@cesium/engine 6.1.1 → 7.0.0

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Files changed (229) hide show
  1. package/Build/ThirdParty/Workers/z-worker-pako.js +568 -407
  2. package/Build/Workers/{chunk-FRG2Z7DE.js → chunk-2HJWSU7B.js} +4 -4
  3. package/Build/Workers/{chunk-ZTYE74E2.js → chunk-46UD5ABS.js} +4 -4
  4. package/Build/Workers/{chunk-VODWDCX6.js → chunk-4EBHOMFX.js} +18 -20
  5. package/Build/Workers/{chunk-N7TYCDTR.js → chunk-5HDYHG3F.js} +13 -13
  6. package/Build/Workers/{chunk-C53JYYKX.js → chunk-5M3U6ZMA.js} +1 -1
  7. package/Build/Workers/{chunk-GTEXWEAP.js → chunk-5WQ523AW.js} +5 -5
  8. package/Build/Workers/{chunk-SEFDWMCW.js → chunk-5YLJ77FF.js} +31 -21
  9. package/Build/Workers/{chunk-VNRUVNIK.js → chunk-6HZQPRUS.js} +1 -1
  10. package/Build/Workers/{chunk-PB7BIXHI.js → chunk-6VJVYK2V.js} +2 -2
  11. package/Build/Workers/{chunk-PHQVHDVI.js → chunk-72SANQJV.js} +325 -5
  12. package/Build/Workers/{chunk-D325WRAY.js → chunk-7XEAYGZK.js} +35 -11
  13. package/Build/Workers/{chunk-FGUP2QEP.js → chunk-AIPU2VSX.js} +6 -6
  14. package/Build/Workers/{chunk-QUXSQQEF.js → chunk-AR5DNBJ4.js} +6 -6
  15. package/Build/Workers/{chunk-ZVUAJKAL.js → chunk-BZP4T2JJ.js} +11 -13
  16. package/Build/Workers/{chunk-K6Q5IRBK.js → chunk-DTAIXKTO.js} +6 -6
  17. package/Build/Workers/{chunk-D4YHO4NZ.js → chunk-F6SE42BK.js} +133 -101
  18. package/Build/Workers/{chunk-QY2WY5XJ.js → chunk-FP6GYBFX.js} +11 -11
  19. package/Build/Workers/{chunk-Z6LPXA7S.js → chunk-GEJTYLCO.js} +5 -5
  20. package/Build/Workers/{chunk-VKTKOIYG.js → chunk-GV56Q4LU.js} +11 -11
  21. package/Build/Workers/{chunk-KUB2HQXR.js → chunk-IQBYFRVW.js} +8 -8
  22. package/Build/Workers/{chunk-235MRXLH.js → chunk-IX2JCCNM.js} +1 -1
  23. package/Build/Workers/{chunk-3FCUUN6M.js → chunk-JCNXK6EL.js} +11 -11
  24. package/Build/Workers/{chunk-364TQORK.js → chunk-JJ4VBOQ3.js} +5 -7
  25. package/Build/Workers/{chunk-66CXKODF.js → chunk-JXDC723O.js} +2 -2
  26. package/Build/Workers/{chunk-OTBRPBCC.js → chunk-JY5YEZFA.js} +9 -9
  27. package/Build/Workers/{chunk-LSGUCCKJ.js → chunk-L2ZN645J.js} +6 -6
  28. package/Build/Workers/{chunk-VLDDXYKI.js → chunk-LZ7JIV3K.js} +18 -18
  29. package/Build/Workers/{chunk-36ESDRIZ.js → chunk-LZGHD6NY.js} +16 -16
  30. package/Build/Workers/{chunk-PXLFBN2Q.js → chunk-MY3VNFGQ.js} +7 -7
  31. package/Build/Workers/{chunk-W7F5VTH6.js → chunk-NKPBIX7F.js} +1 -1
  32. package/Build/Workers/{chunk-XBZSOW3F.js → chunk-NY3K4IM3.js} +12 -12
  33. package/Build/Workers/{chunk-AI3KSNM6.js → chunk-ODW7WYM4.js} +2 -2
  34. package/Build/Workers/{chunk-6PWSSCRA.js → chunk-OVLG3FRS.js} +6 -6
  35. package/Build/Workers/{chunk-MOLGJDJV.js → chunk-PNBGBETF.js} +11 -11
  36. package/Build/Workers/{chunk-T73B27DG.js → chunk-PTQQUQC3.js} +13 -13
  37. package/Build/Workers/{chunk-RSWBNJPT.js → chunk-QZAD5O7I.js} +8 -304
  38. package/Build/Workers/{chunk-I6TVJ6T7.js → chunk-R5X4OQT4.js} +8 -8
  39. package/Build/Workers/{chunk-DTNN3ODA.js → chunk-RAEV7K66.js} +5 -5
  40. package/Build/Workers/{chunk-IZED7ODV.js → chunk-RV7ZYPFT.js} +4 -4
  41. package/Build/Workers/{chunk-7FEGZO3D.js → chunk-S4MAZ3SS.js} +2 -2
  42. package/Build/Workers/{chunk-J3U6Z5YQ.js → chunk-S6SKF6DT.js} +5 -5
  43. package/Build/Workers/{chunk-CHDJ66UM.js → chunk-U2VCRRQW.js} +6 -6
  44. package/Build/Workers/{chunk-R22RQAAM.js → chunk-UAEW6HKG.js} +13 -13
  45. package/Build/Workers/{chunk-S7IBK36I.js → chunk-UDO6BFSF.js} +14 -16
  46. package/Build/Workers/{chunk-YS4KPNLC.js → chunk-UGK3FCDY.js} +1 -1
  47. package/Build/Workers/{chunk-SJDXMQSP.js → chunk-VK3EJHWI.js} +2 -2
  48. package/Build/Workers/{chunk-HEROVJML.js → chunk-VRGFV2UO.js} +7 -7
  49. package/Build/Workers/{chunk-VOAZN4IP.js → chunk-WBQCVXR3.js} +4 -4
  50. package/Build/Workers/{chunk-HSW63JN4.js → chunk-WZU2YLWG.js} +3 -3
  51. package/Build/Workers/{chunk-4EYB62WJ.js → chunk-XWXM2O2R.js} +6 -6
  52. package/Build/Workers/{chunk-ZGMOBRTG.js → chunk-YUCVWAY6.js} +7 -7
  53. package/Build/Workers/{chunk-CLVEIRXT.js → chunk-ZK5JOS3D.js} +15 -17
  54. package/Build/Workers/{chunk-5NZTU5YL.js → chunk-ZUA2UUNV.js} +2 -2
  55. package/Build/Workers/combineGeometry.js +23 -23
  56. package/Build/Workers/createBoxGeometry.js +17 -17
  57. package/Build/Workers/createBoxOutlineGeometry.js +15 -15
  58. package/Build/Workers/createCircleGeometry.js +25 -25
  59. package/Build/Workers/createCircleOutlineGeometry.js +18 -18
  60. package/Build/Workers/createCoplanarPolygonGeometry.js +33 -34
  61. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +30 -30
  62. package/Build/Workers/createCorridorGeometry.js +28 -29
  63. package/Build/Workers/createCorridorOutlineGeometry.js +27 -28
  64. package/Build/Workers/createCylinderGeometry.js +19 -19
  65. package/Build/Workers/createCylinderOutlineGeometry.js +18 -19
  66. package/Build/Workers/createEllipseGeometry.js +25 -25
  67. package/Build/Workers/createEllipseOutlineGeometry.js +18 -18
  68. package/Build/Workers/createEllipsoidGeometry.js +18 -18
  69. package/Build/Workers/createEllipsoidOutlineGeometry.js +17 -17
  70. package/Build/Workers/createFrustumGeometry.js +17 -17
  71. package/Build/Workers/createFrustumOutlineGeometry.js +17 -17
  72. package/Build/Workers/createGeometry.js +23 -23
  73. package/Build/Workers/createGroundPolylineGeometry.js +22 -22
  74. package/Build/Workers/createPlaneGeometry.js +15 -15
  75. package/Build/Workers/createPlaneOutlineGeometry.js +14 -14
