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JavaScript

import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartographic from "../Core/Cartographic.js";
import Check from "../Core/Check.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
import GeometryInstanceAttribute from "../Core/GeometryInstanceAttribute.js";
import CesiumMath from "../Core/Math.js";
import Matrix4 from "../Core/Matrix4.js";
import Rectangle from "../Core/Rectangle.js";
import Transforms from "../Core/Transforms.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import PerInstanceColorAppearance from "../Scene/PerInstanceColorAppearance.js";
import ShadowVolumeAppearanceFS from "../Shaders/ShadowVolumeAppearanceFS.js";
/**
* Creates shaders for a ClassificationPrimitive to use a given Appearance, as well as for picking.
*
* @param {Boolean} extentsCulling Discard fragments outside the instance's texture coordinate extents.
* @param {Boolean} planarExtents If true, texture coordinates will be computed using planes instead of spherical coordinates.
* @param {Appearance} appearance An Appearance to be used with a ClassificationPrimitive via GroundPrimitive.
* @private
*/
function ShadowVolumeAppearance(extentsCulling, planarExtents, appearance) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.bool("extentsCulling", extentsCulling);
Check.typeOf.bool("planarExtents", planarExtents);
Check.typeOf.object("appearance", appearance);
//>>includeEnd('debug');
this._projectionExtentDefines = {
eastMostYhighDefine: "",
eastMostYlowDefine: "",
westMostYhighDefine: "",
westMostYlowDefine: "",
};
// Compute shader dependencies
var colorShaderDependencies = new ShaderDependencies();
colorShaderDependencies.requiresTextureCoordinates = extentsCulling;
colorShaderDependencies.requiresEC = !appearance.flat;
var pickShaderDependencies = new ShaderDependencies();
pickShaderDependencies.requiresTextureCoordinates = extentsCulling;
if (appearance instanceof PerInstanceColorAppearance) {
// PerInstanceColorAppearance doesn't have material.shaderSource, instead it has its own vertex and fragment shaders
colorShaderDependencies.requiresNormalEC = !appearance.flat;
} else {
// Scan material source for what hookups are needed. Assume czm_materialInput materialInput.
var materialShaderSource =
appearance.material.shaderSource + "\n" + appearance.fragmentShaderSource;
colorShaderDependencies.normalEC =
materialShaderSource.indexOf("materialInput.normalEC") !== -1 ||
materialShaderSource.indexOf("czm_getDefaultMaterial") !== -1;
colorShaderDependencies.positionToEyeEC =
materialShaderSource.indexOf("materialInput.positionToEyeEC") !== -1;
colorShaderDependencies.tangentToEyeMatrix =
materialShaderSource.indexOf("materialInput.tangentToEyeMatrix") !== -1;
colorShaderDependencies.st =
materialShaderSource.indexOf("materialInput.st") !== -1;
}
this._colorShaderDependencies = colorShaderDependencies;
this._pickShaderDependencies = pickShaderDependencies;
this._appearance = appearance;
this._extentsCulling = extentsCulling;
this._planarExtents = planarExtents;
}
/**
* Create the fragment shader for a ClassificationPrimitive's color pass when rendering for color.
*
* @param {Boolean} columbusView2D Whether the shader will be used for Columbus View or 2D.
* @returns {ShaderSource} Shader source for the fragment shader.
*/
ShadowVolumeAppearance.prototype.createFragmentShader = function (
columbusView2D
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.bool("columbusView2D", columbusView2D);
//>>includeEnd('debug');
var appearance = this._appearance;
var dependencies = this._colorShaderDependencies;
var defines = [];
if (!columbusView2D && !this._planarExtents) {
defines.push("SPHERICAL");
}
if (dependencies.requiresEC) {
defines.push("REQUIRES_EC");
}
if (dependencies.requiresWC) {
defines.push("REQUIRES_WC");
}
if (dependencies.requiresTextureCoordinates) {
defines.push("TEXTURE_COORDINATES");
}
if (this._extentsCulling) {
defines.push("CULL_FRAGMENTS");
}
if (dependencies.requiresNormalEC) {
defines.push("NORMAL_EC");
}
if (appearance instanceof PerInstanceColorAppearance) {
defines.push("PER_INSTANCE_COLOR");
}
// Material inputs. Use of parameters in the material is different
// from requirement of the parameters in the overall shader, for example,
// texture coordinates may be used for fragment culling but not for the material itself.
