import Cartesian2 from '../Core/Cartesian2.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import Cartographic from '../Core/Cartographic.js';
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import Check from '../Core/Check.js';
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import ComponentDatatype from '../Core/ComponentDatatype.js';
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import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import EncodedCartesian3 from '../Core/EncodedCartesian3.js';
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import GeometryInstanceAttribute from '../Core/GeometryInstanceAttribute.js';
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import CesiumMath from '../Core/Math.js';
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import Matrix4 from '../Core/Matrix4.js';
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import Rectangle from '../Core/Rectangle.js';
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import Transforms from '../Core/Transforms.js';
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import ShaderSource from '../Renderer/ShaderSource.js';
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import PerInstanceColorAppearance from '../Scene/PerInstanceColorAppearance.js';
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import ShadowVolumeAppearanceFS from '../Shaders/ShadowVolumeAppearanceFS.js';
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/**
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* Creates shaders for a ClassificationPrimitive to use a given Appearance, as well as for picking.
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*
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* @param {Boolean} extentsCulling Discard fragments outside the instance's texture coordinate extents.
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* @param {Boolean} planarExtents If true, texture coordinates will be computed using planes instead of spherical coordinates.
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* @param {Appearance} appearance An Appearance to be used with a ClassificationPrimitive via GroundPrimitive.
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* @param {Boolean} useFloatBatchTable Whether or not the ShadowVolumeAppearance should use floating point batch table values.
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* @private
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*/
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function ShadowVolumeAppearance(extentsCulling, planarExtents, appearance, useFloatBatchTable) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.bool('extentsCulling', extentsCulling);
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Check.typeOf.bool('planarExtents', planarExtents);
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Check.typeOf.object('appearance', appearance);
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Check.typeOf.bool('useFloatBatchTable', useFloatBatchTable);
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//>>includeEnd('debug');
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this._projectionExtentDefines = {
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eastMostYhighDefine : '',
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eastMostYlowDefine : '',
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westMostYhighDefine : '',
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westMostYlowDefine : ''
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};
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this._useFloatBatchTable = useFloatBatchTable;
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// Compute shader dependencies
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var colorShaderDependencies = new ShaderDependencies();
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colorShaderDependencies.requiresTextureCoordinates = extentsCulling;
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colorShaderDependencies.requiresEC = !appearance.flat;
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var pickShaderDependencies = new ShaderDependencies();
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pickShaderDependencies.requiresTextureCoordinates = extentsCulling;
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if (appearance instanceof PerInstanceColorAppearance) {
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// PerInstanceColorAppearance doesn't have material.shaderSource, instead it has its own vertex and fragment shaders
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colorShaderDependencies.requiresNormalEC = !appearance.flat;
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} else {
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// Scan material source for what hookups are needed. Assume czm_materialInput materialInput.
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var materialShaderSource = appearance.material.shaderSource + '\n' + appearance.fragmentShaderSource;
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colorShaderDependencies.normalEC = materialShaderSource.indexOf('materialInput.normalEC') !== -1 || materialShaderSource.indexOf('czm_getDefaultMaterial') !== -1;
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colorShaderDependencies.positionToEyeEC = materialShaderSource.indexOf('materialInput.positionToEyeEC') !== -1;
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colorShaderDependencies.tangentToEyeMatrix = materialShaderSource.indexOf('materialInput.tangentToEyeMatrix') !== -1;
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colorShaderDependencies.st = materialShaderSource.indexOf('materialInput.st') !== -1;
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}
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this._colorShaderDependencies = colorShaderDependencies;
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this._pickShaderDependencies = pickShaderDependencies;
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this._appearance = appearance;
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this._extentsCulling = extentsCulling;
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this._planarExtents = planarExtents;
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}
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/**
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* Create the fragment shader for a ClassificationPrimitive's color pass when rendering for color.
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*
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* @param {Boolean} columbusView2D Whether the shader will be used for Columbus View or 2D.
