@hztxi/cesium-engine 25.0.6 → 26.2.1

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 (484) hide show
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  336. package/Source/Scene/Controllers/defaultPickWorldPosition.js +84 -0
  337. package/Source/Scene/DerivedCommand.js +98 -0
  338. package/Source/Scene/EdgeDisplayMode.js +50 -0
  339. package/Source/Scene/EdgeFramebuffer.js +1 -5
  340. package/Source/Scene/Empty3DTileContent.js +100 -132
  341. package/Source/Scene/Expression.js +6 -8
  342. package/Source/Scene/FrameState.js +27 -0
  343. package/Source/Scene/GaussianSplat3DTileContent.js +436 -478
  344. package/Source/Scene/GeoJsonPrimitive.js +874 -0
  345. package/Source/Scene/Geometry3DTileContent.js +151 -185
  346. package/Source/Scene/Globe.js +110 -22
  347. package/Source/Scene/GlobeDepth.js +243 -6
  348. package/Source/Scene/GlobeSurfaceShaderSet.js +637 -540
  349. package/Source/Scene/GlobeSurfaceTile.js +575 -398
  350. package/Source/Scene/GlobeSurfaceTileProvider.js +2289 -1842
  351. package/Source/Scene/GltfBufferViewLoader.js +3 -3
  352. package/Source/Scene/GltfLoader.js +146 -3
  353. package/Source/Scene/GltfLoaderUtil.js +20 -4
  354. package/Source/Scene/GltfPipeline/forEachTextureInMaterial.js +10 -0
  355. package/Source/Scene/GltfPipeline/removeUnusedElements.js +21 -11
  356. package/Source/Scene/GltfSpzLoader.js +1 -1
  357. package/Source/Scene/GltfVertexBufferLoader.js +6 -3
  358. package/Source/Scene/GroundPolylinePrimitive.js +2 -1
  359. package/Source/Scene/I3SDataProvider.js +1 -1
  360. package/Source/Scene/I3SLayer.js +1 -1
  361. package/Source/Scene/I3SNode.js +2 -2
  362. package/Source/Scene/ImageryLayer.js +2 -2
  363. package/Source/Scene/ImageryLayerCollection.js +190 -6
  364. package/Source/Scene/Implicit3DTileContent.js +192 -216
  365. package/Source/Scene/ImplicitTileCoordinates.js +17 -0
  366. package/Source/Scene/IonImageryProvider.js +1 -5
  367. package/Source/Scene/Label.js +4 -4
  368. package/Source/Scene/LabelCollection.js +4 -1
  369. package/Source/Scene/MVTDataProvider.js +555 -0
  370. package/Source/Scene/Material.js +1 -0
  371. package/Source/Scene/Model/B3dmLoader.js +1 -2
  372. package/Source/Scene/Model/EdgeVisibilityPipelineStage.js +82 -312
  373. package/Source/Scene/Model/Extensions/Gpm/GltfGpmLoader.js +4 -0
  374. package/Source/Scene/Model/I3dmLoader.js +1 -1
  375. package/Source/Scene/Model/InstancingPipelineStage.js +4 -7
  376. package/Source/Scene/Model/MaterialPipelineStage.js +124 -1
  377. package/Source/Scene/Model/Model.js +45 -10
  378. package/Source/Scene/Model/Model3DTileContent.js +424 -458
  379. package/Source/Scene/Model/ModelClippingPlanesPipelineStage.js +28 -1
  380. package/Source/Scene/Model/ModelDrawCommand.js +180 -8
  381. package/Source/Scene/Model/ModelDrawCommands.js +4 -0
  382. package/Source/Scene/Model/ModelSceneGraph.js +21 -0
  383. package/Source/Scene/Model/ModelUtility.js +5 -0
  384. package/Source/Scene/Model/PickingPipelineStage.js +29 -0
  385. package/Source/Scene/Model/PrimitiveRenderResources.js +24 -0
  386. package/Source/Scene/Model/createVectorTileBuffersFromModelComponents.js +645 -153
  387. package/Source/Scene/ModelComponents.js +112 -0
  388. package/Source/Scene/Multiple3DTileContent.js +291 -334
  389. package/Source/Scene/MvtLabelCandidates.js +295 -0
  390. package/Source/Scene/MvtLabelManager.js +1069 -0
  391. package/Source/Scene/Picking.js +19 -3
  392. package/Source/Scene/PlanarFillIdFramebuffer.js +172 -0
  393. package/Source/Scene/PntsParser.js +1 -1
  394. package/Source/Scene/Polyline.js +32 -5
  395. package/Source/Scene/PolylineCollection.js +39 -0
  396. package/Source/Scene/PostProcessStage.js +4 -2
  397. package/Source/Scene/Primitive.js +12 -13
  398. package/Source/Scene/PrimitivePipeline.js +158 -28
  399. package/Source/Scene/QuadtreePrimitive.js +3 -2
  400. package/Source/Scene/ResourceCache.js +7 -4
  401. package/Source/Scene/ResourceCacheKey.js +21 -18
  402. package/Source/Scene/Scene.js +655 -6
  403. package/Source/Scene/SceneTransforms.js +18 -0
  404. package/Source/Scene/ScreenSpaceCameraController.js +12 -3
  405. package/Source/Scene/ShadowMap.js +9 -3
  406. package/Source/Scene/ShadowMapShader.js +50 -2
  407. package/Source/Scene/SnapFramebuffer.js +121 -0
  408. package/Source/Scene/Snapping.js +184 -0
  409. package/Source/Scene/TerrainFillMesh.js +3 -2
  410. package/Source/Scene/Tileset3DTileContent.js +113 -146
  411. package/Source/Scene/UrlTemplate3DTilesDataProvider.js +543 -0
  412. package/Source/Scene/Vector3DTileContent.js +207 -237
  413. package/Source/Scene/VectorGltf3DTileContent.js +185 -45
  414. package/Source/Scene/View.js +10 -8
  415. package/Source/Scene/VoxelPrimitive.js +159 -175
  416. package/Source/Scene/VoxelProvider.js +64 -91
  417. package/Source/Scene/VoxelTraversal.js +1 -1
  418. package/Source/Scene/buildVectorGltfFromMVT.js +1208 -0
  419. package/Source/Scene/buildVoxelCustomShader.js +199 -0
  420. package/Source/Scene/createElevationBandMaterial.js +1 -1
  421. package/Source/Scene/decodeMVT.js +877 -0
  422. package/Source/Scene/findMeshoptExtension.js +23 -0
  423. package/Source/Scene/renderBufferPointCollection.js +114 -64
  424. package/Source/Scene/renderBufferPolygonCollection.js +245 -53
  425. package/Source/Scene/renderBufferPolylineCollection.js +271 -145
