cesium 0.13.2 → 0.14.0
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- data/app/assets/javascripts/Cesium.js +2 -2
- data/app/assets/javascripts/Core/Clock.js +81 -81
- data/app/assets/javascripts/Core/ClockRange.js +5 -3
- data/app/assets/javascripts/Core/ClockStep.js +7 -1
- data/app/assets/javascripts/Core/Event.js +12 -11
- data/app/assets/javascripts/Core/JulianDate.js +16 -0
- data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +1 -1
- data/app/assets/javascripts/Renderer/ClearCommand.js +1 -1
- data/app/assets/javascripts/Renderer/Context.js +23 -0
- data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
- data/app/assets/javascripts/Scene/BillboardCollection.js +14 -24
- data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +8 -31
- data/app/assets/javascripts/Scene/PerformanceDisplay.js +13 -4
- data/app/assets/javascripts/Scene/Tile.js +11 -6
- data/app/assets/javascripts/Scene/ViewportQuad.js +21 -36
- data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +15 -11
- data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +47 -27
- data/app/assets/javascripts/Shaders/BuiltinFunctions.js +886 -228
- data/app/assets/javascripts/Shaders/CentralBodyFS.js +173 -40
- data/app/assets/javascripts/Shaders/CentralBodyFSDepth.js +17 -14
- data/app/assets/javascripts/Shaders/CentralBodyFSPole.js +25 -19
- data/app/assets/javascripts/Shaders/CentralBodyVS.js +61 -31
- data/app/assets/javascripts/Shaders/CentralBodyVSDepth.js +5 -4
- data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +9 -7
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +392 -299
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +12 -8
- data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +836 -530
- data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -58
- data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +7 -6
- data/app/assets/javascripts/Shaders/EllipsoidFS.js +34 -26
- data/app/assets/javascripts/Shaders/EllipsoidVS.js +21 -5
- data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +19 -11
- data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +13 -9
- data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +33 -22
- data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +24 -17
- data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +14 -10
- data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -20
- data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +11 -6
- data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +18 -13
- data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +12 -7
- data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +9 -6
- data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +23 -16
- data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +14 -11
- data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +10 -8
- data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +10 -8
- data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +12 -7
- data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +21 -12
- data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +11 -7
- data/app/assets/javascripts/Shaders/Materials/Water.js +46 -45
- data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +29 -19
- data/app/assets/javascripts/Shaders/Noise.js +408 -173
- data/app/assets/javascripts/Shaders/PolygonFS.js +20 -10
- data/app/assets/javascripts/Shaders/PolygonFSPick.js +3 -3
- data/app/assets/javascripts/Shaders/PolygonVS.js +27 -22
- data/app/assets/javascripts/Shaders/PolygonVSPick.js +23 -19
- data/app/assets/javascripts/Shaders/PolylineFS.js +3 -3
- data/app/assets/javascripts/Shaders/PolylineVS.js +24 -19
- data/app/assets/javascripts/Shaders/Ray.js +496 -315
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +16 -6
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +5 -2
- data/app/assets/javascripts/Shaders/SensorVolume.js +32 -15
- data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +61 -16
- data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +106 -53
- data/app/assets/javascripts/Shaders/SkyBoxFS.js +4 -2
- data/app/assets/javascripts/Shaders/SkyBoxVS.js +5 -3
- data/app/assets/javascripts/Shaders/ViewportQuadFS.js +14 -10
- data/app/assets/javascripts/Shaders/ViewportQuadVS.js +6 -5
- data/app/assets/javascripts/ThirdParty/knockout.js +88 -0
- data/app/assets/javascripts/Widgets/Animation/Animation.css +141 -0
- data/app/assets/javascripts/Widgets/Animation/Animation.js +944 -0
- data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +503 -0
- data/app/assets/javascripts/Widgets/Animation/darker.css +69 -0
- data/app/assets/javascripts/Widgets/ClockViewModel.js +167 -0
- data/app/assets/javascripts/Widgets/Command.js +33 -0
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +54 -77
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +6 -27
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +124 -187
- data/app/assets/javascripts/Widgets/Fullscreen/FullscreenViewModel.js +88 -0
- data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.css +16 -0
- data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.js +50 -0
- data/app/assets/javascripts/Widgets/Fullscreen/darker.css +14 -0
- data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +18 -0
- data/app/assets/javascripts/Widgets/Images/enterFullscreen.svg +18 -0
- data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +18 -0
- data/app/assets/javascripts/Widgets/Images/exitFullscreen.svg +18 -0
- data/app/assets/javascripts/Widgets/Observable.js +29 -0
- data/app/assets/javascripts/Widgets/{Timeline.css → Timeline/Timeline.css} +18 -21
- data/app/assets/javascripts/Widgets/{Timeline.js → Timeline/Timeline.js} +12 -7
- data/app/assets/javascripts/Widgets/{TimelineHighlightRange.js → Timeline/TimelineHighlightRange.js} +0 -0
- data/app/assets/javascripts/Widgets/{TimelineTrack.js → Timeline/TimelineTrack.js} +1 -1
- data/app/assets/javascripts/Widgets/Timeline/darker.css +20 -0
- data/app/assets/javascripts/Widgets/ToggleButtonViewModel.js +40 -0
- data/app/assets/javascripts/Widgets/createCommand.js +41 -0
- data/lib/cesium/version.rb +1 -1
- data/test/dummy/log/development.log +3300 -0
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- data/test/dummy/tmp/pids/server.pid +1 -1
- metadata +33 -15
- data/app/assets/javascripts/Core/AnimationController.js +0 -148
- data/app/assets/javascripts/Scene/ImageryProviderError.js +0 -149
- data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +0 -1
- data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.js +0 -47
- data/app/assets/javascripts/Widgets/Images/Bing_Logo_51x19_White.png +0 -0
- data/app/assets/javascripts/Widgets/Images/animationBar.png +0 -0
- data/app/assets/javascripts/Workers/createVerticesFromExtent.js +0 -24
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vec3 eyeOffset = eyeOffsetAndScale.xyz;\n\
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float scale = eyeOffsetAndScale.w;\n\
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vec2 imageSize = textureCoordinatesAndImageSize.zw;\n\
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vec2 origin = originAndShow.xy;\n\
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float show = originAndShow.z;\n\
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\n\
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///////////////////////////////////////////////////////////////////////////\n\
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\n\
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vec4 p = vec4(czm_translateRelativeToEye(positionHigh, positionLow), 1.0);\n\