if (dependencies.normalEC) {
defines.push("USES_NORMAL_EC");
}
if (dependencies.positionToEyeEC) {
defines.push("USES_POSITION_TO_EYE_EC");
}
if (dependencies.tangentToEyeMatrix) {
defines.push("USES_TANGENT_TO_EYE");
}
if (dependencies.st) {
defines.push("USES_ST");
}
if (appearance.flat) {
defines.push("FLAT");
}
var materialSource = "";
if (!(appearance instanceof PerInstanceColorAppearance)) {
materialSource = appearance.material.shaderSource;
}
return new ShaderSource({
defines: defines,
sources: [materialSource, ShadowVolumeAppearanceFS],
});
};
ShadowVolumeAppearance.prototype.createPickFragmentShader = function (
columbusView2D
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.bool("columbusView2D", columbusView2D);
//>>includeEnd('debug');
var dependencies = this._pickShaderDependencies;
var defines = ["PICK"];
if (!columbusView2D && !this._planarExtents) {
defines.push("SPHERICAL");
}
if (dependencies.requiresEC) {
defines.push("REQUIRES_EC");
}
if (dependencies.requiresWC) {
defines.push("REQUIRES_WC");
}
if (dependencies.requiresTextureCoordinates) {
defines.push("TEXTURE_COORDINATES");
}
if (this._extentsCulling) {
defines.push("CULL_FRAGMENTS");
}
return new ShaderSource({
defines: defines,
sources: [ShadowVolumeAppearanceFS],
pickColorQualifier: "varying",
});
};
/**
* Create the vertex shader for a ClassificationPrimitive's color pass on the final of 3 shadow volume passes
*
* @param {String[]} defines External defines to pass to the vertex shader.
* @param {String} vertexShaderSource ShadowVolumeAppearanceVS with any required modifications for computing position.
* @param {Boolean} columbusView2D Whether the shader will be used for Columbus View or 2D.
* @param {MapProjection} mapProjection Current scene's map projection.
* @returns {String} Shader source for the vertex shader.
*/
ShadowVolumeAppearance.prototype.createVertexShader = function (
defines,
vertexShaderSource,
columbusView2D,
mapProjection
) {
//>>includeStart('debug', pragmas.debug);
Check.defined("defines", defines);
Check.typeOf.string("vertexShaderSource", vertexShaderSource);
Check.typeOf.bool("columbusView2D", columbusView2D);
Check.defined("mapProjection", mapProjection);
//>>includeEnd('debug');
return createShadowVolumeAppearanceVS(
this._colorShaderDependencies,
this._planarExtents,
columbusView2D,
defines,
vertexShaderSource,
this._appearance,
mapProjection,
this._projectionExtentDefines
);
};
/**
* Create the vertex shader for a ClassificationPrimitive's pick pass on the final of 3 shadow volume passes
*
* @param {String[]} defines External defines to pass to the vertex shader.
* @param {String} vertexShaderSource ShadowVolumeAppearanceVS with any required modifications for computing position and picking.
* @param {Boolean} columbusView2D Whether the shader will be used for Columbus View or 2D.
* @param {MapProjection} mapProjection Current scene's map projection.
* @returns {String} Shader source for the vertex shader.
