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- import Cartesian3 from "../Core/Cartesian3.js";
- import defined from "../Core/defined.js";
- import CesiumMath from "../Core/Math.js";
- import SceneMode from "./SceneMode.js";
- /**
- * Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional
- * performance improvements by rendering less geometry and dispatching less terrain requests.
- *
- * @alias Fog
- * @constructor
- */
- function Fog() {
- /**
- * <code>true</code> if fog is enabled, <code>false</code> otherwise.
- * @type {boolean}
- * @default true
- */
- this.enabled = true;
- /**
- * <code>true</code> if fog is renderable in shaders, <code>false</code> otherwise.
- * This allows to benefits from optimized tile loading strategy based on fog density without the actual visual rendering.
- * @type {boolean}
- * @default true
- */
- this.renderable = true;
- /**
- * A scalar that determines the density of the fog. Terrain that is in full fog are culled.
- * The density of the fog increases as this number approaches 1.0 and becomes less dense as it approaches zero.
- * The more dense the fog is, the more aggressively the terrain is culled. For example, if the camera is a height of
- * 1000.0m above the ellipsoid, increasing the value to 3.0e-3 will cause many tiles close to the viewer be culled.
- * Decreasing the value will push the fog further from the viewer, but decrease performance as more of the terrain is rendered.
- * @type {number}
- * @default 2.0e-4
- */
- this.density = 2.0e-4;
- /**
- * A factor used to increase the screen space error of terrain tiles when they are partially in fog. The effect is to reduce
- * the number of terrain tiles requested for rendering. If set to zero, the feature will be disabled. If the value is increased
- * for mountainous regions, less tiles will need to be requested, but the terrain meshes near the horizon may be a noticeably
- * lower resolution. If the value is increased in a relatively flat area, there will be little noticeable change on the horizon.
- * @type {number}
- * @default 2.0
- */
- this.screenSpaceErrorFactor = 2.0;
- /**
- * The minimum brightness of the fog color from lighting. A value of 0.0 can cause the fog to be completely black. A value of 1.0 will not affect
- * the brightness at all.
- * @type {number}
- * @default 0.03
- */
- this.minimumBrightness = 0.03;
- }
- // These values were found by sampling the density at certain views and finding at what point culled tiles impacted the view at the horizon.
- const heightsTable = [
- 359.393,
- 800.749,
- 1275.6501,
- 2151.1192,
- 3141.7763,
- 4777.5198,
- 6281.2493,
- 12364.307,
- 15900.765,
- 49889.0549,
- 78026.8259,
- 99260.7344,
- 120036.3873,
- 151011.0158,
- 156091.1953,
- 203849.3112,
- 274866.9803,
- 319916.3149,
- 493552.0528,
- 628733.5874,
- ];
- const densityTable = [
- 2.0e-5,
- 2.0e-4,
- 1.0e-4,
- 7.0e-5,
- 5.0e-5,
- 4.0e-5,
- 3.0e-5,
- 1.9e-5,
- 1.0e-5,
- 8.5e-6,
- 6.2e-6,
- 5.8e-6,
- 5.3e-6,
- 5.2e-6,
- 5.1e-6,
- 4.2e-6,
- 4.0e-6,
- 3.4e-6,
- 2.6e-6,
- 2.2e-6,
- ];
- // Scale densities by 1e6 to bring lowest value to ~1. Prevents divide by zero.
- for (let i = 0; i < densityTable.length; ++i) {
- densityTable[i] *= 1.0e6;
- }
- // Change range to [0, 1].
- const tableStartDensity = densityTable[1];
- const tableEndDensity = densityTable[densityTable.length - 1];
- for (let j = 0; j < densityTable.length; ++j) {
- densityTable[j] =
- (densityTable[j] - tableEndDensity) / (tableStartDensity - tableEndDensity);
- }
- let tableLastIndex = 0;
- function findInterval(height) {
- const heights = heightsTable;
- const length = heights.length;
- if (height < heights[0]) {
- tableLastIndex = 0;
- return tableLastIndex;
- } else if (height > heights[length - 1]) {
- tableLastIndex = length - 2;
- return tableLastIndex;
- }
- // Take advantage of temporal coherence by checking current, next and previous intervals
- // for containment of time.
- if (height >= heights[tableLastIndex]) {
- if (tableLastIndex + 1 < length && height < heights[tableLastIndex + 1]) {
- return tableLastIndex;
- } else if (
- tableLastIndex + 2 < length &&
- height < heights[tableLastIndex + 2]
- ) {
- ++tableLastIndex;
- return tableLastIndex;
- }
- } else if (tableLastIndex - 1 >= 0 && height >= heights[tableLastIndex - 1]) {
- --tableLastIndex;
- return tableLastIndex;
- }
- // The above failed so do a linear search.
- let i;
- for (i = 0; i < length - 2; ++i) {
- if (height >= heights[i] && height < heights[i + 1]) {
- break;
- }
- }
- tableLastIndex = i;
- return tableLastIndex;
- }
- const scratchPositionNormal = new Cartesian3();
- Fog.prototype.update = function (frameState) {
- const enabled = (frameState.fog.enabled = this.enabled);
- if (!enabled) {
- return;
- }
- frameState.fog.renderable = this.renderable;
- const camera = frameState.camera;
- const positionCartographic = camera.positionCartographic;
- // Turn off fog in space.
- if (
- !defined(positionCartographic) ||
- positionCartographic.height > 800000.0 ||
- frameState.mode !== SceneMode.SCENE3D
- ) {
- frameState.fog.enabled = false;
- return;
- }
- const height = positionCartographic.height;
- const i = findInterval(height);
- const t = CesiumMath.clamp(
- (height - heightsTable[i]) / (heightsTable[i + 1] - heightsTable[i]),
- 0.0,
- 1.0
- );
- let density = CesiumMath.lerp(densityTable[i], densityTable[i + 1], t);
- // Again, scale value to be in the range of densityTable (prevents divide by zero) and change to new range.
- const startDensity = this.density * 1.0e6;
- const endDensity = (startDensity / tableStartDensity) * tableEndDensity;
- density = density * (startDensity - endDensity) * 1.0e-6;
- // Fade fog in as the camera tilts toward the horizon.
- const positionNormal = Cartesian3.normalize(
- camera.positionWC,
- scratchPositionNormal
- );
- const dot = Math.abs(Cartesian3.dot(camera.directionWC, positionNormal));
- density *= 1.0 - dot;
- frameState.fog.density = density;
- frameState.fog.sse = this.screenSpaceErrorFactor;
- frameState.fog.minimumBrightness = this.minimumBrightness;
- };
- export default Fog;
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