@cesium/engine 1.0.0 → 2.0.0

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 (472) hide show
  1. package/Build/Workers/{AttributeCompression-4589338a.js → AttributeCompression-b646d393.js} +1 -1
  2. package/Build/Workers/{AxisAlignedBoundingBox-bfb1234f.js → AxisAlignedBoundingBox-47525601.js} +1 -1
  3. package/Build/Workers/{BoundingRectangle-7ffc2153.js → BoundingRectangle-93b263ac.js} +1 -1
  4. package/Build/Workers/{BoxGeometry-93f344a3.js → BoxGeometry-8c4b4125.js} +1 -1
  5. package/Build/Workers/{Color-0c5aaf47.js → Color-52c60ed7.js} +1 -1
  6. package/Build/Workers/{CoplanarPolygonGeometryLibrary-6597982a.js → CoplanarPolygonGeometryLibrary-33c4c1f8.js} +1 -1
  7. package/Build/Workers/{CorridorGeometryLibrary-2119580e.js → CorridorGeometryLibrary-5039cd8e.js} +1 -1
  8. package/Build/Workers/{CylinderGeometry-f9503c6d.js → CylinderGeometry-3ac44974.js} +1 -1
  9. package/Build/Workers/{EllipseGeometry-fedf72d5.js → EllipseGeometry-a9c9b3be.js} +1 -1
  10. package/Build/Workers/{EllipseGeometryLibrary-4ea68687.js → EllipseGeometryLibrary-855d4681.js} +1 -1
  11. package/Build/Workers/{EllipseOutlineGeometry-e2ae6a35.js → EllipseOutlineGeometry-017a5929.js} +1 -1
  12. package/Build/Workers/{EllipsoidGeodesic-16de63ea.js → EllipsoidGeodesic-98c62a56.js} +1 -1
  13. package/Build/Workers/{EllipsoidGeometry-95c0330e.js → EllipsoidGeometry-826e7bce.js} +1 -1
  14. package/Build/Workers/{EllipsoidOutlineGeometry-d6d2ceec.js → EllipsoidOutlineGeometry-784dcdb5.js} +1 -1
  15. package/Build/Workers/{EllipsoidRhumbLine-ae5e65e0.js → EllipsoidRhumbLine-19756602.js} +1 -1
  16. package/Build/Workers/{EllipsoidTangentPlane-bfc674bf.js → EllipsoidTangentPlane-ed9443a1.js} +1 -1
  17. package/Build/Workers/{EncodedCartesian3-f473ea18.js → EncodedCartesian3-81f70735.js} +1 -1
  18. package/Build/Workers/{FrustumGeometry-3bf2e4eb.js → FrustumGeometry-9f1ee4d8.js} +1 -1
  19. package/Build/Workers/{GeometryAttribute-df5f473e.js → GeometryAttribute-334718f8.js} +1 -1
  20. package/Build/Workers/{GeometryInstance-aa75b4cf.js → GeometryInstance-451dc1cd.js} +1 -1
  21. package/Build/Workers/{GeometryPipeline-f0e46c42.js → GeometryPipeline-8fb0db69.js} +1 -1
  22. package/Build/Workers/{IntersectionTests-9de29d51.js → IntersectionTests-27d49265.js} +1 -1
  23. package/Build/Workers/{Matrix2-ce637455.js → Matrix2-13178034.js} +4 -2
  24. package/Build/Workers/{Matrix3-4f4df527.js → Matrix3-315394f6.js} +2 -1
  25. package/Build/Workers/{OrientedBoundingBox-d3ff3d4d.js → OrientedBoundingBox-79ee7cbb.js} +5 -5
  26. package/Build/Workers/{Plane-b81241c2.js → Plane-900aa728.js} +1 -1
  27. package/Build/Workers/{PolygonGeometryLibrary-6f4937bb.js → PolygonGeometryLibrary-6b5a29e9.js} +1 -1
  28. package/Build/Workers/PolygonPipeline-21668b3f.js +1345 -0
  29. package/Build/Workers/{PolylinePipeline-2e2b015c.js → PolylinePipeline-5e2e1b21.js} +1 -1
  30. package/Build/Workers/{PolylineVolumeGeometryLibrary-7ee1d449.js → PolylineVolumeGeometryLibrary-97f0b94e.js} +1 -1
  31. package/Build/Workers/{PrimitivePipeline-a9b7aae0.js → PrimitivePipeline-5640850a.js} +1 -1
  32. package/Build/Workers/{RectangleGeometryLibrary-9aa6c8f6.js → RectangleGeometryLibrary-d5457f7b.js} +1 -1
  33. package/Build/Workers/{TerrainEncoding-b52dcfc5.js → TerrainEncoding-bfdf2021.js} +1 -1
  34. package/Build/Workers/{Transforms-2f755df8.js → Transforms-a05e5e6e.js} +114 -83
  35. package/Build/Workers/{WallGeometryLibrary-ab19a93d.js → WallGeometryLibrary-6db0ebb6.js} +1 -1
  36. package/Build/Workers/{WebMercatorProjection-9f25de49.js → WebMercatorProjection-13a90d41.js} +1 -1
  37. package/Build/Workers/cesiumWorkerBootstrapper.js +92 -2
  38. package/Build/Workers/combineGeometry.js +1 -1
  39. package/Build/Workers/createBoxGeometry.js +1 -1
  40. package/Build/Workers/createBoxOutlineGeometry.js +1 -1
  41. package/Build/Workers/createCircleGeometry.js +1 -1
  42. package/Build/Workers/createCircleOutlineGeometry.js +1 -1
  43. package/Build/Workers/createCoplanarPolygonGeometry.js +1 -1
  44. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +1 -1
  45. package/Build/Workers/createCorridorGeometry.js +1 -1
  46. package/Build/Workers/createCorridorOutlineGeometry.js +1 -1
  47. package/Build/Workers/createCylinderGeometry.js +1 -1
  48. package/Build/Workers/createCylinderOutlineGeometry.js +1 -1
  49. package/Build/Workers/createEllipseGeometry.js +1 -1
  50. package/Build/Workers/createEllipseOutlineGeometry.js +1 -1
  51. package/Build/Workers/createEllipsoidGeometry.js +1 -1
  52. package/Build/Workers/createEllipsoidOutlineGeometry.js +1 -1
  53. package/Build/Workers/createFrustumGeometry.js +1 -1
  54. package/Build/Workers/createFrustumOutlineGeometry.js +1 -1
  55. package/Build/Workers/createGeometry.js +1 -1
  56. package/Build/Workers/createGroundPolylineGeometry.js +1 -1
  57. package/Build/Workers/createPlaneGeometry.js +1 -1
  58. package/Build/Workers/createPlaneOutlineGeometry.js +1 -1
  59. package/Build/Workers/createPolygonGeometry.js +1 -1
  60. package/Build/Workers/createPolygonOutlineGeometry.js +1 -1
  61. package/Build/Workers/createPolylineGeometry.js +1 -1
  62. package/Build/Workers/createPolylineVolumeGeometry.js +1 -1
  63. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +1 -1
  64. package/Build/Workers/createRectangleGeometry.js +1 -1
  65. package/Build/Workers/createRectangleOutlineGeometry.js +1 -1
  66. package/Build/Workers/createSimplePolylineGeometry.js +1 -1
  67. package/Build/Workers/createSphereGeometry.js +1 -1
  68. package/Build/Workers/createSphereOutlineGeometry.js +1 -1
  69. package/Build/Workers/createVectorTileClampedPolylines.js +1 -1
  70. package/Build/Workers/createVectorTileGeometries.js +1 -1
  71. package/Build/Workers/createVectorTilePoints.js +1 -1
  72. package/Build/Workers/createVectorTilePolygons.js +1 -1
  73. package/Build/Workers/createVectorTilePolylines.js +1 -1
  74. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +1 -1
  75. package/Build/Workers/createVerticesFromHeightmap.js +7 -3
  76. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +1 -1
  77. package/Build/Workers/createWallGeometry.js +1 -1
  78. package/Build/Workers/createWallOutlineGeometry.js +1 -1
  79. package/Build/Workers/decodeDraco.js +9 -1
  80. package/Build/Workers/decodeI3S.js +1 -1
  81. package/Build/Workers/package.js +25 -1
  82. package/Build/Workers/transcodeKTX2.js +22 -2
  83. package/Build/Workers/transferTypedArrayTest.js +25 -1
  84. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1 -1
  85. package/README.md +14 -16
  86. package/Source/Core/EarthOrientationParameters.js +67 -63
  87. package/Source/Core/FeatureDetection.js +18 -0
  88. package/Source/Core/Ion.js +1 -2
  89. package/Source/Core/Matrix2.js +2 -1
  90. package/Source/Core/Matrix3.js +2 -1
  91. package/Source/Core/Matrix4.js +1 -0
  92. package/Source/Core/OrientedBoundingBox.js +4 -4
  93. package/Source/Core/PixelFormat.js +22 -2
  94. package/Source/Core/S2Cell.js +3 -3
  95. package/Source/Core/Transforms.js +3 -7
  96. package/Source/Core/sampleTerrain.js +5 -0
  97. package/Source/DataSources/GpxDataSource.js +4 -6
  98. package/Source/DataSources/KmlDataSource.js +3 -5
  99. package/Source/Renderer/AutomaticUniforms.js +3 -3
  100. package/Source/Renderer/Context.js +20 -12
  101. package/Source/Renderer/Pass.js +3 -2
  102. package/Source/Renderer/ShaderBuilder.js +13 -12
