/*global define*/
define([
'../Core/Cartesian3',
'../Core/defineProperties',
'../Core/Matrix4'
], function(
Cartesian3,
defineProperties,
Matrix4) {
"use strict";
/*global WebGLRenderingContext*/
var viewerPositionWCScratch = new Cartesian3();
var AutomaticUniform = function(options) {
this._size = options.size;
this._datatype = options.datatype;
this.getValue = options.getValue;
};
defineProperties(AutomaticUniform.prototype, {
size: {
get : function() {
return this._size;
}
},
datatype : {
get : function() {
return this._datatype;
}
}
});
// this check must use typeof, not defined, because defined doesn't work with undeclared variables.
if (typeof WebGLRenderingContext === 'undefined') {
return {};
}
var datatypeToGlsl = {};
datatypeToGlsl[WebGLRenderingContext.FLOAT] = 'float';
datatypeToGlsl[WebGLRenderingContext.FLOAT_VEC2] = 'vec2';
datatypeToGlsl[WebGLRenderingContext.FLOAT_VEC3] = 'vec3';
datatypeToGlsl[WebGLRenderingContext.FLOAT_VEC4] = 'vec4';
datatypeToGlsl[WebGLRenderingContext.INT] = 'int';
datatypeToGlsl[WebGLRenderingContext.INT_VEC2] = 'ivec2';
datatypeToGlsl[WebGLRenderingContext.INT_VEC3] = 'ivec3';
datatypeToGlsl[WebGLRenderingContext.INT_VEC4] = 'ivec4';
datatypeToGlsl[WebGLRenderingContext.BOOL] = 'bool';
datatypeToGlsl[WebGLRenderingContext.BOOL_VEC2] = 'bvec2';
datatypeToGlsl[WebGLRenderingContext.BOOL_VEC3] = 'bvec3';
datatypeToGlsl[WebGLRenderingContext.BOOL_VEC4] = 'bvec4';
datatypeToGlsl[WebGLRenderingContext.FLOAT_MAT2] = 'mat2';
datatypeToGlsl[WebGLRenderingContext.FLOAT_MAT3] = 'mat3';
datatypeToGlsl[WebGLRenderingContext.FLOAT_MAT4] = 'mat4';
datatypeToGlsl[WebGLRenderingContext.SAMPLER_2D] = 'sampler2D';
datatypeToGlsl[WebGLRenderingContext.SAMPLER_CUBE] = 'samplerCube';
AutomaticUniform.prototype.getDeclaration = function(name) {
var declaration = 'uniform ' + datatypeToGlsl[this._datatype] + ' ' + name;
var size = this._size;
if (size === 1) {
declaration += ';';
} else {
declaration += '[' + size.toString() + '];';
}
return declaration;
};
/**
* @private
*/
var AutomaticUniforms = {
/**
* An automatic GLSL uniform containing the viewport's x
, y
, width
,
* and height
properties in an vec4
's x
, y
, z
,
* and w
components, respectively.
*
* @alias czm_viewport
* @glslUniform
*
* @see Context#getViewport
*
* @example
* // GLSL declaration
* uniform vec4 czm_viewport;
*
* // Scale the window coordinate components to [0, 1] by dividing
* // by the viewport's width and height.
* vec2 v = gl_FragCoord.xy / czm_viewport.zw;
*/
czm_viewport : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC4,
getValue : function(uniformState) {
return uniformState.viewportCartesian4;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 orthographic projection matrix that
* transforms window coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output.
*
* This transform is useful when a vertex shader inputs or manipulates window coordinates
* as done by {@link BillboardCollection}.
*
* Do not confuse {@link czm_viewportTransformation} with czm_viewportOrthographic
.
* The former transforms from normalized device coordinates to window coordinates; the later transforms
* from window coordinates to clip coordinates, and is often used to assign to gl_Position
.
