cesium 0.13.2 → 0.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- 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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//#define SHOW_TEXTURE_BOUNDARIES\n\
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uniform float u_morphTime;\n\
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#if TEXTURE_UNITS > 0\n\
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uniform sampler2D u_dayTextures[TEXTURE_UNITS];\n\
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uniform vec4 u_dayTextureTranslationAndScale[TEXTURE_UNITS];\n\
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uniform float u_dayTextureAlpha[TEXTURE_UNITS];\n\
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uniform float u_dayTextureOneOverGamma[TEXTURE_UNITS];\n\
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uniform vec4 u_dayTextureTexCoordsExtent[TEXTURE_UNITS];\n\
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#ifdef SHOW_REFLECTIVE_OCEAN\n\
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uniform sampler2D u_waterMask;\n\
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uniform vec4 u_waterMaskTranslationAndScale;\n\
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uniform float u_zoomedOutOceanSpecularIntensity;\n\
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#ifdef SHOW_OCEAN_WAVES\n\
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varying vec3 v_positionEC;\n\
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varying vec2 v_textureCoordinates;\n\
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vec3 sampleAndBlend(\n\
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vec3 previousColor,\n\
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sampler2D texture,\n\
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vec2 tileTextureCoordinates,\n\
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vec4 textureCoordinateExtent,\n\
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vec4 textureCoordinateTranslationAndScale,\n\
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float textureAlpha,\n\
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float textureBrightness,\n\
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float textureContrast,\n\
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float textureHue,\n\
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float textureSaturation,\n\
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float textureOneOverGamma)\n\
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vec3 previousColor,\n\
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sampler2D texture,\n\
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vec2 tileTextureCoordinates,\n\
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vec4 textureCoordinateExtent,\n\
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vec4 textureCoordinateTranslationAndScale,\n\
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float textureAlpha,\n\
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float textureBrightness,\n\
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float textureContrast,\n\
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float textureHue,\n\
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float textureSaturation,\n\
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float textureOneOverGamma)\n\
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{\n\
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-
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-
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+
// This crazy step stuff sets the alpha to 0.0 if this following condition is true:\n\
|
