mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-05 15:47:34 +00:00
9197 lines
382 KiB
JavaScript
9197 lines
382 KiB
JavaScript
(function () {
|
||
|
||
var requirejs, require, define;
|
||
(function (undef) {
|
||
var main, req, makeMap, handlers,
|
||
defined = {},
|
||
waiting = {},
|
||
config = {},
|
||
defining = {},
|
||
hasOwn = Object.prototype.hasOwnProperty,
|
||
aps = [].slice,
|
||
jsSuffixRegExp = /\.js$/;
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||
|
||
function hasProp(obj, prop) {
|
||
return hasOwn.call(obj, prop);
|
||
}
|
||
|
||
/**
|
||
* Given a relative module name, like ./something, normalize it to
|
||
* a real name that can be mapped to a path.
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||
* @param {String} name the relative name
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||
* @param {String} baseName a real name that the name arg is relative
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||
* to.
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||
* @returns {String} normalized name
|
||
*/
|
||
function normalize(name, baseName) {
|
||
var nameParts, nameSegment, mapValue, foundMap, lastIndex,
|
||
foundI, foundStarMap, starI, i, j, part, normalizedBaseParts,
|
||
baseParts = baseName && baseName.split("/"),
|
||
map = config.map,
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||
starMap = (map && map['*']) || {};
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||
|
||
//Adjust any relative paths.
|
||
if (name) {
|
||
name = name.split('/');
|
||
lastIndex = name.length - 1;
|
||
|
||
// If wanting node ID compatibility, strip .js from end
|
||
// of IDs. Have to do this here, and not in nameToUrl
|
||
// because node allows either .js or non .js to map
|
||
// to same file.
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||
if (config.nodeIdCompat && jsSuffixRegExp.test(name[lastIndex])) {
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||
name[lastIndex] = name[lastIndex].replace(jsSuffixRegExp, '');
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||
}
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||
|
||
// Starts with a '.' so need the baseName
|
||
if (name[0].charAt(0) === '.' && baseParts) {
|
||
//Convert baseName to array, and lop off the last part,
|
||
//so that . matches that 'directory' and not name of the baseName's
|
||
//module. For instance, baseName of 'one/two/three', maps to
|
||
//'one/two/three.js', but we want the directory, 'one/two' for
|
||
//this normalization.
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||
normalizedBaseParts = baseParts.slice(0, baseParts.length - 1);
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||
name = normalizedBaseParts.concat(name);
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||
}
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||
|
||
//start trimDots
|
||
for (i = 0; i < name.length; i++) {
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||
part = name[i];
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||
if (part === '.') {
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||
name.splice(i, 1);
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||
i -= 1;
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||
} else if (part === '..') {
|
||
// If at the start, or previous value is still ..,
|
||
// keep them so that when converted to a path it may
|
||
// still work when converted to a path, even though
|
||
// as an ID it is less than ideal. In larger point
|
||
// releases, may be better to just kick out an error.
|
||
if (i === 0 || (i === 1 && name[2] === '..') || name[i - 1] === '..') {
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||
continue;
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||
} else if (i > 0) {
|
||
name.splice(i - 1, 2);
|
||
i -= 2;
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||
}
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||
}
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||
}
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||
//end trimDots
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||
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||
name = name.join('/');
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||
}
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||
|
||
//Apply map config if available.
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||
if ((baseParts || starMap) && map) {
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||
nameParts = name.split('/');
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||
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for (i = nameParts.length; i > 0; i -= 1) {
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||
nameSegment = nameParts.slice(0, i).join("/");
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||
|
||
if (baseParts) {
|
||
//Find the longest baseName segment match in the config.
|
||
//So, do joins on the biggest to smallest lengths of baseParts.
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||
for (j = baseParts.length; j > 0; j -= 1) {
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||
mapValue = map[baseParts.slice(0, j).join('/')];
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||
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||
//baseName segment has config, find if it has one for
|
||
//this name.
|
||
if (mapValue) {
|
||
mapValue = mapValue[nameSegment];
|
||
if (mapValue) {
|
||
//Match, update name to the new value.
|
||
foundMap = mapValue;
|
||
foundI = i;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (foundMap) {
|
||
break;
|
||
}
|
||
|
||
//Check for a star map match, but just hold on to it,
|
||
//if there is a shorter segment match later in a matching
|
||
//config, then favor over this star map.
|
||
if (!foundStarMap && starMap && starMap[nameSegment]) {
|
||
foundStarMap = starMap[nameSegment];
|
||
starI = i;
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||
}
|
||
}
|
||
|
||
if (!foundMap && foundStarMap) {
|
||
foundMap = foundStarMap;
|
||
foundI = starI;
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||
}
|
||
|
||
if (foundMap) {
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||
nameParts.splice(0, foundI, foundMap);
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||
name = nameParts.join('/');
|
||
}
|
||
}
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||
|
||
return name;
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||
}
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||
|
||
function makeRequire(relName, forceSync) {
|
||
return function () {
|
||
//A version of a require function that passes a moduleName
|
||
//value for items that may need to
|
||
//look up paths relative to the moduleName
|
||
var args = aps.call(arguments, 0);
|
||
|
||
//If first arg is not require('string'), and there is only
|
||
//one arg, it is the array form without a callback. Insert
|
||
//a null so that the following concat is correct.
|
||
if (typeof args[0] !== 'string' && args.length === 1) {
|
||
args.push(null);
|
||
}
|
||
return req.apply(undef, args.concat([relName, forceSync]));
|
||
};
|
||
}
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||
|
||
function makeNormalize(relName) {
|
||
return function (name) {
|
||
return normalize(name, relName);
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||
};
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||
}
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||
|
||
function makeLoad(depName) {
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||
return function (value) {
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||
defined[depName] = value;
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||
};
|
||
}
|
||
|
||
function callDep(name) {
|
||
if (hasProp(waiting, name)) {
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||
var args = waiting[name];
|
||
delete waiting[name];
|
||
defining[name] = true;
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||
main.apply(undef, args);
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||
}
|
||
|
||
if (!hasProp(defined, name) && !hasProp(defining, name)) {
|
||
throw new Error('No ' + name);
|
||
}
|
||
return defined[name];
|
||
}
|
||
|
||
//Turns a plugin!resource to [plugin, resource]
|
||
//with the plugin being undefined if the name
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||
//did not have a plugin prefix.
|
||
function splitPrefix(name) {
|
||
var prefix,
|
||
index = name ? name.indexOf('!') : -1;
|
||
if (index > -1) {
|
||
prefix = name.substring(0, index);
|
||
name = name.substring(index + 1, name.length);
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||
}
|
||
return [prefix, name];
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||
}
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||
|
||
//Creates a parts array for a relName where first part is plugin ID,
|
||
//second part is resource ID. Assumes relName has already been normalized.
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||
function makeRelParts(relName) {
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||
return relName ? splitPrefix(relName) : [];
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||
}
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||
|
||
/**
|
||
* Makes a name map, normalizing the name, and using a plugin
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||
* for normalization if necessary. Grabs a ref to plugin
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||
* too, as an optimization.
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||
*/
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||
makeMap = function (name, relParts) {
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||
var plugin,
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||
parts = splitPrefix(name),
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||
prefix = parts[0],
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||
relResourceName = relParts[1];
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||
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||
name = parts[1];
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||
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||
if (prefix) {
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||
prefix = normalize(prefix, relResourceName);
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plugin = callDep(prefix);
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||
}
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||
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//Normalize according
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||
if (prefix) {
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||
if (plugin && plugin.normalize) {
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||
name = plugin.normalize(name, makeNormalize(relResourceName));
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||
} else {
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||
name = normalize(name, relResourceName);
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||
}
|
||
} else {
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||
name = normalize(name, relResourceName);
|
||
parts = splitPrefix(name);
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||
prefix = parts[0];
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||
name = parts[1];
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||
if (prefix) {
|
||
plugin = callDep(prefix);
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||
}
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||
}
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||
|
||
//Using ridiculous property names for space reasons
|
||
return {
|
||
f: prefix ? prefix + '!' + name : name, //fullName
|
||
n: name,
|
||
pr: prefix,
|
||
p: plugin
|
||
};
|
||
};
|
||
|
||
function makeConfig(name) {
|
||
return function () {
|
||
return (config && config.config && config.config[name]) || {};
|
||
};
|
||
}
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||
|
||
handlers = {
|
||
require: function (name) {
|
||
return makeRequire(name);
|
||
},
|
||
exports: function (name) {
|
||
var e = defined[name];
|
||
if (typeof e !== 'undefined') {
|
||
return e;
|
||
} else {
|
||
return (defined[name] = {});
|
||
}
|
||
},
|
||
module: function (name) {
|
||
return {
|
||
id: name,
|
||
uri: '',
|
||
exports: defined[name],
|
||
config: makeConfig(name)
|
||
};
|
||
}
|
||
};
|
||
|
||
main = function (name, deps, callback, relName) {
|
||
var cjsModule, depName, ret, map, i, relParts,
|
||
args = [],
|
||
callbackType = typeof callback,
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||
usingExports;
|
||
|
||
//Use name if no relName
|
||
relName = relName || name;
|
||
relParts = makeRelParts(relName);
|
||
|
||
//Call the callback to define the module, if necessary.
|
||
if (callbackType === 'undefined' || callbackType === 'function') {
|
||
//Pull out the defined dependencies and pass the ordered
|
||
//values to the callback.
|
||
//Default to [require, exports, module] if no deps
|
||
deps = !deps.length && callback.length ? ['require', 'exports', 'module'] : deps;
|
||
for (i = 0; i < deps.length; i += 1) {
|
||
map = makeMap(deps[i], relParts);
|
||
depName = map.f;
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||
|
||
//Fast path CommonJS standard dependencies.
|
||
if (depName === "require") {
|
||
args[i] = handlers.require(name);
|
||
} else if (depName === "exports") {
|
||
//CommonJS module spec 1.1
|
||
args[i] = handlers.exports(name);
|
||
usingExports = true;
|
||
} else if (depName === "module") {
|
||
//CommonJS module spec 1.1
|
||
cjsModule = args[i] = handlers.module(name);
|
||
} else if (hasProp(defined, depName) ||
|
||
hasProp(waiting, depName) ||
|
||
hasProp(defining, depName)) {
|
||
args[i] = callDep(depName);
|
||
} else if (map.p) {
|
||
map.p.load(map.n, makeRequire(relName, true), makeLoad(depName), {});
|
||
args[i] = defined[depName];
|
||
} else {
|
||
throw new Error(name + ' missing ' + depName);
|
||
}
|
||
}
|
||
|
||
ret = callback ? callback.apply(defined[name], args) : undefined;
|
||
|
||
if (name) {
|
||
//If setting exports via "module" is in play,
|
||
//favor that over return value and exports. After that,
|
||
//favor a non-undefined return value over exports use.
|
||
if (cjsModule && cjsModule.exports !== undef &&
|
||
cjsModule.exports !== defined[name]) {
|
||
defined[name] = cjsModule.exports;
|
||
} else if (ret !== undef || !usingExports) {
|
||
//Use the return value from the function.
|
||
defined[name] = ret;
|
||
}
|
||
}
|
||
} else if (name) {
|
||
//May just be an object definition for the module. Only
|
||
//worry about defining if have a module name.
|
||
defined[name] = callback;
|
||
}
|
||
};
|
||
|
||
requirejs = require = req = function (deps, callback, relName, forceSync, alt) {
|
||
if (typeof deps === "string") {
|
||
if (handlers[deps]) {
|
||
//callback in this case is really relName
|
||
return handlers[deps](callback);
|
||
}
|
||
//Just return the module wanted. In this scenario, the
|
||
//deps arg is the module name, and second arg (if passed)
|
||
//is just the relName.
|
||
//Normalize module name, if it contains . or ..
|
||
return callDep(makeMap(deps, makeRelParts(callback)).f);
|
||
} else if (!deps.splice) {
|
||
//deps is a config object, not an array.
|
||
config = deps;
|
||
if (config.deps) {
|
||
req(config.deps, config.callback);
|
||
}
|
||
if (!callback) {
|
||
return;
|
||
}
|
||
|
||
if (callback.splice) {
|
||
//callback is an array, which means it is a dependency list.
|
||
//Adjust args if there are dependencies
|
||
deps = callback;
|
||
callback = relName;
|
||
relName = null;
|
||
} else {
|
||
deps = undef;
|
||
}
|
||
}
|
||
|
||
//Support require(['a'])
|
||
callback = callback || function () { };
|
||
|
||
//If relName is a function, it is an errback handler,
|
||
//so remove it.
|
||
if (typeof relName === 'function') {
|
||
relName = forceSync;
|
||
forceSync = alt;
|
||
}
|
||
|
||
//Simulate async callback;
|
||
if (forceSync) {
|
||
main(undef, deps, callback, relName);
|
||
} else {
|
||
//Using a non-zero value because of concern for what old browsers
|
||
//do, and latest browsers "upgrade" to 4 if lower value is used:
|
||
//http://www.whatwg.org/specs/web-apps/current-work/multipage/timers.html#dom-windowtimers-settimeout:
|
||
//If want a value immediately, use require('id') instead -- something
|
||
//that works in almond on the global level, but not guaranteed and
|
||
//unlikely to work in other AMD implementations.
|
||
setTimeout(function () {
|
||
main(undef, deps, callback, relName);
|
||
}, 4);
|
||
}
|
||
|
||
return req;
|
||
};
|
||
|
||
/**
|
||
* Just drops the config on the floor, but returns req in case
|
||
* the config return value is used.
|
||
*/
|
||
req.config = function (cfg) {
|
||
return req(cfg);
|
||
};
|
||
|
||
/**
|
||
* Expose module registry for debugging and tooling
|
||
*/
|
||
requirejs._defined = defined;
|
||
|
||
define = function (name, deps, callback) {
|
||
if (typeof name !== 'string') {
|
||
throw new Error('See almond README: incorrect module build, no module name');
|
||
}
|
||
|
||
//This module may not have dependencies
|
||
if (!deps.splice) {
|
||
//deps is not an array, so probably means
|
||
//an object literal or factory function for
|
||
//the value. Adjust args.
|
||
callback = deps;
|
||
deps = [];
|
||
}
|
||
|
||
if (!hasProp(defined, name) && !hasProp(waiting, name)) {
|
||
waiting[name] = [name, deps, callback];
|
||
}
|
||
};
|
||
|
||
define.amd = {
|
||
jQuery: true
|
||
};
|
||
}());
|
||
/**
|
||
*
|
||
* @namespace Cesium
|
||
*/
|
||
//----CesiumMeshVisualizer----
|
||
define('Core/RendererUtils',[],function () {
|
||
var Cartesian3 = Cesium.Cartesian3;
|
||
var CesiumMath = Cesium.Math;
|
||
var yUpToZUp = Cesium.Matrix4.fromRotationTranslation(Cesium.Matrix3.fromRotationX(CesiumMath.PI_OVER_TWO));
|
||
var scratchTranslation = new Cesium.Cartesian3();
|
||
var scratchQuaternion = new Cesium.Quaternion();
|
||
var scratchScale = new Cesium.Cartesian3();
|
||
var scratchTranslationQuaternionRotationScale = new Cesium.Matrix4();
|
||
var computeModelMatrix = new Cesium.Matrix4();
|
||
var scratchPosition = new Cesium.Cartesian3();
|
||
var clearCommandScratch = new Cesium.ClearCommand({
|
||
color: new Cesium.Color(0.0, 0.0, 0.0, 0.0)
|
||
});
|
||
|
||
/**
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function RendererUtils() { }
|
||
/**
|
||
*使用帧缓冲技术,执行渲染命令,渲染到纹理
|
||
*@param {Cesium.DrawCommand|Array<Cesium.DrawCommand>}drawCommand 渲染命令(集合)
|
||
*@param {Cesium.FrameState}frameState 帧状态对象,可以从Cesium.Scene中获取
|
||
*@param {Cesium.Texture}outpuTexture 将渲染到的目标纹理对象
|
||
*@param {Cesium.Texture}[outputDepthTexture] 可选,输出的深度纹理
|
||
*/
|
||
RendererUtils.renderToTexture = function (drawCommand, frameState, outputTexture, outputDepthTexture) {
|
||
var drawCommands = Array.isArray(drawCommand) ? drawCommand : [drawCommand];
|
||
var context = frameState.context;
|
||
|
||
var framebuffer = null, destroy = false;
|
||
if (outputTexture instanceof Cesium.Framebuffer) {
|
||
framebuffer = outputTexture;
|
||
}
|
||
if (!framebuffer) {
|
||
framebuffer = new Cesium.Framebuffer({
|
||
context: context,
|
||
colorTextures: [outputTexture],
|
||
destroyAttachments: false,
|
||
depthTexture: outputDepthTexture
|
||
});
|
||
destroy = true;
|
||
}
|
||
|
||
var clearCommand = clearCommandScratch;
|
||
clearCommand.framebuffer = framebuffer;
|
||
clearCommand.renderState = frameState.renderState;
|
||
clearCommand.execute(context);
|
||
|
||
drawCommands.forEach(function (drawCommand) {
|
||
drawCommand.framebuffer = framebuffer;
|
||
drawCommand.execute(context);
|
||
});
|
||
if (destroy) {
|
||
framebuffer.destroy();
|
||
}
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {Cesium.Matrix4}srcMatrix
|
||
*@param {Cesium.Matrix4}dstMatrix
|
||
*@param {Cesium.Matrix4}
|
||
*/
|
||
RendererUtils.yUp2Zup = function (srcMatrix, dstMatrix) {
|
||
return Cesium.Matrix4.multiplyTransformation(srcMatrix, yUpToZUp, dstMatrix);
|
||
}
|
||
/**
|
||
*平移、旋转或缩放,返回计算之后的模型转换矩阵
|
||
*@param {Cesium.Cartesian3}[translation=undefined]
|
||
*@param {Object}[rotation=undefined] 旋转参数
|
||
*@param {Cesium.Cartesian3}[rotation.axis] 旋转轴
|
||
*@param {Number}[rotation.angle] 旋转角度
|
||
*@param {Cesium.Cartesian3}[rotation.scale] 缩放
|
||
*@param {Cesium.Matrix4}[outModelMatrix] 计算结果矩阵,和返回值一样,但是传递此参数时则返回值不是新创建的Cesium.Matrix4实例
|
||
*@return {Cesium.Matrix4}
|
||
*/
|
||
RendererUtils.computeModelMatrix = function (srcModelMatrix, translation, rotation, scale, outModelMatrix) {
|
||
if (arguments.length == 0) {
|
||
return srcModelMatrix;
|
||
}
|
||
var Matrix4 = Cesium.Matrix4;
|
||
if (!outModelMatrix) {
|
||
outModelMatrix = new Matrix4();
|
||
}
|
||
Matrix4.clone(srcModelMatrix, outModelMatrix);
|
||
|
||
if (!translation) {
|
||
scratchTranslation.x = 0;
|
||
scratchTranslation.y = 0;
|
||
scratchTranslation.z = 0;
|
||
}
|
||
scratchTranslation.x = translation.x;
|
||
scratchTranslation.y = translation.y;
|
||
scratchTranslation.z = translation.z;
|
||
|
||
if (!scale) {
|
||
scratchScale.x = 0;
|
||
scratchScale.y = 0;
|
||
scratchScale.z = 0;
|
||
}
|
||
scratchScale.x = scale.x;
|
||
scratchScale.y = scale.y;
|
||
scratchScale.z = scale.z;
|
||
|
||
if (rotation instanceof Cesium.Quaternion) {
|
||
Cesium.Quaternion.clone(rotation, scratchQuaternion);
|
||
} else {
|
||
var axis = rotation.axis;
|
||
var angle = rotation.angle;
|
||
Cesium.Quaternion.fromAxisAngle(
|
||
new Cartesian3(axis.x, axis.y, axis.z),//axis.y=1 y是旋转轴
|
||
CesiumMath.toRadians(angle),
|
||
scratchQuaternion
|
||
);
|
||
}
|
||
|
||
//translate,rotate,scale
|
||
|
||
Matrix4.fromTranslationQuaternionRotationScale(
|
||
scratchTranslation, scratchQuaternion,
|
||
scratchScale, scratchTranslationQuaternionRotationScale);
|
||
|
||
Matrix4.multiplyTransformation(
|
||
outModelMatrix,
|
||
scratchTranslationQuaternionRotationScale,
|
||
outModelMatrix);
|
||
return outModelMatrix;
|
||
}
|
||
|
||
return RendererUtils;
|
||
|
||
});
|
||
define('Core/Rotation',[],function () {
|
||
|
||
/**
|
||
*
|
||
*@param {Cesium.Cartesian3}axis 旋转轴
|
||
*@param {Number}angle 旋转角度
|
||
*
|
||
*@property {Cesium.Cartesian3}axis 旋转轴
|
||
*@property {Number}angle 旋转角度
|
||
*@property {Cesium.Event}paramChanged
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function Rotation(axis, angle) {
|
||
this._axis = axis;
|
||
this._angle = angle;
|
||
this.paramChanged = new Cesium.Event();
|
||
}
|
||
Object.defineProperties(Rotation.prototype, {
|
||
axis: {
|
||
set: function (val) {
|
||
if (val.x != this._axis.x
|
||
|| val.y != this._axis.y
|
||
|| val.z != this._axis.z) {
|
||
this._axis = val;
|
||
this.paramChanged.raiseEvent();
|
||
}
|
||
this._axis = val;
|
||
},
|
||
get: function () {
|
||
return this._axis;
|
||
}
|
||
},
|
||
angle: {
|
||
set: function (val) {
|
||
if (val != this._angle) {
|
||
this._angle = val;
|
||
this.paramChanged.raiseEvent();
|
||
}
|
||
this._angle = val;
|
||
},
|
||
get: function () {
|
||
return this._angle;
|
||
}
|
||
}
|
||
})
|
||
|
||
return Rotation;
|
||
});
|
||
define('Util/CSG',[],function () {
|
||
|
||
// Constructive Solid Geometry (CSG) is a modeling technique that uses Boolean
|
||
// operations like union and intersection to combine 3D solids. This library
|
||
// implements CSG operations on meshes elegantly and concisely using BSP trees,
|
||
// and is meant to serve as an easily understandable implementation of the
|
||
// algorithm. All edge cases involving overlapping coplanar polygons in both
|
||
// solids are correctly handled.
