cesium 0.13.2 → 0.14.0

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Files changed (348) hide show
  1. data/app/assets/javascripts/Cesium.js +2 -2
  2. data/app/assets/javascripts/Core/Clock.js +81 -81
  3. data/app/assets/javascripts/Core/ClockRange.js +5 -3
  4. data/app/assets/javascripts/Core/ClockStep.js +7 -1
  5. data/app/assets/javascripts/Core/Event.js +12 -11
  6. data/app/assets/javascripts/Core/JulianDate.js +16 -0
  7. data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +1 -1
  8. data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +1 -1
  9. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +1 -1
  10. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +1 -1
  11. data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +1 -1
  12. data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +1 -1
  13. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
  14. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +1 -1
  15. data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +1 -1
  16. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +1 -1
  17. data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +1 -1
  18. data/app/assets/javascripts/Renderer/ClearCommand.js +1 -1
  19. data/app/assets/javascripts/Renderer/Context.js +23 -0
  20. data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
  21. data/app/assets/javascripts/Scene/BillboardCollection.js +14 -24
  22. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +8 -31
  23. data/app/assets/javascripts/Scene/PerformanceDisplay.js +13 -4
  24. data/app/assets/javascripts/Scene/Tile.js +11 -6
  25. data/app/assets/javascripts/Scene/ViewportQuad.js +21 -36
  26. data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +15 -11
  27. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +47 -27
  28. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +886 -228
  29. data/app/assets/javascripts/Shaders/CentralBodyFS.js +173 -40
  30. data/app/assets/javascripts/Shaders/CentralBodyFSDepth.js +17 -14
  31. data/app/assets/javascripts/Shaders/CentralBodyFSPole.js +25 -19
  32. data/app/assets/javascripts/Shaders/CentralBodyVS.js +61 -31
  33. data/app/assets/javascripts/Shaders/CentralBodyVSDepth.js +5 -4
  34. data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +9 -7
  35. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +392 -299
  36. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +12 -8
  37. data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +836 -530
  38. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -58
  39. data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +7 -6
  40. data/app/assets/javascripts/Shaders/EllipsoidFS.js +34 -26
  41. data/app/assets/javascripts/Shaders/EllipsoidVS.js +21 -5
  42. data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +19 -11
  43. data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +13 -9
  44. data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +33 -22
  45. data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +24 -17
  46. data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +14 -10
  47. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -20
  48. data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +11 -6
  49. data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +18 -13
  50. data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +12 -7
  51. data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +9 -6
  52. data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +23 -16
  53. data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +14 -11
  54. data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +10 -8
  55. data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +10 -8
  56. data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +12 -7
  57. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +21 -12
  58. data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +11 -7
  59. data/app/assets/javascripts/Shaders/Materials/Water.js +46 -45
  60. data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +29 -19
  61. data/app/assets/javascripts/Shaders/Noise.js +408 -173
  62. data/app/assets/javascripts/Shaders/PolygonFS.js +20 -10
  63. data/app/assets/javascripts/Shaders/PolygonFSPick.js +3 -3
  64. data/app/assets/javascripts/Shaders/PolygonVS.js +27 -22
  65. data/app/assets/javascripts/Shaders/PolygonVSPick.js +23 -19
  66. data/app/assets/javascripts/Shaders/PolylineFS.js +3 -3
  67. data/app/assets/javascripts/Shaders/PolylineVS.js +24 -19
  68. data/app/assets/javascripts/Shaders/Ray.js +496 -315
  69. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +16 -6
  70. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +5 -2
  71. data/app/assets/javascripts/Shaders/SensorVolume.js +32 -15
  72. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +61 -16
  73. data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +106 -53
  74. data/app/assets/javascripts/Shaders/SkyBoxFS.js +4 -2
  75. data/app/assets/javascripts/Shaders/SkyBoxVS.js +5 -3
  76. data/app/assets/javascripts/Shaders/ViewportQuadFS.js +14 -10
  77. data/app/assets/javascripts/Shaders/ViewportQuadVS.js +6 -5
  78. data/app/assets/javascripts/ThirdParty/knockout.js +88 -0
  79. data/app/assets/javascripts/Widgets/Animation/Animation.css +141 -0