  103. package/Source/Renderer/ShaderSource.js +31 -26
  104. package/Source/Renderer/demodernizeShader.js +76 -0
  105. package/Source/Scene/AutoExposure.js +5 -5
  106. package/Source/Scene/BatchTable.js +5 -5
  107. package/Source/Scene/BillboardCollection.js +2 -2
  108. package/Source/Scene/BingMapsImageryProvider.js +1 -1
  109. package/Source/Scene/Cesium3DTile.js +8 -2
  110. package/Source/Scene/Cesium3DTileBatchTable.js +28 -28
  111. package/Source/Scene/Cesium3DTileContentType.js +19 -0
  112. package/Source/Scene/Cesium3DTilesVoxelProvider.js +494 -0
  113. package/Source/Scene/Cesium3DTileset.js +6 -1
  114. package/Source/Scene/Cesium3DTilesetMetadata.js +2 -2
  115. package/Source/Scene/ClassificationPrimitive.js +3 -8
  116. package/Source/Scene/ContentMetadata.js +2 -2
  117. package/Source/Scene/DebugAppearance.js +7 -9
  118. package/Source/Scene/DebugInspector.js +5 -5
  119. package/Source/Scene/DepthPlane.js +0 -6
  120. package/Source/Scene/DerivedCommand.js +15 -22
  121. package/Source/Scene/EllipsoidPrimitive.js +0 -7
  122. package/Source/Scene/Expression.js +1 -1
  123. package/Source/Scene/Globe.js +10 -0
  124. package/Source/Scene/GlobeSurfaceTileProvider.js +7 -0
  125. package/Source/Scene/GlobeTranslucencyState.js +6 -6
  126. package/Source/Scene/GltfImageLoader.js +1 -1
  127. package/Source/Scene/GltfVertexBufferLoader.js +10 -2
  128. package/Source/Scene/GroundPolylinePrimitive.js +2 -4
  129. package/Source/Scene/GroupMetadata.js +2 -2
  130. package/Source/Scene/ImplicitMetadataView.js +2 -2
  131. package/Source/Scene/ImplicitSubtreeCache.js +127 -0
  132. package/Source/Scene/ImplicitSubtreeMetadata.js +2 -2
  133. package/Source/Scene/ImplicitTileset.js +3 -2
  134. package/Source/Scene/InvertClassification.js +9 -10
  135. package/Source/Scene/KeyframeNode.js +47 -0
  136. package/Source/Scene/Material.js +6 -6
  137. package/Source/Scene/Megatexture.js +490 -0
  138. package/Source/Scene/MetadataClass.js +60 -25
  139. package/Source/Scene/MetadataClassProperty.js +132 -68
  140. package/Source/Scene/MetadataComponentType.js +78 -57
  141. package/Source/Scene/MetadataEnum.js +59 -23
  142. package/Source/Scene/MetadataEnumValue.js +49 -15
  143. package/Source/Scene/MetadataSchema.js +53 -24
  144. package/Source/Scene/MetadataSchemaLoader.js +2 -2
  145. package/Source/Scene/MetadataSemantic.js +8 -0
  146. package/Source/Scene/MetadataTableProperty.js +2 -2
  147. package/Source/Scene/MetadataType.js +6 -14
  148. package/Source/Scene/Model/CustomShader.js +1 -1
  149. package/Source/Scene/Model/FeatureIdPipelineStage.js +4 -4
  150. package/Source/Scene/Model/GeoJsonLoader.js +1 -1
  151. package/Source/Scene/Model/LightingModel.js +1 -1
  152. package/Source/Scene/Model/MetadataPipelineStage.js +1 -1
  153. package/Source/Scene/Model/Model.js +2 -3
  154. package/Source/Scene/Model/PickingPipelineStage.js +1 -1
  155. package/Source/Scene/Model/buildDrawCommand.js +19 -11
  156. package/Source/Scene/OIT.js +211 -119
  157. package/Source/Scene/PickDepth.js +2 -2
  158. package/Source/Scene/PointCloud.js +12 -12
  159. package/Source/Scene/PointCloudEyeDomeLighting.js +9 -4
  160. package/Source/Scene/PolylineCollection.js +2 -7
  161. package/Source/Scene/PolylineMaterialAppearance.js +2 -3
  162. package/Source/Scene/PostProcessStage.js +13 -13
  163. package/Source/Scene/PostProcessStageLibrary.js +3 -3
  164. package/Source/Scene/Primitive.js +22 -31
  165. package/Source/Scene/PropertyAttribute.js +2 -2
  166. package/Source/Scene/PropertyAttributeProperty.js +2 -2
  167. package/Source/Scene/PropertyTable.js +2 -2
  168. package/Source/Scene/PropertyTexture.js +2 -2
  169. package/Source/Scene/PropertyTextureProperty.js +2 -2
  170. package/Source/Scene/ResourceCache.js +9 -1
  171. package/Source/Scene/ResourceCacheKey.js +9 -1
  172. package/Source/Scene/Scene.js +17 -0
  173. package/Source/Scene/ShadowMap.js +7 -7
  174. package/Source/Scene/ShadowMapShader.js +9 -9
  175. package/Source/Scene/ShadowVolumeAppearance.js +1 -1
  176. package/Source/Scene/SpatialNode.js +375 -0
  177. package/Source/Scene/StructuralMetadata.js +2 -2
  178. package/Source/Scene/TextureAtlas.js +5 -3
  179. package/Source/Scene/TileMetadata.js +2 -2
  180. package/Source/Scene/TilesetMetadata.js +2 -2
  181. package/Source/Scene/Vector3DTilePolylines.js +1 -1
  182. package/Source/Scene/Vector3DTilePrimitive.js +2 -2
  183. package/Source/Scene/VoxelBoxShape.js +527 -0
  184. package/Source/Scene/VoxelContent.js +169 -0
  185. package/Source/Scene/VoxelCylinderShape.js +937 -0
  186. package/Source/Scene/VoxelEllipsoidShape.js +945 -0
  187. package/Source/Scene/VoxelPrimitive.js +1919 -0
  188. package/Source/Scene/VoxelProvider.js +255 -0
  189. package/Source/Scene/VoxelRenderResources.js +224 -0
  190. package/Source/Scene/VoxelShape.js +152 -0
  191. package/Source/Scene/VoxelShapeType.js +105 -0
  192. package/Source/Scene/VoxelTraversal.js +1144 -0
  193. package/Source/Scene/buildVoxelDrawCommands.js +116 -0
  194. package/Source/Scene/computeFlyToLocationForRectangle.js +10 -1
  195. package/Source/Scene/createElevationBandMaterial.js +10 -15
  196. package/Source/Scene/getClipAndStyleCode.js +1 -1
  197. package/Source/Scene/getClippingFunction.js +3 -3
  198. package/Source/Scene/parseBatchTable.js +18 -2
  199. package/Source/Scene/preprocess3DTileContent.js +8 -0
  200. package/Source/Scene/processVoxelProperties.js +455 -0
  201. package/Source/Shaders/AdjustTranslucentFS.glsl +9 -6
  202. package/Source/Shaders/AdjustTranslucentFS.js +9 -6
  203. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.glsl +7 -7
  204. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.js +7 -7
  205. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.glsl +12 -12
  206. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.js +12 -12
  207. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.glsl +4 -4
  208. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.js +4 -4
  209. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.glsl +6 -6
  210. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.js +6 -6
  211. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.glsl +5 -5
  212. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js +5 -5
  213. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.glsl +7 -7
  214. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js +7 -7
  215. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.glsl +4 -4
  216. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.js +4 -4
  217. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.glsl +8 -8
  218. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.js +8 -8
  219. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.glsl +2 -2
  220. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js +2 -2
  221. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.glsl +5 -5
  222. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.js +5 -5
  223. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.glsl +10 -10
  224. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.js +10 -10
  225. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.glsl +12 -12
  226. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.js +12 -12
  227. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.glsl +5 -5
  228. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.js +5 -5
  229. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.glsl +8 -8