*/
ShadowVolumeAppearance.prototype.createPickVertexShader = function (
defines,
vertexShaderSource,
columbusView2D,
mapProjection
) {
//>>includeStart('debug', pragmas.debug);
Check.defined("defines", defines);
Check.typeOf.string("vertexShaderSource", vertexShaderSource);
Check.typeOf.bool("columbusView2D", columbusView2D);
Check.defined("mapProjection", mapProjection);
//>>includeEnd('debug');
return createShadowVolumeAppearanceVS(
this._pickShaderDependencies,
this._planarExtents,
columbusView2D,
defines,
vertexShaderSource,
undefined,
mapProjection,
this._projectionExtentDefines
);
};
var longitudeExtentsCartesianScratch = new Cartesian3();
var longitudeExtentsCartographicScratch = new Cartographic();
var longitudeExtentsEncodeScratch = {
high: 0.0,
low: 0.0,
};
function createShadowVolumeAppearanceVS(
shaderDependencies,
planarExtents,
columbusView2D,
defines,
vertexShaderSource,
appearance,
mapProjection,
projectionExtentDefines
) {
var allDefines = defines.slice();
if (projectionExtentDefines.eastMostYhighDefine === "") {
var eastMostCartographic = longitudeExtentsCartographicScratch;
eastMostCartographic.longitude = CesiumMath.PI;
eastMostCartographic.latitude = 0.0;
eastMostCartographic.height = 0.0;
var eastMostCartesian = mapProjection.project(
eastMostCartographic,
longitudeExtentsCartesianScratch
);
var encoded = EncodedCartesian3.encode(
eastMostCartesian.x,
longitudeExtentsEncodeScratch
);
projectionExtentDefines.eastMostYhighDefine =
"EAST_MOST_X_HIGH " +
encoded.high.toFixed((encoded.high + "").length + 1);
projectionExtentDefines.eastMostYlowDefine =
"EAST_MOST_X_LOW " + encoded.low.toFixed((encoded.low + "").length + 1);
var westMostCartographic = longitudeExtentsCartographicScratch;
westMostCartographic.longitude = -CesiumMath.PI;
westMostCartographic.latitude = 0.0;
westMostCartographic.height = 0.0;
var westMostCartesian = mapProjection.project(
westMostCartographic,
longitudeExtentsCartesianScratch
);
encoded = EncodedCartesian3.encode(
westMostCartesian.x,
longitudeExtentsEncodeScratch
);
projectionExtentDefines.westMostYhighDefine =
"WEST_MOST_X_HIGH " +
encoded.high.toFixed((encoded.high + "").length + 1);
projectionExtentDefines.westMostYlowDefine =
"WEST_MOST_X_LOW " + encoded.low.toFixed((encoded.low + "").length + 1);
}
if (columbusView2D) {
allDefines.push(projectionExtentDefines.eastMostYhighDefine);
allDefines.push(projectionExtentDefines.eastMostYlowDefine);
allDefines.push(projectionExtentDefines.westMostYhighDefine);
allDefines.push(projectionExtentDefines.westMostYlowDefine);
}
if (defined(appearance) && appearance instanceof PerInstanceColorAppearance) {
allDefines.push("PER_INSTANCE_COLOR");
}
if (shaderDependencies.requiresTextureCoordinates) {
allDefines.push("TEXTURE_COORDINATES");
if (!(planarExtents || columbusView2D)) {
allDefines.push("SPHERICAL");
}
if (columbusView2D) {
allDefines.push("COLUMBUS_VIEW_2D");
}
}
return new ShaderSource({
defines: allDefines,
sources: [vertexShaderSource],
});
}
/**
* Tracks shader dependencies.
* @private
*/
function ShaderDependencies() {
this._requiresEC = false;
this._requiresWC = false; // depends on eye coordinates, needed for material and for phong
this._requiresNormalEC = false; // depends on eye coordinates, needed for material
this._requiresTextureCoordinates = false; // depends on world coordinates, needed for material and for culling
this._usesNormalEC = false;
this._usesPositionToEyeEC = false;
this._usesTangentToEyeMat = false;
this._usesSt = false;
}
Object.defineProperties(ShaderDependencies.prototype, {
// Set when assessing final shading (flat vs. phong) and culling using computed texture coordinates
requiresEC: {
get: function () {
return this._requiresEC;
},
set: function (value) {
this._requiresEC = value || this._requiresEC;
},
},
requiresWC: {
get: function () {
return this._requiresWC;
},
set: function (value) {
this._requiresWC = value || this._requiresWC;
this.requiresEC = this._requiresWC;
},
},
requiresNormalEC: {
get: function () {
return this._requiresNormalEC;
},
set: function (value) {
this._requiresNormalEC = value || this._requiresNormalEC;
this.requiresEC = this._requiresNormalEC;
},
},
requiresTextureCoordinates: {
get: function () {
return this._requiresTextureCoordinates;
},
set: function (value) {
this._requiresTextureCoordinates =
value || this._requiresTextureCoordinates;
this.requiresWC = this._requiresTextureCoordinates;
},
},
// Get/Set when assessing material hookups
normalEC: {
set: function (value) {
this.requiresNormalEC = value;
this._usesNormalEC = value;
},
get: function () {
return this._usesNormalEC;
},
},
tangentToEyeMatrix: {
set: function (value) {
this.requiresWC = value;
this.requiresNormalEC = value;
this._usesTangentToEyeMat = value;
},
get: function () {
return this._usesTangentToEyeMat;
},
},
positionToEyeEC: {
set: function (value) {
this.requiresEC = value;
this._usesPositionToEyeEC = value;
},
get: function () {
return this._usesPositionToEyeEC;
},
},
st: {
set: function (value) {
this.requiresTextureCoordinates = value;
this._usesSt = value;
},
get: function () {
return this._usesSt;
},
},
});
function pointLineDistance(point1, point2, point) {
return (
Math.abs(
(point2.y - point1.y) * point.x -
(point2.x - point1.x) * point.y +
point2.x * point1.y -
point2.y * point1.x
) / Cartesian2.distance(point2, point1)
);
}
var points2DScratch = [
new Cartesian2(),
new Cartesian2(),
new Cartesian2(),
new Cartesian2(),
];
// textureCoordinateRotationPoints form 2 lines in the computed UV space that remap to desired texture coordinates.
