cesium 0.13.2 → 0.14.0

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Files changed (348) hide show
  1. data/app/assets/javascripts/Cesium.js +2 -2
  2. data/app/assets/javascripts/Core/Clock.js +81 -81
  3. data/app/assets/javascripts/Core/ClockRange.js +5 -3
  4. data/app/assets/javascripts/Core/ClockStep.js +7 -1
  5. data/app/assets/javascripts/Core/Event.js +12 -11
  6. data/app/assets/javascripts/Core/JulianDate.js +16 -0
  7. data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +1 -1
  8. data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +1 -1
  9. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +1 -1
  10. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +1 -1
  11. data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +1 -1
  12. data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +1 -1
  13. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
  14. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +1 -1
  15. data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +1 -1
  16. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +1 -1
  17. data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +1 -1
  18. data/app/assets/javascripts/Renderer/ClearCommand.js +1 -1
  19. data/app/assets/javascripts/Renderer/Context.js +23 -0
  20. data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
  21. data/app/assets/javascripts/Scene/BillboardCollection.js +14 -24
  22. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +8 -31
  23. data/app/assets/javascripts/Scene/PerformanceDisplay.js +13 -4
  24. data/app/assets/javascripts/Scene/Tile.js +11 -6
  25. data/app/assets/javascripts/Scene/ViewportQuad.js +21 -36
  26. data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +15 -11
  27. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +47 -27
  28. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +886 -228
  29. data/app/assets/javascripts/Shaders/CentralBodyFS.js +173 -40
  30. data/app/assets/javascripts/Shaders/CentralBodyFSDepth.js +17 -14
  31. data/app/assets/javascripts/Shaders/CentralBodyFSPole.js +25 -19
  32. data/app/assets/javascripts/Shaders/CentralBodyVS.js +61 -31
  33. data/app/assets/javascripts/Shaders/CentralBodyVSDepth.js +5 -4
  34. data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +9 -7
  35. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +392 -299
  36. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +12 -8
  37. data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +836 -530
  38. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -58
  39. data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +7 -6
  40. data/app/assets/javascripts/Shaders/EllipsoidFS.js +34 -26
  41. data/app/assets/javascripts/Shaders/EllipsoidVS.js +21 -5
  42. data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +19 -11
  43. data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +13 -9
  44. data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +33 -22
  45. data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +24 -17
  46. data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +14 -10
  47. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -20
  48. data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +11 -6
  49. data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +18 -13
  50. data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +12 -7
  51. data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +9 -6
  52. data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +23 -16
  53. data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +14 -11
  54. data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +10 -8
  55. data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +10 -8
  56. data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +12 -7
  57. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +21 -12
  58. data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +11 -7