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vec4 positionEC = czm_modelViewRelativeToEye * p;\n\
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positionEC = czm_eyeOffset(positionEC, eyeOffset);\n\
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positionEC.xyz *= show;\n\
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\n\
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/////////////////////////////////////////////////////////////////////////// \n\
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\n\
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vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);\n\
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\n\
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vec2 halfSize = u_atlasSize * imageSize * 0.5 * scale * czm_highResolutionSnapScale;\n\
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halfSize *= ((direction * 2.0) - 1.0);\n\
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\n\
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positionWC.xy += (origin * abs(halfSize)) + halfSize;\n\
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positionWC.xy += (pixelOffset * czm_highResolutionSnapScale);\n\
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positionWC.xy = mix(positionWC.xy, floor(positionWC.xy), u_clampToPixel);\n\
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\n\
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gl_Position = czm_viewportOrthographic * vec4(positionWC.xy, -positionWC.z, 1.0);\n\
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v_textureCoordinates = textureCoordinates;\n\
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\n\
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#ifdef RENDER_FOR_PICK\n\
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v_pickColor = pickColor;\n\
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v_pickColor = pickColor;\n\
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#else\n\
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v_color = color;\n\
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v_color = color;\n\
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#endif\n\
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}\n\
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";
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@@ -2,321 +2,979 @@
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/*global define*/
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define(function() {
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"use strict";
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return "
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return "/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_infinity\n\
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* @glslConstant \n\
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*/\n\
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const float czm_infinity = 5906376272000.0; // Distance from the Sun to Pluto in meters. TODO: What is best given lowp, mediump, and highp?\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_epsilon1\n\
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* @glslConstant \n\
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*/\n\
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const float czm_epsilon1 = 0.1;\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_epsilon2\n\
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* @glslConstant \n\
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*/\n\
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const float czm_epsilon2 = 0.01;\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_epsilon3\n\
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* @glslConstant \n\
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*/\n\
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const float czm_epsilon3 = 0.001;\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_epsilon4\n\
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* @glslConstant \n\
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*/\n\
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const float czm_epsilon4 = 0.0001;\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_epsilon5\n\
|
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* @glslConstant \n\
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*/\n\
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const float czm_epsilon5 = 0.00001;\n\
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\n\
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/**\n\
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* DOC_TBA\n\
|
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*\n\
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* @name czm_epsilon6\n\
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* @glslConstant \n\
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*/\n\
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const float czm_epsilon6 = 0.000001;\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_epsilon7\n\
|
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* @glslConstant \n\
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*/\n\
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const float czm_epsilon7 = 0.0000001;\n\
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\n\
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/**\n\
|
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* DOC_TBA\n\
|
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*\n\
|
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* @name czm_equalsEpsilon\n\
|
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* @glslFunction\n\
|
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*/\n\
|
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bool czm_equalsEpsilon(float left, float right, float epsilon) {\n\
|
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-
return (abs(left - right) <= epsilon);\n\
|
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|
+
return (abs(left - right) <= epsilon);\n\
|
15
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|
}\n\
|
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\n\
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bool czm_equalsEpsilon(float left, float right) {\n\
|
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-
|
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-
|
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+
// Workaround bug in Opera Next 12. Do not delegate to the other czm_equalsEpsilon.\n\
|
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return (abs(left - right) <= czm_epsilon7);\n\
|
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+
}\n\
|
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+
\n\
|
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+
///////////////////////////////////////////////////////////////////////////////\n\
|
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+
\n\
|
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+
/**\n\
|
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|
+
* Returns the transpose of the matrix. The input <code>matrix</code> can be \n\
|
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+
* a <code>mat2</code>, <code>mat3</code>, or <code>mat4</code>.\n\
|
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*\n\
|
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* @name czm_transpose\n\
