cesium 0.15.0 → 0.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (596) hide show
  1. data/app/assets/javascripts/Cesium.js +7 -7
  2. data/app/assets/javascripts/Core/BoundingRectangle.js +1 -1
  3. data/app/assets/javascripts/Core/BoundingSphere.js +12 -5
  4. data/app/assets/javascripts/Core/BoxTessellator.js +11 -8
  5. data/app/assets/javascripts/Core/CatmullRomSpline.js +23 -21
  6. data/app/assets/javascripts/Core/Clock.js +1 -1
  7. data/app/assets/javascripts/Core/Color.js +51 -0
  8. data/app/assets/javascripts/Core/CubeMapEllipsoidTessellator.js +3 -1
  9. data/app/assets/javascripts/Core/EarthOrientationParameters.js +1 -1
  10. data/app/assets/javascripts/Core/EllipsoidalOccluder.js +15 -12
  11. data/app/assets/javascripts/Core/Extent.js +37 -0
  12. data/app/assets/javascripts/Core/ExtentTessellator.js +33 -25
  13. data/app/assets/javascripts/Core/HermitePolynomialApproximation.js +18 -19
  14. data/app/assets/javascripts/Core/HermiteSpline.js +49 -49
  15. data/app/assets/javascripts/Core/Iau2006XysData.js +4 -5
  16. data/app/assets/javascripts/Core/LagrangePolynomialApproximation.js +10 -20
  17. data/app/assets/javascripts/Core/LinearApproximation.js +19 -23
  18. data/app/assets/javascripts/Core/Math.js +15 -3
  19. data/app/assets/javascripts/Core/Matrix4.js +186 -2
  20. data/app/assets/javascripts/Core/MeshFilters.js +13 -13
  21. data/app/assets/javascripts/Core/OrientationInterpolator.js +19 -19
  22. data/app/assets/javascripts/Core/PlaneTessellator.js +8 -6
  23. data/app/assets/javascripts/Core/PolygonPipeline.js +21 -21
  24. data/app/assets/javascripts/Core/PolylinePipeline.js +17 -25
  25. data/app/assets/javascripts/Core/ScreenSpaceEventHandler.js +187 -185
  26. data/app/assets/javascripts/Core/Shapes.js +8 -4
  27. data/app/assets/javascripts/Core/Simon1994PlanetaryPositions.js +521 -0
  28. data/app/assets/javascripts/Core/Spherical.js +36 -9
  29. data/app/assets/javascripts/Core/TaskProcessor.js +42 -5
  30. data/app/assets/javascripts/Core/TimeIntervalCollection.js +5 -5
  31. data/app/assets/javascripts/Core/Tipsify.js +21 -16
  32. data/app/assets/javascripts/Core/Transforms.js +11 -11
  33. data/app/assets/javascripts/Core/TridiagonalSystemSolver.js +4 -4
  34. data/app/assets/javascripts/Core/clone.js +25 -8
  35. data/app/assets/javascripts/Core/defaultValue.js +10 -1
  36. data/app/assets/javascripts/Core/isCrossOriginUrl.js +32 -0
  37. data/app/assets/javascripts/Core/jsonp.js +2 -2
  38. data/app/assets/javascripts/Core/loadImage.js +13 -6
  39. data/app/assets/javascripts/Core/loadJson.js +4 -1
  40. data/app/assets/javascripts/Core/pointInsideTriangle2D.js +1 -1
  41. data/app/assets/javascripts/Core/writeTextToCanvas.js +1 -3
  42. data/app/assets/javascripts/DynamicScene/CzmlBoolean.js +7 -4
  43. data/app/assets/javascripts/DynamicScene/CzmlCartesian2.js +1 -1
  44. data/app/assets/javascripts/DynamicScene/CzmlCartesian3.js +1 -1
  45. data/app/assets/javascripts/DynamicScene/CzmlColor.js +1 -1
  46. data/app/assets/javascripts/DynamicScene/CzmlHorizontalOrigin.js +6 -5
  47. data/app/assets/javascripts/DynamicScene/CzmlImage.js +8 -3
  48. data/app/assets/javascripts/DynamicScene/CzmlLabelStyle.js +6 -5
  49. data/app/assets/javascripts/DynamicScene/CzmlNumber.js +6 -4
  50. data/app/assets/javascripts/DynamicScene/CzmlPosition.js +166 -0
  51. data/app/assets/javascripts/DynamicScene/CzmlString.js +6 -4
  52. data/app/assets/javascripts/DynamicScene/CzmlUnitCartesian3.js +1 -1
  53. data/app/assets/javascripts/DynamicScene/CzmlUnitQuaternion.js +1 -1
  54. data/app/assets/javascripts/DynamicScene/CzmlUnitSpherical.js +1 -1
  55. data/app/assets/javascripts/DynamicScene/CzmlVerticalOrigin.js +6 -5
  56. data/app/assets/javascripts/DynamicScene/DynamicGridMaterial.js +202 -0
  57. data/app/assets/javascripts/DynamicScene/DynamicMaterialProperty.js +5 -3
  58. data/app/assets/javascripts/DynamicScene/DynamicObject.js +1 -2
  59. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +19 -15
  60. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +12 -10
  61. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +17 -10
  62. data/app/assets/javascripts/DynamicScene/DynamicPositionProperty.js +39 -90
  63. data/app/assets/javascripts/DynamicScene/DynamicProperty.js +19 -6
  64. data/app/assets/javascripts/DynamicScene/ReferenceProperty.js +6 -4
  65. data/app/assets/javascripts/DynamicScene/VisualizerCollection.js +10 -11
  66. data/app/assets/javascripts/Renderer/ClearCommand.js +60 -9
  67. data/app/assets/javascripts/Renderer/Context.js +234 -575
  68. data/app/assets/javascripts/Renderer/DrawCommand.js +15 -3
  69. data/app/assets/javascripts/Renderer/PassState.js +55 -0
  70. data/app/assets/javascripts/Renderer/PickFramebuffer.js +47 -77
  71. data/app/assets/javascripts/Renderer/RenderState.js +541 -0
  72. data/app/assets/javascripts/Renderer/ShaderCache.js +34 -1
  73. data/app/assets/javascripts/Renderer/ShaderProgram.js +112 -6
  74. data/app/assets/javascripts/Renderer/TextureAtlas.js +63 -67
  75. data/app/assets/javascripts/Renderer/UniformState.js +59 -30
  76. data/app/assets/javascripts/Renderer/VertexArray.js +9 -7
  77. data/app/assets/javascripts/Renderer/VertexArrayFacade.js +28 -27
  78. data/app/assets/javascripts/Renderer/createPickFragmentShaderSource.js +53 -0
  79. data/app/assets/javascripts/Renderer/loadCubeMap.js +10 -11
  80. data/app/assets/javascripts/Scene/AnimationCollection.js +48 -44
  81. data/app/assets/javascripts/Scene/Billboard.js +8 -2
  82. data/app/assets/javascripts/Scene/BillboardCollection.js +66 -62
  83. data/app/assets/javascripts/Scene/Camera.js +3 -0
  84. data/app/assets/javascripts/Scene/CameraController.js +3 -3
  85. data/app/assets/javascripts/Scene/CameraFlightPath.js +9 -6
  86. data/app/assets/javascripts/Scene/CentralBody.js +47 -65
  87. data/app/assets/javascripts/Scene/CentralBodySurface.js +9 -6
  88. data/app/assets/javascripts/Scene/CentralBodySurfaceShaderSet.js +5 -9
  89. data/app/assets/javascripts/Scene/CompositePrimitive.js +8 -8
  90. data/app/assets/javascripts/Scene/CustomSensorVolume.js +66 -55
  91. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +26 -27
  92. data/app/assets/javascripts/Scene/FrameState.js +15 -4
  93. data/app/assets/javascripts/Scene/GridImageryProvider.js +266 -0
  94. data/app/assets/javascripts/Scene/ImageryLayer.js +44 -19
