bruce-cesium 7.3.6 → 7.3.8

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Files changed (32) hide show
  1. package/dist/bruce-cesium.es5.js +401 -10
  2. package/dist/bruce-cesium.es5.js.map +1 -1
  3. package/dist/bruce-cesium.umd.js +399 -8
  4. package/dist/bruce-cesium.umd.js.map +1 -1
  5. package/dist/lib/bruce-cesium.js +1 -1
  6. package/dist/lib/rendering/displaced-surface-primitive.js +311 -3
  7. package/dist/lib/rendering/displaced-surface-primitive.js.map +1 -1
  8. package/dist/lib/rendering/entity-render-engine-polygon.js +27 -0
  9. package/dist/lib/rendering/entity-render-engine-polygon.js.map +1 -1
  10. package/dist/lib/rendering/entity-render-engine.js +22 -0
  11. package/dist/lib/rendering/entity-render-engine.js.map +1 -1
  12. package/dist/lib/rendering/render-managers/entities/entities-datalab-render-manager.js +5 -0
  13. package/dist/lib/rendering/render-managers/entities/entities-datalab-render-manager.js.map +1 -1
  14. package/dist/lib/rendering/render-managers/entities/entities-ids-render-manager.js +8 -3
  15. package/dist/lib/rendering/render-managers/entities/entities-ids-render-manager.js.map +1 -1
  16. package/dist/lib/rendering/render-managers/entities/entities-loaded-render-manager.js +5 -0
  17. package/dist/lib/rendering/render-managers/entities/entities-loaded-render-manager.js.map +1 -1
  18. package/dist/lib/rendering/render-managers/entities/entities-render-manager.js +5 -0
  19. package/dist/lib/rendering/render-managers/entities/entities-render-manager.js.map +1 -1
  20. package/dist/lib/rendering/visuals-register.js +8 -0
  21. package/dist/lib/rendering/visuals-register.js.map +1 -1
  22. package/dist/lib/utils/cesium-entity-styler.js +6 -0
  23. package/dist/lib/utils/cesium-entity-styler.js.map +1 -1
  24. package/dist/lib/utils/drawing-utils.js +1 -1
  25. package/dist/lib/utils/drawing-utils.js.map +1 -1
  26. package/dist/types/bruce-cesium.d.ts +1 -1
  27. package/dist/types/rendering/displaced-surface-primitive.d.ts +33 -0
  28. package/dist/types/rendering/entity-render-engine-polygon.d.ts +6 -0
  29. package/dist/types/rendering/entity-render-engine.d.ts +9 -0
  30. package/dist/types/rendering/visuals-register.d.ts +5 -0
  31. package/dist/types/utils/cesium-entity-styler.d.ts +3 -0
  32. package/package.json +2 -2
@@ -400,7 +400,7 @@
400
400
  function EnsurePosHeight(params) {
401
401
  let { pos3d, viewer, desiredHeightRef, heightRef } = params;
402
402
  const carto = BModels.Cartes.ValidateCartes3(pos3d) ? Cesium.Cartographic.fromCartesian(pos3d) : null;
403
- if (!(carto === null || carto === void 0 ? void 0 : carto.latitude)) {
403
+ if (!carto) {
404
404
  return pos3d;
405
405
  }
406
406
  if (heightRef == null) {
@@ -3339,6 +3339,12 @@
3339
3339
  }
3340
3340
  }
3341
3341
  CesiumEntityStyler.Refresh = Refresh;
3342
+ // Read the unselected colour even while a selection animation is running.
3343
+ function GetDefaultColor(viewer, graphic) {
3344
+ var _a;
3345
+ return (_a = getColor$1(viewer, "default", graphic)) === null || _a === void 0 ? void 0 : _a.clone();
3346
+ }
3347
+ CesiumEntityStyler.GetDefaultColor = GetDefaultColor;
3342
3348
  function BakeDefaultColor(params) {
3343
3349
  var _a, _b, _c, _d, _e, _f, _g, _h;
3344
3350
  let { viewer, entity, override, colors, refresh } = params;
@@ -9487,6 +9493,14 @@
9487
9493
  }
9488
9494
  };
9489
9495
  }
9496
+ /**
9497
+ * Whether this register is holding a record of a visual.
9498
+ * @param visual
9499
+ */
9500
+ HasRego(visual) {
9501
+ const vis = visual;
9502
+ return Boolean(vis && vis._register === this && vis._rego);
9503
+ }
9490
9504
  /**
9491
9505
  * Locates a visual corresponding to a given entity id.
9492
9506
  * If no menu item id is provided, then it will pick the "best" one.