|
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* @glslFunction\n\
|
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*\n\
|
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* @param {} matrix The matrix to transpose.\n\
|
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*\n\
|
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* @returns {} The transposed matrix.\n\
|
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+
*\n\
|
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|
+
* @example\n\
|
98
|
+
* // GLSL declarations\n\
|
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|
+
* mat2 czm_transpose(mat2 matrix);\n\
|
100
|
+
* mat3 czm_transpose(mat3 matrix);\n\
|
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|
+
* mat4 czm_transpose(mat4 matrix);\n\
|
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|
+
*\n\
|
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|
+
* // Tranpose a 3x3 rotation matrix to find its inverse.\n\
|
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|
+
* mat3 eastNorthUpToEye = czm_eastNorthUpToEyeCoordinates(\n\
|
105
|
+
* positionMC, normalEC);\n\
|
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|
+
* mat3 eyeToEastNorthUp = czm_transpose(eastNorthUpToEye);\n\
|
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|
+
*/\n\
|
19
108
|
mat2 czm_transpose(mat2 matrix)\n\
|
20
109
|
{\n\
|
21
|
-
return mat2(\n\
|
22
|
-
matrix[0][0], matrix[1][0],\n\
|
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|
-
matrix[0][1], matrix[1][1]);\n\
|
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|
+
return mat2(\n\
|
111
|
+
matrix[0][0], matrix[1][0],\n\
|
112
|
+
matrix[0][1], matrix[1][1]);\n\
|
24
113
|
}\n\
|
114
|
+
\n\
|
25
115
|
mat3 czm_transpose(mat3 matrix)\n\
|
26
116
|
{\n\
|
27
|
-
return mat3(\n\
|
28
|
-
matrix[0][0], matrix[1][0], matrix[2][0],\n\
|
29
|
-
matrix[0][1], matrix[1][1], matrix[2][1],\n\
|
30
|
-
matrix[0][2], matrix[1][2], matrix[2][2]);\n\
|
117
|
+
return mat3(\n\
|
118
|
+
matrix[0][0], matrix[1][0], matrix[2][0],\n\
|
119
|
+
matrix[0][1], matrix[1][1], matrix[2][1],\n\
|
120
|
+
matrix[0][2], matrix[1][2], matrix[2][2]);\n\
|
31
121
|
}\n\
|
122
|
+
\n\
|
32
123
|
mat4 czm_transpose(mat4 matrix)\n\
|
33
124
|
{\n\
|
34
|
-
return mat4(\n\
|
35
|
-
matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],\n\
|
36
|
-
matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],\n\
|
37
|
-
matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],\n\
|
38
|
-
matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);\n\
|
39
|
-
}\n\
|
125
|
+
return mat4(\n\
|
126
|
+
matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],\n\
|
127
|
+
matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],\n\
|
128
|
+
matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],\n\
|
129
|
+
matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);\n\
|
130
|
+
}\n\
|
131
|
+
\n\
|
132
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
133
|
+
\n\
|
134
|
+
/**\n\
|
135
|
+
* Transforms a position from model to window coordinates. The transformation\n\
|
136
|
+
* from model to clip coordinates is done using {@link czm_modelViewProjection}.\n\
|
137
|
+
* The transform from normalized device coordinates to window coordinates is\n\
|
138
|
+
* done using {@link czm_viewportTransformation}, which assumes a depth range\n\
|
139
|
+
* of <code>near = 0</code> and <code>far = 1</code>.\n\
|
140
|
+
* <br /><br />\n\
|
141
|
+
* This transform is useful when there is a need to manipulate window coordinates\n\
|
142
|
+
* in a vertex shader as done by {@link BillboardCollection}.\n\
|
143
|
+
* <br /><br />\n\
|
144
|
+
* This function should not be confused with {@link czm_viewportOrthographic},\n\
|
145
|
+
* which is an orthographic projection matrix that transforms from window \n\
|
146
|
+
* coordinates to clip coordinates.\n\
|
147
|
+
*\n\
|
148
|
+
* @name czm_modelToWindowCoordinates\n\
|
149
|
+
* @glslFunction\n\
|
150
|
+
*\n\
|
151
|
+
* @param {vec4} position The position in model coordinates to transform.\n\
|
152
|
+
*\n\
|
153
|
+
* @returns {vec4} The transformed position in window coordinates.\n\
|
154
|
+
*\n\
|
155
|
+
* @see czm_eyeToWindowCoordinates\n\
|
156
|
+
* @see czm_modelViewProjection\n\
|
157
|
+
* @see czm_viewportTransformation\n\
|
158
|
+
* @see czm_viewportOrthographic\n\
|
159
|
+
* @see BillboardCollection\n\
|
160
|
+
*\n\
|
161
|
+
* @example\n\
|
162
|
+
* vec4 positionWC = czm_modelToWindowCoordinates(positionMC);\n\
|
163
|
+
*/\n\
|
40
164
|
vec4 czm_modelToWindowCoordinates(vec4 position)\n\
|
41
165
|
{\n\
|
42
|
-
vec4 q = czm_modelViewProjection * position
|
43
|
-
q.xyz /= q.w
|
44
|
-
q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz
|
45
|
-
return q;\n\
|
46
|
-
}\n\
|
166
|
+
vec4 q = czm_modelViewProjection * position; // clip coordinates\n\
|
167
|
+
q.xyz /= q.w; // normalized device coordinates\n\
|
168
|
+
q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates\n\
|
169
|
+
return q;\n\
|
170
|
+
}\n\
|
171
|
+
\n\
|
172
|
+
/**\n\
|
173
|
+
* Transforms a position from eye to window coordinates. The transformation\n\
|
174
|
+
* from eye to clip coordinates is done using {@link czm_projection}.\n\
|
175
|
+
* The transform from normalized device coordinates to window coordinates is\n\
|
176
|
+
* done using {@link czm_viewportTransformation}, which assumes a depth range\n\
|
177
|
+
* of <code>near = 0</code> and <code>far = 1</code>.\n\
|
178
|
+
* <br /><br />\n\
|
179
|
+
* This transform is useful when there is a need to manipulate window coordinates\n\
|
180
|
+
* in a vertex shader as done by {@link BillboardCollection}.\n\
|
181
|
+
*\n\
|
182
|
+
* @name czm_eyeToWindowCoordinates\n\
|
183
|
+
* @glslFunction\n\
|
184
|
+
*\n\
|
185
|
+
* @param {vec4} position The position in eye coordinates to transform.\n\
|
186
|
+
*\n\
|
187
|
+
* @returns {vec4} The transformed position in window coordinates.\n\
|
188
|
+
*\n\
|
189
|
+
* @see czm_modelToWindowCoordinates\n\
|
190
|
+
* @see czm_projection\n\
|
191
|
+
* @see czm_viewportTransformation\n\
|
192
|
+
* @see BillboardCollection\n\
|
193
|
+
*\n\
|
194
|
+
* @example\n\
|
195
|
+
* vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);\n\
|
196
|
+
*/\n\
|
47
197
|
vec4 czm_eyeToWindowCoordinates(vec4 positionEC)\n\
|
48
198
|
{\n\
|
49
|
-
vec4 q = czm_projection * positionEC
|
50
|
-
q.xyz /= q.w
|
51
|
-
q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz
|
52
|
-
return q;\n\
|
53
|
-
}\n\
|
199
|
+
vec4 q = czm_projection * positionEC; // clip coordinates\n\
|
200
|
+
q.xyz /= q.w; // normalized device coordinates\n\
|
201
|
+
q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates\n\
|
202
|
+
return q;\n\
|
203
|
+
}\n\
|
204
|
+
\n\
|
205
|
+
/**\n\
|
206
|
+
* Transforms a position from window to eye coordinates.\n\
|
207
|
+
* The transform from window to normalized device coordinates is done using components\n\
|
208
|
+
* of (@link czm_viewport} and {@link czm_viewportTransformation} instead of calculating\n\
|
209
|
+
* the inverse of <code>czm_viewportTransformation</code>. The transformation from \n\
|
210
|
+
* normalized device coordinates to clip coordinates is done using <code>positionWC.w</code>,\n\
|
211
|
+
* which is expected to be the scalar used in the perspective divide. The transformation\n\
|
212
|
+
* from clip to eye coordinates is done using {@link czm_inverseProjection}.\n\
|
213
|
+
*\n\
|
214
|
+
* @name czm_windowToEyeCoordinates\n\
|
215
|
+