|
||
//
|
||
// Example usage:
|
||
//
|
||
// var cube = CSG.cube();
|
||
// var sphere = CSG.sphere({ radius: 1.3 });
|
||
// var polygons = cube.subtract(sphere).toPolygons();
|
||
//
|
||
// ## Implementation Details
|
||
//
|
||
// All CSG operations are implemented in terms of two functions, `clipTo()` and
|
||
// `invert()`, which remove parts of a BSP tree inside another BSP tree and swap
|
||
// solid and empty space, respectively. To find the union of `a` and `b`, we
|
||
// want to remove everything in `a` inside `b` and everything in `b` inside `a`,
|
||
// then combine polygons from `a` and `b` into one solid:
|
||
//
|
||
// a.clipTo(b);
|
||
// b.clipTo(a);
|
||
// a.build(b.allPolygons());
|
||
//
|
||
// The only tricky part is handling overlapping coplanar polygons in both trees.
|
||
// The code above keeps both copies, but we need to keep them in one tree and
|
||
// remove them in the other tree. To remove them from `b` we can clip the
|
||
// inverse of `b` against `a`. The code for union now looks like this:
|
||
//
|
||
// a.clipTo(b);
|
||
// b.clipTo(a);
|
||
// b.invert();
|
||
// b.clipTo(a);
|
||
// b.invert();
|
||
// a.build(b.allPolygons());
|
||
//
|
||
// Subtraction and intersection naturally follow from set operations. If
|
||
// union is `A | B`, subtraction is `A - B = ~(~A | B)` and intersection is
|
||
// `A & B = ~(~A | ~B)` where `~` is the complement operator.
|
||
//
|
||
// ## License
|
||
//
|
||
// Copyright (c) 2011 Evan Wallace (http://madebyevan.com/), under the MIT license.
|
||
|
||
// # class CSG
|
||
|
||
// Holds a binary space partition tree representing a 3D solid. Two solids can
|
||
// be combined using the `union()`, `subtract()`, and `intersect()` methods.
|
||
|
||
|
||
/**
|
||
*源码参见{@link https://github.com/jscad/csg.js} <br/>
|
||
*Constructive Solid Geometry (CSG) is a modeling technique that uses Boolean<br/>
|
||
*operations like union and intersection to combine 3D solids. This library<br/>
|
||
*implements CSG operations on meshes elegantly and concisely using BSP trees,<br/>
|
||
*and is meant to serve as an easily understandable implementation of the<br/>
|
||
*algorithm. All edge cases involving overlapping coplanar polygons in both<br/>
|
||
*solids are correctly handled.<br/>
|
||
*
|
||
*@example
|
||
|
||
MeshVisualizer = Cesium.MeshVisualizer;
|
||
Mesh = Cesium.Mesh;
|
||
MeshMaterial = Cesium.MeshMaterial;
|
||
CSG = Cesium.CSG;
|
||
GeometryUtils = Cesium.GeometryUtils;
|
||
//示例1:
|
||
var cube = CSG.cube();
|
||
var sphere = CSG.sphere({ radius: 1.3 });
|
||
var polygons = cube.subtract(sphere).toPolygons();
|
||
|
||
|
||
//示例2:
|
||
var center = Cesium.Cartesian3.fromDegrees(homePosition[0], homePosition[1], 50000);
|
||
var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
|
||
|
||
var meshVisualizer = new MeshVisualizer({
|
||
modelMatrix: modelMatrix,
|
||
up: { z: 1 }
|
||
});
|
||
viewer.scene.primitives.add(meshVisualizer);
|
||
|
||
var material = new MeshMaterial({
|
||
defaultColor: "rgba(0,0,255,1.0)",
|
||
wireframe: true,
|
||
side: MeshMaterial.Sides.DOUBLE
|
||
});
|
||
|
||
//创建盒子
|
||
var dimensions = new Cesium.Cartesian3(100000, 50000, 50000);
|
||
var boxGeometry = Cesium.BoxGeometry.createGeometry(Cesium.BoxGeometry.fromDimensions({
|
||
dimensions: dimensions,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY
|
||
}));
|
||
var box = GeometryUtils.toCSG(boxGeometry);
|
||
var boxMesh = new Mesh(box, material);
|
||
meshVisualizer.add(boxMesh);
|
||
|
||
//创建球体
|
||
var sphere = new Cesium.SphereGeometry({
|
||
radius: 50000.0,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY
|
||
});
|
||
sphere = Cesium.SphereGeometry.createGeometry(sphere);
|
||
sphere = CSG.toCSG(sphere);
|
||
var sphereMesh = new Mesh(sphere, material);
|
||
sphereMesh.position = new Cesium.Cartesian3(100000, 0, 0)
|
||
meshVisualizer.add(sphereMesh);
|
||
|
||
//并
|
||
var unionResult = box.union(sphere);
|
||
var unionResultMesh = new Mesh(unionResult, material);
|
||
unionResultMesh.position = new Cesium.Cartesian3(300000, 0, 0)
|
||
meshVisualizer.add(unionResultMesh);
|
||
|
||
//交
|
||
var intersectResult = box.intersect(sphere);
|
||
var intersectResultMesh = new Mesh(intersectResult, material);
|
||
intersectResultMesh.position = new Cesium.Cartesian3(500000, 0, 0)
|
||
meshVisualizer.add(intersectResultMesh);
|
||
|
||
//球体减盒子
|
||
var subResult = sphere.subtract(box);
|
||
var subResultMesh = new Mesh(subResult, material);
|
||
subResultMesh.position = new Cesium.Cartesian3(700000, 0, 0)
|
||
meshVisualizer.add(subResultMesh);
|
||
|
||
//盒子减球体
|
||
var subResult2 = box.subtract(sphere);
|
||
var subResultMesh2 = new Mesh(subResult2, material);
|
||
subResultMesh2.position = new Cesium.Cartesian3(900000, 0, 0)
|
||
meshVisualizer.add(subResultMesh2);
|
||
|
||
//渲染CSG创建的几何体
|
||
var cube = CSG.cube({
|
||
center: [0, 0, 0],
|
||
radius: 20000
|
||
});
|
||
var cubeMtl = new MeshMaterial({
|
||
defaultColor: "rgba(255,0,0,1)"
|
||
});
|
||
meshVisualizer.add(new Mesh({
|
||
geometry: cube,
|
||
material: cubeMtl,
|
||
position: new Cesium.Cartesian3(-100000, 0, 0)
|
||
}));
|
||
*@memberof Cesium
|
||
*@constructor
|
||
*/
|
||
function CSG() {
|
||
this.polygons = [];
|
||
};
|
||
|
||
|
||
/**
|
||
*Construct a CSG solid from a list of `CSG.Polygon` instances.
|
||
*@param {Array<Cesium.CSG.Polygon>}
|
||
*@param {Array<Cesium.CSG>}
|
||
*/
|
||
CSG.fromPolygons = function (polygons) {
|
||
var csg = new CSG();
|
||
csg.polygons = polygons;
|
||
return csg;
|
||
};
|
||
|
||
CSG.prototype = {
|
||
/**
|
||
*@return {Cesium.CSG}
|
||
*/
|
||
clone: function () {
|
||
var csg = new CSG();
|
||
csg.polygons = this.polygons.map(function (p) { return p.clone(); });
|
||
return csg;
|
||
},
|
||
/**
|
||
*
|
||
*@return {Array<Cesium.CSG.Polygon>}
|
||
*/
|
||
toPolygons: function () {
|
||
return this.polygons;
|
||
},
|
||
|
||
/**
|
||
* Return a new CSG solid representing space in either this solid or in the<br/>
|
||
* solid `csg`. Neither this solid nor the solid `csg` are modified.<br/>
|
||
* <br/>
|
||
* A.union(B)<br/>
|
||
* <br/>
|
||
*<pre><code>
|
||
* +-------+ +-------+
|
||
* | | | |
|
||
* | A | | |
|
||
* | +--+----+ = | +----+
|
||
* +----+--+ | +----+ |
|
||
* | B | | |
|
||
* | | | |
|
||
* +-------+ +-------+
|
||
*</code></pre>
|
||
* @param {Cesium.CSG}csg
|
||
* @return {Cesium.CSG}
|
||
*/
|
||
union: function (csg) {
|
||
var a = new CSG.Node(this.clone().polygons);
|
||
var b = new CSG.Node(csg.clone().polygons);
|
||
a.clipTo(b);
|
||
b.clipTo(a);
|
||
b.invert();
|
||
b.clipTo(a);
|
||
b.invert();
|
||
a.build(b.allPolygons());
|
||
return CSG.fromPolygons(a.allPolygons());
|
||
},
|
||
|
||
/**
|
||
* Return a new CSG solid representing space in this solid but not in the<br/>
|
||
* solid `csg`. Neither this solid nor the solid `csg` are modified.<br/>
|
||
* <br/>
|
||
* A.subtract(B)<br/>
|
||
* <br/>
|
||
*<pre><code>
|
||
* +-------+ +-------+
|
||
* | | | |
|
||
* | A | | |
|
||
* | +--+----+ = | +--+
|
||
* +----+--+ | +----+
|
||
* | B |
|
||
* | |
|
||
* +-------+
|
||
*
|
||
*</code></pre>
|
||
* @param {Cesium.CSG}csg
|
||
* @return {Cesium.CSG}
|
||
*/
|
||
subtract: function (csg) {
|
||
var a = new CSG.Node(this.clone().polygons);
|
||
var b = new CSG.Node(csg.clone().polygons);
|
||
a.invert();
|
||
a.clipTo(b);
|
||
b.clipTo(a);
|
||
b.invert();
|
||
b.clipTo(a);
|
||
b.invert();
|
||
a.build(b.allPolygons());
|
||
a.invert();
|
||
return CSG.fromPolygons(a.allPolygons());
|
||
},
|
||
|
||
/**
|
||
* Return a new CSG solid representing space both this solid and in the<br/>
|
||
* solid `csg`. Neither this solid nor the solid `csg` are modified.<br/>
|
||
* <br/>
|
||
* A.intersect(B)<br/>
|
||
* <br/>
|
||
*<pre><code>
|
||
* +-------+
|
||
* | |
|
||
* | A |
|
||
* | +--+----+ = +--+
|
||
* +----+--+ | +--+
|
||
* | B |
|
||
* | |
|
||
* +-------+
|
||
*
|
||
*</code></pre>
|
||
* @param {Cesium.CSG}csg
|
||
* @return {Cesium.CSG}
|
||
*/
|
||
intersect: function (csg) {
|
||
var a = new CSG.Node(this.clone().polygons);
|
||
var b = new CSG.Node(csg.clone().polygons);
|
||
a.invert();
|
||
b.clipTo(a);
|
||
b.invert();
|
||
a.clipTo(b);
|
||
b.clipTo(a);
|
||
a.build(b.allPolygons());
|
||
a.invert();
|
||
return CSG.fromPolygons(a.allPolygons());
|
||
},
|
||
|
||
/**
|
||
* Return a new CSG solid with solid and empty space switched. This solid is
|
||
* not modified.
|
||
* @return {Cesium.CSG}
|
||
*/
|
||
inverse: function () {
|
||
var csg = this.clone();
|
||
csg.polygons.map(function (p) { p.flip(); });
|
||
return csg;
|
||
}
|
||
};
|
||
|
||
/**
|
||
* Construct an axis-aligned solid cuboid. Optional parameters are `center` and<br/>
|
||
* `radius`, which default to `[0, 0, 0]` and `[1, 1, 1]`. The radius can be<br/>
|
||
* specified using a single number or a list of three numbers, one for each axis.<br/>
|
||
*
|
||
*@example
|
||
*
|
||
* var cube = CSG.cube({
|
||
* center: [0, 0, 0],
|
||
* radius: 1
|
||
* });
|
||
*@memberof Cesium.CSG
|
||
*@param {Object}options
|
||
*@param {Array<Number>|Cesium.CSG.Vector}[options.center=[0, 0, 0]]
|
||
*@param {Number|Array<Number>|Cesium.CSG.Vector}[options.radius=1]
|
||
*@return {Cesium.CSG}
|
||
*/
|
||
CSG.cube = function (options) {
|
||
options = options || {};
|
||
var c = new CSG.Vector(options.center || [0, 0, 0]);
|
||
var r = !options.radius ? [1, 1, 1] : options.radius.length ?
|
||
options.radius : [options.radius, options.radius, options.radius];
|
||
return CSG.fromPolygons([
|
||
[[0, 4, 6, 2], [-1, 0, 0]],
|
||
[[1, 3, 7, 5], [+1, 0, 0]],
|
||
[[0, 1, 5, 4], [0, -1, 0]],
|
||
[[2, 6, 7, 3], [0, +1, 0]],
|
||
[[0, 2, 3, 1], [0, 0, -1]],
|
||
[[4, 5, 7, 6], [0, 0, +1]]
|
||
].map(function (info) {
|
||
return new CSG.Polygon(info[0].map(function (i) {
|
||
var pos = new CSG.Vector(
|
||
c.x + r[0] * (2 * !!(i & 1) - 1),
|
||
c.y + r[1] * (2 * !!(i & 2) - 1),
|
||
c.z + r[2] * (2 * !!(i & 4) - 1)
|
||
);
|
||
return new CSG.Vertex(pos, new CSG.Vector(info[1]));
|
||
}));
|
||
}));
|
||
};
|
||
|
||
/**
|
||
* Construct a solid sphere. Optional parameters are `center`, `radius`,<br/>
|
||
* `slices`, and `stacks`, which default to `[0, 0, 0]`, `1`, `16`, and `8`.<br/>
|
||
* The `slices` and `stacks` parameters control the tessellation along the<br/>
|
||
* longitude and latitude directions.<br/>
|
||
*
|
||
*@example
|
||
*
|
||
* var sphere = CSG.sphere({
|
||
* center: [0, 0, 0],
|
||
* radius: 1,
|
||
* slices: 16,
|
||
* stacks: 8
|
||
* });
|
||
*@memberof Cesium.CSG
|
||
*@param {Object}options
|
||
*@param {Array<Number>|Cesium.CSG.Vector}[options.center=[0, 0, 0]]
|
||
*@param {Number}[options.radius=1]
|
||
*@param {Number}[options.slices=16]
|
||
*@param {Number}[options.stacks=8]
|
||
*@return {Cesium.CSG}
|
||
*/
|
||
CSG.sphere = function (options) {
|
||
options = options || {};
|
||
var c = new CSG.Vector(options.center || [0, 0, 0]);
|
||
var r = options.radius || 1;
|
||
var slices = options.slices || 16;
|
||
var stacks = options.stacks || 8;
|
||
var polygons = [], vertices;
|
||
function vertex(theta, phi) {
|
||
theta *= Math.PI * 2;
|
||
phi *= Math.PI;
|
||
var dir = new CSG.Vector(
|
||
Math.cos(theta) * Math.sin(phi),
|
||
Math.cos(phi),
|
||
Math.sin(theta) * Math.sin(phi)
|
||
);
|
||
vertices.push(new CSG.Vertex(c.plus(dir.times(r)), dir));
|
||
}
|
||
for (var i = 0; i < slices; i++) {
|
||
for (var j = 0; j < stacks; j++) {
|
||
vertices = [];
|
||
vertex(i / slices, j / stacks);
|
||
if (j > 0) vertex((i + 1) / slices, j / stacks);
|
||
if (j < stacks - 1) vertex((i + 1) / slices, (j + 1) / stacks);
|
||
vertex(i / slices, (j + 1) / stacks);
|
||
polygons.push(new CSG.Polygon(vertices));
|
||
}
|
||
}
|
||
return CSG.fromPolygons(polygons);
|
||
};
|
||
|
||
/**
|
||
* Construct a solid cylinder. Optional parameters are `start`, `end`,<br/>
|
||
* `radius`, and `slices`, which default to `[0, -1, 0]`, `[0, 1, 0]`, `1`, and<br/>
|
||
* `16`. The `slices` parameter controls the tessellation.<br/>
|
||
*
|
||
*@example
|
||
*
|
||
* var cylinder = CSG.cylinder({
|
||
* start: [0, -1, 0],
|
||
* end: [0, 1, 0],
|
||
* radius: 1,
|
||
* slices: 16
|
||
* });
|
||
*@memberof Cesium.CSG
|
||
*@param {Object}options
|
||
*@param {Array<Number>|Cesium.CSG.Vector}[options.start=[0, -1, 0]]
|
||
*@param {Array<Number>|Cesium.CSG.Vector}[options.end=[0, -1, 0]]
|
||
*@param {Number}[options.radius=1]
|
||
*@param {Number}[options.slices=16]
|
||
*@return {Cesium.CSG}
|
||
*/
|
||
CSG.cylinder = function (options) {
|
||
options = options || {};
|
||
var s = new CSG.Vector(options.start || [0, -1, 0]);
|
||
var e = new CSG.Vector(options.end || [0, 1, 0]);
|
||
var ray = e.minus(s);
|
||
var r = options.radius || 1;
|
||
var slices = options.slices || 16;
|
||
var axisZ = ray.unit(), isY = (Math.abs(axisZ.y) > 0.5);
|
||
var axisX = new CSG.Vector(isY, !isY, 0).cross(axisZ).unit();
|
||
var axisY = axisX.cross(axisZ).unit();
|
||
var start = new CSG.Vertex(s, axisZ.negated());
|
||
var end = new CSG.Vertex(e, axisZ.unit());
|
||
var polygons = [];
|
||
function point(stack, slice, normalBlend) {
|
||
var angle = slice * Math.PI * 2;
|
||
var out = axisX.times(Math.cos(angle)).plus(axisY.times(Math.sin(angle)));
|
||
var pos = s.plus(ray.times(stack)).plus(out.times(r));
|
||
var normal = out.times(1 - Math.abs(normalBlend)).plus(axisZ.times(normalBlend));
|
||
return new CSG.Vertex(pos, normal);
|
||
}
|
||
for (var i = 0; i < slices; i++) {
|
||
var t0 = i / slices, t1 = (i + 1) / slices;
|
||
polygons.push(new CSG.Polygon([start, point(0, t0, -1), point(0, t1, -1)]));
|
||
polygons.push(new CSG.Polygon([point(0, t1, 0), point(0, t0, 0), point(1, t0, 0), point(1, t1, 0)]));
|
||
polygons.push(new CSG.Polygon([end, point(1, t1, 1), point(1, t0, 1)]));
|
||
}
|
||
return CSG.fromPolygons(polygons);
|
||
};
|
||
|
||
/**
|
||
* class Vector<br/>
|
||
* Represents a 3D vector.
