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
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- 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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uniform bool u_showIntersection;\n\
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varying vec3 v_positionWC;\n\
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vec4 getColor(float sensorRadius, vec3 pointEC)\n\
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czm_materialInput materialInput;\n\
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vec3 pointMC = (czm_inverseModelView * vec4(pointEC, 1.0)).xyz; \n\
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materialInput.st = sensor2dTextureCoordinates(sensorRadius, pointMC); \n\
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materialInput.str = pointMC / sensorRadius;\n\
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materialInput.positionMC = pointMC; \n\
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vec3 positionToEyeEC = -v_positionEC;\n\
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materialInput.positionToEyeEC = positionToEyeEC;\n\
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vec3 normalEC = normalize(v_normalEC);\n\
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materialInput.normalEC = normalEC;\n\
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return false;\n\
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-
}\n\
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-
|
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+
if (czm_isEmpty(ellipsoidInterval))\n\
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{\n\
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return false;\n\
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}\n\
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\n\
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float t = ellipsoidInterval.start;\n\
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+
\n\
|
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52
|
#ifdef GL_OES_standard_derivatives\n\
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-
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-
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-
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-
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-
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// TODO: This seems to be too aggressive in some areas, and too conservative in others\n\
|
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+
float epsilon = max(abs(dFdx(t)), abs(dFdy(t)));\n\
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\n\
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+
if (epsilon >= ellipsoidInterval.start)\n\
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{\n\
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// If the fragment is on the silhouette of the ellipsoid, the adjacent fragment\n\
|
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// will not hit the ellipsoid (its ellipsoidInterval.start will be zero),\n\
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// so the derivative will be large, and we would get false positives.\n\
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return false;\n\
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}\n\
|
45
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#else\n\
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-
|
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+
// TODO: Don't hardcode this.\n\
|
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float epsilon = t / 500.0;\n\
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#endif\n\
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-
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-
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-
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\n\
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float width = 2.0; // TODO: Expose as a uniform\n\
|
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epsilon *= width; \n\
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\n\
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return czm_equalsEpsilon(t, length(v_positionEC), epsilon);\n\
|
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|
}\n\
|
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+
\n\
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|
vec4 shade(czm_raySegment ellipsoidInterval)\n\
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|
{\n\
|
54
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|
#ifdef RENDER_FOR_PICK\n\
|
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-
return u_pickColor;\n\
|
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+
return u_pickColor;\n\
|
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|
#else\n\
|
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-
if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval))\n\
|
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|
-
{\n\
|
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-
return getIntersectionColor(u_sensorRadius, v_positionEC);\n\
|
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-
}\n\
|
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-
return getColor(u_sensorRadius, v_positionEC);\n\
|
79
|
+
if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval))\n\