// This allows simulation of baked texture coordinates for EllipseGeometry, RectangleGeometry, and PolygonGeometry.
function addTextureCoordinateRotationAttributes(
attributes,
textureCoordinateRotationPoints
) {
var points2D = points2DScratch;
var minXYCorner = Cartesian2.unpack(
textureCoordinateRotationPoints,
0,
points2D[0]
);
var maxYCorner = Cartesian2.unpack(
textureCoordinateRotationPoints,
2,
points2D[1]
);
var maxXCorner = Cartesian2.unpack(
textureCoordinateRotationPoints,
4,
points2D[2]
);
attributes.uMaxVmax = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 4,
normalize: false,
value: [maxYCorner.x, maxYCorner.y, maxXCorner.x, maxXCorner.y],
});
var inverseExtentX =
1.0 / pointLineDistance(minXYCorner, maxYCorner, maxXCorner);
var inverseExtentY =
1.0 / pointLineDistance(minXYCorner, maxXCorner, maxYCorner);
attributes.uvMinAndExtents = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 4,
normalize: false,
value: [minXYCorner.x, minXYCorner.y, inverseExtentX, inverseExtentY],
});
}
var cartographicScratch = new Cartographic();
var cornerScratch = new Cartesian3();
var northWestScratch = new Cartesian3();
var southEastScratch = new Cartesian3();
var highLowScratch = { high: 0.0, low: 0.0 };
function add2DTextureCoordinateAttributes(rectangle, projection, attributes) {
// Compute corner positions in double precision
var carto = cartographicScratch;
carto.height = 0.0;
carto.longitude = rectangle.west;
carto.latitude = rectangle.south;
var southWestCorner = projection.project(carto, cornerScratch);
carto.latitude = rectangle.north;
var northWest = projection.project(carto, northWestScratch);
carto.longitude = rectangle.east;
carto.latitude = rectangle.south;
var southEast = projection.project(carto, southEastScratch);
// Since these positions are all in the 2D plane, there's a lot of zeros
// and a lot of repetition. So we only need to encode 4 values.
// Encode:
// x: x value for southWestCorner
// y: y value for southWestCorner
// z: y value for northWest
// w: x value for southEast
var valuesHigh = [0, 0, 0, 0];
var valuesLow = [0, 0, 0, 0];
var encoded = EncodedCartesian3.encode(southWestCorner.x, highLowScratch);
valuesHigh[0] = encoded.high;
valuesLow[0] = encoded.low;
encoded = EncodedCartesian3.encode(southWestCorner.y, highLowScratch);
valuesHigh[1] = encoded.high;
valuesLow[1] = encoded.low;
encoded = EncodedCartesian3.encode(northWest.y, highLowScratch);
valuesHigh[2] = encoded.high;
valuesLow[2] = encoded.low;
encoded = EncodedCartesian3.encode(southEast.x, highLowScratch);
valuesHigh[3] = encoded.high;
valuesLow[3] = encoded.low;
attributes.planes2D_HIGH = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 4,
normalize: false,
value: valuesHigh,
});
attributes.planes2D_LOW = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 4,
normalize: false,
value: valuesLow,
});
}
var enuMatrixScratch = new Matrix4();
var inverseEnuScratch = new Matrix4();
var rectanglePointCartesianScratch = new Cartesian3();
var rectangleCenterScratch = new Cartographic();
var pointsCartographicScratch = [
new Cartographic(),
new Cartographic(),
new Cartographic(),
new Cartographic(),
new Cartographic(),
new Cartographic(),
new Cartographic(),
new Cartographic(),
];
/**
* When computing planes to bound the rectangle,
* need to factor in "bulge" and other distortion.