|
||
*@example
|
||
*
|
||
* new CSG.Vector(1, 2, 3);
|
||
* new CSG.Vector([1, 2, 3]);
|
||
* new CSG.Vector({ x: 1, y: 2, z: 3 });
|
||
*
|
||
*@memberof Cesium.CSG
|
||
*
|
||
*@param {Number|Array<Number>|Cesium.CSG.Vector}xOrArrayXYZOrVec
|
||
*@param {Number}[y]
|
||
*@param {Number}[z]
|
||
*
|
||
*@property {Number}x
|
||
*@property {Number}y
|
||
*@property {Number}z
|
||
*
|
||
*@constructor
|
||
*/
|
||
CSG.Vector = function (x, y, z) {
|
||
if (arguments.length == 3) {
|
||
this.x = x;
|
||
this.y = y;
|
||
this.z = z;
|
||
} else if ('x' in x) {
|
||
this.x = x.x;
|
||
this.y = x.y;
|
||
this.z = x.z;
|
||
} else {
|
||
this.x = x[0];
|
||
this.y = x[1];
|
||
this.z = x[2];
|
||
}
|
||
};
|
||
|
||
CSG.Vector.prototype = {
|
||
/**
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
clone: function () {
|
||
return new CSG.Vector(this.x, this.y, this.z);
|
||
},
|
||
|
||
/**
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
negated: function () {
|
||
return new CSG.Vector(-this.x, -this.y, -this.z);
|
||
},
|
||
|
||
/**
|
||
*@param {Cesium.CSG.Vector}a
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
plus: function (a) {
|
||
return new CSG.Vector(this.x + a.x, this.y + a.y, this.z + a.z);
|
||
},
|
||
|
||
/**
|
||
*@param {Cesium.CSG.Vector}a
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
minus: function (a) {
|
||
return new CSG.Vector(this.x - a.x, this.y - a.y, this.z - a.z);
|
||
},
|
||
|
||
/**
|
||
*@param {Number}a
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
times: function (a) {
|
||
return new CSG.Vector(this.x * a, this.y * a, this.z * a);
|
||
},
|
||
|
||
/**
|
||
*@param {Number}a
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
dividedBy: function (a) {
|
||
return new CSG.Vector(this.x / a, this.y / a, this.z / a);
|
||
},
|
||
|
||
/**
|
||
*@param {Cesium.CSG.Vector}a
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
dot: function (a) {
|
||
return this.x * a.x + this.y * a.y + this.z * a.z;
|
||
},
|
||
|
||
/**
|
||
*@param {Cesium.CSG.Vector}a
|
||
*@param {Number}t
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
lerp: function (a, t) {
|
||
return this.plus(a.minus(this).times(t));
|
||
},
|
||
|
||
/**
|
||
*@return {Number}
|
||
*/
|
||
length: function () {
|
||
return Math.sqrt(this.dot(this));
|
||
},
|
||
|
||
/**
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
unit: function () {
|
||
return this.dividedBy(this.length());
|
||
},
|
||
|
||
/**
|
||
*@param {Cesium.CSG.Vector}a
|
||
*@return {Cesium.CSG.Vector}
|
||
*/
|
||
cross: function (a) {
|
||
return new CSG.Vector(
|
||
this.y * a.z - this.z * a.y,
|
||
this.z * a.x - this.x * a.z,
|
||
this.x * a.y - this.y * a.x
|
||
);
|
||
}
|
||
};
|
||
|
||
/**
|
||
* class Vertex<br/>
|
||
*<br/>
|
||
* Represents a vertex of a polygon. Use your own vertex class instead of this<br/>
|
||
* one to provide additional features like texture coordinates and vertex<br/>
|
||
* colors. Custom vertex classes need to provide a `pos` property and `clone()`,<br/>
|
||
* `flip()`, and `interpolate()` methods that behave analogous to the ones<br/>
|
||
* defined by `CSG.Vertex`. This class provides `normal` so convenience<br/>
|
||
* functions like `CSG.sphere()` can return a smooth vertex normal, but `normal`<br/>
|
||
* is not used anywhere else.<br/>
|
||
*
|
||
*@memberof Cesium.CSG
|
||
*@param {Array<Number>|Cesium.CSG.Vector}pos
|
||
*@param {Array<Number>|Cesium.CSG.Vector}normal
|
||
*
|
||
*@property {Cesium.CSG.Vector}pos
|
||
*@property {Cesium.CSG.Vector}normal
|
||
*
|
||
*@constructor
|
||
*/
|
||
CSG.Vertex = function (pos, normal) {
|
||
this.pos = new CSG.Vector(pos);
|
||
this.normal = new CSG.Vector(normal);
|
||
};
|
||
|
||
CSG.Vertex.prototype = {
|
||
/**
|
||
*@return {Cesium.CSG.Vertex}
|
||
*/
|
||
clone: function () {
|
||
return new CSG.Vertex(this.pos.clone(), this.normal.clone());
|
||
},
|
||
/**
|
||
* Invert all orientation-specific data (e.g. vertex normal). Called when the<br/>
|
||
* orientation of a polygon is flipped.
|
||
*
|
||
*/
|
||
flip: function () {
|
||
this.normal = this.normal.negated();
|
||
},
|
||
|
||
/**
|
||
* Create a new vertex between this vertex and `other` by linearly<br/>
|
||
* interpolating all properties using a parameter of `t`. Subclasses should<br/>
|
||
* override this to interpolate additional properties.
|
||
*
|
||
*@param {Cesium.CSG.Vertex}
|
||
*@param {Number}
|
||
*@return {Cesium.CSG.Vertex}
|
||
*/
|
||
interpolate: function (other, t) {
|
||
return new CSG.Vertex(
|
||
this.pos.lerp(other.pos, t),
|
||
this.normal.lerp(other.normal, t)
|
||
);
|
||
}
|
||
};
|
||
|
||
/**
|
||
* class Plane</br/>
|
||
*
|
||
* Represents a plane in 3D space.
|
||
*
|
||
*@memberof Cesium.CSG
|
||
*@param {Array<Number>|Cesium.CSG.Vector}normal
|
||
*@param {Number}w
|
||
*
|
||
*@property {Cesium.CSG.Vector}normal
|
||
*@property {Number}w
|
||
*
|
||
*@constructor
|
||
*/
|
||
CSG.Plane = function (normal, w) {
|
||
this.normal = normal;
|
||
this.w = w;
|
||
};
|
||
/**
|
||
* `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a</br/>
|
||
* point is on the plane.
|
||
*/
|
||
CSG.Plane.EPSILON = 1e-5;
|
||
|
||
/**
|
||
*
|
||
*
|
||
*@param {Cesium.CSG.Vector}a
|
||
*@param {Cesium.CSG.Vector}b
|
||
*@param {Cesium.CSG.Vector}c
|
||
*/
|
||
CSG.Plane.fromPoints = function (a, b, c) {
|
||
var n = b.minus(a).cross(c.minus(a)).unit();
|
||
return new CSG.Plane(n, n.dot(a));
|
||
};
|
||
|
||
CSG.Plane.prototype = {
|
||
/**
|
||
*@return {Cesium.CSG.Plane}
|
||
*/
|
||
clone: function () {
|
||
return new CSG.Plane(this.normal.clone(), this.w);
|
||
},
|
||
|
||
/**
|
||
*
|
||
*/
|
||
flip: function () {
|
||
this.normal = this.normal.negated();
|
||
this.w = -this.w;
|
||
},
|
||
|
||
/**
|
||
* Split `polygon` by this plane if needed, then put the polygon or polygon<br/>
|
||
* fragments in the appropriate lists. Coplanar polygons go into either<br/>
|
||
* `coplanarFront` or `coplanarBack` depending on their orientation with<br/>
|
||
* respect to this plane. Polygons in front or in back of this plane go into<br/>
|
||
* either `front` or `back`.
|
||
*
|
||
*@param {Cesium.CSG.Polygon}polygon
|
||
*@param {Array<Cesium.CSG.Polygon>}coplanarFront
|
||
*@param {Array<Cesium.CSG.Polygon>}coplanarBack
|
||
*@param {Array<Cesium.CSG.Polygon>}front
|
||
*@param {Array<Cesium.CSG.Polygon>}back
|
||
*/
|
||
splitPolygon: function (polygon, coplanarFront, coplanarBack, front, back) {
|
||
var COPLANAR = 0;
|
||
var FRONT = 1;
|
||
var BACK = 2;
|
||
var SPANNING = 3;
|
||
|
||
// Classify each point as well as the entire polygon into one of the above
|
||
// four classes.
|
||
var polygonType = 0;
|
||
var types = [];
|
||
for (var i = 0; i < polygon.vertices.length; i++) {
|
||
var t = this.normal.dot(polygon.vertices[i].pos) - this.w;
|
||
var type = (t < -CSG.Plane.EPSILON) ? BACK : (t > CSG.Plane.EPSILON) ? FRONT : COPLANAR;
|
||
polygonType |= type;
|
||
types.push(type);
|
||
}
|
||
|
||
// Put the polygon in the correct list, splitting it when necessary.
|
||
switch (polygonType) {
|
||
case COPLANAR:
|
||
(this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
|
||
break;
|
||
case FRONT:
|
||
front.push(polygon);
|
||
break;
|
||
case BACK:
|
||
back.push(polygon);
|
||
break;
|
||
case SPANNING:
|
||
var f = [], b = [];
|
||
for (var i = 0; i < polygon.vertices.length; i++) {
|
||
var j = (i + 1) % polygon.vertices.length;
|
||
var ti = types[i], tj = types[j];
|
||
var vi = polygon.vertices[i], vj = polygon.vertices[j];
|
||
if (ti != BACK) f.push(vi);
|
||
if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi);
|
||
if ((ti | tj) == SPANNING) {
|
||
var t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(vj.pos.minus(vi.pos));
|
||
var v = vi.interpolate(vj, t);
|
||
f.push(v);
|
||
b.push(v.clone());
|
||
}
|
||
}
|
||
if (f.length >= 3) front.push(new CSG.Polygon(f, polygon.shared));
|
||
if (b.length >= 3) back.push(new CSG.Polygon(b, polygon.shared));
|
||
break;
|
||
}
|
||
}
|
||
};
|
||
|
||
/**
|
||
* class Polygon<br/>
|
||
*<br/>
|
||
* Represents a convex polygon. The vertices used to initialize a polygon must<br/>
|
||
* be coplanar and form a convex loop. They do not have to be `CSG.Vertex`<br/>
|
||
* instances but they must behave similarly (duck typing can be used for<br/>
|
||
* customization).<br/>
|
||
* <br/>
|
||
* Each convex polygon has a `shared` property, which is shared between all<br/>
|
||
* polygons that are clones of each other or were split from the same polygon.<br/>
|
||
* This can be used to define per-polygon properties (such as surface color).<br/>
|
||
*
|
||
*@memberof Cesium.CSG
|
||
*@param {Array<Cesium.CSG.Vertex>}vertices
|
||
*@param {Boolean}shared
|
||
*
|
||
*@property {Array<Cesium.CSG.Vertex>}vertices
|
||
*@property {Boolean}shared
|
||
*@property {Cesium.CSG.Plane}plane
|
||
*@constructor
|
||
*/
|
||
CSG.Polygon = function (vertices, shared) {
|
||
this.vertices = vertices;
|
||
this.shared = shared;
|
||
this.plane = CSG.Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
|
||
};
|
||
|
||
CSG.Polygon.prototype = {
|
||
/**
|
||
*@return {Cesium.CSG.Polygon}
|
||
*/
|
||
clone: function () {
|
||
var vertices = this.vertices.map(function (v) { return v.clone(); });
|
||
return new CSG.Polygon(vertices, this.shared);
|
||
},
|
||
|
||
/**
|
||
*
|
||
*/
|
||
flip: function () {
|
||
this.vertices.reverse().map(function (v) { v.flip(); });
|
||
this.plane.flip();
|
||
}
|
||
};
|
||
|
||
/**
|
||
*
|
||
* class Node<br/>
|
||
*<br/>
|
||
* Holds a node in a BSP tree. A BSP tree is built from a collection of polygons<br/>
|
||
* by picking a polygon to split along. That polygon (and all other coplanar<br/>
|
||
* polygons) are added directly to that node and the other polygons are added to<br/>
|
||
* the front and/or back subtrees. This is not a leafy BSP tree since there is<br/>
|
||
* no distinction between internal and leaf nodes.<br/>
|
||
*
|
||
*@memberof Cesium.CSG
|
||
*@param {Array<Cesium.CSG.Polygon>}polygons
|
||
*
|
||
*@property {Array<Cesium.CSG.Polygon>}polygons
|
||
*@property {Cesium.CSG.Plane}plane
|
||
*@property {Cesium.CSG.Plane}front
|
||
*@property {Cesium.CSG.Plane}back
|
||
*@constructor
|
||
*/
|
||
CSG.Node = function (polygons) {
|
||
this.plane = null;
|
||
this.front = null;
|
||
this.back = null;
|
||
this.polygons = [];
|
||
if (polygons) this.build(polygons);
|
||
};
|
||
|
||
CSG.Node.prototype = {
|
||
/**
|
||
*@return {Cesium.CSG.Node}
|
||
*/
|
||
clone: function () {
|
||
var node = new CSG.Node();
|
||
node.plane = this.plane && this.plane.clone();
|
||
node.front = this.front && this.front.clone();
|
||
node.back = this.back && this.back.clone();
|
||
node.polygons = this.polygons.map(function (p) { return p.clone(); });
|
||
return node;
|
||
},
|
||
|
||
/**
|
||
* Convert solid space to empty space and empty space to solid space.
|
||
*/
|
||
invert: function () {
|
||
for (var i = 0; i < this.polygons.length; i++) {
|
||
this.polygons[i].flip();
|
||
}
|
||
this.plane.flip();
|
||
if (this.front) this.front.invert();
|
||
if (this.back) this.back.invert();
|
||
var temp = this.front;
|
||
this.front = this.back;
|
||
this.back = temp;
|
||
},
|
||
|
||
/**
|
||
* Recursively remove all polygons in `polygons` that are inside this BSP<br/>
|
||
* tree.
|
||
*@param {Array<Cesium.CSG.Polygon>}polygons
|
||
*@return {Array<Cesium.CSG.Polygon>}
|
||
*/
|
||
clipPolygons: function (polygons) {
|
||
if (!this.plane) return polygons.slice();
|
||
var front = [], back = [];
|
||
for (var i = 0; i < polygons.length; i++) {
|
||
this.plane.splitPolygon(polygons[i], front, back, front, back);
|
||
}
|
||
if (this.front) front = this.front.clipPolygons(front);
|
||
if (this.back) back = this.back.clipPolygons(back);
|
||
else back = [];
|
||
return front.concat(back);
|
||
},
|
||
|
||
/**
|
||
* Remove all polygons in this BSP tree that are inside the other BSP tree<br/>
|
||
* `bsp`.
|
||
*/
|
||
clipTo: function (bsp) {
|
||
this.polygons = bsp.clipPolygons(this.polygons);
|
||
if (this.front) this.front.clipTo(bsp);
|
||
if (this.back) this.back.clipTo(bsp);
|
||
},
|
||
|
||
/**
|
||
* Return a list of all polygons in this BSP tree.
|
||
*@return {Array<Cesium.CSG.Polygon>}
|
||
*/
|
||
allPolygons: function () {
|
||
var polygons = this.polygons.slice();
|
||
if (this.front) polygons = polygons.concat(this.front.allPolygons());
|
||
if (this.back) polygons = polygons.concat(this.back.allPolygons());
|
||
return polygons;
|
||
},
|
||
|
||
/**
|
||
* Build a BSP tree out of `polygons`. When called on an existing tree, the<br/>
|
||
* new polygons are filtered down to the bottom of the tree and become new<br/>
|
||
* nodes there. Each set of polygons is partitioned using the first polygon<br/>
|
||
* (no heuristic is used to pick a good split).<br/>
|
||
*/
|
||
build: function (polygons) {
|
||
if (!polygons.length) return;
|
||
if (!this.plane) this.plane = polygons[0].plane.clone();
|
||
var front = [], back = [];
|
||
for (var i = 0; i < polygons.length; i++) {
|
||
this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
|
||
}
|
||
if (front.length) {
|
||
if (!this.front) this.front = new CSG.Node();
|
||
this.front.build(front);
|
||
}
|
||
if (back.length) {
|
||
if (!this.back) this.back = new CSG.Node();
|
||
this.back.build(back);
|
||
}
|
||
}
|
||
};
|
||
|
||
/**
|
||
*@param {Cesium.Geometry}
|
||
*@param {Cesium.Cartesian3}[offset]
|
||
*@return {CSG}
|
||
*/
|
||
CSG.toCSG = function (geometry, offset) {
|
||
if (!offset) {
|
||
offset = { x: 0, y: 0, z: 0 };
|
||
}
|
||
if (!geometry.attributes.normal) {
|
||
geometry = Cesium.GeometryPipeline.computeNormal(geometry);
|
||
}
|
||
if (geometry.primitiveType !== Cesium.PrimitiveType.TRIANGLES) {
|
||
throw new Error("暂不支持此类几何体");
|
||
}
|
||
if (!CSG) {
|
||
throw new Error('CSG 库未加载。请从 https://github.com/evanw/csg.js 获取');
|
||
}
|
||
var faceCount = geometry.indices.length / 3;
|
||
var polygons = [], vertices = [];
|
||
var positions = geometry.attributes.position.values;
|
||
var normals = geometry.attributes.normal.values;
|
||
var normalIdx = 0, positionIdx = 0;
|
||
|
||
for (var i = 0; i < geometry.indices.length ; i += 3) {
|
||
vertices = [];
|
||
|
||
var idx1 = geometry.indices[i];
|
||
var idx2 = geometry.indices[i + 1];
|
||
var idx3 = geometry.indices[i + 2];
|
||
|
||
positionIdx = idx1 * 3;
|
||
normalIdx = idx1 * 3;
|
||
|
||
vertices.push(new CSG.Vertex(
|
||
[positions[positionIdx++] + offset.x, positions[positionIdx++] + offset.y, positions[positionIdx++] + offset.z],
|
||
[normals[normalIdx++], normals[normalIdx++], normals[normalIdx++]]
|
||
));
|
||
|
||
positionIdx = idx2 * 3;
|
||
normalIdx = idx2 * 3;
|
||
vertices.push(new CSG.Vertex(
|
||
[positions[positionIdx++] + offset.x, positions[positionIdx++] + offset.y, positions[positionIdx++] + offset.z],
|
||
[normals[normalIdx++], normals[normalIdx++], normals[normalIdx++]]
|
||
));
|
||
|
||
positionIdx = idx3 * 3;
|
||
normalIdx = idx3 * 3;
|
||
vertices.push(new CSG.Vertex(
|
||
[positions[positionIdx++] + offset.x, positions[positionIdx++] + offset.y, positions[positionIdx++] + offset.z],
|
||
[normals[normalIdx++], normals[normalIdx++], normals[normalIdx++]]
|
||
));
|
||
polygons.push(new CSG.Polygon(vertices));
|
||
}
|
||
return CSG.fromPolygons(polygons);
|
||
}
|
||
/**
|
||
*@param {CSG}csg_model
|
||
*@return {Cesium.Geometry}
|
||
*/
|
||
CSG.fromCSG = function (csg_model) {
|
||
var i, j, vertices,
|
||
polygons = csg_model.toPolygons();
|
||
|
||
if (!CSG) {
|
||
throw new Error('CSG 库未加载。请从 https://github.com/evanw/csg.js 获取');
|
||
}
|
||
|
||
var positions = [];
|
||
var normals = [];
|
||
var indices = [];
|
||
|
||
for (i = 0; i < polygons.length; i++) {
|
||
|
||
// Vertices
|
||
vertices = [];
|
||
for (j = 0; j < polygons[i].vertices.length; j++) {
|
||
vertices.push(this.getGeometryVertice(positions, normals, polygons[i].vertices[j].pos, polygons[i].plane.normal));
|
||
}
|
||
if (vertices[0] === vertices[vertices.length - 1]) {
|
||
vertices.pop();
|
||
}
|
||
|
||
for (var j = 2; j < vertices.length; j++) {
|
||
indices.push(vertices[0], vertices[j - 1], vertices[j]);
|
||
}
|
||
}
|
||
|
||
positions = new Float32Array(positions);
|
||
normals = new Float32Array(normals);
|
||
|
||
indices = new Int32Array(indices);
|
||
var attributes = {};
|
||
attributes.position = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 3,
|
||
values: positions
|
||
});
|
||
attributes.normal = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 3,
|
||
values: normals
|
||
});
|
||
|
||
var cesGeometry = new Cesium.Geometry({
|
||
attributes: attributes,
|
||
indices: indices,
|
||
primitiveType: Cesium.PrimitiveType.TRIANGLES
|
||
});
|
||
|
||
return cesGeometry;