  230. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.js +8 -8
  231. package/Source/Shaders/BillboardCollectionFS.glsl +15 -15
  232. package/Source/Shaders/BillboardCollectionFS.js +15 -15
  233. package/Source/Shaders/BillboardCollectionVS.glsl +24 -24
  234. package/Source/Shaders/BillboardCollectionVS.js +24 -24
  235. package/Source/Shaders/BrdfLutGeneratorFS.glsl +2 -2
  236. package/Source/Shaders/BrdfLutGeneratorFS.js +2 -2
  237. package/Source/Shaders/Builtin/Constants/passOverlay.glsl +1 -1
  238. package/Source/Shaders/Builtin/Constants/passOverlay.js +1 -1
  239. package/Source/Shaders/Builtin/Constants/passVoxels.glsl +9 -0
  240. package/Source/Shaders/Builtin/Constants/passVoxels.js +11 -0
  241. package/Source/Shaders/Builtin/CzmBuiltins.js +19 -15
  242. package/Source/Shaders/Builtin/Functions/depthClamp.glsl +3 -3
  243. package/Source/Shaders/Builtin/Functions/depthClamp.js +3 -3
  244. package/Source/Shaders/Builtin/Functions/getWaterNoise.glsl +4 -4
  245. package/Source/Shaders/Builtin/Functions/getWaterNoise.js +4 -4
  246. package/Source/Shaders/Builtin/Functions/phong.glsl +1 -1
  247. package/Source/Shaders/Builtin/Functions/phong.js +1 -1
  248. package/Source/Shaders/Builtin/Functions/readDepth.glsl +1 -1
  249. package/Source/Shaders/Builtin/Functions/readDepth.js +1 -1
  250. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.glsl +5 -5
  251. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.js +5 -5
  252. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.glsl +3 -3
  253. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.js +3 -3
  254. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.glsl +1 -1
  255. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.js +1 -1
  256. package/Source/Shaders/Builtin/Functions/textureCube.glsl +17 -0
  257. package/Source/Shaders/Builtin/Functions/textureCube.js +18 -0
  258. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.glsl +2 -2
  259. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.js +2 -2
  260. package/Source/Shaders/Builtin/Functions/vertexLogDepth.glsl +2 -2
  261. package/Source/Shaders/Builtin/Functions/vertexLogDepth.js +2 -2
  262. package/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.glsl +55 -43
  263. package/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.js +55 -43
  264. package/Source/Shaders/Builtin/Functions/writeDepthClamp.glsl +5 -8
  265. package/Source/Shaders/Builtin/Functions/writeDepthClamp.js +5 -8
  266. package/Source/Shaders/Builtin/Functions/writeLogDepth.glsl +6 -6
  267. package/Source/Shaders/Builtin/Functions/writeLogDepth.js +6 -6
  268. package/Source/Shaders/CloudCollectionFS.glsl +18 -18
  269. package/Source/Shaders/CloudCollectionFS.js +18 -18
  270. package/Source/Shaders/CloudCollectionVS.glsl +11 -11
  271. package/Source/Shaders/CloudCollectionVS.js +11 -11
  272. package/Source/Shaders/CloudNoiseFS.glsl +5 -5
  273. package/Source/Shaders/CloudNoiseFS.js +5 -5
  274. package/Source/Shaders/CloudNoiseVS.glsl +2 -2
  275. package/Source/Shaders/CloudNoiseVS.js +2 -2
  276. package/Source/Shaders/CompareAndPackTranslucentDepth.glsl +4 -4
  277. package/Source/Shaders/CompareAndPackTranslucentDepth.js +4 -4
  278. package/Source/Shaders/CompositeOITFS.glsl +6 -6
  279. package/Source/Shaders/CompositeOITFS.js +6 -6
  280. package/Source/Shaders/DepthPlaneFS.glsl +2 -2
  281. package/Source/Shaders/DepthPlaneFS.js +2 -2
  282. package/Source/Shaders/DepthPlaneVS.glsl +2 -2
  283. package/Source/Shaders/DepthPlaneVS.js +2 -2
  284. package/Source/Shaders/EllipsoidFS.glsl +5 -13
  285. package/Source/Shaders/EllipsoidFS.js +6 -14
  286. package/Source/Shaders/EllipsoidVS.glsl +2 -2
  287. package/Source/Shaders/EllipsoidVS.js +2 -2
  288. package/Source/Shaders/FXAA3_11.glsl +4 -4
  289. package/Source/Shaders/FXAA3_11.js +4 -4
  290. package/Source/Shaders/GlobeFS.glsl +17 -16
  291. package/Source/Shaders/GlobeFS.js +17 -16
  292. package/Source/Shaders/GlobeVS.glsl +17 -17
  293. package/Source/Shaders/GlobeVS.js +17 -17
  294. package/Source/Shaders/Materials/AspectRampMaterial.glsl +1 -1
  295. package/Source/Shaders/Materials/AspectRampMaterial.js +1 -1
  296. package/Source/Shaders/Materials/BumpMapMaterial.glsl +3 -3
  297. package/Source/Shaders/Materials/BumpMapMaterial.js +3 -3
  298. package/Source/Shaders/Materials/ElevationBandMaterial.glsl +3 -3
  299. package/Source/Shaders/Materials/ElevationBandMaterial.js +3 -3
  300. package/Source/Shaders/Materials/ElevationContourMaterial.glsl +2 -1
  301. package/Source/Shaders/Materials/ElevationContourMaterial.js +2 -1
  302. package/Source/Shaders/Materials/ElevationRampMaterial.glsl +1 -1
  303. package/Source/Shaders/Materials/ElevationRampMaterial.js +1 -1
  304. package/Source/Shaders/Materials/GridMaterial.glsl +3 -2
  305. package/Source/Shaders/Materials/GridMaterial.js +3 -2
  306. package/Source/Shaders/Materials/NormalMapMaterial.glsl +1 -1
  307. package/Source/Shaders/Materials/NormalMapMaterial.js +1 -1
  308. package/Source/Shaders/Materials/PolylineArrowMaterial.glsl +3 -2
  309. package/Source/Shaders/Materials/PolylineArrowMaterial.js +3 -2
  310. package/Source/Shaders/Materials/PolylineDashMaterial.glsl +1 -1
  311. package/Source/Shaders/Materials/PolylineDashMaterial.js +1 -1
  312. package/Source/Shaders/Materials/PolylineOutlineMaterial.glsl +1 -1
  313. package/Source/Shaders/Materials/PolylineOutlineMaterial.js +1 -1
  314. package/Source/Shaders/Materials/SlopeRampMaterial.glsl +1 -1
  315. package/Source/Shaders/Materials/SlopeRampMaterial.js +1 -1
  316. package/Source/Shaders/Materials/Water.glsl +1 -1
  317. package/Source/Shaders/Materials/Water.js +1 -1
  318. package/Source/Shaders/Model/ImageBasedLightingStageFS.glsl +3 -3
  319. package/Source/Shaders/Model/ImageBasedLightingStageFS.js +3 -3
  320. package/Source/Shaders/Model/MaterialStageFS.glsl +10 -10
  321. package/Source/Shaders/Model/MaterialStageFS.js +10 -10
  322. package/Source/Shaders/Model/ModelClippingPlanesStageFS.glsl +3 -3
  323. package/Source/Shaders/Model/ModelClippingPlanesStageFS.js +3 -3
  324. package/Source/Shaders/Model/ModelFS.glsl +1 -1
  325. package/Source/Shaders/Model/ModelFS.js +1 -1
  326. package/Source/Shaders/Model/PrimitiveOutlineStageFS.glsl +3 -3
  327. package/Source/Shaders/Model/PrimitiveOutlineStageFS.js +3 -3
  328. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.glsl +1 -1
  329. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.js +1 -1
  330. package/Source/Shaders/OctahedralProjectionAtlasFS.glsl +8 -8
  331. package/Source/Shaders/OctahedralProjectionAtlasFS.js +8 -8
  332. package/Source/Shaders/OctahedralProjectionFS.glsl +4 -4
  333. package/Source/Shaders/OctahedralProjectionFS.js +4 -4
  334. package/Source/Shaders/OctahedralProjectionVS.glsl +3 -3
  335. package/Source/Shaders/OctahedralProjectionVS.js +3 -3
  336. package/Source/Shaders/PointPrimitiveCollectionFS.glsl +6 -6
  337. package/Source/Shaders/PointPrimitiveCollectionFS.js +6 -6
  338. package/Source/Shaders/PointPrimitiveCollectionVS.glsl +17 -14
  339. package/Source/Shaders/PointPrimitiveCollectionVS.js +17 -14
  340. package/Source/Shaders/PolylineFS.glsl +3 -3
  341. package/Source/Shaders/PolylineFS.js +3 -3
  342. package/Source/Shaders/PolylineShadowVolumeFS.glsl +12 -16
  343. package/Source/Shaders/PolylineShadowVolumeFS.js +12 -16