  426. package/Source/Shaders/BillboardCollectionVS.glsl +23 -25
  427. package/Source/Shaders/BillboardCollectionVS.js +23 -25
  428. package/Source/Shaders/BufferPointMaterialFS.glsl +1 -0
  429. package/Source/Shaders/BufferPointMaterialFS.js +1 -0
  430. package/Source/Shaders/BufferPointMaterialVS.glsl +19 -9
  431. package/Source/Shaders/BufferPointMaterialVS.js +20 -10
  432. package/Source/Shaders/BufferPolygonMaterialFS.glsl +13 -0
  433. package/Source/Shaders/BufferPolygonMaterialFS.js +13 -0
  434. package/Source/Shaders/BufferPolygonMaterialVS.glsl +22 -4
  435. package/Source/Shaders/BufferPolygonMaterialVS.js +23 -5
  436. package/Source/Shaders/BufferPolylineMaterialVS.glsl +16 -2
  437. package/Source/Shaders/BufferPolylineMaterialVS.js +17 -3
  438. package/Source/Shaders/Builtin/Constants/passCesium3DTile.glsl +1 -1
  439. package/Source/Shaders/Builtin/Constants/passCesium3DTile.js +1 -1
  440. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassification.glsl +1 -1
  441. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassification.js +1 -1
  442. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassificationIgnoreShow.glsl +1 -1
  443. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassificationIgnoreShow.js +1 -1
  444. package/Source/Shaders/Builtin/Constants/passCesium3DTileEdgesDirect.glsl +9 -0
  445. package/Source/Shaders/Builtin/Constants/passCesium3DTileEdgesDirect.js +11 -0
  446. package/Source/Shaders/Builtin/Constants/passCesium3DTilePlanarFillId.glsl +9 -0
  447. package/Source/Shaders/Builtin/Constants/passCesium3DTilePlanarFillId.js +11 -0
  448. package/Source/Shaders/Builtin/Constants/passClassification.glsl +1 -1
  449. package/Source/Shaders/Builtin/Constants/passClassification.js +1 -1
  450. package/Source/Shaders/Builtin/Constants/passGaussianSplats.glsl +1 -1
  451. package/Source/Shaders/Builtin/Constants/passGaussianSplats.js +1 -1
  452. package/Source/Shaders/Builtin/Constants/passOpaque.glsl +1 -1
  453. package/Source/Shaders/Builtin/Constants/passOpaque.js +1 -1
  454. package/Source/Shaders/Builtin/Constants/passOverlay.glsl +1 -1
  455. package/Source/Shaders/Builtin/Constants/passOverlay.js +1 -1
  456. package/Source/Shaders/Builtin/Constants/passTranslucent.glsl +1 -1
  457. package/Source/Shaders/Builtin/Constants/passTranslucent.js +1 -1
  458. package/Source/Shaders/Builtin/Constants/passVoxels.glsl +1 -1
  459. package/Source/Shaders/Builtin/Constants/passVoxels.js +1 -1
  460. package/Source/Shaders/Builtin/CzmBuiltins.js +4 -0
  461. package/Source/Shaders/GlobeFS.glsl +10 -6
  462. package/Source/Shaders/GlobeFS.js +10 -6
  463. package/Source/Shaders/Materials/PolylineGlowMaterial.glsl +1 -1
  464. package/Source/Shaders/Materials/PolylineGlowMaterial.js +1 -1
  465. package/Source/Shaders/Model/EdgeVisibilityStageVS.glsl +0 -1
  466. package/Source/Shaders/Model/EdgeVisibilityStageVS.js +0 -1
  467. package/Source/Shaders/Model/MaterialStageFS.glsl +8 -2
  468. package/Source/Shaders/Model/MaterialStageFS.js +8 -2
  469. package/Source/Shaders/Model/ModelFS.glsl +105 -0
  470. package/Source/Shaders/Model/ModelFS.js +105 -0
  471. package/Source/Shaders/PolylineShadowVolumeFS.glsl +14 -0
  472. package/Source/Shaders/PolylineShadowVolumeFS.js +14 -0
  473. package/Source/Shaders/RestoreDepth.glsl +8 -0
  474. package/Source/Shaders/RestoreDepth.js +10 -0
  475. package/Source/Shaders/VectorCommon.glsl +178 -0
  476. package/Source/Shaders/VectorCommon.js +180 -0
  477. package/Source/ThirdParty/zip-module.wasm +0 -0
  478. package/Source/Widget/CesiumWidget.js +30 -0
  479. package/Source/Workers/createMvtTile.js +39 -0
  480. package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +2 -2
  481. package/Source/Workers/incrementallyBuildTerrainPicker.js +2 -0
  482. package/index.d.ts +535 -1393
  483. package/index.js +125 -93
  484. package/package.json +13 -13
@@ -15,6 +15,8 @@ import czm_passCesium3DTile from './Constants/passCesium3DTile.js'
15
15
  import czm_passCesium3DTileClassification from './Constants/passCesium3DTileClassification.js'
16
16
  import czm_passCesium3DTileClassificationIgnoreShow from './Constants/passCesium3DTileClassificationIgnoreShow.js'
17
17
  import czm_passCesium3DTileEdges from './Constants/passCesium3DTileEdges.js'
18
+ import czm_passCesium3DTileEdgesDirect from './Constants/passCesium3DTileEdgesDirect.js'
19
+ import czm_passCesium3DTilePlanarFillId from './Constants/passCesium3DTilePlanarFillId.js'
18
20
  import czm_passClassification from './Constants/passClassification.js'
19
21
  import czm_passCompute from './Constants/passCompute.js'
20
22
  import czm_passEnvironment from './Constants/passEnvironment.js'
@@ -158,6 +160,8 @@ export default {
158
160
  czm_passCesium3DTileClassification : czm_passCesium3DTileClassification,
159
161
  czm_passCesium3DTileClassificationIgnoreShow : czm_passCesium3DTileClassificationIgnoreShow,
160
162
  czm_passCesium3DTileEdges : czm_passCesium3DTileEdges,
163
+ czm_passCesium3DTileEdgesDirect : czm_passCesium3DTileEdgesDirect,
164
+ czm_passCesium3DTilePlanarFillId : czm_passCesium3DTilePlanarFillId,
161
165
  czm_passClassification : czm_passClassification,
162
166
  czm_passCompute : czm_passCompute,
163
167
  czm_passEnvironment : czm_passEnvironment,
@@ -121,7 +121,7 @@ uniform float u_minimumBrightness;
121
121
  #endif
122
122
 
