts/Core/HermiteSpline.js +234 -0
- data/app/assets/javascripts/Core/Iau2006XysData.js +259 -0
- data/app/assets/javascripts/Core/Iau2006XysSample.js +36 -0
- data/app/assets/javascripts/Core/IndexDatatype.js +28 -0
- data/app/assets/javascripts/Core/Intersect.js +40 -0
- data/app/assets/javascripts/Core/IntersectionTests.js +359 -0
- data/app/assets/javascripts/Core/Interval.js +27 -0
- data/app/assets/javascripts/Core/Iso8601.js +46 -0
- data/app/assets/javascripts/Core/JulianDate.js +1228 -0
- data/app/assets/javascripts/Core/KeyboardEventModifier.js +38 -0
- data/app/assets/javascripts/Core/LagrangePolynomialApproximation.js +96 -0
- data/app/assets/javascripts/Core/LeapSecond.js +158 -0
- data/app/assets/javascripts/Core/LinearApproximation.js +98 -0
- data/app/assets/javascripts/Core/Math.js +532 -0
- data/app/assets/javascripts/Core/Matrix2.js +833 -0
- data/app/assets/javascripts/Core/Matrix3.js +1099 -0
- data/app/assets/javascripts/Core/Matrix4.js +2164 -0
- data/app/assets/javascripts/Core/MeshFilters.js +568 -0
- data/app/assets/javascripts/Core/Occluder.js +474 -0
- data/app/assets/javascripts/Core/OrientationInterpolator.js +109 -0
- data/app/assets/javascripts/Core/PlaneTessellator.js +74 -0
- data/app/assets/javascripts/Core/PolygonPipeline.js +792 -0
- data/app/assets/javascripts/Core/PolylinePipeline.js +90 -0
- data/app/assets/javascripts/Core/PrimitiveType.js +80 -0
- data/app/assets/javascripts/Core/QuadraticRealPolynomial.js +146 -0
- data/app/assets/javascripts/Core/QuarticRealPolynomial.js +339 -0
- data/app/assets/javascripts/Core/Quaternion.js +947 -0
- data/app/assets/javascripts/Core/Queue.js +95 -0
- data/app/assets/javascripts/Core/Ray.js +64 -0
- data/app/assets/javascripts/Core/ReferenceFrame.js +25 -0
- data/app/assets/javascripts/Core/RequestErrorEvent.js +35 -0
- data/app/assets/javascripts/Core/RuntimeError.js +59 -0
- data/app/assets/javascripts/Core/ScreenSpaceEventHandler.js +658 -0
- data/app/assets/javascripts/Core/ScreenSpaceEventType.js +149 -0
- data/app/assets/javascripts/Core/Shapes.js +230 -0
- data/app/assets/javascripts/Core/Spherical.js +192 -0
- data/app/assets/javascripts/Core/TaskProcessor.js +131 -0
- data/app/assets/javascripts/Core/TimeConstants.js +85 -0
- data/app/assets/javascripts/Core/TimeInterval.js +305 -0
- data/app/assets/javascripts/Core/TimeIntervalCollection.js +543 -0
- data/app/assets/javascripts/Core/TimeStandard.js +31 -0
- data/app/assets/javascripts/Core/Tipsify.js +285 -0
- data/app/assets/javascripts/Core/Transforms.js +614 -0
- data/app/assets/javascripts/Core/TridiagonalSystemSolver.js +102 -0
- data/app/assets/javascripts/Core/Visibility.js +38 -0
- data/app/assets/javascripts/Core/WebMercatorProjection.js +154 -0
- data/app/assets/javascripts/Core/WindingOrder.js +40 -0
- data/app/assets/javascripts/Core/binarySearch.js +69 -0
- data/app/assets/javascripts/Core/buildModuleUrl.js +77 -0
- data/app/assets/javascripts/Core/clone.js +21 -0
- data/app/assets/javascripts/Core/combine.js +81 -0
- data/app/assets/javascripts/Core/computeSunPosition.js +116 -0
- data/app/assets/javascripts/Core/createGuid.js +25 -0
- data/app/assets/javascripts/Core/defaultValue.js +22 -0
- data/app/assets/javascripts/Core/destroyObject.js +61 -0
- data/app/assets/javascripts/Core/freezeObject.js +20 -0
- data/app/assets/javascripts/Core/getImagePixels.js +46 -0
- data/app/assets/javascripts/Core/isLeapYear.js +30 -0
- data/app/assets/javascripts/Core/jsonp.js +116 -0
- data/app/assets/javascripts/Core/loadArrayBuffer.js +76 -0
- data/app/assets/javascripts/Core/loadImage.js +85 -0
- data/app/assets/javascripts/Core/loadJson.js +54 -0
- data/app/assets/javascripts/Core/loadText.js +78 -0
- data/app/assets/javascripts/Core/loadXML.js +76 -0
- data/app/assets/javascripts/Core/package.json +6 -0
- data/app/assets/javascripts/Core/pointInsideTriangle2D.js +41 -0
- data/app/assets/javascripts/Core/requestAnimationFrame.js +61 -0
- data/app/assets/javascripts/Core/throttleRequestByServer.js +74 -0
- data/app/assets/javascripts/Core/writeTextToCanvas.js +92 -0
- data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +254 -0
- data/app/assets/javascripts/DynamicScene/CzmlBoolean.js +57 -0
- data/app/assets/javascripts/DynamicScene/CzmlCartesian2.js +96 -0
- data/app/assets/javascripts/DynamicScene/CzmlCartesian3.js +99 -0
- data/app/assets/javascripts/DynamicScene/CzmlCartographic.js +125 -0
- data/app/assets/javascripts/DynamicScene/CzmlColor.js +127 -0
- data/app/assets/javascripts/DynamicScene/CzmlDefaults.js +135 -0
- data/app/assets/javascripts/DynamicScene/CzmlHorizontalOrigin.js +59 -0
- data/app/assets/javascripts/DynamicScene/CzmlImage.js +61 -0
- data/app/assets/javascripts/DynamicScene/CzmlLabelStyle.js +59 -0
- data/app/assets/javascripts/DynamicScene/CzmlNumber.js +82 -0
- data/app/assets/javascripts/DynamicScene/CzmlString.js +56 -0
- data/app/assets/javascripts/DynamicScene/CzmlUnitCartesian3.js +99 -0
- data/app/assets/javascripts/DynamicScene/CzmlUnitQuaternion.js +172 -0
- data/app/assets/javascripts/DynamicScene/CzmlUnitSpherical.js +98 -0
- data/app/assets/javascripts/DynamicScene/CzmlVerticalOrigin.js +59 -0
- data/app/assets/javascripts/DynamicScene/DynamicBillboard.js +245 -0
- data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +347 -0
- data/app/assets/javascripts/DynamicScene/DynamicColorMaterial.js +78 -0
- data/app/assets/javascripts/DynamicScene/DynamicCone.js +291 -0
- data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +350 -0
- data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +389 -0
- data/app/assets/javascripts/DynamicScene/DynamicDirectionsProperty.js +163 -0
- data/app/assets/javascripts/DynamicScene/DynamicEllipsoid.js +158 -0
- data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +277 -0
- data/app/assets/javascripts/DynamicScene/DynamicImageMaterial.js +136 -0
- data/app/assets/javascripts/DynamicScene/DynamicLabel.js +286 -0
- data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +341 -0
- data/app/assets/javascripts/DynamicScene/DynamicMaterialProperty.js +125 -0
- data/app/assets/javascripts/DynamicScene/DynamicObject.js +364 -0
- data/app/assets/javascripts/DynamicScene/DynamicObjectCollection.js +137 -0
- data/app/assets/javascripts/DynamicScene/DynamicObjectView.js +299 -0
- data/app/assets/javascripts/DynamicScene/DynamicPath.js +214 -0
- data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +402 -0
- data/app/assets/javascripts/DynamicScene/DynamicPoint.js +184 -0
- data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +323 -0
- data/app/assets/javascripts/DynamicScene/DynamicPolygon.js +138 -0
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- data/app/assets/javascripts/DynamicScene/DynamicPolyline.js +183 -0
- data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +268 -0
- data/app/assets/javascripts/DynamicScene/DynamicPositionProperty.js +525 -0
- data/app/assets/javascripts/DynamicScene/DynamicProperty.js +352 -0
- data/app/assets/javascripts/DynamicScene/DynamicPyramid.js +204 -0
- data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +302 -0
- data/app/assets/javascripts/DynamicScene/DynamicScene.profile.js +8 -0
- data/app/assets/javascripts/DynamicScene/DynamicVertexPositionsProperty.js +199 -0
- data/app/assets/javascripts/DynamicScene/ReferenceProperty.js +155 -0
- data/app/assets/javascripts/DynamicScene/VisualizerCollection.js +181 -0
- data/app/assets/javascripts/DynamicScene/package.json +6 -0
- data/app/assets/javascripts/DynamicScene/processCzml.js +77 -0
- data/app/assets/javascripts/Renderer/BlendEquation.js +52 -0
- data/app/assets/javascripts/Renderer/BlendFunction.js +158 -0
- data/app/assets/javascripts/Renderer/BlendingState.js +64 -0
- data/app/assets/javascripts/Renderer/Buffer.js +141 -0
- data/app/assets/javascripts/Renderer/BufferUsage.js +48 -0
- data/app/assets/javascripts/Renderer/ClearCommand.js +40 -0
- data/app/assets/javascripts/Renderer/CommandLists.js +42 -0
- data/app/assets/javascripts/Renderer/Context.js +2805 -0
- data/app/assets/javascripts/Renderer/CubeMap.js +358 -0
- data/app/assets/javascripts/Renderer/CubeMapFace.js +202 -0
- data/app/assets/javascripts/Renderer/CullFace.js +50 -0
- data/app/assets/javascripts/Renderer/DepthFunction.js +95 -0
- data/app/assets/javascripts/Renderer/DrawCommand.js +96 -0
- data/app/assets/javascripts/Renderer/Framebuffer.js +435 -0
- data/app/assets/javascripts/Renderer/MipmapHint.js +50 -0
- data/app/assets/javascripts/Renderer/PickFramebuffer.js +178 -0
- data/app/assets/javascripts/Renderer/PixelDatatype.js +86 -0
- data/app/assets/javascripts/Renderer/PixelFormat.js +113 -0
- data/app/assets/javascripts/Renderer/Renderbuffer.js +102 -0
- data/app/assets/javascripts/Renderer/RenderbufferFormat.js +77 -0
- data/app/assets/javascripts/Renderer/Renderer.profile.js +8 -0
- data/app/assets/javascripts/Renderer/ShaderCache.js +121 -0
- data/app/assets/javascripts/Renderer/ShaderProgram.js +2402 -0
- data/app/assets/javascripts/Renderer/StencilFunction.js +95 -0
- data/app/assets/javascripts/Renderer/StencilOperation.js +95 -0
- data/app/assets/javascripts/Renderer/Texture.js +395 -0
- data/app/assets/javascripts/Renderer/TextureAtlas.js +472 -0
- data/app/assets/javascripts/Renderer/TextureAtlasBuilder.js +133 -0
- data/app/assets/javascripts/Renderer/TextureMagnificationFilter.js +41 -0
- data/app/assets/javascripts/Renderer/TextureMinificationFilter.js +77 -0
- data/app/assets/javascripts/Renderer/TextureWrap.js +50 -0
- data/app/assets/javascripts/Renderer/UniformDatatype.js +218 -0
- data/app/assets/javascripts/Renderer/UniformState.js +799 -0
- data/app/assets/javascripts/Renderer/VertexArray.js +365 -0
- data/app/assets/javascripts/Renderer/VertexArrayFacade.js +574 -0
- data/app/assets/javascripts/Renderer/VertexLayout.js +49 -0
- data/app/assets/javascripts/Renderer/loadCubeMap.js +92 -0
- data/app/assets/javascripts/Renderer/package.json +6 -0
- data/app/assets/javascripts/Scene/AnimationCollection.js +249 -0
- data/app/assets/javascripts/Scene/ArcGisMapServerImageryProvider.js +384 -0
- data/app/assets/javascripts/Scene/Billboard.js +680 -0
- data/app/assets/javascripts/Scene/BillboardCollection.js +1209 -0
- data/app/assets/javascripts/Scene/BingMapsImageryProvider.js +460 -0
- data/app/assets/javascripts/Scene/BingMapsStyle.js +55 -0
- data/app/assets/javascripts/Scene/Camera.js +358 -0
- data/app/assets/javascripts/Scene/CameraColumbusViewMode.js +30 -0
- data/app/assets/javascripts/Scene/CameraController.js +1258 -0
- data/app/assets/javascripts/Scene/CameraEventAggregator.js +270 -0
- data/app/assets/javascripts/Scene/CameraEventType.js +53 -0
- data/app/assets/javascripts/Scene/CameraFlightPath.js +495 -0
- data/app/assets/javascripts/Scene/CentralBody.js +817 -0
- data/app/assets/javascripts/Scene/CentralBodySurface.js +1120 -0
- data/app/assets/javascripts/Scene/CentralBodySurfaceShaderSet.js +107 -0
- data/app/assets/javascripts/Scene/ComplexConicSensorVolume.js +511 -0
- data/app/assets/javascripts/Scene/CompositePrimitive.js +454 -0
- data/app/assets/javascripts/Scene/CullingVolume.js +59 -0
- data/app/assets/javascripts/Scene/CustomSensorVolume.js +440 -0
- data/app/assets/javascripts/Scene/DiscardMissingTileImagePolicy.js +134 -0
- data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +412 -0
- data/app/assets/javascripts/Scene/EllipsoidTerrainProvider.js +182 -0
- data/app/assets/javascripts/Scene/FrameState.js +86 -0
- data/app/assets/javascripts/Scene/FrustumCommands.js +32 -0
- data/app/assets/javascripts/Scene/GeographicTilingScheme.js +265 -0
- data/app/assets/javascripts/Scene/HorizontalOrigin.js +39 -0
- data/app/assets/javascripts/Scene/Imagery.js +85 -0
- data/app/assets/javascripts/Scene/ImageryLayer.js +876 -0
- data/app/assets/javascripts/Scene/ImageryLayerCollection.js +403 -0
- data/app/assets/javascripts/Scene/ImageryProvider.js +185 -0
- data/app/assets/javascripts/Scene/ImageryProviderError.js +149 -0
- data/app/assets/javascripts/Scene/ImageryState.js +20 -0
- data/app/assets/javascripts/Scene/Label.js +706 -0
- data/app/assets/javascripts/Scene/LabelCollection.js +697 -0
- data/app/assets/javascripts/Scene/LabelStyle.js +39 -0
- data/app/assets/javascripts/Scene/Material.js +1177 -0
- data/app/assets/javascripts/Scene/NeverTileDiscardPolicy.js +38 -0
- data/app/assets/javascripts/Scene/OpenStreetMapImageryProvider.js +282 -0
- data/app/assets/javascripts/Scene/OrthographicFrustum.js +345 -0
- data/app/assets/javascripts/Scene/PerformanceDisplay.js +183 -0
- data/app/assets/javascripts/Scene/PerspectiveFrustum.js +239 -0
- data/app/assets/javascripts/Scene/PerspectiveOffCenterFrustum.js +394 -0
- data/app/assets/javascripts/Scene/Polygon.js +886 -0
- data/app/assets/javascripts/Scene/Polyline.js +441 -0
- data/app/assets/javascripts/Scene/PolylineCollection.js +1532 -0
- data/app/assets/javascripts/Scene/Projections.js +93 -0
- data/app/assets/javascripts/Scene/RectangularPyramidSensorVolume.js +224 -0
- data/app/assets/javascripts/Scene/Scene.js +632 -0
- data/app/assets/javascripts/Scene/Scene.profile.js +8 -0
- data/app/assets/javascripts/Scene/SceneMode.js +51 -0
- data/app/assets/javascripts/Scene/SceneTransitioner.js +776 -0
- data/app/assets/javascripts/Scene/ScreenSpaceCameraController.js +1063 -0
- data/app/assets/javascripts/Scene/SensorVolumeCollection.js +192 -0
- data/app/assets/javascripts/Scene/SingleTileImageryProvider.js +295 -0
- data/app/assets/javascripts/Scene/SkyAtmosphere.js +239 -0
- data/app/assets/javascripts/Scene/SkyBox.js +231 -0
- data/app/assets/javascripts/Scene/TerrainProvider.js +229 -0
- data/app/assets/javascripts/Scene/TexturePool.js +154 -0
- data/app/assets/javascripts/Scene/Tile.js +322 -0
- data/app/assets/javascripts/Scene/TileDiscardPolicy.js +42 -0
- data/app/assets/javascripts/Scene/TileImagery.js +36 -0
- data/app/assets/javascripts/Scene/TileLoadQueue.js +123 -0
- data/app/assets/javascripts/Scene/TileMapServiceImageryProvider.js +337 -0
- data/app/assets/javascripts/Scene/TileReplacementQueue.js +139 -0
- data/app/assets/javascripts/Scene/TileState.js +19 -0
- data/app/assets/javascripts/Scene/TilingScheme.js +213 -0
- data/app/assets/javascripts/Scene/VerticalOrigin.js +39 -0
- data/app/assets/javascripts/Scene/ViewportQuad.js +256 -0
- data/app/assets/javascripts/Scene/WebMapServiceImageryProvider.js +374 -0
- data/app/assets/javascripts/Scene/WebMercatorTilingScheme.js +291 -0
- data/app/assets/javascripts/Scene/package.json +6 -0
- data/app/assets/javascripts/Shaders/BillboardCollectionFS.glsl +30 -0
- data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +31 -0
- data/app/assets/javascripts/Shaders/BillboardCollectionVS.glsl +68 -0
- data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +54 -0
- data/app/assets/javascripts/Shaders/BuiltinFunctions.glsl +927 -0
- data/app/assets/javascripts/Shaders/BuiltinFunctions.js +322 -0
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- data/app/assets/javascripts/Shaders/CentralBodyVSPole.glsl +12 -0
- data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +15 -0
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.glsl +448 -0
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +361 -0
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.glsl +19 -0
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +20 -0
- data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.glsl +886 -0
- data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +586 -0
- data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.glsl +126 -0
- data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -0
- data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.glsl +14 -0
- data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +18 -0
- data/app/assets/javascripts/Shaders/EllipsoidFS.glsl +40 -0
- data/app/assets/javascripts/Shaders/EllipsoidFS.js +38 -0
- data/app/assets/javascripts/Shaders/EllipsoidVS.glsl +26 -0
- data/app/assets/javascripts/Shaders/EllipsoidVS.js +16 -0
- data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.glsl +25 -0
- data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +23 -0
- data/app/assets/javascripts/Shaders/Materials/BlobMaterial.glsl +18 -0
- data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +19 -0
- data/app/assets/javascripts/Shaders/Materials/BrickMaterial.glsl +42 -0
- data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +36 -0
- data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.glsl +29 -0
- data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +27 -0
- data/app/assets/javascripts/Shaders/Materials/CementMaterial.glsl +19 -0
- data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +20 -0
- data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.glsl +38 -0
- data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -0
- data/app/assets/javascripts/Shaders/Materials/DotMaterial.glsl +17 -0
- data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +18 -0
- data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.glsl +23 -0
- data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +24 -0
- data/app/assets/javascripts/Shaders/Materials/FacetMaterial.glsl +18 -0
- data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +19 -0
- data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.glsl +12 -0
- data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +15 -0
- data/app/assets/javascripts/Shaders/Materials/GrassMaterial.glsl +28 -0
- data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +26 -0
- data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.glsl +19 -0
- data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +21 -0
- data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.glsl +13 -0
- data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +16 -0
- data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.glsl +14 -0
- data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +17 -0
- data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.glsl +18 -0
- data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +19 -0
- data/app/assets/javascripts/Shaders/Materials/StripeMaterial.glsl +29 -0
- data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +26 -0
- data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.glsl +17 -0
- data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +19 -0
- data/app/assets/javascripts/Shaders/Materials/Water.glsl +91 -0
- data/app/assets/javascripts/Shaders/Materials/Water.js +60 -0
- data/app/assets/javascripts/Shaders/Materials/WoodMaterial.glsl +36 -0
- data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +31 -0
- data/app/assets/javascripts/Shaders/Noise.glsl +453 -0
- data/app/assets/javascripts/Shaders/Noise.js +242 -0
- data/app/assets/javascripts/Shaders/PolygonFS.glsl +27 -0
- data/app/assets/javascripts/Shaders/PolygonFS.js +23 -0
- data/app/assets/javascripts/Shaders/PolygonFSPick.glsl +6 -0
- data/app/assets/javascripts/Shaders/PolygonFSPick.js +11 -0
- data/app/assets/javascripts/Shaders/PolygonVS.glsl +38 -0
- data/app/assets/javascripts/Shaders/PolygonVS.js +39 -0
- data/app/assets/javascripts/Shaders/PolygonVSPick.glsl +30 -0
- data/app/assets/javascripts/Shaders/PolygonVSPick.js +32 -0
- data/app/assets/javascripts/Shaders/PolylineFS.glsl +6 -0
- data/app/assets/javascripts/Shaders/PolylineFS.js +11 -0
- data/app/assets/javascripts/Shaders/PolylineVS.glsl +34 -0
- data/app/assets/javascripts/Shaders/PolylineVS.js +35 -0
- data/app/assets/javascripts/Shaders/Ray.glsl +532 -0
- data/app/assets/javascripts/Shaders/Ray.js +357 -0