  80. data/app/assets/javascripts/Widgets/Animation/Animation.js +944 -0
  81. data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +503 -0
  82. data/app/assets/javascripts/Widgets/Animation/darker.css +69 -0
  83. data/app/assets/javascripts/Widgets/ClockViewModel.js +167 -0
  84. data/app/assets/javascripts/Widgets/Command.js +33 -0
  85. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +54 -77
  86. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +6 -27
  87. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +124 -187
  88. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenViewModel.js +88 -0
  89. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.css +16 -0
  90. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.js +50 -0
  91. data/app/assets/javascripts/Widgets/Fullscreen/darker.css +14 -0
  92. data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +18 -0
  93. data/app/assets/javascripts/Widgets/Images/enterFullscreen.svg +18 -0
  94. data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +18 -0
  95. data/app/assets/javascripts/Widgets/Images/exitFullscreen.svg +18 -0
  96. data/app/assets/javascripts/Widgets/Observable.js +29 -0
  97. data/app/assets/javascripts/Widgets/{Timeline.css → Timeline/Timeline.css} +18 -21
  98. data/app/assets/javascripts/Widgets/{Timeline.js → Timeline/Timeline.js} +12 -7
  99. data/app/assets/javascripts/Widgets/{TimelineHighlightRange.js → Timeline/TimelineHighlightRange.js} +0 -0
  100. data/app/assets/javascripts/Widgets/{TimelineTrack.js → Timeline/TimelineTrack.js} +1 -1
  101. data/app/assets/javascripts/Widgets/Timeline/darker.css +20 -0
  102. data/app/assets/javascripts/Widgets/ToggleButtonViewModel.js +40 -0
  103. data/app/assets/javascripts/Widgets/createCommand.js +41 -0
  104. data/lib/cesium/version.rb +1 -1
  105. data/test/dummy/log/development.log +3300 -0
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@@ -3,11 +3,12 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "attribute vec4 position;\n\
6
+ \n\
6
7
  varying vec4 positionEC;\n\
8
+ \n\
7
9
  void main()\n\
8
10
  {\n\
9
- positionEC = czm_modelView * position;\n\
10
- gl_Position = czm_projection * positionEC;\n\
11
- }\n\
12
- ";
11
+ positionEC = czm_modelView * position;\n\
12
+ gl_Position = czm_projection * positionEC;\n\
13
+ }";
13
14
  });
@@ -3,13 +3,15 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "attribute vec4 position;\n\
6
+ \n\
6
7
  varying vec2 v_textureCoordinates;\n\
7
- void main()\n\
8
+ \n\
9
+ void main() \n\
8
10
  {\n\
9
- float x = (position.x - czm_viewport.x) / czm_viewport.z;\n\
10
- float y = (position.y - czm_viewport.y) / czm_viewport.w;\n\
11
- v_textureCoordinates = vec2(x, y);\n\
12
- gl_Position = czm_viewportOrthographic * position;\n\
13
- }\n\
14
- ";
11
+ float x = (position.x - czm_viewport.x) / czm_viewport.z;\n\
12
+ float y = (position.y - czm_viewport.y) / czm_viewport.w;\n\
13
+ v_textureCoordinates = vec2(x, y);\n\
14
+ \n\
15
+ gl_Position = czm_viewportOrthographic * position;\n\
16
+ }";
15
17
  });
@@ -3,359 +3,452 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "#ifdef GL_OES_standard_derivatives\n\
6
- #extension GL_OES_standard_derivatives : enable\n\
7
- #endif\n\
6
+ #extension GL_OES_standard_derivatives : enable\n\
7
+ #endif \n\
8
+ \n\
8
9
  uniform float u_sensorRadius;\n\
9
10
  uniform float u_outerHalfAngle;\n\
10
11
  uniform float u_innerHalfAngle;\n\
11
12
  uniform float u_maximumClockAngle;\n\
12
13
  uniform float u_minimumClockAngle;\n\
13
- uniform bool u_showIntersection;\n\
14
+ uniform bool u_showIntersection; \n\
14
15
  uniform vec4 u_pickColor;\n\
16
+ \n\
15
17
  varying vec3 v_positionEC;\n\
16
18
  varying vec3 v_sensorVertexWC;\n\
17
19
  varying vec3 v_sensorVertexEC;\n\
18
20
  varying vec3 v_sensorAxisEC;\n\
21
+ \n\
19
22
  #ifndef RENDER_FOR_PICK\n\
23
+ \n\
20
24
  czm_materialInput getMaterialInput(float sensorRadius, vec3 pointEC, vec3 normalEC)\n\
21
25
  {\n\
22
- czm_materialInput materialInput;\n\
23
- vec3 pointMC = (czm_inverseModelView * vec4(pointEC, 1.0)).xyz;\n\
24
- materialInput.positionToEyeEC = -v_positionEC;\n\
25
- materialInput.normalEC = normalEC;\n\
26
- materialInput.st = sensor2dTextureCoordinates(sensorRadius, pointMC);\n\
27
- materialInput.str = pointMC / sensorRadius;\n\
28
- materialInput.positionMC = pointMC;\n\
29
- return materialInput;\n\
26
+ czm_materialInput materialInput;\n\
27
+ \n\
28
+ vec3 pointMC = (czm_inverseModelView * vec4(pointEC, 1.0)).xyz;\n\
29
+ materialInput.positionToEyeEC = -v_positionEC; \n\
30
+ materialInput.normalEC = normalEC;\n\
31
+ \n\
32
+ materialInput.st = sensor2dTextureCoordinates(sensorRadius, pointMC);\n\
33
+ materialInput.str = pointMC / sensorRadius; \n\
34
+ materialInput.positionMC = pointMC;\n\
35
+ \n\
36
+ return materialInput;\n\
30
37
  }\n\
31
38
  vec4 getOuterColor(float sensorRadius, vec3 pointEC, vec3 normalEC)\n\
32
39
  {\n\
33
- czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
34
- czm_material material = czm_getOuterMaterial(materialInput);\n\
35
- vec3 positionToEyeEC = normalize(-v_positionEC);\n\
36
- return czm_phong(positionToEyeEC, material);\n\
40
+ czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
41
+ czm_material material = czm_getOuterMaterial(materialInput);\n\
42
+ \n\
43
+ //Final\n\
44
+ vec3 positionToEyeEC = normalize(-v_positionEC);\n\