123
123
  // Based on colorCorrect
124
- // The colorCorrect flag can only be true when tileProvider.hue/saturation/brightnessShift
124
+ // The colorCorrect flag can only be true when tileProvider.hue/saturation/brightnessShift
125
125
  // are nonzero AND when (applyFog || showGroundAtmosphere) in the tile provider
126
126
  // - The tileProvider.hue/saturation/brightnessShift are just passed through
127
127
  // from the Globe hue/saturation/brightness, like atmosphereBrightnessShift
@@ -149,8 +149,8 @@ uniform vec4 u_translucencyRectangle;
149
149
  #endif
150
150
 
151
151
  // Based on showUndergroundColor
152
- // This is set when GlobeSurfaceTileProvider.isUndergroundVisible
153
- // returns true, AND the tileProvider.undergroundColor had a value with
152
+ // This is set when GlobeSurfaceTileProvider.isUndergroundVisible
153
+ // returns true, AND the tileProvider.undergroundColor had a value with
154
154
  // nonzero alpha, and the tileProvider.undergroundColorAlphaByDistance
155
155
  // was in the right range
156
156
  #ifdef UNDERGROUND_COLOR
@@ -618,11 +618,16 @@ void main()
618
618
  }
619
619
  #endif
620
620
 
621
+ #ifdef HAS_VECTOR_LAYER
622
+ finalColor = vectorPolygonRender(v_textureCoordinates.xy, finalColor);
623
+ finalColor = vectorPolylineRender(v_textureCoordinates.xy, finalColor);
624
+ #endif
625
+
621
626
  #ifdef TRANSLUCENT
622
627
  if (inTranslucencyRectangle())
623
628
  {
624
- vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;
625
- finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);
629
+ vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;
630
+ finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);
626
631
  }
627
632
  #endif
628
633
 
@@ -732,4 +737,3 @@ vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat
732
737
  }
733
738
 