  59. data/app/assets/javascripts/Shaders/Materials/Water.js +46 -45
  60. data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +29 -19
  61. data/app/assets/javascripts/Shaders/Noise.js +408 -173
  62. data/app/assets/javascripts/Shaders/PolygonFS.js +20 -10
  63. data/app/assets/javascripts/Shaders/PolygonFSPick.js +3 -3
  64. data/app/assets/javascripts/Shaders/PolygonVS.js +27 -22
  65. data/app/assets/javascripts/Shaders/PolygonVSPick.js +23 -19
  66. data/app/assets/javascripts/Shaders/PolylineFS.js +3 -3
  67. data/app/assets/javascripts/Shaders/PolylineVS.js +24 -19
  68. data/app/assets/javascripts/Shaders/Ray.js +496 -315
  69. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +16 -6
  70. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +5 -2
  71. data/app/assets/javascripts/Shaders/SensorVolume.js +32 -15
  72. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +61 -16
  73. data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +106 -53
  74. data/app/assets/javascripts/Shaders/SkyBoxFS.js +4 -2
  75. data/app/assets/javascripts/Shaders/SkyBoxVS.js +5 -3
  76. data/app/assets/javascripts/Shaders/ViewportQuadFS.js +14 -10
  77. data/app/assets/javascripts/Shaders/ViewportQuadVS.js +6 -5
  78. data/app/assets/javascripts/ThirdParty/knockout.js +88 -0
  79. data/app/assets/javascripts/Widgets/Animation/Animation.css +141 -0
  80. data/app/assets/javascripts/Widgets/Animation/Animation.js +944 -0
  81. data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +503 -0
  82. data/app/assets/javascripts/Widgets/Animation/darker.css +69 -0
  83. data/app/assets/javascripts/Widgets/ClockViewModel.js +167 -0
  84. data/app/assets/javascripts/Widgets/Command.js +33 -0
  85. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +54 -77
  86. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +6 -27
  87. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +124 -187
  88. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenViewModel.js +88 -0
  89. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.css +16 -0
  90. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.js +50 -0
  91. data/app/assets/javascripts/Widgets/Fullscreen/darker.css +14 -0
  92. data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +18 -0
  93. data/app/assets/javascripts/Widgets/Images/enterFullscreen.svg +18 -0
  94. data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +18 -0
  95. data/app/assets/javascripts/Widgets/Images/exitFullscreen.svg +18 -0
  96. data/app/assets/javascripts/Widgets/Observable.js +29 -0
  97. data/app/assets/javascripts/Widgets/{Timeline.css → Timeline/Timeline.css} +18 -21
  98. data/app/assets/javascripts/Widgets/{Timeline.js → Timeline/Timeline.js} +12 -7
  99. data/app/assets/javascripts/Widgets/{TimelineHighlightRange.js → Timeline/TimelineHighlightRange.js} +0 -0
  100. data/app/assets/javascripts/Widgets/{TimelineTrack.js → Timeline/TimelineTrack.js} +1 -1
  101. data/app/assets/javascripts/Widgets/Timeline/darker.css +20 -0
  102. data/app/assets/javascripts/Widgets/ToggleButtonViewModel.js +40 -0
  103. data/app/assets/javascripts/Widgets/createCommand.js +41 -0
  104. data/lib/cesium/version.rb +1 -1
  105. data/test/dummy/log/development.log +3300 -0
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  341. metadata +33 -15
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  344. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +0 -1
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  348. data/app/assets/javascripts/Workers/createVerticesFromExtent.js +0 -24
@@ -3,20 +3,30 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "uniform sampler2D u_texture;\n\
6
+ \n\
6
7
  uniform float u_northLatitude;\n\
7
8
  uniform float u_southLatitude;\n\
8
9
  uniform float u_southMercatorYHigh;\n\
9
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  uniform float u_southMercatorYLow;\n\
