@hztxi/cesium-engine 25.0.7 → 26.2.2

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 (471) hide show
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  336. package/Source/Scene/EdgeFramebuffer.js +1 -5
  337. package/Source/Scene/Empty3DTileContent.js +100 -132
  338. package/Source/Scene/Expression.js +6 -8
  339. package/Source/Scene/FrameState.js +17 -0
  340. package/Source/Scene/GaussianSplat3DTileContent.js +436 -478
  341. package/Source/Scene/GeoJsonPrimitive.js +874 -0
  342. package/Source/Scene/Geometry3DTileContent.js +151 -185
  343. package/Source/Scene/Globe.js +22 -1
  344. package/Source/Scene/GlobeDepth.js +27 -1
  345. package/Source/Scene/GlobeSurfaceShaderSet.js +637 -540
  346. package/Source/Scene/GlobeSurfaceTile.js +575 -398
  347. package/Source/Scene/GlobeSurfaceTileProvider.js +1412 -1184
  348. package/Source/Scene/GltfBufferViewLoader.js +3 -3
  349. package/Source/Scene/GltfLoader.js +146 -3
  350. package/Source/Scene/GltfLoaderUtil.js +20 -4
  351. package/Source/Scene/GltfPipeline/forEachTextureInMaterial.js +10 -0
  352. package/Source/Scene/GltfPipeline/removeUnusedElements.js +21 -11
  353. package/Source/Scene/GltfSpzLoader.js +1 -1
  354. package/Source/Scene/GltfVertexBufferLoader.js +6 -3
  355. package/Source/Scene/I3SDataProvider.js +1 -1
  356. package/Source/Scene/I3SLayer.js +1 -1
  357. package/Source/Scene/I3SNode.js +2 -2
  358. package/Source/Scene/ImageryLayer.js +2 -2
  359. package/Source/Scene/ImageryLayerCollection.js +190 -6
  360. package/Source/Scene/Implicit3DTileContent.js +192 -216
  361. package/Source/Scene/ImplicitTileCoordinates.js +17 -0
  362. package/Source/Scene/IonImageryProvider.js +1 -5
  363. package/Source/Scene/Label.js +4 -4
  364. package/Source/Scene/LabelCollection.js +4 -1
  365. package/Source/Scene/MVTDataProvider.js +555 -0
  366. package/Source/Scene/Material.js +1 -0
  367. package/Source/Scene/Model/B3dmLoader.js +1 -2
  368. package/Source/Scene/Model/EdgeVisibilityPipelineStage.js +82 -312
  369. package/Source/Scene/Model/Extensions/Gpm/GltfGpmLoader.js +4 -0
  370. package/Source/Scene/Model/I3dmLoader.js +1 -1
  371. package/Source/Scene/Model/InstancingPipelineStage.js +4 -7
  372. package/Source/Scene/Model/MaterialPipelineStage.js +124 -1
  373. package/Source/Scene/Model/Model.js +45 -10
  374. package/Source/Scene/Model/Model3DTileContent.js +424 -458
  375. package/Source/Scene/Model/ModelClippingPlanesPipelineStage.js +28 -1
  376. package/Source/Scene/Model/ModelDrawCommand.js +180 -8
  377. package/Source/Scene/Model/ModelDrawCommands.js +4 -0
  378. package/Source/Scene/Model/ModelSceneGraph.js +21 -0
  379. package/Source/Scene/Model/ModelUtility.js +5 -0
  380. package/Source/Scene/Model/PickingPipelineStage.js +29 -0
  381. package/Source/Scene/Model/PrimitiveRenderResources.js +24 -0
  382. package/Source/Scene/Model/createVectorTileBuffersFromModelComponents.js +645 -153
  383. package/Source/Scene/ModelComponents.js +112 -0
  384. package/Source/Scene/Multiple3DTileContent.js +291 -334
  385. package/Source/Scene/MvtLabelCandidates.js +295 -0
  386. package/Source/Scene/MvtLabelManager.js +1069 -0
  387. package/Source/Scene/Picking.js +19 -3
  388. package/Source/Scene/PlanarFillIdFramebuffer.js +172 -0
  389. package/Source/Scene/PntsParser.js +1 -1
  390. package/Source/Scene/PolylineCollection.js +5 -3
  391. package/Source/Scene/PostProcessStage.js +4 -2
  392. package/Source/Scene/QuadtreePrimitive.js +3 -2
  393. package/Source/Scene/ResourceCache.js +7 -4
  394. package/Source/Scene/ResourceCacheKey.js +21 -18
  395. package/Source/Scene/Scene.js +237 -11
  396. package/Source/Scene/SceneTransforms.js +6 -5
  397. package/Source/Scene/ShadowMap.js +9 -3
  398. package/Source/Scene/ShadowMapShader.js +50 -2
  399. package/Source/Scene/SnapFramebuffer.js +121 -0
