bruce-cesium 7.2.9 → 7.3.0

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@@ -42366,6 +42366,17 @@
42366
42366
  // Most-detailed would fetch every tile under a parcel that can be a hundred kilometres across.
42367
42367
  const GROUND_SAMPLE_LEVEL = 11;
42368
42368
  // Height window the packed ground texture covers, wide enough for any terrain on Earth.
42369
+ // Ground samples across the clearance regions rather than the whole extent.
42370
+ const MASK_GROUND_SAMPLES_PER_SIDE = 128;
42371
+ // Finest and coarsest terrain level a clearance raster is sampled at, and how many terrain tiles it is allowed to pull.
42372
+ const MASK_GROUND_LEVEL_MAX = 13;
42373
+ const MASK_GROUND_LEVEL_MIN = 8;
42374
+ const MASK_GROUND_TILE_BUDGET = 64;
42375
+ // Longest side of the rasterised region mask. The mask decides whether a texel is held up, so it
42376
+ // wants to be finer than the value raster it is compared against.
42377
+ const MASK_TEXTURE_MAX_SIDE = 1024;
42378
+ // Stands in for "no floor" and "no clearance", far below anything the sheet can reach.
42379
+ const NO_LIMIT_METRES = -1e6;
42369
42380
  const GROUND_MIN_METRES = -1000;
42370
42381
  const GROUND_MAX_METRES = 9000;
42371
42382
  const DEFAULT_LOW_COLOR = { red: 255, green: 255, blue: 255, alpha: 0.12 };
@@ -42388,6 +42399,19 @@ uniform float u_skirtDepth;
42388
42399
  uniform float u_groundWeight;
42389
42400
  uniform vec2 u_groundRange;
42390
42401
  uniform vec2 u_groundSize;
42402
+ uniform sampler2D u_maskTexture;
42403
+ uniform sampler2D u_maskGroundTexture;
42404
+ uniform float u_maskWeight;
42405
+ uniform float u_maskGroundWeight;
42406
+ uniform float u_maskFill;
42407
+ uniform float u_maskFillValue;
42408
+ uniform float u_maskClearance;
42409
+ uniform float u_maskFloor;
42410
+ uniform vec2 u_maskGroundSize;
42411
+ // West, East, North, South in degrees, for the surface and for the sampled region box.
42412
+ uniform vec4 u_extentDegrees;
42413
+ uniform vec4 u_maskGroundDegrees;
42414
+ uniform float u_coverageCutoffVertex;
42391
42415
 
42392
42416
  out vec2 v_st;
42393
42417
  out float v_value;
@@ -42417,6 +42441,46 @@ float sampleGround(vec2 uv) {
42417
42441
  return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
42418
42442
  }
42419
42443
 
42444
+ /*
42445
+ * Height of the terrain under a point of the surface, read from the region's own ground raster.
42446
+ *
42447
+ * Sampled over the regions rather than over the whole extent, so the raster is fine enough for a
42448
+ * clearance test to mean something.
42449
+ */
42450
+ float sampleMaskGround(vec2 uv) {
42451
+ float longitude = mix(u_extentDegrees.x, u_extentDegrees.y, uv.x);
42452
+ float latitude = mix(u_extentDegrees.z, u_extentDegrees.w, uv.y);
42453
+ vec2 inBox = vec2(
42454
+ (longitude - u_maskGroundDegrees.x) / max(u_maskGroundDegrees.y - u_maskGroundDegrees.x, 1e-9),
42455
+ (u_maskGroundDegrees.z - latitude) / max(u_maskGroundDegrees.z - u_maskGroundDegrees.w, 1e-9));
42456
+ vec2 clamped = clamp(inBox, vec2(0.0), vec2(1.0));
42457
+ vec2 texel = 1.0 / u_maskGroundSize;
42458
+ vec2 coord = clamped * u_maskGroundSize - 0.5;
42459
+ vec2 base = floor(coord);
42460
+ vec2 f = coord - base;
42461
+ vec2 origin = (base + 0.5) * texel;
42462
+ vec4 t00 = texture(u_maskGroundTexture, origin);
42463
+ vec4 t10 = texture(u_maskGroundTexture, origin + vec2(texel.x, 0.0));
42464
+ vec4 t01 = texture(u_maskGroundTexture, origin + vec2(0.0, texel.y));
42465
+ vec4 t11 = texture(u_maskGroundTexture, origin + texel);
42466
+ // One unknown corner makes the interpolation meaningless, so the whole point is treated as
42467
+ // unsampled and answers low enough that no clearance built on it can win.