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+
// tileTextureCoordinates.s < textureCoordinateExtent.s ||\n\
|
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+
// tileTextureCoordinates.s > textureCoordinateExtent.p ||\n\
|
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// tileTextureCoordinates.t < textureCoordinateExtent.t ||\n\
|
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+
// tileTextureCoordinates.t > textureCoordinateExtent.q\n\
|
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+
// In other words, the alpha is zero if the fragment is outside the extent\n\
|
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+
// covered by this texture. Would an actual 'if' yield better performance?\n\
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+
vec2 alphaMultiplier = step(textureCoordinateExtent.st, tileTextureCoordinates); \n\
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+
textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;\n\
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+
\n\
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alphaMultiplier = step(vec2(0.0), textureCoordinateExtent.pq - tileTextureCoordinates);\n\
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+
textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;\n\
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+
\n\
|
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+
vec2 translation = textureCoordinateTranslationAndScale.xy;\n\
|
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+
vec2 scale = textureCoordinateTranslationAndScale.zw;\n\
|
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+
vec2 textureCoordinates = tileTextureCoordinates * scale + translation;\n\
|
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+
vec4 sample = texture2D(texture, textureCoordinates);\n\
|
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+
vec3 color = sample.rgb;\n\
|
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+
float alpha = sample.a;\n\
|
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\n\
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|
#ifdef APPLY_BRIGHTNESS\n\
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-
color = mix(vec3(0.0
|
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+
color = mix(vec3(0.0), color, textureBrightness);\n\
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#endif\n\
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\n\
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|
#ifdef APPLY_CONTRAST\n\
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-
color = mix(vec3(0.5
|
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+
color = mix(vec3(0.5), color, textureContrast);\n\
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|
#endif\n\
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+
\n\
|
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77
|
#ifdef APPLY_HUE\n\
|
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|
-
color = czm_hue(color, textureHue);\n\
|
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+
color = czm_hue(color, textureHue);\n\
|
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|
#endif\n\
|
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+
\n\
|
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81
|
#ifdef APPLY_SATURATION\n\
|
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|
-
color = czm_saturation(color, textureSaturation);\n\
|
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+
color = czm_saturation(color, textureSaturation);\n\
|
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83
|
#endif\n\
|
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|
+
\n\
|
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85