  400. package/Source/Scene/Snapping.js +184 -0
  401. package/Source/Scene/TerrainFillMesh.js +3 -2
  402. package/Source/Scene/Tileset3DTileContent.js +113 -146
  403. package/Source/Scene/UrlTemplate3DTilesDataProvider.js +543 -0
  404. package/Source/Scene/Vector3DTileContent.js +207 -237
  405. package/Source/Scene/VectorGltf3DTileContent.js +185 -45
  406. package/Source/Scene/View.js +10 -8
  407. package/Source/Scene/VoxelPrimitive.js +159 -175
  408. package/Source/Scene/VoxelProvider.js +64 -91
  409. package/Source/Scene/VoxelTraversal.js +1 -1
  410. package/Source/Scene/buildVectorGltfFromMVT.js +1208 -0
  411. package/Source/Scene/buildVoxelCustomShader.js +199 -0
  412. package/Source/Scene/createElevationBandMaterial.js +1 -1
  413. package/Source/Scene/decodeMVT.js +877 -0
  414. package/Source/Scene/findMeshoptExtension.js +23 -0
  415. package/Source/Scene/renderBufferPointCollection.js +114 -64
  416. package/Source/Scene/renderBufferPolygonCollection.js +245 -53
  417. package/Source/Scene/renderBufferPolylineCollection.js +271 -145
  418. package/Source/Shaders/BillboardCollectionVS.glsl +23 -25
  419. package/Source/Shaders/BillboardCollectionVS.js +23 -25
  420. package/Source/Shaders/BufferPointMaterialFS.glsl +1 -0
  421. package/Source/Shaders/BufferPointMaterialFS.js +1 -0
  422. package/Source/Shaders/BufferPointMaterialVS.glsl +19 -9
  423. package/Source/Shaders/BufferPointMaterialVS.js +20 -10
  424. package/Source/Shaders/BufferPolygonMaterialFS.glsl +13 -0
  425. package/Source/Shaders/BufferPolygonMaterialFS.js +13 -0
  426. package/Source/Shaders/BufferPolygonMaterialVS.glsl +22 -4
  427. package/Source/Shaders/BufferPolygonMaterialVS.js +23 -5
  428. package/Source/Shaders/BufferPolylineMaterialVS.glsl +16 -2
  429. package/Source/Shaders/BufferPolylineMaterialVS.js +17 -3
  430. package/Source/Shaders/Builtin/Constants/passCesium3DTile.glsl +1 -1
  431. package/Source/Shaders/Builtin/Constants/passCesium3DTile.js +1 -1
  432. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassification.glsl +1 -1
  433. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassification.js +1 -1
  434. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassificationIgnoreShow.glsl +1 -1
  435. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassificationIgnoreShow.js +1 -1
  436. package/Source/Shaders/Builtin/Constants/passCesium3DTileEdgesDirect.glsl +9 -0
  437. package/Source/Shaders/Builtin/Constants/passCesium3DTileEdgesDirect.js +11 -0
  438. package/Source/Shaders/Builtin/Constants/passCesium3DTilePlanarFillId.glsl +9 -0
  439. package/Source/Shaders/Builtin/Constants/passCesium3DTilePlanarFillId.js +11 -0
  440. package/Source/Shaders/Builtin/Constants/passClassification.glsl +1 -1
  441. package/Source/Shaders/Builtin/Constants/passClassification.js +1 -1
  442. package/Source/Shaders/Builtin/Constants/passGaussianSplats.glsl +1 -1
  443. package/Source/Shaders/Builtin/Constants/passGaussianSplats.js +1 -1
  444. package/Source/Shaders/Builtin/Constants/passOpaque.glsl +1 -1
  445. package/Source/Shaders/Builtin/Constants/passOpaque.js +1 -1
  446. package/Source/Shaders/Builtin/Constants/passOverlay.glsl +1 -1
  447. package/Source/Shaders/Builtin/Constants/passOverlay.js +1 -1
  448. package/Source/Shaders/Builtin/Constants/passTranslucent.glsl +1 -1
  449. package/Source/Shaders/Builtin/Constants/passTranslucent.js +1 -1
  450. package/Source/Shaders/Builtin/Constants/passVoxels.glsl +1 -1
  451. package/Source/Shaders/Builtin/Constants/passVoxels.js +1 -1
  452. package/Source/Shaders/Builtin/CzmBuiltins.js +4 -0
  453. package/Source/Shaders/GlobeFS.glsl +10 -6
  454. package/Source/Shaders/GlobeFS.js +10 -6
  455. package/Source/Shaders/Materials/PolylineGlowMaterial.glsl +1 -1
  456. package/Source/Shaders/Materials/PolylineGlowMaterial.js +1 -1