@@ -12653,6 +12667,11 @@
12653
12667
  optimizeTolerance: this.item.optimizeTolerance,
12654
12668
  });
12655
12669
  if (this.disposed) {
12670
+ exports.EntityRenderEngine.RemoveAll({
12671
+ viewer: this.viewer,
12672
+ entities: cEntities,
12673
+ register: this.visualsManager
12674
+ });
12656
12675
  this.doDispose();
12657
12676
  return;
12658
12677
  }
@@ -13654,6 +13673,11 @@
13654
13673
  force
13655
13674
  });
13656
13675
  if (this.disposed) {
13676
+ exports.EntityRenderEngine.RemoveAll({
13677
+ viewer: this.viewer,
13678
+ entities: cEntities,
13679
+ register: this.visualsManager
13680
+ });
13657
13681
  this.visualsManager.RemoveRegos({
13658
13682
  menuItemId: this.item.id
13659
13683
  });
@@ -14093,10 +14117,15 @@
14093
14117
  zoomControl: this.item.CameraZoomSettings,
14094
14118
  force: force || changed
14095
14119
  });
14120
+ if (this.disposed) {
14121
+ exports.EntityRenderEngine.RemoveAll({
14122
+ viewer: this.viewer,
14123
+ entities: cEntities,
14124
+ register: this.visualsManager
14125
+ });
14126
+ return;
14127
+ }
14096
14128
  for (let i = 0; i < entities.length; i++) {
14097
- if (this.disposed) {
14098
- break;
14099
- }
14100
14129
  const entity = entities[i];
14101
14130
  const id = entity.Bruce.ID;
14102
14131
  const cEntity = cEntities.get(id);
@@ -19465,6 +19494,11 @@
19465
19494
  force
19466
19495
  });
19467
19496
  if (this.disposed) {
19497
+ exports.EntityRenderEngine.RemoveAll({
19498
+ viewer: this.viewer,
19499
+ entities: cEntities,
19500
+ register: this.visualsManager
19501
+ });
19468
19502
  return;
19469
19503
  }
19470
19504
  for (let i = 0; i < entities.length; i++) {
@@ -43466,6 +43500,44 @@
43466
43500
  const MASK_TEXTURE_MAX_SIDE = 1024;
43467
43501
  // Stands in for "no floor" and "no clearance", far below anything the sheet can reach.
43468
43502
  const NO_LIMIT_METRES = -1e6;
43503
+ // Ripple layers to cycle across the field's own repeat.
43504
+ const WATER_WAVES = [
43505
+ { x: 2, y: 1, amplitude: 6.4 },
43506
+ { x: 1, y: 4, amplitude: 3.9 },
43507
+ { x: -6, y: 4, amplitude: 2.5 },
43508
+ { x: 9, y: -9, amplitude: 1.6 },
43509
+ { x: -14, y: 18, amplitude: 1.0 },
43510
+ { x: 38, y: 15, amplitude: 0.63 },
43511
+ { x: -30, y: 68, amplitude: 0.39 },
43512
+ { x: 120, y: 57, amplitude: 0.245 }
43513
+ ];
43514
+ const waveCycles = (wave) => Math.hypot(wave.x, wave.y);
43515
+ // Which layer the wavelength setting names. The ladder runs either side of it.
43516
+ const WATER_BASE_WAVE = 4;
43517
+ // How many metres the field repeats over, as a multiple of the settings' own wavelength.
43518
+ const WATER_PERIOD_IN_WAVELENGTHS = waveCycles(WATER_WAVES[WATER_BASE_WAVE]);
43519
+ /*
43520
+ * How much of the surface's total slope each layer carries, which is its amplitude against its
43521
+ * wave number rather than its amplitude alone.
43522
+ */
43523
+ const WATER_WAVE_SLOPES = (() => {
43524
+ const raw = WATER_WAVES.map((wave) => wave.amplitude * waveCycles(wave));
43525
+ const total = raw.reduce((sum, value) => sum + value, 0);
43526
+ return raw.map((value) => value / total);
43527
+ })();
43528
+ // Screen pixels a ripple layer needs to span before it counts at all, and before it counts in
43529
+ // full. Below the first it is finer than the pixel grid and turns into moire that crawls as the
43530
+ // camera moves; the gap between the two is there so a layer leaves gradually rather than
43531
+ // stepping out and leaving a visible change in the surface.