|
||
},
|
||
/**
|
||
*@param {Array<Number>}positions
|
||
*@param {Array<Number>}normals
|
||
*@param {Cesium.CSG.Vector}vertice_position
|
||
*@param {Cesium.CSG.Vector}plane_normal
|
||
*@return {Number}
|
||
*@private
|
||
*/
|
||
CSG.getGeometryVertice = function (positions, normals, vertice_position, plane_normal) {
|
||
var i, idx = 0;
|
||
for (i = 0; i < positions.length; i += 3) {
|
||
if (positions[i] === vertice_position.x
|
||
&& positions[i + 1] === vertice_position.y
|
||
&& positions[i + 2] === vertice_position.z) {
|
||
// Vertice already exists
|
||
return idx;
|
||
}
|
||
idx++;
|
||
};
|
||
|
||
positions.push(vertice_position.x, vertice_position.y, vertice_position.z);
|
||
normals.push(plane_normal.x, plane_normal.y, plane_normal.z);
|
||
return idx;
|
||
}
|
||
|
||
return CSG;
|
||
});
|
||
define('Util/defineProperty',[],function () {
|
||
|
||
/**
|
||
*定义属性,并监听属性变化事件,属性值的数据类型可以实现equals接口用于进行更进一步的比较
|
||
*@param {Object}owner
|
||
*@param {String}name
|
||
*@param {Any}defaultVal
|
||
*@param {Function}onChanged
|
||
*@memberof Cesium
|
||
*/
|
||
function defineProperty(owner, name, defaultVal, onChanged) {
|
||
owner["_" + name] = defaultVal;
|
||
var value = {
|
||
get: function () {
|
||
return this["_" + name];
|
||
},
|
||
set: function (val) {
|
||
var changed = val != this["_" + name];
|
||
if (this["_" + name] && this["_" + name].equals && val) {
|
||
changed = this["_" + name].equals(val);
|
||
}
|
||
this["_" + name] = val;
|
||
if (typeof onChanged == 'function' && changed) {
|
||
onChanged(changed, owner);
|
||
}
|
||
}
|
||
};
|
||
var properties = {};
|
||
properties[name] = value;
|
||
Object.defineProperties(owner, properties)
|
||
}
|
||
|
||
return defineProperty;
|
||
});
|
||
define('Core/MeshMaterial',['Util/defineProperty'], function (defineProperty) {
|
||
var defaultValue = Cesium.defaultValue;
|
||
/**
|
||
*
|
||
*@param {Object}options
|
||
*@param {Object}[options.uniforms]
|
||
*@param {Object}[options.uniformStateUsed]
|
||
*@param {Boolean}[options.translucent]
|
||
*@param {Boolean}[options.wireframe]
|
||
*@param {Enum}[options.side=Cesium.MeshMaterial.Sides.DOUBLE]
|
||
*@param {String|Cesium.Color}[options.defaultColor=Cesium.Color.WHITE]
|
||
*@param {String}[options.vertexShader]
|
||
*@param {String}[options.fragmentShader]
|
||
*
|
||
*
|
||
*@property {Object}uniforms
|
||
*@property {Object}uniformStateUsed
|
||
*@property {Boolean}translucent
|
||
*@property {Boolean}wireframe
|
||
*@property {Enum}side
|
||
*@property {String|Cesium.Color}defaultColor
|
||
*@property {String}vertexShader
|
||
*@property {String}fragmentShader
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function MeshMaterial(options) {
|
||
options = defaultValue(options, {});
|
||
options.uniforms = defaultValue(options.uniforms, {});
|
||
var that = this;
|
||
|
||
this._uuid = Cesium.createGuid();
|
||
|
||
function initUniform(srcUniforms) {
|
||
var _uniforms = {};
|
||
|
||
for (var i in srcUniforms) {
|
||
if (srcUniforms.hasOwnProperty(i) && Cesium.defined(srcUniforms[i])) {
|
||
var item = srcUniforms[i];
|
||
|
||
var val = {};
|
||
val.needsUpdate = true;
|
||
|
||
if (Array.isArray(item) && item.length >= 3 && item.length <= 4 && typeof item[0] === 'number') {
|
||
srcUniforms[i] = new Cesium.Color(srcUniforms[i][0], srcUniforms[i][1], srcUniforms[i][2], srcUniforms[i][3]);
|
||
} else if (Cesium.defined(item.value)) {
|
||
for (var n in item) {
|
||
if (item.hasOwnProperty(n)) {
|
||
val[n] = item[n];
|
||
}
|
||
}
|
||
}
|
||
|
||
if (srcUniforms[i].hasOwnProperty("uuid")) {
|
||
defineProperty(val, "uuid", srcUniforms[i].uuid, function (changed, owner) {
|
||
owner.needsUpdate = changed;
|
||
});
|
||
} else {
|
||
defineProperty(val, "uuid", Cesium.createGuid(), function (changed, owner) {
|
||
owner.needsUpdate = changed;
|
||
});
|
||
}
|
||
if (srcUniforms[i].hasOwnProperty("value")) {
|
||
defineProperty(val, "value", srcUniforms[i].value, function (changed, owner) {
|
||
owner.needsUpdate = changed;
|
||
});
|
||
} else {
|
||
defineProperty(val, "value", srcUniforms[i], function (changed, owner) {
|
||
owner.needsUpdate = changed;
|
||
});
|
||
}
|
||
_uniforms[i] = val;
|
||
//defineProperty(_uniforms, i, val, function (changed) {
|
||
// that.needsUpdate = changed;
|
||
//});
|
||
}
|
||
}
|
||
return _uniforms;
|
||
}
|
||
this._defaultColor = defaultValue(options.defaultColor, Cesium.Color.WHITE);
|
||
if (typeof this._defaultColor == 'string') {
|
||
this._defaultColor = Cesium.Color.fromCssColorString(this._defaultColor);
|
||
}
|
||
|
||
this._pickedColor = defaultValue(options.pickedColor, Cesium.Color.YELLOW);
|
||
if (typeof this._pickedColor == 'string') {
|
||
this._pickedColor = Cesium.Color.fromCssColorString(this._pickedColor);
|
||
}
|
||
this._picked = defaultValue(options.picked, 0);
|
||
options.uniforms.pickedColor = this._pickedColor;
|
||
options.uniforms.defaultColor = this._defaultColor;
|
||
options.uniforms.picked = this._picked;
|
||
|
||
this._uniforms = initUniform(options.uniforms);
|
||
|
||
function onPropertyChanged(changed) {
|
||
that.needsUpdate = changed;
|
||
}
|
||
|
||
defineProperty(this, "translucent", defaultValue(options.translucent, false), onPropertyChanged);
|
||
defineProperty(this, "wireframe", defaultValue(options.wireframe, false), onPropertyChanged);
|
||
defineProperty(this, "side", defaultValue(options.side, MeshMaterial.Sides.DOUBLE), onPropertyChanged);
|
||
|
||
defineProperty(this, "uniformStateUsed", defaultValue(options.uniformStateUsed, [{
|
||
uniformStateName: "model",
|
||
glslVarName: "modelMatrix"
|
||
}]), onPropertyChanged);
|
||
defineProperty(this, "uniforms", this._uniforms, function () {
|
||
that._uniforms = initUniform(that._uniforms);
|
||
});
|
||
|
||
|
||
this._vertexShader = '//#inner\n void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n}';
|
||
this._fragmentShader = '//#inner' + this._uuid + '\n uniform float picked;\n uniform vec4 pickedColor;\n uniform vec4 defaultColor;\n void main() {\ngl_FragColor = defaultColor;\n if(picked!=0.0){\ngl_FragColor = pickedColor;}}';// vec4( ' + this._defaultColor.red + ',' + this._defaultColor.green + ',' + this._defaultColor.blue + ',' + this._defaultColor.alpha + ');\n}';
|
||
|
||
defineProperty(this, "vertexShader", defaultValue(options.vertexShader, this._vertexShader), onPropertyChanged);
|
||
defineProperty(this, "fragmentShader", defaultValue(options.fragmentShader, this._fragmentShader), onPropertyChanged);
|
||
|
||
this.depthTest =defaultValue(options.depthTest, true);
|
||
this.depthMask = defaultValue(options.depthMask, true);
|
||
this.blending = defaultValue(options.blending, true);
|
||
|
||
this.needsUpdate = true;
|
||
}
|
||
|
||
|
||
Object.defineProperties(MeshMaterial.prototype, {
|
||
uuid: {
|
||
get: function () {
|
||
return this._uuid;
|
||
}
|
||
},
|
||
defaultColor: {
|
||
set: function (val) {
|
||
if (typeof val == 'string') {
|
||
val = Cesium.Color.fromCssColorString(val);
|
||
}
|
||
Cesium.Color.clone(val, this._defaultColor);
|
||
},
|
||
get: function () {
|
||
return this._defaultColor;
|
||
}
|
||
}
|
||
});
|
||
|
||
/**
|
||
*
|
||
*@memberof Cesium.MeshMaterial
|
||
*@property {Enum}FRONT
|
||
*@property {Enum}BACK
|
||
*@property {Enum}DOUBLE
|
||
*/
|
||
MeshMaterial.Sides = {
|
||
FRONT: 3,
|
||
BACK: 1,
|
||
DOUBLE: 2
|
||
}
|
||
return MeshMaterial;
|
||
});
|
||
define('Core/GeometryUtils',[
|
||
'Util/CSG'
|
||
], function (CSG) {
|
||
|
||
/**
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function GeometryUtils() {
|
||
|
||
}
|
||
|
||
function getAttrs(geo) {
|
||
var attrNames = [];
|
||
|
||
for (var name in geo.attributes) {
|
||
if (geo.attributes.hasOwnProperty(name) && geo.attributes[name]) {
|
||
attrNames.push(name);
|
||
}
|
||
}
|
||
return attrNames
|
||
}
|
||
|
||
var scratchPosition = new Cesium.Cartesian3();
|
||
var scratchQuaternion = new Cesium.Quaternion();
|
||
var scratchMatrix4 = new Cesium.Matrix4();
|
||
var scratchRotation = new Cesium.Matrix3();
|
||
|
||
/**
|
||
*绕x轴旋转,修改顶点坐标
|
||
*@param {Cesium.Geometry}geometry
|
||
*@param {Number}angle 弧度
|
||
*/
|
||
GeometryUtils.rotateX = function (geometry, angle) {
|
||
|
||
var positions = geometry.attributes.position.values;
|
||
|
||
Cesium.Matrix3.fromRotationX(angle, scratchRotation);
|
||
Cesium.Matrix4.fromRotationTranslation(scratchRotation, Cesium.Cartesian3.ZERO, scratchMatrix4);
|
||
|
||
for (var i = 0; i < positions.length; i += 3) {
|
||
scratchPosition.x = positions[i];
|
||
scratchPosition.y = positions[i + 1];
|
||
scratchPosition.z = positions[i + 2];
|
||
Cesium.Matrix4.multiplyByPoint(scratchMatrix4, scratchPosition, scratchPosition);
|
||
positions[i] = scratchPosition.x;
|
||
positions[i + 1] = scratchPosition.y;
|
||
positions[i + 2] = scratchPosition.z;
|
||
}
|
||
|
||
}
|
||
/**
|
||
*绕y轴旋转,修改顶点坐标
|
||
*@param {Cesium.Geometry}geometry
|
||
*@param {Number}angle 弧度
|
||
*/
|
||
GeometryUtils.rotateY = function (geometry, angle) {
|
||
|
||
var positions = geometry.attributes.position.values;
|
||
|
||
Cesium.Matrix3.fromRotationY(angle, scratchRotation);
|
||
Cesium.Matrix4.fromRotationTranslation(scratchRotation, Cesium.Cartesian3.ZERO, scratchMatrix4);
|
||
|
||
for (var i = 0; i < positions.length; i += 3) {
|
||
scratchPosition.x = positions[i];
|
||
scratchPosition.y = positions[i + 1];
|
||
scratchPosition.z = positions[i + 2];
|
||
Cesium.Matrix4.multiplyByPoint(scratchMatrix4, scratchPosition, scratchPosition);
|
||
positions[i] = scratchPosition.x;
|
||
positions[i + 1] = scratchPosition.y;
|
||
positions[i + 2] = scratchPosition.z;
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
*绕z轴旋转,修改顶点坐标
|
||
*@param {Cesium.Geometry}geometry
|
||
*@param {Number}angle 弧度
|
||
*/
|
||
GeometryUtils.rotateZ = function (geometry, angle) {
|
||
|
||
var positions = geometry.attributes.position.values;
|
||
|
||
Cesium.Matrix3.fromRotationZ(angle, scratchRotation);
|
||
Cesium.Matrix4.fromRotationTranslation(scratchRotation, Cesium.Cartesian3.ZERO, scratchMatrix4);
|
||
|
||
for (var i = 0; i < positions.length; i += 3) {
|
||
scratchPosition.x = positions[i];
|
||
scratchPosition.y = positions[i + 1];
|
||
scratchPosition.z = positions[i + 2];
|
||
Cesium.Matrix4.multiplyByPoint(scratchMatrix4, scratchPosition, scratchPosition);
|
||
positions[i] = scratchPosition.x;
|
||
positions[i + 1] = scratchPosition.y;
|
||
positions[i + 2] = scratchPosition.z;
|
||
}
|
||
|
||
}
|
||
/**
|
||
*
|
||
*@param {Cesium.Geometry}geometry
|
||
*/
|
||
GeometryUtils.computeVertexNormals = function (geometry) {
|
||
|
||
var indices = geometry.indices;
|
||
var attributes = geometry.attributes;
|
||
var il = indices.length;
|
||
if (attributes.position) {
|
||
|
||
var positions = attributes.position.values;
|
||
|
||
if (attributes.normal === undefined) {
|
||
attributes.normal = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 3,
|
||
values: new Float32Array(positions.length)
|
||
})
|
||
|
||
} else {
|
||
|
||
// reset existing normals to zero
|
||
|
||
var array = attributes.normal.values;
|
||
|
||
for (var i = 0; i < il; i++) {
|
||
|
||
array[i] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var normals = attributes.normal.values;
|
||
|
||
var vA, vB, vC;
|
||
|
||
var pA = new Cesium.Cartesian3(), pB = new Cesium.Cartesian3(), pC = new Cesium.Cartesian3();
|
||
var cb = new Cesium.Cartesian3(), ab = new Cesium.Cartesian3();
|
||
|
||
for (var i = 0; i < il; i += 3) {
|
||
|
||
vA = indices[i + 0] * 3;
|
||
vB = indices[i + 1] * 3;
|
||
vC = indices[i + 2] * 3;
|
||
|
||
Cesium.Cartesian3.fromArray(positions, vA, pA);
|
||
Cesium.Cartesian3.fromArray(positions, vB, pB);
|
||
Cesium.Cartesian3.fromArray(positions, vC, pC);
|
||
|
||
Cesium.Cartesian3.subtract(pC, pB, cb);
|
||
Cesium.Cartesian3.subtract(pA, pB, ab);
|
||
Cesium.Cartesian3.cross(cb, ab, cb);
|
||
|
||
normals[vA] += cb.x;
|
||
normals[vA + 1] += cb.y;
|
||
normals[vA + 2] += cb.z;
|
||
|
||
normals[vB] += cb.x;
|
||
normals[vB + 1] += cb.y;
|
||
normals[vB + 2] += cb.z;
|
||
|
||
normals[vC] += cb.x;
|
||
normals[vC + 1] += cb.y;
|
||
normals[vC + 2] += cb.z;
|
||
|
||
}
|
||
|
||
normalizeNormals(geometry);
|
||
|
||
attributes.normal.needsUpdate = true;
|
||
|
||
}
|
||
|
||
return geometry;
|
||
}
|
||
function normalizeNormals(geometry) {
|
||
|
||
var normals = geometry.attributes.normal.values;
|
||
|
||
var x, y, z, n;
|
||
|
||
for (var i = 0; i < normals.length; i += 3) {
|
||
|
||
x = normals[i];
|
||
y = normals[i + 1];
|
||
z = normals[i + 2];
|
||
|
||
n = 1.0 / Math.sqrt(x * x + y * y + z * z);
|
||
|
||
normals[i] = x * n;
|
||
normals[i + 1] = y * n;
|
||
normals[i + 2] = z * n;
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
*合并两个或两个以上图形类型(primitiveType),属性数量、名称以及属性值的类型(GeometryAttribute的componentDatatype、componentsPerAttribute等)都一致的几何体
|
||
*@param {Array<Cesium.Geometry>}geometries
|
||
*@return {Cesium.Geometry}
|
||
*/
|
||
GeometryUtils.mergeGeometries = function (geometries) {
|
||
if (!geometries || !geometries.length) {
|
||
throw new Error("缺少geometries参数");
|
||
}
|
||
|
||
if (geometries.length == 1) {
|
||
return geometries[0];
|
||
}
|
||
var geometriesAttrs = [];
|
||
|
||
var lengthChanged = false;
|
||
var primitiveTypeChanged = false;
|
||
var primitiveType = geometries[0].primitiveType;
|
||
for (var i = 0; i < geometries.length; i++) {
|
||
|
||
geometriesAttrs[i] = getAttrs(geometries[i]);
|
||
if (i > 0) {
|
||
if (primitiveType != geometries[i].primitiveType) {
|
||
primitiveTypeChanged = true;
|
||
break;
|
||
}
|
||
var lastGeoAttrs = geometriesAttrs[i - 1];
|
||
lengthChanged = lastGeoAttrs.length != geometriesAttrs[i].length;
|
||
if (!lengthChanged) {
|
||
|
||
for (var j = 0; j < lastGeoAttrs.length; j++) {
|
||
if (lastGeoAttrs[j] != geometriesAttrs[i][j]) {
|
||
lengthChanged = true;
|
||
break;
|
||
}
|
||
|
||
}
|
||
}
|
||
}
|
||
primitiveType = geometries[i].primitiveType;
|
||
if (lengthChanged || primitiveTypeChanged) {
|
||
break;
|
||
}
|
||
}
|
||
if (primitiveTypeChanged) {
|
||
throw new Error("待合并的几何体中primitiveType属性不完全一致");
|
||
}
|
||
if (lengthChanged) {
|
||
throw new Error("待合并的几何体中属性数量和和名称不完全一致");
|
||
}
|
||
var newAttrs = {};
|
||
var attrNames = geometriesAttrs[0];
|
||
for (var i = 0; i < attrNames.length; i++) {
|
||
var attrName = attrNames[i];
|
||
var geometry = geometries[0];
|
||
newAttrs[attrName] = {};
|
||
//newAttrs[attrName] = Cesium.clone(geometry.attributes[attrName]);
|
||
for (var n in geometry.attributes[attrName]) {
|
||
if (geometry.attributes[attrName].hasOwnProperty(n)) {
|
||
newAttrs[attrName][n] = geometry.attributes[attrName][n];
|
||
}
|
||
}
|
||
var values = Array.from(newAttrs[attrName].values);
|
||
|
||
for (var j = 1; j < geometries.length; j++) {
|
||
geometry = geometries[j];
|
||
for (var vi = 0; vi < geometry.attributes[attrName].values.length; vi++) {
|
||
values.push(geometry.attributes[attrName].values[vi]);
|
||
}
|
||
}
|
||
|
||
newAttrs[attrName].values = new newAttrs[attrName].values.constructor(values);
|
||
}
|
||
var indices = [];
|
||
var currIndex = 0;
|
||
for (var j = 0; j < geometries.length; j++) {
|
||
var geometry = geometries[0];
|
||
for (var i = 0; i < geometry.indices.length; i++) {
|
||
indices.push(geometry.indices[i] + currIndex);
|
||
}
|
||
currIndex += geometry.attributes.position.values.length / 3;
|
||
}
|
||
|
||
var bs = Cesium.BoundingSphere.fromVertices(newAttrs.position.values);
|
||
var geo = new Cesium.Geometry({
|
||
attributes: newAttrs,
|
||
indices: new Int32Array(indices),
|
||
primitiveType: geometries[0].primitiveType,
|
||
boundingSphere: bs
|
||
});
|
||
return geo;
|
||
}
|
||
var scratchOffset = new Cesium.Cartesian3();
|
||
/**
|
||
*
|
||
*@param {Cesium.Geometry}geometry
|
||
*@param {Cesium.Cartesian3}offset
|
||
*/
|
||
GeometryUtils.translate = function (geometry, offset) {
|
||
if (Array.isArray(offset)) {
|
||
scratchOffset.x = offset[0];
|
||
scratchOffset.y = offset[1];
|
||
scratchOffset.z = offset[2];
|
||
} else {
|
||
Cesium.Cartesian3.clone(offset, scratchOffset);
|
||
}
|
||
|
||
for (var i = 0; i < geometry.attributes.position.values.length; i += 3) {
|
||
geometry.attributes.position.values[i] += scratchOffset.x;
|
||
geometry.attributes.position.values[i + 1] += scratchOffset.y;
|
||
geometry.attributes.position.values[i + 2] += scratchOffset.z;
|
||
}
|
||
//if (geometry.attributes.normal) {
|
||
// Cesium.GeometryPipeline.computeNormal(geometry);
|
||
//}
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {TypeArray} array
|
||
*@return {Cesium.ComponentDatatype}
|
||
*/
|
||
GeometryUtils.getAttributeComponentType = function (array) {
|
||
|
||
var attributeComponentType = Cesium.ComponentDatatype.SHORT;
|
||
if (array instanceof Int8Array) {