  95. data/app/assets/javascripts/Scene/ImageryLayerCollection.js +3 -0
  96. data/app/assets/javascripts/Scene/ImageryProvider.js +3 -0
  97. data/app/assets/javascripts/Scene/Label.js +4 -4
  98. data/app/assets/javascripts/Scene/LabelCollection.js +2 -9
  99. data/app/assets/javascripts/Scene/Material.js +97 -8
  100. data/app/assets/javascripts/Scene/OrthographicFrustum.js +2 -2
  101. data/app/assets/javascripts/Scene/PerformanceDisplay.js +17 -10
  102. data/app/assets/javascripts/Scene/PerspectiveOffCenterFrustum.js +2 -2
  103. data/app/assets/javascripts/Scene/Polygon.js +30 -56
  104. data/app/assets/javascripts/Scene/Polyline.js +93 -227
  105. data/app/assets/javascripts/Scene/PolylineCollection.js +685 -757
  106. data/app/assets/javascripts/Scene/Projections.js +2 -2
  107. data/app/assets/javascripts/Scene/RectangularPyramidSensorVolume.js +21 -16
  108. data/app/assets/javascripts/Scene/Scene.js +40 -32
  109. data/app/assets/javascripts/Scene/SceneTransitioner.js +8 -56
  110. data/app/assets/javascripts/Scene/SensorVolumeCollection.js +6 -20
  111. data/app/assets/javascripts/Scene/SkyAtmosphere.js +0 -11
  112. data/app/assets/javascripts/Scene/SkyBox.js +0 -11
  113. data/app/assets/javascripts/Scene/VRTheWorldTerrainProvider.js +3 -2
  114. data/app/assets/javascripts/Scene/ViewportQuad.js +8 -8
  115. data/app/assets/javascripts/Shaders/BillboardCollectionVS.glsl +0 -2
  116. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +0 -2
  117. data/app/assets/javascripts/Shaders/BuiltinFunctions.glsl +517 -3
  118. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +535 -4
  119. data/app/assets/javascripts/Shaders/CentralBodyFS.glsl +11 -24
  120. data/app/assets/javascripts/Shaders/CentralBodyFS.js +11 -24
  121. data/app/assets/javascripts/Shaders/CentralBodyVS.glsl +1 -3
  122. data/app/assets/javascripts/Shaders/CentralBodyVS.js +1 -3
  123. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.glsl +14 -33
  124. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +14 -33
  125. data/app/assets/javascripts/Shaders/EllipsoidFS.glsl +0 -1
  126. data/app/assets/javascripts/Shaders/EllipsoidFS.js +0 -1
  127. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.glsl +1 -11
  128. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +1 -11
  129. data/app/assets/javascripts/Shaders/Materials/FadeMaterial.glsl +36 -0
  130. data/app/assets/javascripts/Shaders/Materials/FadeMaterial.js +42 -0
  131. data/app/assets/javascripts/Shaders/Materials/GridMaterial.glsl +9 -1
  132. data/app/assets/javascripts/Shaders/Materials/GridMaterial.js +9 -1
  133. data/app/assets/javascripts/Shaders/Materials/PolylineArrowMaterial.glsl +60 -0
  134. data/app/assets/javascripts/Shaders/Materials/PolylineArrowMaterial.js +66 -0
  135. data/app/assets/javascripts/Shaders/Materials/PolylineGlowMaterial.glsl +17 -0
  136. data/app/assets/javascripts/Shaders/Materials/PolylineGlowMaterial.js +23 -0
  137. data/app/assets/javascripts/Shaders/Materials/PolylineOutlineMaterial.glsl +28 -0
  138. data/app/assets/javascripts/Shaders/Materials/PolylineOutlineMaterial.js +34 -0
  139. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.glsl +4 -10
  140. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +4 -10
  141. data/app/assets/javascripts/Shaders/PolygonFS.glsl +0 -3
  142. data/app/assets/javascripts/Shaders/PolygonFS.js +1 -4
  143. data/app/assets/javascripts/Shaders/PolygonVS.glsl +3 -4
  144. data/app/assets/javascripts/Shaders/PolygonVS.js +3 -4
  145. data/app/assets/javascripts/Shaders/PolylineFS.glsl +9 -2
  146. data/app/assets/javascripts/Shaders/PolylineFS.js +9 -2
  147. data/app/assets/javascripts/Shaders/PolylineVS.glsl +131 -14
  148. data/app/assets/javascripts/Shaders/PolylineVS.js +131 -14
  149. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.glsl +1 -19
  150. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +1 -19
  151. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.glsl +9 -1
  152. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +9 -1
  153. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.glsl +1 -3
  154. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +1 -3
  155. data/app/assets/javascripts/Shaders/SkyBoxFS.glsl +1 -2
  156. data/app/assets/javascripts/Shaders/SkyBoxFS.js +1 -2
  157. data/app/assets/javascripts/Widgets/Animation/Animation.js +8 -5
  158. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +19 -1
  159. data/app/assets/javascripts/Widgets/Timeline/Timeline.js +19 -2
  160. data/lib/cesium/version.rb +1 -1
  161. data/test/dummy/app/assets/javascripts/application.js.coffee +10 -10
  162. data/test/dummy/log/development.log +28285 -0
  163. data/test/dummy/tmp/cache/assets/BAF/370/sprockets%2F799a74598087f7719313562f44828061 +0 -0
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  576. metadata +90 -24
  577. data/app/assets/javascripts/Core/computeSunPosition.js +0 -116
  578. data/app/assets/javascripts/DynamicScene/CzmlCartographic.js +0 -125
  579. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +0 -350
  580. data/app/assets/javascripts/Scene/ComplexConicSensorVolume.js +0 -511
  581. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.glsl +0 -448
  582. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.glsl +0 -19
  583. data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.glsl +0 -886
  584. data/app/assets/javascripts/Shaders/Noise.glsl +0 -453
  585. data/app/assets/javascripts/Shaders/PolygonFSPick.glsl +0 -6
  586. data/app/assets/javascripts/Shaders/PolygonVSPick.glsl +0 -30
  587. data/app/assets/javascripts/Shaders/Ray.glsl +0 -532
  588. data/app/assets/javascripts/Widgets/Animation/darker.css +0 -69
  589. data/app/assets/javascripts/Widgets/Dojo/CesiumWidget.html +0 -4
  590. data/app/assets/javascripts/Widgets/Dojo/CesiumWidget.js +0 -348
  591. data/app/assets/javascripts/Widgets/Fullscreen/darker.css +0 -14
  592. data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +0 -18
  593. data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +0 -18
  594. data/app/assets/javascripts/Widgets/Images/viewControlBar.png +0 -0
  595. data/app/assets/javascripts/Widgets/Timeline/darker.css +0 -20
  596. data/app/assets/javascripts/Workers/package.json +0 -6
@@ -1,7 +1,4 @@
1
1
  //#define SHOW_TILE_BOUNDARIES
2
- //#define SHOW_TEXTURE_BOUNDARIES
3
-
4
- uniform float u_morphTime;
5
2
 