43532
+ const WATER_MIN_PIXELS_PER_WAVE = 6;
43533
+ const WATER_FULL_PIXELS_PER_WAVE = 16;
43534
+ const DEFAULT_WATER_WAVELENGTH_METRES = 26;
43535
+ const DEFAULT_WATER_AMPLITUDE_METRES = 0.11;
43536
+ const DEFAULT_WATER_SPEED_METRES_PER_SECOND = 0.6;
43537
+ const DEFAULT_WATER_REFLECTIVITY = 0.72;
43538
+ const DEFAULT_WATER_GLOSSINESS = 140;
43539
+ const DEFAULT_WATER_SUN_INTENSITY = 1;
43540
+ const DEFAULT_WATER_SKY_COLOR = { red: 150, green: 186, blue: 214, alpha: 1 };
43469
43541
  const GROUND_MIN_METRES = -1000;
43470
43542
  const GROUND_MAX_METRES = 9000;
43471
43543
  const DEFAULT_LOW_COLOR = { red: 255, green: 255, blue: 255, alpha: 0.12 };
@@ -43501,10 +43573,21 @@ uniform vec2 u_maskGroundSize;
43501
43573
  uniform vec4 u_extentDegrees;
43502
43574
  uniform vec4 u_maskGroundDegrees;
43503
43575
  uniform float u_coverageCutoffVertex;
43576
+ //#water
43577
+ uniform vec2 u_extentMetres;
43578
+ uniform vec2 u_waveOrigin;
43579
+ //#endwater
43504
43580
 
43505
43581
  out vec2 v_st;
43506
43582
  out float v_value;
43507
43583
  out float v_coverage;
43584
+ //#water
43585
+ out vec3 v_positionEC;
43586
+ out vec3 v_eastEC;
43587
+ out vec3 v_northEC;
43588
+ out vec3 v_upEC;
43589
+ out vec2 v_waveMetres;
43590
+ //#endwater
43508
43591
 
43509
43592
  float decodeGround(vec2 uv) {
43510
43593
  // Channels arrive normalised to 0..1, so they go back to bytes before being reassembled.
@@ -43623,6 +43706,19 @@ void main() {
43623
43706
  // Added to the LOW half of the encoded position: a metre-scale offset added to the high half
43624
43707
  // would be lost to float32 rounding at an earth radius.
43625
43708
  vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow + normal * displacement);
43709
+
43710
+ //#water
43711
+ // The local frame at this vertex so a shading normal built in east/north/up meters can be turned into something usable.
43712
+ v_upEC = czm_normal * normal;
43713
+ vec3 east = normalize(cross(vec3(0.0, 0.0, 1.0), normal));
43714
+ v_eastEC = czm_normal * east;
43715
+ v_northEC = czm_normal * cross(normal, east);
43716
+ v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
43717
+
43718
+ // Where this vertex sits in the ripple field, in metres from an origin that follows the camera.
43719
+ v_waveMetres = st * u_extentMetres - u_waveOrigin;
43720
+ //#endwater
43721
+
43626
43722
  gl_Position = czm_modelViewProjectionRelativeToEye * p;
43627
43723
  }
43628
43724
  `;
@@ -43635,10 +43731,30 @@ uniform float u_valuePacked;
43635
43731
  uniform float u_valueRange;
43636
43732
  uniform float u_exaggeration;
43637
43733
  uniform float u_metresPerTexel;
43734
+ //#water
43735
+ uniform float u_waterWavelength;
43736
+ uniform float u_waterAmplitude;
43737
+ uniform float u_waterReflectivity;
43738
+ uniform float u_waterGloss;
43739
+ uniform float u_waterSun;
43740
+ uniform vec3 u_waterSky;
43741
+ // One scrolled phase per ripple layer, wrapped into a turn on the CPU.
43742
+ uniform vec4 u_wavePhase;
43743
+ uniform vec4 u_wavePhaseB;
43744
+ // Metres the whole ripple field repeats over.
43745
+ uniform float u_wavePeriod;
43746
+ //#endwater
43638
43747
 
43639
43748
  in vec2 v_st;
43640
43749
  in float v_value;
43641
43750
  in float v_coverage;
43751
+ //#water
43752
+ in vec3 v_positionEC;
43753
+ in vec3 v_eastEC;
43754
+ in vec3 v_northEC;
43755
+ in vec3 v_upEC;
43756
+ in vec2 v_waveMetres;
43757
+ //#endwater
43642
43758
 
43643
43759
  /*
43644
43760
  * Scaled per channel for the same reason the vertex shader's decode is: reassembling the pair reaches
@@ -43650,6 +43766,84 @@ float valueAt(vec2 uv) {
43650
43766
  return mix(texel.r, packed16, u_valuePacked);
43651
43767
  }
43652
43768
 
43769
+ //#water
43770
+ /*
43771
+ * Slope of the ripple field at a point, in metres of rise per metre travelled.