|
#ifdef APPLY_GAMMA\n\
|
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|
-
color = pow(color, vec3(textureOneOverGamma));\n\
|
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|
+
color = pow(color, vec3(textureOneOverGamma));\n\
|
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87
|
#endif\n\
|
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+
\n\
|
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89
|
#ifdef SHOW_TEXTURE_BOUNDARIES\n\
|
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|
-
if (textureCoordinates.x < (1.0/256.0) || textureCoordinates.x > (255.0/256.0) ||\n\
|
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|
-
textureCoordinates.y < (1.0/256.0) || textureCoordinates.y > (255.0/256.0))\n\
|
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|
-
{\n\
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|
-
color = vec3(1.0
|
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|
-
alpha = 1.0;\n\
|
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|
-
}\n\
|
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|
+
if (textureCoordinates.x < (1.0/256.0) || textureCoordinates.x > (255.0/256.0) ||\n\
|
91
|
+
textureCoordinates.y < (1.0/256.0) || textureCoordinates.y > (255.0/256.0))\n\
|
92
|
+
{\n\
|
93
|
+
color = vec3(1.0);\n\
|
94
|
+
alpha = 1.0;\n\
|
95
|
+
}\n\
|
64
96
|
#endif\n\
|
65
|
-
|
97
|
+
\n\
|
98
|
+
return mix(previousColor, color, alpha * textureAlpha);\n\
|
66
99
|
}\n\
|
100
|
+
\n\
|
67
101
|
vec3 computeDayColor(vec3 initialColor, vec2 textureCoordinates);\n\
|
102
|
+
vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec3 imageryColor, float specularMapValue);\n\
|
103
|
+
\n\
|
68
104
|
void main()\n\
|
69
105
|
{\n\
|
70
|
-
|
71
|
-
|
106
|
+
// The clamp below works around an apparent bug in Chrome Canary v23.0.1241.0\n\
|
107
|
+
// where the fragment shader sees textures coordinates < 0.0 and > 1.0 for the\n\
|
108
|
+
// fragments on the edges of tiles even though the vertex shader is outputting\n\
|
109
|
+
// coordinates strictly in the 0-1 range.\n\
|
110
|
+
vec3 initialColor = vec3(0.0, 0.0, 0.5);\n\
|
111
|
+
vec3 startDayColor = computeDayColor(initialColor, clamp(v_textureCoordinates, 0.0, 1.0));\n\
|
112
|
+
\n\
|
72
113
|
#ifdef SHOW_TILE_BOUNDARIES\n\
|
73
|
-
if (v_textureCoordinates.x < (1.0/256.0) || v_textureCoordinates.x > (255.0/256.0) ||\n\
|
74
|
-
v_textureCoordinates.y < (1.0/256.0) || v_textureCoordinates.y > (255.0/256.0))\n\
|
114
|
+
if (v_textureCoordinates.x < (1.0/256.0) || v_textureCoordinates.x > (255.0/256.0) ||\n\
|
115
|
+
v_textureCoordinates.y < (1.0/256.0) || v_textureCoordinates.y > (255.0/256.0))\n\
|
116
|
+
{\n\
|
117
|
+
startDayColor = vec3(1.0, 0.0, 0.0);\n\
|
118
|
+
}\n\
|
119
|
+
#endif\n\
|
120
|
+
\n\
|
121
|
+
vec4 color = vec4(startDayColor, 1.0);\n\
|
122
|
+
\n\
|
123
|
+
#ifdef SHOW_REFLECTIVE_OCEAN\n\
|
124
|
+
vec2 waterMaskTranslation = u_waterMaskTranslationAndScale.xy;\n\
|
125
|
+
vec2 waterMaskScale = u_waterMaskTranslationAndScale.zw;\n\
|
126
|
+
vec2 waterMaskTextureCoordinates = v_textureCoordinates * waterMaskScale + waterMaskTranslation;\n\
|
127
|
+
\n\
|
128
|
+
float mask = texture2D(u_waterMask, waterMaskTextureCoordinates).r;\n\
|
129
|
+
\n\
|
130
|
+
if (mask > 0.0)\n\
|
131
|
+
{\n\
|
132
|
+
vec3 normalMC = normalize(czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0))); // normalized surface normal in model coordinates\n\
|
133
|
+
vec3 normalEC = normalize(czm_normal3D * normalMC); // normalized surface normal in eye coordiantes\n\
|
134
|
+
mat3 enuToEye = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalEC);\n\
|
135
|
+
\n\
|
136
|
+
vec2 ellipsoidTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC);\n\