|
80
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+
{\n\
|
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+
return getIntersectionColor(u_sensorRadius, v_positionEC);\n\
|
82
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+
}\n\
|
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+
return getColor(u_sensorRadius, v_positionEC);\n\
|
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84
|
#endif\n\
|
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85
|
}\n\
|
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+
\n\
|
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87
|
bool czm_pointInEllipsoid(czm_ellipsoid ellipsoid, vec3 point)\n\
|
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|
{\n\
|
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|
-
|
67
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-
((point.
|
68
|
-
((point.
|
89
|
+
// TODO: Take into account ellipsoid's center; optimize with radii-squared; and move elsewhere\n\
|
90
|
+
return (((point.x * point.x) / (ellipsoid.radii.x * ellipsoid.radii.x)) +\n\
|
91
|
+
((point.y * point.y) / (ellipsoid.radii.y * ellipsoid.radii.y)) +\n\
|
92
|
+
((point.z * point.z) / (ellipsoid.radii.z * ellipsoid.radii.z)) < 1.0);\n\
|
69
93
|
}\n\
|
94
|
+
\n\
|
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95
|
void main()\n\
|
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96
|
{\n\
|
72
|
-
vec3 sensorVertexWC = czm_model[3].xyz
|
73
|
-
vec3 sensorVertexEC = czm_modelView[3].xyz
|
74
|
-
|
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|
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|
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|
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-
|
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|
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|
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|
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-
|
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|
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-
|
84
|
-
|
85
|
-
}\n\
|
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|
-
|
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|
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|
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|
-
|
89
|
-
|
90
|
-
|
91
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-
|
92
|
-
|
97
|
+
vec3 sensorVertexWC = czm_model[3].xyz; // (0.0, 0.0, 0.0) in model coordinates\n\
|
98
|
+
vec3 sensorVertexEC = czm_modelView[3].xyz; // (0.0, 0.0, 0.0) in model coordinates\n\
|
99
|
+
\n\
|
100
|
+
czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
|
101
|
+
\n\
|
102
|
+
// Occluded by the ellipsoid?\n\
|
103
|
+
if (!u_showThroughEllipsoid)\n\
|
104
|
+
{\n\
|
105
|
+
// Discard if in the ellipsoid \n\
|
106
|
+
// PERFORMANCE_IDEA: A coarse check for ellipsoid intersection could be done on the CPU first.\n\
|
107
|
+
if (czm_pointInEllipsoid(ellipsoid, v_positionWC))\n\
|
108
|
+
{\n\
|
109
|
+
discard;\n\
|
110
|
+
}\n\
|
111
|
+
\n\
|
112
|
+
// Discard if in the sensor's shadow\n\
|
113
|
+
if (inSensorShadow(sensorVertexWC, ellipsoid, v_positionEC))\n\
|
114
|
+
{\n\
|
115
|
+
discard;\n\
|
116
|
+
}\n\
|
117
|
+
}\n\
|
118
|
+
\n\
|
119
|
+
// Discard if not in the sensor's sphere\n\
|
120
|
+
// PERFORMANCE_IDEA: We can omit this check if the radius is Number.POSITIVE_INFINITY.\n\
|
121
|
+
if (distance(v_positionEC, sensorVertexEC) > u_sensorRadius)\n\
|
122
|
+
{\n\
|
123
|
+
discard;\n\
|
124
|
+
}\n\
|
125
|
+
\n\
|
126
|
+
czm_ray ray = czm_ray(vec3(0.0), normalize(v_positionEC)); // Ray from eye to fragment in eye coordinates\n\
|
127
|
+
czm_raySegment ellipsoidInterval = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
|
128
|
+
\n\
|
129
|
+
gl_FragColor = shade(ellipsoidInterval);\n\
|
93
130
|
}\n\
|
94
131
|
";
|
95
132
|
});
|
@@ -4,15 +4,16 @@ define(function() {
|
|
4
4
|
"use strict";
|
5
5
|
return "attribute vec4 position;\n\
|
6
6
|
attribute vec3 normal;\n\
|
7
|
+
\n\
|
7
8
|
varying vec3 v_positionWC;\n\
|
8
9
|
varying vec3 v_positionEC;\n\
|
9
10
|
varying vec3 v_normalEC;\n\
|
11
|
+
\n\
|
10
12
|
void main()\n\
|
11
13
|
{\n\
|
12
|
-
gl_Position = czm_modelViewProjection * position;\n\
|
13
|
-
v_positionWC = (czm_model * position).xyz;\n\
|
14
|
-
v_positionEC = (czm_modelView * position).xyz;\n\
|
15
|
-
v_normalEC = czm_normal * normal;\n\
|
16
|
-
}
|
17
|
-
";
|
14
|
+
gl_Position = czm_modelViewProjection * position;\n\
|
15
|
+
v_positionWC = (czm_model * position).xyz;\n\
|
16
|
+
v_positionEC = (czm_modelView * position).xyz;\n\
|
17
|
+
v_normalEC = czm_normal * normal;\n\
|
18
|
+
}";
|
18
19
|
});
|
@@ -4,35 +4,43 @@ define(function() {
|
|
4
4
|
"use strict";
|
5
5
|
return "uniform vec3 u_radii;\n\
|
6
6
|
uniform vec3 u_oneOverEllipsoidRadiiSquared;\n\
|
7
|
+
\n\
|
7
8
|
varying vec3 v_positionEC;\n\
|
9
|
+
\n\
|
8
10
|
void main()\n\
|
9
11
|
{\n\
|
10
|
-
czm_ellipsoid ellipsoid = czm_ellipsoidNew(czm_modelView[3].xyz, u_radii);\n\
|
11
|
-
vec3 direction = normalize(v_positionEC);\n\
|
12
|
-
czm_ray ray = czm_ray(vec3(0.0), direction);\n\
|
13
|
-
czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
|
19
|
-
|
20
|
-
|
21
|
-
|
22
|
-
vec3
|
23
|
-
vec3
|
24
|
-
|
25
|
-
vec3
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
materialInput
|
32
|
-
materialInput.
|
33
|
-
materialInput.