  344. package/Source/Shaders/PolylineShadowVolumeMorphFS.glsl +8 -8
  345. package/Source/Shaders/PolylineShadowVolumeMorphFS.js +8 -8
  346. package/Source/Shaders/PolylineShadowVolumeMorphVS.glsl +20 -20
  347. package/Source/Shaders/PolylineShadowVolumeMorphVS.js +20 -20
  348. package/Source/Shaders/PolylineShadowVolumeVS.glsl +20 -20
  349. package/Source/Shaders/PolylineShadowVolumeVS.js +20 -20
  350. package/Source/Shaders/PolylineVS.glsl +17 -17
  351. package/Source/Shaders/PolylineVS.js +17 -17
  352. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.glsl +4 -4
  353. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.js +4 -4
  354. package/Source/Shaders/PostProcessStages/AdditiveBlend.glsl +4 -4
  355. package/Source/Shaders/PostProcessStages/AdditiveBlend.js +4 -4
  356. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl +4 -4
  357. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.js +4 -4
  358. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.glsl +4 -4
  359. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.js +4 -4
  360. package/Source/Shaders/PostProcessStages/BlackAndWhite.glsl +4 -4
  361. package/Source/Shaders/PostProcessStages/BlackAndWhite.js +4 -4
  362. package/Source/Shaders/PostProcessStages/BloomComposite.glsl +5 -5
  363. package/Source/Shaders/PostProcessStages/BloomComposite.js +5 -5
  364. package/Source/Shaders/PostProcessStages/BrightPass.glsl +3 -3
  365. package/Source/Shaders/PostProcessStages/BrightPass.js +3 -3
  366. package/Source/Shaders/PostProcessStages/Brightness.glsl +3 -3
  367. package/Source/Shaders/PostProcessStages/Brightness.js +3 -3
  368. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.glsl +5 -5
  369. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.js +5 -5
  370. package/Source/Shaders/PostProcessStages/ContrastBias.glsl +3 -3
  371. package/Source/Shaders/PostProcessStages/ContrastBias.js +3 -3
  372. package/Source/Shaders/PostProcessStages/DepthOfField.glsl +2 -2
  373. package/Source/Shaders/PostProcessStages/DepthOfField.js +2 -2
  374. package/Source/Shaders/PostProcessStages/DepthView.glsl +2 -2
  375. package/Source/Shaders/PostProcessStages/DepthView.js +2 -2
  376. package/Source/Shaders/PostProcessStages/DepthViewPacked.glsl +3 -3
  377. package/Source/Shaders/PostProcessStages/DepthViewPacked.js +3 -3
  378. package/Source/Shaders/PostProcessStages/EdgeDetection.glsl +7 -7
  379. package/Source/Shaders/PostProcessStages/EdgeDetection.js +7 -7
  380. package/Source/Shaders/PostProcessStages/FXAA.glsl +3 -3
  381. package/Source/Shaders/PostProcessStages/FXAA.js +3 -3
  382. package/Source/Shaders/PostProcessStages/FilmicTonemapping.glsl +4 -4
  383. package/Source/Shaders/PostProcessStages/FilmicTonemapping.js +4 -4
  384. package/Source/Shaders/PostProcessStages/GaussianBlur1D.glsl +5 -5
  385. package/Source/Shaders/PostProcessStages/GaussianBlur1D.js +5 -5
  386. package/Source/Shaders/PostProcessStages/LensFlare.glsl +13 -13
  387. package/Source/Shaders/PostProcessStages/LensFlare.js +13 -13
  388. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.glsl +4 -4
  389. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.js +4 -4
  390. package/Source/Shaders/PostProcessStages/NightVision.glsl +3 -3
  391. package/Source/Shaders/PostProcessStages/NightVision.js +3 -3
  392. package/Source/Shaders/PostProcessStages/PassThrough.glsl +2 -2
  393. package/Source/Shaders/PostProcessStages/PassThrough.js +2 -2
  394. package/Source/Shaders/PostProcessStages/PassThroughDepth.glsl +2 -2
  395. package/Source/Shaders/PostProcessStages/PassThroughDepth.js +2 -2
  396. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.glsl +7 -9
  397. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.js +8 -10
  398. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.glsl +4 -4
  399. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.js +4 -4
  400. package/Source/Shaders/PostProcessStages/Silhouette.glsl +4 -4
  401. package/Source/Shaders/PostProcessStages/Silhouette.js +4 -4
  402. package/Source/Shaders/ReprojectWebMercatorFS.glsl +2 -2
  403. package/Source/Shaders/ReprojectWebMercatorFS.js +2 -2
  404. package/Source/Shaders/ReprojectWebMercatorVS.glsl +3 -3
  405. package/Source/Shaders/ReprojectWebMercatorVS.js +3 -3
  406. package/Source/Shaders/ShadowVolumeAppearanceFS.glsl +19 -23
  407. package/Source/Shaders/ShadowVolumeAppearanceFS.js +20 -24
  408. package/Source/Shaders/ShadowVolumeAppearanceVS.glsl +12 -12
  409. package/Source/Shaders/ShadowVolumeAppearanceVS.js +12 -12
  410. package/Source/Shaders/ShadowVolumeFS.glsl +2 -6
  411. package/Source/Shaders/ShadowVolumeFS.js +3 -7
  412. package/Source/Shaders/SkyAtmosphereFS.glsl +6 -6
  413. package/Source/Shaders/SkyAtmosphereFS.js +6 -6
  414. package/Source/Shaders/SkyAtmosphereVS.glsl +6 -6
  415. package/Source/Shaders/SkyAtmosphereVS.js +6 -6
  416. package/Source/Shaders/SkyBoxFS.glsl +3 -3
  417. package/Source/Shaders/SkyBoxFS.js +3 -3
  418. package/Source/Shaders/SkyBoxVS.glsl +2 -2
  419. package/Source/Shaders/SkyBoxVS.js +2 -2
  420. package/Source/Shaders/SunFS.glsl +3 -3
  421. package/Source/Shaders/SunFS.js +3 -3
  422. package/Source/Shaders/SunTextureFS.glsl +2 -2
  423. package/Source/Shaders/SunTextureFS.js +2 -2
  424. package/Source/Shaders/SunVS.glsl +2 -2
  425. package/Source/Shaders/SunVS.js +2 -2
  426. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +9 -13
  427. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +9 -13
  428. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +12 -12
  429. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +12 -12
  430. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +5 -5
  431. package/Source/Shaders/Vector3DTilePolylinesVS.js +5 -5
  432. package/Source/Shaders/VectorTileVS.glsl +2 -2
  433. package/Source/Shaders/VectorTileVS.js +2 -2
  434. package/Source/Shaders/ViewportQuadFS.glsl +2 -2
  435. package/Source/Shaders/ViewportQuadFS.js +2 -2
  436. package/Source/Shaders/ViewportQuadVS.glsl +3 -3
  437. package/Source/Shaders/ViewportQuadVS.js +3 -3
  438. package/Source/Shaders/Voxels/IntersectBox.glsl +79 -0
  439. package/Source/Shaders/Voxels/IntersectBox.js +81 -0
  440. package/Source/Shaders/Voxels/IntersectClippingPlanes.glsl +70 -0
  441. package/Source/Shaders/Voxels/IntersectClippingPlanes.js +72 -0
  442. package/Source/Shaders/Voxels/IntersectCylinder.glsl +273 -0
  443. package/Source/Shaders/Voxels/IntersectCylinder.js +275 -0
  444. package/Source/Shaders/Voxels/IntersectDepth.glsl +23 -0
  445. package/Source/Shaders/Voxels/IntersectDepth.js +25 -0
  446. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +347 -0
  447. package/Source/Shaders/Voxels/IntersectEllipsoid.js +349 -0
  448. package/Source/Shaders/Voxels/Intersection.glsl +54 -0
  449. package/Source/Shaders/Voxels/Intersection.js +56 -0
  450. package/Source/Shaders/Voxels/IntersectionUtils.glsl +151 -0
  451. package/Source/Shaders/Voxels/IntersectionUtils.js +153 -0
  452. package/Source/Shaders/Voxels/Megatexture.glsl +136 -0
  453. package/Source/Shaders/Voxels/Megatexture.js +138 -0
  454. package/Source/Shaders/Voxels/Octree.glsl +221 -0
  455. package/Source/Shaders/Voxels/Octree.js +223 -0
  456. package/Source/Shaders/Voxels/VoxelFS.glsl +150 -0
  457. package/Source/Shaders/Voxels/VoxelFS.js +152 -0
  458. package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
  459. package/Source/Shaders/Voxels/VoxelVS.js +13 -0