|
137
|
+
vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC.zyx);\n\
|
138
|
+
\n\
|
139
|
+
vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, u_morphTime * smoothstep(0.9, 0.95, normalMC.z));\n\
|
140
|
+
\n\
|
141
|
+
color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, startDayColor, mask);\n\
|
142
|
+
}\n\
|
143
|
+
#endif\n\
|
144
|
+
\n\
|
145
|
+
gl_FragColor = color;\n\
|
146
|
+
}\n\
|
147
|
+
\n\
|
148
|
+
#ifdef SHOW_REFLECTIVE_OCEAN\n\
|
149
|
+
\n\
|
150
|
+
float waveFade(float edge0, float edge1, float x)\n\
|
75
151
|
{\n\
|
76
|
-
|
152
|
+
float y = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n\
|
153
|
+
return pow(1.0 - y, 5.0);\n\
|
77
154
|
}\n\
|
155
|
+
\n\
|
156
|
+
// Based on water rendering by Jonas Wagner:\n\
|
157
|
+
// http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog\n\
|
158
|
+
\n\
|
159
|
+
const float oceanFrequency = 125000.0;\n\
|
160
|
+
const float oceanAnimationSpeed = 0.006;\n\
|
161
|
+
const float oceanAmplitude = 2.0;\n\
|
162
|
+
const float oceanSpecularIntensity = 0.5;\n\
|
163
|
+
\n\
|
164
|
+
vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec3 imageryColor, float specularMapValue)\n\
|
165
|
+
{\n\
|
166
|
+
float time = czm_frameNumber * oceanAnimationSpeed;\n\
|
167
|
+
\n\
|
168
|
+
vec3 positionToEyeEC = -positionEyeCoordinates;\n\
|
169
|
+
float positionToEyeECLength = length(positionToEyeEC);\n\
|
170
|
+
\n\
|
171
|
+
// The double normalize below works around a bug in Firefox on Android devices.\n\
|
172
|
+
vec3 normalizedpositionToEyeEC = normalize(normalize(positionToEyeEC));\n\
|
173
|
+
\n\
|
174
|
+
// Fade out the waves as the camera moves far from the surface.\n\
|
175
|
+
float waveIntensity = waveFade(70000.0, 1000000.0, positionToEyeECLength);\n\
|
176
|
+
\n\
|
177
|
+
#ifdef SHOW_OCEAN_WAVES\n\
|
178
|
+
vec4 noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequency, time, 0.0);\n\
|
179
|
+
vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / oceanAmplitude));\n\
|
180
|
+
\n\
|
181
|
+
// fade out the normal perturbation as we move farther from the water surface\n\
|
182
|
+
normalTangentSpace.xy *= waveIntensity;\n\
|
183
|
+
normalTangentSpace = normalize(normalTangentSpace);\n\
|
184
|
+
#else\n\
|
185
|
+
vec3 normalTangentSpace = vec3(0.0, 0.0, 1.0);\n\
|
186
|
+
#endif\n\
|
187
|
+
\n\
|
188
|
+
vec3 normalEC = enuToEye * normalTangentSpace;\n\
|
189
|
+
\n\
|
190
|
+
const vec3 waveHighlightColor = vec3(0.3, 0.45, 0.6);\n\
|
191
|
+
\n\
|
192
|
+
// Use diffuse light to highlight the waves\n\
|
193
|
+
float diffuseIntensity = getLambertDiffuse(czm_sunDirectionEC, normalEC);\n\
|
194
|
+
vec3 diffuseHighlight = waveHighlightColor * diffuseIntensity;\n\
|
195
|
+
\n\
|
196
|
+
#ifdef SHOW_OCEAN_WAVES\n\
|
197
|
+
// Where diffuse light is low or non-existent, use wave highlights based solely on\n\
|
198
|
+
// the wave bumpiness and no particular light direction.\n\
|
199
|
+
float tsPerturbationRatio = normalTangentSpace.z;\n\
|
200
|
+
vec3 nonDiffuseHighlight = mix(waveHighlightColor * 5.0 * (1.0 - tsPerturbationRatio), vec3(0.0), diffuseIntensity);\n\
|
201
|
+
#else\n\
|
202
|
+
vec3 nonDiffuseHighlight = vec3(0.0);\n\
|
78
203
|
#endif\n\
|
79
|
-
|
204
|
+
\n\
|
205
|
+
// Add specular highlights in 3D, and in all modes when zoomed in.\n\
|
206
|
+
float specularIntensity = getSpecular(czm_sunDirectionEC, normalizedpositionToEyeEC, normalEC, 10.0) + 0.25 * getSpecular(czm_moonDirectionEC, normalizedpositionToEyeEC, normalEC, 10.0);\n\
|
207
|
+
float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), specularMapValue);\n\
|
208
|
+
float specular = specularIntensity * surfaceReflectance;\n\