*
* @alias czm_viewportOrthographic
* @glslUniform
*
* @see UniformState#viewportOrthographic
* @see czm_viewport
* @see czm_viewportTransformation
* @see BillboardCollection
*
* @example
* // GLSL declaration
* uniform mat4 czm_viewportOrthographic;
*
* // Example
* gl_Position = czm_viewportOrthographic * vec4(windowPosition, 0.0, 1.0);
*/
czm_viewportOrthographic : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.viewportOrthographic;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms normalized device coordinates to window coordinates. The context's
* full viewport is used, and the depth range is assumed to be near = 0
* and far = 1
.
*
* This transform is useful when there is a need to manipulate window coordinates
* in a vertex shader as done by {@link BillboardCollection}. In many cases,
* this matrix will not be used directly; instead, {@link czm_modelToWindowCoordinates}
* will be used to transform directly from model to window coordinates.
*
* Do not confuse czm_viewportTransformation
with {@link czm_viewportOrthographic}.
* The former transforms from normalized device coordinates to window coordinates; the later transforms
* from window coordinates to clip coordinates, and is often used to assign to gl_Position
.
*
* @alias czm_viewportTransformation
* @glslUniform
*
* @see UniformState#viewportTransformation
* @see czm_viewport
* @see czm_viewportOrthographic
* @see czm_modelToWindowCoordinates
* @see BillboardCollection
*
* @example
* // GLSL declaration
* uniform mat4 czm_viewportTransformation;
*
* // Use czm_viewportTransformation as part of the
* // transform from model to window coordinates.
* vec4 q = czm_modelViewProjection * positionMC; // model to clip coordinates
* q.xyz /= q.w; // clip to normalized device coordinates (ndc)
* q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // ndc to window coordinates
*/
czm_viewportTransformation : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.viewportTransformation;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model transformation matrix that
* transforms model coordinates to world coordinates.
*
* @alias czm_model
* @glslUniform
*
* @see UniformState#model
* @see czm_inverseModel
* @see czm_modelView
* @see czm_modelViewProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_model;
*
* // Example
* vec4 worldPosition = czm_model * modelPosition;
*/
czm_model : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.model;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model transformation matrix that
* transforms world coordinates to model coordinates.
*
* @alias czm_inverseModel
* @glslUniform
*
* @see UniformState#inverseModel
* @see czm_model
* @see czm_inverseModelView
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseModel;
*
* // Example
* vec4 modelPosition = czm_inverseModel * worldPosition;
*/
czm_inverseModel : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseModel;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 view transformation matrix that
* transforms world coordinates to eye coordinates.
*
* @alias czm_view
* @glslUniform
*
* @see UniformState#view
* @see czm_viewRotation
* @see czm_modelView
* @see czm_viewProjection
* @see czm_modelViewProjection
* @see czm_inverseView
*
* @example
* // GLSL declaration
* uniform mat4 czm_view;
*
* // Example
* vec4 eyePosition = czm_view * worldPosition;
*/
czm_view : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.view;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 view transformation matrix that
* transforms 3D world coordinates to eye coordinates. In 3D mode, this is identical to
* {@link czm_view}, but in 2D and Columbus View it represents the view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_view3D
* @glslUniform
*
* @see UniformState#view3D
* @see czm_view
*
* @example
* // GLSL declaration
* uniform mat4 czm_view3D;
*
* // Example
* vec4 eyePosition3D = czm_view3D * worldPosition3D;
*/
czm_view3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.view3D;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 view rotation matrix that
* transforms vectors in world coordinates to eye coordinates.
*
* @alias czm_viewRotation
* @glslUniform
*
* @see UniformState#viewRotation
* @see czm_view
* @see czm_inverseView
* @see czm_inverseViewRotation
*
* @example
* // GLSL declaration
* uniform mat3 czm_viewRotation;
*
* // Example
* vec3 eyeVector = czm_viewRotation * worldVector;
*/
czm_viewRotation : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.viewRotation;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 view rotation matrix that
* transforms vectors in 3D world coordinates to eye coordinates. In 3D mode, this is identical to
* {@link czm_viewRotation}, but in 2D and Columbus View it represents the view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_viewRotation3D
* @glslUniform
*
* @see UniformState#viewRotation3D
* @see czm_viewRotation
*
* @example
* // GLSL declaration
* uniform mat3 czm_viewRotation3D;
*
* // Example
* vec3 eyeVector = czm_viewRotation3D * worldVector;
*/
czm_viewRotation3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.viewRotation3D;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms from eye coordinates to world coordinates.