* @glslFunction\n\
|
216
|
+
*\n\
|
217
|
+
* @param {vec4} fragmentCoordinate The position in window coordinates to transform.\n\
|
218
|
+
*\n\
|
219
|
+
* @returns {vec4} The transformed position in eye coordinates.\n\
|
220
|
+
*\n\
|
221
|
+
* @see czm_modelToWindowCoordinates\n\
|
222
|
+
* @see czm_eyeToWindowCoordinates\n\
|
223
|
+
* @see czm_inverseProjection\n\
|
224
|
+
* @see czm_viewport\n\
|
225
|
+
* @see czm_viewportTransformation\n\
|
226
|
+
*\n\
|
227
|
+
* @example\n\
|
228
|
+
* vec4 positionEC = czm_windowToEyeCoordinates(gl_FragCoord);\n\
|
229
|
+
*/\n\
|
54
230
|
vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate)\n\
|
55
231
|
{\n\
|
56
|
-
float x = 2.0 * (fragmentCoordinate.x - czm_viewport.x) / czm_viewport.z - 1.0;\n\
|
57
|
-
float y = 2.0 * (fragmentCoordinate.y - czm_viewport.y) / czm_viewport.w - 1.0;\n\
|
58
|
-
float z = (fragmentCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];\n\
|
59
|
-
vec4 q = vec4(x, y, z, 1.0);\n\
|
60
|
-
q /= fragmentCoordinate.w;\n\
|
61
|
-
q = czm_inverseProjection * q;\n\
|
62
|
-
return q;\n\
|
63
|
-
}\n\
|
232
|
+
float x = 2.0 * (fragmentCoordinate.x - czm_viewport.x) / czm_viewport.z - 1.0;\n\
|
233
|
+
float y = 2.0 * (fragmentCoordinate.y - czm_viewport.y) / czm_viewport.w - 1.0;\n\
|
234
|
+
float z = (fragmentCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];\n\
|
235
|
+
vec4 q = vec4(x, y, z, 1.0);\n\
|
236
|
+
q /= fragmentCoordinate.w;\n\
|
237
|
+
q = czm_inverseProjection * q;\n\
|
238
|
+
return q;\n\
|
239
|
+
}\n\
|
240
|
+
\n\
|
241
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
242
|
+
\n\
|
243
|
+
/**\n\
|
244
|
+
* DOC_TBA\n\
|
245
|
+
*\n\
|
246
|
+
* @name czm_eyeOffset\n\
|
247
|
+
* @glslFunction\n\
|
248
|
+
*\n\
|
249
|
+
* @param {vec4} positionEC DOC_TBA.\n\
|
250
|
+
* @param {vec3} eyeOffset DOC_TBA.\n\
|
251
|
+
*\n\
|
252
|
+
* @returns {vec4} DOC_TBA.\n\
|
253
|
+
*/\n\
|
64
254
|
vec4 czm_eyeOffset(vec4 positionEC, vec3 eyeOffset)\n\
|
65
255
|
{\n\
|
66
|
-
|
67
|
-
vec4
|
68
|
-
p
|
69
|
-
p.
|
70
|
-
|
71
|
-
|
256
|
+
// This equation is approximate in x and y.\n\
|
257
|
+
vec4 p = positionEC;\n\
|
258
|
+
vec4 zEyeOffset = normalize(p) * eyeOffset.z;\n\
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p.xy += eyeOffset.xy + zEyeOffset.xy;\n\
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p.z += zEyeOffset.z;\n\
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return p;\n\
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}\n\
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+
\n\
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+
///////////////////////////////////////////////////////////////////////////////\n\
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+
\n\
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+
/**\n\
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* DOC_TBA\n\
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+
*\n\
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* @name czm_geodeticSurfaceNormal\n\
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+
* @glslFunction\n\
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*\n\
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* @param {vec3} positionOnEllipsoid DOC_TBA\n\
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* @param {vec3} ellipsoidCenter DOC_TBA\n\
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+
* @param {vec3} oneOverEllipsoidRadiiSquared DOC_TBA\n\
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* \n\
|
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* @returns {vec3} DOC_TBA.\n\
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+
*/\n\
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278
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vec3 czm_geodeticSurfaceNormal(vec3 positionOnEllipsoid, vec3 ellipsoidCenter, vec3 oneOverEllipsoidRadiiSquared)\n\
|
73
279
|
{\n\
|
74
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-
return normalize((positionOnEllipsoid - ellipsoidCenter) * oneOverEllipsoidRadiiSquared);\n\
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+
return normalize((positionOnEllipsoid - ellipsoidCenter) * oneOverEllipsoidRadiiSquared);\n\
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}\n\
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+
\n\
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+
/**\n\
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+
* DOC_TBA\n\
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285
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+
*\n\
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+
* @name czm_ellipsoidWgs84TextureCoordinates\n\
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* @glslFunction\n\
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+
*/\n\
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vec2 czm_ellipsoidWgs84TextureCoordinates(vec3 normal)\n\
|
77
290
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{\n\
|
78
|
-
return vec2(atan(normal.y, normal.x) * czm_oneOverTwoPi + 0.5, asin(normal.z) * czm_oneOverPi + 0.5);\n\
|
79
|
-
}\n\
|
291
|
+
return vec2(atan(normal.y, normal.x) * czm_oneOverTwoPi + 0.5, asin(normal.z) * czm_oneOverPi + 0.5);\n\
|
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+
}\n\
|
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+
\n\
|
294
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+
/**\n\
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+
* Computes a 3x3 rotation matrix that transforms vectors from an ellipsoid's east-north-up coordinate system \n\
|
296
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+
* to eye coordinates. In east-north-up coordinates, x points east, y points north, and z points along the \n\
|
297
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+
* surface normal. East-north-up can be used as an ellipsoid's tangent space for operations such as bump mapping.\n\
|
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+
* <br /><br />\n\
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299
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+
* The ellipsoid is assumed to be centered at the model coordinate's origin.\n\
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+
*\n\
|
301
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+
* @name czm_eastNorthUpToEyeCoordinates\n\
|
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+
* @glslFunction\n\
|
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+
*\n\
|
304
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+
* @param {vec3} positionMC The position on the ellipsoid in model coordinates.\n\
|
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|
+
* @param {vec3} normalEC The normalized ellipsoid surface normal, at <code>positionMC</code>, in eye coordinates.\n\
|
306
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+
*\n\
|
307
|
+
* @returns {mat3} A 3x3 rotation matrix that transforms vectors from the east-north-up coordinate system to eye coordinates.\n\
|
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|
+
*\n\
|
309
|
+
* @example\n\
|
310
|
+
* // Transform a vector defined in the east-north-up coordinate \n\
|
311
|
+
* // system, (0, 0, 1) which is the surface normal, to eye \n\
|
312
|
+
* // coordinates.\n\
|
313
|
+
* mat3 m = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\
|
314
|
+
* vec3 normalEC = m * vec3(0.0, 0.0, 1.0);\n\
|
315
|
+
*/\n\
|
80
316
|
mat3 czm_eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC)\n\
|
81
317
|
{\n\
|
82
|
-