6
3
  #if TEXTURE_UNITS > 0
7
4
  uniform sampler2D u_dayTextures[TEXTURE_UNITS];
@@ -42,18 +39,13 @@ vec3 sampleAndBlend(
42
39
  float textureSaturation,
43
40
  float textureOneOverGamma)
44
41
  {
45
- // This crazy step stuff sets the alpha to 0.0 if this following condition is true:
46
- // tileTextureCoordinates.s < textureCoordinateExtent.s ||
47
- // tileTextureCoordinates.s > textureCoordinateExtent.p ||
48
- // tileTextureCoordinates.t < textureCoordinateExtent.t ||
49
- // tileTextureCoordinates.t > textureCoordinateExtent.q
50
- // In other words, the alpha is zero if the fragment is outside the extent
51
- // covered by this texture. Would an actual 'if' yield better performance?
52
- vec2 alphaMultiplier = step(textureCoordinateExtent.st, tileTextureCoordinates);
53
- textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
54
-
55
- alphaMultiplier = step(vec2(0.0), textureCoordinateExtent.pq - tileTextureCoordinates);
56
- textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
42
+ if (tileTextureCoordinates.s < textureCoordinateExtent.s ||
43
+ tileTextureCoordinates.s > textureCoordinateExtent.p ||
44
+ tileTextureCoordinates.t < textureCoordinateExtent.t ||
45
+ tileTextureCoordinates.t > textureCoordinateExtent.q)
46
+ {
47
+ return previousColor;
48
+ }
57
49
 