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* @returns {ShaderSource} Shader source for the fragment shader.
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*/
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ShadowVolumeAppearance.prototype.createFragmentShader = function(columbusView2D) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.bool('columbusView2D', columbusView2D);
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//>>includeEnd('debug');
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var appearance = this._appearance;
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var dependencies = this._colorShaderDependencies;
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var defines = [];
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if (!columbusView2D && !this._planarExtents) {
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defines.push('SPHERICAL');
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}
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if (dependencies.requiresEC) {
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defines.push('REQUIRES_EC');
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}
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if (dependencies.requiresWC) {
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defines.push('REQUIRES_WC');
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}
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if (dependencies.requiresTextureCoordinates) {
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defines.push('TEXTURE_COORDINATES');
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}
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if (this._extentsCulling) {
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defines.push('CULL_FRAGMENTS');
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}
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if (dependencies.requiresNormalEC) {
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defines.push('NORMAL_EC');
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}
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if (appearance instanceof PerInstanceColorAppearance) {
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defines.push('PER_INSTANCE_COLOR');
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}
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// Material inputs. Use of parameters in the material is different
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// from requirement of the parameters in the overall shader, for example,
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// texture coordinates may be used for fragment culling but not for the material itself.
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if (dependencies.normalEC) {
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defines.push('USES_NORMAL_EC');
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}
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if (dependencies.positionToEyeEC) {
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defines.push('USES_POSITION_TO_EYE_EC');
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}
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if (dependencies.tangentToEyeMatrix) {
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defines.push('USES_TANGENT_TO_EYE');
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}
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if (dependencies.st) {
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defines.push('USES_ST');
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}
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if (appearance.flat) {
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defines.push('FLAT');
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}
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var materialSource = '';
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if (!(appearance instanceof PerInstanceColorAppearance)) {
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materialSource = appearance.material.shaderSource;
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}
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return new ShaderSource({
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defines : defines,
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sources : [materialSource, ShadowVolumeAppearanceFS]
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});
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};
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ShadowVolumeAppearance.prototype.createPickFragmentShader = function(columbusView2D) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.bool('columbusView2D', columbusView2D);
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//>>includeEnd('debug');
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var dependencies = this._pickShaderDependencies;
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var defines = ['PICK'];
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if (!columbusView2D && !this._planarExtents) {
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defines.push('SPHERICAL');
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}
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if (dependencies.requiresEC) {
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defines.push('REQUIRES_EC');
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}
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if (dependencies.requiresWC) {
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defines.push('REQUIRES_WC');
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}
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if (dependencies.requiresTextureCoordinates) {
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defines.push('TEXTURE_COORDINATES');
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}
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if (this._extentsCulling) {
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defines.push('CULL_FRAGMENTS');
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}
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return new ShaderSource({
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defines : defines,
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sources : [ShadowVolumeAppearanceFS],
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pickColorQualifier : 'varying'
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});
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};
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/**
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* Create the vertex shader for a ClassificationPrimitive's color pass on the final of 3 shadow volume passes
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*
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* @param {String[]} defines External defines to pass to the vertex shader.
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* @param {String} vertexShaderSource ShadowVolumeAppearanceVS with any required modifications for computing position.
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* @param {Boolean} columbusView2D Whether the shader will be used for Columbus View or 2D.
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* @param {MapProjection} mapProjection Current scene's map projection.
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* @returns {String} Shader source for the vertex shader.
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*/
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ShadowVolumeAppearance.prototype.createVertexShader = function(defines, vertexShaderSource, columbusView2D, mapProjection) {
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//>>includeStart('debug', pragmas.debug);
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Check.defined('defines', defines);
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Check.typeOf.string('vertexShaderSource', vertexShaderSource);
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Check.typeOf.bool('columbusView2D', columbusView2D);
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Check.defined('mapProjection', mapProjection);
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//>>includeEnd('debug');
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return createShadowVolumeAppearanceVS(this._colorShaderDependencies, this._planarExtents, columbusView2D, defines, vertexShaderSource, this._appearance, mapProjection, this._useFloatBatchTable, this._projectionExtentDefines);
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};
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/**
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* Create the vertex shader for a ClassificationPrimitive's pick pass on the final of 3 shadow volume passes
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*
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* @param {String[]} defines External defines to pass to the vertex shader.