*
* @alias czm_inverseView
* @glslUniform
*
* @see UniformState#inverseView
* @see czm_view
* @see czm_inverseNormal
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseView;
*
* // Example
* vec4 worldPosition = czm_inverseView * eyePosition;
*/
czm_inverseView : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseView;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
* {@link czm_inverseView}, but in 2D and Columbus View it represents the inverse view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseView3D
* @glslUniform
*
* @see UniformState#inverseView3D
* @see czm_inverseView
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseView3D;
*
* // Example
* vec4 worldPosition = czm_inverseView3D * eyePosition;
*/
czm_inverseView3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseView3D;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 rotation matrix that
* transforms vectors from eye coordinates to world coordinates.
*
* @alias czm_inverseViewRotation
* @glslUniform
*
* @see UniformState#inverseView
* @see czm_view
* @see czm_viewRotation
* @see czm_inverseViewRotation
*
* @example
* // GLSL declaration
* uniform mat3 czm_inverseViewRotation;
*
* // Example
* vec4 worldVector = czm_inverseViewRotation * eyeVector;
*/
czm_inverseViewRotation : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.inverseViewRotation;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 rotation matrix that
* transforms vectors from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
* {@link czm_inverseViewRotation}, but in 2D and Columbus View it represents the inverse view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseViewRotation3D
* @glslUniform
*
* @see UniformState#inverseView3D
* @see czm_inverseViewRotation
*
* @example
* // GLSL declaration
* uniform mat3 czm_inverseViewRotation3D;
*
* // Example
* vec4 worldVector = czm_inverseViewRotation3D * eyeVector;
*/
czm_inverseViewRotation3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.inverseViewRotation3D;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 projection transformation matrix that
* transforms eye coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_projection
* @glslUniform
*
* @see UniformState#projection
* @see czm_viewProjection
* @see czm_modelViewProjection
* @see czm_infiniteProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_projection;
*
* // Example
* gl_Position = czm_projection * eyePosition;
*/
czm_projection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.projection;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that
* transforms from clip coordinates to eye coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_inverseProjection
* @glslUniform
*
* @see UniformState#inverseProjection
* @see czm_projection
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseProjection;
*
* // Example
* vec4 eyePosition = czm_inverseProjection * clipPosition;
*/
czm_inverseProjection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseProjection;
}
}),
/**
* @private
*/
czm_inverseProjectionOIT : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseProjectionOIT;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 projection transformation matrix with the far plane at infinity,
* that transforms eye coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output. An infinite far plane is used
* in algorithms like shadow volumes and GPU ray casting with proxy geometry to ensure that triangles
* are not clipped by the far plane.
*
* @alias czm_infiniteProjection
* @glslUniform
*
* @see UniformState#infiniteProjection
* @see czm_projection
* @see czm_modelViewInfiniteProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_infiniteProjection;
*
* // Example
* gl_Position = czm_infiniteProjection * eyePosition;
*/
czm_infiniteProjection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.infiniteProjection;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
* transforms model coordinates to eye coordinates.
*
* Positions should be transformed to eye coordinates using czm_modelView
and
* normals should be transformed using {@link czm_normal}.
*
* @alias czm_modelView
* @glslUniform
*
* @see UniformState#modelView
* @see czm_model
* @see czm_view
* @see czm_modelViewProjection
* @see czm_normal
*
* @example
* // GLSL declaration
* uniform mat4 czm_modelView;
*
* // Example
* vec4 eyePosition = czm_modelView * modelPosition;
*
* // The above is equivalent to, but more efficient than:
* vec4 eyePosition = czm_view * czm_model * modelPosition;
*/
czm_modelView : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.modelView;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
* transforms 3D model coordinates to eye coordinates. In 3D mode, this is identical to
* {@link czm_modelView}, but in 2D and Columbus View it represents the model-view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* Positions should be transformed to eye coordinates using czm_modelView3D
and
* normals should be transformed using {@link czm_normal3D}.