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  uniform float u_oneOverMercatorHeight;\n\
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+ \n\
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  varying vec2 v_textureCoordinates;\n\
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+ \n\
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15
  void main()\n\
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  {\n\
14
- vec2 geographicUV = clamp(v_textureCoordinates, 0.0, 1.0);\n\
15
- vec2 webMercatorUV = geographicUV;\n\
16
- float currentLatitude = mix(u_southLatitude, u_northLatitude, geographicUV.y);\n\
17
- float fraction = czm_latitudeToWebMercatorFraction(currentLatitude, u_southMercatorYLow, u_southMercatorYHigh, u_oneOverMercatorHeight);\n\
18
- webMercatorUV = vec2(geographicUV.x, fraction);\n\
19
- gl_FragColor = texture2D(u_texture, webMercatorUV);\n\
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+ // The clamp below works around an apparent bug in Chrome Canary v23.0.1241.0\n\
18
+ // where the fragment shader sees textures coordinates < 0.0 and > 1.0 for the\n\
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+ // fragments on the edges of tiles even though the vertex shader is outputting\n\
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+ // coordinates strictly in the 0-1 range.\n\
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+ vec2 geographicUV = clamp(v_textureCoordinates, 0.0, 1.0);\n\
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+ vec2 webMercatorUV = geographicUV;\n\
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+ \n\
24
+ float currentLatitude = mix(u_southLatitude, u_northLatitude, geographicUV.y);\n\
25
+ float fraction = czm_latitudeToWebMercatorFraction(currentLatitude, u_southMercatorYLow, u_southMercatorYHigh, u_oneOverMercatorHeight);\n\
26
+ \n\
27
+ webMercatorUV = vec2(geographicUV.x, fraction);\n\
28
+ \n\
29
+ gl_FragColor = texture2D(u_texture, webMercatorUV);\n\
20
30
  }\n\
21
31
  ";
22
32
  });
@@ -3,12 +3,15 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "attribute vec4 position;\n\
6
+ \n\
6
7
  uniform vec2 u_textureDimensions;\n\
8
+ \n\
7
9
  varying vec2 v_textureCoordinates;\n\
10
+ \n\
8
11
  void main()\n\
9
12
  {\n\
10
- v_textureCoordinates = position.xy;\n\
11
- gl_Position = czm_viewportOrthographic * (position * vec4(u_textureDimensions, 1.0, 1.0));\n\
13
+ v_textureCoordinates = position.xy;\n\
14
+ gl_Position = czm_viewportOrthographic * (position * vec4(u_textureDimensions, 1.0, 1.0));\n\
12
15
  }\n\
13
16
  ";
14
17
  });
@@ -3,29 +3,46 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "uniform vec4 u_intersectionColor;\n\
6
+ \n\
6
7
  bool inSensorShadow(vec3 coneVertexWC, czm_ellipsoid ellipsoidEC, vec3 pointEC)\n\
7
8
  {\n\
8
- vec3 D = ellipsoidEC.inverseRadii;\n\
9
- vec3 q = D * coneVertexWC;\n\
10
- float qMagnitudeSquared = dot(q, q);\n\
11
- float test = qMagnitudeSquared - 1.0;\n\
12
- vec3 t = (czm_inverseView * vec4(pointEC, 1.0)).xyz;\n\
13
- vec3 temp = D * t - q;\n\
14
- float d = dot(temp, q);\n\
15
- return (d < -test) && (d / length(temp) < -sqrt(test));\n\
9
+ // Diagonal matrix from the unscaled ellipsoid space to the scaled space. \n\
10
+ vec3 D = ellipsoidEC.inverseRadii;\n\
11
+ \n\
12
+ // Sensor vertex in the scaled ellipsoid space\n\
13
+ vec3 q = D * coneVertexWC;\n\
14
+ float qMagnitudeSquared = dot(q, q);\n\
15
+ float test = qMagnitudeSquared - 1.0;\n\
16
+ \n\
17
+ // Fragment in the ellipsoid frame\n\
18
+ vec3 t = (czm_inverseView * vec4(pointEC, 1.0)).xyz;\n\
19
+ \n\
20
+ // Sensor vertex to fragment vector in the ellipsoid's scaled space\n\
21
+ vec3 temp = D * t - q;\n\
22
+ float d = dot(temp, q);\n\
23
+ \n\
24
+ // Behind silhouette plane and inside silhouette cone\n\
25
+ return (d < -test) && (d / length(temp) < -sqrt(test));\n\
16
26
  }\n\
27
+ \n\
28