  460. package/Source/Shaders/Voxels/convertUvToBox.glsl +16 -0
  461. package/Source/Shaders/Voxels/convertUvToBox.js +18 -0
  462. package/Source/Shaders/Voxels/convertUvToCylinder.glsl +75 -0
  463. package/Source/Shaders/Voxels/convertUvToCylinder.js +77 -0
  464. package/Source/Shaders/Voxels/convertUvToEllipsoid.glsl +130 -0
  465. package/Source/Shaders/Voxels/convertUvToEllipsoid.js +132 -0
  466. package/Source/ThirdParty/Workers/z-worker-pako.js +0 -0
  467. package/Source/WorkersES6/decodeDraco.js +9 -1
  468. package/index.d.ts +3148 -2297
  469. package/index.js +1118 -1085
  470. package/package.json +3 -4
  471. package/Build/Workers/PolygonPipeline-774a8aaf.js +0 -1341
  472. package/Source/Renderer/modernizeShader.js +0 -242
@@ -0,0 +1,275 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "// See IntersectionUtils.glsl for the definitions of Ray, setIntersection,\n\
3
+ // setIntersectionPair\n\
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+ \n\
5
+ /* Cylinder defines (set in Scene/VoxelCylinderShape.js)\n\
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+ #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN\n\
7
+ #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MAX\n\
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+ #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT\n\
9
+ #define CYLINDER_HAS_RENDER_BOUNDS_HEIGHT\n\
10
+ #define CYLINDER_HAS_RENDER_BOUNDS_HEIGHT_FLAT\n\
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+ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE\n\
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+ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF\n\
13
+ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF\n\
14
+ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_HALF\n\
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+ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\
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+ \n\
17
+ #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS\n\
18
+ #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS_FLAT\n\
19
+ #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT\n\
20
+ #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT_FLAT\n\
21
+ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE\n\
22
+ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\
23
+ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY\n\
24
+ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY\n\
25
+ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED\n\
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+ \n\
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+ #define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX\n\
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+ #define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN\n\
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+ #define CYLINDER_INTERSECTION_INDEX_ANGLE\n\
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+ */\n\
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+ \n\
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+ // Cylinder uniforms\n\
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+ #if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MAX) || defined(CYLINDER_HAS_RENDER_BOUNDS_HEIGHT)\n\
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+ uniform vec3 u_cylinderUvToRenderBoundsScale;\n\
35
+ uniform vec3 u_cylinderUvToRenderBoundsTranslate;\n\
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+ #endif\n\
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+ #if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN) && !defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT)\n\
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+ uniform float u_cylinderUvToRenderRadiusMin;\n\
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+ #endif\n\
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+ #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE)\n\
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+ uniform vec2 u_cylinderRenderAngleMinMax;\n\
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+ #endif\n\
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+ \n\
44
+ vec4 intersectHalfPlane(Ray ray, float angle) {\n\
45
+ vec2 o = ray.pos.xy;\n\
46
+ vec2 d = ray.dir.xy;\n\
47
+ vec2 planeDirection = vec2(cos(angle), sin(angle));\n\
48
+ vec2 planeNormal = vec2(planeDirection.y, -planeDirection.x);\n\
49
+ \n\
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+ float a = dot(o, planeNormal);\n\
51
+ float b = dot(d, planeNormal);\n\
52
+ float t = -a / b;\n\
53
+ \n\
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+ vec2 p = o + t * d;\n\
55
+ bool outside = dot(p, planeDirection) < 0.0;\n\
56
+ if (outside) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);\n\
57
+ \n\
58
+ return vec4(-INF_HIT, t, t, +INF_HIT);\n\
59
+ }\n\
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+ \n\
61
+ #define POSITIVE_HIT vec2(t, +INF_HIT);\n\
62
+ #define NEGATIVE_HIT vec2(-INF_HIT, t);\n\
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+ \n\
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+ vec2 intersectHalfSpace(Ray ray, float angle)\n\
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+ {\n\
66
+ vec2 o = ray.pos.xy;\n\
67
+ vec2 d = ray.dir.xy;\n\
68
+ vec2 n = vec2(sin(angle), -cos(angle));\n\
69
+ \n\
70
+ float a = dot(o, n);\n\
71
+ float b = dot(d, n);\n\
72
+ float t = -a / b;\n\
73
+ float s = sign(a);\n\
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+ \n\
75
+ // Half space cuts right through the camera, pick the side to intersect\n\
76
+ if (a == 0.0) {\n\
77
+ if (b >= 0.0) {\n\
78
+ return POSITIVE_HIT;\n\
79
+ } else {\n\
80
+ return NEGATIVE_HIT;\n\
81
+ }\n\
82
+ }\n\
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+ \n\
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+ if (t >= 0.0 != s >= 0.0) {\n\
85
+ return POSITIVE_HIT;\n\
86
+ } else {\n\
87
+ return NEGATIVE_HIT;\n\
88
+ }\n\
89
+ }\n\
90
+ \n\
91
+ vec2 intersectRegularWedge(Ray ray, float minAngle, float maxAngle)\n\
92
+ {\n\
93
+ vec2 o = ray.pos.xy;\n\
94
+ vec2 d = ray.dir.xy;\n\
95
+ vec2 n1 = vec2(sin(minAngle), -cos(minAngle));\n\
96
+ vec2 n2 = vec2(-sin(maxAngle), cos(maxAngle));\n\
97
+ \n\
98
+ float a1 = dot(o, n1);\n\
99
+ float a2 = dot(o, n2);\n\
100
+ float b1 = dot(d, n1);\n\
101
+ float b2 = dot(d, n2);\n\
102
+ \n\
103
+ float t1 = -a1 / b1;\n\
104
+ float t2 = -a2 / b2;\n\
105
+ float s1 = sign(a1);\n\
106
+ float s2 = sign(a2);\n\
107
+ \n\
108
+ float tmin = min(t1, t2);\n\
109
+ float tmax = max(t1, t2);\n\
110
+ float smin = tmin == t1 ? s1 : s2;\n\
111
+ float smax = tmin == t1 ? s2 : s1;\n\
112
+ \n\
113
+ bool e = tmin >= 0.0;\n\
114
+ bool f = tmax >= 0.0;\n\
115
+ bool g = smin >= 0.0;\n\
116
+ bool h = smax >= 0.0;\n\
117
+ \n\
118
+ if (e != g && f == h) return vec2(tmin, tmax);\n\
119
+ else if (e == g && f == h) return vec2(-INF_HIT, tmin);\n\
120
+ else if (e != g && f != h) return vec2(tmax, +INF_HIT);\n\
121
+ else return vec2(NO_HIT);\n\
122
+ }\n\
123
+ \n\
124
+ vec4 intersectFlippedWedge(Ray ray, float minAngle, float maxAngle)\n\
125
+ {\n\
126
+ vec2 planeIntersectMin = intersectHalfSpace(ray, minAngle);\n\
127
+ vec2 planeIntersectMax = intersectHalfSpace(ray, maxAngle + czm_pi);\n\
128
+ return vec4(planeIntersectMin, planeIntersectMax);\n\
129
+ }\n\
