| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402 | import Cartesian3 from "../Core/Cartesian3.js";import defaultValue from "../Core/defaultValue.js";import defined from "../Core/defined.js";import destroyObject from "../Core/destroyObject.js";import Ellipsoid from "../Core/Ellipsoid.js";import EllipsoidGeometry from "../Core/EllipsoidGeometry.js";import GeometryPipeline from "../Core/GeometryPipeline.js";import CesiumMath from "../Core/Math.js";import Matrix4 from "../Core/Matrix4.js";import VertexFormat from "../Core/VertexFormat.js";import BufferUsage from "../Renderer/BufferUsage.js";import DrawCommand from "../Renderer/DrawCommand.js";import RenderState from "../Renderer/RenderState.js";import ShaderProgram from "../Renderer/ShaderProgram.js";import ShaderSource from "../Renderer/ShaderSource.js";import VertexArray from "../Renderer/VertexArray.js";import AtmosphereCommon from "../Shaders/AtmosphereCommon.js";import SkyAtmosphereCommon from "../Shaders/SkyAtmosphereCommon.js";import SkyAtmosphereFS from "../Shaders/SkyAtmosphereFS.js";import SkyAtmosphereVS from "../Shaders/SkyAtmosphereVS.js";import Axis from "./Axis.js";import BlendingState from "./BlendingState.js";import CullFace from "./CullFace.js";import SceneMode from "./SceneMode.js";/** * An atmosphere drawn around the limb of the provided ellipsoid. Based on * {@link http://nishitalab.org/user/nis/cdrom/sig93_nis.pdf|Display of The Earth Taking Into Account Atmospheric Scattering}. * <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 */function SkyAtmosphere(ellipsoid) {  ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);  /**   * Determines if the atmosphere is shown.   *   * @type {Boolean}   * @default true   */  this.show = true;  /**   * Compute atmosphere per-fragment instead of per-vertex.   * This produces better looking atmosphere with a slight performance penalty.   *   * @type {Boolean}   * @default false   */  this.perFragmentAtmosphere = false;  this._ellipsoid = ellipsoid;  const outerEllipsoidScale = 1.025;  const scaleVector = Cartesian3.multiplyByScalar(    ellipsoid.radii,    outerEllipsoidScale,    new Cartesian3()  );  this._scaleMatrix = Matrix4.fromScale(scaleVector);  this._modelMatrix = new Matrix4();  this._command = new DrawCommand({    owner: this,    modelMatrix: this._modelMatrix,  });  this._spSkyFromSpace = undefined;  this._spSkyFromAtmosphere = undefined;  this._flags = undefined;  /**   * The intensity of the light that is used for computing the sky atmosphere color.   *   * @type {Number}   * @default 50.0   */  this.atmosphereLightIntensity = 50.0;  /**   * The Rayleigh scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.   *   * @type {Cartesian3}   * @default Cartesian3(5.5e-6, 13.0e-6, 28.4e-6)   */  this.atmosphereRayleighCoefficient = new Cartesian3(5.5e-6, 13.0e-6, 28.4e-6);  /**   * The Mie scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.   *   * @type {Cartesian3}   * @default Cartesian3(21e-6, 21e-6, 21e-6)   */  this.atmosphereMieCoefficient = new Cartesian3(21e-6, 21e-6, 21e-6);  /**   * The Rayleigh scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.   *   * @type {Number}   * @default 10000.0   */  this.atmosphereRayleighScaleHeight = 10000.0;  /**   * The Mie scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.   *   * @type {Number}   * @default 3200.0   */  this.atmosphereMieScaleHeight = 3200.0;  /**   * The anisotropy of the medium to consider for Mie scattering.   * <p>   * Valid values are between -1.0 and 1.0.   * </p>   * @type {Number}   * @default 0.9   */  this.atmosphereMieAnisotropy = 0.9;  /**   * The hue shift to apply to the atmosphere. Defaults to 0.0 (no shift).   * A hue shift of 1.0 indicates a complete rotation of the hues available.   * @type {Number}   * @default 0.0   */  this.hueShift = 0.0;  /**   * The saturation shift to apply to the atmosphere. Defaults to 0.0 (no shift).   * A saturation shift of -1.0 is monochrome.   * @type {Number}   * @default 0.0   */  this.saturationShift = 0.0;  /**   * The brightness shift to apply to the atmosphere. Defaults to 0.0 (no shift).   * A brightness shift of -1.0 is complete darkness, which will let space show through.   * @type {Number}   * @default 0.0   */  this.brightnessShift = 0.0;  this._hueSaturationBrightness = new Cartesian3();  // outer radius, inner radius, dynamic atmosphere color flag  const radiiAndDynamicAtmosphereColor = new Cartesian3();  radiiAndDynamicAtmosphereColor.x =    ellipsoid.maximumRadius * outerEllipsoidScale;  radiiAndDynamicAtmosphereColor.y = ellipsoid.maximumRadius;  // Toggles whether the sun position is used. 0 treats the sun as always directly overhead.  