58
50
  vec2 translation = textureCoordinateTranslationAndScale.xy;
59
51
  vec2 scale = textureCoordinateTranslationAndScale.zw;
@@ -82,16 +74,11 @@ vec3 sampleAndBlend(
82
74
  color = pow(color, vec3(textureOneOverGamma));
83
75
  #endif
84
76
 
85
- #ifdef SHOW_TEXTURE_BOUNDARIES
86
- if (textureCoordinates.x < (1.0/256.0) || textureCoordinates.x > (255.0/256.0) ||
87
- textureCoordinates.y < (1.0/256.0) || textureCoordinates.y > (255.0/256.0))
88
- {
89
- color = vec3(1.0);
90
- alpha = 1.0;
91
- }
77
+ #ifdef APPLY_ALPHA
78
+ alpha *= textureAlpha;
92
79
  #endif
93
80
 
94
- return mix(previousColor, color, alpha * textureAlpha);
81
+ return mix(previousColor, color, alpha);
95
82
  }
96
83
 
97
84
  vec3 computeDayColor(vec3 initialColor, vec2 textureCoordinates);
@@ -132,7 +119,7 @@ void main()
132
119
  vec2 ellipsoidTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC);
133
120
  vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC.zyx);
134
121
 
135
- vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, u_morphTime * smoothstep(0.9, 0.95, normalMC.z));
122
+ vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));
136
123
 