130
+ \n\
131
+ vec2 intersectUnitCylinder(Ray ray)\n\
132
+ {\n\
133
+ vec3 o = ray.pos;\n\
134
+ vec3 d = ray.dir;\n\
135
+ \n\
136
+ float a = dot(d.xy, d.xy);\n\
137
+ float b = dot(o.xy, d.xy);\n\
138
+ float c = dot(o.xy, o.xy) - 1.0;\n\
139
+ float det = b * b - a * c;\n\
140
+ \n\
141
+ if (det < 0.0) {\n\
142
+ return vec2(NO_HIT);\n\
143
+ }\n\
144
+ \n\
145
+ det = sqrt(det);\n\
146
+ float ta = (-b - det) / a;\n\
147
+ float tb = (-b + det) / a;\n\
148
+ float t1 = min(ta, tb);\n\
149
+ float t2 = max(ta, tb);\n\
150
+ \n\
151
+ float z1 = o.z + t1 * d.z;\n\
152
+ float z2 = o.z + t2 * d.z;\n\
153
+ \n\
154
+ if (abs(z1) >= 1.0)\n\
155
+ {\n\
156
+ float tCap = (sign(z1) - o.z) / d.z;\n\
157
+ t1 = abs(b + a * tCap) < det ? tCap : NO_HIT;\n\
158
+ }\n\
159
+ \n\
160
+ if (abs(z2) >= 1.0)\n\
161
+ {\n\
162
+ float tCap = (sign(z2) - o.z) / d.z;\n\
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+ t2 = abs(b + a * tCap) < det ? tCap : NO_HIT;\n\
164
+ }\n\
165
+ \n\
166
+ return vec2(t1, t2);\n\
167
+ }\n\
168
+ \n\
169
+ vec2 intersectUnitCircle(Ray ray) {\n\
170
+ vec3 o = ray.pos;\n\
171
+ vec3 d = ray.dir;\n\
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+ \n\
173
+ float t = -o.z / d.z;\n\
174
+ vec2 zPlanePos = o.xy + d.xy * t;\n\
175
+ float distSqr = dot(zPlanePos, zPlanePos);\n\
176
+ \n\
177
+ if (distSqr > 1.0) {\n\
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+ return vec2(NO_HIT);\n\
179
+ }\n\
180
+ \n\
181
+ return vec2(t, t);\n\
182
+ }\n\
183
+ \n\
184
+ vec2 intersectInfiniteUnitCylinder(Ray ray)\n\
185
+ {\n\
186
+ vec3 o = ray.pos;\n\
187
+ vec3 d = ray.dir;\n\
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+ \n\
189
+ float a = dot(d.xy, d.xy);\n\
190
+ float b = dot(o.xy, d.xy);\n\
191
+ float c = dot(o.xy, o.xy) - 1.0;\n\
192
+ float det = b * b - a * c;\n\
193
+ \n\
194
+ if (det < 0.0) {\n\
195
+ return vec2(NO_HIT);\n\
196
+ }\n\
197
+ \n\
198
+ det = sqrt(det);\n\
199
+ float t1 = (-b - det) / a;\n\
200
+ float t2 = (-b + det) / a;\n\
201
+ float tmin = min(t1, t2);\n\
202
+ float tmax = max(t1, t2);\n\
203
+ \n\
204
+ return vec2(tmin, tmax);\n\
205
+ }\n\
206
+ \n\
207
+ void intersectShape(Ray ray, inout Intersections ix)\n\
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+ {\n\
209
+ #if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MAX) || defined(CYLINDER_HAS_RENDER_BOUNDS_HEIGHT)\n\
210
+ ray.pos = ray.pos * u_cylinderUvToRenderBoundsScale + u_cylinderUvToRenderBoundsTranslate;\n\
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+ ray.dir *= u_cylinderUvToRenderBoundsScale;\n\
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+ #else\n\
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+ // Position is converted from [0,1] to [-1,+1] because shape intersections assume unit space is [-1,+1].\n\
214
+ // Direction is scaled as well to be in sync with position.\n\
215
+ ray.pos = ray.pos * 2.0 - 1.0;\n\
216
+ ray.dir *= 2.0;\n\
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+ #endif\n\
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+ \n\
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+ #if defined(CYLINDER_HAS_RENDER_BOUNDS_HEIGHT_FLAT)\n\
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+ vec2 outerIntersect = intersectUnitCircle(ray);\n\
221
+ #else\n\
222
+ vec2 outerIntersect = intersectUnitCylinder(ray);\n\
223
+ #endif\n\
224
+ \n\
225
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MAX, outerIntersect);\n\
226
+ \n\
227
+ if (outerIntersect.x == NO_HIT) {\n\
228
+ return;\n\
229
+ }\n\
230
+ \n\
231
+ #if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT)\n\
232
+ // When the cylinder is perfectly thin it's necessary to sandwich the\n\
233
+ // inner cylinder intersection inside the outer cylinder intersection.\n\
234
+ \n\
235
+ // Without this special case,\n\
236
+ // [outerMin, outerMax, innerMin, innerMax] will bubble sort to\n\
237
+ // [outerMin, innerMin, outerMax, innerMax] which will cause the back\n\
238
+ // side of the cylinder to be invisible because it will think the ray\n\
239
+ // is still inside the inner (negative) cylinder after exiting the\n\
240
+ // outer (positive) cylinder.\n\
241
+ \n\
242
+ // With this special case,\n\
243
+ // [outerMin, innerMin, innerMax, outerMax] will bubble sort to\n\
244
+ // [outerMin, innerMin, innerMax, outerMax] which will work correctly.\n\
245
+ \n\
246
+ // Note: If initializeIntersections() changes its sorting function\n\
247
+ // from bubble sort to something else, this code may need to change.\n\
248
+ vec2 innerIntersect = intersectInfiniteUnitCylinder(ray);\n\
249
+ setIntersection(ix, 0, outerIntersect.x, true, true); // positive, enter\n\
250
+ setIntersection(ix, 1, innerIntersect.x, false, true); // negative, enter\n\
251
+ setIntersection(ix, 2, innerIntersect.y, false, false); // negative, exit\n\
252
+ setIntersection(ix, 3, outerIntersect.y, true, false); // positive, exit\n\
253
+ #elif defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN)\n\
254
+ Ray innerRay = Ray(ray.pos * u_cylinderUvToRenderRadiusMin, ray.dir * u_cylinderUvToRenderRadiusMin);\n\
255
+ vec2 innerIntersect = intersectInfiniteUnitCylinder(innerRay);\n\
256
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MIN, innerIntersect);\n\
257
+ #endif\n\
258
+ \n\
259
+ #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF)\n\
260
+ vec2 wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax.x, u_cylinderRenderAngleMinMax.y);\n\
261
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);\n\
262
+ #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF)\n\
263
+ vec4 wedgeIntersect = intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax.x, u_cylinderRenderAngleMinMax.y);\n\
264
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersect.xy);\n\
265
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersect.zw);\n\
266
+ #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_HALF)\n\
267
+ vec2 wedgeIntersect = intersectHalfSpace(ray, u_cylinderRenderAngleMinMax.x);\n\
268
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);\n\
269
+ #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)\n\
270
+ vec4 wedgeIntersect = intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x);\n\
271
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersect.xy);\n\
272
+ setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersect.zw);\n\
273
+ #endif\n\
274
+ }\n\
275
+ ";
@@ -0,0 +1,23 @@
1
+ // See IntersectionUtils.glsl for the definitions of Ray, Intersections,
2
+ // setIntersectionPair, INF_HIT, NO_HIT
3
+
4
+ /* intersectDepth defines (set in Scene/VoxelRenderResources.js)
5
+ #define DEPTH_INTERSECTION_INDEX ###
6
+ */
7
+
8
+ uniform mat4 u_transformPositionViewToUv;
9
+
10
+ void intersectDepth(vec2 screenCoord, Ray ray, inout Intersections ix) {
11
+ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, screenCoord));
12
+ if (logDepthOrDepth != 0.0) {
13
+ // Calculate how far the ray must travel before it hits the depth buffer.
14
+ vec4 eyeCoordinateDepth = czm_screenToEyeCoordinates(screenCoord, logDepthOrDepth);
15
+ eyeCoordinateDepth /= eyeCoordinateDepth.w;
16
+ vec3 depthPositionUv = vec3(u_transformPositionViewToUv * eyeCoordinateDepth);
17
+ float t = dot(depthPositionUv - ray.pos, ray.dir);
18
+ setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(t, +INF_HIT));
19
+ } else {
20
+ // There's no depth at this location.