43772
+ */
43773
+ vec2 rippleSlope(vec2 metres, float metresPerPixel, out float detail) {
43774
+ vec2 slope = vec2(0.0);
43775
+ detail = 0.0;
43776
+ float amplitude = u_waterAmplitude * 0.5;
43777
+ ${WATER_WAVES.map((wave, index) => {
43778
+ const cycles = waveCycles(wave);
43779
+ return `
43780
+ {
43781
+ vec2 lattice = vec2(${wave.x.toFixed(1)}, ${wave.y.toFixed(1)});
43782
+ float k = 6.2831853 * ${cycles.toFixed(4)} / u_wavePeriod;
43783
+ float pixels = u_wavePeriod / ${cycles.toFixed(4)} / max(metresPerPixel, 1e-6);
43784
+ float weight = smoothstep(${WATER_MIN_PIXELS_PER_WAVE.toFixed(1)},
43785
+ ${WATER_FULL_PIXELS_PER_WAVE.toFixed(1)}, pixels);
43786
+ vec2 direction = lattice / ${cycles.toFixed(4)};
43787
+ float phase = 6.2831853 * dot(lattice, metres) / u_wavePeriod
43788
+ + ${index < 4 ? `u_wavePhase[${index}]` : `u_wavePhaseB[${index - 4}]`};
43789
+ slope += direction * (amplitude * ${wave.amplitude.toFixed(4)} * k * cos(phase) * weight);
43790
+ detail += ${WATER_WAVE_SLOPES[index].toFixed(5)} * weight;
43791
+ }`;
43792
+ }).join("")}
43793
+ return slope;
43794
+ }
43795
+
43796
+ /*
43797
+ * The sheet shaded as a water surface: a flat body colour seen through a sun glint and a grazing
43798
+ * sky reflection, with the ripple field standing in for a geometry it is far too fine to carry.
43799
+ */
43800
+ vec4 water(vec3 relief, vec4 color) {
43801
+ float metresPerPixel = czm_metersPerPixel(vec4(v_positionEC, 1.0));
43802
+ float detail;
43803
+ vec2 slope = rippleSlope(v_waveMetres, metresPerPixel, detail);
43804
+
43805
+ // relief arrives normalised, so its horizontal part over its vertical part is the slope it means.
43806
+ vec2 reliefSlope = relief.xy / max(relief.z, 1e-3);
43807
+ vec3 local = normalize(vec3(-(slope + reliefSlope), 1.0));
43808
+ vec3 normalEC = normalize(local.x * v_eastEC + local.y * v_northEC + local.z * v_upEC);
43809
+
43810
+ vec3 view = normalize(-v_positionEC);
43811
+ // Drawn with culling off, so the underside of the sheet arrives with its normal pointing away.
43812
+ normalEC = dot(normalEC, view) < 0.0 ? -normalEC : normalEC;
43813
+ vec3 sun = normalize(czm_sunDirectionEC);
43814
+
43815
+ // Water at a grazing angle is almost a mirror and water looked straight down is almost clear.
43816
+ // That split is the single strongest cue that a blue surface is wet, more than any ripple is.
43817
+ float fresnel = u_waterReflectivity
43818
+ * (0.02 + 0.98 * pow(1.0 - clamp(dot(normalEC, view), 0.0, 1.0), 5.0));
43819
+
43820
+ // Softened by the roughness the shading has had to give up.
43821
+ fresnel *= mix(0.55, 1.0, detail);
43822
+
43823
+ // Where the ripples have faded out the surface is not smooth, it is rough below one pixel, so
43824
+ // the glint has to widen to cover what the normal no longer says.
43825
+ float gloss = mix(u_waterGloss * 0.12, u_waterGloss, detail);
43826
+ vec3 halfway = normalize(sun + view);
43827
+ // Weighted by the same reflectance as the sky, because a glint is a reflection too.
43828
+ float glint = pow(max(dot(normalEC, halfway), 0.0), gloss) * u_waterSun * fresnel;
43829
+ float lambert = clamp(dot(normalEC, sun), 0.0, 1.0);
43830
+
43831
+ vec3 body = color.rgb * (0.55 + 0.6 * lambert);
43832
+ vec3 lit = min(mix(body, u_waterSky, fresnel) + vec3(glint), vec3(1.0));
43833
+
43834
+ /*
43835
+ * The same fog the globe under it is already drawing with.