  76. package/Build/Workers/createPolygonGeometry.js +32 -167
  77. package/Build/Workers/createPolygonOutlineGeometry.js +29 -29
  78. package/Build/Workers/createPolylineGeometry.js +24 -24
  79. package/Build/Workers/createPolylineVolumeGeometry.js +32 -35
  80. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +27 -29
  81. package/Build/Workers/createRectangleGeometry.js +27 -27
  82. package/Build/Workers/createRectangleOutlineGeometry.js +21 -23
  83. package/Build/Workers/createSimplePolylineGeometry.js +22 -22
  84. package/Build/Workers/createSphereGeometry.js +18 -18
  85. package/Build/Workers/createSphereOutlineGeometry.js +17 -17
  86. package/Build/Workers/createTaskProcessorWorker.js +3 -3
  87. package/Build/Workers/createVectorTileClampedPolylines.js +14 -14
  88. package/Build/Workers/createVectorTileGeometries.js +23 -23
  89. package/Build/Workers/createVectorTilePoints.js +12 -12
  90. package/Build/Workers/createVectorTilePolygons.js +21 -21
  91. package/Build/Workers/createVectorTilePolylines.js +14 -14
  92. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +22 -22
  93. package/Build/Workers/createVerticesFromHeightmap.js +22 -22
  94. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +19 -19
  95. package/Build/Workers/createWallGeometry.js +23 -23
  96. package/Build/Workers/createWallOutlineGeometry.js +22 -22
  97. package/Build/Workers/decodeDraco.js +11 -11
  98. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +5 -5
  99. package/Build/Workers/decodeI3S.js +9 -9
  100. package/Build/Workers/transcodeKTX2.js +7 -7
  101. package/Build/Workers/transferTypedArrayTest.js +1 -1
  102. package/Build/Workers/upsampleQuantizedTerrainMesh.js +22 -22
  103. package/LICENSE.md +1 -1
  104. package/Source/Assets/approximateTerrainHeights.json +1 -1
  105. package/Source/Core/Ellipsoid.js +45 -0
  106. package/Source/Core/GregorianDate.js +85 -0
  107. package/Source/Core/HeadingPitchRange.js +2 -2
  108. package/Source/Core/Ion.js +1 -1
  109. package/Source/Core/PolygonGeometry.js +0 -169
  110. package/Source/Core/Quaternion.js +6 -2
  111. package/Source/Core/RectangleOutlineGeometry.js +2 -4
  112. package/Source/Core/RequestScheduler.js +3 -9
  113. package/Source/Core/Resource.js +30 -69
  114. package/Source/Core/TerrainEncoding.js +2 -2
  115. package/Source/Core/Transforms.js +27 -18
  116. package/Source/Core/VerticalExaggeration.js +69 -0
  117. package/Source/Core/createWorldBathymetryAsync.js +45 -0
  118. package/Source/DataSources/EllipsoidGeometryUpdater.js +3 -4
  119. package/Source/DataSources/Entity.js +8 -5
  120. package/Source/DataSources/EntityCollection.js +1 -2
  121. package/Source/DataSources/GeometryUpdater.js +1 -2
  122. package/Source/DataSources/GroundGeometryUpdater.js +6 -3
  123. package/Source/DataSources/ModelVisualizer.js +19 -98
  124. package/Source/DataSources/PolygonGeometryUpdater.js +14 -2
  125. package/Source/DataSources/PolylineGeometryUpdater.js +9 -8
  126. package/Source/DataSources/TerrainOffsetProperty.js +15 -23
  127. package/Source/Renderer/AutomaticUniforms.js +173 -0
  128. package/Source/Renderer/UniformState.js +246 -1
  129. package/Source/Scene/ArcGisMapService.js +1 -1
  130. package/Source/Scene/Atmosphere.js +127 -0
  131. package/Source/Scene/Billboard.js +29 -26
  132. package/Source/Scene/BillboardCollection.js +3 -3
  133. package/Source/Scene/Camera.js +1 -1
  134. package/Source/Scene/Cesium3DTile.js +123 -10
  135. package/Source/Scene/Cesium3DTileContent.js +14 -0
  136. package/Source/Scene/Cesium3DTileset.js +326 -45
  137. package/Source/Scene/Cesium3DTilesetTraversal.js +4 -0
  138. package/Source/Scene/Composite3DTileContent.js +42 -0
  139. package/Source/Scene/DynamicAtmosphereLightingType.js +56 -0
  140. package/Source/Scene/Empty3DTileContent.js +4 -0
  141. package/Source/Scene/Fog.js +1 -0
  142. package/Source/Scene/FrameState.js +13 -5
  143. package/Source/Scene/Geometry3DTileContent.js +4 -0
  144. package/Source/Scene/Globe.js +69 -21
  145. package/Source/Scene/GlobeSurfaceTile.js +4 -4
  146. package/Source/Scene/GlobeSurfaceTileProvider.js +24 -22
  147. package/Source/Scene/GltfLoader.js +15 -5
  148. package/Source/Scene/GroundPrimitive.js +5 -5
  149. package/Source/Scene/HeightReference.js +59 -2
  150. package/Source/Scene/ImageryLayer.js +3 -3
  151. package/Source/Scene/Implicit3DTileContent.js +4 -0
  152. package/Source/Scene/LabelCollection.js +2 -2
  153. package/Source/Scene/MapboxImageryProvider.js +2 -2
  154. package/Source/Scene/Megatexture.js +1 -1
  155. package/Source/Scene/Model/AtmospherePipelineStage.js +59 -0
  156. package/Source/Scene/Model/B3dmLoader.js +4 -0
  157. package/Source/Scene/Model/FeatureIdPipelineStage.js +25 -2
  158. package/Source/Scene/Model/I3dmLoader.js +4 -0
  159. package/Source/Scene/Model/InstancingPipelineStage.js +24 -6
  160. package/Source/Scene/Model/MetadataPipelineStage.js +31 -3
  161. package/Source/Scene/Model/Model.js +93 -32
  162. package/Source/Scene/Model/Model3DTileContent.js +31 -0
  163. package/Source/Scene/Model/ModelAnimationChannel.js +16 -15
  164. package/Source/Scene/Model/ModelRuntimePrimitive.js +6 -0
  165. package/Source/Scene/Model/ModelSceneGraph.js +6 -0
  166. package/Source/Scene/Model/VerticalExaggerationPipelineStage.js +60 -0
  167. package/Source/Scene/Model/pickModel.js +408 -0
  168. package/Source/Scene/Multiple3DTileContent.js +42 -0
  169. package/Source/Scene/QuadtreePrimitive.js +1 -1
