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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  340. data/test/dummy/tmp/pids/server.pid +1 -1
  341. metadata +33 -15
  342. data/app/assets/javascripts/Core/AnimationController.js +0 -148
  343. data/app/assets/javascripts/Scene/ImageryProviderError.js +0 -149
  344. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +0 -1
  345. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.js +0 -47
  346. data/app/assets/javascripts/Widgets/Images/Bing_Logo_51x19_White.png +0 -0
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  348. data/app/assets/javascripts/Workers/createVerticesFromExtent.js +0 -24
@@ -3,93 +3,130 @@
3
3
  define(function() {
4
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  "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 bool u_showIntersection;\n\
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  uniform bool u_showThroughEllipsoid;\n\
11
+ \n\
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  uniform float u_sensorRadius;\n\
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  uniform vec4 u_pickColor;\n\
14
+ \n\
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15
  varying vec3 v_positionWC;\n\
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  varying vec3 v_positionEC;\n\
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  varying vec3 v_normalEC;\n\
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+ \n\
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  #ifndef RENDER_FOR_PICK\n\
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+ \n\
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  vec4 getColor(float sensorRadius, vec3 pointEC)\n\
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  {\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\
22
- materialInput.positionMC = pointMC;\n\
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- vec3 positionToEyeEC = -v_positionEC;\n\
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- materialInput.positionToEyeEC = positionToEyeEC;\n\
25
- vec3 normalEC = normalize(v_normalEC);\n\
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- normalEC = mix(normalEC, -normalEC, step(normalEC.z, 0.0));\n\
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- materialInput.normalEC = normalEC;\n\
28
- czm_material material = czm_getMaterial(materialInput);\n\
29
- return czm_phong(normalize(positionToEyeEC), material);\n\
23
+ czm_materialInput materialInput;\n\
24
+ \n\
25
+ vec3 pointMC = (czm_inverseModelView * vec4(pointEC, 1.0)).xyz; \n\
26
+ materialInput.st = sensor2dTextureCoordinates(sensorRadius, pointMC); \n\
27
+ materialInput.str = pointMC / sensorRadius;\n\
28
+ materialInput.positionMC = pointMC; \n\
29
+ \n\
30
+ vec3 positionToEyeEC = -v_positionEC;\n\
31
+ materialInput.positionToEyeEC = positionToEyeEC;\n\
32
+ \n\
33
+ vec3 normalEC = normalize(v_normalEC);\n\
34
+ normalEC = mix(normalEC, -normalEC, step(normalEC.z, 0.0)); // Normal facing viewer\n\
35
+ materialInput.normalEC = normalEC;\n\
36
+ \n\
37
+ czm_material material = czm_getMaterial(materialInput);\n\
38
+ return czm_phong(normalize(positionToEyeEC), material);\n\
30
39
  }\n\
40
+ \n\
31
41
  #endif\n\
42
+ \n\
32
43
  bool ellipsoidSensorIntersection(czm_raySegment ellipsoidInterval)\n\
33
44
  {\n\
34
- if (czm_isEmpty(ellipsoidInterval))\n\
35
- {\n\
36
- return false;\n\
37
- }\n\
38
- float t = ellipsoidInterval.start;\n\
45
+ if (czm_isEmpty(ellipsoidInterval))\n\
46
+ {\n\
47
+ return false;\n\
48
+ }\n\
49
+ \n\
50
+ float t = ellipsoidInterval.start;\n\
51
+ \n\
39
52
  #ifdef GL_OES_standard_derivatives\n\
40
- float epsilon = max(abs(dFdx(t)), abs(dFdy(t)));\n\
41
- if (epsilon >= ellipsoidInterval.start)\n\
42
- {\n\
43
- return false;\n\
44
- }\n\
53
+ // TODO: This seems to be too aggressive in some areas, and too conservative in others\n\
54
+ float epsilon = max(abs(dFdx(t)), abs(dFdy(t)));\n\
55
+ \n\
56
+ if (epsilon >= ellipsoidInterval.start)\n\
57
+ {\n\
58
+ // If the fragment is on the silhouette of the ellipsoid, the adjacent fragment\n\
59
+ // will not hit the ellipsoid (its ellipsoidInterval.start will be zero),\n\
60
+ // so the derivative will be large, and we would get false positives.\n\
61
+ return false;\n\
62
+ }\n\
45
63
  #else\n\
46
- float epsilon = t / 500.0;\n\
64
+ // TODO: Don't hardcode this.\n\
65
+ float epsilon = t / 500.0;\n\
47
66
  #endif\n\
48
- float width = 2.0;\n\
49
- epsilon *= width;\n\
50
- return czm_equalsEpsilon(t, length(v_positionEC), epsilon);\n\
67
+ \n\
68
+ float width = 2.0; // TODO: Expose as a uniform\n\
69
+ epsilon *= width; \n\
70
+ \n\
71
+ return czm_equalsEpsilon(t, length(v_positionEC), epsilon);\n\
51
72
  }\n\
73
+ \n\
52
74
  vec4 shade(czm_raySegment ellipsoidInterval)\n\
53
75
  {\n\
54
76
  #ifdef RENDER_FOR_PICK\n\
55
- return u_pickColor;\n\
77
+ return u_pickColor;\n\
56
78
  #else\n\
57