43836
+ */
43837
+ lit = czm_fog(length(v_positionEC), lit, u_waterSky);
43838
+
43839
+ // A reflection seen through a half-transparent sheet is not a reflection, so the surface is
43840
+ // allowed to close up exactly where it is being reflective.
43841
+ float alpha = color.a * v_coverage;
43842
+ alpha = clamp(alpha + (1.0 - alpha) * (fresnel * 0.55 + glint), 0.0, 1.0);
43843
+ return vec4(lit, alpha);
43844
+ }
43845
+ //#endwater
43846
+
43653
43847
  void main() {
43654
43848
  if (v_coverage < u_coverageCutoff) {
43655
43849
  discard;
@@ -43670,12 +43864,27 @@ void main() {
43670
43864
  float up = valueAt(v_st + vec2(0.0, u_texelSize.y));
43671
43865
  float scale = u_valueRange * u_exaggeration;
43672
43866
  vec3 n = normalize(vec3((left - right) * scale, (down - up) * scale, 2.0 * u_metresPerTexel));
43867
+
43868
+ //#water
43869
+ out_FragColor = water(n, color);
43870
+ return;
43871
+ //#endwater
43872
+
43673
43873
  float lambert = clamp(dot(n, normalize(vec3(-0.5, -0.6, 0.62))), 0.0, 1.0);
43674
43874
  color.rgb *= 0.45 + 0.9 * lambert;
43675
43875
 
43676
43876
  out_FragColor = vec4(color.rgb, color.a * v_coverage);
43677
43877
  }
43678
43878
  `;
43879
+ /*
43880
+ * Strips the water-only regions out of a shader source unless this surface is drawing water.
43881
+ */
43882
+ function withWater(source, water) {
43883
+ if (water) {
43884
+ return source.replace(/^\/\/#(end)?water\n/gm, "");
43885
+ }
43886
+ return source.replace(/^\/\/#water\n[\s\S]*?^\/\/#endwater\n/gm, "");
43887
+ }
43679
43888
  /*
43680
43889
  * Rewrites a GLSL 300 es source into the GLSL 100 dialect older Cesium builds author in.
43681
43890
  */
@@ -44004,6 +44213,7 @@ void main() {
44004
44213
  this.texture = null;
44005
44214
  this.textureDirty = true;
44006
44215
  this.shaderProgram = null;
44216
+ this.shaderProgramWater = false;
44007
44217
  this.renderState = null;
44008
44218
  this.destroyed = false;
44009
44219
  this.lastEyePosition = null;
@@ -44020,6 +44230,13 @@ void main() {
44020
44230
  this.maskGroundBox = null;
44021
44231
  this.maskGroundRequested = false;
44022
44232
  this.maskGroundLevel = 0;
44233
+ this.water = null;
44234
+ this.waterStartMs = now();
44235
+ this.waveOrigin = new Cesium.Cartesian2(0, 0);
44236
+ this.extentMetresCache = null;
44237
+ // Written in place each frame rather than reallocated, since they are read per tile.
44238
+ this.wavePhaseScratch = [new Cesium.Cartesian4(), new Cesium.Cartesian4()];
44239
+ this.waterSkyScratch = new Cesium.Cartesian3();
44023
44240
  this.followGround = Boolean(options.followGround);
44024
44241
  this.terrainProvider = options.terrainProvider || null;
44025
44242
  this.extent = options.extent;
@@ -44035,6 +44252,23 @@ void main() {
44035
44252
  this.maskFillValue = firstOpaqueStop(this.rampPixels);
44036
44253
  this.tiles = buildTiles(hasCoverage);
44037
44254
  this.SetGroundClearance(options.groundClearance || null);
44255
+ this.SetWater(options.water || null);
44256
+ }
44257
+ GetWater() {
44258
+ return this.water;
44259
+ }
44260
+ /**
44261
+ * Shades the sheet as water, or stops. Null goes back to the relief shading.
44262
+ *
44263
+ * Nothing is rebuilt: no mesh, no texture and no shader, since the water path is a branch in
44264
+ * the fragment shader the whole scene already carries. So this is cheap enough to drive from
44265
+ * a control the user is dragging.