|
||
attributeComponentType = Cesium.ComponentDatatype.BYTE;
|
||
|
||
} else if (array instanceof Uint8Array || array instanceof Uint8ClampedArray) {
|
||
attributeComponentType = Cesium.ComponentDatatype.UNSIGNED_BYTE;
|
||
|
||
} else if (array instanceof Int16Array) {
|
||
attributeComponentType = Cesium.ComponentDatatype.SHORT;
|
||
|
||
} else if (array instanceof Uint16Array) {
|
||
attributeComponentType = Cesium.ComponentDatatype.UNSIGNED_SHORT;
|
||
|
||
} else if (array instanceof Int32Array) {
|
||
attributeComponentType = Cesium.ComponentDatatype.INT;
|
||
|
||
} else if (array instanceof Uint32Array) {
|
||
attributeComponentType = Cesium.ComponentDatatype.UNSIGNED_INT;
|
||
|
||
} else if (array instanceof Float32Array) {
|
||
attributeComponentType = Cesium.ComponentDatatype.FLOAT;
|
||
|
||
} else if (array instanceof Float64Array) {
|
||
attributeComponentType = Cesium.ComponentDatatype.DOUBLE;
|
||
|
||
}
|
||
|
||
return attributeComponentType;
|
||
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {Object}geometry
|
||
*@return {Boolean}
|
||
*/
|
||
GeometryUtils.isGeometry3js = function (geometry) {
|
||
return (typeof THREE !== 'undefined' && (geometry instanceof THREE.Geometry || geometry instanceof THREE.BufferGeometry))
|
||
|| (geometry.attributes && geometry.attributes.position && geometry.index)
|
||
|| (geometry.vertices && geometry.faces);
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {THREE.BufferGeometry}geometry
|
||
*@private
|
||
*/
|
||
GeometryUtils.parseBufferGeometry3js = function (geometry) {
|
||
// var start = new Date();
|
||
|
||
var attributes = {};
|
||
if (!geometry.attributes.normal) {
|
||
geometry.computeFaceNormals();
|
||
}
|
||
for (var attrName in geometry.attributes) {
|
||
|
||
if (geometry.attributes.hasOwnProperty(attrName)) {
|
||
var attr = geometry.getAttribute(attrName);
|
||
if (attr && attr.array.length > 0) {
|
||
|
||
attributes[attrName] = new Cesium.GeometryAttribute({
|
||
componentDatatype: GeometryUtils.getAttributeComponentType(attr.array),
|
||
componentsPerAttribute: attr.itemSize,
|
||
values: attr.array,
|
||
normalize: attr.normalized
|
||
});
|
||
|
||
}
|
||
|
||
}
|
||
}
|
||
var indices = [];
|
||
if (!geometry.index && geometry.groups) {
|
||
geometry.groups.forEach(function (group) {
|
||
for (var i = 0; i < group.count; i++) {
|
||
indices.push(i + group.start);
|
||
}
|
||
})
|
||
indices = new Int32Array(indices);
|
||
} else {
|
||
indices = geometry.index.array;
|
||
}
|
||
var cesGeometry = new Cesium.Geometry({
|
||
attributes: attributes,
|
||
indices: indices,
|
||
primitiveType: Cesium.PrimitiveType.TRIANGLES
|
||
});
|
||
|
||
return cesGeometry;
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {THREE.Geometry}geometry3js
|
||
*@return {Cesium.Geometry}
|
||
*/
|
||
GeometryUtils.fromGeometry3js = function (geometry3js) {
|
||
|
||
if (geometry3js.attributes && (geometry3js.index || geometry3js.groups.length)) {
|
||
|
||
} else {
|
||
geometry3js = new THREE.BufferGeometry().fromGeometry(geometry3js);
|
||
}
|
||
var geometry = GeometryUtils.parseBufferGeometry3js(geometry3js);
|
||
//GeometryUtils.computeVertexNormals(geometry);
|
||
Cesium.GeometryPipeline.computeNormal(geometry);
|
||
return geometry;
|
||
var positions = new Float32Array(geometry3js.vertices.length * 3);
|
||
for (var i = 0; i < geometry3js.vertices.length; i++) {
|
||
positions[i * 3] = geometry3js.vertices[i].x;
|
||
if (!geometry3js.up || geometry3js.up.y) {
|
||
positions[i * 3 + 1] = geometry3js.vertices[i].z;
|
||
positions[i * 3 + 2] = geometry3js.vertices[i].y;
|
||
} else {
|
||
positions[i * 3 + 1] = geometry3js.vertices[i].y;
|
||
positions[i * 3 + 2] = geometry3js.vertices[i].z;
|
||
}
|
||
}
|
||
var indices = new Int32Array(geometry3js.faces.length * 3);
|
||
for (var i = 0; i < geometry3js.faces.length; i++) {
|
||
indices[i * 3] = geometry3js.faces[i].a;
|
||
indices[i * 3 + 1] = geometry3js.faces[i].b;
|
||
indices[i * 3 + 2] = geometry3js.faces[i].c;
|
||
}
|
||
var attributes = {};
|
||
attributes.position = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 3,
|
||
values: positions
|
||
});
|
||
var cesGeometry = new Cesium.Geometry({
|
||
attributes: attributes,
|
||
indices: indices,
|
||
primitiveType: Cesium.PrimitiveType.TRIANGLES
|
||
});
|
||
return cesGeometry;
|
||
}
|
||
/**
|
||
*
|
||
*@param {Cesium.Geometry}geometry
|
||
*@return {THREE.Geometry}
|
||
*/
|
||
GeometryUtils.toGeometry3js = function (geometry) {
|
||
if (typeof THREE === 'undefined') {
|
||
throw new Error("THREE 未加载");
|
||
}
|
||
|
||
var positions = geometry.attributes.position.values;
|
||
var positionIdx = 0;
|
||
|
||
var geometry3js = new THREE.Geometry();
|
||
|
||
for (var i = 0; i < positions.length ; i += 3) {
|
||
positionIdx = i * 3;
|
||
geometry3js.vertices.push(
|
||
new THREE.Vector3(positions[positionIdx], positions[positionIdx + 2], positions[positionIdx + 1])
|
||
);
|
||
}
|
||
|
||
for (var i = 0; i < geometry.indices.length ; i += 3) {
|
||
var idx1 = geometry.indices[i];
|
||
var idx2 = geometry.indices[i + 1];
|
||
var idx3 = geometry.indices[i + 2];
|
||
geometry3js.faces.push(new THREE.Face3(idx1, idx2, idx3));
|
||
}
|
||
|
||
return geometry3js;
|
||
}
|
||
|
||
/**
|
||
*@param {Cesium.Geometry|THREE.Geometry}
|
||
*@param {Cesium.Cartesian3}[offset]
|
||
*@return {CSG}
|
||
*/
|
||
GeometryUtils.toCSG = function (geometry, offset) {
|
||
if (!(typeof THREE === 'undefined')) {
|
||
if (geometry instanceof THREE.Geometry) {
|
||
return GeometryUtils._toCSG3js(geometry, offset);
|
||
}
|
||
}
|
||
if (!offset) {
|
||
offset = { x: 0, y: 0, z: 0 };
|
||
}
|
||
if (!geometry.attributes.normal) {
|
||
geometry = Cesium.GeometryPipeline.computeNormal(geometry);
|
||
}
|
||
if (geometry.primitiveType !== Cesium.PrimitiveType.TRIANGLES) {
|
||
throw new Error("暂不支持此类几何体");
|
||
}
|
||
if (!CSG) {
|
||
throw new Error('CSG 库未加载。请从 https://github.com/evanw/csg.js 获取');
|
||
}
|
||
var faceCount = geometry.indices.length / 3;
|
||
var polygons = [], vertices = [];
|
||
var positions = geometry.attributes.position.values;
|
||
var normals = geometry.attributes.normal.values;
|
||
var normalIdx = 0, positionIdx = 0;
|
||
|
||
for (var i = 0; i < geometry.indices.length ; i += 3) {
|
||
vertices = [];
|
||
|
||
var idx1 = geometry.indices[i];
|
||
var idx2 = geometry.indices[i + 1];
|
||
var idx3 = geometry.indices[i + 2];
|
||
|
||
positionIdx = idx1 * 3;
|
||
normalIdx = idx1 * 3;
|
||
|
||
vertices.push(new CSG.Vertex(
|
||
[positions[positionIdx++] + offset.x, positions[positionIdx++] + offset.y, positions[positionIdx++] + offset.z],
|
||
[normals[normalIdx++], normals[normalIdx++], normals[normalIdx++]]
|
||
));
|
||
|
||
positionIdx = idx2 * 3;
|
||
normalIdx = idx2 * 3;
|
||
vertices.push(new CSG.Vertex(
|
||
[positions[positionIdx++] + offset.x, positions[positionIdx++] + offset.y, positions[positionIdx++] + offset.z],
|
||
[normals[normalIdx++], normals[normalIdx++], normals[normalIdx++]]
|
||
));
|
||
|
||
positionIdx = idx3 * 3;
|
||
normalIdx = idx3 * 3;
|
||
vertices.push(new CSG.Vertex(
|
||
[positions[positionIdx++] + offset.x, positions[positionIdx++] + offset.y, positions[positionIdx++] + offset.z],
|
||
[normals[normalIdx++], normals[normalIdx++], normals[normalIdx++]]
|
||
));
|
||
polygons.push(new CSG.Polygon(vertices));
|
||
}
|
||
return CSG.fromPolygons(polygons);
|
||
}
|
||
/**
|
||
*@param {CSG}csg_model
|
||
*@param {Boolean}[toGeometry3js=false]
|
||
*@return {Cesium.Geometry|THREE.Geometry}
|
||
*/
|
||
GeometryUtils.fromCSG = function (csg_model, toGeometry3js) {
|
||
if (!(typeof THREE === 'undefined')) {
|
||
if (geometry instanceof THREE.Geometry) {
|
||
return GeometryUtils._fromCSG3js(geometry, offset);
|
||
}
|
||
}
|
||
var i, j, vertices,
|
||
polygons = csg_model.toPolygons();
|
||
|
||
if (!CSG) {
|
||
throw new Error('CSG 库未加载。请从 https://github.com/evanw/csg.js 获取');
|
||
}
|
||
|
||
var positions = [];
|
||
var normals = [];
|
||
var indices = [];
|
||
|
||
for (i = 0; i < polygons.length; i++) {
|
||
|
||
// Vertices
|
||
vertices = [];
|
||
for (j = 0; j < polygons[i].vertices.length; j++) {
|
||
vertices.push(this.getGeometryVertice(positions, normals, polygons[i].vertices[j].pos, polygons[i].plane.normal));
|
||
}
|
||
if (vertices[0] === vertices[vertices.length - 1]) {
|
||
vertices.pop();
|
||
}
|
||
|
||
for (var j = 2; j < vertices.length; j++) {
|
||
indices.push(vertices[0], vertices[j - 1], vertices[j]);
|
||
}
|
||
}
|
||
|
||
positions = new Float32Array(positions);
|
||
normals = new Float32Array(normals);
|
||
|
||
indices = new Int32Array(indices);
|
||
var attributes = {};
|
||
attributes.position = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 3,
|
||
values: positions
|
||
});
|
||
attributes.normal = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 3,
|
||
values: normals
|
||
});
|
||
|
||
var cesGeometry = new Cesium.Geometry({
|
||
attributes: attributes,
|
||
indices: indices,
|
||
primitiveType: Cesium.PrimitiveType.TRIANGLES
|
||
});
|
||
|
||
return cesGeometry;
|
||
}
|
||
|
||
GeometryUtils._toCSG3js = function (three_model, offset, rotation) {
|
||
if (typeof THREE === 'undefined') {
|
||
throw new Error("THREE 未加载");
|
||
}
|
||
|
||
var i, geometry, polygons, vertices, rotation_matrix;
|
||
|
||
if (!CSG) {
|
||
throw 'CSG library not loaded. Please get a copy from https://github.com/evanw/csg.js';
|
||
}
|
||
|
||
if (three_model instanceof THREE.Mesh) {
|
||
geometry = three_model.geometry;
|
||
offset = offset || three_model.position;
|
||
rotation = rotation || three_model.rotation;
|
||
} else if (three_model instanceof THREE.Geometry) {
|
||
geometry = three_model;
|
||
offset = offset || new THREE.Vector3(0, 0, 0);
|
||
rotation = rotation || new THREE.Euler(0, 0, 0);
|
||
} else {
|
||
throw 'Model type not supported.';
|
||
}
|
||
rotation_matrix = new THREE.Matrix4().makeRotationFromEuler(rotation);
|
||
|
||
var polygons = [];
|
||
for (i = 0; i < geometry.faces.length; i++) {
|
||
if (geometry.faces[i] instanceof THREE.Face3) {
|
||
|
||
vertices = [];
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].a].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].b].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].c].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
polygons.push(new CSG.Polygon(vertices));
|
||
|
||
} else if (geometry.faces[i] instanceof THREE.Face4) {
|
||
|
||
vertices = [];
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].a].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].b].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].d].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
polygons.push(new CSG.Polygon(vertices));
|
||
|
||
vertices = [];
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].b].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].c].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
vertices.push(new CSG.Vertex(geometry.vertices[geometry.faces[i].d].clone().add(offset).applyMatrix4(rotation_matrix), [geometry.faces[i].normal.x, geometry.faces[i].normal.y, geometry.faces[i].normal.z]));
|
||
polygons.push(new CSG.Polygon(vertices));
|
||
|
||
} else {
|
||
throw 'Model contains unsupported face.';
|
||
}
|
||
}
|
||
|
||
return CSG.fromPolygons(polygons);
|
||
}
|
||
|
||
GeometryUtils._fromCSG3js = function (csg_model) {
|
||
if (typeof THREE === 'undefined') {
|
||
throw new Error("THREE 未加载");
|
||
}
|
||
var i, j, vertices, face,
|
||
three_geometry = new THREE.Geometry(),
|
||
polygons = csg_model.toPolygons();
|
||
|
||
if (!CSG) {
|
||
throw 'CSG library not loaded. Please get a copy from https://github.com/evanw/csg.js';
|
||
}
|
||
|
||
for (i = 0; i < polygons.length; i++) {
|
||
|
||
// Vertices
|
||
vertices = [];
|
||
for (j = 0; j < polygons[i].vertices.length; j++) {
|
||
vertices.push(GeometryUtils._getGeometryVertice3js(three_geometry, polygons[i].vertices[j].pos));
|
||
}
|
||
if (vertices[0] === vertices[vertices.length - 1]) {
|
||
vertices.pop();
|
||
}
|
||
|
||
for (var j = 2; j < vertices.length; j++) {
|
||
face = new THREE.Face3(vertices[0], vertices[j - 1], vertices[j], new THREE.Vector3().copy(polygons[i].plane.normal));
|
||
three_geometry.faces.push(face);
|
||
three_geometry.faceVertexUvs[0].push(new THREE.Vector2());
|
||
}
|
||
}
|
||
|
||
three_geometry.computeBoundingBox();
|
||
|
||
return three_geometry;
|
||
},
|
||
|
||
GeometryUtils._getGeometryVertice3js = function (geometry, vertice_position) {
|
||
var i;
|
||
for (i = 0; i < geometry.vertices.length; i++) {
|
||
if (geometry.vertices[i].x === vertice_position.x && geometry.vertices[i].y === vertice_position.y && geometry.vertices[i].z === vertice_position.z) {
|
||
// Vertice already exists
|
||
return i;
|
||
}
|
||
};
|
||
|
||
geometry.vertices.push(new THREE.Vector3(vertice_position.x, vertice_position.y, vertice_position.z));
|
||
return geometry.vertices.length - 1;
|
||
}
|
||
|
||
return GeometryUtils;
|
||
});
|
||
define('Core/Shaders/phong_frag',[],function () {
|
||
var phong_frag = '\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec3 v_normal;\n\
|
||
uniform float picked;\n\
|
||
uniform vec4 pickedColor;\n\
|
||
uniform vec4 defaultColor;\n\
|
||
uniform float specular;\n\
|
||
uniform float shininess;\n\
|
||
uniform vec3 emission;\n\
|
||
void main() {\n\
|
||
vec3 positionToEyeEC = -v_position; \n\
|
||
vec3 normalEC =normalize(v_normal);\n\
|
||
vec4 color=defaultColor;\n\
|
||
if(picked!=0.0){\n\
|
||
color = pickedColor;\n\
|
||
}\n\
|
||
czm_material material;\n\
|
||
material.specular = specular;\n\
|
||
material.shininess = shininess;\n\
|
||
material.normal = normalEC;\n\
|
||
material.emission =emission;//vec3(0.2,0.2,0.2);\n\
|
||
material.diffuse = color.rgb ;\n\
|
||
material.alpha = color.a;\n\
|
||
vec3 lightDirectionEC = emission;\n\
|
||
gl_FragColor = czm_phong(normalize(positionToEyeEC), material, lightDirectionEC);\n\
|
||
}';
|
||
|
||
return phong_frag;
|
||
})
|
||
;
|
||
define('Core/Shaders/phong_vert',[],function () {
|
||
var phong_vert = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec3 v_normal;\n\
|
||
\n\
|
||
varying vec3 v_light0Direction;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 pos = modelViewMatrix * vec4( position,1.0);\n\
|
||
v_normal = normalMatrix * normal;\n\
|
||
v_position = pos.xyz;\n\
|
||
v_light0Direction = mat3( modelViewMatrix) * vec3(1.0,1.0,1.0);\n\
|
||
gl_Position = projectionMatrix * pos;\n\
|
||
}";
|
||
|
||
return phong_vert;
|
||
});
|
||
define('Core/MeshPhongMaterial',[
|
||
'Core/MeshMaterial',
|
||
'Core/Shaders/phong_frag',
|
||
'Core/Shaders/phong_vert'
|
||
], function (
|
||
MeshMaterial,
|
||
phong_frag,
|
||
phong_vert
|
||
) {
|
||
/**
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*@extends Cesium.MeshMaterial
|
||
*/
|
||
function MeshPhongMaterial(options) {
|
||
options = options ? options : {};
|
||
|
||
options.uniforms = options.uniforms ? options.uniforms : {
|
||
shininess: -1,
|
||
emission: [0, 0, 0],
|
||
specular: 0
|
||
};
|
||
options.uniforms.shininess = Cesium.defaultValue(options.uniforms.shininess, 0);
|
||
options.uniforms.emission = Cesium.defaultValue(options.uniforms.emission, [0.2, 0.2, 0.2]);
|
||
options.uniforms.specular = Cesium.defaultValue(options.uniforms.specular, 0);
|
||
|
||
MeshMaterial.apply(this, arguments);
|
||
this.vertexShader = phong_vert;
|
||
this.fragmentShader = phong_frag;
|
||
}
|
||
MeshPhongMaterial.prototype = new MeshMaterial();
|
||
return MeshPhongMaterial;
|
||
})
|
||
;
|
||
define('Core/Mesh',[
|
||
'Core/Rotation',
|
||
'Util/CSG',
|
||
'Core/MeshMaterial',
|
||
'Core/GeometryUtils',
|
||
'Core/MeshPhongMaterial'
|
||
], function (
|
||
Rotation,
|
||
CSG,
|
||
MeshMaterial,
|
||
GeometryUtils,
|
||
MeshPhongMaterial
|
||
) {
|
||
var defaultValue = Cesium.defaultValue;
|
||
/**
|
||
*
|
||
*@param {Object|geometry}options
|
||
*@param {Cesium.Geometry|Cesium.CSG|THREE.Geometry|THREE.BufferGeometry}options.geometry
|
||
*@param {Cesium.MeshMaterial}options.material
|
||
*@param {Boolean}[options.show=true]
|
||
*@param {Cesium.Cartesian3}[options.position]
|
||
*@param {Cesium.Rotation}[options.rotation]
|
||
*@param {Cesium.Cartesian3}[options.scale]
|
||
*@param {Cesium.MeshMaterial}[material]
|
||
*
|
||
*@property {Cesium.Geometry}geometry
|
||
*@property {Cesium.MeshMaterial}material
|
||
*@property {Boolean}show
|
||
*@property {Cesium.Cartesian3}position
|
||
*@property {Cesium.VolumeRendering.Rotation}rotation
|
||
*@property {Cesium.Cartesian3}scale
|
||
*@property {Boolean}needUpdate
|
||
*@property {Cesium.Mesh|Cesium.LOD}parent
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*@example
|
||
//1.
|
||
var mesh=new Mesh(geomertry,material);
|
||
|
||
//2.