45
+ \n\
46
+ return czm_phong(positionToEyeEC, material);\n\
37
47
  }\n\
48
+ \n\
38
49
  vec4 getInnerColor(float sensorRadius, vec3 pointEC, vec3 normalEC)\n\
39
50
  {\n\
40
- czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
41
- czm_material material = czm_getInnerMaterial(materialInput);\n\
42
- vec3 positionToEyeEC = normalize(-v_positionEC);\n\
43
- return czm_phong(positionToEyeEC, material);\n\
51
+ czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
52
+ czm_material material = czm_getInnerMaterial(materialInput);\n\
53
+ \n\
54
+ //Final\n\
55
+ vec3 positionToEyeEC = normalize(-v_positionEC);\n\
56
+ \n\
57
+ return czm_phong(positionToEyeEC, material); \n\
44
58
  }\n\
59
+ \n\
45
60
  vec4 getCapColor(float sensorRadius, vec3 pointEC, vec3 normalEC)\n\
46
61
  {\n\
47
- czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
48
- czm_material material = czm_getCapMaterial(materialInput);\n\
49
- vec3 positionToEyeEC = normalize(-v_positionEC);\n\
50
- return czm_phong(positionToEyeEC, material);\n\
62
+ czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
63
+ czm_material material = czm_getCapMaterial(materialInput);\n\
64
+ \n\
65
+ //Final\n\
66
+ vec3 positionToEyeEC = normalize(-v_positionEC);\n\
67
+ \n\
68
+ return czm_phong(positionToEyeEC, material); \n\
51
69
  }\n\
70
+ \n\
52
71
  vec4 getSilhouetteColor(float sensorRadius, vec3 pointEC, vec3 normalEC)\n\
53
72
  {\n\
54
- czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
55
- czm_material material = czm_getSilhouetteMaterial(materialInput);\n\
56
- vec3 positionToEyeEC = normalize(-v_positionEC);\n\
57
- return czm_phong(positionToEyeEC, material);\n\
73
+ czm_materialInput materialInput = getMaterialInput(sensorRadius, pointEC, normalEC);\n\
74
+ czm_material material = czm_getSilhouetteMaterial(materialInput);\n\
75
+ \n\
76
+ //Final\n\
77
+ vec3 positionToEyeEC = normalize(-v_positionEC);\n\
78
+ \n\
79
+ return czm_phong(positionToEyeEC, material); \n\
58
80
  }\n\
81
+ \n\
59
82
  #endif\n\
83
+ \n\
60
84
  bool czm_isOnOrNear(float d, czm_raySegment interval, float epsilon)\n\
61
85
  {\n\
62
- bool answer = (czm_equalsEpsilon(d, interval.start, epsilon) || czm_equalsEpsilon(d, interval.stop, epsilon));\n\
63
- return answer;\n\
86
+ bool answer = (czm_equalsEpsilon(d, interval.start, epsilon) || czm_equalsEpsilon(d, interval.stop, epsilon));\n\
87
+ return answer;\n\
64
88
  }\n\
89
+ \n\
65
90
  bool czm_isOnOrNear(float d, czm_raySegmentCollection coneIntervals, float epsilon)\n\
66
91
  {\n\
67
- bool answer = (coneIntervals.count > 0 && (czm_isOnOrNear(d, coneIntervals.intervals[0], epsilon)))\n\
68
- || (coneIntervals.count > 1 && (czm_isOnOrNear(d, coneIntervals.intervals[1], epsilon)));\n\
69
- return answer;\n\
92
+ // Can have a maximum of two ray segments from cone intersection.\n\
93
+ bool answer = (coneIntervals.count > 0 && (czm_isOnOrNear(d, coneIntervals.intervals[0], epsilon)))\n\
94
+ || (coneIntervals.count > 1 && (czm_isOnOrNear(d, coneIntervals.intervals[1], epsilon)));\n\
95
+ return answer;\n\
70
96
  }\n\
97
+ \n\
71
98
  bool czm_isOnOrNearSensor(float d, czm_raySegmentCollection outerIntervals, czm_raySegmentCollection innerIntervals, float epsilon)\n\
72
99
  {\n\
73
- bool answer = czm_isOnOrNear(d, outerIntervals, epsilon) || czm_isOnOrNear(d, innerIntervals, epsilon);\n\
74
- return answer;\n\
100
+ bool answer = czm_isOnOrNear(d, outerIntervals, epsilon) || czm_isOnOrNear(d, innerIntervals, epsilon);\n\
101
+ return answer;\n\
75
102
  }\n\
103
+ \n\
76
104
  bool ellipsoidSensorIntersection(czm_raySegment sphereInterval,\n\
77
- czm_raySegmentCollection outerIntervals, czm_raySegmentCollection innerIntervals,\n\
78
- czm_raySegmentCollection clockIntervals,\n\
79
- czm_raySegment ellipsoidInterval, czm_raySegment silhouetteHalfspaceInterval, czm_raySegmentCollection solid)\n\
80
- {\n\
81
- if (czm_isEmpty(ellipsoidInterval))\n\
82
- {\n\
83
- return false;\n\
84
- }\n\
85
- float t = ellipsoidInterval.start;\n\
105
+ czm_raySegmentCollection outerIntervals, czm_raySegmentCollection innerIntervals,\n\
106
+ czm_raySegmentCollection clockIntervals,\n\
107
+ czm_raySegment ellipsoidInterval, czm_raySegment silhouetteHalfspaceInterval, czm_raySegmentCollection solid)\n\
108
+ {\n\
109
+ if (czm_isEmpty(ellipsoidInterval))\n\
110
+ {\n\
111
+ return false;\n\
112
+ }\n\
113
+ \n\
114
+ float t = ellipsoidInterval.start;\n\
115
+ \n\
86
116
  #ifdef GL_OES_standard_derivatives\n\
87
- float epsilon = max(abs(dFdx(t)), abs(dFdy(t)));\n\
117
+ // TODO: This seems to be too aggressive in some areas, and too conservative in others\n\
118
+ float epsilon = max(abs(dFdx(t)), abs(dFdy(t)));\n\
88
119
  #else\n\
89
- float epsilon = t / 500.0;\n\
120
+ // TODO: Don't hardcode this.\n\
121
+ float epsilon = t / 500.0;\n\
90
122
  #endif\n\
91
- float width = 2.0;\n\
92
- epsilon *= width;\n\
93
- if (solid.count > 0)\n\
94
- {\n\
95
- float d = solid.intervals[0].start;\n\
96
- if (d == ellipsoidInterval.start\n\
97
- && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
98
- || czm_isOnOrNear(d, sphereInterval, epsilon)\n\
99
- || czm_isOnOrNear(d, clockIntervals, epsilon)\n\
100
- || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
101
- d = solid.intervals[0].stop;\n\
102
- if (d == ellipsoidInterval.start\n\