44266
+ */
44267
+ SetWater(water) {
44268
+ if (water && !this.water) {
44269
+ this.waterStartMs = now();
44270
+ }
44271
+ this.water = water;
44038
44272
  }
44039
44273
  GetFollowsGround() {
44040
44274
  return this.followGround;
@@ -44205,6 +44439,12 @@ void main() {
44205
44439
  const mesh = this.ensureMesh(context, tile, tile.tier);
44206
44440
  frameState.commandList.push(this.commandFor(context, tile, mesh));
44207
44441
  }
44442
+ if (this.water) {
44443
+ this.updateWaveOrigin(frameState);
44444
+ if (frameState.afterRender) {
44445
+ frameState.afterRender.push(() => true);
44446
+ }
44447
+ }
44208
44448
  }
44209
44449
  isDestroyed() {
44210
44450
  return this.destroyed;
@@ -44416,6 +44656,73 @@ void main() {
44416
44656
  })
44417
44657
  });
44418
44658
  }
44659
+ /*
44660
+ * Metres the extent spans west to east and north to south, which is what turns the shader's
44661
+ * 0..1 surface coordinate into the real distance the ripple wavelength is measured in.
44662
+ */
44663
+ extentMetres() {
44664
+ // The extent never moves, and this is read once per tile per frame.
44665
+ if (this.extentMetresCache) {
44666
+ return this.extentMetresCache;
44667
+ }
44668
+ const southWest = Cesium.Cartesian3.fromDegrees(this.extent.West, this.extent.South, 0);
44669
+ const southEast = Cesium.Cartesian3.fromDegrees(this.extent.East, this.extent.South, 0);
44670
+ const northWest = Cesium.Cartesian3.fromDegrees(this.extent.West, this.extent.North, 0);
44671
+ this.extentMetresCache = new Cesium.Cartesian2(Math.max(1, Cesium.Cartesian3.distance(southWest, southEast)), Math.max(1, Cesium.Cartesian3.distance(southWest, northWest)));
44672
+ return this.extentMetresCache;
44673
+ }
44674
+ /*
44675
+ * Where each ripple layer has scrolled to, wrapped into one turn.
44676
+ */
44677
+ wavePhase(from) {
44678
+ var _a;
44679
+ const into = this.wavePhaseScratch[from / 4];
44680
+ const water = this.water;
44681
+ if (!water) {
44682
+ return Cesium.Cartesian4.clone(Cesium.Cartesian4.ZERO, into);
44683
+ }
44684
+ const speed = (_a = water.speed) !== null && _a !== void 0 ? _a : DEFAULT_WATER_SPEED_METRES_PER_SECOND;
44685
+ const period = this.wavePeriod();
44686
+ const seconds = (now() - this.waterStartMs) / 1000;
44687
+ const base = waveCycles(WATER_WAVES[WATER_BASE_WAVE]);
44688
+ const phaseAt = (index) => {
44689
+ const wave = WATER_WAVES[from + index];
44690
+ if (!wave) {
44691
+ return 0;
44692
+ }
44693
+ const cycles = waveCycles(wave);
44694
+ const waveNumber = 2 * Math.PI * cycles / period;
44695
+ const travels = Math.sqrt(base / cycles);
44696
+ return (seconds * speed * travels * waveNumber) % (2 * Math.PI);
44697
+ };
44698
+ into.x = phaseAt(0);
44699
+ into.y = phaseAt(1);
44700
+ into.z = phaseAt(2);
44701
+ into.w = phaseAt(3);
44702
+ return into;
44703
+ }
44704
+ wavePeriod() {
44705
+ const wavelength = (this.water && this.water.wavelength) || DEFAULT_WATER_WAVELENGTH_METRES;
44706
+ return wavelength * WATER_PERIOD_IN_WAVELENGTHS;
44707
+ }
44708
+ /*
44709
+ * The point the ripple phase is measured from, kept near the camera and snapped to a whole
44710
+ * number of periods in each direction.
44711
+ */
44712
+ updateWaveOrigin(frameState) {
44713
+ const period = this.wavePeriod();
44714
+ const carto = Cesium.Cartographic.fromCartesian(frameState.camera.positionWC);
44715
+ if (!carto) {
44716
+ return;
44717
+ }
44718
+ const metres = this.extentMetres();
44719
+ const longitude = Cesium.Math.toDegrees(carto.longitude);
44720
+ const latitude = Cesium.Math.toDegrees(carto.latitude);
44721
+ const u = (longitude - this.extent.West) / (this.extent.East - this.extent.West);
44722
+ // North is v zero, the way the vertex shader places the surface.
44723
+ const v = (this.extent.North - latitude) / (this.extent.North - this.extent.South);
44724
+ this.waveOrigin = new Cesium.Cartesian2(Math.floor(u * metres.x / period) * period, Math.floor(v * metres.y / period) * period);
44725
+ }
44419
44726
  /*
44420
44727
  * Ground distance between neighbouring texels, so the shading normal is built from a real
44421
44728
  * slope rather than a made up one.