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.glsl +26 -0
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +22 -0
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.glsl +11 -0
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +14 -0
- data/app/assets/javascripts/Shaders/SensorVolume.glsl +43 -0
- data/app/assets/javascripts/Shaders/SensorVolume.js +31 -0
- data/app/assets/javascripts/Shaders/Shaders.profile.js +8 -0
- data/app/assets/javascripts/Shaders/SkyAtmosphereFS.glsl +70 -0
- data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +62 -0
- data/app/assets/javascripts/Shaders/SkyAtmosphereVS.glsl +131 -0
- data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +115 -0
- data/app/assets/javascripts/Shaders/SkyBoxFS.glsl +10 -0
- data/app/assets/javascripts/Shaders/SkyBoxFS.js +14 -0
- data/app/assets/javascripts/Shaders/SkyBoxVS.glsl +10 -0
- data/app/assets/javascripts/Shaders/SkyBoxVS.js +14 -0
- data/app/assets/javascripts/Shaders/ViewportQuadFS.glsl +16 -0
- data/app/assets/javascripts/Shaders/ViewportQuadFS.js +17 -0
- data/app/assets/javascripts/Shaders/ViewportQuadVS.glsl +10 -0
- data/app/assets/javascripts/Shaders/ViewportQuadVS.js +14 -0
- data/app/assets/javascripts/Shaders/package.json +6 -0
- data/app/assets/javascripts/ThirdParty/ThirdParty.profile.js +8 -0
- data/app/assets/javascripts/ThirdParty/Tween.js +678 -0
- data/app/assets/javascripts/ThirdParty/Uri.js +277 -0
- data/app/assets/javascripts/ThirdParty/measureText.js +197 -0
- data/app/assets/javascripts/ThirdParty/package.json +6 -0
- data/app/assets/javascripts/ThirdParty/sprintf.js +319 -0
- data/app/assets/javascripts/ThirdParty/when.js +748 -0
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +175 -0
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +52 -0
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +1237 -0
- data/app/assets/javascripts/Widgets/Dojo/CesiumWidget.html +4 -0
- data/app/assets/javascripts/Widgets/Dojo/CesiumWidget.js +349 -0
- data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +1 -0
- data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.js +47 -0
- data/app/assets/javascripts/Widgets/Dojo/checkForChromeFrame.js +71 -0
- data/app/assets/javascripts/Widgets/Images/Bing_Logo_51x19_White.png +0 -0
- data/app/assets/javascripts/Widgets/Images/Cesium_Logo_overlay.png +0 -0
- data/app/assets/javascripts/Widgets/Images/TimelineIcons.png +0 -0
- data/app/assets/javascripts/Widgets/Images/ajax-loader.gif +0 -0
- data/app/assets/javascripts/Widgets/Images/animationBar.png +0 -0
- data/app/assets/javascripts/Widgets/Images/viewControlBar.png +0 -0
- data/app/assets/javascripts/Widgets/Timeline.css +113 -0
- data/app/assets/javascripts/Widgets/Timeline.js +629 -0
- data/app/assets/javascripts/Widgets/TimelineHighlightRange.js +51 -0
- data/app/assets/javascripts/Widgets/TimelineTrack.js +54 -0
- data/app/assets/javascripts/Widgets/Widgets.profile.js +8 -0
- data/app/assets/javascripts/Widgets/package.json +6 -0
- data/app/assets/javascripts/Workers/Workers.profile.js +8 -0
- data/app/assets/javascripts/Workers/cesiumWorkerBootstrapper.js +2015 -0
- data/app/assets/javascripts/Workers/createTaskProcessorWorker.js +55 -0
- data/app/assets/javascripts/Workers/createVerticesFromExtent.js +24 -0
- data/app/assets/javascripts/Workers/package.json +6 -0
- data/app/assets/javascripts/copyrightHeader.js +22 -0
- data/app/assets/javascripts/main.js +10 -0
- data/app/assets/stylesheets/cesium.css +4 -0
- data/app/controllers/cesium_controller.rb +4 -0
- data/app/helpers/cesium_helper.rb +2 -0
- data/app/views/cesium/index.html.erb +3 -0
- data/config/routes.rb +3 -0
- data/lib/cesium.rb +4 -0
- data/lib/cesium/engine.rb +4 -0
- data/lib/cesium/version.rb +3 -0
- data/lib/tasks/cesium_tasks.rake +4 -0
- data/test/cesium_test.rb +7 -0
- data/test/dummy/README.rdoc +261 -0
- data/test/dummy/Rakefile +7 -0
- data/test/dummy/app/assets/javascripts/adapters/jquery-adapter.js.coffee +4 -0
- data/test/dummy/app/assets/javascripts/app.js.coffee +11 -0
- data/test/dummy/app/assets/javascripts/application.js.coffee +73 -0
- data/test/dummy/app/assets/stylesheets/application.css +12 -0
- data/test/dummy/app/controllers/application_controller.rb +4 -0
- data/test/dummy/app/helpers/application_helper.rb +2 -0
- data/test/dummy/app/views/layouts/application.html.erb +21 -0
- data/test/dummy/config.ru +4 -0
- data/test/dummy/config/application.rb +59 -0
- data/test/dummy/config/boot.rb +10 -0
- data/test/dummy/config/database.yml +25 -0
- data/test/dummy/config/environment.rb +5 -0
- data/test/dummy/config/environments/development.rb +37 -0
- data/test/dummy/config/environments/production.rb +67 -0
- data/test/dummy/config/environments/test.rb +37 -0
- data/test/dummy/config/initializers/backtrace_silencers.rb +7 -0
- data/test/dummy/config/initializers/inflections.rb +15 -0
- data/test/dummy/config/initializers/mime_types.rb +5 -0
- data/test/dummy/config/initializers/secret_token.rb +7 -0
- data/test/dummy/config/initializers/session_store.rb +8 -0
- data/test/dummy/config/initializers/wrap_parameters.rb +14 -0
- data/test/dummy/config/locales/en.yml +5 -0
- data/test/dummy/config/requirejs.yml +10 -0
- data/test/dummy/config/routes.rb +3 -0
- data/test/dummy/public/404.html +26 -0
- data/test/dummy/public/422.html +26 -0
- data/test/dummy/public/500.html +25 -0
- data/test/dummy/public/favicon.ico +0 -0
- data/test/dummy/script/rails +6 -0
- data/test/functional/cesium_controller_test.rb +9 -0
- data/test/integration/navigation_test.rb +10 -0
- data/test/test_helper.rb +15 -0
- data/test/unit/helpers/cesium_helper_test.rb +4 -0
- metadata +641 -0
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/*global define*/
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define(['../Core/Enumeration'], function(Enumeration) {
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RGBA4 : new Enumeration(0x8056, 'RGBA4'),
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RGB5_A1 : new Enumeration(0x8057, 'RGB5_A1'),
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RGB565 : new Enumeration(0x8D62, 'RGB565'),
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DEPTH_COMPONENT16 : new Enumeration(0x81A5, 'DEPTH_COMPONENT16'),
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STENCIL_INDEX8 : new Enumeration(0x8D48, 'STENCIL_INDEX8'),
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], function(
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DeveloperError,
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RuntimeError,
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destroyObject,
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CesiumMath,
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Matrix2,
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Matrix3,
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Matrix4,
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UniformDatatype,
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ShadersBuiltinFunctions) {
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"use strict";
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/*global console*/
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var allAutomaticUniforms = {
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/**
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* An automatic GLSL uniform containing the viewport's <code>x</code>, <code>y</code>, <code>width</code>,
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* and <code>height</code> properties in an <code>vec4</code>'s <code>x</code>, <code>y</code>, <code>z</code>,
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* and <code>w</code> components, respectively.
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* <br /><br />
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* Like all automatic uniforms, <code>czm_viewport</code> does not need to be explicitly declared.
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* However, it can be explicitly declared when a shader is also used by other applications such
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* as a third-party authoring tool.
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*
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* @alias czm_viewport
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* @glslUniform
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*
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* @see Context#getViewport
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*
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* @example
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* // GLSL declaration
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* uniform vec4 czm_viewport;
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*
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* // Scale the window coordinate components to [0, 1] by dividing
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* // by the viewport's width and height.
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* vec2 v = gl_FragCoord.xy / czm_viewport.zw;
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*/
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czm_viewport : {
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getSize : function() {
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return 1;
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},
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getDatatype : function() {
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return UniformDatatype.FLOAT_VECTOR4;
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},
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getValue : function(uniformState) {
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var v = uniformState.getViewport();
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return {
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x : v.x,
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y : v.y,
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z : v.width,
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w : v.height
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};
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}
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},
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+
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/**
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* An automatic GLSL uniform representing a 4x4 orthographic projection matrix that
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* transforms window coordinates to clip coordinates. Clip coordinates is the
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* coordinate system for a vertex shader's <code>gl_Position</code> output.
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* <br /><br />
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* This transform is useful when a vertex shader inputs or manipulates window coordinates
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* as done by {@link BillboardCollection}.
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* <br /><br />
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* Do not confuse {@link czm_viewportTransformation} with <code>czm_viewportOrthographic</code>.
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* The former transforms from normalized device coordinates to window coordinates; the later transforms
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* from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
|
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* <br /><br />
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* Like all automatic uniforms, <code>czm_viewportOrthographic</code> does not need to be explicitly declared.
|
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* However, it can be explicitly declared when a shader is also used by other applications such
|
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* as a third-party authoring tool.
|
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*
|
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* @alias czm_viewportOrthographic
|
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* @glslUniform
|
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*
|
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* @see UniformState#getViewportOrthographic
|
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* @see czm_viewport
|
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* @see czm_viewportTransformation
|
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* @see BillboardCollection
|
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*
|
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* @example
|
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* // GLSL declaration
|
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* uniform mat4 czm_viewportOrthographic;
|
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*
|
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* // Example
|
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* gl_Position = czm_viewportOrthographic * vec4(windowPosition, 0.0, 1.0);
|
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+
*/
|
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czm_viewportOrthographic : {
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getSize : function() {
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return 1;
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},
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+
|
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getDatatype : function() {
|
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return UniformDatatype.FLOAT_MATRIX4;
|
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+
},
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+
|
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getValue : function(uniformState) {
|
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return uniformState.getViewportOrthographic();
|
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+
}
|
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},
|
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+
|
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/**
|
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* An automatic GLSL uniform representing a 4x4 transformation matrix that
|
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* transforms normalized device coordinates to window coordinates. The context's
|
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* full viewport is used, and the depth range is assumed to be <code>near = 0</code>
|
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* and <code>far = 1</code>.
|
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* <br /><br />
|
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* This transform is useful when there is a need to manipulate window coordinates
|
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* in a vertex shader as done by {@link BillboardCollection}. In many cases,
|
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* this matrix will not be used directly; instead, {@link czm_modelToWindowCoordinates}
|
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* will be used to transform directly from model to window coordinates.
|
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+
* <br /><br />
|
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+
* Do not confuse <code>czm_viewportTransformation</code> with {@link czm_viewportOrthographic}.
|
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+
* The former transforms from normalized device coordinates to window coordinates; the later transforms
|
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+
* from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
|
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+
* <br /><br />
|
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+
* Like all automatic uniforms, <code>czm_viewportTransformation</code> does not need to be explicitly declared.
|
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+
* However, it can be explicitly declared when a shader is also used by other applications such
|
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+
* as a third-party authoring tool.
|
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+
*
|
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+
* @alias czm_viewportTransformation
|
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+
* @glslUniform
|
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+
*
|
135
|
+
* @see UniformState#getViewportTransformation
|
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+
* @see czm_viewport
|
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+
* @see czm_viewportOrthographic
|
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|
+
* @see czm_modelToWindowCoordinates
|
139
|
+
* @see BillboardCollection
|
140
|
+
*
|
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|
+
* @example
|
142
|
+
* // GLSL declaration
|
143
|
+
* uniform mat4 czm_viewportTransformation;
|
144
|
+
*
|
145
|
+
* // Use czm_viewportTransformation as part of the
|
146
|
+
* // transform from model to window coordinates.
|
147
|
+
* vec4 q = czm_modelViewProjection * positionMC; // model to clip coordinates
|
148
|
+
* q.xyz /= q.w; // clip to normalized device coordinates (ndc)
|
149
|
+
* q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // ndc to window coordinates
|
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|
+
*/
|
151
|
+
czm_viewportTransformation : {
|
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|
+
getSize : function() {
|
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|
+
return 1;
|
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|
+
},
|
155
|
+
|
156
|
+
getDatatype : function() {
|
157
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
158
|
+
},
|
159
|
+
|
160
|
+
getValue : function(uniformState) {
|
161
|
+
return uniformState.getViewportTransformation();
|
162
|
+
}
|
163
|
+
},
|
164
|
+
|
165
|
+
/**
|
166
|
+
* An automatic GLSL uniform representing a 4x4 model transformation matrix that
|
167
|
+
* transforms model coordinates to world coordinates.
|
168
|
+
* <br /><br />
|
169
|
+
* Like all automatic uniforms, <code>czm_model</code> does not need to be explicitly declared.
|
170
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
171
|
+
* as a third-party authoring tool.
|
172
|
+
*
|
173
|
+
* @alias czm_model
|
174
|
+
* @glslUniform
|
175
|
+
*
|
176
|
+
* @see UniformState#getModel
|
177
|
+
* @see czm_inverseModel
|
178
|
+
* @see czm_modelView
|
179
|
+
* @see czm_modelViewProjection
|
180
|
+
*
|
181
|
+
* @example
|
182
|
+
* // GLSL declaration
|
183
|
+
* uniform mat4 czm_model;
|
184
|
+
*
|
185
|
+
* // Example
|
186
|
+
* vec4 worldPosition = czm_model * modelPosition;
|
187
|
+
*/
|
188
|
+
czm_model : {
|
189
|
+
getSize : function() {
|
190
|
+
return 1;
|
191
|
+
},
|
192
|
+
|
193
|
+
getDatatype : function() {
|
194
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
195
|
+
},
|
196
|
+
|
197
|
+
getValue : function(uniformState) {
|
198
|
+
return uniformState.getModel();
|
199
|
+
}
|
200
|
+
},
|
201
|
+
|
202
|
+
/**
|
203
|
+
* An automatic GLSL uniform representing a 4x4 model transformation matrix that
|
204
|
+
* transforms world coordinates to model coordinates.