42468
+ float known = min(min(t00.a, t10.a), min(t01.a, t11.a));
42469
+ if (known < 0.5) {
42470
+ return u_groundRange.x;
42471
+ }
42472
+ vec3 p00 = t00.rgb * 255.0;
42473
+ vec3 p10 = t10.rgb * 255.0;
42474
+ vec3 p01 = t01.rgb * 255.0;
42475
+ vec3 p11 = t11.rgb * 255.0;
42476
+ vec3 weights = vec3(65536.0, 256.0, 1.0);
42477
+ float h00 = u_groundRange.x + dot(p00, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
42478
+ float h10 = u_groundRange.x + dot(p10, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
42479
+ float h01 = u_groundRange.x + dot(p01, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
42480
+ float h11 = u_groundRange.x + dot(p11, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
42481
+ return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
42482
+ }
42483
+
42420
42484
  /*
42421
42485
  * The texel's normalised value, whichever way the archive packed it.
42422
42486
  *
@@ -42436,8 +42500,16 @@ float decodeValue(vec4 texel) {
42436
42500
  void main() {
42437
42501
  vec4 texel = texture(u_valueTexture, st);
42438
42502
  v_st = st;
42439
- v_value = decodeValue(texel);
42440
- v_coverage = texel.a;
42503
+
42504
+ // Inside a region the scene knows is water, a texel with no value still has to paint, or the
42505
+ // hole the region exists to close is still a hole.
42506
+ // The value it paints is the shallowest the ramp is not transparent at.
42507
+ float inMask = u_maskWeight * texture(u_maskTexture, st).a;
42508
+ float hasData = step(u_coverageCutoffVertex, texel.a);
42509
+ float raw = decodeValue(texel);
42510
+ float filled = mix(u_maskFillValue, max(raw, u_maskFillValue), hasData);
42511
+ v_value = mix(raw, filled, inMask * u_maskFill);
42512
+ v_coverage = max(texel.a, inMask * u_maskFill);
42441
42513
 
42442
42514
  // Exaggeration stretches the span above the archive's minimum rather than the height itself. On an
42443
42515
  // elevation the height is measured from the ellipsoid, tens of metres from any of the data, so
@@ -42450,8 +42522,14 @@ void main() {
42450
42522
 
42451
42523
  // Coverage scales the displacement only where it is measured from the terrain, because there a
42452
42524
  // zero means the surface sits on the ground.
42453
- float coverageScale = mix(1.0, texel.a, u_groundWeight);
42454
- float displacement = u_baseHeight + ground + metres * coverageScale - skirt * u_skirtDepth;
42525
+ float coverageScale = mix(1.0, v_coverage, u_groundWeight);
42526
+ float placed = u_baseHeight + ground + metres * coverageScale;
42527
+
42528
+ // Held above whichever is higher, the region's own floor or the terrain under it plus a margin.
42529
+ // Only inside the region: lifting the whole sheet would raise it over dry land as well.
42530
+ float held = max(u_maskFloor, sampleMaskGround(st) * u_maskGroundWeight + u_maskClearance);
42531
+ float lifted = mix(placed, max(placed, held), step(0.5, inMask));
42532
+ float displacement = lifted - skirt * u_skirtDepth;
42455
42533
 
42456
42534
  // Added to the LOW half of the encoded position: a metre-scale offset added to the high half
42457
42535
  // would be lost to float32 rounding at an earth radius.
@@ -42686,6 +42764,147 @@ void main() {
42686
42764
  Cesium.GeometryPipeline.encodeAttribute(geometry, "position", "position3DHigh", "position3DLow");
42687
42765
  return geometry;
42688
42766
  }
42767
+ /*
42768
+ * Where the ramp first paints something, as a normalised value.
42769
+ *
42770
+ * A style with a hidden floor is transparent over its lowest band, so filling a gap at zero would
42771
+ * fill it with nothing. This is the lowest value that actually shows.
42772
+ */
42773
+ function firstOpaqueStop(ramp) {
42774
+ const stops = ramp.length / 4;
42775
+ for (let i = 0; i < stops; i++) {
42776
+ if (ramp[i * 4 + 3] > 0) {
42777
+ return stops > 1 ? i / (stops - 1) : 0;
42778
+ }
42779
+ }
42780
+ return 0;
42781
+ }
42782
+ /*
42783
+ * Rasterises the clearance regions into a mask over the surface's extent, alpha inside.