@@ -44579,14 +44886,22 @@ void main() {
44579
44886
  return isFinite(nearest) ? Math.max(1, nearest) : 1;
44580
44887
  }
44581
44888
  commandFor(context, tile, mesh) {
44889
+ // Rebuilt when the effect is switched, since which program is wanted is part of it.
44890
+ const wantsWater = Boolean(this.water);
44891
+ if (this.shaderProgram && this.shaderProgramWater !== wantsWater) {
44892
+ this.shaderProgram = null;
44893
+ }
44582
44894
  if (!this.shaderProgram) {
44583
44895
  const glsl300 = usesGlsl300(context);
44896
+ const vertex = withWater(VERTEX_SHADER_GLSL300, wantsWater);
44897
+ const fragment = withWater(FRAGMENT_SHADER_GLSL300, wantsWater);
44584
44898
  this.shaderProgram = Cesium.ShaderProgram.fromCache({
44585
44899
  context,
44586
- vertexShaderSource: glsl300 ? VERTEX_SHADER_GLSL300 : toGlsl100(VERTEX_SHADER_GLSL300, false),
44587
- fragmentShaderSource: glsl300 ? FRAGMENT_SHADER_GLSL300 : toGlsl100(FRAGMENT_SHADER_GLSL300, true),
44900
+ vertexShaderSource: glsl300 ? vertex : toGlsl100(vertex, false),
44901
+ fragmentShaderSource: glsl300 ? fragment : toGlsl100(fragment, true),
44588
44902
  attributeLocations: mesh.attributeLocations
44589
44903
  });
44904
+ this.shaderProgramWater = wantsWater;
44590
44905
  this.renderState = Cesium.RenderState.fromCache({
44591
44906
  depthTest: { enabled: true },
44592
44907
  // Translucent ramp: blend, and leave the depth buffer to the opaque world.
@@ -44642,11 +44957,38 @@ void main() {
44642
44957
  : 0,
44643
44958
  u_coverageCutoff: () => COVERAGE_CUTOFF,
44644
44959
  u_rampTexture: () => self.rampTexture,
44645
- u_texelSize: () => new Cesium.Cartesian2(1 / self.source.width, 1 / self.source.height)
44960
+ u_texelSize: () => new Cesium.Cartesian2(1 / self.source.width, 1 / self.source.height),
44961
+ u_waterOn: () => (self.water ? 1 : 0),
44962
+ u_waterWavelength: () => (self.water && self.water.wavelength)
44963
+ || DEFAULT_WATER_WAVELENGTH_METRES,
44964
+ u_waterAmplitude: () => {
44965
+ var _a;
44966
+ return (_a = (self.water && self.water.amplitude)) !== null && _a !== void 0 ? _a : DEFAULT_WATER_AMPLITUDE_METRES;
44967
+ },
44968
+ u_waterReflectivity: () => {
44969
+ var _a;
44970
+ return (_a = (self.water && self.water.reflectivity)) !== null && _a !== void 0 ? _a : DEFAULT_WATER_REFLECTIVITY;
44971
+ },
44972
+ u_waterGloss: () => (self.water && self.water.glossiness)
44973
+ || DEFAULT_WATER_GLOSSINESS,
44974
+ u_waterSun: () => {
44975
+ var _a;
44976
+ return (_a = (self.water && self.water.sunIntensity)) !== null && _a !== void 0 ? _a : DEFAULT_WATER_SUN_INTENSITY;
44977
+ },
44978
+ u_waterSky: () => {
44979
+ const sky = (self.water && self.water.skyColor) || DEFAULT_WATER_SKY_COLOR;
44980
+ return Cesium.Cartesian3.fromElements(sky.red / 255, sky.green / 255, sky.blue / 255, self.waterSkyScratch);
44981
+ },
44982
+ u_wavePhase: () => self.wavePhase(0),
44983
+ u_wavePhaseB: () => self.wavePhase(4),
44984
+ u_wavePeriod: () => self.wavePeriod(),
44985
+ u_waveOrigin: () => self.waveOrigin,
44986
+ u_extentMetres: () => self.extentMetres()
44646
44987
  }
44647
44988
  });
44648
44989
  }
44649
44990
  // Bounding volume belongs to the mesh, so it follows whichever tier is drawing.
44991
+ tile.command.shaderProgram = this.shaderProgram;
44650
44992
  tile.command.vertexArray = mesh.vertexArray;
44651
44993
  tile.command.boundingVolume = mesh.boundingSphere;
44652
44994
  return tile.command;
@@ -45295,6 +45637,23 @@ void main() {
45295
45637
  return touched;
45296
45638
  }
45297
45639
  EntityRenderEnginePolygon.SetGroundClearance = SetGroundClearance;
45640
+ /**
45641
+ * Shades every rendered polygon in a set as water rather than as a coloured surface.