  457. package/Source/Shaders/Model/EdgeVisibilityStageVS.glsl +0 -1
  458. package/Source/Shaders/Model/EdgeVisibilityStageVS.js +0 -1
  459. package/Source/Shaders/Model/MaterialStageFS.glsl +8 -2
  460. package/Source/Shaders/Model/MaterialStageFS.js +8 -2
  461. package/Source/Shaders/Model/ModelFS.glsl +105 -0
  462. package/Source/Shaders/Model/ModelFS.js +105 -0
  463. package/Source/Shaders/VectorCommon.glsl +178 -0
  464. package/Source/Shaders/VectorCommon.js +180 -0
  465. package/Source/ThirdParty/zip-module.wasm +0 -0
  466. package/Source/Widget/CesiumWidget.js +30 -0
  467. package/Source/Workers/createMvtTile.js +39 -0
  468. package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +2 -2
  469. package/Source/Workers/incrementallyBuildTerrainPicker.js +2 -0
  470. package/index.js +214 -184
  471. package/package.json +13 -13
@@ -293,33 +293,31 @@ void main()\n\
293
293
  v_compressed.y = enableDepthCheck;\n\
294
294
  \n\
295
295
  #ifdef VS_THREE_POINT_DEPTH_CHECK\n\
296
+ const float anchorTerrainDepthDistance = 100000.0;\n\
296
297
  if (lengthSq < (u_threePointDepthTestDistance * u_threePointDepthTestDistance) && (enableDepthCheck == 1.0)) {\n\
297
- float depthsilon = 10.0;\n\
298
- vec2 depthOrigin;\n\
299
- // Horizontal origin for labels comes from a special attribute. If that value is 0, this is a billboard - use the regular origin.\n\
300
- // Otherwise, transform the label origin to -1, 0, 1 (right, center, left).\n\
301
- depthOrigin.x = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));\n\
302
- depthOrigin.x = czm_branchFreeTernary(depthOrigin.x == 0.0, origin.x, depthOrigin.x - 2.0);\n\
303
- depthOrigin.y = origin.y;\n\
304
- \n\
305
- vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), depthOrigin, vec2(0.0), pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\
306
- float globeDepth1 = getGlobeDepth(pEC1);\n\
307
- \n\
308
- if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)\n\
298
+ // Resolve an entire label from its anchor. Sampling the corners of each\n\
299
+ // glyph makes labels near the horizon flip between visible and occluded as\n\
300
+ // individual samples cross the globe-depth boundary between frames.\n\
301
+ float depthsilon = 1000.0;\n\
302
+ bool occluded;\n\
303
+ if (lengthSq > anchorTerrainDepthDistance * anchorTerrainDepthDistance)\n\
309
304
  {\n\
310
- vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), depthOrigin, vec2(0.0), pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\
311
- float globeDepth2 = getGlobeDepth(pEC2);\n\
312
- \n\
313
- if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)\n\
314
- {\n\
315
- vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), depthOrigin, vec2(0.0), pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\
316
- float globeDepth3 = getGlobeDepth(pEC3);\n\
317
- if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)\n\
318
- {\n\
319
- // \"Discard\" this vertex, as three key points fail depth test.\n\
320
- positionEC.xyz = vec3(0.0);\n\
321
- }\n\
322
- }\n\
305
+ // The depth texture is updated by tiled globe geometry and can make\n\
306
+ // labels near the horizon flip between frames at long range. Use the\n\
307
+ // deterministic ellipsoid horizon there, while retaining terrain-depth\n\
308
+ // occlusion for closer labels.\n\
309
+ occluded = !czm_isEmpty(intersection) &&\n\
310
+ positionEC.z + depthsilon < -intersection.start;\n\
311
+ }\n\
312
+ else\n\
313
+ {\n\
314
+ float globeDepth = getGlobeDepth(positionEC);\n\
315
+ occluded = globeDepth != 0.0 &&\n\
316
+ positionEC.z + depthsilon < globeDepth;\n\
317
+ }\n\
318
+ if (occluded)\n\
319
+ {\n\
320
+ positionEC.xyz = vec3(0.0);\n\
323
321
  }\n\
324
322
  }\n\
325
323
  #endif\n\
@@ -16,6 +16,7 @@ void main()
16
16
  float innerAlpha = 1.0 - smoothstep(innerLimit - delta, innerLimit, distanceToCenter);
17
17
 