103
- && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
104
- || czm_isOnOrNear(d, sphereInterval, epsilon)\n\
105
- || czm_isOnOrNear(d, clockIntervals, epsilon)\n\
106
- || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
107
- if (solid.count > 1)\n\
108
- {\n\
109
- d = solid.intervals[1].start;\n\
110
- if (d == ellipsoidInterval.start\n\
111
- && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
112
- || czm_isOnOrNear(d, sphereInterval, epsilon)\n\
113
- || czm_isOnOrNear(d, clockIntervals, epsilon)\n\
114
- || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
115
- d = solid.intervals[1].stop;\n\
116
- if (d == ellipsoidInterval.start\n\
117
- && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
118
- || czm_isOnOrNear(d, sphereInterval, epsilon)\n\
119
- || czm_isOnOrNear(d, clockIntervals, epsilon)\n\
120
- || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
121
- }\n\
122
- return false;\n\
123
- }\n\
124
- else\n\
125
- {\n\
126
- false;\n\
127
- }\n\
128
- }\n\
123
+ \n\
124
+ float width = 2.0; // TODO: Expose as a uniform\n\
125
+ epsilon *= width; \n\
126
+ \n\
127
+ // TODO: Rework this once the ray segments have associated boundary surfaces with their start/stop values.\n\
128
+ if (solid.count > 0)\n\
129
+ {\n\
130
+ float d = solid.intervals[0].start;\n\
131
+ if (d == ellipsoidInterval.start\n\
132
+ && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
133
+ || czm_isOnOrNear(d, sphereInterval, epsilon) \n\
134
+ || czm_isOnOrNear(d, clockIntervals, epsilon) \n\
135
+ || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
136
+ d = solid.intervals[0].stop;\n\
137
+ if (d == ellipsoidInterval.start\n\
138
+ && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
139
+ || czm_isOnOrNear(d, sphereInterval, epsilon) \n\
140
+ || czm_isOnOrNear(d, clockIntervals, epsilon) \n\
141
+ || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
142
+ \n\
143
+ if (solid.count > 1)\n\
144
+ {\n\
145
+ d = solid.intervals[1].start;\n\
146
+ if (d == ellipsoidInterval.start\n\
147
+ && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
148
+ || czm_isOnOrNear(d, sphereInterval, epsilon) \n\
149
+ || czm_isOnOrNear(d, clockIntervals, epsilon) \n\
150
+ || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
151
+ d = solid.intervals[1].stop;\n\
152
+ if (d == ellipsoidInterval.start\n\
153
+ && (czm_isOnOrNear(d, silhouetteHalfspaceInterval, epsilon)\n\
154
+ || czm_isOnOrNear(d, sphereInterval, epsilon) \n\
155
+ || czm_isOnOrNear(d, clockIntervals, epsilon) \n\
156
+ || czm_isOnOrNearSensor(d, outerIntervals, innerIntervals, epsilon))) return true;\n\
157
+ }\n\
158
+ \n\
159
+ return false;\n\
160
+ }\n\
161
+ else\n\
162
+ {\n\
163
+ false;\n\
164
+ }\n\
165
+ }\n\
166
+ \n\
129
167
  vec4 shade(\n\
130
- czm_ray ray,\n\
131
- float nearestRayTime,\n\
132
- czm_sphere sphere,\n\
133
- czm_cone outerCone,\n\
134
- czm_cone innerCone,\n\
135
- czm_halfspace maxClock,\n\
136
- czm_halfspace minClock,\n\
137
- czm_ellipsoidSilhouetteCone silhouetteCone,\n\
138
- czm_ellipsoidSilhouetteHalfspace silhouetteHalfspace,\n\
139
- czm_raySegment sphereInterval,\n\
140
- czm_raySegmentCollection outerConeInterval,\n\
141
- czm_raySegmentCollection innerConeInterval,\n\
142
- czm_raySegment maxClockInterval,\n\
143
- czm_raySegment minClockInterval,\n\
144
- czm_raySegmentCollection clockIntervals,\n\
145
- czm_raySegment silhouetteConeInterval,\n\
146
- czm_raySegment silhouetteHalfspaceInterval,\n\
147
- czm_raySegment ellipsoidInterval,\n\
148
- czm_raySegmentCollection intervals)\n\
168
+ czm_ray ray,\n\
169
+ float nearestRayTime,\n\
170
+ czm_sphere sphere,\n\
171
+ czm_cone outerCone,\n\
172
+ czm_cone innerCone,\n\
173
+ czm_halfspace maxClock,\n\
174
+ czm_halfspace minClock,\n\
175
+ czm_ellipsoidSilhouetteCone silhouetteCone,\n\
176
+ czm_ellipsoidSilhouetteHalfspace silhouetteHalfspace, \n\
177
+ czm_raySegment sphereInterval,\n\
178
+ czm_raySegmentCollection outerConeInterval,\n\
179
+ czm_raySegmentCollection innerConeInterval,\n\
180
+ czm_raySegment maxClockInterval,\n\
181
+ czm_raySegment minClockInterval,\n\
182
+ czm_raySegmentCollection clockIntervals,\n\
183
+ czm_raySegment silhouetteConeInterval,\n\
184
+ czm_raySegment silhouetteHalfspaceInterval,\n\
185
+ czm_raySegment ellipsoidInterval,\n\
186
+ czm_raySegmentCollection intervals)\n\
149
187
  {\n\
150
188
  #ifdef RENDER_FOR_PICK\n\
151
- return u_pickColor;\n\
189
+ return u_pickColor;\n\
152
190
  #else\n\
153
- vec3 nearestPoint = czm_pointAlongRay(ray, nearestRayTime);\n\
154
- if (u_showIntersection && ellipsoidSensorIntersection(sphereInterval,\n\
155
- outerConeInterval, innerConeInterval, clockIntervals,\n\
156
- ellipsoidInterval, silhouetteHalfspaceInterval, intervals))\n\
157
- {\n\
158
- return getIntersectionColor(u_sensorRadius, nearestPoint);\n\
159
- }\n\
160
- vec3 positionToEyeEC = -ray.direction;\n\
161
- vec3 czm_sunDirectionEC = czm_sunDirectionEC;\n\
162
- for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
163
- {\n\
164
- if (i < outerConeInterval.count &&\n\
165
- ((nearestRayTime == outerConeInterval.intervals[i].start) ||\n\
166
- (nearestRayTime == outerConeInterval.intervals[i].stop)))\n\
167
- {\n\
168
- vec3 normal = czm_coneNormal(outerCone, nearestPoint);\n\
169
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