45642
+ * @param cEntities
45643
+ * @param water Pass null to go back to the relief shading.
45644
+ */
45645
+ function SetWater(cEntities, water) {
45646
+ let touched = 0;
45647
+ for (const cEntity of cEntities || []) {
45648
+ const surface = GetDisplacedSurface(cEntity);
45649
+ if (surface) {
45650
+ surface.SetWater(water);
45651
+ touched++;
45652
+ }
45653
+ }
45654
+ return touched;
45655
+ }
45656
+ EntityRenderEnginePolygon.SetWater = SetWater;
45298
45657
  /**
45299
45658
  * Disposes a cEntity's TextureFrameSeriesAnimator.Animator (if any).
45300
45659
  */
@@ -45452,6 +45811,7 @@ void main() {
45452
45811
  if (reusable && existingSurface.GetFollowsGround() === placement.followGround) {
45453
45812
  existingSurface.SetBaseHeight(placement.baseHeight);
45454
45813
  existingSurface.SetExaggeration(exaggerationFor(style));
45814
+ existingSurface.SetWater(waterFor(style));
45455
45815
  return;
45456
45816
  }
45457
45817
  disposeDisplacedSurface(cEntity, viewer);
@@ -45491,6 +45851,7 @@ void main() {
45491
45851
  valueMax: extrusionArchive.metadata.ValueMax,
45492
45852
  packedValue: exports.TextureFrameSeriesAnimator.IsPackedValue(extrusionArchive.metadata),
45493
45853
  exaggeration: exaggerationFor(style),
45854
+ water: waterFor(style),
45494
45855
  lowColor: mask ? BModels.Color.ColorFromStr(mask.minColor) : null,
45495
45856
  highColor: mask ? BModels.Color.ColorFromStr(mask.maxColor) : null,
45496
45857
  // Normalised the same way the animator normalises them, so the surface and the flat drape
@@ -45536,6 +45897,14 @@ void main() {
45536
45897
  }
45537
45898
  return 1;
45538
45899
  }
45900
+ const WATER_EFFECT = "WATER";
45901
+ /*
45902
+ * The water settings a style asks a displaced surface for, or null for the plain relief shading.
45903
+ */
45904
+ function waterFor(style) {
45905
+ var _a;
45906
+ return ((_a = style.effect) === null || _a === void 0 ? void 0 : _a.type) === WATER_EFFECT ? {} : null;
45907
+ }
45539
45908
  /*
45540
45909
  * The lon/lat bounding rectangle of a ring, which is the frame Cesium drapes an image material in.
45541
45910
  */
@@ -46568,6 +46937,28 @@ void main() {
46568
46937
  };
46569
46938
  }
46570
46939
  EntityRenderEngine.Render = Render;
46940
+ /**
46941
+ * Removes what a render produced that nothing has a record of, for a render whose caller has gone away.
46942
+ * @param params
46943
+ */
46944
+ function RemoveAll(params) {
46945
+ const { viewer, entities, register } = params;
46946
+ if (!entities || viewer.isDestroyed()) {
46947
+ return;
46948
+ }
46949
+ entities.forEach((entity) => {
46950
+ if (!entity || (register === null || register === void 0 ? void 0 : register.HasRego(entity))) {
46951
+ return;
46952
+ }
46953
+ try {
46954
+ Remove({ viewer, entity });
46955
+ }
46956
+ catch (e) {
46957
+ console.error("EntityRenderEngine.RemoveAll: failed to remove a visual:", e);
46958
+ }
46959
+ });
46960
+ }
46961
+ EntityRenderEngine.RemoveAll = RemoveAll;
46571
46962
  function Remove(params) {
46572
46963
  function doRemove(params) {
46573
46964
  const { viewer, entity, ignoreParent } = params;
@@ -47393,7 +47784,7 @@ void main() {
47393
47784
  StyleUtils.ApplyTypeStyle = ApplyTypeStyle;
47394
47785
  })(exports.StyleUtils || (exports.StyleUtils = {}));
47395
47786
 
47396
- const VERSION = "7.3.6";
47787
+ const VERSION = "7.3.8";
47397
47788
  /**
47398
47789
  * Updates the environment instance used by bruce-cesium to one specified.
47399
47790
  * This can be used to ensure that the instance a parent is referencing is shared between bruce-cesium, bruce-models, and the parent app.