|
||
var mesh2=new Mesh({
|
||
geomertry:geomertry2,
|
||
material:material2,
|
||
position:position2
|
||
});
|
||
|
||
*/
|
||
function Mesh(options) {
|
||
|
||
if (Mesh.isGeometrySupported(options)) {
|
||
var geometry = options;
|
||
|
||
options = {
|
||
geometry: geometry,
|
||
material: arguments[1]
|
||
};
|
||
}
|
||
if (!options || !options.geometry) {
|
||
throw new Error("geometry是必须参数");
|
||
}
|
||
if (!Mesh.isGeometrySupported(options.geometry)) {
|
||
throw new Error("暂不支持此类型的geometry");
|
||
}
|
||
|
||
if (GeometryUtils.isGeometry3js(options.geometry)) {
|
||
options.geometry = GeometryUtils.fromGeometry3js(options.geometry);
|
||
} else if (options.geometry instanceof CSG) {
|
||
if (options.geometry.polygons.length == 0) {
|
||
options.show = false;
|
||
}
|
||
options.geometry = CSG.fromCSG(options.geometry);
|
||
} else if (typeof options.geometry.constructor.createGeometry == 'function') {
|
||
options.geometry = options.geometry.constructor.createGeometry(options.geometry);
|
||
}
|
||
|
||
this.uuid = Cesium.createGuid();
|
||
this.show = defaultValue(options.show, true);
|
||
this._geometry = options.geometry;
|
||
this._material = defaultValue(options.material, new MeshMaterial());
|
||
this._position = defaultValue(options.position, new Cesium.Cartesian3(0, 0, 0));
|
||
this._scale = defaultValue(options.scale, new Cesium.Cartesian3(1, 1, 1));
|
||
this._rotation = defaultValue(options.rotation, { axis: new Cesium.Cartesian3(0, 0, 1), angle: 0 });
|
||
this._rotation = new Rotation(this._rotation.axis, this._rotation.angle);
|
||
this._needsUpdate = false;
|
||
this._modelMatrix = new Cesium.Matrix4();
|
||
Cesium.Matrix4.clone(Cesium.Matrix4.IDENTITY, this._modelMatrix);
|
||
|
||
//用于设置旋转,优先级大于rotation
|
||
this.quaternion = null;
|
||
|
||
this._modelMatrixNeedsUpdate = true;
|
||
this._onNeedUpdateChanged = function () {
|
||
this.modelMatrixNeedsUpdate = true;
|
||
};
|
||
this._rotation.paramChanged.removeEventListener(this._onNeedUpdateChanged);
|
||
this._drawCommand = null;
|
||
this._children = [];
|
||
this._parent = null;
|
||
this.userData = {};
|
||
if (!this._geometry.attributes.normal
|
||
&& this.material instanceof MeshPhongMaterial
|
||
&& this._geometry.primitiveType == Cesium.PrimitiveType.TRIANGLES
|
||
) {
|
||
Cesium.GeometryPipeline.computeNormal(this._geometry);
|
||
//GeometryUtils.computeVertexNormals(this._geometry);
|
||
}
|
||
}
|
||
|
||
Mesh.isGeometrySupported = function (geometry) {
|
||
var supported = (geometry instanceof Cesium.Geometry
|
||
|| geometry instanceof CSG
|
||
|| typeof geometry.constructor.createGeometry == 'function'
|
||
|| GeometryUtils.isGeometry3js(geometry));
|
||
return supported;
|
||
}
|
||
|
||
|
||
/**
|
||
*
|
||
*@param {Cesium.Mesh|Cesium.LOD}node
|
||
*@param {Cesium.Mesh~TraverseCallback}callback
|
||
*/
|
||
Mesh.traverse = function (node, callback) {
|
||
callback(node);
|
||
if (node.children) {
|
||
node.children.forEach(function (child) {
|
||
callback(child);
|
||
})
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
||
*
|
||
* @callback Cesium.Mesh~TraverseCallback
|
||
* @param {Cesium.Mesh|Cesium.LOD}node
|
||
*/
|
||
|
||
Object.defineProperties(Mesh.prototype, {
|
||
|
||
modelMatrix: {
|
||
get: function () {
|
||
return this._modelMatrix;
|
||
}
|
||
},
|
||
parent: {
|
||
get: function () {
|
||
return this._parent;
|
||
},
|
||
set: function (val) {
|
||
this._parent = val;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
|
||
}
|
||
},
|
||
modelMatrixNeedsUpdate: {
|
||
get: function () {
|
||
return this._modelMatrixNeedsUpdate;
|
||
},
|
||
set: function (val) {
|
||
this._modelMatrixNeedsUpdate = val;
|
||
if (this._modelMatrixNeedsUpdate) {
|
||
Mesh.traverse(this, function (mesh) {
|
||
mesh._modelMatrixNeedsUpdate = val;
|
||
});
|
||
}
|
||
}
|
||
},
|
||
children: {
|
||
get: function () {
|
||
return this._children;
|
||
},
|
||
set: function (val) {
|
||
this._children = val;
|
||
this._needsUpdate = true;
|
||
}
|
||
},
|
||
geometry: {
|
||
get: function () {
|
||
return this._geometry;
|
||
},
|
||
set: function (val) {
|
||
this._geometry = val;
|
||
this._needsUpdate = true;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
},
|
||
material: {
|
||
get: function () {
|
||
return this._material;
|
||
},
|
||
set: function (val) {
|
||
this._material = val;
|
||
this._needsUpdate = true;
|
||
}
|
||
},
|
||
needsUpdate: {
|
||
get: function () {
|
||
return this._needsUpdate;
|
||
},
|
||
set: function (val) {
|
||
this._needsUpdate = val;
|
||
}
|
||
},
|
||
rotation: {
|
||
get: function () {
|
||
return this._rotation;
|
||
},
|
||
set: function (val) {
|
||
if (val != this._rotation) {
|
||
this._rotation = val;
|
||
// this._needUpdate = true;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._rotation.paramChanged.removeEventListener(this._onNeedUpdateChanged);
|
||
this._rotation = val;
|
||
this._rotation.paramChanged.addEventListener(this._onNeedUpdateChanged);
|
||
}
|
||
},
|
||
position: {
|
||
get: function () {
|
||
return this._position;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._position.x || val.y != this._position.y || val.z != this._position.z) {
|
||
this._position = val;
|
||
//this._needsUpdate = true;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._position = val;
|
||
}
|
||
},
|
||
scale: {
|
||
get: function () {
|
||
return this._scale;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._scale.x || val.y != this._scale.y || val.z != this._scale.z) {
|
||
this._scale = val;
|
||
// this._needsUpdate = true;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._scale = val;
|
||
}
|
||
}
|
||
});
|
||
|
||
/**
|
||
*@oaram {Cesium.Mesh|Cesium.LOD}child
|
||
*/
|
||
Mesh.prototype.add = function (mesh) {
|
||
|
||
if (mesh.parent !== this) {
|
||
mesh.parent = this;
|
||
}
|
||
this._children.push(mesh);
|
||
}
|
||
return Mesh;
|
||
})
|
||
;
|
||
define('Core/Shaders/none_frag',[],function () {
|
||
|
||
var none_frag = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
\n\
|
||
uniform vec4 ambientColor;\n\
|
||
uniform vec4 diffuseColor;\n\
|
||
uniform vec4 specularColor;\n\
|
||
uniform float specularShininess;\n\
|
||
uniform float picked;\n\
|
||
uniform vec4 pickedColor;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n\
|
||
vec4 ambient = ambientColor;\n\
|
||
vec4 diffuse = diffuseColor;\n\
|
||
vec4 specular = specularColor;\n\
|
||
color.xyz += ambient.xyz;\n\
|
||
color.xyz += diffuse.xyz;\n\
|
||
color.xyz += specular.xyz;\n\
|
||
color = vec4(color.rgb * diffuse.a, diffuse.a);\n\
|
||
gl_FragColor = color;\n\
|
||
if(picked!=0.0){\n\
|
||
gl_FragColor =mix(color, pickedColor*0.5,1.0);\n\
|
||
}\n\
|
||
}";
|
||
return none_frag;
|
||
|
||
})
|
||
;
|
||
define('Core/Shaders/none_vert',[],function () {
|
||
var none_vert = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 pos = modelViewMatrix * vec4( position,1.0);\n\
|
||
v_position = pos.xyz;\n\
|
||
gl_Position = projectionMatrix * pos;\n\
|
||
}";
|
||
return none_vert;
|
||
});
|
||
define('Core/Shaders/normals_frag',[],function () {
|
||
var normals_frag = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec3 v_normal;\n\
|
||
\n\
|
||
uniform vec4 ambientColor;\n\
|
||
uniform vec4 diffuseColor;\n\
|
||
uniform vec4 specularColor;\n\
|
||
uniform float specularShininess;\n\
|
||
uniform float alpha;\n\
|
||
uniform float picked;\n\
|
||
uniform vec4 pickedColor;\n\
|
||
\n\
|
||
varying vec3 v_light0Direction;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec3 normal = normalize(v_normal);\n\
|
||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n\
|
||
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);\n\
|
||
vec3 lightColor = vec3(1.0,1.0,1.0);\n\
|
||
vec4 ambient = ambientColor;\n\
|
||
vec4 diffuse = diffuseColor;\n\
|
||
vec4 specular = specularColor;\n\
|
||
\n\
|
||
vec3 specularLight = vec3(0.0, 0.0, 0.0);\n\
|
||
{\n\
|
||
float specularIntensity = 0.0;\n\
|
||
float attenuation = 1.0;\n\
|
||
vec3 l = normalize(v_light0Direction);\n\
|
||
vec3 viewDir = -normalize(v_position);\n\
|
||
vec3 h = normalize(l+viewDir);\n\
|
||
specularIntensity = max(0.0, pow(max(dot(normal,h), 0.0) , specularShininess)) * attenuation;\n\
|
||
specularLight += lightColor * specularIntensity;\n\
|
||
diffuseLight += lightColor * max(dot(normal,l), 0.0) * attenuation;\n\
|
||
}\n\
|
||
//specular.xyz *= specularLight;\n\
|
||
//diffuse.xyz *= diffuseLight;\n\
|
||
color.xyz += ambient.xyz;\n\
|
||
color.xyz += diffuse.xyz;\n\
|
||
color.xyz += specular.xyz;\n\
|
||
color = vec4(color.rgb * diffuse.a, diffuse.a*alpha);\n\
|
||
gl_FragColor = color;\n\
|
||
if(picked!=0.0){\n\
|
||
gl_FragColor =mix(color, pickedColor*0.5,1.0);\n\
|
||
}\n\
|
||
}";
|
||
return normals_frag;
|
||
});
|
||
define('Core/Shaders/normals_vert',[],function () {
|
||
var normals_vert = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec3 v_normal;\n\
|
||
\n\
|
||
varying vec3 v_light0Direction;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 pos = modelViewMatrix * vec4( position,1.0);\n\
|
||
v_normal = normalMatrix * normal;\n\
|
||
v_position = pos.xyz;\n\
|
||
v_light0Direction = mat3( modelViewMatrix) * vec3(1.0,1.0,1.0);\n\
|
||
gl_Position = projectionMatrix * pos;\n\
|
||
}";
|
||
|
||
return normals_vert;
|
||
});
|
||
define('Core/Shaders/texture_frag',[],function () {
|
||
var texture_frag = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec2 v_texcoord0;\n\
|
||
\n\
|
||
uniform vec4 ambientColor;\n\
|
||
uniform sampler2D diffuseColorMap;\n\
|
||
uniform vec4 specularColor;\n\
|
||
uniform float specularShininess;\n\
|
||
uniform float picked;\n\
|
||
uniform vec4 pickedColor;\n\
|
||
\n\
|
||
uniform float alpha;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n\
|
||
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);\n\
|
||
vec3 lightColor = vec3(1.0,1.0,1.0);\n\
|
||
vec4 ambient = ambientColor;\n\
|
||
vec4 diffuse = texture2D(diffuseColorMap, v_texcoord0);\n\
|
||
vec4 specular = specularColor;\n\
|
||
color.xyz += ambient.xyz;\n\
|
||
color.xyz += diffuse.xyz;\n\
|
||
color.xyz += specular.xyz;\n\
|
||
color = vec4(diffuse.rgb * diffuse.a, diffuse.a*alpha);\n\
|
||
gl_FragColor = color;\n\
|
||
if(picked!=0.0){\n\
|
||
gl_FragColor =mix(color, pickedColor*0.5,1.0);\n\
|
||
}\n\
|
||
}";
|
||
return texture_frag;
|
||
})
|
||
;
|
||
define('Core/Shaders/texture_vert',[],function () {
|
||
var texture_vert = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec2 v_texcoord0;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 pos = modelViewMatrix * vec4( position,1.0);\n\
|
||
v_texcoord0 = uv;\n\
|
||
v_position = pos.xyz;\n\
|
||
gl_Position = projectionMatrix * pos;\n\
|
||
}";
|
||
|
||
return texture_vert;
|
||
});
|
||
define('Core/Shaders/texture_normals_frag',[],function () {
|
||
var texture_normals_frag = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec2 v_texcoord0;\n\
|
||
varying vec3 v_normal;\n\
|
||
\n\
|
||
uniform vec4 ambientColor;\n\
|
||
uniform sampler2D diffuseColorMap;\n\
|
||
uniform vec4 specularColor;\n\
|
||
uniform float specularShininess;\n\
|
||
uniform float picked;\n\
|
||
uniform vec4 pickedColor;\n\
|
||
\n\
|
||
varying vec3 v_light0Direction;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec3 normal = normalize(v_normal);\n\
|
||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n\
|
||
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);\n\
|
||
vec3 lightColor = vec3(1.0,1.0,1.0);\n\
|
||
vec4 ambient = ambientColor;\n\
|
||
vec4 diffuse = texture2D(diffuseColorMap, v_texcoord0);\n\
|
||
vec4 specular = specularColor;\n\
|
||
\n\
|
||
vec3 specularLight = vec3(0.0, 0.0, 0.0);\n\
|
||
{\n\
|
||
float specularIntensity = 0.0;\n\
|
||
float attenuation = 1.0;\n\
|
||
vec3 l = normalize(v_light0Direction);\n\
|
||
vec3 viewDir = -normalize(v_position);\n\
|
||
vec3 h = normalize(l+viewDir);\n\
|
||
specularIntensity = max(0.0, pow(max(dot(normal,h), 0.0) , specularShininess)) * attenuation;\n\
|
||
specularLight += lightColor * specularIntensity;\n\
|
||
diffuseLight += lightColor * max(dot(normal,l), 0.0) * attenuation;\n\
|
||
}\n\
|
||
//specular.xyz *= specularLight;\n\
|
||
//diffuse.xyz *= diffuseLight;\n\
|
||
color.xyz += ambient.xyz;\n\
|
||
color.xyz += diffuse.xyz;\n\
|
||
color.xyz += specular.xyz;\n\
|
||
color = vec4(diffuse.rgb * diffuse.a, diffuse.a);\n\
|
||
gl_FragColor = color;\n\
|
||
if(picked!=0.0){\n\
|
||
gl_FragColor = pickedColor*color;\n\
|
||
}\n\
|
||
}";
|
||
|
||
return texture_normals_frag;
|
||
});
|
||
define('Core/Shaders/texture_normals_vert',[],function () {
|
||
var texture_normals_vert = "\n\
|
||
#ifdef GL_ES\n\
|
||
precision highp float;\n\
|
||
#endif\n\
|
||
\n\
|
||
\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec2 v_texcoord0;\n\
|
||
varying vec3 v_normal;\n\
|
||
\n\
|
||
varying vec3 v_light0Direction;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 pos = modelViewMatrix * vec4( position,1.0);\n\
|
||
v_normal = normalMatrix * normal;\n\
|
||
v_texcoord0 =uv;\n\
|
||
v_position = pos.xyz;\n\
|
||
v_light0Direction = mat3( modelViewMatrix) * vec3(1.0,1.0,1.0);\n\
|
||
gl_Position = projectionMatrix * pos;\n\
|
||
}";
|
||
return texture_normals_vert;
|
||
});
|
||
define('Core/Shaders/ShaderChunk',[
|
||
"Core/Shaders/none_frag",
|
||
"Core/Shaders/none_vert",
|
||
"Core/Shaders/normals_frag",
|
||
"Core/Shaders/normals_vert",
|
||
"Core/Shaders/texture_frag",
|
||
"Core/Shaders/texture_vert",
|
||
"Core/Shaders/texture_normals_frag",
|
||
"Core/Shaders/texture_normals_vert"
|
||
], function (
|
||
none_frag,
|
||
none_vert,
|
||
normals_frag,
|
||
normals_vert,
|
||
texture_frag,
|
||
texture_vert,
|
||
texture_normals_frag,
|
||
texture_normals_vert
|
||
) {
|
||
|
||
var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
|
||
|
||
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
|
||
|
||
var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
|
||
|
||
var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";
|
||
|
||
var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
|
||
|
||
var begin_vertex = "\nvec3 transformed = vec3( position );\n";
|
||
|
||
var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
|
||
|
||
var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
|
||
|
||
var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";
|
||
|
||
var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";
|
||
|
||
var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
|
||
|
||
var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";
|
||
|
||
var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
|
||
|
||
var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
|
||
|
||
var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";
|
||
|
||
var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
|
||
|
||
var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
|
||
|
||
var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";
|
||
|
||
var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";
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var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n";
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var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
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var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
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var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
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var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
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var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
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var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = asin( flipNormal * reflectVec.y ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";
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var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";
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var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";
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var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";
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var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";
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var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n";
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var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
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var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";
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var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";
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var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
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var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
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var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";
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var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";
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var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
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var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";
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var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
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var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
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var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
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var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";
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var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";
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var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";
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var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
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var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
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var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
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var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";
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var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n";
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var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
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var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
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var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
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var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";
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var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";
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var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
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var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
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var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
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var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n";
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var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n";
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var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n";
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var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n";
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var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
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var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";
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var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";
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var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";
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var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";
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var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
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var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