*
* @alias czm_modelView3D
* @glslUniform
*
* @see UniformState#modelView3D
* @see czm_modelView
*
* @example
* // GLSL declaration
* uniform mat4 czm_modelView3D;
*
* // Example
* vec4 eyePosition = czm_modelView3D * modelPosition;
*
* // The above is equivalent to, but more efficient than:
* vec4 eyePosition = czm_view3D * czm_model * modelPosition;
*/
czm_modelView3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.modelView3D;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
* transforms model coordinates, relative to the eye, to eye coordinates. This is used
* in conjunction with {@link czm_translateRelativeToEye}.
*
* @alias czm_modelViewRelativeToEye
* @glslUniform
*
* @example
* // GLSL declaration
* uniform mat4 czm_modelViewRelativeToEye;
*
* // Example
* attribute vec3 positionHigh;
* attribute vec3 positionLow;
*
* void main()
* {
* vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
* gl_Position = czm_projection * (czm_modelViewRelativeToEye * p);
* }
*
* @see czm_modelViewProjectionRelativeToEye
* @see czm_translateRelativeToEye
* @see EncodedCartesian3
*/
czm_modelViewRelativeToEye : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.modelViewRelativeToEye;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms from eye coordinates to model coordinates.
*
* @alias czm_inverseModelView
* @glslUniform
*
* @see UniformState#inverseModelView
* @see czm_modelView
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseModelView;
*
* // Example
* vec4 modelPosition = czm_inverseModelView * eyePosition;
*/
czm_inverseModelView : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseModelView;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms from eye coordinates to 3D model coordinates. In 3D mode, this is identical to
* {@link czm_inverseModelView}, but in 2D and Columbus View it represents the inverse model-view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseModelView3D
* @glslUniform
*
* @see UniformState#inverseModelView
* @see czm_inverseModelView
* @see czm_modelView3D
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseModelView3D;
*
* // Example
* vec4 modelPosition = czm_inverseModelView3D * eyePosition;
*/
czm_inverseModelView3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseModelView3D;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
* transforms world coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_viewProjection
* @glslUniform
*
* @see UniformState#viewProjection
* @see czm_view
* @see czm_projection
* @see czm_modelViewProjection
* @see czm_inverseViewProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_viewProjection;
*
* // Example
* vec4 gl_Position = czm_viewProjection * czm_model * modelPosition;
*
* // The above is equivalent to, but more efficient than:
* gl_Position = czm_projection * czm_view * czm_model * modelPosition;
*/
czm_viewProjection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.viewProjection;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
* transforms clip coordinates to world coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_inverseViewProjection
* @glslUniform
*
* @see UniformState#inverseViewProjection
* @see czm_viewProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseViewProjection;
*
* // Example
* vec4 worldPosition = czm_inverseViewProjection * clipPosition;
*/
czm_inverseViewProjection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseViewProjection;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
* transforms model coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_modelViewProjection
* @glslUniform
*
* @see UniformState#modelViewProjection
* @see czm_model
* @see czm_view
* @see czm_projection
* @see czm_modelView
* @see czm_viewProjection
* @see czm_modelViewInfiniteProjection
* @see czm_inverseModelViewProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_modelViewProjection;
*
* // Example
* vec4 gl_Position = czm_modelViewProjection * modelPosition;
*
* // The above is equivalent to, but more efficient than:
* gl_Position = czm_projection * czm_view * czm_model * modelPosition;
*/
czm_modelViewProjection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.modelViewProjection;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 inverse model-view-projection transformation matrix that
* transforms clip coordinates to model coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_inverseModelViewProjection
* @glslUniform
*
* @see UniformState#modelViewProjection
* @see czm_modelViewProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseModelViewProjection;
*
* // Example
* vec4 modelPosition = czm_inverseModelViewProjection * clipPosition;
*/
czm_inverseModelViewProjection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.inverseModelViewProjection;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
* transforms model coordinates, relative to the eye, to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output. This is used in
* conjunction with {@link czm_translateRelativeToEye}.