|
205
|
+
* <br /><br />
|
206
|
+
* Like all automatic uniforms, <code>czm_inverseModel</code> does not need to be explicitly declared.
|
207
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
208
|
+
* as a third-party authoring tool.
|
209
|
+
*
|
210
|
+
* @alias czm_inverseModel
|
211
|
+
* @glslUniform
|
212
|
+
*
|
213
|
+
* @see UniformState#getInverseModel
|
214
|
+
* @see czm_model
|
215
|
+
* @see czm_inverseModelView
|
216
|
+
*
|
217
|
+
* @example
|
218
|
+
* // GLSL declaration
|
219
|
+
* uniform mat4 czm_inverseModel;
|
220
|
+
*
|
221
|
+
* // Example
|
222
|
+
* vec4 modelPosition = czm_inverseModel * worldPosition;
|
223
|
+
*/
|
224
|
+
czm_inverseModel : {
|
225
|
+
getSize : function() {
|
226
|
+
return 1;
|
227
|
+
},
|
228
|
+
|
229
|
+
getDatatype : function() {
|
230
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
231
|
+
},
|
232
|
+
|
233
|
+
getValue : function(uniformState) {
|
234
|
+
return uniformState.getInverseModel();
|
235
|
+
}
|
236
|
+
},
|
237
|
+
|
238
|
+
/**
|
239
|
+
* An automatic GLSL uniform representing a 4x4 view transformation matrix that
|
240
|
+
* transforms world coordinates to eye coordinates.
|
241
|
+
* <br /><br />
|
242
|
+
* Like all automatic uniforms, <code>czm_view</code> does not need to be explicitly declared.
|
243
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
244
|
+
* as a third-party authoring tool.
|
245
|
+
*
|
246
|
+
* @alias czm_view
|
247
|
+
* @glslUniform
|
248
|
+
*
|
249
|
+
* @see UniformState#getView
|
250
|
+
* @see czm_viewRotation
|
251
|
+
* @see czm_modelView
|
252
|
+
* @see czm_viewProjection
|
253
|
+
* @see czm_modelViewProjection
|
254
|
+
* @see czm_inverseView
|
255
|
+
*
|
256
|
+
* @example
|
257
|
+
* // GLSL declaration
|
258
|
+
* uniform mat4 czm_view;
|
259
|
+
*
|
260
|
+
* // Example
|
261
|
+
* vec4 eyePosition = czm_view * worldPosition;
|
262
|
+
*/
|
263
|
+
czm_view : {
|
264
|
+
getSize : function() {
|
265
|
+
return 1;
|
266
|
+
},
|
267
|
+
|
268
|
+
getDatatype : function() {
|
269
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
270
|
+
},
|
271
|
+
|
272
|
+
getValue : function(uniformState) {
|
273
|
+
return uniformState.getView();
|
274
|
+
}
|
275
|
+
},
|
276
|
+
|
277
|
+
/**
|
278
|
+
* An automatic GLSL uniform representing a 3x3 view rotation matrix that
|
279
|
+
* transforms vectors in world coordinates to eye coordinates.
|
280
|
+
* <br /><br />
|
281
|
+
* Like all automatic uniforms, <code>czm_viewRotation</code> does not need to be explicitly declared.
|
282
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
283
|
+
* as a third-party authoring tool.
|
284
|
+
*
|
285
|
+
* @alias czm_viewRotation
|
286
|
+
* @glslUniform
|
287
|
+
*
|
288
|
+
* @see UniformState#getViewRotation
|
289
|
+
* @see czm_view
|
290
|
+
* @see czm_inverseView
|
291
|
+
* @see czm_inverseViewRotation
|
292
|
+
*
|
293
|
+
* @example
|
294
|
+
* // GLSL declaration
|
295
|
+
* uniform mat3 czm_viewRotation;
|
296
|
+
*
|
297
|
+
* // Example
|
298
|
+
* vec3 eyeVector = czm_viewRotation * worldVector;
|
299
|
+
*/
|
300
|
+
czm_viewRotation : {
|
301
|
+
getSize : function() {
|
302
|
+
return 1;
|
303
|
+
},
|
304
|
+
|
305
|
+
getDatatype : function() {
|
306
|
+
return UniformDatatype.FLOAT_MATRIX3;
|
307
|
+
},
|
308
|
+
|
309
|
+
getValue : function(uniformState) {
|
310
|
+
return uniformState.getViewRotation();
|
311
|
+
}
|
312
|
+
},
|
313
|
+
|
314
|
+
/**
|
315
|
+
* An automatic GLSL uniform representing a 4x4 transformation matrix that
|
316
|
+
* transforms from eye coordinates to world coordinates.
|
317
|
+
* <br /><br />
|
318
|
+
* Like all automatic uniforms, <code>czm_inverseView</code> does not need to be explicitly declared.
|
319
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
320
|
+
* as a third-party authoring tool.
|
321
|
+
*
|
322
|
+
* @alias czm_inverseView
|
323
|
+
* @glslUniform
|
324
|
+
*
|
325
|
+
* @see UniformState#getInverseView
|
326
|
+
* @see czm_view
|
327
|
+
* @see czm_inverseNormal
|
328
|
+
*
|
329
|
+
* @example
|
330
|
+
* // GLSL declaration
|
331
|
+
* uniform mat4 czm_inverseView;
|
332
|
+
*
|
333
|
+
* // Example
|
334
|
+
* vec4 worldPosition = czm_inverseView * eyePosition;
|
335
|
+
*/
|
336
|
+
czm_inverseView : {
|
337
|
+
getSize : function() {
|
338
|
+
return 1;
|
339
|
+
},
|
340
|
+
|
341
|
+
getDatatype : function() {
|
342
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
343
|
+
},
|
344
|
+
|
345
|
+
getValue : function(uniformState) {
|
346
|
+
return uniformState.getInverseView();
|
347
|
+
}
|
348
|
+
},
|
349
|
+
|
350
|
+
/**
|
351
|
+
* An automatic GLSL uniform representing a 3x3 rotation matrix that
|
352
|
+
* transforms vectors from eye coordinates to world coordinates.
|
353
|
+
* <br /><br />
|
354
|
+
* Like all automatic uniforms, <code>czm_inverseViewRotation</code> does not need to be explicitly declared.
|
355
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
356
|
+
* as a third-party authoring tool.
|
357
|
+
*
|
358
|
+
* @alias czm_inverseViewRotation
|
359
|
+
* @glslUniform
|
360
|
+
*
|
361
|
+
* @see UniformState#getInverseView
|
362
|
+
* @see czm_view
|
363
|
+
* @see czm_viewRotation
|
364
|
+
* @see czm_inverseViewRotation
|
365
|
+
*
|
366
|
+
* @example
|
367
|
+
* // GLSL declaration
|
368
|
+
* uniform mat3 czm_inverseViewRotation;
|
369
|
+
*
|
370
|
+
* // Example
|
371
|
+
* vec4 worldVector = czm_inverseViewRotation * eyeVector;
|
372
|
+
*/
|
373
|
+
czm_inverseViewRotation : {
|
374
|
+
getSize : function() {
|
375
|
+
return 1;
|
376
|
+
},
|
377
|
+
|
378
|
+
getDatatype : function() {
|
379
|
+
return UniformDatatype.FLOAT_MATRIX3;
|
380
|
+
},
|
381
|
+
|
382
|
+
getValue : function(uniformState) {
|
383
|
+
return uniformState.getInverseViewRotation();
|
384
|
+
}
|
385
|
+
},
|
386
|
+
|
387
|
+
/**
|
388
|
+
* An automatic GLSL uniform representing a 4x4 projection transformation matrix that
|
389
|
+
* transforms eye coordinates to clip coordinates. Clip coordinates is the
|
390
|
+
* coordinate system for a vertex shader's <code>gl_Position</code> output.
|
391
|
+
* <br /><br />
|
392
|
+
* Like all automatic uniforms, <code>czm_projection</code> does not need to be explicitly declared.
|
393
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
394
|
+
* as a third-party authoring tool.
|
395
|
+
*
|
396
|
+
* @alias czm_projection
|
397
|
+
* @glslUniform
|
398
|
+
*
|
399
|
+
* @see UniformState#getProjection
|
400
|
+
* @see czm_viewProjection
|
401
|
+
* @see czm_modelViewProjection
|
402
|
+
* @see czm_infiniteProjection
|
403
|
+
*
|
404
|
+
* @example
|
405
|
+
* // GLSL declaration
|
406
|
+
* uniform mat4 czm_projection;
|
407
|
+
*
|
408
|
+
* // Example
|
409
|
+
* gl_Position = czm_projection * eyePosition;
|
410
|
+
*/
|
411
|
+
czm_projection : {
|
412
|
+
getSize : function() {
|
413
|
+
return 1;
|
414
|
+
},
|
415
|
+
|
416
|
+
getDatatype : function() {
|
417
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
418
|
+
},
|
419
|
+
|
420
|
+
getValue : function(uniformState) {
|
421
|
+
return uniformState.getProjection();
|
422
|
+
}
|
423
|
+
},
|
424
|
+
|
425
|
+
/**
|
426
|
+
* An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that
|
427
|
+
* transforms from clip coordinates to eye coordinates. Clip coordinates is the
|
428
|
+
* coordinate system for a vertex shader's <code>gl_Position</code> output.
|
429
|
+
* <br /><br />
|
430
|
+
* Like all automatic uniforms, <code>czm_inverseProjection</code> does not need to be explicitly declared.
|
431
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
432
|
+
* as a third-party authoring tool.
|
433
|
+
*
|
434
|
+
* @alias czm_inverseProjection
|
435
|
+
* @glslUniform
|
436
|
+
*
|
437
|
+
* @see UniformState#getInverseProjection
|
438
|
+
* @see czm_projection
|
439
|
+
*
|
440
|
+
* @example
|
441
|
+
* // GLSL declaration
|
442
|
+
* uniform mat4 czm_inverseProjection;
|
443
|
+
*
|
444
|
+
* // Example
|
445
|
+
* vec4 eyePosition = czm_inverseProjection * clipPosition;
|
446
|
+
*/
|
447
|
+
czm_inverseProjection : {
|
448
|
+
getSize : function() {
|
449
|
+
return 1;
|
450
|
+
},
|
451
|
+
|
452
|
+
getDatatype : function() {
|
453
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
454
|
+
},
|
455
|
+
|
456
|
+
getValue : function(uniformState) {
|
457
|
+
return uniformState.getInverseProjection();
|
458
|
+
}
|
459
|
+
},
|
460
|
+
|
461
|
+
/**
|
462
|
+
* An automatic GLSL uniform representing a 4x4 projection transformation matrix with the far plane at infinity,
|
463
|
+
* that transforms eye coordinates to clip coordinates. Clip coordinates is the
|
464
|
+
* coordinate system for a vertex shader's <code>gl_Position</code> output. An infinite far plane is used
|
465
|
+
* in algorithms like shadow volumes and GPU ray casting with proxy geometry to ensure that triangles
|
466
|
+
* are not clipped by the far plane.
|
467
|
+
* <br /><br />
|
468
|
+
* Like all automatic uniforms, <code>czm_infiniteProjection</code> does not need to be explicitly declared.
|
469
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
470
|
+
* as a third-party authoring tool.
|
471
|
+
*
|
472
|
+
* @alias czm_infiniteProjection
|
473
|
+
* @glslUniform
|
474
|
+
*
|
475
|
+
* @see UniformState#getInfiniteProjection
|
476
|
+
* @see czm_projection
|
477
|
+
* @see czm_modelViewInfiniteProjection
|
478
|
+
*
|
479
|
+
* @example
|
480
|
+
* // GLSL declaration
|
481
|
+
* uniform mat4 czm_infiniteProjection;
|
482
|
+
*
|
483
|
+
* // Example
|
484
|
+
* gl_Position = czm_infiniteProjection * eyePosition;
|
485
|
+
*/
|
486
|
+
czm_infiniteProjection : {
|
487
|
+
getSize : function() {
|
488
|
+
return 1;
|
489
|
+
},
|
490
|
+
|
491
|
+
getDatatype : function() {
|
492
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
493
|
+
},
|
494
|
+
|
495
|
+
getValue : function(uniformState) {
|
496
|
+
return uniformState.getInfiniteProjection();
|
497
|
+
}
|
498
|
+
},
|
499
|
+
|
500
|
+
/**
|
501
|
+
* An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
|
502
|
+
* transforms model coordinates to eye coordinates.
|
503
|
+
* <br /><br />
|
504
|
+
* Positions should be transformed to eye coordinates using <code>czm_modelView</code> and
|
505
|
+
* normals should be transformed using {@link czm_normal}.
|
506
|
+
* <br /><br />
|
507
|
+
* Like all automatic uniforms, <code>czm_modelView</code> does not need to be explicitly declared.
|
508
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
509
|
+
* as a third-party authoring tool.
|
510
|
+
*
|
511
|
+
* @alias czm_modelView
|
512
|
+
* @glslUniform
|
513
|
+
*
|
514
|
+
* @see UniformState#getModelView
|
515
|
+
* @see czm_model
|
516
|
+
* @see czm_view
|
517
|
+
* @see czm_modelViewProjection
|
518
|
+
* @see czm_normal
|
519
|
+
*
|
520
|
+
* @example
|
521
|
+
* // GLSL declaration
|
522
|
+
* uniform mat4 czm_modelView;
|
523
|
+
*
|
524
|
+
* // Example
|
525
|
+
* vec4 eyePosition = czm_modelView * modelPosition;
|
526
|
+
*
|
527
|
+
* // The above is equivalent to, but more efficient than:
|
528
|
+
* vec4 eyePosition = czm_view * czm_model * modelPosition;
|
529
|
+
*/
|
530
|
+
czm_modelView : {
|
531
|
+
getSize : function() {
|
532
|
+
return 1;
|
533
|
+
},
|
534
|
+
|
535
|
+
getDatatype : function() {
|
536
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
537
|
+
},
|
538
|
+
|
539
|
+
getValue : function(uniformState) {
|
540
|
+
return uniformState.getModelView();
|
541
|
+
}
|
542
|
+
},
|
543
|
+
|
544
|
+
/**
|
545
|
+
* An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
|
546
|
+
* transforms model coordinates, relative to the eye, to eye coordinates. This is used
|
547
|
+
* in conjunction with {@link czm_translateRelativeToEye}.
|
548
|
+
* <br /><br />
|
549
|
+
* Like all automatic uniforms, <code>czm_modelViewRelativeToEye</code> does not need to be explicitly declared.
|
550
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
551
|
+
* as a third-party authoring tool.
|
552
|
+
*
|
553
|
+
* @alias czm_modelViewRelativeToEye
|
554
|
+
* @glslUniform
|
555
|
+
*
|
556
|
+
* @example
|
557
|
+
* // GLSL declaration
|
558
|
+
* uniform mat4 czm_modelViewRelativeToEye;
|
559
|
+
*
|
560
|
+
* // Example
|
561
|
+
* attribute vec3 positionHigh;
|
562
|
+
* attribute vec3 positionLow;
|
563
|
+
*
|
564
|
+
* void main()
|
565
|
+
* {
|
566
|
+
* vec3 p = czm_translateRelativeToEye(positionHigh, positionLow);
|
567
|
+
* gl_Position = czm_projection * (czm_modelViewRelativeToEye * vec4(p, 1.0));
|
568
|
+
* }
|
569
|
+
*
|
570
|
+
* @see czm_modelViewProjectionRelativeToEye
|
571
|
+
* @see czm_translateRelativeToEye
|
572
|
+
* @see EncodedCartesian3
|
573
|
+
*/
|
574
|
+
czm_modelViewRelativeToEye : {
|
575
|
+
getSize : function() {
|
576
|
+
return 1;
|
577
|
+
},
|
578
|
+
|
579
|
+
getDatatype : function() {
|
580
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
581
|
+
},
|
582
|
+
|
583
|
+
getValue : function(uniformState) {
|
584
|
+
return uniformState.getModelViewRelativeToEye();
|
585
|
+
}
|
586
|
+
},
|
587
|
+
|
588
|
+
/**
|
589
|
+
* An automatic GLSL uniform representing a 4x4 transformation matrix that
|
590
|
+
* transforms from eye coordinates to model coordinates.
|
591
|
+
* <br /><br />
|
592
|
+
* Like all automatic uniforms, <code>czm_inverseModelView</code> does not need to be explicitly declared.
|
593
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
594
|
+
* as a third-party authoring tool.
|
595
|
+
*
|
596
|
+
* @alias czm_inverseModelView
|
597
|
+
* @glslUniform
|
598
|
+
*
|
599
|
+
* @see UniformState#getInverseModelView
|
600
|
+
* @see czm_modelView
|
601
|
+
*
|
602
|
+
* @example
|
603
|
+
* // GLSL declaration
|
604
|
+
* uniform mat4 czm_inverseModelView;
|
605
|
+
*
|
606
|
+
* // Example
|
607
|
+
* vec4 modelPosition = czm_inverseModelView * eyePosition;
|
608
|
+
*/
|
609
|
+
czm_inverseModelView : {
|
610
|
+
getSize : function() {
|
611
|
+
return 1;
|
612
|
+
},
|
613
|
+
|
614
|
+
getDatatype : function() {
|
615
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
616
|
+
},
|
617
|
+
|
618
|
+
getValue : function(uniformState) {
|
619
|
+
return uniformState.getInverseModelView();
|
620
|
+
}
|
621
|
+
},
|
622
|
+
|
623
|
+
/**
|
624
|
+
* An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
|
625
|
+
* transforms world coordinates to clip coordinates. Clip coordinates is the
|
626
|
+
* coordinate system for a vertex shader's <code>gl_Position</code> output.