170
- return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
171
- }\n\
172
- }\n\
173
- for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
174
- {\n\
175
- if (i < innerConeInterval.count &&\n\
176
- ((nearestRayTime == innerConeInterval.intervals[i].start) ||\n\
177
- (nearestRayTime == innerConeInterval.intervals[i].stop)))\n\
178
- {\n\
179
- vec3 normal = -czm_coneNormal(innerCone, nearestPoint);\n\
180
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
181
- return getInnerColor(u_sensorRadius, nearestPoint, normal);\n\
182
- }\n\
183
- }\n\
184
- if ((nearestRayTime == sphereInterval.start) ||\n\
185
- (nearestRayTime == sphereInterval.stop))\n\
186
- {\n\
187
- vec3 normal = czm_sphereNormal(sphere, nearestPoint);\n\
188
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
189
- return getCapColor(u_sensorRadius, nearestPoint, normal);\n\
190
- }\n\
191
- if ((nearestRayTime == maxClockInterval.start) ||\n\
192
- (nearestRayTime == maxClockInterval.stop))\n\
193
- {\n\
194
- vec3 normal = maxClock.normal;\n\
195
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
196
- return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
197
- }\n\
198
- if ((nearestRayTime == minClockInterval.start) ||\n\
199
- (nearestRayTime == minClockInterval.stop))\n\
200
- {\n\
201
- vec3 normal = minClock.normal;\n\
202
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
203
- return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
204
- }\n\
205
- if ((nearestRayTime == silhouetteConeInterval.start) ||\n\
206
- (nearestRayTime == silhouetteConeInterval.stop))\n\
207
- {\n\
208
- vec3 normal = czm_ellipsoidSilhouetteConeNormal(silhouetteCone, nearestPoint);\n\
209
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
210
- return getSilhouetteColor(u_sensorRadius, nearestPoint, normal);\n\
211
- }\n\
212
- return vec4(1.0, 0.0, 0.0, 1.0);\n\
191
+ vec3 nearestPoint = czm_pointAlongRay(ray, nearestRayTime);\n\
192
+ \n\
193
+ // Visualization TODO: Segment stop surface can be used to determine which pixels to \"fill\" \n\
194
+ // in order to indicate projection onto the ellipsoid surface.\n\
195
+ \n\
196
+ if (u_showIntersection && ellipsoidSensorIntersection(sphereInterval,\n\
197
+ outerConeInterval, innerConeInterval, clockIntervals,\n\
198
+ ellipsoidInterval, silhouetteHalfspaceInterval, intervals))\n\
199
+ {\n\
200
+ return getIntersectionColor(u_sensorRadius, nearestPoint);\n\
201
+ } \n\
202
+ \n\
203
+ vec3 positionToEyeEC = -ray.direction; // normalized position-to-eye vector in eye coordinates\n\
204
+ vec3 czm_sunDirectionEC = czm_sunDirectionEC; // normalized position-to-sun vector in eye coordinates\n\
205
+ \n\
206
+ for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
207
+ {\n\
208
+ if (i < outerConeInterval.count &&\n\
209
+ ((nearestRayTime == outerConeInterval.intervals[i].start) || // Viewer outside sensor CSG volume\n\
210
+ (nearestRayTime == outerConeInterval.intervals[i].stop))) // Viewer inside\n\
211
+ {\n\
212
+ // Shade outer cone\n\
213
+ vec3 normal = czm_coneNormal(outerCone, nearestPoint);\n\
214
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
215
+ return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
216
+ }\n\
217
+ }\n\
218
+ \n\
219
+ for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
220
+ {\n\
221
+ if (i < innerConeInterval.count &&\n\
222
+ ((nearestRayTime == innerConeInterval.intervals[i].start) || // Viewer outside sensor CSG volume\n\
223
+ (nearestRayTime == innerConeInterval.intervals[i].stop))) // Viewer inside\n\
224
+ {\n\
225
+ // Shade inner cone\n\
226
+ vec3 normal = -czm_coneNormal(innerCone, nearestPoint);\n\
227
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
228
+ return getInnerColor(u_sensorRadius, nearestPoint, normal); \n\
229
+ }\n\
230
+ }\n\
231
+ \n\
232
+ if ((nearestRayTime == sphereInterval.start) || // Viewer outside sensor CSG volume\n\
233
+ (nearestRayTime == sphereInterval.stop)) // Viewer inside\n\
234
+ {\n\
235
+ // Shade top cap\n\
236
+ vec3 normal = czm_sphereNormal(sphere, nearestPoint);\n\
237
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
238
+ return getCapColor(u_sensorRadius, nearestPoint, normal); \n\
239
+ }\n\
240
+ \n\
241
+ if ((nearestRayTime == maxClockInterval.start) || // Viewer outside sensor CSG volume\n\
242
+ (nearestRayTime == maxClockInterval.stop)) // Viewer inside\n\
243
+ {\n\
244
+ // Shade top cap\n\
245
+ vec3 normal = maxClock.normal;\n\
246
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
247
+ return getOuterColor(u_sensorRadius, nearestPoint, normal); \n\
248
+ }\n\
249
+ \n\
250
+ if ((nearestRayTime == minClockInterval.start) || // Viewer outside sensor CSG volume\n\
251
+ (nearestRayTime == minClockInterval.stop)) // Viewer inside\n\
252
+ {\n\
253
+ // Shade top cap\n\
254
+ vec3 normal = minClock.normal;\n\
255
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
256
+ return getOuterColor(u_sensorRadius, nearestPoint, normal); \n\
257
+ }\n\
258
+ \n\
259
+ if ((nearestRayTime == silhouetteConeInterval.start) || // Viewer outside sensor CSG volume\n\
260
+ (nearestRayTime == silhouetteConeInterval.stop)) // Viewer inside\n\
261
+ {\n\
262
+ vec3 normal = czm_ellipsoidSilhouetteConeNormal(silhouetteCone, nearestPoint); // Normal is already inverted.\n\
263