*
* @alias czm_modelViewProjectionRelativeToEye
* @glslUniform
*
* @example
* // GLSL declaration
* uniform mat4 czm_modelViewProjectionRelativeToEye;
*
* // Example
* attribute vec3 positionHigh;
* attribute vec3 positionLow;
*
* void main()
* {
* vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
* gl_Position = czm_modelViewProjectionRelativeToEye * p;
* }
*
* @see czm_modelViewRelativeToEye
* @see czm_translateRelativeToEye
* @see EncodedCartesian3
*/
czm_modelViewProjectionRelativeToEye : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.modelViewProjectionRelativeToEye;
}
}),
/**
* An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
* transforms model coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's gl_Position
output. The projection matrix places
* the far plane at infinity. This is useful in algorithms like shadow volumes and GPU ray casting with
* proxy geometry to ensure that triangles are not clipped by the far plane.
*
* @alias czm_modelViewInfiniteProjection
* @glslUniform
*
* @see UniformState#modelViewInfiniteProjection
* @see czm_model
* @see czm_view
* @see czm_infiniteProjection
* @see czm_modelViewProjection
*
* @example
* // GLSL declaration
* uniform mat4 czm_modelViewInfiniteProjection;
*
* // Example
* vec4 gl_Position = czm_modelViewInfiniteProjection * modelPosition;
*
* // The above is equivalent to, but more efficient than:
* gl_Position = czm_infiniteProjection * czm_view * czm_model * modelPosition;
*/
czm_modelViewInfiniteProjection : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT4,
getValue : function(uniformState) {
return uniformState.modelViewInfiniteProjection;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 normal transformation matrix that
* transforms normal vectors in model coordinates to eye coordinates.
*
* Positions should be transformed to eye coordinates using {@link czm_modelView} and
* normals should be transformed using czm_normal
.
*
* @alias czm_normal
* @glslUniform
*
* @see UniformState#normal
* @see czm_inverseNormal
* @see czm_modelView
*
* @example
* // GLSL declaration
* uniform mat3 czm_normal;
*
* // Example
* vec3 eyeNormal = czm_normal * normal;
*/
czm_normal : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.normal;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 normal transformation matrix that
* transforms normal vectors in 3D model coordinates to eye coordinates.
* In 3D mode, this is identical to
* {@link czm_normal}, but in 2D and Columbus View it represents the normal transformation
* matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* Positions should be transformed to eye coordinates using {@link czm_modelView3D} and
* normals should be transformed using czm_normal3D
.
*
* @alias czm_normal3D
* @glslUniform
*
* @see UniformState#normal3D
* @see czm_normal
*
* @example
* // GLSL declaration
* uniform mat3 czm_normal3D;
*
* // Example
* vec3 eyeNormal = czm_normal3D * normal;
*/
czm_normal3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.normal3D;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 normal transformation matrix that
* transforms normal vectors in eye coordinates to model coordinates. This is
* the opposite of the transform provided by {@link czm_normal}.
*
* @alias czm_inverseNormal
* @glslUniform
*
* @see UniformState#inverseNormal
* @see czm_normal
* @see czm_modelView
* @see czm_inverseView
*
* @example
* // GLSL declaration
* uniform mat3 czm_inverseNormal;
*
* // Example
* vec3 normalMC = czm_inverseNormal * normalEC;
*/
czm_inverseNormal : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.inverseNormal;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 normal transformation matrix that
* transforms normal vectors in eye coordinates to 3D model coordinates. This is
* the opposite of the transform provided by {@link czm_normal}.
* In 3D mode, this is identical to
* {@link czm_inverseNormal}, but in 2D and Columbus View it represents the inverse normal transformation
* matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseNormal3D
* @glslUniform
*
* @see UniformState#inverseNormal3D
* @see czm_inverseNormal
*
* @example
* // GLSL declaration
* uniform mat3 czm_inverseNormal3D;
*
* // Example
* vec3 normalMC = czm_inverseNormal3D * normalEC;
*/
czm_inverseNormal3D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.inverseNormal3D;
}
}),
/**
* An automatic GLSL uniform containing height (x
) and height squared (y
)
* of the eye (camera) in the 2D scene in meters.