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* @param {String} vertexShaderSource ShadowVolumeAppearanceVS with any required modifications for computing position and picking.
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* @param {Boolean} columbusView2D Whether the shader will be used for Columbus View or 2D.
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* @param {MapProjection} mapProjection Current scene's map projection.
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* @returns {String} Shader source for the vertex shader.
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*/
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ShadowVolumeAppearance.prototype.createPickVertexShader = function(defines, vertexShaderSource, columbusView2D, mapProjection) {
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//>>includeStart('debug', pragmas.debug);
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Check.defined('defines', defines);
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Check.typeOf.string('vertexShaderSource', vertexShaderSource);
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Check.typeOf.bool('columbusView2D', columbusView2D);
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Check.defined('mapProjection', mapProjection);
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//>>includeEnd('debug');
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return createShadowVolumeAppearanceVS(this._pickShaderDependencies, this._planarExtents, columbusView2D, defines, vertexShaderSource, undefined, mapProjection, this._useFloatBatchTable, this._projectionExtentDefines);
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};
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var longitudeExtentsCartesianScratch = new Cartesian3();
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var longitudeExtentsCartographicScratch = new Cartographic();
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var longitudeExtentsEncodeScratch = {
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high : 0.0,
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low : 0.0
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};
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function createShadowVolumeAppearanceVS(shaderDependencies, planarExtents, columbusView2D, defines, vertexShaderSource, appearance, mapProjection, useFloatBatchTable, projectionExtentDefines) {
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var allDefines = defines.slice();
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if (projectionExtentDefines.eastMostYhighDefine === '') {
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var eastMostCartographic = longitudeExtentsCartographicScratch;
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eastMostCartographic.longitude = CesiumMath.PI;
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eastMostCartographic.latitude = 0.0;
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eastMostCartographic.height = 0.0;
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var eastMostCartesian = mapProjection.project(eastMostCartographic, longitudeExtentsCartesianScratch);
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var encoded = EncodedCartesian3.encode(eastMostCartesian.x, longitudeExtentsEncodeScratch);
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projectionExtentDefines.eastMostYhighDefine = 'EAST_MOST_X_HIGH ' + encoded.high.toFixed((encoded.high + '').length + 1);
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projectionExtentDefines.eastMostYlowDefine = 'EAST_MOST_X_LOW ' + encoded.low.toFixed((encoded.low + '').length + 1);
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var westMostCartographic = longitudeExtentsCartographicScratch;
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westMostCartographic.longitude = -CesiumMath.PI;
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westMostCartographic.latitude = 0.0;
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westMostCartographic.height = 0.0;
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var westMostCartesian = mapProjection.project(westMostCartographic, longitudeExtentsCartesianScratch);
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encoded = EncodedCartesian3.encode(westMostCartesian.x, longitudeExtentsEncodeScratch);
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projectionExtentDefines.westMostYhighDefine = 'WEST_MOST_X_HIGH ' + encoded.high.toFixed((encoded.high + '').length + 1);
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projectionExtentDefines.westMostYlowDefine = 'WEST_MOST_X_LOW ' + encoded.low.toFixed((encoded.low + '').length + 1);
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}
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if (columbusView2D) {
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allDefines.push(projectionExtentDefines.eastMostYhighDefine);
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allDefines.push(projectionExtentDefines.eastMostYlowDefine);
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allDefines.push(projectionExtentDefines.westMostYhighDefine);
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allDefines.push(projectionExtentDefines.westMostYlowDefine);
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}
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if (defined(appearance) && appearance instanceof PerInstanceColorAppearance) {
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allDefines.push('PER_INSTANCE_COLOR');
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}
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if (shaderDependencies.requiresTextureCoordinates) {
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allDefines.push('TEXTURE_COORDINATES');
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if (!(planarExtents || columbusView2D)) {
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allDefines.push('SPHERICAL');
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}
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if (columbusView2D) {
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allDefines.push('COLUMBUS_VIEW_2D');
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}
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}
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if (!useFloatBatchTable) {
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allDefines.push('UINT8_PACKING');
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}
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return new ShaderSource({
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defines : allDefines,
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sources : [vertexShaderSource]
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});
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}
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/**
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* Tracks shader dependencies.