18
18
  vec4 color = vec4(mix(v_outlineColor.rgb, v_color.rgb, innerAlpha), outerAlpha);
19
+ color.a *= mix(v_outlineColor.a, v_color.a, innerAlpha);
19
20
 
20
21
  if (color.a < 0.005) // matches 0/255 and 1/255
21
22
  {
@@ -17,6 +17,7 @@ void main()\n\
17
17
  float innerAlpha = 1.0 - smoothstep(innerLimit - delta, innerLimit, distanceToCenter);\n\
18
18
  \n\
19
19
  vec4 color = vec4(mix(v_outlineColor.rgb, v_color.rgb, innerAlpha), outerAlpha);\n\
20
+ color.a *= mix(v_outlineColor.a, v_color.a, innerAlpha);\n\
20
21
  \n\
21
22
  if (color.a < 0.005) // matches 0/255 and 1/255\n\
22
23
  {\n\
@@ -1,8 +1,12 @@
1
+ #ifdef USE_FLOAT64
1
2
  in vec3 positionHigh;
2
3
  in vec3 positionLow;
4
+ #else
5
+ in vec3 position;
6
+ #endif
3
7
  in vec4 pickColor;
4
- in vec3 showPixelSizeAndColor;
5
- in vec2 outlineWidthAndOutlineColor;
8
+ in vec4 showPixelSizeColorAlpha;
9
+ in vec3 outlineWidthColorAlpha;
6
10
 
7
11
  out vec4 v_pickColor;
8
12
  out vec4 v_color;
@@ -12,11 +16,13 @@ out float v_innerRadiusFrac;
12
16
  void main()
13
17
  {
14
18
  // Unpack attributes.
15
- float show = showPixelSizeAndColor.x;
16
- float pixelSize = showPixelSizeAndColor.y;
17
- vec4 color = czm_decodeRGB8(showPixelSizeAndColor.z);
18
- float outlineWidth = outlineWidthAndOutlineColor.x;
19
- vec4 outlineColor = czm_decodeRGB8(outlineWidthAndOutlineColor.y);
19
+ float show = showPixelSizeColorAlpha.x;
20
+ float pixelSize = showPixelSizeColorAlpha.y;
21
+ vec4 color = czm_decodeRGB8(showPixelSizeColorAlpha.z);
22
+ float alpha = showPixelSizeColorAlpha.w;
23
+ float outlineWidth = outlineWidthColorAlpha.x;
24
+ vec4 outlineColor = czm_decodeRGB8(outlineWidthColorAlpha.y);
25
+ float outlineAlpha = outlineWidthColorAlpha.z;
20
26
 
21
27
  ///////////////////////////////////////////////////////////////////////////
22
28
 
@@ -25,8 +31,12 @@ void main()
25
31
 
26
32
  ///////////////////////////////////////////////////////////////////////////
27
33
 
34
+ #ifdef USE_FLOAT64
28
35
  vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
29
36
  vec4 positionEC = czm_modelViewRelativeToEye * p;
37
+ #else
38
+ vec4 positionEC = czm_modelView * vec4(position, 1.0);
39
+ #endif
30
40
 
31
41
  ///////////////////////////////////////////////////////////////////////////
32
42
 
@@ -36,10 +46,10 @@ void main()
36
46
  v_pickColor = pickColor / 255.0;
37
47
 
38
48
  v_color = color;
39
- v_color.a *= show;
49
+ v_color.a *= alpha * show;
40
50
 
41
51
  v_outlineColor = outlineColor;
42
- v_outlineColor.a *= show;
52
+ v_outlineColor.a *= outlineAlpha * show;
43
53
 