- if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval))\n\
58
- {\n\
59
- return getIntersectionColor(u_sensorRadius, v_positionEC);\n\
60
- }\n\
61
- return getColor(u_sensorRadius, v_positionEC);\n\
79
+ if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval))\n\
80
+ {\n\
81
+ return getIntersectionColor(u_sensorRadius, v_positionEC);\n\
82
+ }\n\
83
+ return getColor(u_sensorRadius, v_positionEC);\n\
62
84
  #endif\n\
63
85
  }\n\
86
+ \n\
64
87
  bool czm_pointInEllipsoid(czm_ellipsoid ellipsoid, vec3 point)\n\
65
88
  {\n\
66
- return (((point.x * point.x) / (ellipsoid.radii.x * ellipsoid.radii.x)) +\n\
67
- ((point.y * point.y) / (ellipsoid.radii.y * ellipsoid.radii.y)) +\n\
68
- ((point.z * point.z) / (ellipsoid.radii.z * ellipsoid.radii.z)) < 1.0);\n\
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\
70
95
  void main()\n\
71
96
  {\n\
72
- vec3 sensorVertexWC = czm_model[3].xyz;\n\
73
- vec3 sensorVertexEC = czm_modelView[3].xyz;\n\
74
- czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
75
- if (!u_showThroughEllipsoid)\n\
76
- {\n\
77
- if (czm_pointInEllipsoid(ellipsoid, v_positionWC))\n\
78
- {\n\
79
- discard;\n\
80
- }\n\
81
- if (inSensorShadow(sensorVertexWC, ellipsoid, v_positionEC))\n\
82
- {\n\
83
- discard;\n\
84
- }\n\
85
- }\n\
86
- if (distance(v_positionEC, sensorVertexEC) > u_sensorRadius)\n\
87
- {\n\
88
- discard;\n\
89
- }\n\
90
- czm_ray ray = czm_ray(vec3(0.0), normalize(v_positionEC));\n\
91
- czm_raySegment ellipsoidInterval = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
92
- gl_FragColor = shade(ellipsoidInterval);\n\
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
- }\n\
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
- if (czm_isEmpty(intersection))\n\
15
- {\n\
16
- discard;\n\
17
- }\n\
18
- bool hitFrontFace = (intersection.start != 0.0);\n\
19
- vec3 positionEC = czm_pointAlongRay(ray, hitFrontFace ? intersection.start : intersection.stop);\n\
20
- vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz;\n\
21
- vec3 geodeticNormal = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), u_oneOverEllipsoidRadiiSquared));\n\
22
- vec3 normalMC = hitFrontFace ? geodeticNormal : -geodeticNormal;\n\
23
- vec3 normalEC = normalize(czm_normal * normalMC);\n\
24
- vec2 st = czm_ellipsoidWgs84TextureCoordinates(geodeticNormal);\n\
25
- vec3 positionToEyeEC = -positionEC;\n\
26
- czm_materialInput materialInput;\n\
27
- materialInput.s = st.s;\n\
28
- materialInput.st = st;\n\
29
- materialInput.str = (positionMC + u_radii) / u_radii;\n\
30
- materialInput.normalEC = normalEC;\n\
31
- materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\
32
- materialInput.positionToEyeEC = positionToEyeEC;\n\
33
- materialInput.positionMC = positionMC;\n\
34
- czm_material material = czm_getMaterial(materialInput);\n\
35
- gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
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
- void main()\n\
10
+ \n\
11
+ void main() \n\
9
12
  {\n\
10
- vec4 p = vec4(u_radii * position, 1.0);\n\
11
- v_positionEC = (czm_modelView * p).xyz;\n\
12
- gl_Position = czm_modelViewProjection * p;\n\
13
- gl_Position.z = clamp(gl_Position.z, gl_DepthRange.near, gl_DepthRange.far);\n\
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
- vec4 color = asphaltColor;\n\
12
- vec2 st = materialInput.st;\n\
13
- vec2 F = czm_cellular(st / bumpSize);\n\
14
- color.rgb -= (F.x / F.y) * 0.1;\n\
15
- float noise = czm_snoise(st / bumpSize);\n\
16
- noise = pow(noise, 5.0) * roughness;\n\
17
- color.rgb += noise;\n\
18
- material.diffuse = color.rgb;\n\
19
- material.alpha = color.a;\n\
20
- return material;\n\
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
- vec2 F = czm_cellular(materialInput.st * frequency);\n\
12
- float t = 1.0 - F.x * F.x;\n\
13
- vec4 color = mix(lightColor, darkColor, t);\n\
14
- material.diffuse = color.rgb;\n\
15
- material.alpha = color.a;\n\
16
- return material;\n\
17
- }\n\
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
- vec2 st = materialInput.st;\n\
16
- vec2 position = st / brickSize;\n\
17
- if(fract(position.y * 0.5) > 0.5) {\n\
18
- position.x += 0.5;\n\
19
- }\n\
20
- vec2 filterWidth = vec2(0.02);\n\
21
- vec2 useBrick = (Integral(position + filterWidth, brickPct) -\n\
22
- Integral(position, brickPct)) / filterWidth;\n\
23
- float useBrickFinal = useBrick.x * useBrick.y;\n\
24
- vec4 color = mix(mortarColor, brickColor, useBrickFinal);\n\
25
- vec2 brickScaled = vec2(st.x / 0.1, st.y / 0.006);\n\
26
- float brickNoise = abs(czm_snoise(brickScaled) * brickRoughness / 5.0);\n\
27
- color.rg += brickNoise * useBrickFinal;\n\
28
- vec2 mortarScaled = st / 0.005;\n\
29
- float mortarNoise = max(czm_snoise(mortarScaled) * mortarRoughness, 0.0);\n\
30
- color.rgb += mortarNoise * (1.0 - useBrickFinal);\n\
31
- material.diffuse = color.rgb;\n\
32
- material.alpha = color.a;\n\
33
- return material;\n\
34
- }\n\
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
  });