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* @private
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*/
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function ShaderDependencies() {
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this._requiresEC = false;
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this._requiresWC = false; // depends on eye coordinates, needed for material and for phong
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this._requiresNormalEC = false; // depends on eye coordinates, needed for material
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this._requiresTextureCoordinates = false; // depends on world coordinates, needed for material and for culling
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this._usesNormalEC = false;
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this._usesPositionToEyeEC = false;
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this._usesTangentToEyeMat = false;
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this._usesSt = false;
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}
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Object.defineProperties(ShaderDependencies.prototype, {
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// Set when assessing final shading (flat vs. phong) and culling using computed texture coordinates
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requiresEC : {
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get : function() {
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return this._requiresEC;
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},
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set : function(value) {
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this._requiresEC = value || this._requiresEC;
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}
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},
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requiresWC : {
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get : function() {
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return this._requiresWC;
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},
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set : function(value) {
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this._requiresWC = value || this._requiresWC;
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this.requiresEC = this._requiresWC;
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}
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},
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requiresNormalEC : {
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get : function() {
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return this._requiresNormalEC;
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},
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set : function(value) {
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this._requiresNormalEC = value || this._requiresNormalEC;
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this.requiresEC = this._requiresNormalEC;
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}
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},
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requiresTextureCoordinates : {
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get : function() {
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return this._requiresTextureCoordinates;
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},
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set : function(value) {
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this._requiresTextureCoordinates = value || this._requiresTextureCoordinates;
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this.requiresWC = this._requiresTextureCoordinates;
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}
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},
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// Get/Set when assessing material hookups
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normalEC : {
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set : function(value) {
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this.requiresNormalEC = value;
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this._usesNormalEC = value;
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},
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get : function() {
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return this._usesNormalEC;
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}
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},
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tangentToEyeMatrix : {
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set : function(value) {
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this.requiresWC = value;
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this.requiresNormalEC = value;
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this._usesTangentToEyeMat = value;
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},
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get : function() {
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return this._usesTangentToEyeMat;
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}
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},
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positionToEyeEC : {
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set : function(value) {
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this.requiresEC = value;
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this._usesPositionToEyeEC = value;
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},
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get : function() {
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return this._usesPositionToEyeEC;
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}
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},
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st : {
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set : function(value) {
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this.requiresTextureCoordinates = value;
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this._usesSt = value;
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},
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get : function() {
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return this._usesSt;
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}
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}
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});
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function pointLineDistance(point1, point2, point) {
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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);
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}
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var points2DScratch = [new Cartesian2(), new Cartesian2(), new Cartesian2(), new Cartesian2()];
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// textureCoordinateRotationPoints form 2 lines in the computed UV space that remap to desired texture coordinates.
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// This allows simulation of baked texture coordinates for EllipseGeometry, RectangleGeometry, and PolygonGeometry.