|
34
|
-
|
35
|
-
|
12
|
+
czm_ellipsoid ellipsoid = czm_ellipsoidNew(czm_modelView[3].xyz, u_radii);\n\
|
13
|
+
vec3 direction = normalize(v_positionEC);\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
|
+
discard;\n\
|
20
|
+
}\n\
|
21
|
+
\n\
|
22
|
+
// Pick the intersection point based on if the viewer is outside or inside the ellipsoid\n\
|
23
|
+
bool hitFrontFace = (intersection.start != 0.0);\n\
|
24
|
+
vec3 positionEC = czm_pointAlongRay(ray, hitFrontFace ? intersection.start : intersection.stop);\n\
|
25
|
+
vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz;\n\
|
26
|
+
vec3 geodeticNormal = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), u_oneOverEllipsoidRadiiSquared));\n\
|
27
|
+
vec3 normalMC = hitFrontFace ? geodeticNormal : -geodeticNormal; // normalized surface normal (always facing the viewer) in model coordinates\n\
|
28
|
+
vec3 normalEC = normalize(czm_normal * normalMC); // normalized surface normal in eye coordiantes\n\
|
29
|
+
\n\
|
30
|
+
vec2 st = czm_ellipsoidWgs84TextureCoordinates(geodeticNormal);\n\
|
31
|
+
vec3 positionToEyeEC = -positionEC; \n\
|
32
|
+
\n\
|
33
|
+
czm_materialInput materialInput;\n\
|
34
|
+
materialInput.s = st.s;\n\
|
35
|
+
materialInput.st = st;\n\
|
36
|
+
materialInput.str = (positionMC + u_radii) / u_radii;\n\
|
37
|
+
materialInput.normalEC = normalEC;\n\
|
38
|
+
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\
|
39
|
+
materialInput.positionToEyeEC = positionToEyeEC;\n\
|
40
|
+
materialInput.positionMC = positionMC;\n\
|
41
|
+
czm_material material = czm_getMaterial(materialInput);\n\
|
42
|
+
\n\
|
43
|
+
gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
|
36
44
|
}\n\
|
37
45
|
";
|
38
46
|
});
|
@@ -3,14 +3,30 @@
|
|
3
3
|
define(function() {
|
4
4
|
"use strict";
|
5
5
|
return "attribute vec3 position;\n\
|
6
|
+
\n\
|
6
7
|
uniform vec3 u_radii;\n\
|
8
|
+
\n\
|
7
9
|
varying vec3 v_positionEC;\n\
|
8
|
-
|
10
|
+
\n\
|
11
|
+
void main() \n\
|
9
12
|
{\n\
|
10
|
-
|
11
|
-
|
12
|
-
|
13
|
-
|
13
|
+
// In the vertex data, the cube goes from (-1.0, -1.0, -1.0) to (1.0, 1.0, 1.0) in model coordinates.\n\
|
14
|
+
// Scale to consider the radii. We could also do this once on the CPU when using the BoxTessellator,\n\
|
15
|
+
// but doing it here allows us to change the radii without rewriting the vertex data, and\n\
|
16
|
+
// allows all ellipsoids to reuse the same vertex data.\n\
|
17
|
+
vec4 p = vec4(u_radii * position, 1.0);\n\
|
18
|
+
\n\
|
19
|
+
v_positionEC = (czm_modelView * p).xyz; // position in eye coordinates\n\
|
20
|
+
gl_Position = czm_modelViewProjection * p; // position in clip coordinates\n\
|
21
|
+
\n\
|
22
|
+
// With multi-frustum, when the ellipsoid primitive is positioned on the intersection of two frustums \n\
|
23
|
+
// and close to terrain, the terrain (writes depth) in the closest frustum can overwrite part of the \n\
|
24
|
+
// ellipsoid (does not write depth) that was rendered in the farther frustum.\n\
|
25
|
+
//\n\
|
26
|
+
// Here, we clamp the depth in the vertex shader to avoid being overwritten; however, this creates\n\
|
27
|
+
// artifacts since some fragments can be alpha blended twice. This is solved by only rendering\n\
|
28
|
+
// the ellipsoid in the closest frustum to the viewer.\n\
|
29
|
+
gl_Position.z = clamp(gl_Position.z, gl_DepthRange.near, gl_DepthRange.far);\n\
|
14
30
|
}\n\
|
15
31
|
";
|
16
32
|
});
|
@@ -5,19 +5,27 @@ define(function() {
|
|
5
5
|
return "uniform vec4 asphaltColor;\n\
|
6
6
|
uniform float bumpSize;\n\
|
7
7
|
uniform float roughness;\n\
|
8
|
+
\n\
|
8
9
|
czm_material czm_getMaterial(czm_materialInput materialInput)\n\
|
9
10
|
{\n\
|
10
|
-
czm_material material = czm_getDefaultMaterial(materialInput);\n\