vec3 tangentMC = normalize(vec3(-positionMC.y, positionMC.x, 0.0))
|
83
|
-
vec3 tangentEC = normalize(
|
84
|
-
vec3 bitangentEC = normalize(cross(normalEC, tangentEC))
|
85
|
-
|
86
|
-
|
87
|
-
|
88
|
-
|
89
|
-
|
318
|
+
vec3 tangentMC = normalize(vec3(-positionMC.y, positionMC.x, 0.0)); // normalized surface tangent in model coordinates\n\
|
319
|
+
vec3 tangentEC = normalize(czm_normal3D * tangentMC); // normalized surface tangent in eye coordiantes\n\
|
320
|
+
vec3 bitangentEC = normalize(cross(normalEC, tangentEC)); // normalized surface bitangent in eye coordinates\n\
|
321
|
+
\n\
|
322
|
+
return mat3(\n\
|
323
|
+
tangentEC.x, tangentEC.y, tangentEC.z,\n\
|
324
|
+
bitangentEC.x, bitangentEC.y, bitangentEC.z,\n\
|
325
|
+
normalEC.x, normalEC.y, normalEC.z);\n\
|
326
|
+
}\n\
|
327
|
+
\n\
|
328
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
329
|
+
\n\
|
330
|
+
/**\n\
|
331
|
+
* Used as input to every material's czm_getMaterial function. \n\
|
332
|
+
*\n\
|
333
|
+
* @name czm_materialInput\n\
|
334
|
+
* @glslStruct\n\
|
335
|
+
*\n\
|
336
|
+
* @property {float} s 1D texture coordinates.\n\
|
337
|
+
* @property {vec2} st 2D texture coordinates.\n\
|
338
|
+
* @property {vec3} str 3D texture coordinates.\n\
|
339
|
+
* @property {vec3} normalEC Unperturbed surface normal in eye coordinates.\n\
|
340
|
+
* @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.\n\
|
341
|
+
* @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.\n\
|
342
|
+
* @property {vec3} positionMC Position in model coordinates.\n\
|
343
|
+
*/\n\
|
90
344
|
struct czm_materialInput\n\
|
91
345
|
{\n\
|
92
|
-
float s;\n\
|
93
|
-
vec2 st;\n\
|
94
|
-
vec3 str;\n\
|
95
|
-
vec3 normalEC;\n\
|
96
|
-
mat3 tangentToEyeMatrix;\n\
|
97
|
-
vec3 positionToEyeEC;\n\
|
98
|
-
vec3 positionMC;\n\
|
346
|
+
float s;\n\
|
347
|
+
vec2 st;\n\
|
348
|
+
vec3 str;\n\
|
349
|
+
vec3 normalEC;\n\
|
350
|
+
mat3 tangentToEyeMatrix;\n\
|
351
|
+
vec3 positionToEyeEC;\n\
|
352
|
+
vec3 positionMC;\n\
|
99
353
|
};\n\
|
354
|
+
\n\
|
355
|
+
/**\n\
|
356
|
+
* Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.\n\
|
357
|
+
*\n\
|
358
|
+
* @name czm_material\n\
|
359
|
+
* @glslStruct\n\
|
360
|
+
*\n\
|
361
|
+
* @property {vec3} diffuse Incoming light that scatters evenly in all directions.\n\
|
362
|
+
* @property {float} specular Intensity of incoming light reflecting in a single direction.\n\
|
363
|
+
* @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.\n\
|
364
|
+
* @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.\n\
|
365
|
+
* @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.\n\
|
366
|
+
* @property {float} alpha Opacity of this material. 0.0 is completely transparent; 1.0 is completely opaque.\n\
|
367
|
+
*/\n\
|
100
368
|
struct czm_material\n\
|
101
369
|
{\n\
|
102
|
-
vec3 diffuse;\n\
|
103
|
-
float specular;\n\
|
104
|
-
float shininess;\n\
|
105
|
-
vec3 normal;\n\
|
106
|
-
vec3 emission;\n\
|
107
|
-
float alpha;\n\
|
370
|
+
vec3 diffuse;\n\
|
371
|
+
float specular;\n\
|
372
|
+
float shininess;\n\
|
373
|
+
vec3 normal;\n\
|
374
|
+
vec3 emission;\n\
|
375
|
+
float alpha;\n\
|
108
376
|
};\n\
|
377
|
+
\n\
|
378
|
+
/**\n\
|
379
|
+
* An czm_material with default values. Every material's czm_getMaterial\n\
|
380
|
+
* should use this default material as a base for the material it returns.\n\
|
381
|
+
* The default normal value is given by materialInput.normalEC.\n\
|
382
|
+
*\n\
|
383
|
+
* @name czm_getDefaultMaterial\n\
|
384
|
+
* @glslFunction \n\
|
385
|
+
*\n\
|
386
|
+
* @param {czm_materialInput} input The input used to construct the default material.\n\
|
387
|
+
* \n\
|
388
|
+
* @returns {czm_material} The default material.\n\
|
389
|
+
*\n\
|
390
|
+
* @see czm_materialInput\n\
|
391
|
+
* @see czm_material\n\
|
392
|
+
* @see czm_getMaterial\n\
|
393
|
+
*/\n\
|
109
394
|
czm_material czm_getDefaultMaterial(czm_materialInput materialInput)\n\
|
110
395
|
{\n\
|
111
|
-
czm_material material;\n\
|
112
|
-
material.diffuse = vec3(0.0);\n\
|
113
|
-
material.specular = 0.0;\n\
|
114
|
-
material.shininess = 1.0;\n\
|
115
|
-
material.normal = materialInput.normalEC;\n\
|
116
|
-
material.emission = vec3(0.0);\n\
|
117
|
-
material.alpha = 1.0;\n\
|
118
|
-
return material;\n\
|
119
|
-
}\n\
|
120
|
-
|
121
|
-
|
122
|
-
|
123
|
-
|
124
|
-
|
125
|
-
|
126
|
-
vec3
|
127
|
-
|
128
|
-
return
|
129
|
-
}\n\
|
396
|
+
czm_material material;\n\
|
397
|
+
material.diffuse = vec3(0.0);\n\
|
398
|
+
material.specular = 0.0;\n\
|
399
|
+
material.shininess = 1.0;\n\
|
400
|
+
material.normal = materialInput.normalEC;\n\
|
401
|
+
material.emission = vec3(0.0);\n\
|
402
|
+
material.alpha = 1.0;\n\
|
403
|
+
return material;\n\
|
404
|
+
}\n\
|
405
|
+
\n\
|
406
|
+
float getLambertDiffuse(vec3 lightDirectionEC, vec3 normalEC)\n\
|
407
|
+
{\n\
|
408
|
+
return max(dot(lightDirectionEC, normalEC), 0.0);\n\
|
409
|
+
}\n\
|
410
|
+
\n\
|
411
|
+
float getLambertDiffuseOfMaterial(vec3 lightDirectionEC, czm_material material)\n\
|
412
|
+
{\n\
|
413
|
+
return getLambertDiffuse(lightDirectionEC, material.normal);\n\
|
414
|
+
}\n\
|
415
|
+
\n\
|
416
|
+
float getSpecular(vec3 lightDirectionEC, vec3 toEyeEC, vec3 normalEC, float shininess)\n\
|
417
|
+
{\n\
|
418
|
+
vec3 toReflectedLight = reflect(-lightDirectionEC, normalEC);\n\
|
419
|
+
float specular = max(dot(toReflectedLight, toEyeEC), 0.0);\n\
|
420
|
+
return pow(specular, shininess);\n\
|
421
|
+
}\n\
|
422
|
+
\n\
|
423
|
+
float getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm_material material)\n\
|
424
|
+
{\n\
|
425
|
+
return getSpecular(lightDirectionEC, toEyeEC, material.normal, material.shininess);\n\
|
426
|
+
}\n\
|
427
|
+
\n\
|
428
|
+
/**\n\
|
429
|
+
* Computes a color using the Phong lighting model.\n\
|
430
|
+
*\n\
|
431
|
+
* @name czm_phong\n\
|
432
|
+
* @glslFunction\n\
|
433
|
+
*\n\
|
434
|
+
* @param {vec3} toEye A normalized vector from the fragment to the eye in eye coordinates.\n\
|
435
|
+
* @param {czm_material} material The fragment's material.\n\
|
436
|
+
* \n\
|
437
|
+
* @returns {vec4} The computed color.\n\
|
438
|
+
* \n\
|
439
|
+
* @example\n\
|
440
|
+
* vec3 positionToEyeEC = // ...\n\
|
441
|
+
* czm_material material = // ...\n\
|
442
|
+
* gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
|
443
|
+
*\n\
|
444
|
+
* @see czm_getMaterial\n\
|
445
|
+
*/\n\
|
130
446
|
vec4 czm_phong(vec3 toEye, czm_material material)\n\
|
131
447
|
{\n\
|
132
|
-
|
133
|
-
float
|
134
|
-
|
135
|
-
|
136
|
-
|
137
|
-
|
138
|
-
|
139
|
-
|
448
|
+
// Diffuse from directional light sources at eye (for top-down and horizon views)\n\
|
449
|
+
float diffuse = getLambertDiffuseOfMaterial(vec3(0.0, 0.0, 1.0), material) + getLambertDiffuseOfMaterial(vec3(0.0, 1.0, 0.0), material);\n\
|
450
|
+
\n\
|
451
|
+
// Specular from sun and pseudo-moon\n\
|
452
|
+
float specular = getSpecularOfMaterial(czm_sunDirectionEC, toEye, material) + getSpecularOfMaterial(czm_moonDirectionEC, toEye, material);\n\
|
453
|
+
\n\
|
454
|
+
vec3 ambient = vec3(0.0);\n\
|
455
|
+
vec3 color = ambient + material.emission;\n\
|
456
|
+
color += material.diffuse * diffuse;\n\
|
457
|
+
color += material.specular * specular;\n\
|
458
|
+
\n\
|
459
|
+
return vec4(color, material.alpha);\n\
|
460
|
+
}\n\
|
461
|
+
\n\
|
462
|
+
/**\n\
|
463
|
+
* Computes the luminance of a color. \n\
|
464
|
+
*\n\
|
465
|
+
* @name czm_luminance\n\
|
466
|
+
* @glslFunction\n\
|
467
|
+
*\n\
|
468
|
+
* @param {vec3} rgb The color.\n\
|
469
|
+
* \n\
|
470
|
+