44
54
  v_innerRadiusFrac = innerRadius / outerRadius;
45
55
 
@@ -1,9 +1,13 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "in vec3 positionHigh;\n\
2
+ export default "#ifdef USE_FLOAT64\n\
3
+ in vec3 positionHigh;\n\
3
4
  in vec3 positionLow;\n\
5
+ #else\n\
6
+ in vec3 position;\n\
7
+ #endif\n\
4
8
  in vec4 pickColor;\n\
5
- in vec3 showPixelSizeAndColor;\n\
6
- in vec2 outlineWidthAndOutlineColor;\n\
9
+ in vec4 showPixelSizeColorAlpha;\n\
10
+ in vec3 outlineWidthColorAlpha;\n\
7
11
  \n\
8
12
  out vec4 v_pickColor;\n\
9
13
  out vec4 v_color;\n\
@@ -13,11 +17,13 @@ out float v_innerRadiusFrac;\n\
13
17
  void main()\n\
14
18
  {\n\
15
19
  // Unpack attributes.\n\
16
- float show = showPixelSizeAndColor.x;\n\
17
- float pixelSize = showPixelSizeAndColor.y;\n\
18
- vec4 color = czm_decodeRGB8(showPixelSizeAndColor.z);\n\
19
- float outlineWidth = outlineWidthAndOutlineColor.x;\n\
20
- vec4 outlineColor = czm_decodeRGB8(outlineWidthAndOutlineColor.y);\n\
20
+ float show = showPixelSizeColorAlpha.x;\n\
21
+ float pixelSize = showPixelSizeColorAlpha.y;\n\
22
+ vec4 color = czm_decodeRGB8(showPixelSizeColorAlpha.z);\n\
23
+ float alpha = showPixelSizeColorAlpha.w;\n\
24
+ float outlineWidth = outlineWidthColorAlpha.x;\n\
25
+ vec4 outlineColor = czm_decodeRGB8(outlineWidthColorAlpha.y);\n\
26
+ float outlineAlpha = outlineWidthColorAlpha.z;\n\
21
27
  \n\
22
28
  ///////////////////////////////////////////////////////////////////////////\n\
23
29
  \n\
@@ -26,8 +32,12 @@ void main()\n\
26
32
  \n\
27
33
  ///////////////////////////////////////////////////////////////////////////\n\
28
34
  \n\
35
+ #ifdef USE_FLOAT64\n\
29
36
  vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\
30
37
  vec4 positionEC = czm_modelViewRelativeToEye * p;\n\
38
+ #else\n\
39
+ vec4 positionEC = czm_modelView * vec4(position, 1.0);\n\
40
+ #endif\n\
31
41
  \n\
32
42
  ///////////////////////////////////////////////////////////////////////////\n\
33
43
  \n\
@@ -37,10 +47,10 @@ void main()\n\
37
47
  v_pickColor = pickColor / 255.0;\n\
38
48
  \n\
39
49
  v_color = color;\n\
40
- v_color.a *= show;\n\
50
+ v_color.a *= alpha * show;\n\
41
51
  \n\
42
52
  v_outlineColor = outlineColor;\n\
43
- v_outlineColor.a *= show;\n\
53
+ v_outlineColor.a *= outlineAlpha * show;\n\
44
54
  \n\
45
55
  v_innerRadiusFrac = innerRadius / outerRadius;\n\
46
56
  \n\
@@ -1,13 +1,26 @@
1
1
  in vec4 v_pickColor;
2
2
  in vec4 v_color;
3
+ #ifdef OUTLINE
4
+ in vec4 v_outlineColor;
5
+ in float v_outlineWidth;
6
+ #endif
3
7
 
4
8
  void main()
5
9
  {
10
+ #ifdef OUTLINE
11
+ if (v_outlineWidth <= 0.0 || v_outlineColor.a < 0.005)
12
+ {
13
+ discard;
14
+ }
15
+
16
+ out_FragColor = czm_gammaCorrect(v_outlineColor);
17
+ #else
6
18
  if (v_color.a < 0.005) // matches 0/255 and 1/255
7
19
  {
8
20
  discard;
9
21
  }
10
22
 
11
23
  out_FragColor = czm_gammaCorrect(v_color);
24
+ #endif
12
25
  czm_writeLogDepth();
13
26
  }
@@ -1,15 +1,28 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "in vec4 v_pickColor;\n\
3
3
  in vec4 v_color;\n\
4
+ #ifdef OUTLINE\n\
5
+ in vec4 v_outlineColor;\n\
6
+ in float v_outlineWidth;\n\
7
+ #endif\n\
4
8
  \n\
5
9
  void main()\n\
6
10
  {\n\
11
+ #ifdef OUTLINE\n\
12
+ if (v_outlineWidth <= 0.0 || v_outlineColor.a < 0.005)\n\
13
+ {\n\
14
+ discard;\n\
15
+ }\n\
16
+ \n\
17
+ out_FragColor = czm_gammaCorrect(v_outlineColor);\n\
18
+ #else\n\
7
19
  if (v_color.a < 0.005) // matches 0/255 and 1/255\n\
8
20
  {\n\
9
21
  discard;\n\
10
22
  }\n\
11
23
  \n\
12
24
  out_FragColor = czm_gammaCorrect(v_color);\n\
25
+ #endif\n\
13
26
  czm_writeLogDepth();\n\
14
27
  }\n\
15
28
  ";
@@ -1,20 +1,35 @@
1
+ #ifdef USE_FLOAT64
1
2
  in vec3 positionHigh;
2
3
  in vec3 positionLow;
4
+ #else
5
+ in vec3 position;
6
+ #endif
3
7
  in vec4 pickColor;
4
- in vec2 showAndColor;
8
+ in vec3 showColorAlpha;
9
+ in vec3 outlineWidthColorAlpha;
5
10
 