42784
+ *
42785
+ * Drawn north row first, matching the value raster's own row order, so one set of texture
42786
+ * coordinates indexes both.
42787
+ */
42788
+ function rasteriseMask(extent, regions) {
42789
+ const spanX = extent.East - extent.West;
42790
+ const spanY = extent.North - extent.South;
42791
+ if (!(spanX > 0) || !(spanY > 0) || !regions.length) {
42792
+ return null;
42793
+ }
42794
+ // No document at all off the page, and the regions are still worth holding: the mask can be
42795
+ // rasterised the next time they are set, and until then the surface simply lifts nothing.
42796
+ if (typeof document === "undefined") {
42797
+ return null;
42798
+ }
42799
+ const wide = spanX >= spanY;
42800
+ const width = wide ? MASK_TEXTURE_MAX_SIDE : Math.max(1, Math.round(MASK_TEXTURE_MAX_SIDE * spanX / spanY));
42801
+ const height = wide ? Math.max(1, Math.round(MASK_TEXTURE_MAX_SIDE * spanY / spanX)) : MASK_TEXTURE_MAX_SIDE;
42802
+ const canvas = document.createElement("canvas");
42803
+ canvas.width = width;
42804
+ canvas.height = height;
42805
+ const ctx = canvas.getContext("2d", { willReadFrequently: true });
42806
+ if (!ctx) {
42807
+ return null;
42808
+ }
42809
+ ctx.clearRect(0, 0, width, height);
42810
+ ctx.fillStyle = "#ffffff";
42811
+ for (const region of regions) {
42812
+ const rings = region.rings || [];
42813
+ if (!rings.length) {
42814
+ continue;
42815
+ }
42816
+ ctx.beginPath();
42817
+ for (const ring of rings) {
42818
+ for (let i = 0; i + 1 < ring.length; i += 2) {
42819
+ const x = (ring[i] - extent.West) / spanX * width;
42820
+ const y = (extent.North - ring[i + 1]) / spanY * height;
42821
+ if (i === 0) {
42822
+ ctx.moveTo(x, y);
42823
+ }
42824
+ else {
42825
+ ctx.lineTo(x, y);
42826
+ }
42827
+ }
42828
+ ctx.closePath();
42829
+ }
42830
+ // Even odd, so a ring inside a ring is a hole without the caller having to wind them.
42831
+ ctx.fill("evenodd");
42832
+ }
42833
+ return { width, height, data: new Uint8Array(ctx.getImageData(0, 0, width, height).data.buffer.slice(0)) };
42834
+ }
42835
+ /*
42836
+ * The box every region fits inside, clipped to the surface, so the ground under them can be
42837
+ * sampled without sampling the whole extent.
42838
+ */
42839
+ function boxOf(extent, regions) {
42840
+ let west = Infinity;
42841
+ let east = -Infinity;
42842
+ let south = Infinity;
42843
+ let north = -Infinity;
42844
+ for (const region of regions) {
42845
+ for (const ring of region.rings || []) {
42846
+ for (let i = 0; i + 1 < ring.length; i += 2) {
42847
+ west = Math.min(west, ring[i]);
42848
+ east = Math.max(east, ring[i]);
42849
+ south = Math.min(south, ring[i + 1]);
42850
+ north = Math.max(north, ring[i + 1]);
42851
+ }
42852
+ }
42853
+ }
42854
+ if (!isFinite(west) || !isFinite(south)) {
42855
+ return null;
42856
+ }
42857
+ return {
42858
+ West: Math.max(west, extent.West),
42859
+ East: Math.min(east, extent.East),
42860
+ South: Math.max(south, extent.South),
42861
+ North: Math.min(north, extent.North)
42862
+ };
42863
+ }
42864
+ /*
42865
+ * Packs sampled terrain heights into a texture's RGB, three bytes a height.
42866
+ *
42867
+ * A height needs more than eight bits to be useful and the surface reads it in the vertex shader,
42868
+ * where float textures are not guaranteed, so it goes in as a fixed point integer.