137
124
  color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, startDayColor, mask);
138
125
  }
@@ -3,9 +3,6 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "//#define SHOW_TILE_BOUNDARIES\n\
6
- //#define SHOW_TEXTURE_BOUNDARIES\n\
7
- \n\
8
- uniform float u_morphTime;\n\
9
6
  \n\
10
7
  #if TEXTURE_UNITS > 0\n\
11
8
  uniform sampler2D u_dayTextures[TEXTURE_UNITS];\n\
@@ -46,18 +43,13 @@ vec3 sampleAndBlend(\n\
46
43
  float textureSaturation,\n\
47
44
  float textureOneOverGamma)\n\
48
45
  {\n\
49
- // This crazy step stuff sets the alpha to 0.0 if this following condition is true:\n\
50
- // tileTextureCoordinates.s < textureCoordinateExtent.s ||\n\
51
- // tileTextureCoordinates.s > textureCoordinateExtent.p ||\n\
52
- // tileTextureCoordinates.t < textureCoordinateExtent.t ||\n\
53
- // tileTextureCoordinates.t > textureCoordinateExtent.q\n\
54
- // In other words, the alpha is zero if the fragment is outside the extent\n\
55
- // covered by this texture. Would an actual 'if' yield better performance?\n\
56
- vec2 alphaMultiplier = step(textureCoordinateExtent.st, tileTextureCoordinates); \n\
57
- textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;\n\
58
- \n\
59
- alphaMultiplier = step(vec2(0.0), textureCoordinateExtent.pq - tileTextureCoordinates);\n\
60
- textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;\n\
46
+ if (tileTextureCoordinates.s < textureCoordinateExtent.s ||\n\
47
+ tileTextureCoordinates.s > textureCoordinateExtent.p ||\n\
48
+ tileTextureCoordinates.t < textureCoordinateExtent.t ||\n\
49
+ tileTextureCoordinates.t > textureCoordinateExtent.q)\n\
50
+ {\n\
51
+ return previousColor;\n\
52
+ }\n\
61
53
  \n\
62
54
  vec2 translation = textureCoordinateTranslationAndScale.xy;\n\
63
55
  vec2 scale = textureCoordinateTranslationAndScale.zw;\n\
@@ -86,16 +78,11 @@ vec3 sampleAndBlend(\n\
86
78
  color = pow(color, vec3(textureOneOverGamma));\n\
87
79
  #endif\n\
88
80
  \n\
89
- #ifdef SHOW_TEXTURE_BOUNDARIES\n\
90
- if (textureCoordinates.x < (1.0/256.0) || textureCoordinates.x > (255.0/256.0) ||\n\
91
- textureCoordinates.y < (1.0/256.0) || textureCoordinates.y > (255.0/256.0))\n\
92
- {\n\
93
- color = vec3(1.0);\n\
94
- alpha = 1.0;\n\
95
- }\n\
81
+ #ifdef APPLY_ALPHA\n\
82
+ alpha *= textureAlpha;\n\
96
83
  #endif\n\
97
84
  \n\
98
- return mix(previousColor, color, alpha * textureAlpha);\n\
85
+ return mix(previousColor, color, alpha);\n\
99
86
  }\n\
100
87
  \n\
101
88
  vec3 computeDayColor(vec3 initialColor, vec2 textureCoordinates);\n\
@@ -136,7 +123,7 @@ void main()\n\
136
123
  vec2 ellipsoidTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC);\n\
137
124
  vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC.zyx);\n\
138
125
  \n\
139
- vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, u_morphTime * smoothstep(0.9, 0.95, normalMC.z));\n\
126
+ vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));\n\
140
127
  \n\
141
128
  color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, startDayColor, mask);\n\
142
129
  }\n\
@@ -1,8 +1,6 @@
1
1
  attribute vec4 position3DAndHeight;
2
2
  attribute vec2 textureCoordinates;
3
3
 
4
- uniform float u_morphTime;
5
-
6
4
  uniform vec3 u_center3D;
7
5
  uniform mat4 u_modifiedModelView;
8
6
  uniform vec4 u_tileExtent;
@@ -77,7 +75,7 @@ vec4 getPositionMorphingMode(vec3 position3DWC)
77
75
  // This is unlikely to be noticable, though.
78
76
  float yPositionFraction = get2DYPositionFraction();
79
77
  vec3 position2DWC = vec3(0.0, mix(u_tileExtent.st, u_tileExtent.pq, vec2(textureCoordinates.x, yPositionFraction)));
80
- vec4 morphPosition = czm_columbusViewMorph(position2DWC, position3DWC, u_morphTime);
78
+ vec4 morphPosition = czm_columbusViewMorph(position2DWC, position3DWC, czm_morphTime);
81
79
  return czm_modelViewProjection * morphPosition;
82
80
  }
83
81
 
@@ -5,8 +5,6 @@ define(function() {
5
5
  return "attribute vec4 position3DAndHeight;\n\
6
6
  attribute vec2 textureCoordinates;\n\
7
7
  \n\
8
- uniform float u_morphTime;\n\
9
- \n\
10
8
  uniform vec3 u_center3D;\n\
11
9
  uniform mat4 u_modifiedModelView;\n\
12
10
  uniform vec4 u_tileExtent;\n\
@@ -81,7 +79,7 @@ vec4 getPositionMorphingMode(vec3 position3DWC)\n\
81
79
  // This is unlikely to be noticable, though.\n\
82
80
  float yPositionFraction = get2DYPositionFraction();\n\
83
81
  vec3 position2DWC = vec3(0.0, mix(u_tileExtent.st, u_tileExtent.pq, vec2(textureCoordinates.x, yPositionFraction)));\n\
84
- vec4 morphPosition = czm_columbusViewMorph(position2DWC, position3DWC, u_morphTime);\n\
82
+ vec4 morphPosition = czm_columbusViewMorph(position2DWC, position3DWC, czm_morphTime);\n\
85
83
  return czm_modelViewProjection * morphPosition;\n\
86
84
  }\n\
87
85
  \n\
@@ -6,14 +6,11 @@ uniform bool u_showIntersection;
6
6
  uniform bool u_showThroughEllipsoid;
7
7
 
8
8
  uniform float u_sensorRadius;
9
- uniform vec4 u_pickColor;
10
9
 
11
10
  varying vec3 v_positionWC;
12
11
  varying vec3 v_positionEC;
13
12
  varying vec3 v_normalEC;
14
13
 
15
- #ifndef RENDER_FOR_PICK
16
-
17
14
  vec4 getColor(float sensorRadius, vec3 pointEC)
18
15
  {
19
16
  czm_materialInput materialInput;
@@ -21,7 +18,6 @@ vec4 getColor(float sensorRadius, vec3 pointEC)
21
18
  vec3 pointMC = (czm_inverseModelView * vec4(pointEC, 1.0)).xyz;
22
19
  materialInput.st = sensor2dTextureCoordinates(sensorRadius, pointMC);
23
20
  materialInput.str = pointMC / sensorRadius;
24
- materialInput.positionMC = pointMC;
25
21
 