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
264
+ return getSilhouetteColor(u_sensorRadius, nearestPoint, normal); \n\
265
+ }\n\
266
+ \n\
267
+ // Should never happen\n\
268
+ return vec4(1.0, 0.0, 0.0, 1.0);\n\
213
269
  #endif\n\
214
270
  }\n\
271
+ \n\
215
272
  vec4 shade(\n\
216
- czm_ray ray,\n\
217
- float nearestRayTime,\n\
218
- czm_sphere sphere,\n\
219
- czm_cone outerCone,\n\
220
- czm_cone innerCone,\n\
221
- czm_halfspace maxClock,\n\
222
- czm_halfspace minClock,\n\
223
- czm_raySegment sphereInterval,\n\
224
- czm_raySegmentCollection outerConeInterval,\n\
225
- czm_raySegmentCollection innerConeInterval,\n\
226
- czm_raySegment maxClockInterval,\n\
227
- czm_raySegment minClockInterval,\n\
228
- czm_raySegmentCollection intervals)\n\
273
+ czm_ray ray,\n\
274
+ float nearestRayTime,\n\
275
+ czm_sphere sphere,\n\
276
+ czm_cone outerCone,\n\
277
+ czm_cone innerCone,\n\
278
+ czm_halfspace maxClock,\n\
279
+ czm_halfspace minClock,\n\
280
+ czm_raySegment sphereInterval,\n\
281
+ czm_raySegmentCollection outerConeInterval,\n\
282
+ czm_raySegmentCollection innerConeInterval,\n\
283
+ czm_raySegment maxClockInterval,\n\
284
+ czm_raySegment minClockInterval,\n\
285
+ czm_raySegmentCollection intervals)\n\
229
286
  {\n\
230
287
  #ifdef RENDER_FOR_PICK\n\
231
- return u_pickColor;\n\
288
+ return u_pickColor;\n\
232
289
  #else\n\
233
- vec3 nearestPoint = czm_pointAlongRay(ray, nearestRayTime);\n\
234
- vec3 positionToEyeEC = -ray.direction;\n\
235
- for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
236
- {\n\
237
- if (i < outerConeInterval.count &&\n\
238
- ((nearestRayTime == outerConeInterval.intervals[i].start) ||\n\
239
- (nearestRayTime == outerConeInterval.intervals[i].stop)))\n\
240
- {\n\
241
- vec3 normal = czm_coneNormal(outerCone, nearestPoint);\n\
242
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
243
- return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
244
- }\n\
245
- }\n\
246
- for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
247
- {\n\
248
- if (i < innerConeInterval.count &&\n\
249
- ((nearestRayTime == innerConeInterval.intervals[i].start) ||\n\
250
- (nearestRayTime == innerConeInterval.intervals[i].stop)))\n\
251
- {\n\
252
- vec3 normal = -czm_coneNormal(innerCone, nearestPoint);\n\
253
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
254
- return getInnerColor(u_sensorRadius, nearestPoint, normal);\n\
255
- }\n\
256
- }\n\
257
- if ((nearestRayTime == sphereInterval.start) ||\n\
258
- (nearestRayTime == sphereInterval.stop))\n\
259
- {\n\
260
- vec3 normal = czm_sphereNormal(sphere, nearestPoint);\n\
261
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
262
- return getCapColor(u_sensorRadius, nearestPoint, normal);\n\
263
- }\n\
264
- if ((nearestRayTime == maxClockInterval.start) ||\n\
265
- (nearestRayTime == maxClockInterval.stop))\n\
266
- {\n\
267
- vec3 normal = maxClock.normal;\n\
268
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
269
- return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
270
- }\n\
271
- if ((nearestRayTime == minClockInterval.start) ||\n\
272
- (nearestRayTime == minClockInterval.stop))\n\
273
- {\n\
274
- vec3 normal = minClock.normal;\n\
275
- normal = mix(normal, -normal, step(normal.z, 0.0));\n\
276
- return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
277
- }\n\
278
- return vec4(1.0, 0.0, 0.0, 1.0);\n\
290
+ vec3 nearestPoint = czm_pointAlongRay(ray, nearestRayTime);\n\
291
+ \n\
292
+ vec3 positionToEyeEC = -ray.direction; // normalized position-to-eye vector in eye coordinates\n\
293
+ \n\
294
+ for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
295
+ {\n\
296
+ if (i < outerConeInterval.count &&\n\
297
+ ((nearestRayTime == outerConeInterval.intervals[i].start) || // Viewer outside sensor CSG volume\n\
298
+ (nearestRayTime == outerConeInterval.intervals[i].stop))) // Viewer inside\n\
299
+ {\n\
300
+ // Shade outer cone\n\
301
+ vec3 normal = czm_coneNormal(outerCone, nearestPoint);\n\
302
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
303
+ return getOuterColor(u_sensorRadius, nearestPoint, normal);\n\
304
+ }\n\
305
+ }\n\
306
+ \n\
307
+ for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
308
+ {\n\
309
+ if (i < innerConeInterval.count &&\n\
310
+ ((nearestRayTime == innerConeInterval.intervals[i].start) || // Viewer outside sensor CSG volume\n\
311
+ (nearestRayTime == innerConeInterval.intervals[i].stop))) // Viewer inside\n\
312
+ {\n\
313
+ // Shade inner cone\n\
314
+ vec3 normal = -czm_coneNormal(innerCone, nearestPoint);\n\
315
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
316
+ return getInnerColor(u_sensorRadius, nearestPoint, normal); \n\
317
+ }\n\
318
+ }\n\
319
+ \n\
320
+ if ((nearestRayTime == sphereInterval.start) || // Viewer outside sensor CSG volume\n\
321
+ (nearestRayTime == sphereInterval.stop)) // Viewer inside\n\
322
+ {\n\
323
+ // Shade top cap\n\
324
+ vec3 normal = czm_sphereNormal(sphere, nearestPoint);\n\
325
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
326
+ return getCapColor(u_sensorRadius, nearestPoint, normal); \n\
327
+ }\n\
328
+ \n\
329
+ if ((nearestRayTime == maxClockInterval.start) || // Viewer outside sensor CSG volume\n\
330
+ (nearestRayTime == maxClockInterval.stop)) // Viewer inside\n\
331
+ {\n\
332
+ // Shade top cap\n\