+ ///////////////////////////////////////////////////////////////////////////////\n\
29
+ \n\
17
30
  #ifndef RENDER_FOR_PICK\n\
31
+ \n\
18
32
  vec4 getIntersectionColor(float sensorRadius, vec3 pointEC)\n\
19
33
  {\n\
20
- return u_intersectionColor;\n\
34
+ return u_intersectionColor;\n\
21
35
  }\n\
36
+ \n\
22
37
  vec2 sensor2dTextureCoordinates(float sensorRadius, vec3 pointMC)\n\
23
38
  {\n\
24
- float t = pointMC.z / sensorRadius;\n\
25
- float s = 1.0 + (atan(pointMC.y, pointMC.x) / czm_twoPi);\n\
26
- s = s - floor(s);\n\
27
- return vec2(s, t);\n\
39
+ // (s, t) both in the range [0, 1]\n\
40
+ float t = pointMC.z / sensorRadius;\n\
41
+ float s = 1.0 + (atan(pointMC.y, pointMC.x) / czm_twoPi);\n\
42
+ s = s - floor(s);\n\
43
+ \n\
44
+ return vec2(s, t);\n\
28
45
  }\n\
29
- #endif\n\
30
- ";
46
+ \n\
47
+ #endif";
31
48
  });
@@ -33,30 +33,75 @@
33
33
  /*global define*/
34
34
  define(function() {
35
35
  "use strict";
36
- return "uniform float u_morphTime;\n\
36
+ return "/**\n\
37
+ * @license\n\
38
+ * Copyright (c) 2000-2005, Sean O'Neil (s_p_oneil@hotmail.com)\n\
39
+ * All rights reserved.\n\
40
+ * \n\
41
+ * Redistribution and use in source and binary forms, with or without\n\
42
+ * modification, are permitted provided that the following conditions\n\
43
+ * are met:\n\
44
+ * \n\
45
+ * * Redistributions of source code must retain the above copyright notice,\n\
46
+ * this list of conditions and the following disclaimer.\n\
47
+ * * Redistributions in binary form must reproduce the above copyright notice,\n\
48
+ * this list of conditions and the following disclaimer in the documentation\n\
49
+ * and/or other materials provided with the distribution.\n\
50
+ * * Neither the name of the project nor the names of its contributors may be\n\
51
+ * used to endorse or promote products derived from this software without\n\
52
+ * specific prior written permission.\n\
53
+ * \n\
54
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n\
55
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\
56
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n\
57
+ * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE\n\
58
+ * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n\
59
+ * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n\
60
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n\
61
+ * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n\
62
+ * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\
63
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\
64
+ *\n\
65
+ * Modifications made by Analytical Graphics, Inc.\n\
66
+ */\n\
67
+ \n\
68
+ // Code: http://sponeil.net/\n\
69
+ // GPU Gems 2 Article: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html\n\
70
+ \n\
71
+ uniform float u_morphTime;\n\
72
+ \n\
37
73
  const float g = -0.95;\n\
38
74
  const float g2 = g * g;\n\
75
+ \n\
39
76
  varying vec3 v_rayleighColor;\n\
40
77
  varying vec3 v_mieColor;\n\
41
78
  varying vec3 v_toCamera;\n\
42
79
  varying vec3 v_positionEC;\n\
80
+ \n\
43
81
  void main (void)\n\
44
82
  {\n\
45
- czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
46
- vec3 direction = normalize(v_positionEC);\n\
47
- czm_ray ray = czm_ray(vec3(0.0), direction);\n\
48
- czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
49
- if (!czm_isEmpty(intersection)) {\n\
50
- discard;\n\
51
- }\n\
52
- float fCos = dot(czm_sunDirectionWC, normalize(v_toCamera)) / length(v_toCamera);\n\
53
- float fRayleighPhase = 0.75 * (1.0 + fCos*fCos);\n\
54
- float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);\n\
55
- const float fExposure = 2.0;\n\
56
- vec3 rgb = fRayleighPhase * v_rayleighColor + fMiePhase * v_mieColor;\n\
57
- rgb = vec3(1.0) - exp(-fExposure * rgb);\n\
58
- float l = czm_luminance(rgb);\n\
59
- gl_FragColor = vec4(rgb, min(smoothstep(0.0, 0.1, l), 1.0) * smoothstep(0.0, 1.0, u_morphTime));\n\
83
+ // TODO: make arbitrary ellipsoid\n\
84
+ czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
85
+ \n\
86
+ vec3 direction = normalize(v_positionEC);\n\
87
+ czm_ray ray = czm_ray(vec3(0.0), direction);\n\
88
+ \n\
89
+ czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
90
+ if (!czm_isEmpty(intersection)) {\n\
91
+ discard;\n\
92
+ }\n\
93
+ \n\
94
+ // Extra normalize added for Android\n\
95
+ float fCos = dot(czm_sunDirectionWC, normalize(v_toCamera)) / length(v_toCamera);\n\
96
+ float fRayleighPhase = 0.75 * (1.0 + fCos*fCos);\n\
97
+ float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);\n\
98
+ \n\
99
+ const float fExposure = 2.0;\n\
100
+ \n\
101
+ vec3 rgb = fRayleighPhase * v_rayleighColor + fMiePhase * v_mieColor;\n\
102
+ rgb = vec3(1.0) - exp(-fExposure * rgb);\n\
103
+ float l = czm_luminance(rgb);\n\
104
+ gl_FragColor = vec4(rgb, min(smoothstep(0.0, 0.1, l), 1.0) * smoothstep(0.0, 1.0, u_morphTime));\n\
60
105
  }\n\
61
106
  ";
62
107
  });
@@ -33,15 +33,52 @@
33
33
  /*global define*/
34
34
  define(function() {
35
35
  "use strict";
36
- return "attribute vec4 position;\n\
36
+ return "/**\n\
37
+ * @license\n\
38
+ * Copyright (c) 2000-2005, Sean O'Neil (s_p_oneil@hotmail.com)\n\
39
+ * All rights reserved.\n\
40
+ * \n\
41
+ * Redistribution and use in source and binary forms, with or without\n\
42
+ * modification, are permitted provided that the following conditions\n\
43
+ * are met:\n\
44
+ * \n\
45
+ * * Redistributions of source code must retain the above copyright notice,\n\
46
+ * this list of conditions and the following disclaimer.\n\
47
+ * * Redistributions in binary form must reproduce the above copyright notice,\n\
48
+ * this list of conditions and the following disclaimer in the documentation\n\
49
+ * and/or other materials provided with the distribution.\n\
50
+ * * Neither the name of the project nor the names of its contributors may be\n\
51
+ * used to endorse or promote products derived from this software without\n\
52
+ * specific prior written permission.\n\
53
+ * \n\
54
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n\
55
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\
56
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n\
57
+ * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE\n\
58
+ * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n\
59
+ * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n\
60
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n\
61
+ * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n\
62
+ * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\
63
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\
64
+ *\n\
65
+ * Modifications made by Analytical Graphics, Inc.\n\
66
+ */\n\
67
+ \n\
68
+ // Code: http://sponeil.net/\n\
69
+ // GPU Gems 2 Article: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html\n\
70
+ \n\
71
+ attribute vec4 position;\n\
72
+ \n\
37
73
  uniform float fCameraHeight;\n\
38
74
  uniform float fCameraHeight2;\n\
39
- uniform float fOuterRadius;\n\
40
- uniform float fOuterRadius2;\n\
41
- uniform float fInnerRadius;\n\
42
- uniform float fScale;\n\
43
- uniform float fScaleDepth;\n\
44
- uniform float fScaleOverScaleDepth;\n\
75
+ uniform float fOuterRadius; // The outer (atmosphere) radius\n\
76
+ uniform float fOuterRadius2; // fOuterRadius^2\n\
77
+ uniform float fInnerRadius; // The inner (planetary) radius\n\
78
+ uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)\n\
79
+ uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)\n\
80
+ uniform float fScaleOverScaleDepth; // fScale / fScaleDepth\n\
81
+ \n\
45
82
  const float Kr = 0.0025;\n\
46
83
  const float fKr4PI = Kr * 4.0 * czm_pi;\n\
47
84
  const float Km = 0.0015;\n\
@@ -50,66 +87,82 @@ const float ESun = 15.0;\n\
50
87
  const float fKmESun = Km * ESun;\n\
51
88
  const float fKrESun = Kr * ESun;\n\
52
89
  const vec3 v3InvWavelength = vec3(\n\
53
- 5.60204474633241,\n\
54
- 9.473284437923038,\n\