734
739
  #endif // #ifdef SHOW_REFLECTIVE_OCEAN
735
-
@@ -122,7 +122,7 @@ uniform float u_minimumBrightness;\n\
122
122
  #endif\n\
123
123
  \n\
124
124
  // Based on colorCorrect\n\
125
- // The colorCorrect flag can only be true when tileProvider.hue/saturation/brightnessShift \n\
125
+ // The colorCorrect flag can only be true when tileProvider.hue/saturation/brightnessShift\n\
126
126
  // are nonzero AND when (applyFog || showGroundAtmosphere) in the tile provider\n\
127
127
  // - The tileProvider.hue/saturation/brightnessShift are just passed through\n\
128
128
  // from the Globe hue/saturation/brightness, like atmosphereBrightnessShift\n\
@@ -150,8 +150,8 @@ uniform vec4 u_translucencyRectangle;\n\
150
150
  #endif\n\
151
151
  \n\
152
152
  // Based on showUndergroundColor\n\
153
- // This is set when GlobeSurfaceTileProvider.isUndergroundVisible \n\
154
- // returns true, AND the tileProvider.undergroundColor had a value with \n\
153
+ // This is set when GlobeSurfaceTileProvider.isUndergroundVisible\n\
154
+ // returns true, AND the tileProvider.undergroundColor had a value with\n\
155
155
  // nonzero alpha, and the tileProvider.undergroundColorAlphaByDistance\n\
156
156
  // was in the right range\n\
157
157
  #ifdef UNDERGROUND_COLOR\n\
@@ -619,11 +619,16 @@ void main()\n\
619
619
  }\n\
620
620
  #endif\n\
621
621
  \n\
622
+ #ifdef HAS_VECTOR_LAYER\n\
623
+ finalColor = vectorPolygonRender(v_textureCoordinates.xy, finalColor);\n\
624
+ finalColor = vectorPolylineRender(v_textureCoordinates.xy, finalColor);\n\
625
+ #endif\n\
626
+ \n\
622
627
  #ifdef TRANSLUCENT\n\
623
628
  if (inTranslucencyRectangle())\n\
624
629
  {\n\
625
- vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;\n\
626
- finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);\n\
630
+ vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;\n\
631
+ finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);\n\
627
632
  }\n\
628
633
  #endif\n\
629
634
  \n\
@@ -733,5 +738,4 @@ vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat
733
738
  }\n\
734
739
  \n\
735
740
  #endif // #ifdef SHOW_REFLECTIVE_OCEAN\n\
736
- \n\
737
741
  ";
@@ -15,7 +15,7 @@ czm_material czm_getMaterial(czm_materialInput materialInput)
15
15
 
16
16
  vec4 fragColor;
17
17
  fragColor.rgb = max(vec3(glow - 1.0 + color.rgb), color.rgb);
18
- fragColor.a = clamp(0.0, 1.0, glow) * color.a;
18
+ fragColor.a = clamp(glow, 0.0, 1.0) * color.a;
19
19
  fragColor = czm_gammaCorrect(fragColor);
20
20
 
21
21
  material.emission = fragColor.rgb;
@@ -16,7 +16,7 @@ czm_material czm_getMaterial(czm_materialInput materialInput)\n\
16
16
  \n\
17
17
  vec4 fragColor;\n\
18
18
  fragColor.rgb = max(vec3(glow - 1.0 + color.rgb), color.rgb);\n\
19
- fragColor.a = clamp(0.0, 1.0, glow) * color.a;\n\
19
+ fragColor.a = clamp(glow, 0.0, 1.0) * color.a;\n\
20
20
  fragColor = czm_gammaCorrect(fragColor);\n\
21
21
  \n\
22
22
  material.emission = fragColor.rgb;\n\
@@ -5,7 +5,6 @@ void edgeVisibilityStageVS() {
5
5
  }
6
6
 
7
7
  v_edgeType = a_edgeType;
8
- v_silhouetteNormalView = czm_normal * a_silhouetteNormal;
9
8
  v_faceNormalAView = czm_normal * a_faceNormalA;
10
9
  v_faceNormalBView = czm_normal * a_faceNormalB;
11
10
  v_edgeOffset = a_edgeOffset;
@@ -6,7 +6,6 @@ void edgeVisibilityStageVS() {\n\
6
6
  }\n\
7
7
  \n\
8
8
  v_edgeType = a_edgeType;\n\
9
- v_silhouetteNormalView = czm_normal * a_silhouetteNormal;\n\
10
9
  v_faceNormalAView = czm_normal * a_faceNormalA;\n\
11
10
  v_faceNormalBView = czm_normal * a_faceNormalB;\n\
12
11
  v_edgeOffset = a_edgeOffset;\n\
@@ -463,8 +463,14 @@ void materialStage(inout czm_modelMaterial material, ProcessedAttributes attribu
463
463
  #endif
464
464
 