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function addTextureCoordinateRotationAttributes(attributes, textureCoordinateRotationPoints) {
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var points2D = points2DScratch;
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var minXYCorner = Cartesian2.unpack(textureCoordinateRotationPoints, 0, points2D[0]);
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var maxYCorner = Cartesian2.unpack(textureCoordinateRotationPoints, 2, points2D[1]);
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var maxXCorner = Cartesian2.unpack(textureCoordinateRotationPoints, 4, points2D[2]);
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attributes.uMaxVmax = new GeometryInstanceAttribute({
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 4,
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normalize: false,
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value : [maxYCorner.x, maxYCorner.y, maxXCorner.x, maxXCorner.y]
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});
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var inverseExtentX = 1.0 / pointLineDistance(minXYCorner, maxYCorner, maxXCorner);
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var inverseExtentY = 1.0 / pointLineDistance(minXYCorner, maxXCorner, maxYCorner);
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attributes.uvMinAndExtents = new GeometryInstanceAttribute({
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 4,
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normalize: false,
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value : [minXYCorner.x, minXYCorner.y, inverseExtentX, inverseExtentY]
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});
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}
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function encodeLowLessThan100k(value, valueName, attributes) {
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// Encode a value like 12,345.678 to 4 uint8 values: 12 34 56 78
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var fract = Math.abs(value);
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var d12 = Math.floor(fract / 1000);
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fract -= d12 * 1000; // 345.678
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var d34 = Math.floor(fract / 10);
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fract -= d34 * 10; // 5.678
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var d56 = Math.floor(fract * 10);
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fract -= d56 * 0.1; // 0.078
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var d78 = Math.floor(fract * 1000);
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if (value < 0) {
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d12 = 255 - d12;
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}
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attributes[valueName] = new GeometryInstanceAttribute({
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componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
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componentsPerAttribute: 4,
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normalize: false,
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value : [d12, d34, d56, d78]
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});
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}
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function encodeHighLessThan100Million(value, valueName, attributes) {
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// Encode a value like -12,345,678 to 4 uint8 values: sign+12 34 56 78
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var fract = Math.abs(value);
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var d12 = Math.floor(fract / 1000000);
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fract -= d12 * 1000000; // 345678
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var d34 = Math.floor(fract / 10000);
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fract -= d34 * 10000; // 5678
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var d56 = Math.floor(fract / 100);
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fract -= d56 * 100; // 78
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var d78 = Math.floor(fract);
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if (value < 0) {
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d12 = 255 - d12;
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}
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attributes[valueName] = new GeometryInstanceAttribute({
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componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
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componentsPerAttribute: 4,
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normalize: false,
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value : [d12, d34, d56, d78]
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});
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}
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function encodeLessThan1000k(value, valueName, attributes) {
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// Encode a value like -123456.78 to 4 uint8 values sign+12 34 56 78
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var fract = Math.abs(value);
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var d12 = Math.floor(fract / 10000);
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fract -= d12 * 10000; // 3456.78
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var d34 = Math.floor(fract / 100);
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fract -= d34 * 100; // 56.78
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var d56 = Math.floor(fract);
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fract -= d56; // 0.78
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var d78 = Math.floor(fract / 0.001);
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if (value < 0) {
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d12 = 255 - d12;
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}
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attributes[valueName] = new GeometryInstanceAttribute({
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componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
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componentsPerAttribute: 4,
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normalize: false,
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value : [d12, d34, d56, d78]
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});
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}
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var cartographicScratch = new Cartographic();
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var cornerScratch = new Cartesian3();
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var northWestScratch = new Cartesian3();
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var southEastScratch = new Cartesian3();
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var highLowScratch = {high : 0.0, low : 0.0};
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function add2DTextureCoordinateAttributes(rectangle, projection, attributes, useFloatBatchTable) {
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// Compute corner positions in double precision
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var carto = cartographicScratch;
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carto.height = 0.0;
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carto.longitude = rectangle.west;
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carto.latitude = rectangle.south;
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var southWestCorner = projection.project(carto, cornerScratch);
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carto.latitude = rectangle.north;
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var northWest = projection.project(carto, northWestScratch);
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carto.longitude = rectangle.east;
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carto.latitude = rectangle.south;
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var southEast = projection.project(carto, southEastScratch);
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// Since these positions are all in the 2D plane, there's a lot of zeros
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// and a lot of repetition. So we only need to encode 4 values.
