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- /*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 <code>x</code>, <code>y</code>, <code>width</code>,
- * and <code>height</code> properties in an <code>vec4</code>'s <code>x</code>, <code>y</code>, <code>z</code>,
- * and <code>w</code> 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 <code>gl_Position</code> output.
- * <br /><br />
- * This transform is useful when a vertex shader inputs or manipulates window coordinates
- * as done by {@link BillboardCollection}.
- * <br /><br />
- * Do not confuse {@link czm_viewportTransformation} with <code>czm_viewportOrthographic</code>.
- * 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 <code>gl_Position</code>.
- *
- * @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 <code>near = 0</code>
- * and <code>far = 1</code>.
- * <br /><br />
- * 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.
- * <br /><br />
- * Do not confuse <code>czm_viewportTransformation</code> 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 <code>gl_Position</code>.
- *
- * @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 <code>gl_Position</code> 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 <code>gl_Position</code> 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 <code>gl_Position</code> 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.
- * <br /><br />
- * Positions should be transformed to eye coordinates using <code>czm_modelView</code> 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.
- * <br /><br />
- * Positions should be transformed to eye coordinates using <code>czm_modelView3D</code> 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 <code>gl_Position</code> 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 <code>gl_Position</code> 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 <code>gl_Position</code> 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 <code>gl_Position</code> 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 <code>gl_Position</code> 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 <code>gl_Position</code> 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.
- * <br /><br />
- * Positions should be transformed to eye coordinates using {@link czm_modelView} and
- * normals should be transformed using <code>czm_normal</code>.
- *
- * @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.
- * <br /><br />
- * Positions should be transformed to eye coordinates using {@link czm_modelView3D} and
- * normals should be transformed using <code>czm_normal3D</code>.
- *
- * @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 (<code>x</code>) and height squared (<code>y</code>)
- * 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 (<code>x</code>) and the far distance (<code>y</code>)
- * 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 (<code>x</code>) and the far distance (<code>y</code>)
- * 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;
- });
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