465
465
  vec4 baseColorWithAlpha = vec4(1.0);
466
- // Regardless of whether we use PBR, set a base color
467
- #ifdef HAS_BASE_COLOR_TEXTURE
466
+ // Regardless of whether we use PBR, set a base color.
467
+ // HAS_BACKGROUND_FILL (from BENTLEY_materials_planar_fill) overrides with
468
+ // the view's background color to create an invisible masking polygon.
469
+ // The background color is in sRGB, so convert to linear to match the
470
+ // material pipeline's expected color space.
471
+ #ifdef HAS_BACKGROUND_FILL
472
+ baseColorWithAlpha = czm_srgbToLinear(czm_backgroundColor);
473
+ #elif defined(HAS_BASE_COLOR_TEXTURE)
468
474
  baseColorWithAlpha = getBaseColorFromTexture();
469
475
  #elif defined(HAS_BASE_COLOR_FACTOR)
470
476
  baseColorWithAlpha = u_baseColorFactor;
@@ -464,8 +464,14 @@ void materialStage(inout czm_modelMaterial material, ProcessedAttributes attribu
464
464
  #endif\n\
465
465
  \n\
466
466
  vec4 baseColorWithAlpha = vec4(1.0);\n\
467
- // Regardless of whether we use PBR, set a base color\n\
468
- #ifdef HAS_BASE_COLOR_TEXTURE\n\
467
+ // Regardless of whether we use PBR, set a base color.\n\
468
+ // HAS_BACKGROUND_FILL (from BENTLEY_materials_planar_fill) overrides with\n\
469
+ // the view's background color to create an invisible masking polygon.\n\
470
+ // The background color is in sRGB, so convert to linear to match the\n\
471
+ // material pipeline's expected color space.\n\
472
+ #ifdef HAS_BACKGROUND_FILL\n\
473
+ baseColorWithAlpha = czm_srgbToLinear(czm_backgroundColor);\n\
474
+ #elif defined(HAS_BASE_COLOR_TEXTURE)\n\
469
475
  baseColorWithAlpha = getBaseColorFromTexture();\n\
470
476
  #elif defined(HAS_BASE_COLOR_FACTOR)\n\
471
477
  baseColorWithAlpha = u_baseColorFactor;\n\
@@ -1,6 +1,29 @@
1
1
 
2
2
  precision highp float;
3
3
 
4
+ // ──────────────────────────────────────────────────────────────────────
5
+ // BENTLEY_materials_planar_fill constants
6
+ //
7
+ // These factors scale gl_FragDepth AFTER czm_writeLogDepth has run, so
8
+ // they are proportional offsets in log-depth space. The corresponding
9
+ // eye-space offset therefore varies with the fragment's distance from
10
+ // the camera (growing with distance). This is the intended behavior: it
11
+ // matches the proportional depth comparison tolerance used by the edge
12
+ // visibility system, so fills and edges stay consistently ordered at all
13
+ // viewing distances.
14
+ // ──────────────────────────────────────────────────────────────────────
15
+ // Depth pull factor for all planar fills: scales log depth by 0.9995,
16
+ // i.e. a 0.05% pull toward the camera in log-depth space.
17
+ const float PLANAR_DEPTH_PULL = 0.9995;
18
+ // Depth push factor for behind fills: scales log depth by 1.0002, i.e. a
19
+ // 0.02% push away from the camera in log-depth space, so behind fills sit
20
+ // behind same-object siblings.
21
+ const float BEHIND_DEPTH_PUSH = 1.0002;
22
+ // Tolerance for comparing feature IDs stored as floats (integer equality).
23
+ const float FEATURE_ID_TOLERANCE = 0.5;
24
+ // Offset added to feature IDs so 0 means "no planar fill" in the texture.
25
+ const float FEATURE_ID_OFFSET = 1.0;
26
+
4
27
  czm_modelMaterial defaultModelMaterial()
5
28
  {
6
29
  czm_modelMaterial material;
@@ -40,6 +63,10 @@ void lineStyleStage()
40
63
 
41
64
  SelectedFeature selectedFeature;
42
65
 
66
+ // Set by edge-pass fragments below; consumed by the snapId expression built
67
+ // in PickingPipelineStage (see Scene#snap).
68
+ bool isEdge = false;
69
+
43
70
  void main()
44
71
  {
45
72
  #if defined(PRIMITIVE_TYPE_POINTS) && defined(HAS_POINT_DIAMETER)
@@ -69,6 +96,26 @@ void main()
69
96
  FeatureIds featureIds;
70
97
  featureIdStage(featureIds, attributes);
71
98
 
99
+ // ──────────────────────────────────────────────────────────────────────
100
+ // BENTLEY_materials_planar_fill: Feature-ID pre-pass output.
101
+ //
102
+ // When HAS_PLANAR_FILL_ID_PASS is defined this command is being rendered
103
+ // into the planar fill ID framebuffer. Non-behind planar geometry writes
104
+ // its feature ID + 1 into the R channel (0 = no feature) and returns.
105
+ // No material / lighting / post-process stages are needed.
106
+ // ──────────────────────────────────────────────────────────────────────
107
+ #ifdef HAS_PLANAR_FILL_ID_PASS
108
+ if (u_isPlanarFillIdPass) {
109
+ float fid = float(featureIds.PLANAR_FILL_FEATURE_ID) + FEATURE_ID_OFFSET;
110
+ out_FragColor = vec4(fid, 0.0, 0.0, 1.0);
111
+ // Still need to write log depth so the depth buffer is correct.
112
+ #ifdef LOG_DEPTH
113
+ czm_writeLogDepth();
114
+ #endif
115
+ return;
116
+ }
117
+ #endif
118
+
72
119
  Metadata metadata;
73
120
  MetadataClass metadataClass;
74
121
  MetadataStatistics metadataStatistics;
@@ -145,6 +192,12 @@ void main()
145
192
  #ifdef HAS_EDGE_VISIBILITY
146
193
  edgeVisibilityStage(color, featureIds);
147
194
  edgeDetectionStage(color, featureIds);
195
+ // Edge-pass fragments rasterize the edge band itself. Flag them so the
196
+ // snap payload (see Scene#snap) can distinguish edges from surfaces;
197
+ // surface fragments leave isEdge false.
198
+ if (u_isEdgePass) {
199
+ isEdge = true;
200
+ }
148
201
  #endif
149
202
 