  170. package/Source/Scene/Scene.js +226 -19
  171. package/Source/Scene/ScreenSpaceCameraController.js +14 -25
  172. package/Source/Scene/SkyAtmosphere.js +5 -6
  173. package/Source/Scene/Terrain.js +49 -0
  174. package/Source/Scene/TerrainFillMesh.js +2 -2
  175. package/Source/Scene/TileBoundingS2Cell.js +2 -2
  176. package/Source/Scene/TileOrientedBoundingBox.js +1 -1
  177. package/Source/Scene/Tileset3DTileContent.js +4 -0
  178. package/Source/Scene/Vector3DTileContent.js +4 -0
  179. package/Source/Scene/VoxelPrimitive.js +73 -2
  180. package/Source/Shaders/AtmosphereCommon.glsl +3 -11
  181. package/Source/Shaders/AtmosphereCommon.js +3 -11
  182. package/Source/Shaders/Builtin/CzmBuiltins.js +12 -0
  183. package/Source/Shaders/Builtin/Functions/applyHSBShift.glsl +32 -0
  184. package/Source/Shaders/Builtin/Functions/applyHSBShift.js +34 -0
  185. package/Source/Shaders/Builtin/Functions/approximateTanh.glsl +10 -0
  186. package/Source/Shaders/Builtin/Functions/approximateTanh.js +12 -0
  187. package/Source/Shaders/Builtin/Functions/computeAtmosphereColor.glsl +44 -0
  188. package/Source/Shaders/Builtin/Functions/computeAtmosphereColor.js +46 -0
  189. package/Source/Shaders/Builtin/Functions/computeGroundAtmosphereScattering.glsl +30 -0
  190. package/Source/Shaders/Builtin/Functions/computeGroundAtmosphereScattering.js +32 -0
  191. package/Source/Shaders/Builtin/Functions/computeScattering.glsl +150 -0
  192. package/Source/Shaders/Builtin/Functions/computeScattering.js +152 -0
  193. package/Source/Shaders/Builtin/Functions/getDynamicAtmosphereLightDirection.glsl +22 -0
  194. package/Source/Shaders/Builtin/Functions/getDynamicAtmosphereLightDirection.js +24 -0
  195. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.glsl +5 -0
  196. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.js +5 -0
  197. package/Source/Shaders/GlobeFS.glsl +16 -25
  198. package/Source/Shaders/GlobeFS.js +16 -25
  199. package/Source/Shaders/GlobeVS.glsl +4 -4
  200. package/Source/Shaders/GlobeVS.js +4 -4
  201. package/Source/Shaders/Model/AtmosphereStageFS.glsl +111 -0
  202. package/Source/Shaders/Model/AtmosphereStageFS.js +113 -0
  203. package/Source/Shaders/Model/AtmosphereStageVS.glsl +12 -0
  204. package/Source/Shaders/Model/AtmosphereStageVS.js +14 -0
  205. package/Source/Shaders/Model/GeometryStageFS.glsl +1 -1
  206. package/Source/Shaders/Model/GeometryStageFS.js +1 -1
  207. package/Source/Shaders/Model/GeometryStageVS.glsl +4 -4
  208. package/Source/Shaders/Model/GeometryStageVS.js +4 -4
  209. package/Source/Shaders/Model/ModelColorStageFS.glsl +1 -1
  210. package/Source/Shaders/Model/ModelColorStageFS.js +2 -1
  211. package/Source/Shaders/Model/ModelFS.glsl +4 -0
  212. package/Source/Shaders/Model/ModelFS.js +4 -0
  213. package/Source/Shaders/Model/ModelVS.glsl +13 -4
  214. package/Source/Shaders/Model/ModelVS.js +13 -4
  215. package/Source/Shaders/Model/VerticalExaggerationStageVS.glsl +39 -0
  216. package/Source/Shaders/Model/VerticalExaggerationStageVS.js +41 -0
  217. package/Source/Shaders/SkyAtmosphereCommon.glsl +3 -13
  218. package/Source/Shaders/SkyAtmosphereCommon.js +3 -13
  219. package/Source/Shaders/SkyAtmosphereFS.glsl +5 -10
  220. package/Source/Shaders/SkyAtmosphereFS.js +5 -10
  221. package/Source/Shaders/SkyAtmosphereVS.glsl +3 -2
  222. package/Source/Shaders/SkyAtmosphereVS.js +3 -2
  223. package/Source/ThirdParty/Workers/z-worker-pako.js +1 -1
  224. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  225. package/index.d.ts +318 -83
  226. package/index.js +77 -62
  227. package/package.json +3 -3
  228. package/Build/Workers/chunk-7ONRI7T4.js +0 -55
  229. package/Source/Core/TerrainExaggeration.js +0 -49
@@ -131,6 +131,38 @@ function VoxelPrimitive(options) {
131
131
  */
132
132
  this._maxBoundsOld = new Cartesian3();
133
133
 
134
+ /**
135
+ * Minimum bounds with vertical exaggeration applied
136
+ *
137
+ * @type {Cartesian3}
138
+ * @private
139
+ */
140
+ this._exaggeratedMinBounds = new Cartesian3();
141
+
142
+ /**
143
+ * Used to detect if the shape is dirty.
144
+ *
145
+ * @type {Cartesian3}
146
+ * @private
147
+ */
148
+ this._exaggeratedMinBoundsOld = new Cartesian3();
149
+
150
+ /**
151
+ * Maximum bounds with vertical exaggeration applied
152
+ *
153
+ * @type {Cartesian3}
154
+ * @private
155
+ */
156
+ this._exaggeratedMaxBounds = new Cartesian3();
157
+
158
+ /**
159
+ * Used to detect if the shape is dirty.
160
+ *
161
+ * @type {Cartesian3}
162
+ * @private
163
+ */
164
+ this._exaggeratedMaxBoundsOld = new Cartesian3();
165
+
134
166
  /**
135
167
  * This member is not known until the provider is ready.
136
168
  *
@@ -442,6 +474,7 @@ function initialize(primitive, provider) {
442
474
  // Create the shape object, and update it so it is valid for VoxelTraversal
443
475
  const ShapeConstructor = VoxelShapeType.getShapeConstructor(shapeType);
444
476
  primitive._shape = new ShapeConstructor();
477
+ updateVerticalExaggeration(primitive);
445
478
  primitive._shapeVisible = updateShapeAndTransforms(
446
479
  primitive,
447
480
  primitive._shape,
@@ -964,6 +997,8 @@ VoxelPrimitive.prototype.update = function (frameState) {
964
997
  return;
965
998
  }
966
999
 
1000
+ updateVerticalExaggeration(this, frameState);
1001
+
967
1002
  // Check if the shape is dirty before updating it. This needs to happen every
968
1003
  // frame because the member variables can be modified externally via the
969
1004
  // getters.