42869
+ */
42870
+ function packHeights(sampled) {
42871
+ const pixels = new Uint8Array(sampled.length * 4);
42872
+ const span = GROUND_MAX_METRES - GROUND_MIN_METRES;
42873
+ for (let i = 0; i < sampled.length; i++) {
42874
+ const height = sampled[i] ? sampled[i].height : undefined;
42875
+ const known = typeof height === "number" && isFinite(height);
42876
+ const clamped = Math.min(GROUND_MAX_METRES, Math.max(GROUND_MIN_METRES, known ? height : 0));
42877
+ const packed = Math.round(((clamped - GROUND_MIN_METRES) / span) * 16777215);
42878
+ pixels[i * 4] = (packed >> 16) & 255;
42879
+ pixels[i * 4 + 1] = (packed >> 8) & 255;
42880
+ pixels[i * 4 + 2] = packed & 255;
42881
+ pixels[i * 4 + 3] = known ? 255 : 0;
42882
+ }
42883
+ return pixels;
42884
+ }
42885
+ /*
42886
+ * The finest terrain level a box can be sampled at inside the tile budget.
42887
+ *
42888
+ * Asked of the provider's own tiling scheme where it offers one, since a terrain set is free to
42889
+ * tile the world differently from the default two by one.
42890
+ */
42891
+ function groundLevelFor(box, provider) {
42892
+ const scheme = provider && provider.tilingScheme;
42893
+ for (let level = MASK_GROUND_LEVEL_MAX; level > MASK_GROUND_LEVEL_MIN; level--) {
42894
+ const across = scheme && typeof scheme.getNumberOfXTilesAtLevel === "function"
42895
+ ? scheme.getNumberOfXTilesAtLevel(level)
42896
+ : Math.pow(2, level + 1);
42897
+ const down = scheme && typeof scheme.getNumberOfYTilesAtLevel === "function"
42898
+ ? scheme.getNumberOfYTilesAtLevel(level)
42899
+ : Math.pow(2, level);
42900
+ const tiles = Math.ceil((box.East - box.West) / (360 / across) + 1)
42901
+ * Math.ceil((box.North - box.South) / (180 / down) + 1);
42902
+ if (tiles <= MASK_GROUND_TILE_BUDGET) {
42903
+ return level;
42904
+ }
42905
+ }
42906
+ return MASK_GROUND_LEVEL_MIN;
42907
+ }
42689
42908
  class Surface {
42690
42909
  constructor(options, hasCoverage) {
42691
42910
  var _a, _b, _c, _d;
@@ -42704,6 +42923,14 @@ void main() {
42704
42923
  this.groundTexture = null;
42705
42924
  this.groundPixels = null;
42706
42925
  this.groundRequested = false;
42926
+ this.groundClearance = null;
42927
+ this.maskTexture = null;
42928
+ this.maskPixels = null;
42929
+ this.maskGroundTexture = null;
42930
+ this.maskGroundPixels = null;
42931
+ this.maskGroundBox = null;
42932
+ this.maskGroundRequested = false;
42933
+ this.maskGroundLevel = 0;
42707
42934
  this.followGround = Boolean(options.followGround);
42708
42935
  this.terrainProvider = options.terrainProvider || null;
42709
42936
  this.extent = options.extent;
@@ -42716,7 +42943,9 @@ void main() {
42716
42943
  this.pixelPlacement = options.pixelPlacement;
42717
42944
  this.tileSkirts = Boolean(options.tileSkirts);
42718
42945
  this.rampPixels = RampLookup(options.rampStops || null, options.lowColor || DEFAULT_LOW_COLOR, options.highColor || DEFAULT_HIGH_COLOR);
42946
+ this.maskFillValue = firstOpaqueStop(this.rampPixels);
42719
42947
  this.tiles = buildTiles(hasCoverage);
42948
+ this.SetGroundClearance(options.groundClearance || null);
42720
42949
  }
42721
42950
  GetFollowsGround() {
42722
42951
  return this.followGround;
@@ -42739,6 +42968,97 @@ void main() {
42739
42968
  SetBaseHeight(baseHeight) {
42740
42969
  this.baseHeight = baseHeight;
42741
42970
  }
42971
+ GetGroundClearance() {
42972
+ return this.groundClearance;
42973
+ }
42974
+ /*
42975
+ * The terrain level the clearance regions were sampled at, once they have been.
42976
+ *
42977
+ * Worth reading rather than assuming: the level is chosen from how big the regions are, so a
42978
+ * region covering a whole sound gets a coarser test than a hand drawn harbour does.
42979
+ */
42980
+ GetGroundClearanceLevel() {
42981
+ return this.maskGroundLevel;
42982
+ }
42983
+ /*
42984
+ * What the clearance regions were measured against, once they have been.