150
203
  #endif
@@ -152,5 +205,57 @@ void main()
152
205
  //========================================================================
153
206
 
154
207
  out_FragColor = color;
208
+
209
+ // ──────────────────────────────────────────────────────────────────────
210
+ // Explicit log-depth write.
211
+ //
212
+ // DerivedCommand.getLogDepthShaderProgram auto-wraps only when the raw
213
+ // source does NOT already mention czm_writeLogDepth. We mention it
214
+ // above in the HAS_PLANAR_FILL_ID_PASS block, so we must also handle
215
+ // the normal code path ourselves. The LOG_DEPTH define is injected by
216
+ // that same auto-wrapper, so this block is active exactly when needed.
217
+ // ──────────────────────────────────────────────────────────────────────
218
+ #ifdef LOG_DEPTH
219
+ czm_writeLogDepth();
220
+ #endif
221
+
222
+ // ──────────────────────────────────────────────────────────────────────
223
+ // BENTLEY_materials_planar_fill: Proportional depth adjustment.
224
+ //
225
+ // Per the spec, planar primitives must render in front of non-planar
226
+ // geometry. We use proportional depth scaling (similar to edge visibility)
227
+ // which scales naturally with logarithmic depth at all viewing distances.
228
+ //
229
+ // ──────────────────────────────────────────────────────────────────────
230
+ #ifdef HAS_PLANAR_FILL_DEPTH
231
+ gl_FragDepth *= PLANAR_DEPTH_PULL;
232
+ #endif
233
+
234
+ // ──────────────────────────────────────────────────────────────────────
235
+ // BENTLEY_materials_planar_fill: Behind fill depth adjustment.
236
+ //
237
+ // After the proportional depth pull has been applied, sample the planar
238
+ // fill ID texture. If the pixel already belongs to the same feature,
239
+ // apply a small proportional push so this "behind" fill sits behind its
240
+ // non-behind sibling. If the pixel has no stored feature, the base pull
241
+ // still keeps us in front of non-planar geometry.
242
+ //
243
+ // ──────────────────────────────────────────────────────────────────────
244
+ #ifdef HAS_PLANAR_FILL_BEHIND
245
+ {
246
+ vec2 screenCoord = gl_FragCoord.xy / czm_viewport.zw;
247
+ float storedEncoded = texture(czm_planarFillIdTexture, screenCoord).r;
248
+ float storedFeatureId = storedEncoded - FEATURE_ID_OFFSET;
249
+ float myFeatureId = float(featureIds.PLANAR_FILL_FEATURE_ID);
250
+
251
+ // storedFeatureId < 0 means "no planar fill at this pixel".
252
+ if (storedFeatureId >= 0.0 && abs(storedFeatureId - myFeatureId) < FEATURE_ID_TOLERANCE) {
253
+ // Proportional push: multiply by >1 to move away from camera.
254
+ // Net effect: PLANAR_DEPTH_PULL * BEHIND_DEPTH_PUSH ≈ 0.9997,
255
+ // still in front of non-planar but behind same-feature non-behind fills.
256
+ gl_FragDepth *= BEHIND_DEPTH_PUSH;
257
+ }
258
+ }
259
+ #endif
155
260
  }
156
261
 