6
11
  out vec4 v_pickColor;
7
12
  out vec4 v_color;
13
+ out vec4 v_outlineColor;
14
+ out float v_outlineWidth;
8
15
 
9
16
  void main()
10
17
  {
11
- float show = showAndColor.x;
12
- vec4 color = czm_decodeRGB8(showAndColor.y);
18
+ float show = showColorAlpha.x;
19
+ vec4 color = czm_decodeRGB8(showColorAlpha.y);
20
+ float alpha = showColorAlpha.z;
21
+ float outlineWidth = outlineWidthColorAlpha.x;
22
+ vec4 outlineColor = czm_decodeRGB8(outlineWidthColorAlpha.y);
23
+ float outlineAlpha = outlineWidthColorAlpha.z;
13
24
 
14
25
  ///////////////////////////////////////////////////////////////////////////
15
26
 
27
+ #ifdef USE_FLOAT64
16
28
  vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
17
29
  vec4 positionEC = czm_modelViewRelativeToEye * p;
30
+ #else
31
+ vec4 positionEC = czm_modelView * vec4(position, 1.0);
32
+ #endif
18
33
 
19
34
  ///////////////////////////////////////////////////////////////////////////
20
35
 
@@ -24,7 +39,10 @@ void main()
24
39
  v_pickColor = pickColor / 255.0;
25
40
 
26
41
  v_color = color;
27
- v_color.a *= show;
42
+ v_color.a *= alpha * show;
43
+ v_outlineWidth = outlineWidth;
44
+ v_outlineColor = outlineColor;
45
+ v_outlineColor.a *= outlineAlpha * show;
28
46
 
29
47
  gl_Position *= show;
30
48
  }
@@ -1,21 +1,36 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "in vec3 positionHigh;\n\
2
+ export default "#ifdef USE_FLOAT64\n\
3
+ in vec3 positionHigh;\n\
3
4
  in vec3 positionLow;\n\
5
+ #else\n\
6
+ in vec3 position;\n\
7
+ #endif\n\
4
8
  in vec4 pickColor;\n\
5
- in vec2 showAndColor;\n\
9
+ in vec3 showColorAlpha;\n\
10
+ in vec3 outlineWidthColorAlpha;\n\
6
11
  \n\
7
12
  out vec4 v_pickColor;\n\
8
13
  out vec4 v_color;\n\
14
+ out vec4 v_outlineColor;\n\
15
+ out float v_outlineWidth;\n\
9
16
  \n\
10
17
  void main()\n\
11
18
  {\n\
12
- float show = showAndColor.x;\n\
13
- vec4 color = czm_decodeRGB8(showAndColor.y);\n\
19
+ float show = showColorAlpha.x;\n\
20
+ vec4 color = czm_decodeRGB8(showColorAlpha.y);\n\
21
+ float alpha = showColorAlpha.z;\n\
22
+ float outlineWidth = outlineWidthColorAlpha.x;\n\
23
+ vec4 outlineColor = czm_decodeRGB8(outlineWidthColorAlpha.y);\n\
24
+ float outlineAlpha = outlineWidthColorAlpha.z;\n\
14
25
  \n\
15
26
  ///////////////////////////////////////////////////////////////////////////\n\
16
27
  \n\
28
+ #ifdef USE_FLOAT64\n\
17
29
  vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\
18
30
  vec4 positionEC = czm_modelViewRelativeToEye * p;\n\
31
+ #else\n\
32
+ vec4 positionEC = czm_modelView * vec4(position, 1.0);\n\
33
+ #endif\n\
19
34
  \n\
20
35
  ///////////////////////////////////////////////////////////////////////////\n\
21
36
  \n\
@@ -25,7 +40,10 @@ void main()\n\
25
40
  v_pickColor = pickColor / 255.0;\n\
26
41
  \n\
27
42
  v_color = color;\n\
28
- v_color.a *= show;\n\
43
+ v_color.a *= alpha * show;\n\
44
+ v_outlineWidth = outlineWidth;\n\
45
+ v_outlineColor = outlineColor;\n\
46
+ v_outlineColor.a *= outlineAlpha * show;\n\
29
47
  \n\
30
48
  gl_Position *= show;\n\
31
49
  }\n\
@@ -1,11 +1,18 @@
1
+ #ifdef USE_FLOAT64
1
2
  in vec3 positionHigh;
2
3
  in vec3 positionLow;
3
4
  in vec3 prevPositionHigh;
4
5
  in vec3 prevPositionLow;
5
6
  in vec3 nextPositionHigh;
6
7
  in vec3 nextPositionLow;
8
+ #else
9
+ in vec3 position;
10
+ in vec3 prevPosition;
11
+ in vec3 nextPosition;
12
+ #endif
7
13
  in vec4 pickColor;
8
14
  in vec4 showColorWidthAndTexCoord;
15
+ in float alpha;
9
16
 