* @returns {float} The luminance.\n\
|
471
|
+
*\n\
|
472
|
+
* @example\n\
|
473
|
+
* float light = czm_luminance(vec3(0.0)); // 0.0\n\
|
474
|
+
* float dark = czm_luminance(vec3(1.0)); // ~1.0 \n\
|
475
|
+
*/\n\
|
140
476
|
float czm_luminance(vec3 rgb)\n\
|
141
477
|
{\n\
|
142
|
-
|
143
|
-
|
144
|
-
|
478
|
+
// Algorithm from Chapter 10 of Graphics Shaders.\n\
|
479
|
+
const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n\
|
480
|
+
return dot(rgb, W);\n\
|
481
|
+
}\n\
|
482
|
+
\n\
|
483
|
+
/**\n\
|
484
|
+
* Adjusts the hue of a color.\n\
|
485
|
+
* \n\
|
486
|
+
* @name czm_hue\n\
|
487
|
+
* @glslFunction\n\
|
488
|
+
* \n\
|
489
|
+
* @param {vec3} rgb The color.\n\
|
490
|
+
* @param {float} adjustment The amount to adjust the hue of the color in radians.\n\
|
491
|
+
*\n\
|
492
|
+
* @returns {float} The color with the hue adjusted.\n\
|
493
|
+
*\n\
|
494
|
+
* @example\n\
|
495
|
+
* vec3 adjustHue = czm_hue(color, czm_pi); // The same as czm_hue(color, -czm_pi)\n\
|
496
|
+
*/\n\
|
145
497
|
vec3 czm_hue(vec3 rgb, float adjustment)\n\
|
146
498
|
{\n\
|
147
|
-
const mat3 toYIQ = mat3(0.299, 0.587, 0.114,\n\
|
148
|
-
0.595716, -0.274453, -0.321263,\n\
|
149
|
-
0.211456, -0.522591, 0.311135);\n\
|
150
|
-
const mat3 toRGB = mat3(1.0, 0.9563, 0.6210,\n\
|
151
|
-
1.0, -0.2721, -0.6474,\n\
|
152
|
-
1.0, -1.107, 1.7046);\n\
|
153
|
-
|
154
|
-
|
155
|
-
float
|
156
|
-
|
157
|
-
|
158
|
-
|
499
|
+
const mat3 toYIQ = mat3(0.299, 0.587, 0.114,\n\
|
500
|
+
0.595716, -0.274453, -0.321263,\n\
|
501
|
+
0.211456, -0.522591, 0.311135);\n\
|
502
|
+
const mat3 toRGB = mat3(1.0, 0.9563, 0.6210,\n\
|
503
|
+
1.0, -0.2721, -0.6474,\n\
|
504
|
+
1.0, -1.107, 1.7046);\n\
|
505
|
+
\n\
|
506
|
+
vec3 yiq = toYIQ * rgb;\n\
|
507
|
+
float hue = atan(yiq.z, yiq.y) + adjustment;\n\
|
508
|
+
float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);\n\
|
509
|
+
\n\
|
510
|
+
vec3 color = vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));\n\
|
511
|
+
return toRGB * color;\n\
|
512
|
+
}\n\
|
513
|
+
\n\
|
514
|
+
/**\n\
|
515
|
+
* Adjusts the saturation of a color.\n\
|
516
|
+
* \n\
|
517
|
+
* @name czm_saturation\n\
|
518
|
+
* @glslFunction\n\
|
519
|
+
* \n\
|
520
|
+
* @param {vec3} rgb The color.\n\
|
521
|
+
* @param {float} adjustment The amount to adjust the saturation of the color.\n\
|
522
|
+
*\n\
|
523
|
+
* @returns {float} The color with the saturation adjusted.\n\
|
524
|
+
*\n\
|
525
|
+
* @example\n\
|
526
|
+
* vec3 greyScale = czm_saturation(color, 0.0);\n\
|
527
|
+
* vec3 doubleSaturation = czm_saturation(color, 2.0);\n\
|
528
|
+
*/\n\
|
159
529
|
vec3 czm_saturation(vec3 rgb, float adjustment)\n\
|
160
530
|
{\n\
|
161
|
-
|
162
|
-
|
163
|
-
|
531
|
+
// Algorithm from Chapter 16 of OpenGL Shading Language\n\
|
532
|
+
vec3 intensity = vec3(czm_luminance(rgb));\n\
|
533
|
+
return mix(intensity, rgb, adjustment);\n\
|
534
|
+
}\n\
|
535
|
+
\n\
|
536
|
+
/**\n\
|
537
|
+
* DOC_TBA\n\
|
538
|
+
*\n\
|
539
|
+
* @name czm_multiplyWithColorBalance\n\
|
540
|
+
* @glslFunction\n\
|
541
|
+
*/\n\
|
164
542
|
vec3 czm_multiplyWithColorBalance(vec3 left, vec3 right)\n\
|
165
543
|
{\n\
|
166
|
-
|
167
|
-
vec3
|
168
|
-
|
169
|
-
|
170
|
-
float
|
171
|
-
|
172
|
-
|
544
|
+
// Algorithm from Chapter 10 of Graphics Shaders.\n\
|
545
|
+
const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n\
|
546
|
+
\n\
|
547
|
+
vec3 target = left * right;\n\
|
548
|
+
float leftLuminance = dot(left, W);\n\
|
549
|
+
float rightLuminance = dot(right, W);\n\
|
550
|
+
float targetLuminance = dot(target, W);\n\
|
551
|
+
\n\
|
552
|
+
return ((leftLuminance + rightLuminance) / (2.0 * targetLuminance)) * target;\n\
|
553
|
+
}\n\
|
554
|
+
\n\
|
555
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
556
|
+
\n\
|
557
|
+
/**\n\
|
558
|
+
* The maximum latitude, in radians, both North and South, supported by a Web Mercator\n\
|
559
|
+
* (EPSG:3857) projection. Technically, the Mercator projection is defined\n\
|
560
|
+
* for any latitude up to (but not including) 90 degrees, but it makes sense\n\
|
561
|
+
* to cut it off sooner because it grows exponentially with increasing latitude.\n\
|
562
|
+
* The logic behind this particular cutoff value, which is the one used by\n\
|
563
|
+
* Google Maps, Bing Maps, and Esri, is that it makes the projection\n\
|
564
|
+
* square. That is, the extent is equal in the X and Y directions.\n\
|
565
|
+
*\n\
|
566
|
+
* The constant value is computed as follows:\n\
|
567
|
+
* czm_pi * 0.5 - (2.0 * atan(exp(-czm_pi)))\n\
|
568
|
+
*\n\
|
569
|
+
* @name czm_webMercatorMaxLatitude\n\
|
570
|
+
* @glslConstant\n\
|
571
|
+
*/\n\
|
173
572
|
const float czm_webMercatorMaxLatitude = 1.4844222297453323669610967939;\n\
|
573
|
+
\n\
|
574
|
+
/**\n\
|
575
|
+
* Specifies a flat, 2D map.\n\
|
576
|
+
*\n\
|
577
|
+
* @name czm_scene2D\n\
|
578
|
+
* @glslConstant \n\
|
579
|
+
*/\n\
|
174
580
|
const int czm_scene2D = 0;\n\
|
581
|
+
\n\
|
582
|
+
/**\n\
|
583
|
+
* Specifies 2.D Columbus View.\n\
|
584
|
+
*\n\
|
585
|
+
* @name czm_columbusView\n\
|
586
|
+
* @glslConstant \n\
|
587
|
+
*/\n\
|
175
588
|
const int czm_columbusView = 1;\n\
|
589
|
+
\n\
|
590
|
+
/**\n\
|
591
|
+
* Specifies a 3D globe.\n\
|
592
|
+
*\n\
|
593
|
+
* @name czm_scene3D\n\
|
594
|
+
* @glslConstant \n\
|
595
|
+
*/\n\
|
176
596
|
const int czm_scene3D = 2;\n\
|
597
|
+
\n\
|
598
|
+
/**\n\
|
599
|
+
* Specifies that the scene is morphing between modes.\n\
|
600
|
+
* \n\
|
601
|
+
* @name czm_morphing\n\
|
602
|
+
* @glslConstant\n\
|
603
|
+
*/\n\
|
177
604
|
const int czm_morphing = 3;\n\
|
605
|
+
\n\
|
606
|
+
/**\n\
|
607
|
+
* DOC_TBA\n\
|
608
|
+
*\n\
|
609
|
+
* @name czm_columbusViewMorph\n\
|
610
|
+
* @glslFunction\n\
|
611
|
+
*/\n\
|
178
612
|
vec4 czm_columbusViewMorph(vec3 position2D, vec3 position3D, float time)\n\
|
179
613
|
{\n\
|
180
|
-
|
181
|
-
|
182
|
-
|
614
|
+
// Just linear for now.\n\
|
615
|
+
vec3 p = mix(position2D, position3D, time);\n\
|
616
|
+
return vec4(p, 1.0);\n\
|
617
|
+
} \n\
|
618
|
+
\n\
|
619
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
620
|
+
\n\
|
621
|
+
/**\n\
|
622
|
+
* DOC_TBA\n\
|
623
|
+
*\n\
|
624
|
+
* @name czm_ray\n\
|
625
|
+
* @glslStruct\n\
|
626
|
+
*/\n\
|
183
627
|
struct czm_ray\n\
|
184
628
|
{\n\
|
185
|
-
vec3 origin;\n\
|
186
|
-
vec3 direction;\n\
|
629
|
+
vec3 origin;\n\
|
630
|
+
vec3 direction;\n\
|
187
631
|
};\n\
|
632
|
+
\n\
|
633
|
+
/**\n\
|
634
|
+
* Computes the point along a ray at the given time. <code>time</code> can be positive, negative, or zero.\n\
|
635
|
+
*\n\
|
636
|
+
* @name czm_pointAlongRay\n\
|
637
|
+
* @glslFunction\n\
|
638
|
+
*\n\
|
639
|
+
* @param {czm_ray} ray The ray to compute the point along.\n\
|
640
|
+
* @param {float} time The time along the ray.\n\
|
641
|
+
* \n\
|
642
|
+
* @returns {vec3} The point along the ray at the given time.\n\
|
643
|
+
* \n\
|
644
|
+
* @example\n\
|
645
|
+
* czm_ray ray = czm_ray(vec3(0.0), vec3(1.0, 0.0, 0.0)); // origin, direction\n\
|
646
|
+
* vec3 v = czm_pointAlongRay(ray, 2.0); // (2.0, 0.0, 0.0)\n\
|
647
|
+
*/\n\
|
188
648
|
vec3 czm_pointAlongRay(czm_ray ray, float time)\n\
|
189
649
|
{\n\
|
190
|
-
return ray.origin + (time * ray.direction);\n\
|
191
|
-
}\n\
|
650
|
+
return ray.origin + (time * ray.direction);\n\
|
651
|
+
}\n\
|
652
|
+
\n\
|
653
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
654
|
+
\n\
|
655
|
+
/**\n\
|
656
|
+
* DOC_TBA\n\
|
657
|
+
*\n\
|
658
|
+
* @name czm_raySegment\n\
|
659
|
+
* @glslStruct\n\
|
660