|
627
|
+
* <br /><br />
|
628
|
+
* Like all automatic uniforms, <code>czm_viewProjection</code> does not need to be explicitly declared.
|
629
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
630
|
+
* as a third-party authoring tool.
|
631
|
+
*
|
632
|
+
* @alias czm_viewProjection
|
633
|
+
* @glslUniform
|
634
|
+
*
|
635
|
+
* @see UniformState#getViewProjection
|
636
|
+
* @see czm_view
|
637
|
+
* @see czm_projection
|
638
|
+
* @see czm_modelViewProjection
|
639
|
+
*
|
640
|
+
* @example
|
641
|
+
* // GLSL declaration
|
642
|
+
* uniform mat4 czm_viewProjection;
|
643
|
+
*
|
644
|
+
* // Example
|
645
|
+
* vec4 gl_Position = czm_viewProjection * czm_model * modelPosition;
|
646
|
+
*
|
647
|
+
* // The above is equivalent to, but more efficient than:
|
648
|
+
* gl_Position = czm_projection * czm_view * czm_model * modelPosition;
|
649
|
+
*/
|
650
|
+
czm_viewProjection : {
|
651
|
+
getSize : function() {
|
652
|
+
return 1;
|
653
|
+
},
|
654
|
+
|
655
|
+
getDatatype : function() {
|
656
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
657
|
+
},
|
658
|
+
|
659
|
+
getValue : function(uniformState) {
|
660
|
+
return uniformState.getViewProjection();
|
661
|
+
}
|
662
|
+
},
|
663
|
+
|
664
|
+
/**
|
665
|
+
* An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
|
666
|
+
* transforms model coordinates to clip coordinates. Clip coordinates is the
|
667
|
+
* coordinate system for a vertex shader's <code>gl_Position</code> output.
|
668
|
+
* <br /><br />
|
669
|
+
* Like all automatic uniforms, <code>czm_modelViewProjection</code> does not need to be explicitly declared.
|
670
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
671
|
+
* as a third-party authoring tool.
|
672
|
+
*
|
673
|
+
* @alias czm_modelViewProjection
|
674
|
+
* @glslUniform
|
675
|
+
*
|
676
|
+
* @see UniformState#getModelViewProjection
|
677
|
+
* @see czm_model
|
678
|
+
* @see czm_view
|
679
|
+
* @see czm_projection
|
680
|
+
* @see czm_modelView
|
681
|
+
* @see czm_viewProjection
|
682
|
+
* @see czm_modelViewInfiniteProjection
|
683
|
+
*
|
684
|
+
* @example
|
685
|
+
* // GLSL declaration
|
686
|
+
* uniform mat4 czm_modelViewProjection;
|
687
|
+
*
|
688
|
+
* // Example
|
689
|
+
* vec4 gl_Position = czm_modelViewProjection * modelPosition;
|
690
|
+
*
|
691
|
+
* // The above is equivalent to, but more efficient than:
|
692
|
+
* gl_Position = czm_projection * czm_view * czm_model * modelPosition;
|
693
|
+
*/
|
694
|
+
czm_modelViewProjection : {
|
695
|
+
getSize : function() {
|
696
|
+
return 1;
|
697
|
+
},
|
698
|
+
|
699
|
+
getDatatype : function() {
|
700
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
701
|
+
},
|
702
|
+
|
703
|
+
getValue : function(uniformState) {
|
704
|
+
return uniformState.getModelViewProjection();
|
705
|
+
}
|
706
|
+
},
|
707
|
+
|
708
|
+
/**
|
709
|
+
* An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
|
710
|
+
* transforms model coordinates, relative to the eye, to clip coordinates. Clip coordinates is the
|
711
|
+
* coordinate system for a vertex shader's <code>gl_Position</code> output. This is used in
|
712
|
+
* conjunction with {@link czm_translateRelativeToEye}.
|
713
|
+
* <br /><br />
|
714
|
+
* Like all automatic uniforms, <code>czm_modelViewProjectionRelativeToEye</code> does not need to be explicitly declared.
|
715
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
716
|
+
* as a third-party authoring tool.
|
717
|
+
*
|
718
|
+
* @alias czm_modelViewProjectionRelativeToEye
|
719
|
+
* @glslUniform
|
720
|
+
*
|
721
|
+
* @example
|
722
|
+
* // GLSL declaration
|
723
|
+
* uniform mat4 czm_modelViewProjectionRelativeToEye;
|
724
|
+
*
|
725
|
+
* // Example
|
726
|
+
* attribute vec3 positionHigh;
|
727
|
+
* attribute vec3 positionLow;
|
728
|
+
*
|
729
|
+
* void main()
|
730
|
+
* {
|
731
|
+
* vec3 p = czm_translateRelativeToEye(positionHigh, positionLow);
|
732
|
+
* gl_Position = czm_modelViewProjectionRelativeToEye * vec4(p, 1.0);
|
733
|
+
* }
|
734
|
+
*
|
735
|
+
* @see czm_modelViewRelativeToEye
|
736
|
+
* @see czm_translateRelativeToEye
|
737
|
+
* @see EncodedCartesian3
|
738
|
+
*/
|
739
|
+
czm_modelViewProjectionRelativeToEye : {
|
740
|
+
getSize : function() {
|
741
|
+
return 1;
|
742
|
+
},
|
743
|
+
|
744
|
+
getDatatype : function() {
|
745
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
746
|
+
},
|
747
|
+
|
748
|
+
getValue : function(uniformState) {
|
749
|
+
return uniformState.getModelViewProjectionRelativeToEye();
|
750
|
+
}
|
751
|
+
},
|
752
|
+
|
753
|
+
/**
|
754
|
+
* An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
|
755
|
+
* transforms model coordinates to clip coordinates. Clip coordinates is the
|
756
|
+
* coordinate system for a vertex shader's <code>gl_Position</code> output. The projection matrix places
|
757
|
+
* the far plane at infinity. This is useful in algorithms like shadow volumes and GPU ray casting with
|
758
|
+
* proxy geometry to ensure that triangles are not clipped by the far plane.
|
759
|
+
* <br /><br />
|
760
|
+
* Like all automatic uniforms, <code>czm_modelViewInfiniteProjection</code> does not need to be explicitly declared.
|
761
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
762
|
+
* as a third-party authoring tool.
|
763
|
+
*
|
764
|
+
* @alias czm_modelViewInfiniteProjection
|
765
|
+
* @glslUniform
|
766
|
+
*
|
767
|
+
* @see UniformState#getModelViewInfiniteProjection
|
768
|
+
* @see czm_model
|
769
|
+
* @see czm_view
|
770
|
+
* @see czm_infiniteProjection
|
771
|
+
* @see czm_modelViewProjection
|
772
|
+
*
|
773
|
+
* @example
|
774
|
+
* // GLSL declaration
|
775
|
+
* uniform mat4 czm_modelViewInfiniteProjection;
|
776
|
+
*
|
777
|
+
* // Example
|
778
|
+
* vec4 gl_Position = czm_modelViewInfiniteProjection * modelPosition;
|
779
|
+
*
|
780
|
+
* // The above is equivalent to, but more efficient than:
|
781
|
+
* gl_Position = czm_infiniteProjection * czm_view * czm_model * modelPosition;
|
782
|
+
*/
|
783
|
+
czm_modelViewInfiniteProjection : {
|
784
|
+
getSize : function() {
|
785
|
+
return 1;
|
786
|
+
},
|
787
|
+
|
788
|
+
getDatatype : function() {
|
789
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
790
|
+
},
|
791
|
+
|
792
|
+
getValue : function(uniformState) {
|
793
|
+
return uniformState.getModelViewInfiniteProjection();
|
794
|
+
}
|
795
|
+
},
|
796
|
+
|
797
|
+
/**
|
798
|
+
* An automatic GLSL uniform representing a 3x3 normal transformation matrix that
|
799
|
+
* transforms normal vectors in model coordinates to eye coordinates.
|
800
|
+
* <br /><br />
|
801
|
+
* Positions should be transformed to eye coordinates using {@link czm_modelView} and
|
802
|
+
* normals should be transformed using <code>czm_normal</code>.
|
803
|
+
* <br /><br />
|
804
|
+
* Like all automatic uniforms, <code>czm_normal</code> does not need to be explicitly declared.
|
805
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
806
|
+
* as a third-party authoring tool.
|
807
|
+
*
|
808
|
+
* @alias czm_normal
|
809
|
+
* @glslUniform
|
810
|
+
*
|
811
|
+
* @see UniformState#getNormal
|
812
|
+
* @see czm_inverseNormal
|
813
|
+
* @see czm_modelView
|
814
|
+
*
|
815
|
+
* @example
|
816
|
+
* // GLSL declaration
|
817
|
+
* uniform mat3 czm_normal;
|
818
|
+
*
|
819
|
+
* // Example
|
820
|
+
* vec3 eyeNormal = czm_normal * normal;
|
821
|
+
*/
|
822
|
+
czm_normal : {
|
823
|
+
getSize : function() {
|
824
|
+
return 1;
|
825
|
+
},
|
826
|
+
|
827
|
+
getDatatype : function() {
|
828
|
+
return UniformDatatype.FLOAT_MATRIX3;
|
829
|
+
},
|
830
|
+
|
831
|
+
getValue : function(uniformState) {
|
832
|
+
return uniformState.getNormal();
|
833
|
+
}
|
834
|
+
},
|
835
|
+
|
836
|
+
/**
|
837
|
+
* An automatic GLSL uniform representing a 3x3 normal transformation matrix that
|
838
|
+
* transforms normal vectors in eye coordinates to model coordinates. This is
|
839
|
+
* in the opposite transform provided by {@link czm_normal}.
|
840
|
+
* <br /><br />
|
841
|
+
* Like all automatic uniforms, <code>czm_inverseNormal</code> does not need to be explicitly declared.
|
842
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
843
|
+
* as a third-party authoring tool.
|
844
|
+
*
|
845
|
+
* @alias czm_inverseNormal
|
846
|
+
* @glslUniform
|
847
|
+
*
|
848
|
+
* @see UniformState#getInverseNormal
|
849
|
+
* @see czm_normal
|
850
|
+
* @see czm_modelView
|
851
|
+
* @see czm_inverseView
|
852
|
+
*
|
853
|
+
* @example
|
854
|
+
* // GLSL declaration
|
855
|
+
* uniform mat3 czm_inverseNormal;
|
856
|
+
*
|
857
|
+
* // Example
|
858
|
+
* vec3 normalMC = czm_inverseNormal * normalEC;
|
859
|
+
*/
|
860
|
+
czm_inverseNormal : {
|
861
|
+
getSize : function() {
|
862
|
+
return 1;
|
863
|
+
},
|
864
|
+
|
865
|
+
getDatatype : function() {
|
866
|
+
return UniformDatatype.FLOAT_MATRIX3;
|
867
|
+
},
|
868
|
+
|
869
|
+
getValue : function(uniformState) {
|
870
|
+
return uniformState.getInverseNormal();
|
871
|
+
}
|
872
|
+
},
|
873
|
+
|
874
|
+
/**
|
875
|
+
* An automatic GLSL uniform containing the near distance (<code>x</code>) and the far distance (<code>y</code>)
|
876
|
+
* of the frustum defined by the camera. This is the largest possible frustum, not an individual
|
877
|
+
* frustum used for mult-frustum rendering.
|
878
|
+
* <br /><br />
|
879
|
+
* Like all automatic uniforms, <code>czm_entireFrustum</code> does not need to be explicitly declared.
|
880
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
881
|
+
* as a third-party authoring tool.
|
882
|
+
*
|
883
|
+
* @alias czm_entireFrustum
|
884
|
+
* @glslUniform
|
885
|
+
*
|
886
|
+
* @see UniformState#getEntireFrustum
|
887
|
+
*
|
888
|
+
* @example
|
889
|
+
* // GLSL declaration
|
890
|
+
* uniform vec2 czm_entireFrustum;
|
891
|
+
*
|
892
|
+
* // Example
|
893
|
+
* float frustumLength = czm_entireFrustum.y - czm_entireFrustum.x;
|
894
|
+
*/
|
895
|
+
czm_entireFrustum : {
|
896
|
+
getSize : function() {
|
897
|
+
return 1;
|
898
|
+
},
|
899
|
+
|
900
|
+
getDatatype : function() {
|
901
|
+
return UniformDatatype.FLOAT_VECTOR2;
|
902
|
+
},
|
903
|
+
|
904
|
+
getValue : function(uniformState) {
|
905
|
+
return uniformState.getEntireFrustum();
|
906
|
+
}
|
907
|
+
},
|
908
|
+
|
909
|
+
/**
|
910
|
+
* An automatic GLSL uniform representing the normalized direction to the sun in eye coordinates.
|
911
|
+
* This is commonly used for directional lighting computations.
|
912
|
+
* <br /><br />
|
913
|
+
* Like all automatic uniforms, <code>czm_sunDirectionEC</code> does not need to be explicitly declared.
|
914
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
915
|
+
* as a third-party authoring tool.
|
916
|
+
*
|
917
|
+
* @alias czm_sunDirectionEC
|
918
|
+
* @glslUniform
|
919
|
+
*
|
920
|
+
* @see UniformState#getSunDirectionEC
|
921
|
+
* @see czm_moonDirectionEC
|
922
|
+
* @see czm_sunDirectionWC
|
923
|
+
*
|
924
|
+
* @example
|
925
|
+
* // GLSL declaration
|
926
|
+
* uniform vec3 czm_sunDirectionEC;
|
927
|
+
*
|
928
|
+
* // Example
|
929
|
+
* float diffuse = max(dot(czm_sunDirectionEC, normalEC), 0.0);
|
930
|
+
*/
|
931
|
+
czm_sunDirectionEC : {
|
932
|
+
getSize : function() {
|
933
|
+
return 1;
|
934
|
+
},
|
935
|
+
|
936
|
+
getDatatype : function() {
|
937
|
+
return UniformDatatype.FLOAT_VECTOR3;
|
938
|
+
},
|
939
|
+
|
940
|
+
getValue : function(uniformState) {
|
941
|
+
return uniformState.getSunDirectionEC();
|
942
|
+
}
|
943
|
+
},
|
944
|
+
|
945
|
+
/**
|
946
|
+
* An automatic GLSL uniform representing the normalized direction to the sun in world coordinates.
|
947
|
+
* This is commonly used for directional lighting computations.
|
948
|
+
* <br /><br />
|
949
|
+
* Like all automatic uniforms, <code>czm_sunDirectionWC</code> does not need to be explicitly declared.
|
950
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
951
|
+
* as a third-party authoring tool.
|
952
|
+
*
|
953
|
+
* @alias czm_sunDirectionWC
|
954
|
+
* @glslUniform
|
955
|
+
*
|
956
|
+
* @see UniformState#getSunDirectionWC
|
957
|
+
* @see czm_sunDirectionEC
|
958
|
+
*
|
959
|
+
* @example
|
960
|
+
* // GLSL declaration
|
961
|
+
* uniform vec3 czm_sunDirectionWC;
|
962
|
+
*/
|
963
|
+
czm_sunDirectionWC : {
|
964
|
+
getSize : function() {
|
965
|
+
return 1;
|
966
|
+
},
|
967
|
+
|
968
|
+
getDatatype : function() {
|
969
|
+
return UniformDatatype.FLOAT_VECTOR3;
|
970
|
+
},
|
971
|
+
|
972
|
+
getValue : function(uniformState) {
|
973
|
+
return uniformState.getSunDirectionWC();
|
974
|
+
}
|
975
|
+
},
|
976
|
+
|
977
|
+
/**
|
978
|
+
* An automatic GLSL uniform representing the normalized direction to the moon in eye coordinates.
|
979
|
+
* This is commonly used for directional lighting computations.
|
980
|
+
* <br /><br />
|
981
|
+
* Like all automatic uniforms, <code>czm_moonDirectionEC</code> does not need to be explicitly declared.
|
982
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
983
|
+
* as a third-party authoring tool.
|
984
|
+
*
|
985
|
+
* @alias czm_moonDirectionEC
|
986
|
+
* @glslUniform
|
987
|
+
*
|
988
|
+
* @see UniformState#getMoonDirectionEC
|
989
|
+
* @see czm_sunDirectionEC
|
990
|
+
*
|
991
|
+
* @example
|
992
|
+
* // GLSL declaration
|
993
|
+
* uniform vec3 czm_moonDirectionEC;
|
994
|
+
*
|
995
|
+
* // Example
|
996
|
+
* float diffuse = max(dot(czm_moonDirectionEC, normalEC), 0.0);
|
997
|
+
*/
|
998
|
+
czm_moonDirectionEC : {
|
999
|
+
getSize : function() {
|
1000
|
+
return 1;
|
1001
|
+
},
|
1002
|
+
|
1003
|
+
getDatatype : function() {
|
1004
|
+
return UniformDatatype.FLOAT_VECTOR3;
|
1005
|
+
},
|
1006
|
+
|
1007
|
+
getValue : function(uniformState) {
|
1008
|
+
return uniformState.getMoonDirectionEC();
|
1009
|
+
}
|
1010
|
+
},
|
1011
|
+
|
1012
|
+
/**
|
1013
|
+
* An automatic GLSL uniform representing the high bits of the camera position in model
|
1014
|
+
* coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
|
1015
|
+
* as described in <a href="http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/">Precisions, Precisions</a>.