333
+ vec3 normal = maxClock.normal;\n\
334
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
335
+ return getOuterColor(u_sensorRadius, nearestPoint, normal); \n\
336
+ }\n\
337
+ \n\
338
+ if ((nearestRayTime == minClockInterval.start) || // Viewer outside sensor CSG volume\n\
339
+ (nearestRayTime == minClockInterval.stop)) // Viewer inside\n\
340
+ {\n\
341
+ // Shade top cap\n\
342
+ vec3 normal = minClock.normal;\n\
343
+ normal = mix(normal, -normal, step(normal.z, 0.0)); // Normal facing viewer\n\
344
+ return getOuterColor(u_sensorRadius, nearestPoint, normal); \n\
345
+ }\n\
346
+ \n\
347
+ // Should never happen\n\
348
+ return vec4(1.0, 0.0, 0.0, 1.0);\n\
279
349
  #endif\n\
280
350
  }\n\
351
+ \n\
281
352
  void main()\n\
282
353
  {\n\
283
- czm_ray ray = czm_ray(vec3(0.0), normalize(v_positionEC));\n\
284
- czm_sphere sphere = czm_sphere(v_sensorVertexEC, u_sensorRadius);\n\
285
- czm_raySegment sphereInterval = czm_raySphereIntersectionInterval(ray, sphere);\n\
286
- if (czm_isEmpty(sphereInterval))\n\
287
- {\n\
288
- discard;\n\
289
- }\n\
290
- vec3 coneAxisEC = normalize(v_sensorAxisEC);\n\
291
- czm_cone outerCone = czm_coneNew(v_sensorVertexEC, coneAxisEC, u_outerHalfAngle);\n\
292
- czm_raySegmentCollection outerConeInterval = czm_rayConeIntersectionInterval(ray, outerCone);\n\
293
- if (outerConeInterval.count == 0)\n\
294
- {\n\
295
- discard;\n\
296
- }\n\
297
- czm_cone innerCone = czm_coneNew(v_sensorVertexEC, coneAxisEC, u_innerHalfAngle);\n\
298
- czm_raySegmentCollection innerConeInterval = czm_rayConeIntersectionInterval(ray, innerCone);\n\
299
- czm_raySegmentCollection difference = (innerConeInterval.count == 0) ? outerConeInterval : czm_subtraction(outerConeInterval, innerConeInterval);\n\
300
- if (difference.count == 0)\n\
301
- {\n\
302
- discard;\n\
303
- }\n\
304
- czm_raySegmentCollection capped = czm_intersection(difference, sphereInterval);\n\
305
- if (capped.count == 0)\n\
306
- {\n\
307
- discard;\n\
308
- }\n\
309
- vec3 maxNormal = normalize((czm_modelView * vec4(-sin(u_maximumClockAngle), cos(u_maximumClockAngle), 0.0, 0.0)).xyz);\n\
310
- czm_halfspace maxClock = czm_halfspace(v_sensorVertexEC, maxNormal);\n\
311
- czm_raySegment maxClockInterval = czm_rayHalfspaceIntersectionInterval(ray, maxClock);\n\
312
- vec3 minNormal = normalize((czm_modelView * vec4(sin(u_minimumClockAngle), -cos(u_minimumClockAngle), 0.0, 0.0)).xyz);\n\
313
- czm_halfspace minClock = czm_halfspace(v_sensorVertexEC, minNormal);\n\
314
- czm_raySegment minClockInterval = czm_rayHalfspaceIntersectionInterval(ray, minClock);\n\
315
- czm_raySegmentCollection clockIntervals = ((u_maximumClockAngle - u_minimumClockAngle) > czm_pi)\n\
316
- ? (czm_isEmpty(maxClockInterval)\n\
317
- ? (czm_isEmpty(minClockInterval) ? czm_raySegmentCollectionNew() : czm_raySegmentCollectionNew(minClockInterval))\n\
318
- : (czm_isEmpty(minClockInterval) ? czm_raySegmentCollectionNew(maxClockInterval) : czm_union(maxClockInterval, minClockInterval)))\n\
319
- : ((czm_isEmpty(maxClockInterval) || czm_isEmpty(minClockInterval)) ? czm_raySegmentCollectionNew() : czm_raySegmentCollectionNew(czm_intersection(maxClockInterval, minClockInterval)));\n\
320
- czm_raySegmentCollection sensor = (clockIntervals.count == 0) ? czm_raySegmentCollectionNew() : czm_intersection(capped, clockIntervals);\n\
321
- if (sensor.count == 0)\n\
322
- {\n\
323
- discard;\n\
324
- }\n\
325
- czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
326
- czm_ellipsoidSilhouetteCone silhouetteCone = czm_ellipsoidSilhouetteConeNew(ellipsoid, v_sensorVertexEC);\n\
327
- czm_raySegment silhouetteConeInterval = czm_rayEllipsoidSilhouetteConeIntersectionInterval(ray, silhouetteCone);\n\
328
- if (czm_isEmpty(silhouetteConeInterval))\n\
329
- {\n\
330
- gl_FragColor = shade(ray, sensor.intervals[0].start,\n\
331
- sphere, outerCone, innerCone, maxClock, minClock,\n\
332
- sphereInterval, outerConeInterval, innerConeInterval, maxClockInterval, minClockInterval,\n\
333
- sensor);\n\
334
- }\n\
335
- else\n\
336
- {\n\
337
- czm_ellipsoidSilhouetteHalfspace silhouetteHalfspace = czm_ellipsoidSilhouetteHalfspaceNew(ellipsoid, v_sensorVertexEC);\n\
338
- czm_raySegment silhouetteHalfspaceInterval = czm_rayEllipsoidSilhouetteHalfspaceIntersectionInterval(ray, silhouetteHalfspace);\n\
339
- czm_raySegment temp = (czm_isEmpty(silhouetteHalfspaceInterval)) ? czm_emptyRaySegment : czm_intersection(silhouetteConeInterval, silhouetteHalfspaceInterval);\n\
340
- czm_raySegmentCollection stuff = (czm_isEmpty(temp)) ? sensor : czm_subtraction(sensor, temp);\n\
341
- if (stuff.count == 0)\n\
342
- {\n\
343
- discard;\n\
344
- }\n\
345
- czm_raySegment ellipsoidInterval = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
346
- czm_raySegmentCollection result = (czm_isEmpty(ellipsoidInterval)) ? stuff : czm_subtraction(stuff, ellipsoidInterval);\n\
347
- if ((result.count == 0)\n\
348
- || (!czm_isEmpty(ellipsoidInterval) && (result.intervals[0].start > ellipsoidInterval.start)))\n\
349
- {\n\
350
- discard;\n\
351
- }\n\
352
- gl_FragColor = shade(ray, result.intervals[0].start,\n\
353
- sphere, outerCone, innerCone, maxClock, minClock,\n\
354
- silhouetteCone, silhouetteHalfspace,\n\
355
- sphereInterval, outerConeInterval, innerConeInterval, maxClockInterval, minClockInterval, clockIntervals,\n\