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// Encode:
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// x: x value for southWestCorner
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// y: y value for southWestCorner
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// z: y value for northWest
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// w: x value for southEast
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var encoded;
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if (!useFloatBatchTable) {
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encoded = EncodedCartesian3.encode(southWestCorner.x, highLowScratch);
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encodeHighLessThan100Million(encoded.high, 'planes2D_HIGH_x', attributes);
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encodeLowLessThan100k(encoded.low, 'planes2D_LOW_x', attributes);
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encoded = EncodedCartesian3.encode(southWestCorner.y, highLowScratch);
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encodeHighLessThan100Million(encoded.high, 'planes2D_HIGH_y', attributes);
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encodeLowLessThan100k(encoded.low, 'planes2D_LOW_y', attributes);
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encoded = EncodedCartesian3.encode(northWest.y, highLowScratch);
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encodeHighLessThan100Million(encoded.high, 'planes2D_HIGH_z', attributes);
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encodeLowLessThan100k(encoded.low, 'planes2D_LOW_z', attributes);
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encoded = EncodedCartesian3.encode(southEast.x, highLowScratch);
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encodeHighLessThan100Million(encoded.high, 'planes2D_HIGH_w', attributes);
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encodeLowLessThan100k(encoded.low, 'planes2D_LOW_w', attributes);
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return;
|
}
|
|
var valuesHigh = [0, 0, 0, 0];
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var valuesLow = [0, 0, 0, 0];
|
encoded = EncodedCartesian3.encode(southWestCorner.x, highLowScratch);
|
valuesHigh[0] = encoded.high;
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valuesLow[0] = encoded.low;
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encoded = EncodedCartesian3.encode(southWestCorner.y, highLowScratch);
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valuesHigh[1] = encoded.high;
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valuesLow[1] = encoded.low;
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encoded = EncodedCartesian3.encode(northWest.y, highLowScratch);
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valuesHigh[2] = encoded.high;
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valuesLow[2] = encoded.low;
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encoded = EncodedCartesian3.encode(southEast.x, highLowScratch);
|
valuesHigh[3] = encoded.high;
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valuesLow[3] = encoded.low;
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attributes.planes2D_HIGH = new GeometryInstanceAttribute({
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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.
|
*/
|
function computeRectangleBounds(rectangle, ellipsoid, height, southWestCornerResult, eastVectorResult, northVectorResult) {
|
// Compute center of rectangle
|
var centerCartographic = Rectangle.center(rectangle, rectangleCenterScratch);
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centerCartographic.height = height;
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var centerCartesian = Cartographic.toCartesian(centerCartographic, ellipsoid, rectanglePointCartesianScratch);
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var enuMatrix = Transforms.eastNorthUpToFixedFrame(centerCartesian, ellipsoid, enuMatrixScratch);
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var inverseEnu = Matrix4.inverse(enuMatrix, inverseEnuScratch);
|
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var west = rectangle.west;
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var east = rectangle.east;
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var north = rectangle.north;
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var south = rectangle.south;
|
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var cartographics = pointsCartographicScratch;
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cartographics[0].latitude = south;
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cartographics[0].longitude = west;
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cartographics[1].latitude = north;
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cartographics[1].longitude = west;
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cartographics[2].latitude = north;
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cartographics[2].longitude = east;
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cartographics[3].latitude = south;
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cartographics[3].longitude = east;
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var longitudeCenter = (west + east) * 0.5;
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var latitudeCenter = (north + south) * 0.5;
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cartographics[4].latitude = south;
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cartographics[4].longitude = longitudeCenter;
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cartographics[5].latitude = north;
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cartographics[5].longitude = longitudeCenter;
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cartographics[6].latitude = latitudeCenter;
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cartographics[6].longitude = west;
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cartographics[7].latitude = latitudeCenter;
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cartographics[7].longitude = east;
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var minX = Number.POSITIVE_INFINITY;
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var maxX = Number.NEGATIVE_INFINITY;
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var minY = Number.POSITIVE_INFINITY;