@@ -1107,6 +1142,32 @@ VoxelPrimitive.prototype.update = function (frameState) {
1107
1142
  frameState.commandList.push(command);
1108
1143
  };
1109
1144
 
1145
+ /**
1146
+ * Update the exaggerated bounds of a primitive to account for vertical exaggeration
1147
+ * Currently only applies to Ellipsoid shape type
1148
+ * @param {VoxelPrimitive} primitive
1149
+ * @param {FrameState} [frameState]
1150
+ * @private
1151
+ */
1152
+ function updateVerticalExaggeration(primitive, frameState) {
1153
+ primitive._exaggeratedMinBounds = Cartesian3.clone(
1154
+ primitive._minBounds,
1155
+ primitive._exaggeratedMinBounds
1156
+ );
1157
+ primitive._exaggeratedMaxBounds = Cartesian3.clone(
1158
+ primitive._maxBounds,
1159
+ primitive._exaggeratedMaxBounds
1160
+ );
1161
+ if (defined(frameState) && primitive.shape === VoxelShapeType.ELLIPSOID) {
1162
+ const relativeHeight = frameState.verticalExaggerationRelativeHeight;
1163
+ const exaggeration = frameState.verticalExaggeration;
1164
+ primitive._exaggeratedMinBounds.z =
1165
+ (primitive._minBounds.z - relativeHeight) * exaggeration + relativeHeight;
1166
+ primitive._exaggeratedMaxBounds.z =
1167
+ (primitive._maxBounds.z - relativeHeight) * exaggeration + relativeHeight;
1168
+ }
1169
+ }
1170
+
1110
1171
  /**
1111
1172
  * Initialize primitive properties that are derived from the voxel provider
1112
1173
  * @param {VoxelPrimitive} primitive
@@ -1203,6 +1264,16 @@ function checkTransformAndBounds(primitive, provider) {
1203
1264
  updateBound(primitive, "_compoundModelMatrix", "_compoundModelMatrixOld") +
1204
1265
  updateBound(primitive, "_minBounds", "_minBoundsOld") +
1205
1266
  updateBound(primitive, "_maxBounds", "_maxBoundsOld") +
1267
+ updateBound(
1268
+ primitive,
1269
+ "_exaggeratedMinBounds",
1270
+ "_exaggeratedMinBoundsOld"
1271
+ ) +
1272
+ updateBound(
1273
+ primitive,
1274
+ "_exaggeratedMaxBounds",
1275
+ "_exaggeratedMaxBoundsOld"
1276
+ ) +
1206
1277
  updateBound(primitive, "_minClippingBounds", "_minClippingBoundsOld") +
1207
1278
  updateBound(primitive, "_maxClippingBounds", "_maxClippingBoundsOld");
1208
1279
  return numChanges > 0;
@@ -1239,8 +1310,8 @@ function updateBound(primitive, newBoundKey, oldBoundKey) {
1239
1310
  function updateShapeAndTransforms(primitive, shape, provider) {
1240
1311
  const visible = shape.update(
1241
1312
  primitive._compoundModelMatrix,
1242
- primitive.minBounds,
1243
- primitive.maxBounds,
1313
+ primitive._exaggeratedMinBounds,
1314
+ primitive._exaggeratedMaxBounds,
1244
1315
  primitive.minClippingBounds,
1245
1316
  primitive.maxClippingBounds
1246
1317
  );
@@ -11,14 +11,6 @@ const float ATMOSPHERE_THICKNESS = 111e3; // The thickness of the atmosphere in
11
11
  const int PRIMARY_STEPS_MAX = 16; // Maximum number of times the ray from the camera to the world position (primary ray) is sampled.
12
12
  const int LIGHT_STEPS_MAX = 4; // Maximum number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.
13
13
 
14
- /**
15
- * Rational approximation to tanh(x)
16
- */
17
- float approximateTanh(float x) {
18
- float x2 = x * x;
19
- return max(-1.0, min(+1.0, x * (27.0 + x2) / (27.0 + 9.0 * x2)));
20
- }
21
-
22
14
  /**
23
15
  * This function computes the colors contributed by Rayliegh and Mie scattering on a given ray, as well as
24
16
  * the transmittance value for the ray.
@@ -65,8 +57,8 @@ void computeScattering(
65
57
  float x = 1e-7 * primaryRayAtmosphereIntersect.stop / length(primaryRayLength);
66
58
  // Value close to 0.0: close to the horizon
67
59
  // Value close to 1.0: above in the sky
68
- float w_stop_gt_lprl = 0.5 * (1.0 + approximateTanh(x));
69
-
60
+ float w_stop_gt_lprl = 0.5 * (1.0 + czm_approximateTanh(x));
61
+
70
62
  // The ray should start from the first intersection with the outer atmopshere, or from the camera position, if it is inside the atmosphere.
71
63
  float start_0 = primaryRayAtmosphereIntersect.start;
72
64
  primaryRayAtmosphereIntersect.start = max(primaryRayAtmosphereIntersect.start, 0.0);
@@ -77,7 +69,7 @@ void computeScattering(
77
69
  // (1) from outer space we have to use more ray steps to get a realistic rendering
78
70
  // (2) within atmosphere we need fewer steps for faster rendering
79
71
  float x_o_a = start_0 - ATMOSPHERE_THICKNESS; // ATMOSPHERE_THICKNESS used as an ad-hoc constant, no precise meaning here, only the order of magnitude matters
80
- float w_inside_atmosphere = 1.0 - 0.5 * (1.0 + approximateTanh(x_o_a));
72
+ float w_inside_atmosphere = 1.0 - 0.5 * (1.0 + czm_approximateTanh(x_o_a));
81
73
  int PRIMARY_STEPS = PRIMARY_STEPS_MAX - int(w_inside_atmosphere * 12.0); // Number of times the ray from the camera to the world position (primary ray) is sampled.
82
74
  int LIGHT_STEPS = LIGHT_STEPS_MAX - int(w_inside_atmosphere * 2.0); // Number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.