|
1016
|
+
* <br /><br />
|
1017
|
+
* Like all automatic uniforms, <code>czm_encodedCameraPositionMCHigh</code> does not need to be explicitly declared.
|
1018
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
1019
|
+
* as a third-party authoring tool.
|
1020
|
+
*
|
1021
|
+
* @alias czm_encodedCameraPositionMCHigh
|
1022
|
+
* @glslUniform
|
1023
|
+
*
|
1024
|
+
* @see czm_encodedCameraPositionMCLow
|
1025
|
+
* @see czm_modelViewRelativeToEye
|
1026
|
+
* @see czm_modelViewProjectionRelativeToEye
|
1027
|
+
*
|
1028
|
+
* @example
|
1029
|
+
* // GLSL declaration
|
1030
|
+
* uniform vec3 czm_encodedCameraPositionMCHigh;
|
1031
|
+
*/
|
1032
|
+
czm_encodedCameraPositionMCHigh : {
|
1033
|
+
getSize : function() {
|
1034
|
+
return 1;
|
1035
|
+
},
|
1036
|
+
|
1037
|
+
getDatatype : function() {
|
1038
|
+
return UniformDatatype.FLOAT_VECTOR3;
|
1039
|
+
},
|
1040
|
+
|
1041
|
+
getValue : function(uniformState) {
|
1042
|
+
return uniformState.getEncodedCameraPositionMCHigh();
|
1043
|
+
}
|
1044
|
+
},
|
1045
|
+
|
1046
|
+
/**
|
1047
|
+
* An automatic GLSL uniform representing the low bits of the camera position in model
|
1048
|
+
* coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
|
1049
|
+
* as described in <a href="http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/">Precisions, Precisions</a>.
|
1050
|
+
* <br /><br />
|
1051
|
+
* Like all automatic uniforms, <code>czm_encodedCameraPositionMCHigh</code> does not need to be explicitly declared.
|
1052
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
1053
|
+
* as a third-party authoring tool.
|
1054
|
+
*
|
1055
|
+
* @alias czm_encodedCameraPositionMCLow
|
1056
|
+
* @glslUniform
|
1057
|
+
*
|
1058
|
+
* @see czm_encodedCameraPositionMCHigh
|
1059
|
+
* @see czm_modelViewRelativeToEye
|
1060
|
+
* @see czm_modelViewProjectionRelativeToEye
|
1061
|
+
*
|
1062
|
+
* @example
|
1063
|
+
* // GLSL declaration
|
1064
|
+
* uniform vec3 czm_encodedCameraPositionMCLow;
|
1065
|
+
*/
|
1066
|
+
czm_encodedCameraPositionMCLow : {
|
1067
|
+
getSize : function() {
|
1068
|
+
return 1;
|
1069
|
+
},
|
1070
|
+
|
1071
|
+
getDatatype : function() {
|
1072
|
+
return UniformDatatype.FLOAT_VECTOR3;
|
1073
|
+
},
|
1074
|
+
|
1075
|
+
getValue : function(uniformState) {
|
1076
|
+
return uniformState.getEncodedCameraPositionMCLow();
|
1077
|
+
}
|
1078
|
+
},
|
1079
|
+
|
1080
|
+
/**
|
1081
|
+
* An automatic GLSL uniform representing the position of the viewer (camera) in world coordinates.
|
1082
|
+
* <br /><br />
|
1083
|
+
* Like all automatic uniforms, <code>czm_sunDirectionWC</code> does not need to be explicitly declared.
|
1084
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
1085
|
+
* as a third-party authoring tool.
|
1086
|
+
*
|
1087
|
+
* @alias czm_viewerPositionWC
|
1088
|
+
* @glslUniform
|
1089
|
+
*
|
1090
|
+
* @example
|
1091
|
+
* // GLSL declaration
|
1092
|
+
* uniform vec3 czm_viewerPositionWC;
|
1093
|
+
*/
|
1094
|
+
czm_viewerPositionWC : {
|
1095
|
+
getSize : function() {
|
1096
|
+
return 1;
|
1097
|
+
},
|
1098
|
+
|
1099
|
+
getDatatype : function() {
|
1100
|
+
return UniformDatatype.FLOAT_VECTOR3;
|
1101
|
+
},
|
1102
|
+
|
1103
|
+
getValue : function(uniformState) {
|
1104
|
+
return uniformState.getInverseView().getTranslation();
|
1105
|
+
}
|
1106
|
+
},
|
1107
|
+
|
1108
|
+
/**
|
1109
|
+
* An automatic GLSL uniform representing the frame number. This uniform is automatically incremented
|
1110
|
+
* every frame.
|
1111
|
+
* <br /><br />
|
1112
|
+
* Like all automatic uniforms, <code>czm_frameNumber</code> does not need to be explicitly declared.
|
1113
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
1114
|
+
* as a third-party authoring tool.
|
1115
|
+
*
|
1116
|
+
* @alias czm_frameNumber
|
1117
|
+
* @glslUniform
|
1118
|
+
*
|
1119
|
+
* @example
|
1120
|
+
* // GLSL declaration
|
1121
|
+
* uniform float czm_frameNumber;
|
1122
|
+
*/
|
1123
|
+
czm_frameNumber : {
|
1124
|
+
getSize : function() {
|
1125
|
+
return 1;
|
1126
|
+
},
|
1127
|
+
|
1128
|
+
getDatatype : function() {
|
1129
|
+
return UniformDatatype.FLOAT;
|
1130
|
+
},
|
1131
|
+
|
1132
|
+
getValue : function(uniformState) {
|
1133
|
+
return uniformState.getFrameNumber();
|
1134
|
+
}
|
1135
|
+
},
|
1136
|
+
|
1137
|
+
/**
|
1138
|
+
* An automatic GLSL uniform representing a 3x3 rotation matrix that transforms
|
1139
|
+
* from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the current scene time.
|
1140
|
+
* <br /><br />
|
1141
|
+
* Like all automatic uniforms, <code>czm_temeToPseudoFixed</code> does not need to be explicitly declared.
|
1142
|
+
* However, it can be explicitly declared when a shader is also used by other applications such
|
1143
|
+
* as a third-party authoring tool.
|
1144
|
+
*
|
1145
|
+
* @alias czm_temeToPseudoFixed
|
1146
|
+
* @glslUniform
|
1147
|
+
*
|
1148
|
+
* @see UniformState#getTemeToPseudoFixedMatrix
|
1149
|
+
* @see Transforms.computeTemeToPseudoFixedMatrix
|
1150
|
+
*
|
1151
|
+
* @example
|
1152
|
+
* // GLSL declaration
|
1153
|
+
* uniform mat3 czm_temeToPseudoFixed;
|
1154
|
+
*
|
1155
|
+
* // Example
|
1156
|
+
* vec3 pseudoFixed = czm_temeToPseudoFixed * teme;
|
1157
|
+
*/
|
1158
|
+
czm_temeToPseudoFixed : {
|
1159
|
+
getSize : function() {
|
1160
|
+
return 1;
|
1161
|
+
},
|
1162
|
+
|
1163
|
+
getDatatype : function() {
|
1164
|
+
return UniformDatatype.FLOAT_MATRIX3;
|
1165
|
+
},
|
1166
|
+
|
1167
|
+
getValue : function(uniformState) {
|
1168
|
+
return uniformState.getTemeToPseudoFixedMatrix();
|
1169
|
+
}
|
1170
|
+
}
|
1171
|
+
};
|
1172
|
+
|
1173
|
+
function getUniformDatatype(gl, activeUniformType) {
|
1174
|
+
switch (activeUniformType) {
|
1175
|
+
case gl.FLOAT:
|
1176
|
+
return function() {
|
1177
|
+
return UniformDatatype.FLOAT;
|
1178
|
+
};
|
1179
|
+
case gl.FLOAT_VEC2:
|
1180
|
+
return function() {
|
1181
|
+
return UniformDatatype.FLOAT_VECTOR2;
|
1182
|
+
};
|
1183
|
+
case gl.FLOAT_VEC3:
|
1184
|
+
return function() {
|
1185
|
+
return UniformDatatype.FLOAT_VECTOR3;
|
1186
|
+
};
|
1187
|
+
case gl.FLOAT_VEC4:
|
1188
|
+
return function() {
|
1189
|
+
return UniformDatatype.FLOAT_VECTOR4;
|
1190
|
+
};
|
1191
|
+
case gl.INT:
|
1192
|
+
return function() {
|
1193
|
+
return UniformDatatype.INT;
|
1194
|
+
};
|
1195
|
+
case gl.INT_VEC2:
|
1196
|
+
return function() {
|
1197
|
+
return UniformDatatype.INT_VECTOR2;
|
1198
|
+
};
|
1199
|
+
case gl.INT_VEC3:
|
1200
|
+
return function() {
|
1201
|
+
return UniformDatatype.INT_VECTOR3;
|
1202
|
+
};
|
1203
|
+
case gl.INT_VEC4:
|
1204
|
+
return function() {
|
1205
|
+
return UniformDatatype.INT_VECTOR4;
|
1206
|
+
};
|
1207
|
+
case gl.BOOL:
|
1208
|
+
return function() {
|
1209
|
+
return UniformDatatype.BOOL;
|
1210
|
+
};
|
1211
|
+
case gl.BOOL_VEC2:
|
1212
|
+
return function() {
|
1213
|
+
return UniformDatatype.BOOL_VECTOR2;
|
1214
|
+
};
|
1215
|
+
case gl.BOOL_VEC3:
|
1216
|
+
return function() {
|
1217
|
+
return UniformDatatype.BOOL_VECTOR3;
|
1218
|
+
};
|
1219
|
+
case gl.BOOL_VEC4:
|
1220
|
+
return function() {
|
1221
|
+
return UniformDatatype.BOOL_VECTOR4;
|
1222
|
+
};
|
1223
|
+
case gl.FLOAT_MAT2:
|
1224
|
+
return function() {
|
1225
|
+
return UniformDatatype.FLOAT_MATRIX2;
|
1226
|
+
};
|
1227
|
+
case gl.FLOAT_MAT3:
|
1228
|
+
return function() {
|
1229
|
+
return UniformDatatype.FLOAT_MATRIX3;
|
1230
|
+
};
|
1231
|
+
case gl.FLOAT_MAT4:
|
1232
|
+
return function() {
|
1233
|
+
return UniformDatatype.FLOAT_MATRIX4;
|
1234
|
+
};
|
1235
|
+
case gl.SAMPLER_2D:
|
1236
|
+
return function() {
|
1237
|
+
return UniformDatatype.SAMPLER_2D;
|
1238
|
+
};
|
1239
|
+
case gl.SAMPLER_CUBE:
|
1240
|
+
return function() {
|
1241
|
+
return UniformDatatype.SAMPLER_CUBE;
|
1242
|
+
};
|
1243
|
+
default:
|
1244
|
+
throw new RuntimeError('Unrecognized uniform type: ' + activeUniformType);
|
1245
|
+
}
|
1246
|
+
}
|
1247
|
+
|
1248
|
+
/**
|
1249
|
+
* A shader program's uniform, including the uniform's value. This is most commonly used to change
|
1250
|
+
* the value of a uniform, but can also be used retrieve a uniform's name and datatype,
|
1251
|
+
* which is useful for creating user interfaces for tweaking shaders.
|
1252
|
+
* <br /><br />
|
1253
|
+
* Do not create a uniform object with the <code>new</code> keyword; a shader program's uniforms
|
1254
|
+
* are available via {@link ShaderProgram#getAllUniforms}.
|
1255
|
+
* <br /><br />
|
1256
|
+
* Changing a uniform's value will affect future calls to {@link Context#draw}
|
1257
|
+
* that use the corresponding shader program.
|
1258
|
+
* <br /><br />
|
1259
|
+
* The datatype of the <code>value</code> property depends on the datatype
|
1260
|
+
* used in the GLSL declaration as shown in the examples in the table below.
|
1261
|
+
* <br /><br />
|
1262
|
+
* <table border='1'>
|
1263
|
+
* <tr>
|
1264
|
+
* <td>GLSL</td>
|
1265
|
+
* <td>JavaScript</td>
|
1266
|
+
* </tr>
|
1267
|
+
* <tr>
|
1268
|
+
* <td><code>uniform float u_float; </code></td>
|
1269
|
+
* <td><code> sp.getAllUniforms().u_float.value = 1.0;</code></td>
|
1270
|
+
* </tr>
|
1271
|
+
* <tr>
|
1272
|
+
* <td><code>uniform vec2 u_vec2; </code></td>
|
1273
|
+
* <td><code> sp.getAllUniforms().u_vec2.value = new Cartesian2(1.0, 2.0);</code></td>
|
1274
|
+
* </tr>
|
1275
|
+
* <tr>
|
1276
|
+
* <td><code>uniform vec3 u_vec3; </code></td>
|
1277
|
+
* <td><code> sp.getAllUniforms().u_vec3.value = new Cartesian3(1.0, 2.0, 3.0);</code></td>
|
1278
|
+
* </tr>
|
1279
|
+
* <tr>
|
1280
|
+
* <td><code>uniform vec4 u_vec4; </code></td>
|
1281
|
+
* <td><code> sp.getAllUniforms().u_vec4.value = new Cartesian4(1.0, 2.0, 3.0, 4.0);</code></td>
|
1282
|
+
* </tr>
|
1283
|
+
* <tr>
|
1284
|
+
* <td><code>uniform int u_int; </code></td>
|
1285
|
+
* <td><code> sp.getAllUniforms().u_int.value = 1;</code></td>
|
1286
|
+
* </tr>
|
1287
|
+
* <tr>
|
1288
|
+
* <td><code>uniform ivec2 u_ivec2; </code></td>
|
1289
|
+
* <td><code> sp.getAllUniforms().u_ivec2.value = new Cartesian2(1, 2);</code></td>
|
1290
|
+
* </tr>
|
1291
|
+
* <tr>
|
1292
|
+
* <td><code>uniform ivec3 u_ivec3; </code></td>
|
1293
|
+
* <td><code> sp.getAllUniforms().u_ivec3.value = new Cartesian3(1, 2, 3);</code></td>
|
1294
|
+
* </tr>
|
1295
|
+
* <tr>
|
1296
|
+
* <td><code>uniform ivec4 u_ivec4; </code></td>
|
1297
|
+
* <td><code> sp.getAllUniforms().u_ivec4.value = new Cartesian4(1, 2, 3, 4);</code></td>
|
1298
|
+
* </tr>
|
1299
|
+
* <tr>
|
1300
|
+
* <td><code>uniform bool u_bool; </code></td>
|
1301
|
+
* <td><code> sp.getAllUniforms().u_bool.value = true;</code></td>
|
1302
|
+
* </tr>
|
1303
|
+
* <tr>
|
1304
|
+
* <td><code>uniform bvec2 u_bvec2; </code></td>
|
1305
|
+
* <td><code> sp.getAllUniforms().u_bvec2.value = new Cartesian2(true, true);</code></td>
|
1306
|
+
* </tr>
|
1307
|
+
* <tr>
|
1308
|
+
* <td><code>uniform bvec3 u_bvec3; </code></td>
|
1309
|
+
* <td><code> sp.getAllUniforms().u_bvec3.value = new Cartesian3(true, true, true);</code></td>
|
1310
|
+
* </tr>
|
1311
|
+
* <tr>
|
1312
|
+
* <td><code>uniform bvec4 u_bvec4; </code></td>
|
1313
|
+
* <td><code> sp.getAllUniforms().u_bvec4.value = new Cartesian4(true, true, true, true);</code></td>
|
1314
|
+
* </tr>
|
1315
|
+
* <tr>
|
1316
|
+
* <td><code>uniform mat2 u_mat2; </code></td>
|
1317
|
+
* <td><code> sp.getAllUniforms().u_mat2.value = new Matrix2(1.0, 2.0, 3.0, 4.0);</code></td>
|
1318
|
+
* </tr>
|
1319
|
+
* <tr>
|
1320
|
+
* <td><code>uniform mat3 u_mat3; </code></td>
|
1321
|
+
* <td><code> sp.getAllUniforms().u_mat3.value = new Matrix3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);</code></td>
|
1322
|
+
* </tr>
|
1323
|
+
* <tr>
|
1324
|
+
* <td><code>uniform mat4 u_mat4; </code></td>
|
1325
|
+
* <td><code> sp.getAllUniforms().u_mat4.value = new Matrix4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 8.0, 7.0, 6.0, 5.0, 4.0, 3.0, 2.0);</code></td>
|
1326
|
+
* </tr>
|
1327
|
+
* <tr>
|
1328
|
+
* <td><code>uniform sampler2D u_texture; </code></td>
|
1329
|
+
* <td><code> sp.getAllUniforms().u_texture.value = context.createTexture2D(...);</code></td>
|
1330
|
+
* </tr>
|
1331
|
+
* <tr>
|
1332
|
+
* <td><code>uniform samplerCube u_cubeMap; </code></td>
|
1333
|
+
* <td><code> sp.getAllUniforms().u_cubeMap.value = context.createCubeMap(...);</code></td>
|
1334
|
+
* </tr>
|
1335
|
+
* </table>
|
1336
|
+
* <br />
|
1337
|
+
* When the GLSL uniform is declared as an array, <code>value</code> is also an array as shown in Example 2.
|
1338
|
+
* Individual members of a <code>struct uniform</code> can be accessed as done in Example 3.
|
1339
|
+
* <br /><br />
|
1340
|
+
* Uniforms whose names starting with <code>czm_</code>, such as {@link czm_viewProjection}, are called
|
1341
|
+
* automatic uniforms; they are implicitly declared and automatically assigned to in
|
1342
|
+
* <code>Context.draw</code> based on the {@link UniformState}.