55
- 19.643802610477206);\n\
90
+ 5.60204474633241, // Red = 1.0 / Math.pow(0.650, 4.0)\n\
91
+ 9.473284437923038, // Green = 1.0 / Math.pow(0.570, 4.0)\n\
92
+ 19.643802610477206); // Blue = 1.0 / Math.pow(0.475, 4.0)\n\
56
93
  const float rayleighScaleDepth = 0.25;\n\
94
+ \n\
57
95
  const int nSamples = 2;\n\
58
96
  const float fSamples = 2.0;\n\
97
+ \n\
59
98
  varying vec3 v_rayleighColor;\n\
60
99
  varying vec3 v_mieColor;\n\
61
100
  varying vec3 v_toCamera;\n\
62
101
  varying vec3 v_positionEC;\n\
102
+ \n\
63
103
  float scale(float fCos)\n\
64
104
  {\n\
65
- float x = 1.0 - fCos;\n\
66
- return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));\n\
105
+ float x = 1.0 - fCos;\n\
106
+ return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));\n\
67
107
  }\n\
108
+ \n\
68
109
  void main(void)\n\
69
110
  {\n\
70
- vec3 v3Pos = position.xyz;\n\
71
- vec3 v3Ray = v3Pos - czm_viewerPositionWC;\n\
72
- float fFar = length(v3Ray);\n\
73
- v3Ray /= fFar;\n\
111
+ // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)\n\
112
+ vec3 v3Pos = position.xyz;\n\
113
+ vec3 v3Ray = v3Pos - czm_viewerPositionWC;\n\
114
+ float fFar = length(v3Ray);\n\
115
+ v3Ray /= fFar;\n\
116
+ \n\
74
117
  #ifdef SKY_FROM_SPACE\n\
75
- float B = 2.0 * dot(czm_viewerPositionWC, v3Ray);\n\
76
- float C = fCameraHeight2 - fOuterRadius2;\n\
77
- float fDet = max(0.0, B*B - 4.0 * C);\n\
78
- float fNear = 0.5 * (-B - sqrt(fDet));\n\
79
- vec3 v3Start = czm_viewerPositionWC + v3Ray * fNear;\n\
80
- fFar -= fNear;\n\
81
- float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;\n\
82
- float fStartDepth = exp(-1.0 / fScaleDepth);\n\
83
- float fStartOffset = fStartDepth*scale(fStartAngle);\n\
84
- #else\n\
85
- vec3 v3Start = czm_viewerPositionWC;\n\
86
- float fHeight = length(v3Start);\n\
87
- float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight));\n\
88
- float fStartAngle = dot(v3Ray, v3Start) / fHeight;\n\
89
- float fStartOffset = fDepth*scale(fStartAngle);\n\
118
+ // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)\n\
119
+ float B = 2.0 * dot(czm_viewerPositionWC, v3Ray);\n\
120
+ float C = fCameraHeight2 - fOuterRadius2;\n\
121
+ float fDet = max(0.0, B*B - 4.0 * C);\n\
122
+ float fNear = 0.5 * (-B - sqrt(fDet));\n\
123
+ \n\
124
+ // Calculate the ray's starting position, then calculate its scattering offset\n\
125
+ vec3 v3Start = czm_viewerPositionWC + v3Ray * fNear;\n\
126
+ fFar -= fNear;\n\
127
+ float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;\n\
128
+ float fStartDepth = exp(-1.0 / fScaleDepth);\n\
129
+ float fStartOffset = fStartDepth*scale(fStartAngle);\n\
130
+ #else // SKY_FROM_ATMOSPHERE\n\
131
+ // Calculate the ray's starting position, then calculate its scattering offset\n\
132
+ vec3 v3Start = czm_viewerPositionWC;\n\
133
+ float fHeight = length(v3Start);\n\
134
+ float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight));\n\
135
+ float fStartAngle = dot(v3Ray, v3Start) / fHeight;\n\
136
+ float fStartOffset = fDepth*scale(fStartAngle);\n\
90
137
  #endif\n\
91
- float fSampleLength = fFar / fSamples;\n\
92
- float fScaledLength = fSampleLength * fScale;\n\
93
- vec3 v3SampleRay = v3Ray * fSampleLength;\n\
94
- vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;\n\
95
- vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);\n\
96
- for(int i=0; i<nSamples; i++)\n\
97
- {\n\
98
- float fHeight = length(v3SamplePoint);\n\
99
- float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));\n\
100
- vec3 lightPosition = normalize(czm_viewerPositionWC);\n\
101
- float fLightAngle = dot(lightPosition, v3SamplePoint) / fHeight;\n\
102
- float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;\n\
103
- float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle)));\n\
104
- vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));\n\
105
- v3FrontColor += v3Attenuate * (fDepth * fScaledLength);\n\