* Flatten the ellipsoid-centered corners and edge-centers of the rectangle
* into the plane of the local ENU system, compute bounds in 2D, and
* project back to ellipsoid-centered.
*
* @private
*/
function computeRectangleBounds(
rectangle,
ellipsoid,
height,
southWestCornerResult,
eastVectorResult,
northVectorResult
) {
// Compute center of rectangle
var centerCartographic = Rectangle.center(rectangle, rectangleCenterScratch);
centerCartographic.height = height;
var centerCartesian = Cartographic.toCartesian(
centerCartographic,
ellipsoid,
rectanglePointCartesianScratch
);
var enuMatrix = Transforms.eastNorthUpToFixedFrame(
centerCartesian,
ellipsoid,
enuMatrixScratch
);
var inverseEnu = Matrix4.inverse(enuMatrix, inverseEnuScratch);
var west = rectangle.west;
var east = rectangle.east;
var north = rectangle.north;
var south = rectangle.south;
var cartographics = pointsCartographicScratch;
cartographics[0].latitude = south;
cartographics[0].longitude = west;
cartographics[1].latitude = north;
cartographics[1].longitude = west;
cartographics[2].latitude = north;
cartographics[2].longitude = east;
cartographics[3].latitude = south;
cartographics[3].longitude = east;
var longitudeCenter = (west + east) * 0.5;
var latitudeCenter = (north + south) * 0.5;
cartographics[4].latitude = south;
cartographics[4].longitude = longitudeCenter;
cartographics[5].latitude = north;
cartographics[5].longitude = longitudeCenter;
cartographics[6].latitude = latitudeCenter;
cartographics[6].longitude = west;
cartographics[7].latitude = latitudeCenter;
cartographics[7].longitude = east;
var minX = Number.POSITIVE_INFINITY;
var maxX = Number.NEGATIVE_INFINITY;
var minY = Number.POSITIVE_INFINITY;
var maxY = Number.NEGATIVE_INFINITY;
for (var i = 0; i < 8; i++) {
cartographics[i].height = height;
var pointCartesian = Cartographic.toCartesian(
cartographics[i],
ellipsoid,
rectanglePointCartesianScratch
);
Matrix4.multiplyByPoint(inverseEnu, pointCartesian, pointCartesian);
pointCartesian.z = 0.0; // flatten into XY plane of ENU coordinate system
minX = Math.min(minX, pointCartesian.x);
maxX = Math.max(maxX, pointCartesian.x);
minY = Math.min(minY, pointCartesian.y);
maxY = Math.max(maxY, pointCartesian.y);
}
var southWestCorner = southWestCornerResult;
southWestCorner.x = minX;
southWestCorner.y = minY;
southWestCorner.z = 0.0;
Matrix4.multiplyByPoint(enuMatrix, southWestCorner, southWestCorner);
var southEastCorner = eastVectorResult;
southEastCorner.x = maxX;
southEastCorner.y = minY;
southEastCorner.z = 0.0;
Matrix4.multiplyByPoint(enuMatrix, southEastCorner, southEastCorner);
// make eastward vector
Cartesian3.subtract(southEastCorner, southWestCorner, eastVectorResult);
var northWestCorner = northVectorResult;
northWestCorner.x = minX;
northWestCorner.y = maxY;
northWestCorner.z = 0.0;
Matrix4.multiplyByPoint(enuMatrix, northWestCorner, northWestCorner);
// make eastward vector
Cartesian3.subtract(northWestCorner, southWestCorner, northVectorResult);
}
var eastwardScratch = new Cartesian3();
var northwardScratch = new Cartesian3();
var encodeScratch = new EncodedCartesian3();
/**
* Gets an attributes object containing:
* - 3 high-precision points as 6 GeometryInstanceAttributes. These points are used to compute eye-space planes.