|
1343
|
+
*
|
1344
|
+
* @alias Uniform
|
1345
|
+
* @internalConstructor
|
1346
|
+
*
|
1347
|
+
* @see Uniform#value
|
1348
|
+
* @see UniformDatatype
|
1349
|
+
* @see ShaderProgram#getAllUniforms
|
1350
|
+
* @see UniformState
|
1351
|
+
* @see Context#draw
|
1352
|
+
* @see Context#createTexture2D
|
1353
|
+
* @see Context#createCubeMap
|
1354
|
+
*
|
1355
|
+
* @example
|
1356
|
+
* // Example 1. Create a shader program and set its
|
1357
|
+
* // one uniform, a 4x4 matrix, to the identity matrix
|
1358
|
+
* var vs =
|
1359
|
+
* 'attribute vec4 position; ' +
|
1360
|
+
* 'uniform mat4 u_mvp; ' +
|
1361
|
+
* 'void main() { gl_Position = u_mvp * position; }';
|
1362
|
+
* var fs = // ...
|
1363
|
+
* var sp = context.createShaderProgram(vs, fs);
|
1364
|
+
*
|
1365
|
+
* var mvp = sp.getAllUniforms().u_mvp;
|
1366
|
+
* console.log(mvp.getName()); // 'u_mvp'
|
1367
|
+
* console.log(mvp.getDatatype().name); // 'FLOAT_MATRIX4'
|
1368
|
+
* mvp.value = Matrix4.IDENTITY;
|
1369
|
+
*
|
1370
|
+
* //////////////////////////////////////////////////////////////////////
|
1371
|
+
*
|
1372
|
+
* // Example 2. Setting values for a GLSL array uniform
|
1373
|
+
* // GLSL: uniform float u_float[2];
|
1374
|
+
* sp.getAllUniforms().u_float.value = new Cartesian2(1.0, 2.0);
|
1375
|
+
*
|
1376
|
+
* // GLSL: uniform vec4 u_vec4[2];
|
1377
|
+
* sp.getAllUniforms().u_vec4.value = [
|
1378
|
+
* Cartesian4.UNIT_X,
|
1379
|
+
* Cartesian4.UNIT_Y
|
1380
|
+
* ];
|
1381
|
+
*
|
1382
|
+
* //////////////////////////////////////////////////////////////////////
|
1383
|
+
*
|
1384
|
+
* // Example 3. Setting values for members of a GLSL struct
|
1385
|
+
* // GLSL: uniform struct { float f; vec4 v; } u_struct;
|
1386
|
+
* sp.getAllUniforms()['u_struct.f'].value = 1.0;
|
1387
|
+
* sp.getAllUniforms()['u_struct.v'].value = new Cartesian4(1.0, 2.0, 3.0, 4.0);
|
1388
|
+
*/
|
1389
|
+
var Uniform = function(_gl, activeUniform, _uniformName, _location, uniformValue) {
|
1390
|
+
/**
|
1391
|
+
* The value of the uniform. The datatype depends on the datatype used in the
|
1392
|
+
* GLSL declaration as explained in the {@link Uniform} help and shown
|
1393
|
+
* in the examples below.
|
1394
|
+
*
|
1395
|
+
* @field
|
1396
|
+
* @alias Uniform#value
|
1397
|
+
*
|
1398
|
+
* @see Context#createTexture2D
|
1399
|
+
*
|
1400
|
+
* @example
|
1401
|
+
* // GLSL: uniform float u_float;
|
1402
|
+
* sp.getAllUniforms().u_float.value = 1.0;
|
1403
|
+
*
|
1404
|
+
* // GLSL: uniform vec4 u_vec4;
|
1405
|
+
* sp.getAllUniforms().u_vec4.value = Cartesian4.ZERO;
|
1406
|
+
*
|
1407
|
+
* // GLSL: uniform bvec4 u_bvec4;
|
1408
|
+
* sp.getAllUniforms().u_bvec4.value = new Cartesian4(true, true, true, true);
|
1409
|
+
*
|
1410
|
+
* // GLSL: uniform mat4 u_mat4;
|
1411
|
+
* sp.getAllUniforms().u_mat4.value = Matrix4.IDENTITY;
|
1412
|
+
*
|
1413
|
+
* // GLSL: uniform sampler2D u_texture;
|
1414
|
+
* sp.getAllUniforms().u_texture.value = context.createTexture2D(...);
|
1415
|
+
*
|
1416
|
+
* // GLSL: uniform vec2 u_vec2[2];
|
1417
|
+
* sp.getAllUniforms().u_vec2.value = [
|
1418
|
+
* new Cartesian2(1.0, 2.0),
|
1419
|
+
* new Cartesian2(3.0, 4.0)
|
1420
|
+
* ];
|
1421
|
+
*
|
1422
|
+
* // GLSL: uniform struct { float f; vec4 v; } u_struct;
|
1423
|
+
* sp.getAllUniforms()['u_struct.f'].value = 1.0;
|
1424
|
+
* sp.getAllUniforms()['u_struct.v'].value = new Cartesian4(1.0, 2.0, 3.0, 4.0);
|
1425
|
+
*/
|
1426
|
+
this.value = uniformValue;
|
1427
|
+
|
1428
|
+
/**
|
1429
|
+
* Returns the case-sensitive name of the GLSL uniform.
|
1430
|
+
*
|
1431
|
+
* @returns {String} The name of the uniform.
|
1432
|
+
* @function
|
1433
|
+
* @alias Uniform#getName
|
1434
|
+
*
|
1435
|
+
* @example
|
1436
|
+
* // GLSL: uniform mat4 u_mvp;
|
1437
|
+
* console.log(sp.getAllUniforms().u_mvp.getName()); // 'u_mvp'
|
1438
|
+
*/
|
1439
|
+
this.getName = function() {
|
1440
|
+
return _uniformName;
|
1441
|
+
};
|
1442
|
+
|
1443
|
+
/**
|
1444
|
+
* Returns the datatype of the uniform. This is useful when dynamically
|
1445
|
+
* creating a user interface to tweak shader uniform values.
|
1446
|
+
*
|
1447
|
+
* @returns {UniformDatatype} The datatype of the uniform.
|
1448
|
+
* @function
|
1449
|
+
* @alias Uniform#getDatatype
|
1450
|
+
*
|
1451
|
+
* @see UniformDatatype
|
1452
|
+
*
|
1453
|
+
* @example
|
1454
|
+
* // GLSL: uniform mat4 u_mvp;
|
1455
|
+
* console.log(sp.getAllUniforms().u_mvp.getDatatype().name); // 'FLOAT_MATRIX4'
|
1456
|
+
*/
|
1457
|
+
this.getDatatype = getUniformDatatype(_gl, activeUniform.type);
|
1458
|
+
|
1459
|
+
this._getLocation = function() {
|
1460
|
+
return _location;
|
1461
|
+
};
|
1462
|
+
|
1463
|
+
this._set = function() {
|
1464
|
+
switch (activeUniform.type) {
|
1465
|
+
case _gl.FLOAT:
|
1466
|
+
return function() {
|
1467
|
+
_gl.uniform1f(_location, this.value);
|
1468
|
+
};
|
1469
|
+
case _gl.FLOAT_VEC2:
|
1470
|
+
return function() {
|
1471
|
+
var v = this.value;
|
1472
|
+
_gl.uniform2f(_location, v.x, v.y);
|
1473
|
+
};
|
1474
|
+
case _gl.FLOAT_VEC3:
|
1475
|
+
return function() {
|
1476
|
+
var v = this.value;
|
1477
|
+
_gl.uniform3f(_location, v.x, v.y, v.z);
|
1478
|
+
};
|
1479
|
+
case _gl.FLOAT_VEC4:
|
1480
|
+
return function() {
|
1481
|
+
var v = this.value;
|
1482
|
+
|
1483
|
+
if (typeof v.red !== 'undefined') {
|
1484
|
+
_gl.uniform4f(_location, v.red, v.green, v.blue, v.alpha);
|
1485
|
+
} else if (typeof v.x !== 'undefined') {
|
1486
|
+
_gl.uniform4f(_location, v.x, v.y, v.z, v.w);
|
1487
|
+
} else {
|
1488
|
+
throw new DeveloperError('Invalid vec4 value for uniform "' + activeUniform.name + '".');
|
1489
|
+
}
|
1490
|
+
};
|
1491
|
+
case _gl.SAMPLER_2D:
|
1492
|
+
case _gl.SAMPLER_CUBE:
|
1493
|
+
// See _setSampler()
|
1494
|
+
return undefined;
|
1495
|
+
case _gl.INT:
|
1496
|
+
case _gl.BOOL:
|
1497
|
+
return function() {
|
1498
|
+
_gl.uniform1i(_location, this.value);
|
1499
|
+
};
|
1500
|
+
case _gl.INT_VEC2:
|
1501
|
+
case _gl.BOOL_VEC2:
|
1502
|
+
return function() {
|
1503
|
+
var v = this.value;
|
1504
|
+
_gl.uniform2i(_location, v.x, v.y);
|
1505
|
+
};
|
1506
|
+
case _gl.INT_VEC3:
|
1507
|
+
case _gl.BOOL_VEC3:
|
1508
|
+
return function() {
|
1509
|
+
var v = this.value;
|
1510
|
+
_gl.uniform3i(_location, v.x, v.y, v.z);
|
1511
|
+
};
|
1512
|
+
case _gl.INT_VEC4:
|
1513
|
+
case _gl.BOOL_VEC4:
|
1514
|
+
return function() {
|
1515
|
+
var v = this.value;
|
1516
|
+
_gl.uniform4i(_location, v.x, v.y, v.z, v.w);
|
1517
|
+
};
|
1518
|
+
case _gl.FLOAT_MAT2:
|
1519
|
+
return function() {
|
1520
|
+
_gl.uniformMatrix2fv(_location, false, Matrix2.toArray(this.value));
|
1521
|
+
};
|
1522
|
+
case _gl.FLOAT_MAT3:
|
1523
|
+
return function() {
|
1524
|
+
_gl.uniformMatrix3fv(_location, false, Matrix3.toArray(this.value));
|
1525
|
+
};
|
1526
|
+
case _gl.FLOAT_MAT4:
|
1527
|
+
return function() {
|
1528
|
+
_gl.uniformMatrix4fv(_location, false, Matrix4.toArray(this.value));
|
1529
|
+
};
|
1530
|
+
default:
|
1531
|
+
throw new RuntimeError('Unrecognized uniform type: ' + activeUniform.type + ' for uniform "' + activeUniform.name + '".');
|
1532
|
+
}
|
1533
|
+
}();
|
1534
|
+
|
1535
|
+
if ((activeUniform.type === _gl.SAMPLER_2D) || (activeUniform.type === _gl.SAMPLER_CUBE)) {
|
1536
|
+
this._setSampler = function(textureUnitIndex) {
|
1537
|
+
_gl.activeTexture(_gl.TEXTURE0 + textureUnitIndex);
|
1538
|
+
_gl.bindTexture(this.value._getTarget(), this.value._getTexture());
|
1539
|
+
_gl.uniform1i(_location, textureUnitIndex);
|
1540
|
+
|
1541
|
+
return textureUnitIndex + 1;
|
1542
|
+
};
|
1543
|
+
|
1544
|
+
this._clearSampler = function(textureUnitIndex) {
|
1545
|
+
_gl.activeTexture(_gl.TEXTURE0 + textureUnitIndex);
|
1546
|
+
_gl.bindTexture(this.value._getTarget(), null);
|
1547
|
+
|
1548
|
+
return textureUnitIndex + 1;
|
1549
|
+
};
|
1550
|
+
}
|
1551
|
+
};
|
1552
|
+
|
1553
|
+
/**
|
1554
|
+
* Uniform and UniformArray have the same documentation. It is just an implementation
|
1555
|
+
* detail that they are two different types.
|
1556
|
+
*
|
1557
|
+
* @alias UniformArray
|
1558
|
+
* @constructor
|
1559
|
+
*
|
1560
|
+
* @see Uniform
|
1561
|
+
*/
|
1562
|
+
var UniformArray = function(_gl, activeUniform, _uniformName, locations, value) {
|
1563
|
+
this.value = value;
|
1564
|
+
|
1565
|
+
var _locations = locations;
|
1566
|
+
|
1567
|
+
/**
|
1568
|
+
* @private
|
1569
|
+
*/
|
1570
|
+
this.getName = function() {
|
1571
|
+
return _uniformName;
|
1572
|
+
};
|
1573
|
+
|
1574
|
+
this.getDatatype = getUniformDatatype(_gl, activeUniform.type);
|
1575
|
+
|
1576
|
+
this._getLocations = function() {
|
1577
|
+
return _locations;
|
1578
|
+
};
|
1579
|
+
|
1580
|
+
this._set = function() {
|
1581
|
+
switch (activeUniform.type) {
|
1582
|
+
case _gl.FLOAT:
|
1583
|
+
return function() {
|
1584
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1585
|
+
_gl.uniform1f(_locations[i], this.value[i]);
|
1586
|
+
}
|
1587
|
+
};
|
1588
|
+
case _gl.FLOAT_VEC2:
|
1589
|
+
return function() {
|
1590
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1591
|
+
var v = this.value[i];
|
1592
|
+
_gl.uniform2f(_locations[i], v.x, v.y);
|
1593
|
+
}
|
1594
|
+
};
|
1595
|
+
case _gl.FLOAT_VEC3:
|
1596
|
+
return function() {
|
1597
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1598
|
+
var v = this.value[i];
|
1599
|
+
_gl.uniform3f(_locations[i], v.x, v.y, v.z);
|
1600
|
+
}
|
1601
|
+
};
|
1602
|
+
case _gl.FLOAT_VEC4:
|
1603
|
+
return function() {
|
1604
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1605
|
+
var v = this.value[i];
|
1606
|
+
|
1607
|
+
if (typeof v.red !== 'undefined') {
|
1608
|
+
_gl.uniform4f(_locations[i], v.red, v.green, v.blue, v.alpha);
|
1609
|
+
} else if (typeof v.x !== 'undefined') {
|
1610
|
+
_gl.uniform4f(_locations[i], v.x, v.y, v.z, v.w);
|
1611
|
+
} else {
|
1612
|
+
throw new DeveloperError('Invalid vec4 value.');
|
1613
|
+
}
|
1614
|
+
}
|
1615
|
+
};
|
1616
|
+
case _gl.SAMPLER_2D:
|
1617
|
+
case _gl.SAMPLER_CUBE:
|
1618
|
+
// See _setSampler()
|
1619
|
+
return undefined;
|
1620
|
+
case _gl.INT:
|
1621
|
+
case _gl.BOOL:
|
1622
|
+
return function() {
|
1623
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1624
|
+
_gl.uniform1i(_locations[i], this.value[i]);
|
1625
|
+
}
|
1626
|
+
};
|
1627
|
+
case _gl.INT_VEC2:
|
1628
|
+
case _gl.BOOL_VEC2:
|
1629
|
+
return function() {
|
1630
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1631
|
+
var v = this.value[i];
|
1632
|
+
_gl.uniform2i(_locations[i], v.x, v.y);
|
1633
|
+
}
|
1634
|
+
};
|
1635
|
+
case _gl.INT_VEC3:
|
1636
|
+
case _gl.BOOL_VEC3:
|
1637
|
+
return function() {
|
1638
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1639
|
+
var v = this.value[i];
|
1640
|
+
_gl.uniform3i(_locations[i], v.x, v.y, v.z);
|
1641
|
+
}
|
1642
|
+
};
|
1643
|
+
case _gl.INT_VEC4:
|
1644
|
+
case _gl.BOOL_VEC4:
|
1645
|
+
return function() {
|
1646
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1647
|
+
var v = this.value[i];
|
1648
|
+
_gl.uniform4i(_locations[i], v.x, v.y, v.z, v.w);
|
1649
|
+
}
|
1650
|
+
};
|
1651
|
+
case _gl.FLOAT_MAT2:
|
1652
|
+
return function() {
|
1653
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1654
|
+
_gl.uniformMatrix2fv(_locations[i], false, Matrix2.toArray(this.value[i]));
|
1655
|
+
}
|
1656
|
+
};
|
1657
|
+
case _gl.FLOAT_MAT3:
|
1658
|
+
return function() {
|
1659
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1660
|
+
_gl.uniformMatrix3fv(_locations[i], false, Matrix3.toArray(this.value[i]));
|
1661
|
+
}
|
1662
|
+
};
|
1663
|
+
case _gl.FLOAT_MAT4:
|
1664
|
+
return function() {
|
1665
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1666
|
+
_gl.uniformMatrix4fv(_locations[i], false, Matrix4.toArray(this.value[i]));
|
1667
|
+
}
|
1668
|
+
};
|
1669
|
+
default:
|
1670
|
+
throw new RuntimeError('Unrecognized uniform type: ' + activeUniform.type);
|
1671
|
+
}
|
1672
|
+
}();
|
1673
|
+
|
1674
|
+
if ((activeUniform.type === _gl.SAMPLER_2D) || (activeUniform.type === _gl.SAMPLER_CUBE)) {
|
1675
|
+
this._setSampler = function(textureUnitIndex) {
|
1676
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1677
|
+
var value = this.value[i];
|
1678
|
+
var index = textureUnitIndex + i;
|
1679
|
+
_gl.activeTexture(_gl.TEXTURE0 + index);
|
1680
|
+
_gl.bindTexture(value._getTarget(), value._getTexture());
|
1681
|
+
_gl.uniform1i(_locations[i], index);
|
1682
|
+
}
|
1683
|
+
|
1684
|
+
return textureUnitIndex + _locations.length;
|
1685
|
+
};
|
1686
|
+
|
1687
|
+
this._clearSampler = function(textureUnitIndex) {
|
1688
|
+
for ( var i = 0; i < _locations.length; ++i) {
|
1689
|
+
_gl.activeTexture(_gl.TEXTURE0 + textureUnitIndex + i);
|
1690
|
+
_gl.bindTexture(this.value[i]._getTarget(), null);
|
1691
|
+
}
|
1692
|
+
|
1693
|
+
return textureUnitIndex + _locations.length;
|
1694
|
+
};
|
1695
|
+
}
|
1696
|
+
};
|
1697
|
+
|
1698
|
+
/**
|
1699
|
+
* DOC_TBA
|
1700
|
+
*
|
1701
|
+
* @alias ShaderProgram
|
1702
|
+
* @internalConstructor
|
1703
|
+
*
|
1704
|
+
* @see Context#createShaderProgram
|
1705
|
+
* @see Context#getShaderCache
|
1706
|
+
*/
|
1707
|
+
var ShaderProgram = function(gl, logShaderCompilation, vertexShaderSource, fragmentShaderSource, attributeLocations) {
|
1708
|
+
var program = createAndLinkProgram(gl, logShaderCompilation, vertexShaderSource, fragmentShaderSource, attributeLocations);
|
1709
|
+
var numberOfVertexAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
|
1710
|
+
var uniforms = findUniforms(gl, program);
|
1711
|
+
var partitionedUniforms = partitionUniforms(uniforms.allUniforms);
|
1712
|
+
|
1713
|
+
this._gl = gl;
|
1714
|
+
this._program = program;
|
1715
|
+
this._numberOfVertexAttributes = numberOfVertexAttributes;
|
1716
|
+
this._vertexAttributes = findVertexAttributes(gl, program, numberOfVertexAttributes);
|
1717
|
+
this._allUniforms = uniforms.allUniforms;
|
1718
|
+
this._uniforms = uniforms.uniforms;
|
1719
|
+
this._samplerUniforms = uniforms.samplerUniforms;
|
1720
|
+
this._automaticUniforms = partitionedUniforms.automaticUniforms;
|
1721
|
+
this._manualUniforms = partitionedUniforms.manualUniforms;
|
1722
|
+
};
|
1723
|
+
|
1724
|
+
function extractShaderVersion(source) {
|
1725
|
+
// This will fail if the first #version is actually in a comment.