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var maxY = Number.NEGATIVE_INFINITY;
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for (var i = 0; i < 8; i++) {
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cartographics[i].height = height;
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var pointCartesian = Cartographic.toCartesian(cartographics[i], ellipsoid, rectanglePointCartesianScratch);
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Matrix4.multiplyByPoint(inverseEnu, pointCartesian, pointCartesian);
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pointCartesian.z = 0.0; // flatten into XY plane of ENU coordinate system
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minX = Math.min(minX, pointCartesian.x);
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maxX = Math.max(maxX, pointCartesian.x);
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minY = Math.min(minY, pointCartesian.y);
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maxY = Math.max(maxY, pointCartesian.y);
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}
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var southWestCorner = southWestCornerResult;
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southWestCorner.x = minX;
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southWestCorner.y = minY;
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southWestCorner.z = 0.0;
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Matrix4.multiplyByPoint(enuMatrix, southWestCorner, southWestCorner);
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var southEastCorner = eastVectorResult;
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southEastCorner.x = maxX;
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southEastCorner.y = minY;
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southEastCorner.z = 0.0;
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Matrix4.multiplyByPoint(enuMatrix, southEastCorner, southEastCorner);
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// make eastward vector
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Cartesian3.subtract(southEastCorner, southWestCorner, eastVectorResult);
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var northWestCorner = northVectorResult;
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northWestCorner.x = minX;
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northWestCorner.y = maxY;
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northWestCorner.z = 0.0;
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Matrix4.multiplyByPoint(enuMatrix, northWestCorner, northWestCorner);
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// make eastward vector
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Cartesian3.subtract(northWestCorner, southWestCorner, northVectorResult);
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}
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|
var eastwardScratch = new Cartesian3();
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var northwardScratch = new Cartesian3();
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var encodeScratch = new EncodedCartesian3();
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/**
|
* 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
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* - 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
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* @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 {Boolean} useFloatBatchTable Whether or not the ShadowVolumeAppearance should use floating point batch table values.
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* @param {Number} [height=0] The maximum height for the shadow volume.
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* @returns {Object} An attributes dictionary containing planar texture coordinate attributes.
|
*/
|
ShadowVolumeAppearance.getPlanarTextureCoordinateAttributes = function(boundingRectangle, textureCoordinateRotationPoints, ellipsoid, projection, useFloatBatchTable, height) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object('boundingRectangle', boundingRectangle);
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Check.defined('textureCoordinateRotationPoints', textureCoordinateRotationPoints);
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Check.typeOf.object('ellipsoid', ellipsoid);
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Check.typeOf.object('projection', projection);
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Check.typeOf.bool('useFloatBatchTable', useFloatBatchTable);
|
//>>includeEnd('debug');
|
|
var corner = cornerScratch;
|
var eastward = eastwardScratch;
|
var northward = northwardScratch;
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computeRectangleBounds(boundingRectangle, ellipsoid, defaultValue(height, 0.0), corner, eastward, northward);
|
|
var attributes = {};
|
addTextureCoordinateRotationAttributes(attributes, textureCoordinateRotationPoints);
|
|
var encoded = EncodedCartesian3.fromCartesian(corner, encodeScratch);
|
|
if (!useFloatBatchTable) {
|
var high = encoded.high;
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encodeHighLessThan100Million(high.x, 'southWest_HIGH_x', attributes);
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encodeHighLessThan100Million(high.y, 'southWest_HIGH_y', attributes);
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encodeHighLessThan100Million(high.z, 'southWest_HIGH_z', attributes);
|
|
var low = encoded.low;
|
encodeLowLessThan100k(low.x, 'southWest_LOW_x', attributes);
|
encodeLowLessThan100k(low.y, 'southWest_LOW_y', attributes);
|
encodeLowLessThan100k(low.z, 'southWest_LOW_z', attributes);
|
|
encodeLessThan1000k(eastward.x, 'eastward_x', attributes);
|
encodeLessThan1000k(eastward.y, 'eastward_y', attributes);
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encodeLessThan1000k(eastward.z, 'eastward_z', attributes);
|
|
encodeLessThan1000k(northward.x, 'northward_x', attributes);
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encodeLessThan1000k(northward.y, 'northward_y', attributes);
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encodeLessThan1000k(northward.z, 'northward_z', attributes);
|
|
add2DTextureCoordinateAttributes(boundingRectangle, projection, attributes, false);
|
return attributes;
|
}
|
|
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, true);
|
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.