42985
+ * The heights are read out of whatever the terrain stores, and a terrain referenced to sea
42986
+ * level reads a geoid apart from an archive delivering ellipsoidal metres.
42987
+ */
42988
+ GetGroundClearanceStats() {
42989
+ if (!this.maskGroundPixels) {
42990
+ return null;
42991
+ }
42992
+ const span = GROUND_MAX_METRES - GROUND_MIN_METRES;
42993
+ let min = Infinity;
42994
+ let max = -Infinity;
42995
+ let samples = 0;
42996
+ for (let i = 0; i < this.maskGroundPixels.length / 4; i++) {
42997
+ if (!this.maskGroundPixels[i * 4 + 3]) {
42998
+ continue;
42999
+ }
43000
+ const packed = (this.maskGroundPixels[i * 4] << 16)
43001
+ + (this.maskGroundPixels[i * 4 + 1] << 8) + this.maskGroundPixels[i * 4 + 2];
43002
+ const height = GROUND_MIN_METRES + (packed / 16777215) * span;
43003
+ min = Math.min(min, height);
43004
+ max = Math.max(max, height);
43005
+ samples++;
43006
+ }
43007
+ if (!samples) {
43008
+ return null;
43009
+ }
43010
+ return { level: this.maskGroundLevel, min, max, samples };
43011
+ }
43012
+ /*
43013
+ * The real world range the texture's 0 to 1 maps onto, so a caller can compare it against what
43014
+ * the terrain says without having kept its own copy.
43015
+ */
43016
+ GetValueRange() {
43017
+ return { min: this.valueMin, max: this.valueMax };
43018
+ }
43019
+ /*
43020
+ * Takes a different terrain to measure against.
43021
+ * The clearance raster is sampled once and cached, so a scene that swaps its terrain would
43022
+ * otherwise keep holding the sheet above heights read from the terrain it used to have.
43023
+ */
43024
+ SetTerrainProvider(provider) {
43025
+ if (provider === this.terrainProvider) {
43026
+ return;
43027
+ }
43028
+ this.terrainProvider = provider;
43029
+ this.groundPixels = null;
43030
+ this.groundRequested = false;
43031
+ this.maskGroundPixels = null;
43032
+ this.maskGroundRequested = false;
43033
+ this.maskGroundLevel = 0;
43034
+ }
43035
+ /*
43036
+ * Takes a new set of clearance regions, or drops them.
43037
+ * The mask is rasterised here rather than on the render thread, and the ground under the
43038
+ * regions is re-requested, so a plugin can hand over regions the moment it has them.
43039
+ */
43040
+ SetGroundClearance(clearance) {
43041
+ this.groundClearance = clearance && clearance.regions && clearance.regions.length
43042
+ ? clearance
43043
+ : null;
43044
+ this.maskPixels = this.groundClearance
43045
+ ? rasteriseMask(this.extent, this.groundClearance.regions)
43046
+ : null;
43047
+ if (this.maskTexture) {
43048
+ this.maskTexture.destroy();
43049
+ this.maskTexture = null;
43050
+ }
43051
+ this.maskGroundPixels = null;
43052
+ this.maskGroundRequested = false;
43053
+ this.maskGroundLevel = 0;
43054
+ this.maskGroundBox = this.groundClearance
43055
+ ? boxOf(this.extent, this.groundClearance.regions)
43056
+ : null;
43057
+ if (this.maskGroundTexture) {
43058
+ this.maskGroundTexture.destroy();
43059
+ this.maskGroundTexture = null;
43060
+ }
43061
+ }
42742
43062
  /**
42743
43063
  * Feeds the surface from an animated frame series.
42744
43064
  * Height and colour advance with the clock without the caller having to push each frame in.
@@ -42777,6 +43097,8 @@ void main() {
42777
43097
  this.syncRampTexture(context);
42778
43098
  this.requestGround();
42779
43099
  this.syncGroundTexture(context);
43100
+ this.requestMaskGround();
43101
+ this.syncMaskTextures(context);
42780
43102
  // A tile needs one mesh before it has a bounding sphere to measure against.