|
209
|
+
\n\
|
210
|
+
return vec4(imageryColor + diffuseHighlight + nonDiffuseHighlight + specular, 1.0); \n\
|
80
211
|
}\n\
|
212
|
+
\n\
|
213
|
+
#endif // #ifdef SHOW_REFLECTIVE_OCEAN\n\
|
81
214
|
";
|
82
215
|
});
|
@@ -3,20 +3,23 @@
|
|
3
3
|
define(function() {
|
4
4
|
"use strict";
|
5
5
|
return "varying vec4 positionEC;\n\
|
6
|
+
\n\
|
6
7
|
void main()\n\
|
7
8
|
{\n\
|
8
|
-
|
9
|
-
|
10
|
-
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
|
19
|
-
|
20
|
-
|
21
|
-
|
9
|
+
// TODO: make arbitrary ellipsoid\n\
|
10
|
+
czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
|
11
|
+
\n\
|
12
|
+
vec3 direction = normalize(positionEC.xyz);\n\
|
13
|
+
czm_ray ray = czm_ray(vec3(0.0), direction);\n\
|
14
|
+
\n\
|
15
|
+
czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
|
16
|
+
if (!czm_isEmpty(intersection))\n\
|
17
|
+
{\n\
|
18
|
+
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n\
|
19
|
+
}\n\
|
20
|
+
else\n\
|
21
|
+
{\n\
|
22
|
+
discard;\n\
|
23
|
+
}\n\
|
24
|
+
}";
|
22
25
|
});
|
@@ -3,26 +3,32 @@
|
|
3
3
|
define(function() {
|
4
4
|
"use strict";
|
5
5
|
return "uniform vec3 u_color;\n\
|
6
|
+
\n\
|
6
7
|
varying vec2 v_textureCoordinates;\n\
|
8
|
+
\n\
|
7
9
|
void main()\n\
|
8
10
|
{\n\
|
9
|
-
|
10
|
-
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
vec3
|
18
|
-
vec3
|
19
|
-
|
20
|
-
|
21
|
-
|
22
|
-
|
23
|
-
|
24
|
-
|
25
|
-
|
26
|
-
}\n\
|
27
|
-
|
11
|
+
// TODO: make arbitrary ellipsoid\n\
|
12
|
+
czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
|
13
|
+
vec3 direction = normalize(czm_windowToEyeCoordinates(gl_FragCoord).xyz);\n\
|
14
|
+
czm_ray ray = czm_ray(vec3(0.0), direction);\n\
|
15
|
+
czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
|
16
|
+
\n\
|
17
|
+
if (!czm_isEmpty(intersection))\n\
|
18
|
+
{\n\
|
19
|
+
vec3 positionEC = czm_pointAlongRay(ray, intersection.start);\n\
|
20
|
+
vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz;\n\
|
21
|
+
\n\
|
22
|
+
vec3 normalMC = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), vec3(1.0)));\n\
|
23
|
+
vec3 normalEC = normalize(czm_normal * normalMC);\n\
|
24
|
+
\n\
|
25
|
+
vec3 startDayColor = u_color;\n\
|
26
|
+
\n\
|
27
|
+
gl_FragColor = vec4(startDayColor, 1.0);\n\
|
28
|
+
}\n\
|
29
|
+
else\n\
|
30
|
+
{\n\
|
31
|
+
discard;\n\
|
32
|
+
}\n\
|
33
|
+
}";
|
28
34
|
});
|
@@ -2,68 +2,98 @@
|
|
2
2
|
/*global define*/
|
3
3
|
define(function() {
|
4
4
|
"use strict";
|
5
|
-
return "attribute
|
5
|
+
return "attribute vec4 position3DAndHeight;\n\
|
6
6
|
attribute vec2 textureCoordinates;\n\
|
7
|
+
\n\
|
7
8
|
uniform float u_morphTime;\n\
|
9
|
+
\n\
|
8
10
|
uniform vec3 u_center3D;\n\
|
9
11
|
uniform mat4 u_modifiedModelView;\n\
|
10
12
|
uniform vec4 u_tileExtent;\n\
|
13
|
+
\n\
|
14
|
+
// Uniforms for 2D Mercator projection\n\
|
11
15
|
uniform vec2 u_southAndNorthLatitude;\n\
|
12
16
|
uniform vec3 u_southMercatorYLowAndHighAndOneOverHeight;\n\
|
17
|
+
\n\
|
13
18
|
varying vec3 v_positionMC;\n\
|
14
19
|
varying vec3 v_positionEC;\n\
|
20
|
+
\n\
|
15
21
|
varying vec2 v_textureCoordinates;\n\
|
22
|
+
\n\
|
23
|
+
// These functions are generated at runtime.\n\
|
16
24
|
vec4 getPosition(vec3 position3DWC);\n\
|
17
25
|
float get2DYPositionFraction();\n\
|
26
|
+
\n\
|
18
27
|
vec4 getPosition3DMode(vec3 position3DWC)\n\
|
19
28
|
{\n\
|
20
|
-
return czm_projection * (u_modifiedModelView * vec4(
|
29
|
+
return czm_projection * (u_modifiedModelView * vec4(position3DAndHeight.xyz, 1.0));\n\
|
21
30
|
}\n\
|
31
|
+
\n\
|
22
32
|
float get2DMercatorYPositionFraction()\n\
|
23
33
|
{\n\
|
24
|
-
|
25
|
-
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
float
|
31
|
-
float
|
32
|
-
float
|
33
|
-
|
34