|
1726
|
+
var index = source.indexOf('#version');
|
1727
|
+
if (index !== -1) {
|
1728
|
+
var newLineIndex = source.indexOf('\n', index);
|
1729
|
+
|
1730
|
+
// We could throw an exception if there is not a new line after
|
1731
|
+
// #version, but the GLSL compiler will catch it.
|
1732
|
+
if (index !== -1) {
|
1733
|
+
// Extract #version directive, including the new line.
|
1734
|
+
var version = source.substring(index, newLineIndex + 1);
|
1735
|
+
|
1736
|
+
// Comment out original #version directive so the line numbers
|
1737
|
+
// are not off by one. There can be only one #version directive
|
1738
|
+
// and it must appear at the top of the source, only preceded by
|
1739
|
+
// whitespace and comments.
|
1740
|
+
var modified = source.substring(0, index) + '//' + source.substring(index);
|
1741
|
+
|
1742
|
+
return {
|
1743
|
+
versionDirective : version,
|
1744
|
+
modifiedSource : modified
|
1745
|
+
};
|
1746
|
+
}
|
1747
|
+
}
|
1748
|
+
|
1749
|
+
return {
|
1750
|
+
versionDirective : '', // defaults to #version 100
|
1751
|
+
modifiedSource : source // no modifications required
|
1752
|
+
};
|
1753
|
+
}
|
1754
|
+
|
1755
|
+
function getAutomaticUniformDeclaration(uniforms, uniform) {
|
1756
|
+
var automaticUniform = uniforms[uniform];
|
1757
|
+
var declaration = 'uniform ' + automaticUniform.getDatatype().getGLSL() + ' ' + uniform;
|
1758
|
+
|
1759
|
+
var size = automaticUniform.getSize();
|
1760
|
+
if (size === 1) {
|
1761
|
+
declaration += ';';
|
1762
|
+
} else {
|
1763
|
+
declaration += '[' + size.toString() + '];';
|
1764
|
+
}
|
1765
|
+
|
1766
|
+
return declaration;
|
1767
|
+
}
|
1768
|
+
|
1769
|
+
function commentOutAutomaticUniforms(source) {
|
1770
|
+
// Comment out automatic uniforms that the user may have declared, perhaps
|
1771
|
+
// because the shader was authored in a third-party tool like RenderMonkey.
|
1772
|
+
// At runtime, all automatic uniforms are declared by the engine itself.
|
1773
|
+
|
1774
|
+
// This function has problems if the automatic uniform was declared with the
|
1775
|
+
// wrong datatype or with extra whitespace or comments in the declaration.
|
1776
|
+
|
1777
|
+
var modifiedSource = source;
|
1778
|
+
var uniforms = allAutomaticUniforms;
|
1779
|
+
for ( var uniform in uniforms) {
|
1780
|
+
if (uniforms.hasOwnProperty(uniform)) {
|
1781
|
+
var declaration = getAutomaticUniformDeclaration(uniforms, uniform);
|
1782
|
+
var index = modifiedSource.indexOf(declaration);
|
1783
|
+
if (index !== -1) {
|
1784
|
+
modifiedSource =
|
1785
|
+
modifiedSource.substring(0, index) +
|
1786
|
+
'/*' +
|
1787
|
+
modifiedSource.substring(index, declaration.length) +
|
1788
|
+
'*/' +
|
1789
|
+
modifiedSource.substring(index + declaration.length);
|
1790
|
+
}
|
1791
|
+
}
|
1792
|
+
}
|
1793
|
+
|
1794
|
+
return modifiedSource;
|
1795
|
+
}
|
1796
|
+
|
1797
|
+
function getFragmentShaderPrecision() {
|
1798
|
+
// TODO: Performance?
|
1799
|
+
return '#ifdef GL_FRAGMENT_PRECISION_HIGH \n' +
|
1800
|
+
' precision highp float; \n' +
|
1801
|
+
'#else \n' +
|
1802
|
+
' precision mediump float; \n' +
|
1803
|
+
'#endif \n\n';
|
1804
|
+
}
|
1805
|
+
|
1806
|
+
function getBuiltinConstants() {
|
1807
|
+
var constants = {
|
1808
|
+
/**
|
1809
|
+
* A built-in GLSL floating-point constant for <code>Math.PI</code>.
|
1810
|
+
*
|
1811
|
+
* @alias czm_pi
|
1812
|
+
* @glslConstant
|
1813
|
+
*
|
1814
|
+
* @see CesiumMath.PI
|
1815
|
+
*
|
1816
|
+
* @example
|
1817
|
+
* // GLSL declaration
|
1818
|
+
* const float czm_pi = ...;
|
1819
|
+
*
|
1820
|
+
* // Example
|
1821
|
+
* float twoPi = 2.0 * czm_pi;
|
1822
|
+
*/
|
1823
|
+
czm_pi : Math.PI.toString(),
|
1824
|
+
|
1825
|
+
/**
|
1826
|
+
* A built-in GLSL floating-point constant for <code>1/pi</code>.
|
1827
|
+
*
|
1828
|
+
* @alias czm_oneOverPi
|
1829
|
+
* @glslConstant
|
1830
|
+
*
|
1831
|
+
* @see CesiumMath.ONE_OVER_PI
|
1832
|
+
*
|
1833
|
+
* @example
|
1834
|
+
* // GLSL declaration
|
1835
|
+
* const float czm_oneOverPi = ...;
|
1836
|
+
*
|
1837
|
+
* // Example
|
1838
|
+
* float pi = 1.0 / czm_oneOverPi;
|
1839
|
+
*/
|
1840
|
+
czm_oneOverPi : CesiumMath.ONE_OVER_PI.toString(),
|
1841
|
+
|
1842
|
+
/**
|
1843
|
+
* A built-in GLSL floating-point constant for <code>pi/2</code>.
|
1844
|
+
*
|
1845
|
+
* @alias czm_piOverTwo
|
1846
|
+
* @glslConstant
|
1847
|
+
*
|
1848
|
+
* @see CesiumMath.PI_OVER_TWO
|
1849
|
+
*
|
1850
|
+
* @example
|
1851
|
+
* // GLSL declaration
|
1852
|
+
* const float czm_piOverTwo = ...;
|
1853
|
+
*
|
1854
|
+
* // Example
|
1855
|
+
* float pi = 2.0 * czm_piOverTwo;
|
1856
|
+
*/
|
1857
|
+
czm_piOverTwo : CesiumMath.PI_OVER_TWO.toString(),
|
1858
|
+
|
1859
|
+
/**
|
1860
|
+
* A built-in GLSL floating-point constant for <code>pi/3</code>.
|
1861
|
+
*
|
1862
|
+
* @alias czm_piOverThree
|
1863
|
+
* @glslConstant
|
1864
|
+
*
|
1865
|
+
* @see CesiumMath.PI_OVER_THREE
|
1866
|
+
*
|
1867
|
+
* @example
|
1868
|
+
* // GLSL declaration
|
1869
|
+
* const float czm_piOverThree = ...;
|
1870
|
+
*
|
1871
|
+
* // Example
|
1872
|
+
* float pi = 3.0 * czm_piOverThree;
|
1873
|
+
*/
|
1874
|
+
czm_piOverThree : CesiumMath.PI_OVER_THREE.toString(),
|
1875
|
+
|
1876
|
+
/**
|
1877
|
+
* A built-in GLSL floating-point constant for <code>pi/4</code>.
|
1878
|
+
*
|
1879
|
+
* @alias czm_piOverFour
|
1880
|
+
* @glslConstant
|
1881
|
+
*
|
1882
|
+
* @see CesiumMath.PI_OVER_FOUR
|
1883
|
+
*
|
1884
|
+
* @example
|
1885
|
+
* // GLSL declaration
|
1886
|
+
* const float czm_piOverFour = ...;
|
1887
|
+
*
|
1888
|
+
* // Example
|
1889
|
+
* float pi = 4.0 * czm_piOverFour;
|
1890
|
+
*/
|
1891
|
+
czm_piOverFour : CesiumMath.PI_OVER_FOUR.toString(),
|
1892
|
+
|
1893
|
+
/**
|
1894
|
+
* A built-in GLSL floating-point constant for <code>pi/6</code>.
|
1895
|
+
*
|
1896
|
+
* @alias czm_piOverSix
|
1897
|
+
* @glslConstant
|
1898
|
+
*
|
1899
|
+
* @see CesiumMath.PI_OVER_SIX
|
1900
|
+
*
|
1901
|
+
* @example
|
1902
|
+
* // GLSL declaration
|
1903
|
+
* const float czm_piOverSix = ...;
|
1904
|
+
*
|
1905
|
+
* // Example
|
1906
|
+
* float pi = 6.0 * czm_piOverSix;
|
1907
|
+
*/
|
1908
|
+
czm_piOverSix : CesiumMath.PI_OVER_SIX.toString(),
|
1909
|
+
|
1910
|
+
/**
|
1911
|
+
* A built-in GLSL floating-point constant for <code>3pi/2</code>.
|
1912
|
+
*
|
1913
|
+
* @alias czm_threePiOver2
|
1914
|
+
* @glslConstant
|
1915
|
+
*
|
1916
|
+
* @see CesiumMath.THREE_PI_OVER_TWO
|
1917
|
+
*
|
1918
|
+
* @example
|
1919
|
+
* // GLSL declaration
|
1920
|
+
* const float czm_threePiOver2 = ...;
|
1921
|
+
*
|
1922
|
+
* // Example
|
1923
|
+
* float pi = (2.0 / 3.0) * czm_threePiOver2;
|
1924
|
+
*/
|
1925
|
+
czm_threePiOver2 : CesiumMath.THREE_PI_OVER_TWO.toString(),
|
1926
|
+
|
1927
|
+
/**
|
1928
|
+
* A built-in GLSL floating-point constant for <code>2pi</code>.
|
1929
|
+
*
|
1930
|
+
* @alias czm_twoPi
|
1931
|
+
* @glslConstant
|
1932
|
+
*
|
1933
|
+
* @see CesiumMath.TWO_PI
|
1934
|
+
*
|
1935
|
+
* @example
|
1936
|
+
* // GLSL declaration
|
1937
|
+
* const float czm_twoPi = ...;
|
1938
|
+
*
|
1939
|
+
* // Example
|
1940
|
+
* float pi = czm_twoPi / 2.0;
|
1941
|
+
*/
|
1942
|
+
czm_twoPi : CesiumMath.TWO_PI.toString(),
|
1943
|
+
|
1944
|
+
/**
|
1945
|
+
* A built-in GLSL floating-point constant for <code>1/2pi</code>.
|
1946
|
+
*
|
1947
|
+
* @alias czm_oneOverTwoPi
|
1948
|
+
* @glslConstant
|
1949
|
+
*
|
1950
|
+
* @see CesiumMath.ONE_OVER_TWO_PI
|
1951
|
+
*
|
1952
|
+
* @example
|
1953
|
+
* // GLSL declaration
|
1954
|
+
* const float czm_oneOverTwoPi = ...;
|
1955
|
+
*
|
1956
|
+
* // Example
|
1957
|
+
* float pi = 2.0 * czm_oneOverTwoPi;
|
1958
|
+
*/
|
1959
|
+
czm_oneOverTwoPi : CesiumMath.ONE_OVER_TWO_PI.toString(),
|
1960
|
+
|
1961
|
+
/**
|
1962
|
+
* A built-in GLSL floating-point constant for converting degrees to radians.
|
1963
|
+
*
|
1964
|
+
* @alias czm_radiansPerDegree
|
1965
|
+
* @glslConstant
|
1966
|
+
*
|
1967
|
+
* @see CesiumMath.RADIANS_PER_DEGREE
|
1968
|
+
*
|
1969
|
+
* @example
|
1970
|
+
* // GLSL declaration
|
1971
|
+
* const float czm_radiansPerDegree = ...;
|
1972
|
+
*
|
1973
|
+
* // Example
|
1974
|
+
* float rad = czm_radiansPerDegree * deg;
|
1975
|
+
*/
|
1976
|
+
czm_radiansPerDegree : CesiumMath.RADIANS_PER_DEGREE.toString(),
|
1977
|
+
|
1978
|
+
/**
|
1979
|
+
* A built-in GLSL floating-point constant for converting radians to degrees.
|
1980
|
+
*
|
1981
|
+
* @alias czm_degreesPerRadian
|
1982
|
+
* @glslConstant
|
1983
|
+
*
|
1984
|
+
* @see CesiumMath.DEGREES_PER_RADIAN
|
1985
|
+
*
|
1986
|
+
* @example
|
1987
|
+
* // GLSL declaration
|
1988
|
+
* const float czm_degreesPerRadian = ...;
|
1989
|
+
*
|
1990
|
+
* // Example
|
1991
|
+
* float deg = czm_degreesPerRadian * rad;
|
1992
|
+
*/
|
1993
|
+
czm_degreesPerRadian : CesiumMath.DEGREES_PER_RADIAN.toString()
|
1994
|
+
};
|
1995
|
+
|
1996
|
+
var glslConstants = '';
|
1997
|
+
for ( var name in constants) {
|
1998
|
+
if (constants.hasOwnProperty(name)) {
|
1999
|
+
glslConstants += 'const float ' + name + ' = ' + constants[name] + '; \n';
|
2000
|
+
}
|
2001
|
+
}
|
2002
|
+
glslConstants += ' \n';
|
2003
|
+
|
2004
|
+
return glslConstants;
|
2005
|
+
}
|
2006
|
+
|
2007
|
+
function getAutomaticUniforms() {
|
2008
|
+
var automatics = '';
|
2009
|
+
|
2010
|
+
var uniforms = allAutomaticUniforms;
|
2011
|
+
for ( var uniform in uniforms) {
|
2012
|
+
if (uniforms.hasOwnProperty(uniform)) {
|
2013
|
+
automatics += getAutomaticUniformDeclaration(uniforms, uniform) + ' \n';
|
2014
|
+
}
|
2015
|
+
}
|
2016
|
+
automatics += '\n';
|
2017
|
+
|
2018
|
+
return automatics;
|
2019
|
+
}
|
2020
|
+
|
2021
|
+
var getShaderDefinitions = function() {
|
2022
|
+
// I think this should be #line 1 given what the GL ES spec says:
|
2023
|
+
//
|
2024
|
+
// After processing this directive (including its new-line), the implementation will
|
2025
|
+
// behave as if the following line has line number line...
|
2026
|
+
//
|
2027
|
+
// But this works, at least on NVIDIA hardware.
|
2028
|
+
|
2029
|
+
// Functions after constants and uniforms because functions depend on them.