@@ -2,6 +2,29 @@
2
2
  export default "\n\
3
3
  precision highp float;\n\
4
4
  \n\
5
+ // ──────────────────────────────────────────────────────────────────────\n\
6
+ // BENTLEY_materials_planar_fill constants\n\
7
+ //\n\
8
+ // These factors scale gl_FragDepth AFTER czm_writeLogDepth has run, so\n\
9
+ // they are proportional offsets in log-depth space. The corresponding\n\
10
+ // eye-space offset therefore varies with the fragment's distance from\n\
11
+ // the camera (growing with distance). This is the intended behavior: it\n\
12
+ // matches the proportional depth comparison tolerance used by the edge\n\
13
+ // visibility system, so fills and edges stay consistently ordered at all\n\
14
+ // viewing distances.\n\
15
+ // ──────────────────────────────────────────────────────────────────────\n\
16
+ // Depth pull factor for all planar fills: scales log depth by 0.9995,\n\
17
+ // i.e. a 0.05% pull toward the camera in log-depth space.\n\
18
+ const float PLANAR_DEPTH_PULL = 0.9995;\n\
19
+ // Depth push factor for behind fills: scales log depth by 1.0002, i.e. a\n\
20
+ // 0.02% push away from the camera in log-depth space, so behind fills sit\n\
21
+ // behind same-object siblings.\n\
22
+ const float BEHIND_DEPTH_PUSH = 1.0002;\n\
23
+ // Tolerance for comparing feature IDs stored as floats (integer equality).\n\
24
+ const float FEATURE_ID_TOLERANCE = 0.5;\n\
25
+ // Offset added to feature IDs so 0 means \"no planar fill\" in the texture.\n\
26
+ const float FEATURE_ID_OFFSET = 1.0;\n\
27
+ \n\
5
28
  czm_modelMaterial defaultModelMaterial()\n\
6
29
  {\n\
7
30
  czm_modelMaterial material;\n\
@@ -41,6 +64,10 @@ void lineStyleStage()\n\
41
64
  \n\
42
65
  SelectedFeature selectedFeature;\n\
43
66
  \n\
67
+ // Set by edge-pass fragments below; consumed by the snapId expression built\n\
68
+ // in PickingPipelineStage (see Scene#snap).\n\
69
+ bool isEdge = false;\n\
70
+ \n\
44
71
  void main()\n\
45
72
  {\n\
46
73
  #if defined(PRIMITIVE_TYPE_POINTS) && defined(HAS_POINT_DIAMETER)\n\
@@ -69,6 +96,26 @@ void main()\n\
69
96
  \n\
70
97
  FeatureIds featureIds;\n\
71
98
  featureIdStage(featureIds, attributes);\n\
99
+ \n\
100
+ // ──────────────────────────────────────────────────────────────────────\n\
101
+ // BENTLEY_materials_planar_fill: Feature-ID pre-pass output.\n\
102
+ //\n\
103
+ // When HAS_PLANAR_FILL_ID_PASS is defined this command is being rendered\n\
104
+ // into the planar fill ID framebuffer. Non-behind planar geometry writes\n\
105
+ // its feature ID + 1 into the R channel (0 = no feature) and returns.\n\
106
+ // No material / lighting / post-process stages are needed.\n\
107
+ // ──────────────────────────────────────────────────────────────────────\n\
108
+ #ifdef HAS_PLANAR_FILL_ID_PASS\n\
109
+ if (u_isPlanarFillIdPass) {\n\
110
+ float fid = float(featureIds.PLANAR_FILL_FEATURE_ID) + FEATURE_ID_OFFSET;\n\
111
+ out_FragColor = vec4(fid, 0.0, 0.0, 1.0);\n\
112
+ // Still need to write log depth so the depth buffer is correct.\n\
113
+ #ifdef LOG_DEPTH\n\
114
+ czm_writeLogDepth();\n\
115
+ #endif\n\
116
+ return;\n\
117
+ }\n\
118
+ #endif\n\
72
119
  \n\
73
120
  Metadata metadata;\n\
74
121
  MetadataClass metadataClass;\n\
@@ -146,6 +193,12 @@ void main()\n\
146
193
  #ifdef HAS_EDGE_VISIBILITY\n\
147
194
  edgeVisibilityStage(color, featureIds);\n\
148
195
  edgeDetectionStage(color, featureIds);\n\
196
+ // Edge-pass fragments rasterize the edge band itself. Flag them so the\n\
197
+ // snap payload (see Scene#snap) can distinguish edges from surfaces;\n\
198
+ // surface fragments leave isEdge false.\n\
199
+ if (u_isEdgePass) {\n\
200
+ isEdge = true;\n\
201
+ }\n\
149
202
  #endif\n\
150
203
  \n\
151
204
  #endif\n\
@@ -153,6 +206,58 @@ void main()\n\
153
206
  //========================================================================\n\
154
207
  \n\
155
208
  out_FragColor = color;\n\
209
+ \n\
210
+ // ──────────────────────────────────────────────────────────────────────\n\
211
+ // Explicit log-depth write.\n\
212
+ //\n\
213
+ // DerivedCommand.getLogDepthShaderProgram auto-wraps only when the raw\n\
214
+ // source does NOT already mention czm_writeLogDepth. We mention it\n\
215
+ // above in the HAS_PLANAR_FILL_ID_PASS block, so we must also handle\n\
216
+ // the normal code path ourselves. The LOG_DEPTH define is injected by\n\
217
+ // that same auto-wrapper, so this block is active exactly when needed.\n\
218
+ // ──────────────────────────────────────────────────────────────────────\n\
219
+ #ifdef LOG_DEPTH\n\
220
+ czm_writeLogDepth();\n\
221
+ #endif\n\
222
+ \n\
223
+ // ──────────────────────────────────────────────────────────────────────\n\
224
+ // BENTLEY_materials_planar_fill: Proportional depth adjustment.\n\
225
+ //\n\
226
+ // Per the spec, planar primitives must render in front of non-planar\n\
227
+ // geometry. We use proportional depth scaling (similar to edge visibility)\n\
228
+ // which scales naturally with logarithmic depth at all viewing distances.\n\
229
+ //\n\
230
+ // ──────────────────────────────────────────────────────────────────────\n\
231
+ #ifdef HAS_PLANAR_FILL_DEPTH\n\
232
+ gl_FragDepth *= PLANAR_DEPTH_PULL;\n\
233
+ #endif\n\
234
+ \n\
235
+ // ──────────────────────────────────────────────────────────────────────\n\
236
+ // BENTLEY_materials_planar_fill: Behind fill depth adjustment.\n\
237
+ //\n\
238
+ // After the proportional depth pull has been applied, sample the planar\n\
239
+ // fill ID texture. If the pixel already belongs to the same feature,\n\
240
+ // apply a small proportional push so this \"behind\" fill sits behind its\n\
241
+ // non-behind sibling. If the pixel has no stored feature, the base pull\n\
242
+ // still keeps us in front of non-planar geometry.\n\
243
+ //\n\
244
+ // ──────────────────────────────────────────────────────────────────────\n\
245
+ #ifdef HAS_PLANAR_FILL_BEHIND\n\
246
+ {\n\
247
+ vec2 screenCoord = gl_FragCoord.xy / czm_viewport.zw;\n\
248
+ float storedEncoded = texture(czm_planarFillIdTexture, screenCoord).r;\n\
249
+ float storedFeatureId = storedEncoded - FEATURE_ID_OFFSET;\n\
250
+ float myFeatureId = float(featureIds.PLANAR_FILL_FEATURE_ID);\n\
251
+ \n\
252
+ // storedFeatureId < 0 means \"no planar fill at this pixel\".\n\
253
+ if (storedFeatureId >= 0.0 && abs(storedFeatureId - myFeatureId) < FEATURE_ID_TOLERANCE) {\n\
254
+ // Proportional push: multiply by >1 to move away from camera.\n\
255
+ // Net effect: PLANAR_DEPTH_PULL * BEHIND_DEPTH_PUSH ≈ 0.9997,\n\
256
+ // still in front of non-planar but behind same-feature non-behind fills.\n\
257
+ gl_FragDepth *= BEHIND_DEPTH_PUSH;\n\
258
+ }\n\
259
+ }\n\
260
+ #endif\n\
156
261
  }\n\
157
262
  \n\
158
263
  ";
@@ -34,6 +34,20 @@ void main(void)
34
34
  float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);
35
35
  float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);
36
36
 
