-
Notifications
You must be signed in to change notification settings - Fork 3.5k
/
ShadowVolumeAppearance.js
937 lines (854 loc) · 30 KB
/
ShadowVolumeAppearance.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
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
const colorShaderDependencies = new ShaderDependencies();
colorShaderDependencies.requiresTextureCoordinates = extentsCulling;
colorShaderDependencies.requiresEC = !appearance.flat;
const 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.
const 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');
const appearance = this._appearance;
const dependencies = this._colorShaderDependencies;
const 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");
}
let 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');
const dependencies = this._pickShaderDependencies;
const 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
);
};
const longitudeExtentsCartesianScratch = new Cartesian3();
const longitudeExtentsCartographicScratch = new Cartographic();
const longitudeExtentsEncodeScratch = {
high: 0.0,
low: 0.0,
};
function createShadowVolumeAppearanceVS(
shaderDependencies,
planarExtents,
columbusView2D,
defines,
vertexShaderSource,
appearance,
mapProjection,
projectionExtentDefines
) {
const allDefines = defines.slice();
if (projectionExtentDefines.eastMostYhighDefine === "") {
const eastMostCartographic = longitudeExtentsCartographicScratch;
eastMostCartographic.longitude = CesiumMath.PI;
eastMostCartographic.latitude = 0.0;
eastMostCartographic.height = 0.0;
const eastMostCartesian = mapProjection.project(
eastMostCartographic,
longitudeExtentsCartesianScratch
);
let 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
)}`;
const westMostCartographic = longitudeExtentsCartographicScratch;
westMostCartographic.longitude = -CesiumMath.PI;
westMostCartographic.latitude = 0.0;
westMostCartographic.height = 0.0;
const 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)
);
}
const 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
) {
const points2D = points2DScratch;
const minXYCorner = Cartesian2.unpack(
textureCoordinateRotationPoints,
0,
points2D[0]
);
const maxYCorner = Cartesian2.unpack(
textureCoordinateRotationPoints,
2,
points2D[1]
);
const 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],
});
const inverseExtentX =
1.0 / pointLineDistance(minXYCorner, maxYCorner, maxXCorner);
const 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],
});
}
const cartographicScratch = new Cartographic();
const cornerScratch = new Cartesian3();
const northWestScratch = new Cartesian3();
const southEastScratch = new Cartesian3();
const highLowScratch = { high: 0.0, low: 0.0 };
function add2DTextureCoordinateAttributes(rectangle, projection, attributes) {
// Compute corner positions in double precision
const carto = cartographicScratch;
carto.height = 0.0;
carto.longitude = rectangle.west;
carto.latitude = rectangle.south;
const southWestCorner = projection.project(carto, cornerScratch);
carto.latitude = rectangle.north;
const northWest = projection.project(carto, northWestScratch);
carto.longitude = rectangle.east;
carto.latitude = rectangle.south;
const 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
const valuesHigh = [0, 0, 0, 0];
const valuesLow = [0, 0, 0, 0];
let 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,
});
}
const enuMatrixScratch = new Matrix4();
const inverseEnuScratch = new Matrix4();
const rectanglePointCartesianScratch = new Cartesian3();
const rectangleCenterScratch = new Cartographic();
const 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
const centerCartographic = Rectangle.center(
rectangle,
rectangleCenterScratch
);
centerCartographic.height = height;
const centerCartesian = Cartographic.toCartesian(
centerCartographic,
ellipsoid,
rectanglePointCartesianScratch
);
const enuMatrix = Transforms.eastNorthUpToFixedFrame(
centerCartesian,
ellipsoid,
enuMatrixScratch
);
const inverseEnu = Matrix4.inverse(enuMatrix, inverseEnuScratch);
const west = rectangle.west;
const east = rectangle.east;
const north = rectangle.north;
const south = rectangle.south;
const 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;
const longitudeCenter = (west + east) * 0.5;
const 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;
let minX = Number.POSITIVE_INFINITY;
let maxX = Number.NEGATIVE_INFINITY;
let minY = Number.POSITIVE_INFINITY;
let maxY = Number.NEGATIVE_INFINITY;
for (let i = 0; i < 8; i++) {
cartographics[i].height = height;
const 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);
}
const southWestCorner = southWestCornerResult;
southWestCorner.x = minX;
southWestCorner.y = minY;
southWestCorner.z = 0.0;
Matrix4.multiplyByPoint(enuMatrix, southWestCorner, southWestCorner);
const 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);
const 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);
}
const eastwardScratch = new Cartesian3();
const northwardScratch = new Cartesian3();
const 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');
const corner = cornerScratch;
const eastward = eastwardScratch;
const northward = northwardScratch;
computeRectangleBounds(
boundingRectangle,
ellipsoid,
defaultValue(height, 0.0),
corner,
eastward,
northward
);
const attributes = {};
addTextureCoordinateRotationAttributes(
attributes,
textureCoordinateRotationPoints
);
const 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;
};
const spherePointScratch = new Cartesian3();
function latLongToSpherical(latitude, longitude, ellipsoid, result) {
const cartographic = cartographicScratch;
cartographic.latitude = latitude;
cartographic.longitude = longitude;
cartographic.height = 0.0;
const spherePoint = Cartographic.toCartesian(
cartographic,
ellipsoid,
spherePointScratch
);
// Project into plane with vertical for latitude
const magXY = Math.sqrt(
spherePoint.x * spherePoint.x + spherePoint.y * spherePoint.y
);
// Use fastApproximateAtan2 for alignment with shader
const sphereLatitude = CesiumMath.fastApproximateAtan2(magXY, spherePoint.z);
const sphereLongitude = CesiumMath.fastApproximateAtan2(
spherePoint.x,
spherePoint.y
);
result.x = sphereLatitude;
result.y = sphereLongitude;
return result;
}
const 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
const southWestExtents = latLongToSpherical(
boundingRectangle.south,
boundingRectangle.west,
ellipsoid,
sphericalScratch
);
let south = southWestExtents.x;
let west = southWestExtents.y;
const northEastExtents = latLongToSpherical(
boundingRectangle.north,
boundingRectangle.east,
ellipsoid,
sphericalScratch
);
let north = northEastExtents.x;
let 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.
let 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;
const longitudeRangeInverse = 1.0 / (east - west);
const latitudeRangeInverse = 1.0 / (north - south);
const 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;