26
22
  vec3 positionToEyeEC = -v_positionEC;
27
23
  materialInput.positionToEyeEC = positionToEyeEC;
@@ -34,58 +30,42 @@ vec4 getColor(float sensorRadius, vec3 pointEC)
34
30
  return czm_phong(normalize(positionToEyeEC), material);
35
31
  }
36
32
 
37
- #endif
38
-
39
- bool ellipsoidSensorIntersection(czm_raySegment ellipsoidInterval)
33
+ bool ellipsoidSensorIntersection(czm_raySegment ellipsoidInterval, float pointInEllipsoid)
40
34
  {
41
- if (czm_isEmpty(ellipsoidInterval))
42
- {
43
- return false;
44
- }
35
+ if (czm_isEmpty(ellipsoidInterval)) {
36
+ return false;
37
+ }
45
38
 
46
- float t = ellipsoidInterval.start;
39
+ float t = pointInEllipsoid;
47
40
 
48
41
  #ifdef GL_OES_standard_derivatives
49
- // TODO: This seems to be too aggressive in some areas, and too conservative in others
50
42
  float epsilon = max(abs(dFdx(t)), abs(dFdy(t)));
51
-
52
- if (epsilon >= ellipsoidInterval.start)
53
- {
54
- // If the fragment is on the silhouette of the ellipsoid, the adjacent fragment
55
- // will not hit the ellipsoid (its ellipsoidInterval.start will be zero),
56
- // so the derivative will be large, and we would get false positives.
57
- return false;
58
- }
59
43
  #else
60
44
  // TODO: Don't hardcode this.
61
- float epsilon = t / 500.0;
45
+ float epsilon = 1.0 / 500.0;
62
46
  #endif
63
47
 
64
48
  float width = 2.0; // TODO: Expose as a uniform
65
49
  epsilon *= width;
66
50
 
67
- return czm_equalsEpsilon(t, length(v_positionEC), epsilon);
51
+ return czm_equalsEpsilon(t, 1.0, epsilon);
68
52
  }
69
53
 
70
- vec4 shade(czm_raySegment ellipsoidInterval)
54
+ vec4 shade(czm_raySegment ellipsoidInterval, float pointInEllipsoid)
71
55
  {
72
- #ifdef RENDER_FOR_PICK
73
- return u_pickColor;
74
- #else
75
- if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval))
56
+ if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval, pointInEllipsoid))
76
57
  {
77
58
  return getIntersectionColor(u_sensorRadius, v_positionEC);
78
59
  }
79
60
  return getColor(u_sensorRadius, v_positionEC);
80
- #endif
81
61
  }
82
62
 
83
- bool czm_pointInEllipsoid(czm_ellipsoid ellipsoid, vec3 point)
63
+ float czm_pointInEllipsoid(czm_ellipsoid ellipsoid, vec3 point)
84
64
  {
85
65
  // TODO: Take into account ellipsoid's center; optimize with radii-squared; and move elsewhere
86
66
  return (((point.x * point.x) / (ellipsoid.radii.x * ellipsoid.radii.x)) +
87
67
  ((point.y * point.y) / (ellipsoid.radii.y * ellipsoid.radii.y)) +
88
- ((point.z * point.z) / (ellipsoid.radii.z * ellipsoid.radii.z)) < 1.0);
68
+ ((point.z * point.z) / (ellipsoid.radii.z * ellipsoid.radii.z)));
89
69
  }
90
70
 
91
71
  void main()
@@ -94,13 +74,14 @@ void main()
94
74
  vec3 sensorVertexEC = czm_modelView[3].xyz; // (0.0, 0.0, 0.0) in model coordinates
95
75
 
96
76
  czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();
77
+ float pointInEllipsoid = czm_pointInEllipsoid(ellipsoid, v_positionWC);
97
78
 
98
79
  // Occluded by the ellipsoid?
99
80
  if (!u_showThroughEllipsoid)
100
81
  {
101
82
  // Discard if in the ellipsoid
102
83
  // PERFORMANCE_IDEA: A coarse check for ellipsoid intersection could be done on the CPU first.
103
- if (czm_pointInEllipsoid(ellipsoid, v_positionWC))
84
+ if (pointInEllipsoid < 1.0)
104
85
  {
105
86
  discard;
106
87
  }
@@ -122,5 +103,5 @@ void main()
122
103
  czm_ray ray = czm_ray(vec3(0.0), normalize(v_positionEC)); // Ray from eye to fragment in eye coordinates
123
104
  czm_raySegment ellipsoidInterval = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);
124
105
 