42781
43103
  for (const tile of this.tiles) {
42782
43104
  if (!tile.centre) {
@@ -42821,6 +43143,14 @@ void main() {
42821
43143
  this.groundTexture.destroy();
42822
43144
  this.groundTexture = null;
42823
43145
  }
43146
+ if (this.maskTexture) {
43147
+ this.maskTexture.destroy();
43148
+ this.maskTexture = null;
43149
+ }
43150
+ if (this.maskGroundTexture) {
43151
+ this.maskGroundTexture.destroy();
43152
+ this.maskGroundTexture = null;
43153
+ }
42824
43154
  return undefined;
42825
43155
  }
42826
43156
  /*
@@ -42853,24 +43183,123 @@ void main() {
42853
43183
  if (this.destroyed || !sampled) {
42854
43184
  return;
42855
43185
  }
42856
- const pixels = new Uint8Array(GROUND_SAMPLES_PER_SIDE * GROUND_SAMPLES_PER_SIDE * 4);
42857
- const span = GROUND_MAX_METRES - GROUND_MIN_METRES;
42858
- for (let i = 0; i < sampled.length; i++) {
42859
- const height = sampled[i] && isFinite(sampled[i].height) ? sampled[i].height : 0;
42860
- const clamped = Math.min(GROUND_MAX_METRES, Math.max(GROUND_MIN_METRES, height));
42861
- const packed = Math.round(((clamped - GROUND_MIN_METRES) / span) * 16777215);
42862
- pixels[i * 4] = (packed >> 16) & 255;
42863
- pixels[i * 4 + 1] = (packed >> 8) & 255;
42864
- pixels[i * 4 + 2] = packed & 255;
42865
- pixels[i * 4 + 3] = 255;
42866
- }
42867
- this.groundPixels = pixels;
43186
+ this.groundPixels = packHeights(sampled);
42868
43187
  })
42869
43188
  .catch(() => {
42870
43189
  // Terrain that cannot be sampled leaves the surface on the ellipsoid, which is
42871
43190
  // where a clamped polygon sat before this existed.
42872
43191
  });
42873
43192
  }
43193
+ /*
43194
+ * Samples the terrain under the clearance regions.
43195
+ *
43196
+ * Its own raster rather than the surface's, because the surface extent here is two degrees
43197
+ * wide and the region is a few kilometres, and a clearance test needs the finer one.
43198
+ */
43199
+ requestMaskGround() {
43200
+ if (this.maskGroundRequested || !this.groundClearance || !this.maskGroundBox) {
43201
+ return;
43202
+ }
43203
+ if (!(this.groundClearance.clearance > NO_LIMIT_METRES / 2)) {
43204
+ return;
43205
+ }
43206
+ this.maskGroundRequested = true;
43207
+ const sampler = Cesium.sampleTerrain;
43208
+ if (!this.terrainProvider || typeof sampler !== "function") {
43209
+ return;
43210
+ }
43211
+ const box = this.maskGroundBox;
43212
+ const level = groundLevelFor(box, this.terrainProvider);
43213
+ this.maskGroundLevel = level;
43214
+ const total = MASK_GROUND_SAMPLES_PER_SIDE * MASK_GROUND_SAMPLES_PER_SIDE;
43215
+ const scheme = this.terrainProvider.tilingScheme;
43216
+ const asked = [];
43217
+ // Which slot in the raster each asked-for position belongs to, since the ones the terrain
43218
+ // does not cover are never asked for at all.
43219
+ const slots = [];
43220
+ for (let row = 0; row < MASK_GROUND_SAMPLES_PER_SIDE; row++) {
43221
+ const fy = row / (MASK_GROUND_SAMPLES_PER_SIDE - 1);
43222
+ const latitude = Cesium.Math.lerp(box.North, box.South, fy);
43223
+ for (let col = 0; col < MASK_GROUND_SAMPLES_PER_SIDE; col++) {
43224
+ const fx = col / (MASK_GROUND_SAMPLES_PER_SIDE - 1);
43225
+ const at = Cesium.Cartographic.fromDegrees(Cesium.Math.lerp(box.West, box.East, fx), latitude);
43226
+ // An imported terrain covers a survey area, so asking outside it answers 404 and
43227
+ // fills the console with failures for points that were never going to have a height.
43228
+ if (scheme && typeof this.terrainProvider.getTileDataAvailable === "function") {
43229
+ const tile = scheme.positionToTileXY(at, level);
43230
+ if (!tile || this.terrainProvider.getTileDataAvailable(tile.x, tile.y, level) === false) {
43231
+ continue;
43232
+ }
43233
+ }
43234
+ asked.push(at);
43235
+ slots.push(row * MASK_GROUND_SAMPLES_PER_SIDE + col);
43236
+ }
43237
+ }
43238
+ if (!asked.length) {
43239
+ return;
43240
+ }
43241
+ Promise.resolve(sampler(this.terrainProvider, level, asked))
43242
+ .then((sampled) => {
43243
+ if (this.destroyed || !sampled) {
43244
+ return;
43245
+ }
43246
+ const spread = new Array(total).fill(undefined);
43247
+ for (let i = 0; i < slots.length; i++) {
43248
+ spread[slots[i]] = sampled[i];
43249
+ }
43250
+ this.maskGroundPixels = packHeights(spread);
43251
+ })
43252
+ .catch(() => {
43253
+ // Unsampled terrain leaves only the region's own floor to hold the sheet up,
43254
+ // which is the behaviour a region with no clearance already has.