radiiAndDynamicAtmosphereColor.z = 0;  this._radiiAndDynamicAtmosphereColor = radiiAndDynamicAtmosphereColor;  const that = this;  this._command.uniformMap = {    u_radiiAndDynamicAtmosphereColor: function () {      return that._radiiAndDynamicAtmosphereColor;    },    u_hsbShift: function () {      that._hueSaturationBrightness.x = that.hueShift;      that._hueSaturationBrightness.y = that.saturationShift;      that._hueSaturationBrightness.z = that.brightnessShift;      return that._hueSaturationBrightness;    },    u_atmosphereLightIntensity: function () {      return that.atmosphereLightIntensity;    },    u_atmosphereRayleighCoefficient: function () {      return that.atmosphereRayleighCoefficient;    },    u_atmosphereMieCoefficient: function () {      return that.atmosphereMieCoefficient;    },    u_atmosphereRayleighScaleHeight: function () {      return that.atmosphereRayleighScaleHeight;    },    u_atmosphereMieScaleHeight: function () {      return that.atmosphereMieScaleHeight;    },    u_atmosphereMieAnisotropy: function () {      return that.atmosphereMieAnisotropy;    },  };}Object.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.setDynamicAtmosphereColor = function (  enableLighting,  useSunDirection) {  const lightEnum = enableLighting ? (useSunDirection ? 2.0 : 1.0) : 0.0;  this._radiiAndDynamicAtmosphereColor.z = lightEnum;};const scratchModelMatrix = new Matrix4();/** * @private */SkyAtmosphere.prototype.update = function (frameState, globe) {  if (!this.show) {    return undefined;  }  const mode = frameState.mode;  if (mode !== SceneMode.SCENE3D && 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;  }  // Align the ellipsoid geometry so it always faces the same direction as the  // camera to reduce artifacts when rendering atmosphere per-vertex  const rotationMatrix = Matrix4.fromRotationTranslation(    frameState.context.uniformState.inverseViewRotation,    Cartesian3.ZERO,    scratchModelMatrix  );  const rotationOffsetMatrix = Matrix4.multiplyTransformation(    rotationMatrix,    Axis.Y_UP_TO_Z_UP,    scratchModelMatrix  );  const modelMatrix = Matrix4.multiply(    this._scaleMatrix,    rotationOffsetMatrix,    scratchModelMatrix  );  Matrix4.clone(modelMatrix, this._modelMatrix);  const context = frameState.context;  const colorCorrect = hasColorCorrection(this);  const translucent = frameState.globeTranslucencyState.translucent;  const perFragmentAtmosphere =    this.perFragmentAtmosphere || translucent || !defined(globe) || !globe.show;  const command = this._command;  if (!defined(command.vertexArray)) {    const geometry = EllipsoidGeometry.createGeometry(      new EllipsoidGeometry({        radii: new Cartesian3(1.0, 1.0, 1.0),        slicePartitions: 256,        stackPartitions: 256,        vertexFormat: VertexFormat.POSITION_ONLY,      })    );    command.vertexArray = VertexArray.fromGeometry({      context: context,      geometry: geometry,      attributeLocations: GeometryPipeline.createAttributeLocations(geometry),      bufferUsage: BufferUsage.STATIC_DRAW,    });    command.renderState = RenderState.fromCache({      cull: {        enabled: true,        face: CullFace.FRONT,      },      blending: BlendingState.ALPHA_BLEND,      depthMask: false,    });  }  const flags =    colorCorrect | (perFragmentAtmosphere << 2) | (translucent << 3);  if (flags !== this._flags) {    this._flags = flags;    const defines = [];    if (colorCorrect) {      defines.push("COLOR_CORRECT");    }    if (perFragmentAtmosphere) {      defines.push("PER_FRAGMENT_ATMOSPHERE");    }    if (translucent) {      defines.push("GLOBE_TRANSLUCENT");    }    const vs = new ShaderSource({      defines: defines,      sources: [AtmosphereCommon, SkyAtmosphereCommon, SkyAtmosphereVS],    });    const fs = new ShaderSource({      defines: defines,      sources: [AtmosphereCommon, SkyAtmosphereCommon, SkyAtmosphereFS],    });    this._spSkyAtmosphere = ShaderProgram.fromCache({      context: context,      vertexShaderSource: vs,      fragmentShaderSource: fs,    });    command.shaderProgram = this._spSkyAtmosphere;  }  return command;};function hasColorCorrection(skyAtmosphere) {  return !(    CesiumMath.equalsEpsilon(      skyAtmosphere.hueShift,      0.0,      CesiumMath.EPSILON7    ) &&    CesiumMath.equalsEpsilon(      skyAtmosphere.saturationShift,      0.0,      CesiumMath.EPSILON7    ) &&    CesiumMath.equalsEpsilon(      skyAtmosphere.brightnessShift,      0.0,      CesiumMath.EPSILON7    )  );}/** * 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. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * skyAtmosphere = skyAtmosphere && skyAtmosphere.destroy(); * * @see SkyAtmosphere#isDestroyed */SkyAtmosphere.prototype.destroy = function () {  const command = this._command;  command.vertexArray = command.vertexArray && command.vertexArray.destroy();  this._spSkyAtmosphere =    this._spSkyAtmosphere && this._spSkyAtmosphere.destroy();  return destroyObject(this);};export default SkyAtmosphere;
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