|
-
|
35
|
-
|
36
|
-
|
37
|
-
|
34
|
+
// The width of a tile at level 11, in radians and assuming a single root tile, is\n\
|
35
|
+
// 2.0 * czm_pi / pow(2.0, 11.0)\n\
|
36
|
+
// We want to just linearly interpolate the 2D position from the texture coordinates\n\
|
37
|
+
// when we're at this level or higher. The constant below is the expression\n\
|
38
|
+
// above evaluated and then rounded up at the 4th significant digit.\n\
|
39
|
+
const float maxTileWidth = 0.003068;\n\
|
40
|
+
float positionFraction = textureCoordinates.y;\n\
|
41
|
+
float southLatitude = u_southAndNorthLatitude.x;\n\
|
42
|
+
float northLatitude = u_southAndNorthLatitude.y;\n\
|
43
|
+
if (northLatitude - southLatitude > maxTileWidth)\n\
|
44
|
+
{\n\
|
45
|
+
float southMercatorYLow = u_southMercatorYLowAndHighAndOneOverHeight.x;\n\
|
46
|
+
float southMercatorYHigh = u_southMercatorYLowAndHighAndOneOverHeight.y;\n\
|
47
|
+
float oneOverMercatorHeight = u_southMercatorYLowAndHighAndOneOverHeight.z;\n\
|
48
|
+
\n\
|
49
|
+
float currentLatitude = mix(southLatitude, northLatitude, textureCoordinates.y);\n\
|
50
|
+
currentLatitude = clamp(currentLatitude, -czm_webMercatorMaxLatitude, czm_webMercatorMaxLatitude);\n\
|
51
|
+
positionFraction = czm_latitudeToWebMercatorFraction(currentLatitude, southMercatorYLow, southMercatorYHigh, oneOverMercatorHeight);\n\
|
52
|
+
} \n\
|
53
|
+
return positionFraction;\n\
|
38
54
|
}\n\
|
55
|
+
\n\
|
39
56
|
float get2DGeographicYPositionFraction()\n\
|
40
57
|
{\n\
|
41
|
-
return textureCoordinates.y;\n\
|
58
|
+
return textureCoordinates.y;\n\
|
59
|
+
}\n\
|
60
|
+
\n\
|
61
|
+
vec4 getPositionPlanarEarth(vec3 position3DWC, float height2D)\n\
|
62
|
+
{\n\
|
63
|
+
float yPositionFraction = get2DYPositionFraction();\n\
|
64
|
+
vec4 rtcPosition2D = vec4(height2D, mix(u_tileExtent.st, u_tileExtent.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0); \n\
|
65
|
+
return czm_projection * (u_modifiedModelView * rtcPosition2D);\n\
|
42
66
|
}\n\
|
67
|
+
\n\
|
43
68
|
vec4 getPosition2DMode(vec3 position3DWC)\n\
|
44
69
|
{\n\
|
45
|
-
|
46
|
-
vec4 rtcPosition2D = vec4(0.0, mix(u_tileExtent.st, u_tileExtent.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0);\n\
|
47
|
-
return czm_projection * (u_modifiedModelView * rtcPosition2D);\n\
|
70
|
+
return getPositionPlanarEarth(position3DWC, 0.0);\n\
|
48
71
|
}\n\
|
72
|
+
\n\
|
49
73
|
vec4 getPositionColumbusViewMode(vec3 position3DWC)\n\
|
50
74
|
{\n\
|
51
|
-
return
|
75
|
+
return getPositionPlanarEarth(position3DWC, position3DAndHeight.w);\n\
|
52
76
|
}\n\
|
77
|
+
\n\
|
53
78
|
vec4 getPositionMorphingMode(vec3 position3DWC)\n\
|
54
79
|
{\n\
|
55
|
-
|
56
|
-
|
57
|
-
|
58
|
-
|
80
|
+
// We do not do RTC while morphing, so there is potential for jitter.\n\
|
81
|
+
// This is unlikely to be noticable, though.\n\
|
82
|
+
float yPositionFraction = get2DYPositionFraction();\n\
|
83
|
+
vec3 position2DWC = vec3(0.0, mix(u_tileExtent.st, u_tileExtent.pq, vec2(textureCoordinates.x, yPositionFraction)));\n\
|
84
|
+
vec4 morphPosition = czm_columbusViewMorph(position2DWC, position3DWC, u_morphTime);\n\
|
85
|
+
return czm_modelViewProjection * morphPosition;\n\
|
59
86
|
}\n\
|
60
|
-
|
87
|
+
\n\
|
88
|
+
void main() \n\
|
61
89
|
{\n\
|
62
|
-
vec3 position3DWC =
|
63
|
-
|
64
|
-
|
65
|
-
|
66
|
-
|
90
|
+
vec3 position3DWC = position3DAndHeight.xyz + u_center3D;\n\
|
91
|
+
\n\
|
92
|
+
gl_Position = getPosition(position3DWC);\n\
|
93
|
+
\n\
|
94
|
+
v_positionEC = (czm_modelView3D * vec4(position3DWC, 1.0)).xyz;\n\
|
95
|
+
v_positionMC = position3DWC; // position in model coordinates\n\
|
96
|
+
v_textureCoordinates = textureCoordinates;\n\
|
67
97
|
}\n\
|
68
98
|
";
|
69
99
|
});
|