21
+ setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(NO_HIT));
22
+ }
23
+ }
@@ -0,0 +1,25 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "// See IntersectionUtils.glsl for the definitions of Ray, Intersections,\n\
3
+ // setIntersectionPair, INF_HIT, NO_HIT\n\
4
+ \n\
5
+ /* intersectDepth defines (set in Scene/VoxelRenderResources.js)\n\
6
+ #define DEPTH_INTERSECTION_INDEX ###\n\
7
+ */\n\
8
+ \n\
9
+ uniform mat4 u_transformPositionViewToUv;\n\
10
+ \n\
11
+ void intersectDepth(vec2 screenCoord, Ray ray, inout Intersections ix) {\n\
12
+ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, screenCoord));\n\
13
+ if (logDepthOrDepth != 0.0) {\n\
14
+ // Calculate how far the ray must travel before it hits the depth buffer.\n\
15
+ vec4 eyeCoordinateDepth = czm_screenToEyeCoordinates(screenCoord, logDepthOrDepth);\n\
16
+ eyeCoordinateDepth /= eyeCoordinateDepth.w;\n\
17
+ vec3 depthPositionUv = vec3(u_transformPositionViewToUv * eyeCoordinateDepth);\n\
18
+ float t = dot(depthPositionUv - ray.pos, ray.dir);\n\
19
+ setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(t, +INF_HIT));\n\
20
+ } else {\n\
21
+ // There's no depth at this location.\n\
22
+ setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(NO_HIT));\n\
23
+ }\n\
24
+ }\n\
25
+ ";
@@ -0,0 +1,347 @@
1
+ // See IntersectionUtils.glsl for the definitions of Ray, Intersections,
2
+ // setIntersection, setIntersectionPair, INF_HIT, NO_HIT
3
+
4
+ /* Ellipsoid defines (set in Scene/VoxelEllipsoidShape.js)
5
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE
6
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO
7
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF
8
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_HALF
9
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF
10
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE
11
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF
12
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_EQUAL_HALF
13
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF
14
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF
15
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF
16
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF
17
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MAX
18
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN
19
+ #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT
20
+ #define ELLIPSOID_INTERSECTION_INDEX_LONGITUDE
21
+ #define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX
22
+ #define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN
23
+ #define ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MAX
24
+ #define ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MIN
25
+ */
26
+
27
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE)
28
+ uniform vec2 u_ellipsoidRenderLongitudeMinMax;
29
+ #endif
30
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF)
31
+ uniform vec2 u_ellipsoidRenderLatitudeCosSqrHalfMinMax;
32
+ #endif
33
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MAX)
34
+ uniform float u_ellipsoidInverseOuterScaleUv;
35
+ #endif
36
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN)
37
+ uniform float u_ellipsoidInverseInnerScaleUv;
38
+ #endif
39
+
40
+ vec2 intersectZPlane(Ray ray)
41
+ {
42
+ float o = ray.pos.z;
43
+ float d = ray.dir.z;
44
+ float t = -o / d;
45
+ float s = sign(o);
46
+
47
+ if (t >= 0.0 != s >= 0.0) return vec2(t, +INF_HIT);
48
+ else return vec2(-INF_HIT, t);
49
+ }
50
+
51
+ vec4 intersectHalfPlane(Ray ray, float angle) {
52
+ vec2 o = ray.pos.xy;
53
+ vec2 d = ray.dir.xy;
54
+ vec2 planeDirection = vec2(cos(angle), sin(angle));
55
+ vec2 planeNormal = vec2(planeDirection.y, -planeDirection.x);
56
+
57
+ float a = dot(o, planeNormal);
58
+ float b = dot(d, planeNormal);
59
+ float t = -a / b;
60
+
61
+ vec2 p = o + t * d;
62
+ bool outside = dot(p, planeDirection) < 0.0;
63
+ if (outside) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);
64
+
65
+ return vec4(-INF_HIT, t, t, +INF_HIT);
66
+ }
67
+
68
+ vec2 intersectHalfSpace(Ray ray, float angle)
69
+ {
70
+ vec2 o = ray.pos.xy;
71
+ vec2 d = ray.dir.xy;
72
+ vec2 n = vec2(sin(angle), -cos(angle));
73
+
74
+ float a = dot(o, n);
75
+ float b = dot(d, n);
76
+ float t = -a / b;
77
+ float s = sign(a);
78
+
79
+ if (t >= 0.0 != s >= 0.0) return vec2(t, +INF_HIT);
80
+ else return vec2(-INF_HIT, t);
81
+ }
82
+
83
+ vec2 intersectRegularWedge(Ray ray, float minAngle, float maxAngle)
84
+ {
85
+ vec2 o = ray.pos.xy;
86
+ vec2 d = ray.dir.xy;
87
+ vec2 n1 = vec2(sin(minAngle), -cos(minAngle));
88
+ vec2 n2 = vec2(-sin(maxAngle), cos(maxAngle));
89
+
90
+ float a1 = dot(o, n1);
91
+ float a2 = dot(o, n2);
92
+ float b1 = dot(d, n1);
93
+ float b2 = dot(d, n2);
94
+
95
+ float t1 = -a1 / b1;
96
+ float t2 = -a2 / b2;
97
+ float s1 = sign(a1);
98
+ float s2 = sign(a2);
99
+
100
+ float tmin = min(t1, t2);
101
+ float tmax = max(t1, t2);
102
+ float smin = tmin == t1 ? s1 : s2;
103
+ float smax = tmin == t1 ? s2 : s1;
104
+
105
+ bool e = tmin >= 0.0;
106
+ bool f = tmax >= 0.0;
107
+ bool g = smin >= 0.0;
108
+ bool h = smax >= 0.0;
109
+
110
+ if (e != g && f == h) return vec2(tmin, tmax);
111
+ else if (e == g && f == h) return vec2(-INF_HIT, tmin);
112
+ else if (e != g && f != h) return vec2(tmax, +INF_HIT);
113
+ else return vec2(NO_HIT);
114
+ }
115
+
116
+ vec4 intersectFlippedWedge(Ray ray, float minAngle, float maxAngle)
117
+ {
118
+ vec2 planeIntersectMin = intersectHalfSpace(ray, minAngle);
119
+ vec2 planeIntersectMax = intersectHalfSpace(ray, maxAngle + czm_pi);
120
+ return vec4(planeIntersectMin, planeIntersectMax);
121
+ }
122
+
123
+ vec2 intersectUnitSphere(Ray ray)
124
+ {
125
+ vec3 o = ray.pos;
126
+ vec3 d = ray.dir;
127
+
128
+ float b = dot(d, o);
129
+ float c = dot(o, o) - 1.0;
130
+ float det = b * b - c;
131
+
132
+ if (det < 0.0) {
133
+ return vec2(NO_HIT);
134
+ }
135
+
136
+ det = sqrt(det);
137
+ float t1 = -b - det;
138
+ float t2 = -b + det;
139
+ float tmin = min(t1, t2);
140
+ float tmax = max(t1, t2);
141
+
142
+ return vec2(tmin, tmax);
143
+ }
144
+
145
+ vec2 intersectUnitSphereUnnormalizedDirection(Ray ray)
146
+ {
147
+ vec3 o = ray.pos;
148
+ vec3 d = ray.dir;
149
+
150
+ float a = dot(d, d);
151
+ float b = dot(d, o);
152
+ float c = dot(o, o) - 1.0;
153
+ float det = b * b - a * c;
154
+
155
+ if (det < 0.0) {
156
+ return vec2(NO_HIT);
157
+ }
158
+
159
+ det = sqrt(det);
160
+ float t1 = (-b - det) / a;
161
+ float t2 = (-b + det) / a;
162
+ float tmin = min(t1, t2);
163
+ float tmax = max(t1, t2);
164
+
165
+ return vec2(tmin, tmax);
166
+ }
167
+
168
+ vec2 intersectDoubleEndedCone(Ray ray, float cosSqrHalfAngle)
169
+ {
170
+ vec3 o = ray.pos;
171
+ vec3 d = ray.dir;
172
+ float a = d.z * d.z - dot(d, d) * cosSqrHalfAngle;
173
+ float b = d.z * o.z - dot(o, d) * cosSqrHalfAngle;
174
+ float c = o.z * o.z - dot(o, o) * cosSqrHalfAngle;
175
+ float det = b * b - a * c;
176
+
177
+ if (det < 0.0) {
178
+ return vec2(NO_HIT);
179
+ }
180
+
181
+ det = sqrt(det);
182
+ float t1 = (-b - det) / a;
183
+ float t2 = (-b + det) / a;
184
+ float tmin = min(t1, t2);
185
+ float tmax = max(t1, t2);
186
+ return vec2(tmin, tmax);
187
+ }
188
+
189
+ vec4 intersectFlippedCone(Ray ray, float cosSqrHalfAngle) {
190
+ vec2 intersect = intersectDoubleEndedCone(ray, cosSqrHalfAngle);
191
+
192
+ if (intersect.x == NO_HIT) {
193
+ return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);
194
+ }
195
+
196
+ vec3 o = ray.pos;
197
+ vec3 d = ray.dir;
198
+ float tmin = intersect.x;
199
+ float tmax = intersect.y;
200
+ float zmin = o.z + tmin * d.z;
201
+ float zmax = o.z + tmax * d.z;
202
+
203
+ // One interval
204
+ if (zmin < 0.0 && zmax < 0.0) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);
205
+ else if (zmin < 0.0) return vec4(-INF_HIT, tmax, NO_HIT, NO_HIT);
206
+ else if (zmax < 0.0) return vec4(tmin, +INF_HIT, NO_HIT, NO_HIT);
207
+ // Two intervals
208
+ else return vec4(-INF_HIT, tmin, tmax, +INF_HIT);
209
+ }
210
+
211
+ vec2 intersectRegularCone(Ray ray, float cosSqrHalfAngle) {
212
+ vec2 intersect = intersectDoubleEndedCone(ray, cosSqrHalfAngle);
213
+
214
+ if (intersect.x == NO_HIT) {
215
+ return vec2(NO_HIT);
216
+ }
217
+
218
+ vec3 o = ray.pos;
219
+ vec3 d = ray.dir;
220
+ float tmin = intersect.x;
221
+ float tmax = intersect.y;
222
+ float zmin = o.z + tmin * d.z;
223
+ float zmax = o.z + tmax * d.z;
224
+
225
+ if (zmin < 0.0 && zmax < 0.0) return vec2(NO_HIT);
226
+ else if (zmin < 0.0) return vec2(tmax, +INF_HIT);
227
+ else if (zmax < 0.0) return vec2(-INF_HIT, tmin);
228
+ else return vec2(tmin, tmax);
229
+ }
230
+
231
+ void intersectShape(in Ray ray, inout Intersections ix) {
232
+ // Position is converted from [0,1] to [-1,+1] because shape intersections assume unit space is [-1,+1].