125
- gl_FragColor = shade(ellipsoidInterval);
106
+ gl_FragColor = shade(ellipsoidInterval, pointInEllipsoid);
126
107
  }
@@ -10,14 +10,11 @@ uniform bool u_showIntersection;\n\
10
10
  uniform bool u_showThroughEllipsoid;\n\
11
11
  \n\
12
12
  uniform float u_sensorRadius;\n\
13
- uniform vec4 u_pickColor;\n\
14
13
  \n\
15
14
  varying vec3 v_positionWC;\n\
16
15
  varying vec3 v_positionEC;\n\
17
16
  varying vec3 v_normalEC;\n\
18
17
  \n\
19
- #ifndef RENDER_FOR_PICK\n\
20
- \n\
21
18
  vec4 getColor(float sensorRadius, vec3 pointEC)\n\
22
19
  {\n\
23
20
  czm_materialInput materialInput;\n\
@@ -25,7 +22,6 @@ vec4 getColor(float sensorRadius, vec3 pointEC)\n\
25
22
  vec3 pointMC = (czm_inverseModelView * vec4(pointEC, 1.0)).xyz; \n\
26
23
  materialInput.st = sensor2dTextureCoordinates(sensorRadius, pointMC); \n\
27
24
  materialInput.str = pointMC / sensorRadius;\n\
28
- materialInput.positionMC = pointMC; \n\
29
25
  \n\
30
26
  vec3 positionToEyeEC = -v_positionEC;\n\
31
27
  materialInput.positionToEyeEC = positionToEyeEC;\n\
@@ -38,58 +34,42 @@ vec4 getColor(float sensorRadius, vec3 pointEC)\n\
38
34
  return czm_phong(normalize(positionToEyeEC), material);\n\
39
35
  }\n\
40
36
  \n\
41
- #endif\n\
42
- \n\
43
- bool ellipsoidSensorIntersection(czm_raySegment ellipsoidInterval)\n\
37
+ bool ellipsoidSensorIntersection(czm_raySegment ellipsoidInterval, float pointInEllipsoid)\n\
44
38
  {\n\
45
- if (czm_isEmpty(ellipsoidInterval))\n\
46
- {\n\
47
- return false;\n\
48
- }\n\
39
+ if (czm_isEmpty(ellipsoidInterval)) {\n\
40
+ return false;\n\
41
+ }\n\
49
42
  \n\
50
- float t = ellipsoidInterval.start;\n\
43
+ float t = pointInEllipsoid;\n\
51
44
  \n\
52
45
  #ifdef GL_OES_standard_derivatives\n\
53
- // TODO: This seems to be too aggressive in some areas, and too conservative in others\n\
54
46
  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\
63
47
  #else\n\
64
48
  // TODO: Don't hardcode this.\n\
65
- float epsilon = t / 500.0;\n\
49
+ float epsilon = 1.0 / 500.0;\n\
66
50
  #endif\n\
67
51
  \n\
68
52
  float width = 2.0; // TODO: Expose as a uniform\n\
69
53
  epsilon *= width; \n\
70
54
  \n\
71
- return czm_equalsEpsilon(t, length(v_positionEC), epsilon);\n\
55
+ return czm_equalsEpsilon(t, 1.0, epsilon);\n\
72
56
  }\n\
73
57
  \n\
74
- vec4 shade(czm_raySegment ellipsoidInterval)\n\
58
+ vec4 shade(czm_raySegment ellipsoidInterval, float pointInEllipsoid)\n\
75
59
  {\n\
76
- #ifdef RENDER_FOR_PICK\n\
77
- return u_pickColor;\n\
78
- #else\n\
79
- if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval))\n\
60
+ if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval, pointInEllipsoid))\n\
80
61
  {\n\
81
62
  return getIntersectionColor(u_sensorRadius, v_positionEC);\n\
82
63
  }\n\
83
64
  return getColor(u_sensorRadius, v_positionEC);\n\
84
- #endif\n\
85
65
  }\n\
86
66
  \n\
87
- bool czm_pointInEllipsoid(czm_ellipsoid ellipsoid, vec3 point)\n\
67
+ float czm_pointInEllipsoid(czm_ellipsoid ellipsoid, vec3 point)\n\
88
68
  {\n\
89
69
  // TODO: Take into account ellipsoid's center; optimize with radii-squared; and move elsewhere\n\
90
70
  return (((point.x * point.x) / (ellipsoid.radii.x * ellipsoid.radii.x)) +\n\
91
71
  ((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\
72
+ ((point.z * point.z) / (ellipsoid.radii.z * ellipsoid.radii.z)));\n\
93
73
  }\n\
94
74
  \n\
95
75
  void main()\n\
@@ -98,13 +78,14 @@ void main()\n\
98
78
  vec3 sensorVertexEC = czm_modelView[3].xyz; // (0.0, 0.0, 0.0) in model coordinates\n\
99
79
  \n\
100
80
  czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();\n\
81
+ float pointInEllipsoid = czm_pointInEllipsoid(ellipsoid, v_positionWC);\n\
101
82
  \n\
102
83
  // Occluded by the ellipsoid?\n\
103
84
  if (!u_showThroughEllipsoid)\n\
104
85
  {\n\
105
86
  // Discard if in the ellipsoid \n\
106
87
  // PERFORMANCE_IDEA: A coarse check for ellipsoid intersection could be done on the CPU first.\n\
107
- if (czm_pointInEllipsoid(ellipsoid, v_positionWC))\n\
88
+ if (pointInEllipsoid < 1.0)\n\
108
89
  {\n\
109
90
  discard;\n\
110
91
  }\n\
@@ -126,7 +107,7 @@ void main()\n\
126
107
  czm_ray ray = czm_ray(vec3(0.0), normalize(v_positionEC)); // Ray from eye to fragment in eye coordinates\n\
127
108
  czm_raySegment ellipsoidInterval = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\
128
109
  \n\
129
- gl_FragColor = shade(ellipsoidInterval);\n\
110
+ gl_FragColor = shade(ellipsoidInterval, pointInEllipsoid);\n\
130
111
  }\n\
131
112
  ";
132
113
  });
@@ -22,7 +22,6 @@ vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)
22
22
  materialInput.normalEC = normalEC;
23
23
  materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);
24
24
  materialInput.positionToEyeEC = positionToEyeEC;
25
- materialInput.positionMC = positionMC;
26
25
  czm_material material = czm_getMaterial(materialInput);
27
26
 