*
* @alias czm_eyeHeight2D
* @glslUniform
*
* @see UniformState#eyeHeight2D
*/
czm_eyeHeight2D : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC2,
getValue : function(uniformState) {
return uniformState.eyeHeight2D;
}
}),
/**
* An automatic GLSL uniform containing the near distance (x
) and the far distance (y
)
* of the frustum defined by the camera. This is the largest possible frustum, not an individual
* frustum used for multi-frustum rendering.
*
* @alias czm_entireFrustum
* @glslUniform
*
* @see UniformState#entireFrustum
* @see czm_currentFrustum
*
* @example
* // GLSL declaration
* uniform vec2 czm_entireFrustum;
*
* // Example
* float frustumLength = czm_entireFrustum.y - czm_entireFrustum.x;
*/
czm_entireFrustum : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC2,
getValue : function(uniformState) {
return uniformState.entireFrustum;
}
}),
/**
* An automatic GLSL uniform containing the near distance (x
) and the far distance (y
)
* of the frustum defined by the camera. This is the individual
* frustum used for multi-frustum rendering.
*
* @alias czm_currentFrustum
* @glslUniform
*
* @see UniformState#currentFrustum
* @see czm_entireFrustum
*
* @example
* // GLSL declaration
* uniform vec2 czm_currentFrustum;
*
* // Example
* float frustumLength = czm_currentFrustum.y - czm_currentFrustum.x;
*/
czm_currentFrustum : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC2,
getValue : function(uniformState) {
return uniformState.currentFrustum;
}
}),
/**
* An automatic GLSL uniform representing the sun position in world coordinates.
*
* @alias czm_sunPositionWC
* @glslUniform
*
* @see UniformState#sunPositionWC
* @see czm_sunPositionColumbusView
* @see czm_sunDirectionWC
*
* @example
* // GLSL declaration
* uniform vec3 czm_sunPositionWC;
*/
czm_sunPositionWC : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return uniformState.sunPositionWC;
}
}),
/**
* An automatic GLSL uniform representing the sun position in Columbus view world coordinates.
*
* @alias czm_sunPositionColumbusView
* @glslUniform
*
* @see UniformState#sunPositionColumbusView
* @see czm_sunPositionWC
*
* @example
* // GLSL declaration
* uniform vec3 czm_sunPositionColumbusView;
*/
czm_sunPositionColumbusView : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return uniformState.sunPositionColumbusView;
}
}),
/**
* An automatic GLSL uniform representing the normalized direction to the sun in eye coordinates.
* This is commonly used for directional lighting computations.
*
* @alias czm_sunDirectionEC
* @glslUniform
*
* @see UniformState#sunDirectionEC
* @see czm_moonDirectionEC
* @see czm_sunDirectionWC
*
* @example
* // GLSL declaration
* uniform vec3 czm_sunDirectionEC;
*
* // Example
* float diffuse = max(dot(czm_sunDirectionEC, normalEC), 0.0);
*/
czm_sunDirectionEC : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return uniformState.sunDirectionEC;
}
}),
/**
* An automatic GLSL uniform representing the normalized direction to the sun in world coordinates.
* This is commonly used for directional lighting computations.
*
* @alias czm_sunDirectionWC
* @glslUniform
*
* @see UniformState#sunDirectionWC
* @see czm_sunPositionWC
* @see czm_sunDirectionEC
*
* @example
* // GLSL declaration
* uniform vec3 czm_sunDirectionWC;
*/
czm_sunDirectionWC : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return uniformState.sunDirectionWC;
}
}),
/**
* An automatic GLSL uniform representing the normalized direction to the moon in eye coordinates.
* This is commonly used for directional lighting computations.
*
* @alias czm_moonDirectionEC
* @glslUniform
*
* @see UniformState#moonDirectionEC
* @see czm_sunDirectionEC
*
* @example
* // GLSL declaration
* uniform vec3 czm_moonDirectionEC;
*
* // Example
* float diffuse = max(dot(czm_moonDirectionEC, normalEC), 0.0);
*/
czm_moonDirectionEC : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return uniformState.moonDirectionEC;
}
}),
/**
* An automatic GLSL uniform representing the high bits of the camera position in model
* coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
* as described in {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.