10
17
  out vec4 v_pickColor;
11
18
  out vec4 v_color;
@@ -26,11 +33,18 @@ void main()
26
33
  float expandDir = gl_VertexID % 2 == 1 ? 1.0 : -1.0;
27
34
  float polylineAngle;
28
35
 
36
+ #ifdef USE_FLOAT64
29
37
  vec4 positionEC = czm_translateRelativeToEye(positionHigh, positionLow);
30
38
  vec4 prevPositionEC = czm_translateRelativeToEye(prevPositionHigh, prevPositionLow);
31
39
  vec4 nextPositionEC = czm_translateRelativeToEye(nextPositionHigh, nextPositionLow);
32
-
33
40
  vec4 positionWC = getPolylineWindowCoordinates(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);
41
+ #else
42
+ vec4 positionEC = czm_modelView * vec4(position, 1.0);
43
+ vec4 prevPositionEC = czm_modelView * vec4(prevPosition, 1.0);
44
+ vec4 nextPositionEC = czm_modelView * vec4(nextPosition, 1.0);
45
+ // Positions are already in eye space; use the EC variant to skip the redundant transform.
46
+ vec4 positionWC = getPolylineWindowCoordinatesEC(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);
47
+ #endif
34
48
 
35
49
  ///////////////////////////////////////////////////////////////////////////
36
50
 
@@ -39,7 +53,7 @@ void main()
39
53
  v_pickColor = pickColor / 255.0;
40
54
 
41
55
  v_color = color;
42
- v_color.a *= show;
56
+ v_color.a *= alpha / 255.0 * show;
43
57
 