43255
+ });
43256
+ }
43257
+ /*
43258
+ * Uploads the region mask and the ground under it, with a one texel stand-in until they land
43259
+ * so the shader always has something bound.
43260
+ */
43261
+ syncMaskTextures(context) {
43262
+ if (!this.maskTexture) {
43263
+ const held = this.maskPixels;
43264
+ this.maskTexture = new Cesium.Texture({
43265
+ context,
43266
+ pixelFormat: Cesium.PixelFormat.RGBA,
43267
+ source: held
43268
+ ? { width: held.width, height: held.height, arrayBufferView: held.data }
43269
+ : { width: 1, height: 1, arrayBufferView: new Uint8Array([0, 0, 0, 0]) },
43270
+ flipY: false,
43271
+ sampler: new Cesium.Sampler({
43272
+ wrapS: Cesium.TextureWrap.CLAMP_TO_EDGE,
43273
+ wrapT: Cesium.TextureWrap.CLAMP_TO_EDGE
43274
+ })
43275
+ });
43276
+ }
43277
+ if (this.maskGroundTexture && (!this.maskGroundPixels
43278
+ || this.maskGroundTexture.width === MASK_GROUND_SAMPLES_PER_SIDE)) {
43279
+ return;
43280
+ }
43281
+ if (this.maskGroundTexture) {
43282
+ this.maskGroundTexture.destroy();
43283
+ }
43284
+ const size = this.maskGroundPixels ? MASK_GROUND_SAMPLES_PER_SIDE : 1;
43285
+ this.maskGroundTexture = new Cesium.Texture({
43286
+ context,
43287
+ pixelFormat: Cesium.PixelFormat.RGBA,
43288
+ source: {
43289
+ width: size,
43290
+ height: size,
43291
+ arrayBufferView: this.maskGroundPixels || packHeights([{ height: 0 }])
43292
+ },
43293
+ flipY: false,
43294
+ sampler: new Cesium.Sampler({
43295
+ wrapS: Cesium.TextureWrap.CLAMP_TO_EDGE,
43296
+ wrapT: Cesium.TextureWrap.CLAMP_TO_EDGE,
43297
+ // Nearest, because the shader interpolates decoded heights itself.
43298
+ minificationFilter: Cesium.TextureMinificationFilter.NEAREST,
43299
+ magnificationFilter: Cesium.TextureMagnificationFilter.NEAREST
43300
+ })
43301
+ });
43302
+ }
42874
43303
  /*
42875
43304
  * Uploads whatever ground samples exist, and a flat stand-in until they arrive, so the
42876
43305
  * shader always has a texture bound whether or not this surface follows the ground.