*
* @alias czm_encodedCameraPositionMCHigh
* @glslUniform
*
* @see czm_encodedCameraPositionMCLow
* @see czm_modelViewRelativeToEye
* @see czm_modelViewProjectionRelativeToEye
*
* @example
* // GLSL declaration
* uniform vec3 czm_encodedCameraPositionMCHigh;
*/
czm_encodedCameraPositionMCHigh : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return uniformState.encodedCameraPositionMCHigh;
}
}),
/**
* An automatic GLSL uniform representing the low bits of the camera position in model
* coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
* as described in {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.
*
* @alias czm_encodedCameraPositionMCLow
* @glslUniform
*
* @see czm_encodedCameraPositionMCHigh
* @see czm_modelViewRelativeToEye
* @see czm_modelViewProjectionRelativeToEye
*
* @example
* // GLSL declaration
* uniform vec3 czm_encodedCameraPositionMCLow;
*/
czm_encodedCameraPositionMCLow : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return uniformState.encodedCameraPositionMCLow;
}
}),
/**
* An automatic GLSL uniform representing the position of the viewer (camera) in world coordinates.
*
* @alias czm_viewerPositionWC
* @glslUniform
*
* @example
* // GLSL declaration
* uniform vec3 czm_viewerPositionWC;
*/
czm_viewerPositionWC : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_VEC3,
getValue : function(uniformState) {
return Matrix4.getTranslation(uniformState.inverseView, viewerPositionWCScratch);
}
}),
/**
* An automatic GLSL uniform representing the frame number. This uniform is automatically incremented
* every frame.
*
* @alias czm_frameNumber
* @glslUniform
*
* @example
* // GLSL declaration
* uniform float czm_frameNumber;
*/
czm_frameNumber : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT,
getValue : function(uniformState) {
return uniformState.frameState.frameNumber;
}
}),
/**
* An automatic GLSL uniform representing the current morph transition time between
* 2D/Columbus View and 3D, with 0.0 being 2D or Columbus View and 1.0 being 3D.
*
* @alias czm_morphTime
* @glslUniform
*
* @example
* // GLSL declaration
* uniform float czm_morphTime;
*
* // Example
* vec4 p = czm_columbusViewMorph(position2D, position3D, czm_morphTime);
*/
czm_morphTime : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT,
getValue : function(uniformState) {
return uniformState.frameState.morphTime;
}
}),
/**
* An automatic GLSL uniform representing the current {@link SceneMode}, expressed
* as a float.
*
* @alias czm_sceneMode
* @glslUniform
*
* @see czm_sceneMode2D
* @see czm_sceneModeColumbusView
* @see czm_sceneMode3D
* @see czm_sceneModeMorphing
*
* @example
* // GLSL declaration
* uniform float czm_sceneMode;
*
* // Example
* if (czm_sceneMode == czm_sceneMode2D)
* {
* eyeHeightSq = czm_eyeHeight2D.y;
* }
*/
czm_sceneMode : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT,
getValue : function(uniformState) {
return uniformState.frameState.mode;
}
}),
/**
* An automatic GLSL uniform representing a 3x3 rotation matrix that transforms
* from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the current scene time.
*
* @alias czm_temeToPseudoFixed
* @glslUniform
*
* @see UniformState#temeToPseudoFixedMatrix
* @see Transforms.computeTemeToPseudoFixedMatrix
*
* @example
* // GLSL declaration
* uniform mat3 czm_temeToPseudoFixed;
*
* // Example
* vec3 pseudoFixed = czm_temeToPseudoFixed * teme;
*/
czm_temeToPseudoFixed : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT_MAT3,
getValue : function(uniformState) {
return uniformState.temeToPseudoFixedMatrix;
}
}),
/**
* An automatic GLSL uniform representing the ratio of canvas coordinate space to canvas pixel space.
*
* @alias czm_resolutionScale
* @glslUniform
*
* @example
* uniform float czm_resolutionScale;
*/
czm_resolutionScale : new AutomaticUniform({
size : 1,
datatype : WebGLRenderingContext.FLOAT,
getValue : function(uniformState) {
return uniformState.resolutionScale;
}
})
};
return AutomaticUniforms;
});