83
75
 
@@ -12,14 +12,6 @@ const float ATMOSPHERE_THICKNESS = 111e3; // The thickness of the atmosphere in
12
12
  const int PRIMARY_STEPS_MAX = 16; // Maximum number of times the ray from the camera to the world position (primary ray) is sampled.\n\
13
13
  const int LIGHT_STEPS_MAX = 4; // Maximum number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.\n\
14
14
  \n\
15
- /**\n\
16
- * Rational approximation to tanh(x)\n\
17
- */\n\
18
- float approximateTanh(float x) {\n\
19
- float x2 = x * x;\n\
20
- return max(-1.0, min(+1.0, x * (27.0 + x2) / (27.0 + 9.0 * x2)));\n\
21
- }\n\
22
- \n\
23
15
  /**\n\
24
16
  * This function computes the colors contributed by Rayliegh and Mie scattering on a given ray, as well as\n\
25
17
  * the transmittance value for the ray.\n\
@@ -66,8 +58,8 @@ void computeScattering(\n\
66
58
  float x = 1e-7 * primaryRayAtmosphereIntersect.stop / length(primaryRayLength);\n\
67
59
  // Value close to 0.0: close to the horizon\n\
68
60
  // Value close to 1.0: above in the sky\n\
69
- float w_stop_gt_lprl = 0.5 * (1.0 + approximateTanh(x));\n\
70
- \n\
61
+ float w_stop_gt_lprl = 0.5 * (1.0 + czm_approximateTanh(x));\n\
62
+ \n\
71
63
  // The ray should start from the first intersection with the outer atmopshere, or from the camera position, if it is inside the atmosphere.\n\
72
64
  float start_0 = primaryRayAtmosphereIntersect.start;\n\
73
65
  primaryRayAtmosphereIntersect.start = max(primaryRayAtmosphereIntersect.start, 0.0);\n\
@@ -78,7 +70,7 @@ void computeScattering(\n\
78
70
  // (1) from outer space we have to use more ray steps to get a realistic rendering\n\
79
71
  // (2) within atmosphere we need fewer steps for faster rendering\n\
80
72
  float x_o_a = start_0 - ATMOSPHERE_THICKNESS; // ATMOSPHERE_THICKNESS used as an ad-hoc constant, no precise meaning here, only the order of magnitude matters\n\
81
- float w_inside_atmosphere = 1.0 - 0.5 * (1.0 + approximateTanh(x_o_a));\n\
73
+ float w_inside_atmosphere = 1.0 - 0.5 * (1.0 + czm_approximateTanh(x_o_a));\n\
82
74
  int PRIMARY_STEPS = PRIMARY_STEPS_MAX - int(w_inside_atmosphere * 12.0); // Number of times the ray from the camera to the world position (primary ray) is sampled.\n\
83
75
  int LIGHT_STEPS = LIGHT_STEPS_MAX - int(w_inside_atmosphere * 2.0); // Number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.\n\
84
76
  \n\
@@ -55,7 +55,9 @@ import czm_XYZToRGB from './Functions/XYZToRGB.js'
55
55
  import czm_acesTonemapping from './Functions/acesTonemapping.js'
56
56
  import czm_alphaWeight from './Functions/alphaWeight.js'
57
57
  import czm_antialias from './Functions/antialias.js'
58
+ import czm_applyHSBShift from './Functions/applyHSBShift.js'
58
59
  import czm_approximateSphericalCoordinates from './Functions/approximateSphericalCoordinates.js'
60
+ import czm_approximateTanh from './Functions/approximateTanh.js'
59
61
  import czm_backFacing from './Functions/backFacing.js'
60
62
  import czm_branchFreeTernary from './Functions/branchFreeTernary.js'
61
63
  import czm_cascadeColor from './Functions/cascadeColor.js'
@@ -63,7 +65,10 @@ import czm_cascadeDistance from './Functions/cascadeDistance.js'
63
65
  import czm_cascadeMatrix from './Functions/cascadeMatrix.js'
64
66
  import czm_cascadeWeights from './Functions/cascadeWeights.js'
65
67
  import czm_columbusViewMorph from './Functions/columbusViewMorph.js'
68
+ import czm_computeAtmosphereColor from './Functions/computeAtmosphereColor.js'
69
+ import czm_computeGroundAtmosphereScattering from './Functions/computeGroundAtmosphereScattering.js'
66
70
  import czm_computePosition from './Functions/computePosition.js'
71
+ import czm_computeScattering from './Functions/computeScattering.js'
67
72
  import czm_cosineAndSine from './Functions/cosineAndSine.js'
68
73
  import czm_decompressTextureCoordinates from './Functions/decompressTextureCoordinates.js'
69
74
  import czm_defaultPbrMaterial from './Functions/defaultPbrMaterial.js'
@@ -79,6 +84,7 @@ import czm_fog from './Functions/fog.js'
79
84
  import czm_gammaCorrect from './Functions/gammaCorrect.js'
80
85
  import czm_geodeticSurfaceNormal from './Functions/geodeticSurfaceNormal.js'
81
86
  import czm_getDefaultMaterial from './Functions/getDefaultMaterial.js'
87
+ import czm_getDynamicAtmosphereLightDirection from './Functions/getDynamicAtmosphereLightDirection.js'
82
88
  import czm_getLambertDiffuse from './Functions/getLambertDiffuse.js'
83
89
  import czm_getSpecular from './Functions/getSpecular.js'
84
90
  import czm_getWaterNoise from './Functions/getWaterNoise.js'
@@ -188,7 +194,9 @@ export default {
188
194
  czm_acesTonemapping : czm_acesTonemapping,
189
195
  czm_alphaWeight : czm_alphaWeight,
190
196
  czm_antialias : czm_antialias,
197
+ czm_applyHSBShift : czm_applyHSBShift,
191
198
  czm_approximateSphericalCoordinates : czm_approximateSphericalCoordinates,
199
+ czm_approximateTanh : czm_approximateTanh,
192
200
  czm_backFacing : czm_backFacing,
193
201
  czm_branchFreeTernary : czm_branchFreeTernary,
194
202
  czm_cascadeColor : czm_cascadeColor,
@@ -196,7 +204,10 @@ export default {
196
204
  czm_cascadeMatrix : czm_cascadeMatrix,
197
205
  czm_cascadeWeights : czm_cascadeWeights,
198
206
  czm_columbusViewMorph : czm_columbusViewMorph,
207
+ czm_computeAtmosphereColor : czm_computeAtmosphereColor,
208
+ czm_computeGroundAtmosphereScattering : czm_computeGroundAtmosphereScattering,
199
209
  czm_computePosition : czm_computePosition,
210
+ czm_computeScattering : czm_computeScattering,
200
211
  czm_cosineAndSine : czm_cosineAndSine,
201
212
  czm_decompressTextureCoordinates : czm_decompressTextureCoordinates,
202
213
  czm_defaultPbrMaterial : czm_defaultPbrMaterial,
@@ -212,6 +223,7 @@ export default {
212
223
  czm_gammaCorrect : czm_gammaCorrect,
213
224
  czm_geodeticSurfaceNormal : czm_geodeticSurfaceNormal,
214
225
  czm_getDefaultMaterial : czm_getDefaultMaterial,
226
+ czm_getDynamicAtmosphereLightDirection : czm_getDynamicAtmosphereLightDirection,
215
227
  czm_getLambertDiffuse : czm_getLambertDiffuse,
216
228
  czm_getSpecular : czm_getSpecular,
217
229
  czm_getWaterNoise : czm_getWaterNoise,
@@ -0,0 +1,32 @@
1
+ /**
2
+ * Apply a HSB color shift to an RGB color.
3
+ *
4
+ * @param {vec3} rgb The color in RGB space.
5
+ * @param {vec3} hsbShift The amount to shift each component. The xyz components correspond to hue, saturation, and brightness. Shifting the hue by +/- 1.0 corresponds to shifting the hue by a full cycle. Saturation and brightness are clamped between 0 and 1 after the adjustment
6
+ * @param {bool} ignoreBlackPixels If true, black pixels will be unchanged. This is necessary in some shaders such as atmosphere-related effects.