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var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n";
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var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
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var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
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var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
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var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
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var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
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var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
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var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";
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var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";
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var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
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var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
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var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
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||
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";
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||
var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
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var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
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var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
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var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
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|
||
var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";
|
||
|
||
var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n";
|
||
|
||
var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
|
||
|
||
var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
|
||
|
||
var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
|
||
|
||
var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";
|
||
|
||
var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
|
||
|
||
var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";
|
||
|
||
var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
|
||
|
||
var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
|
||
|
||
var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
|
||
|
||
var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
|
||
|
||
var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
|
||
|
||
var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
|
||
|
||
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";
|
||
|
||
var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
|
||
|
||
var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
|
||
|
||
var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
|
||
|
||
var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n";
|
||
|
||
var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
|
||
|
||
|
||
|
||
|
||
var ShaderChunk = {
|
||
alphamap_fragment: alphamap_fragment,
|
||
alphamap_pars_fragment: alphamap_pars_fragment,
|
||
alphatest_fragment: alphatest_fragment,
|
||
aomap_fragment: aomap_fragment,
|
||
aomap_pars_fragment: aomap_pars_fragment,
|
||
begin_vertex: begin_vertex,
|
||
beginnormal_vertex: beginnormal_vertex,
|
||
bsdfs: bsdfs,
|
||
bumpmap_pars_fragment: bumpmap_pars_fragment,
|
||
clipping_planes_fragment: clipping_planes_fragment,
|
||
clipping_planes_pars_fragment: clipping_planes_pars_fragment,
|
||
clipping_planes_pars_vertex: clipping_planes_pars_vertex,
|
||
clipping_planes_vertex: clipping_planes_vertex,
|
||
color_fragment: color_fragment,
|
||
color_pars_fragment: color_pars_fragment,
|
||
color_pars_vertex: color_pars_vertex,
|
||
color_vertex: color_vertex,
|
||
common: common,
|
||
cube_uv_reflection_fragment: cube_uv_reflection_fragment,
|
||
defaultnormal_vertex: defaultnormal_vertex,
|
||
displacementmap_pars_vertex: displacementmap_pars_vertex,
|
||
displacementmap_vertex: displacementmap_vertex,
|
||
emissivemap_fragment: emissivemap_fragment,
|
||
emissivemap_pars_fragment: emissivemap_pars_fragment,
|
||
encodings_fragment: encodings_fragment,
|
||
encodings_pars_fragment: encodings_pars_fragment,
|
||
envmap_fragment: envmap_fragment,
|
||
envmap_pars_fragment: envmap_pars_fragment,
|
||
envmap_pars_vertex: envmap_pars_vertex,
|
||
envmap_vertex: envmap_vertex,
|
||
fog_vertex: fog_vertex,
|
||
fog_pars_vertex: fog_pars_vertex,
|
||
fog_fragment: fog_fragment,
|
||
fog_pars_fragment: fog_pars_fragment,
|
||
gradientmap_pars_fragment: gradientmap_pars_fragment,
|
||
lightmap_fragment: lightmap_fragment,
|
||
lightmap_pars_fragment: lightmap_pars_fragment,
|
||
lights_lambert_vertex: lights_lambert_vertex,
|
||
lights_pars: lights_pars,
|
||
lights_phong_fragment: lights_phong_fragment,
|
||
lights_phong_pars_fragment: lights_phong_pars_fragment,
|
||
lights_physical_fragment: lights_physical_fragment,
|
||
lights_physical_pars_fragment: lights_physical_pars_fragment,
|
||
lights_template: lights_template,
|
||
logdepthbuf_fragment: logdepthbuf_fragment,
|
||
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
|
||
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
|
||
logdepthbuf_vertex: logdepthbuf_vertex,
|
||
map_fragment: map_fragment,
|
||
map_pars_fragment: map_pars_fragment,
|
||
map_particle_fragment: map_particle_fragment,
|
||
map_particle_pars_fragment: map_particle_pars_fragment,
|
||
metalnessmap_fragment: metalnessmap_fragment,
|
||
metalnessmap_pars_fragment: metalnessmap_pars_fragment,
|
||
morphnormal_vertex: morphnormal_vertex,
|
||
morphtarget_pars_vertex: morphtarget_pars_vertex,
|
||
morphtarget_vertex: morphtarget_vertex,
|
||
normal_flip: normal_flip,
|
||
normal_fragment: normal_fragment,
|
||
normalmap_pars_fragment: normalmap_pars_fragment,
|
||
packing: packing,
|
||
premultiplied_alpha_fragment: premultiplied_alpha_fragment,
|
||
project_vertex: project_vertex,
|
||
dithering_fragment: dithering_fragment,
|
||
dithering_pars_fragment: dithering_pars_fragment,
|
||
roughnessmap_fragment: roughnessmap_fragment,
|
||
roughnessmap_pars_fragment: roughnessmap_pars_fragment,
|
||
shadowmap_pars_fragment: shadowmap_pars_fragment,
|
||
shadowmap_pars_vertex: shadowmap_pars_vertex,
|
||
shadowmap_vertex: shadowmap_vertex,
|
||
shadowmask_pars_fragment: shadowmask_pars_fragment,
|
||
skinbase_vertex: skinbase_vertex,
|
||
skinning_pars_vertex: skinning_pars_vertex,
|
||
skinning_vertex: skinning_vertex,
|
||
skinnormal_vertex: skinnormal_vertex,
|
||
specularmap_fragment: specularmap_fragment,
|
||
specularmap_pars_fragment: specularmap_pars_fragment,
|
||
tonemapping_fragment: tonemapping_fragment,
|
||
tonemapping_pars_fragment: tonemapping_pars_fragment,
|
||
uv_pars_fragment: uv_pars_fragment,
|
||
uv_pars_vertex: uv_pars_vertex,
|
||
uv_vertex: uv_vertex,
|
||
uv2_pars_fragment: uv2_pars_fragment,
|
||
uv2_pars_vertex: uv2_pars_vertex,
|
||
uv2_vertex: uv2_vertex,
|
||
worldpos_vertex: worldpos_vertex,
|
||
|
||
cube_frag: cube_frag,
|
||
cube_vert: cube_vert,
|
||
depth_frag: depth_frag,
|
||
depth_vert: depth_vert,
|
||
distanceRGBA_frag: distanceRGBA_frag,
|
||
distanceRGBA_vert: distanceRGBA_vert,
|
||
equirect_frag: equirect_frag,
|
||
equirect_vert: equirect_vert,
|
||
linedashed_frag: linedashed_frag,
|
||
linedashed_vert: linedashed_vert,
|
||
meshbasic_frag: meshbasic_frag,
|
||
meshbasic_vert: meshbasic_vert,
|
||
meshlambert_frag: meshlambert_frag,
|
||
meshlambert_vert: meshlambert_vert,
|
||
meshphong_frag: meshphong_frag,
|
||
meshphong_vert: meshphong_vert,
|
||
meshphysical_frag: meshphysical_frag,
|
||
meshphysical_vert: meshphysical_vert,
|
||
normal_frag: normal_frag,
|
||
normal_vert: normal_vert,
|
||
points_frag: points_frag,
|
||
points_vert: points_vert,
|
||
shadow_frag: shadow_frag,
|
||
shadow_vert: shadow_vert,
|
||
|
||
none_frag: none_frag,
|
||
none_vert:none_vert,
|
||
normals_frag: normals_frag,
|
||
normals_vert: normals_vert,
|
||
texture_frag: texture_frag,
|
||
texture_vert: texture_vert,
|
||
texture_normals_frag: texture_normals_frag,
|
||
texture_normals_vert: texture_normals_vert
|
||
};
|
||
|
||
ShaderChunk.parseIncludes = function (string) {
|
||
|
||
var pattern = /#include +<([\w\d.]+)>/g;
|
||
|
||
function replace(match, include) {
|
||
|
||
var replace = ShaderChunk[include];
|
||
|
||
if (replace === undefined) {
|
||
|
||
throw new Error('Can not resolve #include <' + include + '>');
|
||
|
||
}
|
||
|
||
return ShaderChunk.parseIncludes(replace);
|
||
|
||
}
|
||
|
||
return string.replace(pattern, replace);
|
||
|
||
}
|
||
return ShaderChunk;
|
||
});
|
||
define('Core/FramebufferTexture',[], function () {
|
||
|
||
/**
|
||
*帧缓存纹理类,可以将一个mesh渲染到帧缓存并作为纹理提供给其他mesh。<br/>
|
||
*需要配合{@link Cesium.MeshVisualizer}、{@link Cesium.Mesh}、{@link Cesium.MeshMaterial}使用。
|
||
*@param {Cesium.Mesh}mesh
|
||
*
|
||
*@property {Cesium.Mesh}mesh
|
||
*@property {Cesium.Texture}texture
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*@example
|
||
|
||
MeshVisualizer = Cesium.MeshVisualizer;
|
||
Mesh = Cesium.Mesh;
|
||
MeshMaterial = Cesium.MeshMaterial;
|
||
FramebufferTexture = Cesium.FramebufferTexture;
|
||
Shaders = VolumeRendering.Shaders;
|
||
|
||
var center2 = Cesium.Cartesian3.fromDegrees(homePosition[0]+3.5, homePosition[1] , 50000);
|
||
var modelMatrix2 = Cesium.Transforms.eastNorthUpToFixedFrame(center2);
|
||
|
||
var meshVisualizer = new MeshVisualizer({
|
||
modelMatrix: modelMatrix2,
|
||
up: { y: 1 },
|
||
scale: new Cesium.Cartesian3(2,2,2)
|
||
});
|
||
viewer.scene.primitives.add(meshVisualizer);
|
||
|
||
var guiControls = new function () {
|
||
this.model = 'bonsai';
|
||
this.steps = 256.0;
|
||
this.alphaCorrection = 1.0;
|
||
this.color1 = "#00FA58";
|
||
this.stepPos1 = 0.1;
|
||
this.color2 = "#CC6600";
|
||
this.stepPos2 = 0.7;
|
||
this.color3 = "#F2F200";
|
||
this.stepPos3 = 1.0;
|
||
};
|
||
function updateTransferFunction() {
|
||
var canvas = document.createElement('canvas');
|
||
canvas.height = 20;
|
||
canvas.width = 256;
|
||
|
||
var ctx = canvas.getContext('2d');
|
||
|
||
var grd = ctx.createLinearGradient(0, 0, canvas.width - 1, canvas.height - 1);
|
||
grd.addColorStop(guiControls.stepPos1, guiControls.color1);
|
||
grd.addColorStop(guiControls.stepPos2, guiControls.color2);
|
||
grd.addColorStop(guiControls.stepPos3, guiControls.color3);
|
||
|
||
ctx.fillStyle = grd;
|
||
ctx.fillRect(0, 0, canvas.width - 1, canvas.height - 1);
|
||
|
||
return canvas;
|
||
}
|
||
|
||
var dimensions = new Cesium.Cartesian3(50000, 50000, 50000);
|
||
var boxGeometry = Cesium.BoxGeometry.createGeometry(Cesium.BoxGeometry.fromDimensions({
|
||
dimensions: dimensions,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY
|
||
}));
|
||
|
||
var materialFirstPass = new MeshMaterial({
|
||
vertexShader: Shaders.vertexShaderFirstPass,
|
||
fragmentShader: Shaders.fragmentShaderFirstPass,
|
||
side: MeshMaterial.Sides.BACK,
|
||
uniforms: {
|
||
dimensions: dimensions
|
||
}
|
||
});
|
||
var meshFirstPass = new Mesh(boxGeometry, materialFirstPass);
|
||
var rtTexture = new FramebufferTexture(meshFirstPass);//这里使用FramebufferTexture
|
||
var transferTexture = updateTransferFunction();
|
||
var materialSecondPass = new MeshMaterial({
|
||
vertexShader: Shaders.vertexShaderSecondPass,
|
||
fragmentShader: Shaders.fragmentShaderSecondPass,
|
||
side: MeshMaterial.Sides.FRONT,
|
||
uniforms: {
|
||
alpha: 1,
|
||
dimensions: dimensions,
|
||
tex: rtTexture,
|
||
cubeTex: "./teapot.raw.png",
|
||
transferTex: transferTexture,
|
||
steps: guiControls.steps,
|
||
alphaCorrection: guiControls.alphaCorrection
|
||
}
|
||
});
|
||
|
||
var meshSecondPass = new Mesh(boxGeometry, materialSecondPass);
|
||
meshVisualizer.add(meshSecondPass);
|
||
*/
|
||
function FramebufferTexture(mesh,renderTarget) {
|
||
this.mesh = mesh;
|
||
this.texture = renderTarget;
|
||
}
|
||
|
||
return FramebufferTexture;
|
||
});
|
||
define('Core/LOD',[
|
||
'Core/Rotation',
|
||
'Core/RendererUtils'
|
||
], function (
|
||
Rotation,
|
||
RendererUtils
|
||
) {
|
||
|
||
|
||
var defaultValue = Cesium.defaultValue;
|
||
/**
|
||
*
|
||
*@param {Object|geometry}options
|
||
*@param {Boolean}[options.show=true]
|
||
*@param {Cesium.Cartesian3}[options.position]
|
||
*@param {Cesium.Rotation}[options.rotation]
|
||
*@param {Cesium.Cartesian3}[options.scale]
|
||
*
|
||
*@property {Boolean}show
|
||
*@property {Cesium.Cartesian3}position
|
||
*@property {Cesium.Rotation}rotation
|
||
*@property {Cesium.Cartesian3}scale
|
||
*@property {Boolean}needUpdate
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*@example
|
||
|
||
MeshVisualizer = Cesium.MeshVisualizer;
|
||
Mesh = Cesium.Mesh;
|
||
MeshMaterial = Cesium.MeshMaterial;
|
||
LOD = Cesium.LOD;
|
||
|
||
var center = Cesium.Cartesian3.fromDegrees(homePosition[0], homePosition[1], 50000);
|
||
var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
|
||
|
||
var meshVisualizer = new MeshVisualizer({
|
||
modelMatrix: modelMatrix,
|
||
up: { z: 1 }
|
||
});
|
||
viewer.scene.primitives.add(meshVisualizer);
|
||
|
||
|
||
var material = new MeshMaterial({
|
||
defaultColor: "rgba(200,0,0,1.0)",
|
||
wireframe: true,
|
||
side: MeshMaterial.Sides.FRONT
|
||
});
|
||
var radius = 20000;
|
||
var sphereL0 = Cesium.SphereGeometry.createGeometry(new Cesium.SphereGeometry({
|
||
radius: radius,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY,
|
||
stackPartitions:4,
|
||
slicePartitions: 4
|
||
}));
|
||
var sphereL1 = Cesium.SphereGeometry.createGeometry(new Cesium.SphereGeometry({
|
||
radius: radius,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY,
|
||
stackPartitions: 8,
|
||
slicePartitions: 8
|
||
}));
|
||
var sphereL2 = Cesium.SphereGeometry.createGeometry(new Cesium.SphereGeometry({
|
||
radius: radius,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY,
|
||
stackPartitions: 16,
|
||
slicePartitions: 16
|
||
}));
|
||
var sphereL3 = Cesium.SphereGeometry.createGeometry(new Cesium.SphereGeometry({
|
||
radius: radius,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY,
|
||
stackPartitions: 32,
|
||
slicePartitions: 32
|
||
}));
|
||
var sphereL4 = Cesium.SphereGeometry.createGeometry(new Cesium.SphereGeometry({
|
||
radius: radius,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY,
|
||
stackPartitions: 64,
|
||
slicePartitions: 64
|
||
}));
|
||
|
||
var geometries = [
|
||
[sphereL4, 5],
|
||
[sphereL3, 200],
|
||
[sphereL2, 300],
|
||
[sphereL1, 500],
|
||
[sphereL0, 2000]
|
||
];
|
||
|
||
var maxAvailableDistance = 10000000;
|
||
|
||
var i, j, mesh, lod;
|
||
var scale = new Cesium.Cartesian3(1, 1, 1);
|
||
for (j = 0; j < 1000; j++) {
|
||
|
||
lod = new LOD();
|
||
|
||
for (i = 0; i < geometries.length; i++) {
|
||
|
||
mesh = new Mesh(geometries[i][0], material);
|
||
mesh.scale = scale;
|
||
|
||
lod.addLevel(mesh, geometries[i][1] * 1000);
|
||
}
|
||
lod.maxAvailableDistance = maxAvailableDistance;
|
||
lod.position.x = 1500000 * (0.5 - Math.random());
|
||
lod.position.y = 1750000 * (0.5 - Math.random());
|
||
lod.position.z = 130000 * (0.5 - Math.random());
|
||
|
||
meshVisualizer.add(lod);
|
||
|
||
}
|
||
*/
|
||
function LOD(options) {
|
||
|
||
options = defaultValue(options, {});
|
||
|
||
this.uuid = Cesium.createGuid();
|
||
this.show = defaultValue(options.show, true);
|
||
this.maxAvailableDistance = defaultValue(options.maxAvailableDistance, Number.MAX_VALUE);
|
||
this._position = defaultValue(options.position, new Cesium.Cartesian3(0, 0, 0));
|
||
this._scale = defaultValue(options.scale, new Cesium.Cartesian3(1, 1, 1));
|
||
this._rotation = defaultValue(options.rotation, { axis: new Cesium.Cartesian3(0, 0, 1), angle: 0 });
|
||
this._rotation = new Rotation(this._rotation.axis, this._rotation.angle);
|
||
this._boundingSphere = new Cesium.BoundingSphere();
|
||
this._needsUpdate = false;
|
||
this._modelMatrixNeedsUpdate = true;
|
||
this._modelMatrix = new Cesium.Matrix4();
|
||
Cesium.Matrix4.clone(Cesium.Matrix4.IDENTITY, this._modelMatrix);
|
||
|
||
this._onNeedUpdateChanged = function () {
|
||
this._modelMatrixNeedsUpdate = true;
|
||
};
|
||
this._rotation.paramChanged.removeEventListener(this._onNeedUpdateChanged);
|
||
|
||
this._children = [];
|
||
this._parent = null;
|
||
this.type = 'LOD';
|
||
|
||
Object.defineProperties(this, {
|
||
levels: {
|
||
enumerable: true,
|
||
value: []
|
||
}
|
||
});
|
||
|
||
}
|
||
function removeByValue(arr, val) {
|
||
for (var i = 0; i < arr.length; i++) {
|
||
if (arr[i] == val) {
|
||
arr.splice(i, 1);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
LOD.prototype = {
|
||
|
||
constructor: LOD,
|
||
/**
|
||
*
|
||
*@param {Number}x
|
||
*@param {Number}y
|
||
*@param {Number}z
|
||
*/
|
||
setPosition: function (x, y, z) {
|
||
var changed = false;
|
||
if (arguments.length == 1) {
|
||
if (typeof x == 'number') {
|
||
if (x != this._position.x) changed = true;
|
||
this._position.x = x;
|
||
} else if (x instanceof Cesium.Cartesian3) {
|
||
if (x != this._position.x
|
||
|| y != this._position.y
|
||
|| z != this._position.z) {
|
||
changed = true;
|
||
}
|
||
|
||
this._position.x = x.x;
|
||
this._position.y = x.y;
|
||
this._position.z = x.z;
|
||
}
|
||
}
|
||
if (arguments.length == 2 && typeof y == 'number') {
|
||
if (y != this._position.y) changed = true;
|
||
this._position.y = y;
|
||
}
|
||
if (arguments.length == 3 && typeof z == 'number') {
|
||
if (z != this._position.z) changed = true;
|
||
this._position.z = z;
|
||
}
|
||
if (changed) {
|
||
this._modelMatrixNeedsUpdate = true;
|
||
}
|
||
},
|
||
/**
|
||
*
|
||
*@param {Number}x
|
||
*@param {Number}y
|
||
*@param {Number}z
|
||
*/
|
||
setScale: function (x, y, z) {
|
||
var changed = false;
|
||
if (arguments.length == 1) {
|
||
if (typeof x == 'number') {
|
||
if (x != this._scale.x) changed = true;
|
||
this._scale.x = x;
|
||
} else if (x instanceof Cesium.Cartesian3) {
|
||
if (x != this._scale.x
|
||
|| y != this._scale.y
|
||
|| z != this._scale.z) {
|
||
changed = true;
|
||
}
|
||
|
||
this._scale.x = x.x;
|
||
this._scale.y = x.y;
|
||
this._scale.z = x.z;
|
||
}
|
||
}
|
||
if (arguments.length == 2 && typeof y == 'number') {
|
||
if (y != this._scale.y) changed = true;
|
||
this._scale.y = y;
|
||
}
|
||
if (arguments.length == 3 && typeof z == 'number') {
|
||
if (z != this._scale.z) changed = true;
|
||
this._scale.z = z;
|
||
}
|
||
if (changed) {
|
||
this._modelMatrixNeedsUpdate = true;
|
||
}
|
||
},
|
||
|
||
/**
|
||
*@param {Cesium.Mesh}mesh
|
||
*@param {Number}distance
|
||
*/
|
||
addLevel: function (object, distance) {
|
||
|
||
if (distance === undefined) distance = 0;
|
||
|
||
distance = Math.abs(distance);
|
||
|
||
var levels = this.levels;
|
||
|
||
for (var l = 0; l < levels.length; l++) {
|
||
|
||
if (distance < levels[l].distance) {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
levels.splice(l, 0, { distance: distance, object: object });
|
||
object.parent = this;
|
||
this._children.push(object);
|
||
if (this.levels[0].object.geometry) {
|
||
this._boundingSphere.radius = this.levels[0].object.geometry.boundingSphere.radius;
|
||
} else if (this.levels[0].object.boundingSphere) {
|
||
this._boundingSphere.radius = this.levels[0].object.boundingSphere.radius;
|
||
}
|
||
},
|
||
update: function () {
|
||
|
||
var actualPosition = new Cesium.Cartesian3();
|
||
|
||
return function update(parentModelMatrix, frameState) {
|
||
|
||
var levels = this.levels;
|
||
|
||
if (levels.length > 1) {
|
||
if (this._modelMatrixNeedsUpdate) {
|
||
|
||
RendererUtils.computeModelMatrix(
|
||
parentModelMatrix,
|
||
this.position,
|
||
this.rotation,
|
||
this.scale,
|
||
this.modelMatrix
|
||
);
|
||
|
||
this._modelMatrixNeedsUpdate = false;
|
||
}
|
||
|
||
Cesium.Matrix4.getTranslation(this.modelMatrix, actualPosition);
|
||
|
||
Cesium.Cartesian3.clone(actualPosition, this._boundingSphere.center);
|
||
|
||
var bs = this._boundingSphere;
|
||
var distance = Math.max(0.0, Cesium.Cartesian3.distance(bs.center, frameState.camera.positionWC) - bs.radius);
|
||
|
||
var show = this.maxAvailableDistance > distance;
|
||
|
||
show = show && frameState.cullingVolume.computeVisibility(this._boundingSphere) !== Cesium.Intersect.OUTSIDE;
|
||
levels[0].object.show = show;
|
||
|
||
for (var i = 1, l = levels.length; i < l; i++) {
|
||
|
||
if (distance >= levels[i].distance) {
|
||
|
||
levels[i - 1].object.show = false;