106
- v3SamplePoint += v3SampleRay;\n\
107
- }\n\
108
- v_mieColor = v3FrontColor * fKmESun;\n\
109
- v_rayleighColor = v3FrontColor * (v3InvWavelength * fKrESun);\n\
110
- v_toCamera = czm_viewerPositionWC - v3Pos;\n\
111
- v_positionEC = (czm_modelView * position).xyz;\n\
112
- gl_Position = czm_modelViewProjection * position;\n\
138
+ \n\
139
+ // Initialize the scattering loop variables\n\
140
+ float fSampleLength = fFar / fSamples;\n\
141
+ float fScaledLength = fSampleLength * fScale;\n\
142
+ vec3 v3SampleRay = v3Ray * fSampleLength;\n\
143
+ vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;\n\
144
+ \n\
145
+ // Now loop through the sample rays\n\
146
+ vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);\n\
147
+ for(int i=0; i<nSamples; i++)\n\
148
+ {\n\
149
+ float fHeight = length(v3SamplePoint);\n\
150
+ float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));\n\
151
+ vec3 lightPosition = normalize(czm_viewerPositionWC); // czm_sunDirectionWC\n\
152
+ float fLightAngle = dot(lightPosition, v3SamplePoint) / fHeight;\n\
153
+ float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;\n\
154
+ float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle)));\n\
155
+ vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));\n\
156
+ v3FrontColor += v3Attenuate * (fDepth * fScaledLength);\n\
157
+ v3SamplePoint += v3SampleRay;\n\
158
+ }\n\
159
+ \n\
160
+ // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader\n\
161
+ v_mieColor = v3FrontColor * fKmESun;\n\
162
+ v_rayleighColor = v3FrontColor * (v3InvWavelength * fKrESun);\n\
163
+ v_toCamera = czm_viewerPositionWC - v3Pos;\n\
164
+ v_positionEC = (czm_modelView * position).xyz;\n\
165
+ gl_Position = czm_modelViewProjection * position;\n\
113
166
  }\n\
114
167
  ";
115
168
  });
@@ -4,11 +4,13 @@ define(function() {
4
4
  "use strict";
5
5
  return "uniform samplerCube u_cubeMap;\n\
6
6
  uniform float u_morphTime;\n\
7
+ \n\
7
8
  varying vec3 v_texCoord;\n\
9
+ \n\
8
10
  void main()\n\
9
11
  {\n\
10
- vec3 rgb = textureCube(u_cubeMap, normalize(v_texCoord)).rgb;\n\
11
- gl_FragColor = vec4(rgb, u_morphTime);\n\
12
+ vec3 rgb = textureCube(u_cubeMap, normalize(v_texCoord)).rgb;\n\
13
+ gl_FragColor = vec4(rgb, u_morphTime);\n\
12
14
  }\n\
13
15
  ";
14
16
  });
@@ -3,12 +3,14 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "attribute vec3 position;\n\
6
+ \n\
6
7
  varying vec3 v_texCoord;\n\
8
+ \n\
7
9
  void main()\n\
8
10
  {\n\
9
- vec3 p = czm_viewRotation * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));\n\
10
- gl_Position = czm_projection * vec4(p, 1.0);\n\
11
- v_texCoord = position.xyz;\n\
11
+ vec3 p = czm_viewRotation * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));\n\
12
+ gl_Position = czm_projection * vec4(p, 1.0);\n\
13
+ v_texCoord = position.xyz;\n\
12
14
  }\n\
13
15
  ";
14
16
  });
@@ -2,16 +2,20 @@
2
2
  /*global define*/
3
3
  define(function() {
4
4
  "use strict";
5
- return "varying vec2 v_textureCoordinates;\n\
5
+ return "\n\
6
+ varying vec2 v_textureCoordinates;\n\
7
+ \n\
6
8
  void main()\n\
7
9
  {\n\
8
- czm_materialInput materialInput;\n\
9
- materialInput.s = v_textureCoordinates.s;\n\
10
- materialInput.st = v_textureCoordinates;\n\
11
- materialInput.str = vec3(v_textureCoordinates, 0.0);\n\
12
- materialInput.normalEC = vec3(0.0, 0.0, -1.0);\n\
13
- czm_material material = czm_getMaterial(materialInput);\n\
14
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
15
- }\n\
16
- ";
10
+ czm_materialInput materialInput;\n\
11
+ \n\
12
+ materialInput.s = v_textureCoordinates.s;\n\
13
+ materialInput.st = v_textureCoordinates;\n\
14
+ materialInput.str = vec3(v_textureCoordinates, 0.0);\n\
15
+ materialInput.normalEC = vec3(0.0, 0.0, -1.0);\n\
16
+ \n\
17
+ czm_material material = czm_getMaterial(materialInput);\n\
18
+ \n\
19
+ gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
20
+ }";
17
21
  });