* - 1 texture coordinate rotation GeometryInstanceAttributes
* - 2 GeometryInstanceAttributes used to compute high-precision points in 2D and Columbus View.
* These points are used to compute eye-space planes like above.
*
* Used to compute texture coordinates for small-area ClassificationPrimitives with materials or multiple non-overlapping instances.
*
* @see ShadowVolumeAppearance
* @private
*
* @param {Rectangle} boundingRectangle Rectangle object that the points will approximately bound
* @param {Number[]} textureCoordinateRotationPoints Points in the computed texture coordinate system for remapping texture coordinates
* @param {Ellipsoid} ellipsoid Ellipsoid for converting Rectangle points to world coordinates
* @param {MapProjection} projection The MapProjection used for 2D and Columbus View.
* @param {Number} [height=0] The maximum height for the shadow volume.
* @returns {Object} An attributes dictionary containing planar texture coordinate attributes.
*/
ShadowVolumeAppearance.getPlanarTextureCoordinateAttributes = function (
boundingRectangle,
textureCoordinateRotationPoints,
ellipsoid,
projection,
height
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("boundingRectangle", boundingRectangle);
Check.defined(
"textureCoordinateRotationPoints",
textureCoordinateRotationPoints
);
Check.typeOf.object("ellipsoid", ellipsoid);
Check.typeOf.object("projection", projection);
//>>includeEnd('debug');
var corner = cornerScratch;
var eastward = eastwardScratch;
var northward = northwardScratch;
computeRectangleBounds(
boundingRectangle,
ellipsoid,
defaultValue(height, 0.0),
corner,
eastward,
northward
);
var attributes = {};
addTextureCoordinateRotationAttributes(
attributes,
textureCoordinateRotationPoints
);
var encoded = EncodedCartesian3.fromCartesian(corner, encodeScratch);
attributes.southWest_HIGH = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
normalize: false,
value: Cartesian3.pack(encoded.high, [0, 0, 0]),
});
attributes.southWest_LOW = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
normalize: false,
value: Cartesian3.pack(encoded.low, [0, 0, 0]),
});
attributes.eastward = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
normalize: false,
value: Cartesian3.pack(eastward, [0, 0, 0]),
});
attributes.northward = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
normalize: false,
value: Cartesian3.pack(northward, [0, 0, 0]),
});
add2DTextureCoordinateAttributes(boundingRectangle, projection, attributes);
return attributes;
};
var spherePointScratch = new Cartesian3();
function latLongToSpherical(latitude, longitude, ellipsoid, result) {
var cartographic = cartographicScratch;
cartographic.latitude = latitude;
cartographic.longitude = longitude;
cartographic.height = 0.0;
var spherePoint = Cartographic.toCartesian(
cartographic,
ellipsoid,
spherePointScratch
);
// Project into plane with vertical for latitude
var magXY = Math.sqrt(
spherePoint.x * spherePoint.x + spherePoint.y * spherePoint.y
);
// Use fastApproximateAtan2 for alignment with shader
var sphereLatitude = CesiumMath.fastApproximateAtan2(magXY, spherePoint.z);
var sphereLongitude = CesiumMath.fastApproximateAtan2(
spherePoint.x,
spherePoint.y
);
result.x = sphereLatitude;
result.y = sphereLongitude;
return result;
}
var sphericalScratch = new Cartesian2();
/**
* Gets an attributes object containing:
* - the southwest corner of a rectangular area in spherical coordinates, as well as the inverse of the latitude/longitude range.
* These are computed using the same atan2 approximation used in the shader.
* - 1 texture coordinate rotation GeometryInstanceAttributes
* - 2 GeometryInstanceAttributes used to compute high-precision points in 2D and Columbus View.
* These points are used to compute eye-space planes like above.
*
* Used when computing texture coordinates for large-area ClassificationPrimitives with materials or
* multiple non-overlapping instances.