@@ -42882,10 +43311,8 @@ void main() {
42882
43311
  if (this.groundTexture) {
42883
43312
  this.groundTexture.destroy();
42884
43313
  }
42885
- const zero = Math.round(((0 - GROUND_MIN_METRES) / (GROUND_MAX_METRES - GROUND_MIN_METRES)) * 16777215);
42886
43314
  const size = this.groundPixels ? GROUND_SAMPLES_PER_SIDE : 1;
42887
- const arrayBufferView = this.groundPixels
42888
- || new Uint8Array([(zero >> 16) & 255, (zero >> 8) & 255, zero & 255, 255]);
43315
+ const arrayBufferView = this.groundPixels || packHeights([{ height: 0 }]);
42889
43316
  this.groundTexture = new Cesium.Texture({
42890
43317
  context,
42891
43318
  pixelFormat: Cesium.PixelFormat.RGBA,
@@ -43094,6 +43521,28 @@ void main() {
43094
43521
  u_groundWeight: () => (self.followGround && self.groundPixels ? 1 : 0),
43095
43522
  u_groundRange: () => new Cesium.Cartesian2(GROUND_MIN_METRES, GROUND_MAX_METRES),
43096
43523
  u_groundSize: () => new Cesium.Cartesian2(self.groundPixels ? GROUND_SAMPLES_PER_SIDE : 1, self.groundPixels ? GROUND_SAMPLES_PER_SIDE : 1),
43524
+ u_maskTexture: () => self.maskTexture,
43525
+ u_maskGroundTexture: () => self.maskGroundTexture,
43526
+ u_maskWeight: () => (self.groundClearance && self.maskPixels ? 1 : 0),
43527
+ u_maskGroundWeight: () => (self.maskGroundPixels ? 1 : 0),
43528
+ u_maskFill: () => (self.groundClearance && self.groundClearance.fillGaps ? 1 : 0),
43529
+ u_maskFillValue: () => self.maskFillValue,
43530
+ u_maskClearance: () => (self.groundClearance
43531
+ && typeof self.groundClearance.clearance === "number"
43532
+ && self.maskGroundPixels
43533
+ ? self.groundClearance.clearance
43534
+ : NO_LIMIT_METRES),
43535
+ u_maskFloor: () => (self.groundClearance
43536
+ && typeof self.groundClearance.floor === "number"
43537
+ ? self.groundClearance.floor
43538
+ : NO_LIMIT_METRES),
43539
+ u_maskGroundSize: () => new Cesium.Cartesian2(self.maskGroundPixels ? MASK_GROUND_SAMPLES_PER_SIDE : 1, self.maskGroundPixels ? MASK_GROUND_SAMPLES_PER_SIDE : 1),
43540
+ u_extentDegrees: () => new Cesium.Cartesian4(self.extent.West, self.extent.East, self.extent.North, self.extent.South),
43541
+ u_maskGroundDegrees: () => {
43542
+ const box = self.maskGroundBox || self.extent;
43543
+ return new Cesium.Cartesian4(box.West, box.East, box.North, box.South);
43544
+ },
43545
+ u_coverageCutoffVertex: () => COVERAGE_CUTOFF,
43097
43546
  u_metresPerTexel: () => self.metresPerTexel(),
43098
43547
  u_valueMin: () => self.valueMin,
43099
43548
  u_valueRange: () => self.valueMax - self.valueMin,
@@ -43729,6 +44178,34 @@ void main() {
43729
44178
  return cEntities;
43730
44179
  }
43731
44180
  EntityRenderEnginePolygon.RenderGroup = RenderGroup;
44181
+ /**
44182
+ * The displaced surface a cEntity is drawing, if it is drawing one.
44183
+ *
44184
+ * Exposed so a background plugin can hand a rendered polygon the water regions it is supposed to
44185
+ * stay above without having to know where the surface is kept.
44186
+ * @param cEntity
44187
+ */
44188
+ function GetDisplacedSurface(cEntity) {
44189
+ return (cEntity === null || cEntity === void 0 ? void 0 : cEntity[DISPLACED_SURFACE_KEY]) || null;
44190
+ }
44191
+ EntityRenderEnginePolygon.GetDisplacedSurface = GetDisplacedSurface;
44192
+ /**
44193
+ * Hands every rendered polygon in a set the regions its sheet must stay above.
44194
+ * @param cEntities
44195
+ * @param clearance Pass null to drop the regions again.
44196
+ */
44197
+ function SetGroundClearance(cEntities, clearance) {
44198
+ let touched = 0;
44199
+ for (const cEntity of cEntities || []) {
44200
+ const surface = GetDisplacedSurface(cEntity);
44201
+ if (surface) {
44202
+ surface.SetGroundClearance(clearance);
44203
+ touched++;
44204
+ }
44205
+ }
44206
+ return touched;
44207
+ }
44208
+ EntityRenderEnginePolygon.SetGroundClearance = SetGroundClearance;
43732
44209
  /**
43733
44210
  * Disposes a cEntity's TextureFrameSeriesAnimator.Animator (if any).
43734
44211
  */
@@ -45776,7 +46253,7 @@ void main() {
45776
46253
  StyleUtils.ApplyTypeStyle = ApplyTypeStyle;
45777
46254
  })(exports.StyleUtils || (exports.StyleUtils = {}));
45778
46255
 
45779
- const VERSION = "7.2.9";
46256
+ const VERSION = "7.3.0";
45780
46257
  /**
45781
46258
  * Updates the environment instance used by bruce-cesium to one specified.
45782
46259
  * This can be used to ensure that the instance a parent is referencing is shared between bruce-cesium, bruce-models, and the parent app.