7
+ *
8
+ * @return {vec3} The RGB color after shifting in HSB space and clamping saturation and brightness to a valid range.
9
+ */
10
+ vec3 czm_applyHSBShift(vec3 rgb, vec3 hsbShift, bool ignoreBlackPixels) {
11
+ // Convert rgb color to hsb
12
+ vec3 hsb = czm_RGBToHSB(rgb);
13
+
14
+ // Perform hsb shift
15
+ // Hue cycles around so no clamp is needed.
16
+ hsb.x += hsbShift.x; // hue
17
+ hsb.y = clamp(hsb.y + hsbShift.y, 0.0, 1.0); // saturation
18
+
19
+ // brightness
20
+ //
21
+ // Some shaders such as atmosphere-related effects need to leave black
22
+ // pixels unchanged
23
+ if (ignoreBlackPixels) {
24
+ hsb.z = hsb.z > czm_epsilon7 ? hsb.z + hsbShift.z : 0.0;
25
+ } else {
26
+ hsb.z = hsb.z + hsbShift.z;
27
+ }
28
+ hsb.z = clamp(hsb.z, 0.0, 1.0);
29
+
30
+ // Convert shifted hsb back to rgb
31
+ return czm_HSBToRGB(hsb);
32
+ }
@@ -0,0 +1,34 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * Apply a HSB color shift to an RGB color.\n\
4
+ *\n\
5
+ * @param {vec3} rgb The color in RGB space.\n\
6
+ * @param {vec3} hsbShift The amount to shift each component. The xyz components correspond to hue, saturation, and brightness. Shifting the hue by +/- 1.0 corresponds to shifting the hue by a full cycle. Saturation and brightness are clamped between 0 and 1 after the adjustment\n\
7
+ * @param {bool} ignoreBlackPixels If true, black pixels will be unchanged. This is necessary in some shaders such as atmosphere-related effects.\n\
8
+ *\n\
9
+ * @return {vec3} The RGB color after shifting in HSB space and clamping saturation and brightness to a valid range.\n\
10
+ */\n\
11
+ vec3 czm_applyHSBShift(vec3 rgb, vec3 hsbShift, bool ignoreBlackPixels) {\n\
12
+ // Convert rgb color to hsb\n\
13
+ vec3 hsb = czm_RGBToHSB(rgb);\n\
14
+ \n\
15
+ // Perform hsb shift\n\
16
+ // Hue cycles around so no clamp is needed.\n\
17
+ hsb.x += hsbShift.x; // hue\n\
18
+ hsb.y = clamp(hsb.y + hsbShift.y, 0.0, 1.0); // saturation\n\
19
+ \n\
20
+ // brightness\n\
21
+ //\n\
22
+ // Some shaders such as atmosphere-related effects need to leave black\n\
23
+ // pixels unchanged\n\
24
+ if (ignoreBlackPixels) {\n\
25
+ hsb.z = hsb.z > czm_epsilon7 ? hsb.z + hsbShift.z : 0.0;\n\
26
+ } else {\n\
27
+ hsb.z = hsb.z + hsbShift.z;\n\
28
+ }\n\
29
+ hsb.z = clamp(hsb.z, 0.0, 1.0);\n\
30
+ \n\
31
+ // Convert shifted hsb back to rgb\n\
32
+ return czm_HSBToRGB(hsb);\n\
33
+ }\n\
34
+ ";
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Compute a rational approximation to tanh(x)
3
+ *
4
+ * @param {float} x A real number input
5
+ * @returns {float} An approximation for tanh(x)
6
+ */
7
+ float czm_approximateTanh(float x) {
8
+ float x2 = x * x;
9
+ return max(-1.0, min(1.0, x * (27.0 + x2) / (27.0 + 9.0 * x2)));
10
+ }
@@ -0,0 +1,12 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * Compute a rational approximation to tanh(x)\n\
4
+ *\n\
5
+ * @param {float} x A real number input\n\
6
+ * @returns {float} An approximation for tanh(x)\n\
7
+ */\n\
8
+ float czm_approximateTanh(float x) {\n\
9
+ float x2 = x * x;\n\
10
+ return max(-1.0, min(1.0, x * (27.0 + x2) / (27.0 + 9.0 * x2)));\n\
11
+ }\n\
12
+ ";
@@ -0,0 +1,44 @@
1
+ /**
2
+ * Compute the atmosphere color, applying Rayleigh and Mie scattering. This
3
+ * builtin uses automatic uniforms so the atmophere settings are synced with the
4
+ * state of the Scene, even in other contexts like Model.
5
+ *
6
+ * @name czm_computeAtmosphereColor
7
+ * @glslFunction
8
+ *
9
+ * @param {vec3} positionWC Position of the fragment in world coords (low precision)
10
+ * @param {vec3} lightDirection Light direction from the sun or other light source.
11
+ * @param {vec3} rayleighColor The Rayleigh scattering color computed by a scattering function
12
+ * @param {vec3} mieColor The Mie scattering color computed by a scattering function
13
+ * @param {float} opacity The opacity computed by a scattering function.
14
+ */
15
+ vec4 czm_computeAtmosphereColor(
16
+ vec3 positionWC,
17
+ vec3 lightDirection,
18
+ vec3 rayleighColor,
19
+ vec3 mieColor,
20
+ float opacity
21
+ ) {
22
+ // Setup the primary ray: from the camera position to the vertex position.
23
+ vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
24
+ vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
25
+
26
+ float cosAngle = dot(cameraToPositionWCDirection, lightDirection);
27
+ float cosAngleSq = cosAngle * cosAngle;
28
+
29
+ float G = czm_atmosphereMieAnisotropy;
30
+ float GSq = G * G;
31
+
32
+ // The Rayleigh phase function.
33
+ float rayleighPhase = 3.0 / (50.2654824574) * (1.0 + cosAngleSq);
34
+ // The Mie phase function.
35
+ float miePhase = 3.0 / (25.1327412287) * ((1.0 - GSq) * (cosAngleSq + 1.0)) / (pow(1.0 + GSq - 2.0 * cosAngle * G, 1.5) * (2.0 + GSq));
36
+
37
+ // The final color is generated by combining the effects of the Rayleigh and Mie scattering.