|
+
*/\n\
|
192
661
|
struct czm_raySegment\n\
|
193
662
|
{\n\
|
194
|
-
float start;\n\
|
195
|
-
float stop;\n\
|
663
|
+
float start;\n\
|
664
|
+
float stop;\n\
|
196
665
|
};\n\
|
666
|
+
\n\
|
667
|
+
/**\n\
|
668
|
+
* DOC_TBA\n\
|
669
|
+
*\n\
|
670
|
+
* @name czm_emptyRaySegment\n\
|
671
|
+
* @glslConstant \n\
|
672
|
+
*/\n\
|
197
673
|
const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity);\n\
|
674
|
+
\n\
|
675
|
+
/**\n\
|
676
|
+
* DOC_TBA\n\
|
677
|
+
*\n\
|
678
|
+
* @name czm_fullRaySegment\n\
|
679
|
+
* @glslConstant \n\
|
680
|
+
*/\n\
|
198
681
|
const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity);\n\
|
682
|
+
\n\
|
683
|
+
/**\n\
|
684
|
+
* Determines if a time interval is empty.\n\
|
685
|
+
*\n\
|
686
|
+
* @name czm_isEmpty\n\
|
687
|
+
* @glslFunction \n\
|
688
|
+
* \n\
|
689
|
+
* @param {czm_raySegment} interval The interval to test.\n\
|
690
|
+
* \n\
|
691
|
+
* @returns {bool} <code>true</code> if the time interval is empty; otherwise, <code>false</code>.\n\
|
692
|
+
*\n\
|
693
|
+
* @example\n\
|
694
|
+
* bool b0 = czm_isEmpty(czm_emptyRaySegment); // true\n\
|
695
|
+
* bool b1 = czm_isEmpty(czm_raySegment(0.0, 1.0)); // false\n\
|
696
|
+
* bool b2 = czm_isEmpty(czm_raySegment(1.0, 1.0)); // false, contains 1.0.\n\
|
697
|
+
*/\n\
|
199
698
|
bool czm_isEmpty(czm_raySegment interval)\n\
|
200
699
|
{\n\
|
201
|
-
return (interval.stop < 0.0);\n\
|
202
|
-
}\n\
|
700
|
+
return (interval.stop < 0.0);\n\
|
701
|
+
}\n\
|
702
|
+
\n\
|
703
|
+
/**\n\
|
704
|
+
* Determines if a time interval is empty.\n\
|
705
|
+
*\n\
|
706
|
+
* @name czm_isFull\n\
|
707
|
+
* @glslFunction \n\
|
708
|
+
* \n\
|
709
|
+
* @param {czm_raySegment} interval The interval to test.\n\
|
710
|
+
* \n\
|
711
|
+
* @returns {bool} <code>true</code> if the time interval is empty; otherwise, <code>false</code>.\n\
|
712
|
+
*\n\
|
713
|
+
* @example\n\
|
714
|
+
* bool b0 = czm_isEmpty(czm_emptyRaySegment); // true\n\
|
715
|
+
* bool b1 = czm_isEmpty(czm_raySegment(0.0, 1.0)); // false\n\
|
716
|
+
* bool b2 = czm_isEmpty(czm_raySegment(1.0, 1.0)); // false, contains 1.0.\n\
|
717
|
+
*/\n\
|
203
718
|
bool czm_isFull(czm_raySegment interval)\n\
|
204
719
|
{\n\
|
205
|
-
return (interval.start == 0.0 && interval.stop == czm_infinity);\n\
|
206
|
-
}\n\
|
720
|
+
return (interval.start == 0.0 && interval.stop == czm_infinity);\n\
|
721
|
+
}\n\
|
722
|
+
\n\
|
723
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
724
|
+
\n\
|
725
|
+
/**\n\
|
726
|
+
* DOC_TBA\n\
|
727
|
+
*\n\
|
728
|
+
* @name czm_ellipsoid\n\
|
729
|
+
* @glslStruct\n\
|
730
|
+
*/\n\
|
207
731
|
struct czm_ellipsoid\n\
|
208
732
|
{\n\
|
209
|
-
vec3 center;\n\
|
210
|
-
vec3 radii;\n\
|
211
|
-
vec3 inverseRadii;\n\
|
212
|
-
vec3 inverseRadiiSquared;\n\
|
733
|
+
vec3 center;\n\
|
734
|
+
vec3 radii;\n\
|
735
|
+
vec3 inverseRadii;\n\
|
736
|
+
vec3 inverseRadiiSquared;\n\
|
213
737
|
};\n\
|
738
|
+
\n\
|
739
|
+
/**\n\
|
740
|
+
* DOC_TBA\n\
|
741
|
+
*\n\
|
742
|
+
* @name czm_ellipsoidNew\n\
|
743
|
+
* @glslFunction\n\
|
744
|
+
*\n\
|
745
|
+
*/\n\
|
214
746
|
czm_ellipsoid czm_ellipsoidNew(vec3 center, vec3 radii)\n\
|
215
747
|
{\n\
|
216
|
-
vec3 inverseRadii = vec3(1.0 / radii.x, 1.0 / radii.y, 1.0 / radii.z);\n\
|
217
|
-
vec3 inverseRadiiSquared = inverseRadii * inverseRadii;\n\
|
218
|
-
czm_ellipsoid temp = czm_ellipsoid(center, radii, inverseRadii, inverseRadiiSquared);\n\
|
219
|
-
return temp;\n\
|
220
|
-
}\n\
|
748
|
+
vec3 inverseRadii = vec3(1.0 / radii.x, 1.0 / radii.y, 1.0 / radii.z);\n\
|
749
|
+
vec3 inverseRadiiSquared = inverseRadii * inverseRadii;\n\
|
750
|
+
czm_ellipsoid temp = czm_ellipsoid(center, radii, inverseRadii, inverseRadiiSquared);\n\
|
751
|
+
return temp;\n\
|
752
|
+
}\n\
|
753
|
+
\n\
|
754
|
+
/**\n\
|
755
|
+
* DOC_TBA\n\
|
756
|
+
*\n\
|
757
|
+
* @name czm_ellipsoidContainsPoint\n\
|
758
|
+
* @glslFunction\n\
|
759
|
+
*\n\
|
760
|
+
*/\n\
|
221
761
|
bool czm_ellipsoidContainsPoint(czm_ellipsoid ellipsoid, vec3 point)\n\
|
222
762
|
{\n\
|
223
|
-
vec3 scaled = ellipsoid.inverseRadii * (czm_inverseModelView * vec4(point, 1.0)).xyz;\n\
|
224
|
-
return (dot(scaled, scaled) <= 1.0);\n\
|
225
|
-
}\n\
|
763
|
+
vec3 scaled = ellipsoid.inverseRadii * (czm_inverseModelView * vec4(point, 1.0)).xyz;\n\
|
764
|
+
return (dot(scaled, scaled) <= 1.0);\n\
|
765
|
+
}\n\
|
766
|
+
\n\
|
767
|
+
/**\n\
|
768
|
+
* DOC_TBA\n\
|
769
|
+
*\n\
|
770
|
+
*\n\
|
771
|
+
* @name czm_rayEllipsoidIntersectionInterval\n\
|
772
|
+
* @glslFunction\n\
|
773
|
+
*/\n\
|
226
774
|
czm_raySegment czm_rayEllipsoidIntersectionInterval(czm_ray ray, czm_ellipsoid ellipsoid)\n\
|
227
775
|
{\n\
|
228
|
-
|
229
|
-
vec3
|
230
|
-
|
231
|
-
|
232
|
-
|
233
|
-
|
234
|
-
|
235
|
-
|
236
|
-
|
237
|
-
|
238
|
-
|
239
|
-
|
240
|
-
{\n\
|
241
|
-
|
242
|
-
|
243
|
-
|
244
|
-
|
245
|
-
|
246
|
-
|
247
|
-
|
248
|
-
|
249
|
-
|
250
|
-
|
251
|
-
|
252
|
-
|
253
|
-
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
|
260
|
-
|
261
|
-
{\n\
|
262
|
-
czm_raySegment i = czm_raySegment(
|
263
|
-
return i;\n\
|
264
|
-
}\n\
|
265
|
-
|
266
|
-
|
267
|
-
|
268
|
-
|
269
|
-
|
270
|
-
|
271
|
-
|
272
|
-
|
273
|
-
|
274
|
-
|
275
|
-
|
276
|
-
|
277
|
-
|
278
|
-
|
279
|
-
|
280
|
-
|
281
|
-
|
282
|
-
|
283
|
-
|
284
|
-
|
285
|
-
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
|
290
|
-
|
291
|
-
|
292
|
-
|
293
|
-
|
294
|
-
|
295
|
-
|
296
|
-
}\n\
|
297
|
-
|
776
|
+
// ray and ellipsoid center in eye coordinates. radii in model coordinates.\n\
|
777
|
+
vec3 q = ellipsoid.inverseRadii * (czm_inverseModelView * vec4(ray.origin, 1.0)).xyz;\n\
|
778
|
+
vec3 w = ellipsoid.inverseRadii * (czm_inverseModelView * vec4(ray.direction, 0.0)).xyz;\n\
|
779
|
+
\n\
|
780
|
+
q = q - ellipsoid.inverseRadii * (czm_inverseModelView * vec4(ellipsoid.center, 1.0)).xyz;\n\
|
781
|
+
\n\
|
782
|
+
float q2 = dot(q, q);\n\
|
783
|
+
float qw = dot(q, w);\n\
|
784
|
+
\n\
|
785
|
+
if (q2 > 1.0) // Outside ellipsoid.\n\
|
786
|
+
{\n\
|
787
|
+
if (qw >= 0.0) // Looking outward or tangent (0 intersections).\n\
|
788
|
+
{\n\
|
789
|
+
return czm_emptyRaySegment;\n\
|
790
|
+
}\n\
|
791
|
+
else // qw < 0.0.\n\
|
792
|
+
{\n\
|
793
|
+
float qw2 = qw * qw;\n\
|
794
|
+
float difference = q2 - 1.0; // Positively valued.\n\
|
795
|
+
float w2 = dot(w, w);\n\
|
796
|
+
float product = w2 * difference;\n\
|
797
|
+
\n\
|
798
|
+
if (qw2 < product) // Imaginary roots (0 intersections).\n\
|
799
|
+
{\n\
|
800
|
+
return czm_emptyRaySegment; \n\
|
801
|
+
} \n\
|
802
|
+
else if (qw2 > product) // Distinct roots (2 intersections).\n\
|
803
|
+
{\n\
|
804
|
+
float discriminant = qw * qw - product;\n\
|
805
|
+
float temp = -qw + sqrt(discriminant); // Avoid cancellation.\n\
|
806
|
+
float root0 = temp / w2;\n\
|
807
|
+
float root1 = difference / temp;\n\
|
808
|
+
if (root0 < root1)\n\
|
809
|
+
{\n\
|
810
|
+
czm_raySegment i = czm_raySegment(root0, root1);\n\
|
811
|
+
return i;\n\
|
812
|
+
}\n\
|
813
|
+
else\n\
|
814
|
+
{\n\
|
815
|
+
czm_raySegment i = czm_raySegment(root1, root0);\n\
|
816
|
+
return i;\n\
|
817
|
+
}\n\
|
818
|
+
}\n\
|
819
|
+
else // qw2 == product. Repeated roots (2 intersections).\n\
|
820
|
+
{\n\
|
821
|
+
float root = sqrt(difference / w2);\n\
|
822
|
+
czm_raySegment i = czm_raySegment(root, root);\n\
|
823
|
+
return i;\n\
|
824
|
+
}\n\
|
825
|
+
}\n\
|
826
|
+
}\n\
|
827
|
+
else if (q2 < 1.0) // Inside ellipsoid (2 intersections).\n\
|
828
|
+
{\n\
|
829
|
+
float difference = q2 - 1.0; // Negatively valued.\n\