* @see ShadowVolumeAppearance
* @private
*
* @param {Rectangle} boundingRectangle Rectangle object that the spherical extents will approximately bound
* @param {Number[]} textureCoordinateRotationPoints Points in the computed texture coordinate system for remapping texture coordinates
* @param {Ellipsoid} ellipsoid Ellipsoid for converting Rectangle points to world coordinates
* @param {MapProjection} projection The MapProjection used for 2D and Columbus View.
* @returns {Object} An attributes dictionary containing spherical texture coordinate attributes.
*/
ShadowVolumeAppearance.getSphericalExtentGeometryInstanceAttributes = function (
boundingRectangle,
textureCoordinateRotationPoints,
ellipsoid,
projection
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("boundingRectangle", boundingRectangle);
Check.defined(
"textureCoordinateRotationPoints",
textureCoordinateRotationPoints
);
Check.typeOf.object("ellipsoid", ellipsoid);
Check.typeOf.object("projection", projection);
//>>includeEnd('debug');
// rectangle cartographic coords !== spherical because it's on an ellipsoid
var southWestExtents = latLongToSpherical(
boundingRectangle.south,
boundingRectangle.west,
ellipsoid,
sphericalScratch
);
var south = southWestExtents.x;
var west = southWestExtents.y;
var northEastExtents = latLongToSpherical(
boundingRectangle.north,
boundingRectangle.east,
ellipsoid,
sphericalScratch
);
var north = northEastExtents.x;
var east = northEastExtents.y;
// If the bounding rectangle crosses the IDL, rotate the spherical extents so the cross no longer happens.
// This rotation must happen in the shader too.
var rotationRadians = 0.0;
if (west > east) {
rotationRadians = CesiumMath.PI - west;
west = -CesiumMath.PI;
east += rotationRadians;
}
// Slightly pad extents to avoid floating point error when fragment culling at edges.
south -= CesiumMath.EPSILON5;
west -= CesiumMath.EPSILON5;
north += CesiumMath.EPSILON5;
east += CesiumMath.EPSILON5;
var longitudeRangeInverse = 1.0 / (east - west);
var latitudeRangeInverse = 1.0 / (north - south);
var attributes = {
sphericalExtents: new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 4,
normalize: false,
value: [south, west, latitudeRangeInverse, longitudeRangeInverse],
}),
longitudeRotation: new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 1,
normalize: false,
value: [rotationRadians],
}),
};
addTextureCoordinateRotationAttributes(
attributes,
textureCoordinateRotationPoints
);
add2DTextureCoordinateAttributes(boundingRectangle, projection, attributes);
return attributes;
};
ShadowVolumeAppearance.hasAttributesForTextureCoordinatePlanes = function (
attributes
) {
return (
defined(attributes.southWest_HIGH) &&
defined(attributes.southWest_LOW) &&
defined(attributes.northward) &&
defined(attributes.eastward) &&
defined(attributes.planes2D_HIGH) &&
defined(attributes.planes2D_LOW) &&
defined(attributes.uMaxVmax) &&
defined(attributes.uvMinAndExtents)
);
};
ShadowVolumeAppearance.hasAttributesForSphericalExtents = function (
attributes
) {
return (
defined(attributes.sphericalExtents) &&
defined(attributes.longitudeRotation) &&
defined(attributes.planes2D_HIGH) &&
defined(attributes.planes2D_LOW) &&
defined(attributes.uMaxVmax) &&
defined(attributes.uvMinAndExtents)
);
};
function shouldUseSpherical(rectangle) {
return (
Math.max(rectangle.width, rectangle.height) >
ShadowVolumeAppearance.MAX_WIDTH_FOR_PLANAR_EXTENTS
);
}
/**
* Computes whether the given rectangle is wide enough that texture coordinates
* over its area should be computed using spherical extents instead of distance to planes.
*
* @param {Rectangle} rectangle A rectangle
* @private
*/
ShadowVolumeAppearance.shouldUseSphericalCoordinates = function (rectangle) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("rectangle", rectangle);
//>>includeEnd('debug');
return shouldUseSpherical(rectangle);
};
/**
* Texture coordinates for ground primitives are computed either using spherical coordinates for large areas or
* using distance from planes for small areas.
*
* @type {Number}
* @constant
* @private
*/
ShadowVolumeAppearance.MAX_WIDTH_FOR_PLANAR_EXTENTS = CesiumMath.toRadians(1.0);
export default ShadowVolumeAppearance;