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- /*global define*/
- define([
- '../Core/Cartesian3',
- '../Core/defaultValue',
- '../Core/defined',
- '../Core/defineProperties',
- '../Core/destroyObject',
- '../Core/Ellipsoid',
- '../Core/EllipsoidGeometry',
- '../Core/GeometryPipeline',
- '../Core/VertexFormat',
- '../Renderer/BufferUsage',
- '../Renderer/DrawCommand',
- '../Renderer/ShaderSource',
- '../Shaders/SkyAtmosphereFS',
- '../Shaders/SkyAtmosphereVS',
- './BlendingState',
- './CullFace',
- './SceneMode'
- ], function(
- Cartesian3,
- defaultValue,
- defined,
- defineProperties,
- destroyObject,
- Ellipsoid,
- EllipsoidGeometry,
- GeometryPipeline,
- VertexFormat,
- BufferUsage,
- DrawCommand,
- ShaderSource,
- SkyAtmosphereFS,
- SkyAtmosphereVS,
- BlendingState,
- CullFace,
- SceneMode) {
- "use strict";
- /**
- * An atmosphere drawn around the limb of the provided ellipsoid. Based on
- * {@link http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html|Accurate Atmospheric Scattering}
- * in GPU Gems 2.
- * <p>
- * This is only supported in 3D. atmosphere is faded out when morphing to 2D or Columbus view.
- * </p>
- *
- * @alias SkyAtmosphere
- * @constructor
- *
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid that the atmosphere is drawn around.
- *
- * @example
- * scene.skyAtmosphere = new Cesium.SkyAtmosphere();
- *
- * @see Scene.skyAtmosphere
- */
- var SkyAtmosphere = function(ellipsoid) {
- ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
- /**
- * Determines if the atmosphere is shown.
- *
- * @type {Boolean}
- * @default true
- */
- this.show = true;
- this._ellipsoid = ellipsoid;
- this._command = new DrawCommand({
- owner : this
- });
- this._spSkyFromSpace = undefined;
- this._spSkyFromAtmosphere = undefined;
- this._fCameraHeight = undefined;
- this._fCameraHeight2 = undefined;
- this._outerRadius = Cartesian3.maximumComponent(Cartesian3.multiplyByScalar(ellipsoid.radii, 1.025, new Cartesian3()));
- var innerRadius = ellipsoid.maximumRadius;
- var rayleighScaleDepth = 0.25;
- var that = this;
- this._command.uniformMap = {
- fCameraHeight : function() {
- return that._fCameraHeight;
- },
- fCameraHeight2 : function() {
- return that._fCameraHeight2;
- },
- fOuterRadius : function() {
- return that._outerRadius;
- },
- fOuterRadius2 : function() {
- return that._outerRadius * that._outerRadius;
- },
- fInnerRadius : function() {
- return innerRadius;
- },
- fScale : function() {
- return 1.0 / (that._outerRadius - innerRadius);
- },
- fScaleDepth : function() {
- return rayleighScaleDepth;
- },
- fScaleOverScaleDepth : function() {
- return (1.0 / (that._outerRadius - innerRadius)) / rayleighScaleDepth;
- }
- };
- };
- defineProperties(SkyAtmosphere.prototype, {
- /**
- * Gets the ellipsoid the atmosphere is drawn around.
- * @memberof SkyAtmosphere.prototype
- *
- * @type {Ellipsoid}
- * @readonly
- */
- ellipsoid : {
- get : function() {
- return this._ellipsoid;
- }
- }
- });
- /**
- * @private
- */
- SkyAtmosphere.prototype.update = function(context, frameState) {
- if (!this.show) {
- return undefined;
- }
- if ((frameState.mode !== SceneMode.SCENE3D) &&
- (frameState.mode !== SceneMode.MORPHING)) {
- return undefined;
- }
- // The atmosphere is only rendered during the render pass; it is not pickable, it doesn't cast shadows, etc.
- if (!frameState.passes.render) {
- return undefined;
- }
- var command = this._command;
- if (!defined(command.vertexArray)) {
- var geometry = EllipsoidGeometry.createGeometry(new EllipsoidGeometry({
- radii : Cartesian3.multiplyByScalar(this._ellipsoid.radii, 1.025, new Cartesian3()),
- slicePartitions : 256,
- stackPartitions : 256,
- vertexFormat : VertexFormat.POSITION_ONLY
- }));
- command.vertexArray = context.createVertexArrayFromGeometry({
- geometry : geometry,
- attributeLocations : GeometryPipeline.createAttributeLocations(geometry),
- bufferUsage : BufferUsage.STATIC_DRAW
- });
- command.renderState = context.createRenderState({
- cull : {
- enabled : true,
- face : CullFace.FRONT
- },
- blending : BlendingState.ALPHA_BLEND
- });
- var vs = new ShaderSource({
- defines : ['SKY_FROM_SPACE'],
- sources : [SkyAtmosphereVS]
- });
- this._spSkyFromSpace = context.createShaderProgram(vs, SkyAtmosphereFS);
- vs = new ShaderSource({
- defines : ['SKY_FROM_ATMOSPHERE'],
- sources : [SkyAtmosphereVS]
- });
- this._spSkyFromAtmosphere = context.createShaderProgram(vs, SkyAtmosphereFS);
- }
- var cameraPosition = frameState.camera.positionWC;
- this._fCameraHeight2 = Cartesian3.magnitudeSquared(cameraPosition);
- this._fCameraHeight = Math.sqrt(this._fCameraHeight2);
- if (this._fCameraHeight > this._outerRadius) {
- // Camera in space
- command.shaderProgram = this._spSkyFromSpace;
- } else {
- // Camera in atmosphere
- command.shaderProgram = this._spSkyFromAtmosphere;
- }
- return command;
- };
- /**
- * Returns true if this object was destroyed; otherwise, false.
- * <br /><br />
- * If this object was destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
- *
- * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
- *
- * @see SkyAtmosphere#destroy
- */
- SkyAtmosphere.prototype.isDestroyed = function() {
- return false;
- };
- /**
- * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
- * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
- * <br /><br />
- * Once an object is destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
- * assign the return value (<code>undefined</code>) to the object as done in the example.
- *
- * @returns {undefined}
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- * @see SkyAtmosphere#isDestroyed
- *
- * @example
- * skyAtmosphere = skyAtmosphere && skyAtmosphere.destroy();
- */
- SkyAtmosphere.prototype.destroy = function() {
- var command = this._command;
- command.vertexArray = command.vertexArray && command.vertexArray.destroy();
- this._spSkyFromSpace = this._spSkyFromSpace && this._spSkyFromSpace.destroy();
- this._spSkyFromAtmosphere = this._spSkyFromAtmosphere && this._spSkyFromAtmosphere.destroy();
- return destroyObject(this);
- };
- return SkyAtmosphere;
- });
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