|
2030
|
+
var definitions = getBuiltinConstants() +
|
2031
|
+
getAutomaticUniforms() +
|
2032
|
+
ShadersBuiltinFunctions + '\n\n' +
|
2033
|
+
'#line 0 \n';
|
2034
|
+
|
2035
|
+
getShaderDefinitions = function() {
|
2036
|
+
return definitions;
|
2037
|
+
};
|
2038
|
+
|
2039
|
+
return definitions;
|
2040
|
+
};
|
2041
|
+
|
2042
|
+
function createAndLinkProgram(gl, logShaderCompilation, vertexShaderSource, fragmentShaderSource, attributeLocations) {
|
2043
|
+
var vsSourceVersioned = extractShaderVersion(vertexShaderSource);
|
2044
|
+
var fsSourceVersioned = extractShaderVersion(fragmentShaderSource);
|
2045
|
+
|
2046
|
+
var vsSource = vsSourceVersioned.versionDirective +
|
2047
|
+
getShaderDefinitions() +
|
2048
|
+
commentOutAutomaticUniforms(vsSourceVersioned.modifiedSource);
|
2049
|
+
var fsSource = fsSourceVersioned.versionDirective +
|
2050
|
+
getFragmentShaderPrecision() +
|
2051
|
+
getShaderDefinitions() +
|
2052
|
+
commentOutAutomaticUniforms(fsSourceVersioned.modifiedSource);
|
2053
|
+
|
2054
|
+
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
|
2055
|
+
gl.shaderSource(vertexShader, vsSource);
|
2056
|
+
gl.compileShader(vertexShader);
|
2057
|
+
var vsLog = gl.getShaderInfoLog(vertexShader);
|
2058
|
+
|
2059
|
+
if (logShaderCompilation && vsLog && vsLog.length) {
|
2060
|
+
console.log('[GL] Vertex shader compile log: ' + vsLog);
|
2061
|
+
}
|
2062
|
+
|
2063
|
+
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
|
2064
|
+
gl.deleteShader(vertexShader);
|
2065
|
+
console.error('[GL] Vertex shader compile log: ' + vsLog);
|
2066
|
+
throw new RuntimeError('Vertex shader failed to compile. Compile log: ' + vsLog);
|
2067
|
+
}
|
2068
|
+
|
2069
|
+
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
|
2070
|
+
gl.shaderSource(fragmentShader, fsSource);
|
2071
|
+
gl.compileShader(fragmentShader);
|
2072
|
+
var fsLog = gl.getShaderInfoLog(fragmentShader);
|
2073
|
+
|
2074
|
+
if (logShaderCompilation && fsLog && fsLog.length) {
|
2075
|
+
console.log('[GL] Fragment shader compile log: ' + fsLog);
|
2076
|
+
}
|
2077
|
+
|
2078
|
+
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
|
2079
|
+
gl.deleteShader(vertexShader);
|
2080
|
+
gl.deleteShader(fragmentShader);
|
2081
|
+
console.error('[GL] Fragment shader compile log: ' + fsLog);
|
2082
|
+
throw new RuntimeError('Fragment shader failed to compile. Compile log: ' + fsLog);
|
2083
|
+
}
|
2084
|
+
|
2085
|
+
var program = gl.createProgram();
|
2086
|
+
gl.attachShader(program, vertexShader);
|
2087
|
+
gl.attachShader(program, fragmentShader);
|
2088
|
+
|
2089
|
+
gl.deleteShader(vertexShader);
|
2090
|
+
gl.deleteShader(fragmentShader);
|
2091
|
+
|
2092
|
+
if (attributeLocations) {
|
2093
|
+
for ( var attribute in attributeLocations) {
|
2094
|
+
if (attributeLocations.hasOwnProperty(attribute)) {
|
2095
|
+
gl.bindAttribLocation(program, attributeLocations[attribute], attribute);
|
2096
|
+
}
|
2097
|
+
}
|
2098
|
+
}
|
2099
|
+
|
2100
|
+
gl.linkProgram(program);
|
2101
|
+
var linkLog = gl.getProgramInfoLog(program);
|
2102
|
+
|
2103
|
+
if (logShaderCompilation && linkLog && linkLog.length) {
|
2104
|
+
console.log('[GL] Shader program link log: ' + linkLog);
|
2105
|
+
}
|
2106
|
+
|
2107
|
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
2108
|
+
gl.deleteProgram(program);
|
2109
|
+
console.error('[GL] Shader program link log: ' + linkLog);
|
2110
|
+
throw new RuntimeError('Program failed to link. Link log: ' + linkLog);
|
2111
|
+
}
|
2112
|
+
|
2113
|
+
return program;
|
2114
|
+
}
|
2115
|
+
|
2116
|
+
function findVertexAttributes(gl, program, numberOfAttributes) {
|
2117
|
+
var attributes = {};
|
2118
|
+
for ( var i = 0; i < numberOfAttributes; ++i) {
|
2119
|
+
var attr = gl.getActiveAttrib(program, i);
|
2120
|
+
var location = gl.getAttribLocation(program, attr.name);
|
2121
|
+
|
2122
|
+
attributes[attr.name] = {
|
2123
|
+
name : attr.name,
|
2124
|
+
type : attr.type,
|
2125
|
+
index : location
|
2126
|
+
};
|
2127
|
+
}
|
2128
|
+
|
2129
|
+
return attributes;
|
2130
|
+
}
|
2131
|
+
|
2132
|
+
function findUniforms(gl ,program) {
|
2133
|
+
var allUniforms = {};
|
2134
|
+
var uniforms = [];
|
2135
|
+
var samplerUniforms = [];
|
2136
|
+
|
2137
|
+
var numberOfUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
|
2138
|
+
|
2139
|
+
for ( var i = 0; i < numberOfUniforms; ++i) {
|
2140
|
+
var activeUniform = gl.getActiveUniform(program, i);
|
2141
|
+
var suffix = '[0]';
|
2142
|
+
var uniformName = activeUniform.name.indexOf(suffix, activeUniform.name.length - suffix.length) !== -1 ?
|
2143
|
+
activeUniform.name.slice(0, activeUniform.name.length - 3) : activeUniform.name;
|
2144
|
+
|
2145
|
+
// Ignore GLSL built-in uniforms returned in Firefox.
|
2146
|
+
if (uniformName.indexOf('gl_') !== 0) {
|
2147
|
+
if (activeUniform.name.indexOf('[') < 0) {
|
2148
|
+
// Single uniform
|
2149
|
+
var location = gl.getUniformLocation(program, uniformName);
|
2150
|
+
var uniformValue = gl.getUniform(program, location);
|
2151
|
+
var uniform = new Uniform(gl, activeUniform, uniformName, location, uniformValue);
|
2152
|
+
|
2153
|
+
allUniforms[uniformName] = uniform;
|
2154
|
+
|
2155
|
+
if (uniform._setSampler) {
|
2156
|
+
samplerUniforms.push(uniform);
|
2157
|
+
} else {
|
2158
|
+
uniforms.push(uniform);
|
2159
|
+
}
|
2160
|
+
} else {
|
2161
|
+
// Uniform array
|
2162
|
+
|
2163
|
+
var uniformArray;
|
2164
|
+
var locations;
|
2165
|
+
var value;
|
2166
|
+
var loc;
|
2167
|
+
|
2168
|
+
// On some platforms - Nexus 4 in Firefox for one - an array of sampler2D ends up being represented
|
2169
|
+
// as separate uniforms, one for each array element. Check for and handle that case.
|
2170
|
+
var indexOfBracket = uniformName.indexOf('[');
|
2171
|
+
if (indexOfBracket >= 0) {
|
2172
|
+
// We're assuming the array elements show up in numerical order - it seems to be true.
|
2173
|
+
uniformArray = allUniforms[uniformName.slice(0, indexOfBracket)];
|
2174
|
+
locations = uniformArray._getLocations();
|
2175
|
+
|
2176
|
+
// On the Nexus 4 in Chrome, we get one uniform per sampler, just like in Firefox,
|
2177
|
+
// but the size is not 1 like it is in Firefox. So if we push locations here,
|
2178
|
+
// we'll end up adding too many locations.
|
2179
|
+
if (locations.length <= 1) {
|
2180
|
+
value = uniformArray.value;
|
2181
|
+
loc = gl.getUniformLocation(program, uniformName);
|
2182
|
+
locations.push(loc);
|
2183
|
+
value.push(gl.getUniform(program, loc));
|
2184
|
+
}
|
2185
|
+
} else {
|
2186
|
+
locations = [];
|
2187
|
+
value = [];
|
2188
|
+
for ( var j = 0; j < activeUniform.size; ++j) {
|
2189
|
+
loc = gl.getUniformLocation(program, uniformName + '[' + j + ']');
|
2190
|
+
locations.push(loc);
|
2191
|
+
value.push(gl.getUniform(program, loc));
|
2192
|
+
}
|
2193
|
+
uniformArray = new UniformArray(gl, activeUniform, uniformName, locations, value);
|
2194
|
+
|
2195
|
+
allUniforms[uniformName] = uniformArray;
|
2196
|
+
|
2197
|
+
if (uniformArray._setSampler) {
|
2198
|
+
samplerUniforms.push(uniformArray);
|
2199
|
+
} else {
|
2200
|
+
uniforms.push(uniformArray);
|
2201
|
+
}
|
2202
|
+
}
|
2203
|
+
}
|
2204
|
+
}
|
2205
|
+
}
|
2206
|
+
|
2207
|
+
return {
|
2208
|
+
allUniforms : allUniforms,
|
2209
|
+
uniforms : uniforms,
|
2210
|
+
samplerUniforms : samplerUniforms
|
2211
|
+
};
|
2212
|
+
}
|
2213
|
+
|
2214
|
+
function partitionUniforms(uniforms) {
|
2215
|
+
var automaticUniforms = [];
|
2216
|
+
var manualUniforms = {};
|
2217
|
+
|
2218
|
+
for (var uniform in uniforms) {
|
2219
|
+
if (uniforms.hasOwnProperty(uniform)) {
|
2220
|
+
var automaticUniform = allAutomaticUniforms[uniform];
|
2221
|
+
if (automaticUniform) {
|
2222
|
+
automaticUniforms.push({
|
2223
|
+
uniform : uniforms[uniform],
|
2224
|
+
automaticUniform : automaticUniform
|
2225
|
+
});
|
2226
|
+
} else {
|
2227
|
+
manualUniforms[uniform] = uniforms[uniform];
|
2228
|
+
}
|
2229
|
+
}
|
2230
|
+
}
|
2231
|
+
|
2232
|
+
return {
|
2233
|
+
automaticUniforms : automaticUniforms,
|
2234
|
+
manualUniforms : manualUniforms
|
2235
|
+
};
|
2236
|
+
}
|
2237
|
+
|
2238
|
+
/**
|
2239
|
+
* DOC_TBA
|
2240
|
+
* @memberof ShaderProgram
|
2241
|
+
*
|
2242
|
+
* @return {Object} DOC_TBA
|
2243
|
+
* @exception {DeveloperError} This shader program was destroyed, i.e., destroy() was called.
|
2244
|
+
*/
|
2245
|
+
ShaderProgram.prototype.getVertexAttributes = function() {
|
2246
|
+
return this._vertexAttributes;
|
2247
|
+
};
|
2248
|
+
|
2249
|
+
/**
|
2250
|
+
* DOC_TBA
|
2251
|
+
* @memberof ShaderProgram
|
2252
|
+
*
|
2253
|
+
* @return {Number} DOC_TBA
|
2254
|
+
* @exception {DeveloperError} This shader program was destroyed, i.e., destroy() was called.
|
2255
|
+
*/
|
2256
|
+
ShaderProgram.prototype.getNumberOfVertexAttributes = function() {
|
2257
|
+
return this._numberOfVertexAttributes;
|
2258
|
+
};
|
2259
|
+
|
2260
|
+
/**
|
2261
|
+
* DOC_TBA
|
2262
|
+
* @memberof ShaderProgram
|
2263
|
+
*
|
2264
|
+
* @return {Object} DOC_TBA
|
2265
|
+
*
|
2266
|
+
* @exception {DeveloperError} This shader program was destroyed, i.e., destroy() was called.
|
2267
|
+
*
|
2268
|
+
* @see ShaderProgram#getManualUniforms
|
2269
|
+
*/
|
2270
|
+
ShaderProgram.prototype.getAllUniforms = function() {
|
2271
|
+
return this._allUniforms;
|
2272
|
+
};
|
2273
|
+
|
2274
|
+
/**
|
2275
|
+
* DOC_TBA
|
2276
|
+
* @memberof ShaderProgram
|
2277
|
+
*
|
2278
|
+
* @exception {DeveloperError} This shader program was destroyed, i.e., destroy() was called.
|
2279
|
+
*
|
2280
|
+
* @see ShaderProgram#getAllUniforms
|
2281
|
+
*/
|
2282
|
+
ShaderProgram.prototype.getManualUniforms = function() {
|
2283
|
+
return this._manualUniforms;
|
2284
|
+
};
|
2285
|
+
|
2286
|
+
ShaderProgram.prototype._bind = function() {
|
2287
|
+
this._gl.useProgram(this._program);
|
2288
|
+
};
|
2289
|
+
|
2290
|
+
ShaderProgram.prototype._unBind = function() {
|
2291
|
+
this._gl.useProgram(null);
|
2292
|
+
|
2293
|
+
var samplerUniforms = this._samplerUniforms;
|
2294
|
+
var textureUnitIndex = 0;
|
2295
|
+
var len = samplerUniforms.length;
|
2296
|
+
for ( var i = 0; i < len; ++i) {
|
2297
|
+
textureUnitIndex = samplerUniforms[i]._clearSampler(textureUnitIndex);
|
2298
|
+
}
|
2299
|
+
};
|
2300
|
+
|
2301
|
+
ShaderProgram.prototype._setUniforms = function(uniformMap, uniformState, validate) {
|
2302
|
+
// TODO: Performance
|
2303
|
+
|
2304
|
+
var len;
|
2305
|
+
var i;
|
2306
|
+
|
2307
|
+
var uniforms = this._uniforms;
|
2308
|
+
var samplerUniforms = this._samplerUniforms;
|
2309
|
+
var manualUniforms = this._manualUniforms;
|
2310
|
+
var automaticUniforms = this._automaticUniforms;
|
2311
|
+
|
2312
|
+
if (uniformMap) {
|
2313
|
+
for (var uniform in manualUniforms) {
|
2314
|
+
if (manualUniforms.hasOwnProperty(uniform)) {
|
2315
|
+
manualUniforms[uniform].value = uniformMap[uniform]();
|
2316
|
+
}
|
2317
|
+
}
|
2318
|
+
}
|
2319
|
+
|
2320
|
+
len = automaticUniforms.length;
|
2321
|
+
for (i = 0; i < len; ++i) {
|
2322
|
+
automaticUniforms[i].uniform.value = automaticUniforms[i].automaticUniform.getValue(uniformState);
|
2323
|
+
}
|
2324
|
+
|
2325
|
+
///////////////////////////////////////////////////////////////////
|
2326
|
+
|
2327
|
+
len = uniforms.length;
|
2328
|
+
for (i = 0; i < len; ++i) {
|
2329
|
+
uniforms[i]._set();
|
2330
|
+
}
|
2331
|
+
|
2332
|
+
var textureUnitIndex = 0;
|
2333
|
+
len = samplerUniforms.length;
|
2334
|
+
for (i = 0; i < len; ++i) {
|
2335
|
+
textureUnitIndex = samplerUniforms[i]._setSampler(textureUnitIndex);
|
2336
|
+
}
|
2337
|
+
|
2338
|
+
if (validate) {
|
2339
|
+
var gl = this._gl;
|
2340
|
+
var program = this._program;
|
2341
|
+
|
2342
|
+
gl.validateProgram(program);
|
2343
|
+
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
|
2344
|
+
throw new DeveloperError('Program validation failed. Link log: ' + gl.getProgramInfoLog(program));
|
2345
|
+
}
|
2346
|
+
}
|
2347
|
+
};
|
2348
|
+
|
2349
|
+
/**
|
2350
|
+
* Returns true if this object was destroyed; otherwise, false.
|
2351
|
+
* <br /><br />
|
2352
|
+
* If this object was destroyed, it should not be used; calling any function other than
|
2353
|
+
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
|
2354
|
+
* @memberof ShaderProgram
|
2355
|
+
*
|
2356
|
+
* @return {Boolean} True if this object was destroyed; otherwise, false.
|
2357
|
+
*
|
2358
|
+
* @see ShaderProgram#destroy
|
2359
|
+
*/
|
2360
|
+
ShaderProgram.prototype.isDestroyed = function() {
|
2361
|
+
return false;
|
2362
|
+
};
|
2363
|
+
|
2364
|
+
/**
|
2365
|
+
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
|
2366
|
+
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
|
2367
|
+
* <br /><br />
|
2368
|
+
* Once an object is destroyed, it should not be used; calling any function other than
|
2369
|
+
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
|
2370
|
+
* assign the return value (<code>undefined</code>) to the object as done in the example.
|
2371
|
+
* @memberof ShaderProgram
|
2372
|
+
*
|
2373
|
+
* @return {undefined}
|
2374
|
+
*
|
2375
|
+
* @exception {DeveloperError} This shader program was destroyed, i.e., destroy() was called.
|
2376
|
+
*
|
2377
|
+
* @see ShaderProgram#isDestroyed
|
2378
|
+
* @see <a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glDeleteShader.xml'>glDeleteShader</a>
|
2379
|
+
* @see <a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glDeleteProgram.xml'>glDeleteProgram</a>
|
2380
|
+
*
|
2381
|
+
* @example
|
2382
|
+
* shaderProgram = shaderProgram && shaderProgram.destroy();
|
2383
|
+
*/
|
2384
|
+
ShaderProgram.prototype.destroy = function() {
|
2385
|
+
this._gl.deleteProgram(this._program);
|
2386
|
+
return destroyObject(this);
|
2387
|
+
};
|
2388
|
+
|
2389
|
+
/**
|
2390
|
+
* DOC_TBA
|
2391
|
+
* @memberof ShaderProgram
|
2392
|
+
*/
|
2393
|
+
ShaderProgram.prototype.release = function() {
|
2394
|
+
if (this._cachedShader) {
|
2395
|
+
return this._cachedShader.cache.releaseShaderProgram(this);
|
2396
|
+
}
|
2397
|
+
|
2398
|
+
return this.destroy();
|
2399
|
+
};
|
2400
|
+
|
2401
|
+
return ShaderProgram;
|
2402
|
+
});
|