38
+ vec3 rayleigh = rayleighPhase * rayleighColor;
39
+ vec3 mie = miePhase * mieColor;
40
+
41
+ vec3 color = (rayleigh + mie) * czm_atmosphereLightIntensity;
42
+
43
+ return vec4(color, opacity);
44
+ }
@@ -0,0 +1,46 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * Compute the atmosphere color, applying Rayleigh and Mie scattering. This\n\
4
+ * builtin uses automatic uniforms so the atmophere settings are synced with the\n\
5
+ * state of the Scene, even in other contexts like Model.\n\
6
+ *\n\
7
+ * @name czm_computeAtmosphereColor\n\
8
+ * @glslFunction\n\
9
+ *\n\
10
+ * @param {vec3} positionWC Position of the fragment in world coords (low precision)\n\
11
+ * @param {vec3} lightDirection Light direction from the sun or other light source.\n\
12
+ * @param {vec3} rayleighColor The Rayleigh scattering color computed by a scattering function\n\
13
+ * @param {vec3} mieColor The Mie scattering color computed by a scattering function\n\
14
+ * @param {float} opacity The opacity computed by a scattering function.\n\
15
+ */\n\
16
+ vec4 czm_computeAtmosphereColor(\n\
17
+ vec3 positionWC,\n\
18
+ vec3 lightDirection,\n\
19
+ vec3 rayleighColor,\n\
20
+ vec3 mieColor,\n\
21
+ float opacity\n\
22
+ ) {\n\
23
+ // Setup the primary ray: from the camera position to the vertex position.\n\
24
+ vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;\n\
25
+ vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);\n\
26
+ \n\
27
+ float cosAngle = dot(cameraToPositionWCDirection, lightDirection);\n\
28
+ float cosAngleSq = cosAngle * cosAngle;\n\
29
+ \n\
30
+ float G = czm_atmosphereMieAnisotropy;\n\
31
+ float GSq = G * G;\n\
32
+ \n\
33
+ // The Rayleigh phase function.\n\
34
+ float rayleighPhase = 3.0 / (50.2654824574) * (1.0 + cosAngleSq);\n\
35
+ // The Mie phase function.\n\
36
+ float miePhase = 3.0 / (25.1327412287) * ((1.0 - GSq) * (cosAngleSq + 1.0)) / (pow(1.0 + GSq - 2.0 * cosAngle * G, 1.5) * (2.0 + GSq));\n\
37
+ \n\
38
+ // The final color is generated by combining the effects of the Rayleigh and Mie scattering.\n\
39
+ vec3 rayleigh = rayleighPhase * rayleighColor;\n\
40
+ vec3 mie = miePhase * mieColor;\n\
41
+ \n\
42
+ vec3 color = (rayleigh + mie) * czm_atmosphereLightIntensity;\n\
43
+ \n\
44
+ return vec4(color, opacity);\n\
45
+ }\n\
46
+ ";
@@ -0,0 +1,30 @@
1
+ /**
2
+ * Compute atmosphere scattering for the ground atmosphere and fog. This method
3
+ * uses automatic uniforms so it is always synced with the scene settings.
4
+ *
5
+ * @name czm_computeGroundAtmosphereScattering
6
+ * @glslfunction
7
+ *
8
+ * @param {vec3} positionWC The position of the fragment in world coordinates.
9
+ * @param {vec3} lightDirection The direction of the light to calculate the scattering from.
10
+ * @param {vec3} rayleighColor The variable the Rayleigh scattering will be written to.
11
+ * @param {vec3} mieColor The variable the Mie scattering will be written to.
12
+ * @param {float} opacity The variable the transmittance will be written to.
13
+ */
14
+ void czm_computeGroundAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity) {
15
+ vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
16
+ vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
17
+ czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection);
18
+
19
+ float atmosphereInnerRadius = length(positionWC);
20
+
21
+ czm_computeScattering(
22
+ primaryRay,
23
+ length(cameraToPositionWC),
24
+ lightDirection,
25
+ atmosphereInnerRadius,
26
+ rayleighColor,
27
+ mieColor,
28
+ opacity
29
+ );
30
+ }
@@ -0,0 +1,32 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * Compute atmosphere scattering for the ground atmosphere and fog. This method\n\
4
+ * uses automatic uniforms so it is always synced with the scene settings.\n\
5
+ *\n\
6
+ * @name czm_computeGroundAtmosphereScattering\n\
7
+ * @glslfunction\n\
8
+ *\n\
9
+ * @param {vec3} positionWC The position of the fragment in world coordinates.\n\
10
+ * @param {vec3} lightDirection The direction of the light to calculate the scattering from.\n\
11
+ * @param {vec3} rayleighColor The variable the Rayleigh scattering will be written to.\n\
12
+ * @param {vec3} mieColor The variable the Mie scattering will be written to.\n\
13
+ * @param {float} opacity The variable the transmittance will be written to.\n\
14
+ */\n\
15
+ void czm_computeGroundAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity) {\n\
16
+ vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;\n\
17
+ vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);\n\
18
+ czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection);\n\
19
+ \n\
20
+ float atmosphereInnerRadius = length(positionWC);\n\
21
+ \n\
22
+ czm_computeScattering(\n\
23
+ primaryRay,\n\
24
+ length(cameraToPositionWC),\n\
25
+ lightDirection,\n\
26
+ atmosphereInnerRadius,\n\
27
+ rayleighColor,\n\
28
+ mieColor,\n\
29
+ opacity\n\
30
+ );\n\
31
+ }\n\
32
+ ";
@@ -0,0 +1,150 @@
1
+ /**
2
+ * This function computes the colors contributed by Rayliegh and Mie scattering on a given ray, as well as
3
+ * the transmittance value for the ray. This function uses automatic uniforms
4
+ * so the atmosphere settings are always synced with the current scene.
5
+ *
6
+ * @name czm_computeScattering
7
+ * @glslfunction
8
+ *
9
+ * @param {czm_ray} primaryRay The ray from the camera to the position.
10
+ * @param {float} primaryRayLength The length of the primary ray.
11
+ * @param {vec3} lightDirection The direction of the light to calculate the scattering from.
12
+ * @param {vec3} rayleighColor The variable the Rayleigh scattering will be written to.
13
+ * @param {vec3} mieColor The variable the Mie scattering will be written to.
14
+ * @param {float} opacity The variable the transmittance will be written to.
15
+ */
16
+ void czm_computeScattering(
17
+ czm_ray primaryRay,
18
+ float primaryRayLength,
19
+ vec3 lightDirection,
20
+ float atmosphereInnerRadius,
21
+ out vec3 rayleighColor,
22
+ out vec3 mieColor,
23
+ out float opacity
24
+ ) {
25
+ const float ATMOSPHERE_THICKNESS = 111e3; // The thickness of the atmosphere in meters.
26
+ const int PRIMARY_STEPS_MAX = 16; // Maximum number of times the ray from the camera to the world position (primary ray) is sampled.
27
+ const int LIGHT_STEPS_MAX = 4; // Maximum number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.
28
+
29
+ // Initialize the default scattering amounts to 0.
30
+ rayleighColor = vec3(0.0);
31
+ mieColor = vec3(0.0);
32
+ opacity = 0.0;
33
+
34
+ float atmosphereOuterRadius = atmosphereInnerRadius + ATMOSPHERE_THICKNESS;
35
+
36
+ vec3 origin = vec3(0.0);
37
+
38
+ // Calculate intersection from the camera to the outer ring of the atmosphere.
39
+ czm_raySegment primaryRayAtmosphereIntersect = czm_raySphereIntersectionInterval(primaryRay, origin, atmosphereOuterRadius);
40
+
41
+ // Return empty colors if no intersection with the atmosphere geometry.
42
+ if (primaryRayAtmosphereIntersect == czm_emptyRaySegment) {
43
+ rayleighColor = vec3(1.0, 0.0, 1.0);
44
+ return;
45
+ }
46
+
47
+ // To deal with smaller values of PRIMARY_STEPS (e.g. 4)
48
+ // we implement a split strategy: sky or horizon.