|
830
|
+
float w2 = dot(w, w);\n\
|
831
|
+
float product = w2 * difference; // Negatively valued.\n\
|
832
|
+
float discriminant = qw * qw - product;\n\
|
833
|
+
float temp = -qw + sqrt(discriminant); // Positively valued.\n\
|
834
|
+
czm_raySegment i = czm_raySegment(0.0, temp / w2);\n\
|
835
|
+
return i;\n\
|
836
|
+
}\n\
|
837
|
+
else // q2 == 1.0. On ellipsoid.\n\
|
838
|
+
{\n\
|
839
|
+
if (qw < 0.0) // Looking inward.\n\
|
840
|
+
{\n\
|
841
|
+
float w2 = dot(w, w);\n\
|
842
|
+
czm_raySegment i = czm_raySegment(0.0, -qw / w2);\n\
|
843
|
+
return i;\n\
|
844
|
+
}\n\
|
845
|
+
else // qw >= 0.0. Looking outward or tangent.\n\
|
846
|
+
{\n\
|
847
|
+
return czm_emptyRaySegment;\n\
|
848
|
+
}\n\
|
849
|
+
}\n\
|
850
|
+
}\n\
|
851
|
+
\n\
|
852
|
+
/**\n\
|
853
|
+
* Returns the WGS84 ellipsoid, with its center at the origin of world coordinates, in eye coordinates.\n\
|
854
|
+
*\n\
|
855
|
+
* @name czm_getWgs84EllipsoidEC\n\
|
856
|
+
* @glslFunction\n\
|
857
|
+
*\n\
|
858
|
+
* @returns {czm_ellipsoid} The WGS84 ellipsoid, with its center at the origin of world coordinates, in eye coordinates.\n\
|
859
|
+
*\n\
|
860
|
+
* @see Ellipsoid.getWgs84\n\
|
861
|
+
*\n\
|
862
|
+
* @example\n\
|
863
|
+
* czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
|
864
|
+
*/\n\
|
298
865
|
czm_ellipsoid czm_getWgs84EllipsoidEC()\n\
|
299
866
|
{\n\
|
300
|
-
return czm_ellipsoidNew(\n\
|
301
|
-
czm_view[3].xyz
|
302
|
-
vec3(6378137.0, 6378137.0, 6356752.314245))
|
303
|
-
}\n\
|
867
|
+
return czm_ellipsoidNew(\n\
|
868
|
+
czm_view[3].xyz, // center\n\
|
869
|
+
vec3(6378137.0, 6378137.0, 6356752.314245)); // radii\n\
|
870
|
+
}\n\
|
871
|
+
\n\
|
872
|
+
/**\n\
|
873
|
+
* Computes the fraction of a Web Wercator extent at which a given geodetic latitude is located.\n\
|
874
|
+
*\n\
|
875
|
+
* @name czm_latitudeToWebMercatorFraction\n\
|
876
|
+
* @glslFunction\n\
|
877
|
+
*\n\
|
878
|
+
* @param {float} The geodetic latitude, in radians.\n\
|
879
|
+
* @param {float} The low portion of the Web Mercator coordinate of the southern boundary of the extent.\n\
|
880
|
+
* @param {float} The high portion of the Web Mercator coordinate of the southern boundary of the extent.\n\
|
881
|
+
* @param {float} The total height of the extent in Web Mercator coordinates.\n\
|
882
|
+
*\n\
|
883
|
+
* @returns {float} The fraction of the extent at which the latitude occurs. If the latitude is the southern\n\
|
884
|
+
* boundary of the extent, the return value will be zero. If it is the northern boundary, the return\n\
|
885
|
+
* value will be 1.0. Latitudes in between are mapped according to the Web Mercator projection.\n\
|
886
|
+
*/ \n\
|
304
887
|
float czm_latitudeToWebMercatorFraction(float latitude, float southMercatorYLow, float southMercatorYHigh, float oneOverMercatorHeight)\n\
|
305
888
|
{\n\
|
306
|
-
float sinLatitude = sin(latitude);\n\
|
307
|
-
float mercatorY = 0.5 * log((1.0 + sinLatitude) / (1.0 - sinLatitude));\n\
|
308
|
-
|
309
|
-
|
310
|
-
float
|
311
|
-
float
|
312
|
-
float
|
313
|
-
|
314
|
-
|
889
|
+
float sinLatitude = sin(latitude);\n\
|
890
|
+
float mercatorY = 0.5 * log((1.0 + sinLatitude) / (1.0 - sinLatitude));\n\
|
891
|
+
\n\
|
892
|
+
// mercatorY - southMercatorY in simulated double precision.\n\
|
893
|
+
float t1 = 0.0 - southMercatorYLow;\n\
|
894
|
+
float e = t1 - 0.0;\n\
|
895
|
+
float t2 = ((-southMercatorYLow - e) + (0.0 - (t1 - e))) + mercatorY - southMercatorYHigh;\n\
|
896
|
+
float highDifference = t1 + t2;\n\
|
897
|
+
float lowDifference = t2 - (highDifference - t1);\n\
|
898
|
+
\n\
|
899
|
+
return highDifference * oneOverMercatorHeight + lowDifference * oneOverMercatorHeight;\n\
|
900
|
+
}\n\
|
901
|
+
\n\
|
902
|
+
/**\n\
|
903
|
+
* Translates a position (or any <code>vec3</code>) that was encoded with {@link EncodedCartesian3},\n\
|
904
|
+
* and then provided to the shader as separate <code>high</code> and <code>low</code> bits to\n\
|
905
|
+
* be relative to the eye. As shown in the example, the position can then be transformed in eye\n\
|
906
|
+
* or clip coordinates using {@link czm_modelViewRelativeToEye} or {@link czm_modelViewProjectionRelativeToEye},\n\
|
907
|
+
* respectively.\n\
|
908
|
+
* <p>\n\
|
909
|
+
* This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as\n\
|
910
|
+
* described in <a href=\"http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/\">Precisions, Precisions</a>.\n\
|
911
|
+
* </p>\n\
|
912
|
+
*\n\
|
913
|
+
* @name czm_translateRelativeToEye\n\
|
914
|
+
* @glslFunction\n\
|
915
|
+
*\n\
|
916
|
+
* @param {vec3} high The position's high bits.\n\
|
917
|
+
* @param {vec3} low The position's low bits.\n\
|
918
|
+
* @returns {vec3} The position translated to be relative to the camera's position.\n\
|
919
|
+
*\n\
|
920
|
+
* @example\n\
|
921
|
+
* attribute vec3 positionHigh;\n\
|
922
|
+
* attribute vec3 positionLow;\n\
|
923
|
+
* \n\
|
924
|
+
* void main() \n\
|
925
|
+
* {\n\
|
926
|
+
* vec3 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\
|
927
|
+
* gl_Position = czm_modelViewProjectionRelativeToEye * vec4(p, 1.0);\n\
|
928
|
+
* }\n\
|
929
|
+
*\n\
|
930
|
+
* @see czm_modelViewRelativeToEye\n\
|
931
|
+
* @see czm_modelViewProjectionRelativeToEye\n\
|
932
|
+
* @see EncodedCartesian3\n\
|
933
|
+
*/\n\
|
315
934
|
vec3 czm_translateRelativeToEye(vec3 high, vec3 low)\n\
|
316
935
|
{\n\
|
317
|
-
vec3 highDifference = high - czm_encodedCameraPositionMCHigh;\n\
|
318
|
-
vec3 lowDifference = low - czm_encodedCameraPositionMCLow;\n\
|
319
|
-
|
936
|
+
vec3 highDifference = high - czm_encodedCameraPositionMCHigh;\n\
|
937
|
+
vec3 lowDifference = low - czm_encodedCameraPositionMCLow;\n\
|
938
|
+
\n\
|
939
|
+
return highDifference + lowDifference;\n\
|
940
|
+
}\n\
|
941
|
+
\n\
|
942
|
+
/**\n\
|
943
|
+
* @private\n\
|
944
|
+
*/\n\
|
945
|
+
vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRadians)\n\
|
946
|
+
{\n\
|
947
|
+
float cosAngle = cos(angleInRadians);\n\
|
948
|
+
float sinAngle = sin(angleInRadians);\n\
|
949
|
+
\n\
|
950
|
+
// time dependent sampling directions\n\
|
951
|
+
vec2 s0 = vec2(1.0/17.0, 0.0);\n\
|
952
|
+
vec2 s1 = vec2(-1.0/29.0, 0.0);\n\
|
953
|
+
vec2 s2 = vec2(1.0/101.0, 1.0/59.0);\n\
|
954
|
+
vec2 s3 = vec2(-1.0/109.0, -1.0/57.0);\n\
|
955
|
+
\n\
|
956
|
+
// rotate sampling direction by specified angle\n\
|
957
|
+
s0 = vec2((cosAngle * s0.x) - (sinAngle * s0.y), (sinAngle * s0.x) + (cosAngle * s0.y));\n\
|
958
|
+
s1 = vec2((cosAngle * s1.x) - (sinAngle * s1.y), (sinAngle * s1.x) + (cosAngle * s1.y));\n\
|
959
|
+
s2 = vec2((cosAngle * s2.x) - (sinAngle * s2.y), (sinAngle * s2.x) + (cosAngle * s2.y));\n\
|
960
|
+
s3 = vec2((cosAngle * s3.x) - (sinAngle * s3.y), (sinAngle * s3.x) + (cosAngle * s3.y));\n\
|
961
|
+
\n\
|
962
|
+
vec2 uv0 = (uv/103.0) + (time * s0);\n\
|
963
|
+
vec2 uv1 = uv/107.0 + (time * s1) + vec2(0.23);\n\
|
964
|
+
vec2 uv2 = uv/vec2(897.0, 983.0) + (time * s2) + vec2(0.51);\n\
|
965
|
+
vec2 uv3 = uv/vec2(991.0, 877.0) + (time * s3) + vec2(0.71);\n\
|
966
|
+
\n\
|
967
|
+
uv0 = fract(uv0);\n\
|
968
|
+
uv1 = fract(uv1);\n\
|
969
|
+
uv2 = fract(uv2);\n\
|
970
|
+
uv3 = fract(uv3);\n\
|
971
|
+
vec4 noise = (texture2D(normalMap, uv0)) +\n\
|
972
|
+
(texture2D(normalMap, uv1)) +\n\
|
973
|
+
(texture2D(normalMap, uv2)) +\n\
|
974
|
+
(texture2D(normalMap, uv3));\n\
|
975
|
+
\n\
|
976
|
+
// average and scale to between -1 and 1\n\
|
977
|
+
return ((noise / 4.0) - 0.5) * 2.0;\n\
|
320
978
|
}\n\
|
321
979
|
";
|
322
980
|
});
|