233
+ // Direction is scaled as well to be in sync with position.
234
+ ray.pos = ray.pos * 2.0 - 1.0;
235
+ ray.dir *= 2.0;
236
+
237
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MAX)
238
+ Ray outerRay = Ray(ray.pos * u_ellipsoidInverseOuterScaleUv, ray.dir * u_ellipsoidInverseOuterScaleUv);
239
+ #else
240
+ Ray outerRay = ray;
241
+ #endif
242
+
243
+ // Outer ellipsoid
244
+ vec2 outerIntersect = intersectUnitSphereUnnormalizedDirection(outerRay);
245
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MAX, outerIntersect);
246
+
247
+ // Exit early if the outer ellipsoid was missed.
248
+ if (outerIntersect.x == NO_HIT) {
249
+ return;
250
+ }
251
+
252
+ // Inner ellipsoid
253
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT)
254
+ // When the ellipsoid is perfectly thin it's necessary to sandwich the
255
+ // inner ellipsoid intersection inside the outer ellipsoid intersection.
256
+
257
+ // Without this special case,
258
+ // [outerMin, outerMax, innerMin, innerMax] will bubble sort to
259
+ // [outerMin, innerMin, outerMax, innerMax] which will cause the back
260
+ // side of the ellipsoid to be invisible because it will think the ray
261
+ // is still inside the inner (negative) ellipsoid after exiting the
262
+ // outer (positive) ellipsoid.
263
+
264
+ // With this special case,
265
+ // [outerMin, innerMin, innerMax, outerMax] will bubble sort to
266
+ // [outerMin, innerMin, innerMax, outerMax] which will work correctly.
267
+
268
+ // Note: If initializeIntersections() changes its sorting function
269
+ // from bubble sort to something else, this code may need to change.
270
+ setIntersection(ix, 0, outerIntersect.x, true, true); // positive, enter
271
+ setIntersection(ix, 1, outerIntersect.x, false, true); // negative, enter
272
+ setIntersection(ix, 2, outerIntersect.y, false, false); // negative, exit
273
+ setIntersection(ix, 3, outerIntersect.y, true, false); // positive, exit
274
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN)
275
+ Ray innerRay = Ray(ray.pos * u_ellipsoidInverseInnerScaleUv, ray.dir * u_ellipsoidInverseInnerScaleUv);
276
+ vec2 innerIntersect = intersectUnitSphereUnnormalizedDirection(innerRay);
277
+
278
+ if (innerIntersect == vec2(NO_HIT)) {
279
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MIN, innerIntersect);
280
+ } else {
281
+ // When the ellipsoid is very large and thin it's possible for floating
282
+ // point math to cause the ray to intersect the inner ellipsoid before
283
+ // the outer ellipsoid. To prevent this from happening, clamp innerIntersect
284
+ // to outerIntersect and sandwhich the intersections like described above.
285
+ //
286
+ // In theory a similar fix is needed for cylinders, however it's more
287
+ // complicated to implement because the inner shape is allowed to be
288
+ // intersected first.
289
+ innerIntersect.x = max(innerIntersect.x, outerIntersect.x);
290
+ innerIntersect.y = min(innerIntersect.y, outerIntersect.y);
291
+ setIntersection(ix, 0, outerIntersect.x, true, true); // positive, enter
292
+ setIntersection(ix, 1, innerIntersect.x, false, true); // negative, enter
293
+ setIntersection(ix, 2, innerIntersect.y, false, false); // negative, exit
294
+ setIntersection(ix, 3, outerIntersect.y, true, false); // positive, exit
295
+ }
296
+ #endif
297
+
298
+ // Flip the ray because the intersection function expects a cone growing towards +Z.
299
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF)
300
+ Ray flippedRay = outerRay;
301
+ flippedRay.dir.z *= -1.0;
302
+ flippedRay.pos.z *= -1.0;
303
+ #endif
304
+
305
+ // Bottom cone
306
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_UNDER_HALF)
307
+ vec2 bottomConeIntersection = intersectRegularCone(flippedRay, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.x);
308
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN, bottomConeIntersection);
309
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_EQUAL_HALF)
310
+ vec2 bottomConeIntersection = intersectZPlane(flippedRay);
311
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN, bottomConeIntersection);
312
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF)
313
+ vec4 bottomConeIntersection = intersectFlippedCone(ray, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.x);
314
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN + 0, bottomConeIntersection.xy);
315
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN + 1, bottomConeIntersection.zw);
316
+ #endif
317
+
318
+ // Top cone
319
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF)
320
+ vec4 topConeIntersection = intersectFlippedCone(flippedRay, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.y);
321
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX + 0, topConeIntersection.xy);
322
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX + 1, topConeIntersection.zw);
323
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_EQUAL_HALF)
324
+ vec2 topConeIntersection = intersectZPlane(ray);
325
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX, topConeIntersection);
326
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF)
327
+ vec2 topConeIntersection = intersectRegularCone(ray, u_ellipsoidRenderLatitudeCosSqrHalfMinMax.y);
328
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX, topConeIntersection);
329
+ #endif
330
+
331
+ // Wedge
332
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO)
333
+ vec4 wedgeIntersect = intersectHalfPlane(ray, u_ellipsoidRenderLongitudeMinMax.x);
334
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersect.xy);
335
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersect.zw);
336
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF)
337
+ vec2 wedgeIntersect = intersectRegularWedge(ray, u_ellipsoidRenderLongitudeMinMax.x, u_ellipsoidRenderLongitudeMinMax.y);
338
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);
339
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_HALF)
340
+ vec2 wedgeIntersect = intersectHalfSpace(ray, u_ellipsoidRenderLongitudeMinMax.x);
341
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);
342
+ #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF)
343
+ vec4 wedgeIntersect = intersectFlippedWedge(ray, u_ellipsoidRenderLongitudeMinMax.x, u_ellipsoidRenderLongitudeMinMax.y);
344
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersect.xy);
345
+ setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersect.zw);
346
+ #endif
347
+ }