37
+ // HZ patch: in Columbus View ground polylines are tessellated at a fixed
38
+ // ground distance (granularity, ~10 km), so pulling the camera back makes a
39
+ // segment shorter than a pixel while the eye point reconstructed from the
40
+ // globe depth stays only accurate to about a pixel. Both miter planes then
41
+ // land on the same fragment and reject it, and once the whole line is
42
+ // sub-pixel it disappears entirely (visible from ~16M m altitude, worst at
43
+ // the antimeridian seam). Widen the miter planes by a pixel in CV only;
44
+ // neighbouring segments already overlap there, so the joins do not change.
45
+ if (czm_sceneMode == czm_sceneModeColumbusView) {
46
+ float miterTolerance = czm_metersPerPixel(eyeCoordinate);
47
+ distanceFromStart += miterTolerance;
48
+ distanceFromEnd += miterTolerance;
49
+ }
50
+
37
51
  if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {
38
52
  #ifdef DEBUG_SHOW_VOLUME
39
53
  out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
@@ -34,6 +34,20 @@ void main(void)\n\
34
34
  // Check eye coordinate against the mitering planes\n\
35
35
  float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);\n\
36
36
  float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);\n\
37
+ \n\
38
+ // HZ patch: in Columbus View ground polylines are tessellated at a fixed\n\
39
+ // ground distance (granularity, ~10 km), so pulling the camera back makes a\n\
40
+ // segment shorter than a pixel while the eye point reconstructed from the\n\
41
+ // globe depth stays only accurate to about a pixel. Both miter planes then\n\
42
+ // land on the same fragment and reject it, and once the whole line is\n\
43
+ // sub-pixel it disappears entirely (visible from ~16M m altitude, worst at\n\
44
+ // the antimeridian seam). Widen the miter planes by a pixel in CV only;\n\
45
+ // neighbouring segments already overlap there, so the joins do not change.\n\
46
+ if (czm_sceneMode == czm_sceneModeColumbusView) {\n\
47
+ float miterTolerance = czm_metersPerPixel(eyeCoordinate);\n\
48
+ distanceFromStart += miterTolerance;\n\
49
+ distanceFromEnd += miterTolerance;\n\
50
+ }\n\
37
51
  \n\
38
52
  if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\
39
53
  #ifdef DEBUG_SHOW_VOLUME\n\
@@ -0,0 +1,8 @@
1
+ uniform highp sampler2D u_depthTexture;
2
+
3
+ in vec2 v_textureCoordinates;
4
+
5
+ void main()
6
+ {
7
+ gl_FragDepth = czm_unpackDepth(texture(u_depthTexture, v_textureCoordinates));
8
+ }
@@ -0,0 +1,10 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "uniform highp sampler2D u_depthTexture;\n\
3
+ \n\
4
+ in vec2 v_textureCoordinates;\n\
5
+ \n\
6
+ void main()\n\
7
+ {\n\
8
+ gl_FragDepth = czm_unpackDepth(texture(u_depthTexture, v_textureCoordinates));\n\
9
+ }\n\
10
+ ";