44
58
  v_st.s = texCoord;
45
59
  v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);
@@ -1,12 +1,19 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "in vec3 positionHigh;\n\
2
+ export default "#ifdef USE_FLOAT64\n\
3
+ in vec3 positionHigh;\n\
3
4
  in vec3 positionLow;\n\
4
5
  in vec3 prevPositionHigh;\n\
5
6
  in vec3 prevPositionLow;\n\
6
7
  in vec3 nextPositionHigh;\n\
7
8
  in vec3 nextPositionLow;\n\
9
+ #else\n\
10
+ in vec3 position;\n\
11
+ in vec3 prevPosition;\n\
12
+ in vec3 nextPosition;\n\
13
+ #endif\n\
8
14
  in vec4 pickColor;\n\
9
15
  in vec4 showColorWidthAndTexCoord;\n\
16
+ in float alpha;\n\
10
17
  \n\
11
18
  out vec4 v_pickColor;\n\
12
19
  out vec4 v_color;\n\
@@ -27,11 +34,18 @@ void main()\n\
27
34
  float expandDir = gl_VertexID % 2 == 1 ? 1.0 : -1.0;\n\
28
35
  float polylineAngle;\n\
29
36
  \n\
37
+ #ifdef USE_FLOAT64\n\
30
38
  vec4 positionEC = czm_translateRelativeToEye(positionHigh, positionLow);\n\
31
39
  vec4 prevPositionEC = czm_translateRelativeToEye(prevPositionHigh, prevPositionLow);\n\
32
40
  vec4 nextPositionEC = czm_translateRelativeToEye(nextPositionHigh, nextPositionLow);\n\
33
- \n\
34
41
  vec4 positionWC = getPolylineWindowCoordinates(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);\n\
42
+ #else\n\
43
+ vec4 positionEC = czm_modelView * vec4(position, 1.0);\n\
44
+ vec4 prevPositionEC = czm_modelView * vec4(prevPosition, 1.0);\n\
45
+ vec4 nextPositionEC = czm_modelView * vec4(nextPosition, 1.0);\n\
46
+ // Positions are already in eye space; use the EC variant to skip the redundant transform.\n\
47
+ vec4 positionWC = getPolylineWindowCoordinatesEC(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);\n\
48
+ #endif\n\
35
49
  \n\
36
50
  ///////////////////////////////////////////////////////////////////////////\n\
37
51
  \n\
@@ -40,7 +54,7 @@ void main()\n\
40
54
  v_pickColor = pickColor / 255.0;\n\
41
55
  \n\
42
56
  v_color = color;\n\
43
- v_color.a *= show;\n\
57
+ v_color.a *= alpha / 255.0 * show;\n\
44
58
  \n\
45
59
  v_st.s = texCoord;\n\
46
60
  v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);\n\
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passCesium3DTile = 5.0;
9
+ const float czm_passCesium3DTile = 6.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passCesium3DTile = 5.0;\n\
10
+ const float czm_passCesium3DTile = 6.0;\n\
11
11
  ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passCesium3DTileClassification = 6.0;
9
+ const float czm_passCesium3DTileClassification = 7.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passCesium3DTileClassification = 6.0;\n\
10
+ const float czm_passCesium3DTileClassification = 7.0;\n\
11
11
  ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passCesium3DTileClassificationIgnoreShow = 7.0;
9
+ const float czm_passCesium3DTileClassificationIgnoreShow = 8.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passCesium3DTileClassificationIgnoreShow = 7.0;\n\
10
+ const float czm_passCesium3DTileClassificationIgnoreShow = 8.0;\n\
11
11
  ";
@@ -0,0 +1,9 @@
1
+ /**
2
+ * The automatic GLSL constant for {@link Pass#CESIUM_3D_TILE_EDGES_DIRECT}
3
+ *
4
+ * @name czm_passCesium3DTileEdgesDirect
5
+ * @glslConstant
6
+ *
7
+ * @see czm_pass
8
+ */
9
+ const float czm_passCesium3DTileEdgesDirect = 12.0;
@@ -0,0 +1,11 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * The automatic GLSL constant for {@link Pass#CESIUM_3D_TILE_EDGES_DIRECT}\n\
4
+ *\n\
5
+ * @name czm_passCesium3DTileEdgesDirect\n\
6
+ * @glslConstant\n\
7
+ *\n\
8
+ * @see czm_pass\n\
9
+ */\n\
10
+ const float czm_passCesium3DTileEdgesDirect = 12.0;\n\
11
+ ";
@@ -0,0 +1,9 @@
1
+ /**
2
+ * The automatic GLSL constant for {@link Pass#CESIUM_3D_TILE_PLANAR_FILL_ID}
3
+ *
4
+ * @name czm_passCesium3DTilePlanarFillId
5
+ * @glslConstant
6
+ *
7
+ * @see czm_pass
8
+ */
9
+ const float czm_passCesium3DTilePlanarFillId = 5.0;
@@ -0,0 +1,11 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * The automatic GLSL constant for {@link Pass#CESIUM_3D_TILE_PLANAR_FILL_ID}\n\
4
+ *\n\
5
+ * @name czm_passCesium3DTilePlanarFillId\n\
6
+ * @glslConstant\n\
7
+ *\n\
8
+ * @see czm_pass\n\
9
+ */\n\
10
+ const float czm_passCesium3DTilePlanarFillId = 5.0;\n\
11
+ ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passClassification = 7.0;
9
+ const float czm_passClassification = 8.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passClassification = 7.0;\n\
10
+ const float czm_passClassification = 8.0;\n\
11
11
  ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passGaussianSplats = 11.0;
9
+ const float czm_passGaussianSplats = 12.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passGaussianSplats = 11.0;\n\
10
+ const float czm_passGaussianSplats = 12.0;\n\
11
11
  ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passOpaque = 8.0;
9
+ const float czm_passOpaque = 9.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passOpaque = 8.0;\n\
10
+ const float czm_passOpaque = 9.0;\n\
11
11
  ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passOverlay = 12.0;
9
+ const float czm_passOverlay = 13.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passOverlay = 12.0;\n\
10
+ const float czm_passOverlay = 13.0;\n\
11
11
  ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passTranslucent = 9.0;
9
+ const float czm_passTranslucent = 10.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passTranslucent = 9.0;\n\
10
+ const float czm_passTranslucent = 10.0;\n\
11
11
  ";
@@ -6,4 +6,4 @@
6
6
  *
7
7
  * @see czm_pass
8
8
  */
9
- const float czm_passVoxels = 10.0;
9
+ const float czm_passVoxels = 11.0;
@@ -7,5 +7,5 @@ export default "/**\n\
7
7
  *\n\
8
8
  * @see czm_pass\n\
9
9
  */\n\
10
- const float czm_passVoxels = 10.0;\n\
10
+ const float czm_passVoxels = 11.0;\n\
11
11
  ";