28
27
  return czm_phong(normalize(positionToEyeEC), material);
@@ -26,7 +26,6 @@ vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)\n\
26
26
  materialInput.normalEC = normalEC;\n\
27
27
  materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\
28
28
  materialInput.positionToEyeEC = positionToEyeEC;\n\
29
- materialInput.positionMC = positionMC;\n\
30
29
  czm_material material = czm_getMaterial(materialInput);\n\
31
30
  \n\
32
31
  return czm_phong(normalize(positionToEyeEC), material);\n\
@@ -6,9 +6,7 @@ czm_material czm_getMaterial(czm_materialInput materialInput)
6
6
  {
7
7
  czm_material material = czm_getDefaultMaterial(materialInput);
8
8
 
9
- // Fuzz Factor - Controls blurriness between light and dark colors
10
9
  vec2 st = materialInput.st;
11
- const float fuzz = 0.03;
12
10
 
13
11
  // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights
14
12
  float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0); // 0.0 or 1.0
@@ -20,17 +18,9 @@ czm_material czm_getMaterial(czm_materialInput materialInput)
20
18
  scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));
21
19
  float value = min(scaledWidth, scaledHeight);
22
20
 
23
- //anti-aliasing
24
- float val1 = clamp(value / fuzz, 0.0, 1.0);
25
- float val2 = clamp((value - 0.5) / fuzz, 0.0, 1.0);
26
- val1 = val1 * (1.0 - val2);
27
- val1 = val1 * val1 * (3.0 - (2.0 * val1));
28
- val1 = pow(val1, 0.5); //makes the transition nicer
29
-
30
- vec4 midColor = (lightColor + darkColor) / 2.0;
31
21
  vec4 currentColor = mix(lightColor, darkColor, b);
22
+ vec4 color = czm_antialias(lightColor, darkColor, currentColor, value, 0.03);
32
23
 
33
- vec4 color = mix(midColor, currentColor, val1);
34
24
  material.diffuse = color.rgb;
35
25
  material.alpha = color.a;
36
26
 
@@ -10,9 +10,7 @@ czm_material czm_getMaterial(czm_materialInput materialInput)\n\
10
10
  {\n\
11
11
  czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
12
  \n\
13
- // Fuzz Factor - Controls blurriness between light and dark colors\n\
14
13
  vec2 st = materialInput.st;\n\
15
- const float fuzz = 0.03;\n\
16
14
  \n\
17
15
  // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\
18
16
  float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0); // 0.0 or 1.0\n\
@@ -24,17 +22,9 @@ czm_material czm_getMaterial(czm_materialInput materialInput)\n\
24
22
  scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));\n\
25
23
  float value = min(scaledWidth, scaledHeight);\n\
26
24
  \n\
27
- //anti-aliasing\n\
28
- float val1 = clamp(value / fuzz, 0.0, 1.0);\n\
29
- float val2 = clamp((value - 0.5) / fuzz, 0.0, 1.0);\n\
30
- val1 = val1 * (1.0 - val2);\n\
31
- val1 = val1 * val1 * (3.0 - (2.0 * val1));\n\
32
- val1 = pow(val1, 0.5); //makes the transition nicer\n\
33
- \n\
34
- vec4 midColor = (lightColor + darkColor) / 2.0;\n\
35
25
  vec4 currentColor = mix(lightColor, darkColor, b);\n\
26
+ vec4 color = czm_antialias(lightColor, darkColor, currentColor, value, 0.03);\n\
36
27
  \n\
37
- vec4 color = mix(midColor, currentColor, val1);\n\
38
28
  material.diffuse = color.rgb;\n\
39
29
  material.alpha = color.a;\n\
40
30
  \n\