|
* @param {Boolean} useFloatBatchTable Whether or not the ShadowVolumeAppearance should use floating point batch table values.
|
* @returns {Object} An attributes dictionary containing spherical texture coordinate attributes.
|
*/
|
ShadowVolumeAppearance.getSphericalExtentGeometryInstanceAttributes = function(boundingRectangle, textureCoordinateRotationPoints, ellipsoid, projection, useFloatBatchTable) {
|
//>>includeStart('debug', pragmas.debug);
|
Check.typeOf.object('boundingRectangle', boundingRectangle);
|
Check.defined('textureCoordinateRotationPoints', textureCoordinateRotationPoints);
|
Check.typeOf.object('ellipsoid', ellipsoid);
|
Check.typeOf.object('projection', projection);
|
Check.typeOf.bool('useFloatBatchTable', useFloatBatchTable);
|
//>>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, useFloatBatchTable);
|
return attributes;
|
};
|
|
ShadowVolumeAppearance.hasAttributesForTextureCoordinatePlanes = function(attributes) {
|
var hasFloatAttributes =
|
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);
|
|
var hasUint8Attributes =
|
defined(attributes.southWest_HIGH_x) && defined(attributes.southWest_LOW_x) &&
|
defined(attributes.southWest_HIGH_y) && defined(attributes.southWest_LOW_y) &&
|
defined(attributes.southWest_HIGH_z) && defined(attributes.southWest_LOW_z) &&
|
defined(attributes.northward_x) && defined(attributes.eastward_x) &&
|
defined(attributes.northward_y) && defined(attributes.eastward_y) &&
|
defined(attributes.northward_z) && defined(attributes.eastward_z) &&
|
defined(attributes.planes2D_HIGH_x) && defined(attributes.planes2D_LOW_x) &&
|
defined(attributes.planes2D_HIGH_y) && defined(attributes.planes2D_LOW_y) &&
|
defined(attributes.planes2D_HIGH_z) && defined(attributes.planes2D_LOW_z) &&
|
defined(attributes.planes2D_HIGH_w) && defined(attributes.planes2D_LOW_w) &&
|
defined(attributes.uMaxVmax) && defined(attributes.uvMinAndExtents);
|
|
return hasFloatAttributes || hasUint8Attributes;
|
};
|
|
ShadowVolumeAppearance.hasAttributesForSphericalExtents = function(attributes) {
|
var hasFloatAttributes =
|
defined(attributes.sphericalExtents) && defined(attributes.longitudeRotation) &&
|
defined(attributes.planes2D_HIGH) && defined(attributes.planes2D_LOW) &&
|
defined(attributes.uMaxVmax) && defined(attributes.uvMinAndExtents);
|
|
var hasUint8Attributes =
|
defined(attributes.sphericalExtents) && defined(attributes.longitudeRotation) &&
|
defined(attributes.planes2D_HIGH_x) && defined(attributes.planes2D_LOW_x) &&
|
defined(attributes.planes2D_HIGH_y) && defined(attributes.planes2D_LOW_y) &&
|
defined(attributes.planes2D_HIGH_z) && defined(attributes.planes2D_LOW_z) &&
|
defined(attributes.planes2D_HIGH_w) && defined(attributes.planes2D_LOW_w) &&
|
defined(attributes.uMaxVmax) && defined(attributes.uvMinAndExtents);
|
|
return hasFloatAttributes || hasUint8Attributes;
|
};
|
|
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;
|