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
color
|
15
|
-
|
16
|
-
|
17
|
-
color.rgb
|
18
|
-
|
19
|
-
|
20
|
-
|
11
|
+
czm_material material = czm_getDefaultMaterial(materialInput);\n\
|
12
|
+
\n\
|
13
|
+
// From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\
|
14
|
+
//Main cellular pattern\n\
|
15
|
+
vec4 color = asphaltColor;\n\
|
16
|
+
vec2 st = materialInput.st;\n\
|
17
|
+
vec2 F = czm_cellular(st / bumpSize);\n\
|
18
|
+
color.rgb -= (F.x / F.y) * 0.1;\n\
|
19
|
+
\n\
|
20
|
+
//Extra bumps for roughness\n\
|
21
|
+
float noise = czm_snoise(st / bumpSize);\n\
|
22
|
+
noise = pow(noise, 5.0) * roughness;\n\
|
23
|
+
color.rgb += noise;\n\
|
24
|
+
\n\
|
25
|
+
material.diffuse = color.rgb;\n\
|
26
|
+
material.alpha = color.a;\n\
|
27
|
+
\n\
|
28
|
+
return material;\n\
|
21
29
|
}\n\
|
22
30
|
";
|
23
31
|
});
|
@@ -5,15 +5,19 @@ define(function() {
|
|
5
5
|
return "uniform vec4 lightColor;\n\
|
6
6
|
uniform vec4 darkColor;\n\
|
7
7
|
uniform float frequency;\n\
|
8
|
+
\n\
|
8
9
|
czm_material czm_getMaterial(czm_materialInput materialInput)\n\
|
9
10
|
{\n\
|
10
|
-
czm_material material = czm_getDefaultMaterial(materialInput);\n\
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
|
11
|
+
czm_material material = czm_getDefaultMaterial(materialInput);\n\
|
12
|
+
\n\
|
13
|
+
// From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\
|
14
|
+
vec2 F = czm_cellular(materialInput.st * frequency);\n\
|
15
|
+
float t = 1.0 - F.x * F.x;\n\
|
16
|
+
\n\
|
17
|
+
vec4 color = mix(lightColor, darkColor, t);\n\
|
18
|
+
material.diffuse = color.rgb;\n\
|
19
|
+
material.alpha = color.a;\n\
|
20
|
+
\n\
|
21
|
+
return material;\n\
|
22
|
+
}";
|
19
23
|
});
|
@@ -8,29 +8,40 @@ uniform vec2 brickSize;\n\
|
|
8
8
|
uniform vec2 brickPct;\n\
|
9
9
|
uniform float brickRoughness;\n\
|
10
10
|
uniform float mortarRoughness;\n\
|
11
|
+
\n\
|
11
12
|
#define Integral(x, p) ((floor(x) * p) + max(fract(x) - (1.0 - p), 0.0))\n\
|
13
|
+
\n\
|
12
14
|
czm_material czm_getMaterial(czm_materialInput materialInput)\n\
|
13
15
|
{\n\
|
14
|
-
czm_material material = czm_getDefaultMaterial(materialInput);\n\
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
position
|
19
|
-
|
20
|
-
|
21
|
-
|
22
|
-
|
23
|
-
|
24
|
-
|
25
|
-
vec2
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
|
16
|
+
czm_material material = czm_getDefaultMaterial(materialInput);\n\
|
17
|
+
\n\
|
18
|
+
// From OpenGL Shading Language (3rd edition) pg. 194, 501\n\
|
19
|
+
vec2 st = materialInput.st;\n\
|
20
|
+
vec2 position = st / brickSize;\n\
|
21
|
+
if(fract(position.y * 0.5) > 0.5) {\n\
|
22
|
+
position.x += 0.5; \n\
|
23
|
+
}\n\
|
24
|
+
\n\
|
25
|
+
//calculate whether to use brick or mortar (does AA)\n\
|
26
|
+
vec2 filterWidth = vec2(0.02);\n\
|
27
|
+
vec2 useBrick = (Integral(position + filterWidth, brickPct) - \n\
|
28
|
+
Integral(position, brickPct)) / filterWidth;\n\
|
29
|
+
float useBrickFinal = useBrick.x * useBrick.y;\n\
|
30
|
+
vec4 color = mix(mortarColor, brickColor, useBrickFinal);\n\
|
31
|
+
\n\
|
32
|
+
//Apply noise to brick\n\
|
33
|
+
vec2 brickScaled = vec2(st.x / 0.1, st.y / 0.006);\n\
|
34
|
+
float brickNoise = abs(czm_snoise(brickScaled) * brickRoughness / 5.0);\n\
|
35
|
+
color.rg += brickNoise * useBrickFinal;\n\
|
36
|
+
\n\
|
37
|
+
//Apply noise to mortar\n\
|
38
|
+
vec2 mortarScaled = st / 0.005;\n\
|
39
|
+
float mortarNoise = max(czm_snoise(mortarScaled) * mortarRoughness, 0.0);\n\
|
40
|
+
color.rgb += mortarNoise * (1.0 - useBrickFinal); \n\
|
41
|
+
\n\
|
42
|
+
material.diffuse = color.rgb;\n\
|
43
|
+
material.alpha = color.a;\n\
|
44
|
+
\n\
|
45
|
+
return material;\n\
|
46
|
+
}";
|
36
47
|
});
|