49
+ // For performance reasons, instead of a if/else branch
50
+ // a soft choice is implemented through a weight 0.0 <= w_stop_gt_lprl <= 1.0
51
+ float x = 1e-7 * primaryRayAtmosphereIntersect.stop / length(primaryRayLength);
52
+ // Value close to 0.0: close to the horizon
53
+ // Value close to 1.0: above in the sky
54
+ float w_stop_gt_lprl = 0.5 * (1.0 + czm_approximateTanh(x));
55
+
56
+ // The ray should start from the first intersection with the outer atmopshere, or from the camera position, if it is inside the atmosphere.
57
+ float start_0 = primaryRayAtmosphereIntersect.start;
58
+ primaryRayAtmosphereIntersect.start = max(primaryRayAtmosphereIntersect.start, 0.0);
59
+ // The ray should end at the exit from the atmosphere or at the distance to the vertex, whichever is smaller.
60
+ primaryRayAtmosphereIntersect.stop = min(primaryRayAtmosphereIntersect.stop, length(primaryRayLength));
61
+
62
+ // For the number of ray steps, distinguish inside or outside atmosphere (outer space)
63
+ // (1) from outer space we have to use more ray steps to get a realistic rendering
64
+ // (2) within atmosphere we need fewer steps for faster rendering
65
+ float x_o_a = start_0 - ATMOSPHERE_THICKNESS; // ATMOSPHERE_THICKNESS used as an ad-hoc constant, no precise meaning here, only the order of magnitude matters
66
+ float w_inside_atmosphere = 1.0 - 0.5 * (1.0 + czm_approximateTanh(x_o_a));
67
+ int PRIMARY_STEPS = PRIMARY_STEPS_MAX - int(w_inside_atmosphere * 12.0); // Number of times the ray from the camera to the world position (primary ray) is sampled.
68
+ int LIGHT_STEPS = LIGHT_STEPS_MAX - int(w_inside_atmosphere * 2.0); // Number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.
69
+
70
+ // Setup for sampling positions along the ray - starting from the intersection with the outer ring of the atmosphere.
71
+ float rayPositionLength = primaryRayAtmosphereIntersect.start;
72
+ // (1) Outside the atmosphere: constant rayStepLength
73
+ // (2) Inside atmosphere: variable rayStepLength to compensate the rough rendering of the smaller number of ray steps
74
+ float totalRayLength = primaryRayAtmosphereIntersect.stop - rayPositionLength;
75
+ float rayStepLengthIncrease = w_inside_atmosphere * ((1.0 - w_stop_gt_lprl) * totalRayLength / (float(PRIMARY_STEPS * (PRIMARY_STEPS + 1)) / 2.0));
76
+ float rayStepLength = max(1.0 - w_inside_atmosphere, w_stop_gt_lprl) * totalRayLength / max(7.0 * w_inside_atmosphere, float(PRIMARY_STEPS));
77
+
78
+ vec3 rayleighAccumulation = vec3(0.0);
79
+ vec3 mieAccumulation = vec3(0.0);
80
+ vec2 opticalDepth = vec2(0.0);
81
+ vec2 heightScale = vec2(czm_atmosphereRayleighScaleHeight, czm_atmosphereMieScaleHeight);
82
+
83
+ // Sample positions on the primary ray.
84
+ for (int i = 0; i < PRIMARY_STEPS_MAX; ++i) {
85
+
86
+ // The loop should be: for (int i = 0; i < PRIMARY_STEPS; ++i) {...} but WebGL1 cannot
87
+ // loop with non-constant condition, so it has to break early instead
88
+ if (i >= PRIMARY_STEPS) {
89
+ break;
90
+ }
91
+
92
+ // Calculate sample position along viewpoint ray.
93
+ vec3 samplePosition = primaryRay.origin + primaryRay.direction * (rayPositionLength + rayStepLength);
94
+
95
+ // Calculate height of sample position above ellipsoid.
96
+ float sampleHeight = length(samplePosition) - atmosphereInnerRadius;
97
+
98
+ // Calculate and accumulate density of particles at the sample position.
99
+ vec2 sampleDensity = exp(-sampleHeight / heightScale) * rayStepLength;
100
+ opticalDepth += sampleDensity;
101
+
102
+ // Generate ray from the sample position segment to the light source, up to the outer ring of the atmosphere.
103
+ czm_ray lightRay = czm_ray(samplePosition, lightDirection);
104
+ czm_raySegment lightRayAtmosphereIntersect = czm_raySphereIntersectionInterval(lightRay, origin, atmosphereOuterRadius);
105
+
106
+ float lightStepLength = lightRayAtmosphereIntersect.stop / float(LIGHT_STEPS);
107
+ float lightPositionLength = 0.0;
108
+
109
+ vec2 lightOpticalDepth = vec2(0.0);
110
+
111
+ // Sample positions along the light ray, to accumulate incidence of light on the latest sample segment.
112
+ for (int j = 0; j < LIGHT_STEPS_MAX; ++j) {
113
+
114
+ // The loop should be: for (int j = 0; i < LIGHT_STEPS; ++j) {...} but WebGL1 cannot
115
+ // loop with non-constant condition, so it has to break early instead
116
+ if (j >= LIGHT_STEPS) {
117
+ break;
118
+ }
119
+
120
+ // Calculate sample position along light ray.
121
+ vec3 lightPosition = samplePosition + lightDirection * (lightPositionLength + lightStepLength * 0.5);
122
+
123
+ // Calculate height of the light sample position above ellipsoid.
124
+ float lightHeight = length(lightPosition) - atmosphereInnerRadius;
125
+
126
+ // Calculate density of photons at the light sample position.
127
+ lightOpticalDepth += exp(-lightHeight / heightScale) * lightStepLength;
128
+
129
+ // Increment distance on light ray.
130
+ lightPositionLength += lightStepLength;
131
+ }
132
+
133
+ // Compute attenuation via the primary ray and the light ray.
134
+ vec3 attenuation = exp(-((czm_atmosphereMieCoefficient * (opticalDepth.y + lightOpticalDepth.y)) + (czm_atmosphereRayleighCoefficient * (opticalDepth.x + lightOpticalDepth.x))));
135
+
136
+ // Accumulate the scattering.
137
+ rayleighAccumulation += sampleDensity.x * attenuation;
138
+ mieAccumulation += sampleDensity.y * attenuation;
139
+
140
+ // Increment distance on primary ray.
141
+ rayPositionLength += (rayStepLength += rayStepLengthIncrease);
142
+ }
143
+
144
+ // Compute the scattering amount.
145
+ rayleighColor = czm_atmosphereRayleighCoefficient * rayleighAccumulation;
146
+ mieColor = czm_atmosphereMieCoefficient * mieAccumulation;
147
+
148
+ // Compute the transmittance i.e. how much light is passing through the atmosphere.
149
+ opacity = length(exp(-((czm_atmosphereMieCoefficient * opticalDepth.y) + (czm_atmosphereRayleighCoefficient * opticalDepth.x))));
150
+ }