356
- silhouetteConeInterval, silhouetteHalfspaceInterval, ellipsoidInterval,\n\
357
- result);\n\
358
- }\n\
354
+ czm_ray ray = czm_ray(vec3(0.0), normalize(v_positionEC)); // Ray from eye to fragment in eye coordinates\n\
355
+ \n\
356
+ // Determine the sensor primitive intervals.\n\
357
+ \n\
358
+ czm_sphere sphere = czm_sphere(v_sensorVertexEC, u_sensorRadius);\n\
359
+ czm_raySegment sphereInterval = czm_raySphereIntersectionInterval(ray, sphere);\n\
360
+ if (czm_isEmpty(sphereInterval))\n\
361
+ {\n\
362
+ discard;\n\
363
+ }\n\
364
+ \n\
365
+ vec3 coneAxisEC = normalize(v_sensorAxisEC); \n\
366
+ \n\
367
+ czm_cone outerCone = czm_coneNew(v_sensorVertexEC, coneAxisEC, u_outerHalfAngle);\n\
368
+ czm_raySegmentCollection outerConeInterval = czm_rayConeIntersectionInterval(ray, outerCone);\n\
369
+ if (outerConeInterval.count == 0)\n\
370
+ {\n\
371
+ discard;\n\
372
+ }\n\
373
+ \n\
374
+ czm_cone innerCone = czm_coneNew(v_sensorVertexEC, coneAxisEC, u_innerHalfAngle);\n\
375
+ czm_raySegmentCollection innerConeInterval = czm_rayConeIntersectionInterval(ray, innerCone);\n\
376
+ \n\
377
+ // Build up the CSG representation of the sensor. \n\
378
+ czm_raySegmentCollection difference = (innerConeInterval.count == 0) ? outerConeInterval : czm_subtraction(outerConeInterval, innerConeInterval);\n\
379
+ if (difference.count == 0)\n\
380
+ {\n\
381
+ discard;\n\
382
+ }\n\
383
+ czm_raySegmentCollection capped = czm_intersection(difference, sphereInterval);\n\
384
+ if (capped.count == 0)\n\
385
+ {\n\
386
+ discard;\n\
387
+ }\n\
388
+ \n\
389
+ vec3 maxNormal = normalize((czm_modelView * vec4(-sin(u_maximumClockAngle), cos(u_maximumClockAngle), 0.0, 0.0)).xyz);\n\
390
+ czm_halfspace maxClock = czm_halfspace(v_sensorVertexEC, maxNormal);\n\
391
+ czm_raySegment maxClockInterval = czm_rayHalfspaceIntersectionInterval(ray, maxClock);\n\
392
+ \n\
393
+ vec3 minNormal = normalize((czm_modelView * vec4(sin(u_minimumClockAngle), -cos(u_minimumClockAngle), 0.0, 0.0)).xyz);\n\
394
+ czm_halfspace minClock = czm_halfspace(v_sensorVertexEC, minNormal);\n\
395
+ czm_raySegment minClockInterval = czm_rayHalfspaceIntersectionInterval(ray, minClock);\n\
396
+ \n\
397
+ czm_raySegmentCollection clockIntervals = ((u_maximumClockAngle - u_minimumClockAngle) > czm_pi)\n\
398
+ ? (czm_isEmpty(maxClockInterval) \n\
399
+ ? (czm_isEmpty(minClockInterval) ? czm_raySegmentCollectionNew() : czm_raySegmentCollectionNew(minClockInterval))\n\
400
+ : (czm_isEmpty(minClockInterval) ? czm_raySegmentCollectionNew(maxClockInterval) : czm_union(maxClockInterval, minClockInterval)))\n\
401
+ : ((czm_isEmpty(maxClockInterval) || czm_isEmpty(minClockInterval)) ? czm_raySegmentCollectionNew() : czm_raySegmentCollectionNew(czm_intersection(maxClockInterval, minClockInterval)));\n\
402
+ \n\
403
+ czm_raySegmentCollection sensor = (clockIntervals.count == 0) ? czm_raySegmentCollectionNew() : czm_intersection(capped, clockIntervals);\n\
404
+ if (sensor.count == 0)\n\
405
+ {\n\
406
+ discard;\n\
407
+ }\n\
408
+ \n\
409
+ // Determine the obstruction primitive intervals.\n\
410
+ \n\
411
+ czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
412
+ \n\
413
+ czm_ellipsoidSilhouetteCone silhouetteCone = czm_ellipsoidSilhouetteConeNew(ellipsoid, v_sensorVertexEC);\n\
414
+ czm_raySegment silhouetteConeInterval = czm_rayEllipsoidSilhouetteConeIntersectionInterval(ray, silhouetteCone);\n\
415
+ \n\
416
+ if (czm_isEmpty(silhouetteConeInterval))\n\
417
+ {\n\
418
+ gl_FragColor = shade(ray, sensor.intervals[0].start,\n\
419
+ sphere, outerCone, innerCone, maxClock, minClock,\n\
420
+ sphereInterval, outerConeInterval, innerConeInterval, maxClockInterval, minClockInterval,\n\
421
+ sensor);\n\
422
+ }\n\
423
+ else\n\
424
+ { \n\
425
+ czm_ellipsoidSilhouetteHalfspace silhouetteHalfspace = czm_ellipsoidSilhouetteHalfspaceNew(ellipsoid, v_sensorVertexEC); \n\
426
+ czm_raySegment silhouetteHalfspaceInterval = czm_rayEllipsoidSilhouetteHalfspaceIntersectionInterval(ray, silhouetteHalfspace);\n\
427
+ \n\
428
+ // Build up the CSG representation of the composite.\n\
429
+ czm_raySegment temp = (czm_isEmpty(silhouetteHalfspaceInterval)) ? czm_emptyRaySegment : czm_intersection(silhouetteConeInterval, silhouetteHalfspaceInterval);\n\
430
+ czm_raySegmentCollection stuff = (czm_isEmpty(temp)) ? sensor : czm_subtraction(sensor, temp);\n\
431
+ if (stuff.count == 0)\n\
432
+ {\n\
433
+ discard;\n\
434
+ }\n\
435
+ \n\
436
+ czm_raySegment ellipsoidInterval = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
437
+ czm_raySegmentCollection result = (czm_isEmpty(ellipsoidInterval)) ? stuff : czm_subtraction(stuff, ellipsoidInterval);\n\
438
+ \n\
439
+ if ((result.count == 0)\n\
440
+ || (!czm_isEmpty(ellipsoidInterval) && (result.intervals[0].start > ellipsoidInterval.start))) // Fails depth test with ellipsoid\n\
441
+ {\n\
442
+ discard;\n\
443
+ }\n\
444
+ \n\
445
+ gl_FragColor = shade(ray, result.intervals[0].start,\n\
446
+ sphere, outerCone, innerCone, maxClock, minClock,\n\
447
+ silhouetteCone, silhouetteHalfspace,\n\
448
+ sphereInterval, outerConeInterval, innerConeInterval, maxClockInterval, minClockInterval, clockIntervals,\n\
449
+ silhouetteConeInterval, silhouetteHalfspaceInterval, ellipsoidInterval,\n\
450
+ result);\n\
451
+ }\n\
359
452
  }\n\
360
453
  ";
361
454
  });