|
||
levels[i].object.show = show;
|
||
|
||
} else {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for (; i < l; i++) {
|
||
|
||
levels[i].object.show = false;
|
||
|
||
}
|
||
}
|
||
};
|
||
|
||
}(),
|
||
getObjectForDistance: function (distance) {
|
||
|
||
var levels = this.levels;
|
||
|
||
for (var i = 1, l = levels.length; i < l; i++) {
|
||
|
||
if (distance < levels[i].distance) {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return levels[i - 1].object;
|
||
|
||
}
|
||
};
|
||
|
||
Object.defineProperties(LOD.prototype, {
|
||
modelMatrix: {
|
||
get: function () {
|
||
return this._modelMatrix;
|
||
}
|
||
},
|
||
parent: {
|
||
get: function () {
|
||
return this._parent;
|
||
},
|
||
set: function (val) {
|
||
if (val && ((val._children && Array.isArray(val._children)) || (val.children && Array.isArray(val.children)))) {
|
||
|
||
if (this._parent && this._parent != val) {
|
||
var children = this._parent._children ? this._parent._children : this._parent.children;
|
||
if (Array.isArray(children)) {
|
||
removeByValue(children, this);
|
||
}
|
||
}
|
||
this._parent = val;
|
||
if (typeof this._parent.add === 'function') {
|
||
this._parent.add(this);
|
||
} else {
|
||
var children = val._children ? val._children : val.children;
|
||
children.push(this);
|
||
}
|
||
}
|
||
this._needsUpdate = true;
|
||
}
|
||
},
|
||
children: {
|
||
get: function () {
|
||
return this._children;
|
||
},
|
||
set: function (val) {
|
||
this._children = val;
|
||
this._needsUpdate = true;
|
||
}
|
||
},
|
||
needsUpdate: {
|
||
get: function () {
|
||
return this._needsUpdate;
|
||
},
|
||
set: function (val) {
|
||
this._needsUpdate = val;
|
||
}
|
||
},
|
||
rotation: {
|
||
get: function () {
|
||
return this._rotation;
|
||
},
|
||
set: function (val) {
|
||
if (val != this._rotation) {
|
||
this._rotation = val;
|
||
this._needUpdate = true;
|
||
}
|
||
this._rotation.paramChanged.removeEventListener(this._onNeedUpdateChanged);
|
||
this._rotation = val;
|
||
this._rotation.paramChanged.addEventListener(this._onNeedUpdateChanged);
|
||
}
|
||
},
|
||
position: {
|
||
get: function () {
|
||
return this._position;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._position.x || val.y != this._position.y || val.z != this._position.z) {
|
||
this._position = val;
|
||
this._needsUpdate = true;
|
||
}
|
||
this._position = val;
|
||
}
|
||
},
|
||
scale: {
|
||
get: function () {
|
||
return this._scale;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._scale.x || val.y != this._scale.y || val.z != this._scale.z) {
|
||
this._scale = val;
|
||
this._needsUpdate = true;
|
||
}
|
||
this._scale = val;
|
||
}
|
||
}
|
||
});
|
||
|
||
return LOD;
|
||
|
||
});
|
||
define('Core/ArrowGeometry',[
|
||
'Core/GeometryUtils'
|
||
], function (
|
||
GeometryUtils
|
||
) {
|
||
|
||
/**
|
||
*
|
||
<pre><code>
|
||
+ ——
|
||
+ + |
|
||
+ + headLength
|
||
+ + |
|
||
++++headWidth++++ ——
|
||
+ + |
|
||
+ + |
|
||
+ + |
|
||
+ + length
|
||
+ + |
|
||
+ + |
|
||
+ + |
|
||
++++ ——
|
||
width
|
||
|
||
</code> </pre>
|
||
*@param {Object}[options]
|
||
*@param {Number}[options.length=50000]
|
||
*@param {Number}[options.width=250]
|
||
*@param {Number}[options.headLength=5000]
|
||
*@param {Number}[options.headWidth=1000]
|
||
*@param {Boolean}[options.reverse=false]
|
||
*
|
||
*@property {Number}length
|
||
*@property {Number}width
|
||
*@property {Number}headLength
|
||
*@property {Number}headWidth
|
||
*@property {Boolean}reverse
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function ArrowGeometry(options) {
|
||
options = Cesium.defaultValue(options, {});
|
||
this.length = Cesium.defaultValue(options.length, 50000);
|
||
this.width = Cesium.defaultValue(options.width, 125);
|
||
this.headLength = Cesium.defaultValue(options.headLength, 5000);
|
||
this.headWidth = Cesium.defaultValue(options.headWidth, 1000);
|
||
this.reverse = Cesium.defaultValue(options.reverse, false);
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {Cesium.ArrowGeometry}
|
||
*@return {Cesium.Geometry}
|
||
*/
|
||
ArrowGeometry.createGeometry = function (arrowGeometry) {
|
||
var length = arrowGeometry.length;
|
||
var width = arrowGeometry.width;
|
||
var headLength = arrowGeometry.headLength;
|
||
var headWidth = arrowGeometry.headWidth;
|
||
var reverse = arrowGeometry.reverse;
|
||
|
||
var line = Cesium.CylinderGeometry.createGeometry(new Cesium.CylinderGeometry({
|
||
length: length,
|
||
topRadius: width,
|
||
bottomRadius: width,
|
||
}));
|
||
var arrow;
|
||
if (reverse) {
|
||
arrow = Cesium.CylinderGeometry.createGeometry(new Cesium.CylinderGeometry({
|
||
length: headLength,
|
||
topRadius: headWidth,
|
||
bottomRadius: 0,
|
||
}));
|
||
GeometryUtils.translate(arrow, [0, 0, -(length + headLength) / 2]);
|
||
} else {
|
||
arrow = Cesium.CylinderGeometry.createGeometry(new Cesium.CylinderGeometry({
|
||
length: headLength,
|
||
topRadius: 0,
|
||
bottomRadius: headWidth,
|
||
}));
|
||
GeometryUtils.translate(arrow, [0, 0, (length + headLength) / 2]);
|
||
}
|
||
|
||
var lineWithArrow = GeometryUtils.mergeGeometries([line, arrow]);
|
||
|
||
return lineWithArrow;
|
||
}
|
||
return ArrowGeometry;
|
||
});
|
||
define('Core/PlaneGeometry',[],function () {
|
||
|
||
/**
|
||
*
|
||
<pre><code>
|
||
p1++++++++++++p4
|
||
+ + +
|
||
+ + +
|
||
+ + +
|
||
+ + +
|
||
+ + +
|
||
p2++++++++++++p3
|
||
</code> </pre>
|
||
*@param {Object}options
|
||
*@param {Array<Number|Cesium.Cartesian3>}options.positions [p1,p2,p3,p4]或者[p1.x,p1.y,p1.z,p2.x,...,p4.z]
|
||
*
|
||
*@property {Array<Number|Cesium.Cartesian3>}positions
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function PlaneGeometry(options) {//positions, widthSegments, heightSegments) {
|
||
this.type = 'PlaneGeometry';
|
||
if (!options || !options.positions) {
|
||
throw new Error("缺少positions参数");
|
||
}
|
||
if (options.positions.length != 4 && options.positions.length / 3 != 4) {
|
||
throw new Error("positions参数必须包含四个顶点的位置坐标");
|
||
}
|
||
this.positions = options.positions;
|
||
|
||
}
|
||
/**
|
||
*
|
||
*@param {Cesium.PlaneGeometry}
|
||
*@return {Cesium.Geometry}
|
||
*/
|
||
PlaneGeometry.createGeometry = function (planeGeometry) {
|
||
var positions = planeGeometry.positions;
|
||
|
||
var positionsVal;
|
||
if (Array.isArray(positions)) {
|
||
if (positions[0] instanceof Cesium.Cartesian3) {
|
||
positionsVal = new Float32Array(12);
|
||
for (var i = 0; i < positions.length; i++) {
|
||
var p = positions[i];
|
||
positionsVal[i * 3] = p.x;
|
||
positionsVal[i * 3 + 1] = p.y;
|
||
positionsVal[i * 3 + 2] = p.z;
|
||
}
|
||
} else if (typeof positions[0] === 'number') {
|
||
positionsVal = new Float32Array(positionsVal);
|
||
} else {
|
||
throw new Error("positions参数有误");
|
||
}
|
||
} else {
|
||
throw new Error("positions参数必须是数组类型");
|
||
}
|
||
var indices = new Int32Array([0, 1, 3, 1, 2, 3]);
|
||
var attributes = {
|
||
position: new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.DOUBLE,
|
||
componentsPerAttribute: 3,
|
||
values: positions
|
||
})
|
||
};
|
||
var bs = Cesium.BoundingSphere.fromVertices(positions);
|
||
var geo = new Cesium.Geometry({
|
||
attributes: attributes,
|
||
indices: new Int32Array(indices),
|
||
primitiveType: Cesium.PrimitiveType.TRIANGLES,
|
||
boundingSphere: bs
|
||
});
|
||
return geo;
|
||
}
|
||
return PlaneGeometry
|
||
});
|
||
define('Core/ReferenceMesh',[
|
||
'Core/ArrowGeometry',
|
||
'Core/PlaneGeometry',
|
||
'Core/Mesh',
|
||
'Core/MeshMaterial',
|
||
'Core/Rotation',
|
||
'Core/RendererUtils'
|
||
], function (
|
||
ArrowGeometry,
|
||
PlaneGeometry,
|
||
Mesh,
|
||
MeshMaterial,
|
||
Rotation,
|
||
RendererUtils
|
||
) {
|
||
var defaultValue = Cesium.defaultValue;
|
||
/**
|
||
*
|
||
*@param {Object}[options]
|
||
*@param {Cesium.ArrowGeometry}[options.axisParameter]
|
||
*@param {Boolean}[options.show=true]
|
||
*@param {Cesium.Cartesian3}[options.position]
|
||
*@param {Cesium.VolumeRendering.Rotation}[options.rotation]
|
||
*@param {Cesium.Cartesian3}[options.scale]
|
||
*
|
||
*@property {Boolean}show
|
||
*@property {Cesium.Cartesian3}position
|
||
*@property {Cesium.Rotation}rotation
|
||
*@property {Cesium.Cartesian3}scale
|
||
*@property {Boolean}needUpdate
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function ReferenceMesh(options) {
|
||
options = Cesium.defaultValue(options, {});
|
||
this._axisParameter = new ArrowGeometry(options.axisParameter);
|
||
this._axisParameterY = new ArrowGeometry(options.axisParameter);
|
||
this._axisParameterY.reverse = true;
|
||
|
||
var materialZ = new MeshMaterial({
|
||
defaultColor: "rgba(255,0,0,1)",
|
||
wireframe: false,
|
||
side: MeshMaterial.Sides.DOUBLE,
|
||
translucent: false,
|
||
|
||
});
|
||
var materialY = new MeshMaterial({
|
||
defaultColor: "rgba(0,255,0,1)",
|
||
wireframe: false,
|
||
side: MeshMaterial.Sides.DOUBLE,
|
||
translucent: true,
|
||
|
||
});
|
||
var materialX = new MeshMaterial({
|
||
defaultColor: "rgba(0,0,255,1)",
|
||
wireframe: false,
|
||
side: MeshMaterial.Sides.DOUBLE,
|
||
translucent: false,
|
||
|
||
});
|
||
|
||
var axisLine = ArrowGeometry.createGeometry(new ArrowGeometry(this._axisParameter));
|
||
var axisLineY = ArrowGeometry.createGeometry(new ArrowGeometry(this._axisParameterY));
|
||
|
||
var meshZ = new Mesh(axisLine, materialZ);
|
||
var meshY = new Mesh(axisLineY, materialY);
|
||
var meshX = new Mesh(axisLine, materialX);
|
||
meshZ.position.z = this._axisParameter.length / 2;
|
||
|
||
meshY.position.y = -this._axisParameter.length / 2;
|
||
meshY.rotation.axis.y = 1;
|
||
meshY.rotation.angle = -180;
|
||
|
||
meshX.position.x = this._axisParameter.length / 2;
|
||
meshX.rotation.axis.x = 1;
|
||
meshX.rotation.angle = -180;
|
||
|
||
meshX.parent = this;
|
||
meshY.parent = this;
|
||
meshZ.parent = this;
|
||
|
||
this._children = [meshX, meshY, meshZ];
|
||
this.x = meshX;
|
||
this.y = meshY;
|
||
this.z = meshZ;
|
||
|
||
this.uuid = Cesium.createGuid();
|
||
this.show = defaultValue(options.show, true);
|
||
this._position = defaultValue(options.position, new Cesium.Cartesian3(0, 0, 0));
|
||
this._scale = defaultValue(options.scale, new Cesium.Cartesian3(1, 1, 1));
|
||
this._rotation = defaultValue(options.rotation, { axis: new Cesium.Cartesian3(0, 0, 1), angle: 0 });
|
||
this._rotation = new Rotation(this._rotation.axis, this._rotation.angle);
|
||
this._needsUpdate = true;
|
||
this._modelMatrixNeedsUpdate = true;
|
||
this._modelMatrix = new Cesium.Matrix4();
|
||
Cesium.Matrix4.clone(Cesium.Matrix4.IDENTITY, this._modelMatrix);
|
||
|
||
this._onNeedUpdateChanged = function () {
|
||
this._modelMatrixNeedsUpdate = true;
|
||
};
|
||
this._rotation.paramChanged.removeEventListener(this._onNeedUpdateChanged);
|
||
this._parent = null;
|
||
|
||
}
|
||
function removeByValue(arr, val) {
|
||
for (var i = 0; i < arr.length; i++) {
|
||
if (arr[i] == val) {
|
||
arr.splice(i, 1);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
Object.defineProperties(ReferenceMesh.prototype, {
|
||
modelMatrix: {
|
||
get: function () {
|
||
return this._modelMatrix;
|
||
}
|
||
},
|
||
parent: {
|
||
get: function () {
|
||
return this._parent;
|
||
},
|
||
set: function (val) {
|
||
if (val && ((val._children && Array.isArray(val._children)) || (val.children && Array.isArray(val.children)))) {
|
||
|
||
if (this._parent && this._parent != val) {
|
||
var children = this._parent._children ? this._parent._children : this._parent.children;
|
||
if (Array.isArray(children)) {
|
||
removeByValue(children, this);
|
||
}
|
||
}
|
||
this._parent = val;
|
||
if (typeof this._parent.add === 'function') {
|
||
this._parent.add(this);
|
||
} else {
|
||
var children = val._children ? val._children : val.children;
|
||
children.push(this);
|
||
}
|
||
}
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
},
|
||
modelMatrixNeedsUpdate: {
|
||
get: function () {
|
||
return this._modelMatrixNeedsUpdate;
|
||
},
|
||
set: function (val) {
|
||
this._modelMatrixNeedsUpdate = val;
|
||
if (this._modelMatrixNeedsUpdate) {
|
||
Mesh.traverse(this, function (mesh) {
|
||
mesh._modelMatrixNeedsUpdate = val;
|
||
});
|
||
}
|
||
}
|
||
},
|
||
children: {
|
||
get: function () {
|
||
return this._children;
|
||
}
|
||
},
|
||
needsUpdate: {
|
||
get: function () {
|
||
return this._needsUpdate;
|
||
},
|
||
set: function (val) {
|
||
this._needsUpdate = val;
|
||
}
|
||
},
|
||
rotation: {
|
||
get: function () {
|
||
return this._rotation;
|
||
},
|
||
set: function (val) {
|
||
if (val != this._rotation) {
|
||
this._rotation = val;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._rotation.paramChanged.removeEventListener(this._onNeedUpdateChanged);
|
||
this._rotation = val;
|
||
this._rotation.paramChanged.addEventListener(this._onNeedUpdateChanged);
|
||
}
|
||
},
|
||
position: {
|
||
get: function () {
|
||
return this._position;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._position.x || val.y != this._position.y || val.z != this._position.z) {
|
||
this._position = val;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._position = val;
|
||
}
|
||
},
|
||
scale: {
|
||
get: function () {
|
||
return this._scale;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._scale.x || val.y != this._scale.y || val.z != this._scale.z) {
|
||
this._scale = val;
|
||
this.modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._scale = val;
|
||
}
|
||
}
|
||
});
|
||
|
||
/**
|
||
*
|
||
*@param {Cesium.Matrix4}meshVisulizerModelMatrix
|
||
*@param {Cesium.FrameState}frameState
|
||
*/
|
||
ReferenceMesh.prototype.update = function (parentModelMatrix, frameState) {
|
||
|
||
if (this._modelMatrixNeedsUpdate || this._needsUpdate) {
|
||
|
||
RendererUtils.computeModelMatrix(
|
||
parentModelMatrix,
|
||
this.position,
|
||
this.rotation,
|
||
this.scale,
|
||
this.modelMatrix
|
||
);
|
||
|
||
this._modelMatrixNeedsUpdate = false;
|
||
}
|
||
}
|
||
|
||
return ReferenceMesh;
|
||
});
|
||
/* This Source Code Form is subject to the terms of the Mozilla Public
|
||
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
||
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
||
|
||
|
||
|
||
function TIFFParser() {
|
||
this.tiffDataView = undefined;
|
||
this.littleEndian = undefined;
|
||
this.fileDirectories = [];
|
||
};
|
||
|
||
TIFFParser.prototype = {
|
||
isLittleEndian: function () {
|
||
// Get byte order mark.
|
||
var BOM = this.getBytes(2, 0);
|
||
|
||
// Find out the endianness.
|
||
if (BOM === 0x4949) {
|
||
this.littleEndian = true;
|
||
} else if (BOM === 0x4D4D) {
|
||
this.littleEndian = false;
|
||
} else {
|
||
console.log( BOM );
|
||
throw TypeError("Invalid byte order value.");
|
||
}
|
||
|
||
return this.littleEndian;
|
||
},
|
||
|
||
hasTowel: function () {
|
||
// Check for towel.
|
||
if (this.getBytes(2, 2) !== 42) {
|
||
throw RangeError("You forgot your towel!");
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
},
|
||
|
||
getFieldTagName: function (fieldTag) {
|
||
// See: http://www.digitizationguidelines.gov/guidelines/TIFF_Metadata_Final.pdf
|
||
// See: http://www.digitalpreservation.gov/formats/content/tiff_tags.shtml
|
||
var fieldTagNames = {
|
||
// TIFF Baseline
|
||
0x013B: 'Artist',
|
||
0x0102: 'BitsPerSample',
|
||
0x0109: 'CellLength',
|
||
0x0108: 'CellWidth',
|
||
0x0140: 'ColorMap',
|
||
0x0103: 'Compression',
|
||
0x8298: 'Copyright',
|
||
0x0132: 'DateTime',
|
||
0x0152: 'ExtraSamples',
|
||
0x010A: 'FillOrder',
|
||
0x0121: 'FreeByteCounts',
|
||
0x0120: 'FreeOffsets',
|
||
0x0123: 'GrayResponseCurve',
|
||
0x0122: 'GrayResponseUnit',
|
||
0x013C: 'HostComputer',
|
||
0x010E: 'ImageDescription',
|
||
0x0101: 'ImageLength',
|
||
0x0100: 'ImageWidth',
|
||
0x010F: 'Make',
|
||
0x0119: 'MaxSampleValue',
|
||
0x0118: 'MinSampleValue',
|
||
0x0110: 'Model',
|
||
0x00FE: 'NewSubfileType',
|
||
0x0112: 'Orientation',
|
||
0x0106: 'PhotometricInterpretation',
|
||
0x011C: 'PlanarConfiguration',
|
||
0x0128: 'ResolutionUnit',
|
||
0x0116: 'RowsPerStrip',
|
||
0x0115: 'SamplesPerPixel',
|
||
0x0131: 'Software',
|
||
0x0117: 'StripByteCounts',
|
||
0x0111: 'StripOffsets',
|
||
0x00FF: 'SubfileType',
|
||
0x0107: 'Threshholding',
|
||
0x011A: 'XResolution',
|
||
0x011B: 'YResolution',
|
||
|
||
// TIFF Extended
|
||
0x0146: 'BadFaxLines',
|
||
0x0147: 'CleanFaxData',
|
||
0x0157: 'ClipPath',
|
||
0x0148: 'ConsecutiveBadFaxLines',
|
||
0x01B1: 'Decode',
|
||
0x01B2: 'DefaultImageColor',
|
||
0x010D: 'DocumentName',
|
||
0x0150: 'DotRange',
|
||
0x0141: 'HalftoneHints',
|
||
0x015A: 'Indexed',
|
||
0x015B: 'JPEGTables',
|
||
0x011D: 'PageName',
|
||
0x0129: 'PageNumber',
|
||
0x013D: 'Predictor',
|
||
0x013F: 'PrimaryChromaticities',
|
||
0x0214: 'ReferenceBlackWhite',
|
||
0x0153: 'SampleFormat',
|
||
0x022F: 'StripRowCounts',
|
||
0x014A: 'SubIFDs',
|
||
0x0124: 'T4Options',
|
||
0x0125: 'T6Options',
|
||
0x0145: 'TileByteCounts',
|
||
0x0143: 'TileLength',
|
||
0x0144: 'TileOffsets',
|
||
0x0142: 'TileWidth',
|
||
0x012D: 'TransferFunction',
|
||
0x013E: 'WhitePoint',
|
||
0x0158: 'XClipPathUnits',
|
||
0x011E: 'XPosition',
|
||
0x0211: 'YCbCrCoefficients',
|
||
0x0213: 'YCbCrPositioning',
|
||
0x0212: 'YCbCrSubSampling',
|
||
0x0159: 'YClipPathUnits',
|
||
0x011F: 'YPosition',
|
||
|
||
// EXIF
|
||
0x9202: 'ApertureValue',
|
||
0xA001: 'ColorSpace',
|
||
0x9004: 'DateTimeDigitized',
|
||
0x9003: 'DateTimeOriginal',
|
||
0x8769: 'Exif IFD',
|
||
0x9000: 'ExifVersion',
|
||
0x829A: 'ExposureTime',
|
||
0xA300: 'FileSource',
|
||
0x9209: 'Flash',
|
||
0xA000: 'FlashpixVersion',
|
||
0x829D: 'FNumber',
|
||
0xA420: 'ImageUniqueID',
|
||
0x9208: 'LightSource',
|
||
0x927C: 'MakerNote',
|
||
0x9201: 'ShutterSpeedValue',
|
||
0x9286: 'UserComment',
|
||
|
||
// IPTC
|
||
0x83BB: 'IPTC',
|
||
|
||
// ICC
|
||
0x8773: 'ICC Profile',
|
||
|
||
// XMP
|
||
0x02BC: 'XMP',
|
||
|
||
// GDAL
|
||
0xA480: 'GDAL_METADATA',
|
||
0xA481: 'GDAL_NODATA',
|
||
|
||
// Photoshop
|
||
0x8649: 'Photoshop',
|
||
};
|
||
|
||
var fieldTagName;
|
||
|
||
if (fieldTag in fieldTagNames) {
|
||
fieldTagName = fieldTagNames[fieldTag];
|
||
} else {
|
||
//console.log( "Unknown Field Tag:", fieldTag);
|
||
fieldTagName = "Tag" + fieldTag;
|
||
}
|
||
|
||
return fieldTagName;
|
||
},
|
||
|
||
getFieldTypeName: function (fieldType) {
|
||
var fieldTypeNames = {
|
||
0x0001: 'BYTE',
|
||
0x0002: 'ASCII',
|
||
0x0003: 'SHORT',
|
||
0x0004: 'LONG',
|
||
0x0005: 'RATIONAL',
|
||
0x0006: 'SBYTE',
|
||
0x0007: 'UNDEFINED',
|
||
0x0008: 'SSHORT',
|
||
0x0009: 'SLONG',
|
||
0x000A: 'SRATIONAL',
|
||
0x000B: 'FLOAT',
|
||
0x000C: 'DOUBLE',
|
||
};
|
||
|
||
var fieldTypeName;
|
||
|
||
if (fieldType in fieldTypeNames) {
|
||
fieldTypeName = fieldTypeNames[fieldType];
|
||
}
|
||
|
||
return fieldTypeName;
|
||
},
|
||
|
||
getFieldTypeLength: function (fieldTypeName) {
|
||
var fieldTypeLength;
|
||
|
||
if (['BYTE', 'ASCII', 'SBYTE', 'UNDEFINED'].indexOf(fieldTypeName) !== -1) {
|
||
fieldTypeLength = 1;
|
||
} else if (['SHORT', 'SSHORT'].indexOf(fieldTypeName) !== -1) {
|
||
fieldTypeLength = 2;
|
||
} else if (['LONG', 'SLONG', 'FLOAT'].indexOf(fieldTypeName) !== -1) {
|
||
fieldTypeLength = 4;
|
||
} else if (['RATIONAL', 'SRATIONAL', 'DOUBLE'].indexOf(fieldTypeName) !== -1) {
|
||
fieldTypeLength = 8;
|
||
}
|
||
|
||
return fieldTypeLength;
|
||
},
|
||
|
||
getBits: function (numBits, byteOffset, bitOffset) {
|
||
bitOffset = bitOffset || 0;
|
||
var extraBytes = Math.floor(bitOffset / 8);
|
||
var newByteOffset = byteOffset + extraBytes;
|
||
var totalBits = bitOffset + numBits;
|
||
var shiftRight = 32 - numBits;
|
||
|
||
if (totalBits <= 0) {
|
||
console.log( numBits, byteOffset, bitOffset );
|
||
throw RangeError("No bits requested");
|
||
} else if (totalBits <= 8) {
|
||
var shiftLeft = 24 + bitOffset;
|
||
var rawBits = this.tiffDataView.getUint8(newByteOffset, this.littleEndian);
|
||
} else if (totalBits <= 16) {
|
||
var shiftLeft = 16 + bitOffset;
|
||
var rawBits = this.tiffDataView.getUint16(newByteOffset, this.littleEndian);
|
||
} else if (totalBits <= 32) {
|
||
var shiftLeft = bitOffset;
|
||
var rawBits = this.tiffDataView.getUint32(newByteOffset, this.littleEndian);
|
||
} else {
|
||
console.log( numBits, byteOffset, bitOffset );
|
||
throw RangeError("Too many bits requested");
|
||
}
|
||
|
||
var chunkInfo = {
|
||
'bits': ((rawBits << shiftLeft) >>> shiftRight),
|
||
'byteOffset': newByteOffset + Math.floor(totalBits / 8),
|
||
'bitOffset': totalBits % 8,
|
||
};
|
||
|
||
return chunkInfo;
|
||
},
|
||
|
||
getBytes: function (numBytes, offset) {
|
||
if (numBytes <= 0) {
|
||
console.log( numBytes, offset );
|
||
throw RangeError("No bytes requested");
|
||
} else if (numBytes <= 1) {
|
||
return this.tiffDataView.getUint8(offset, this.littleEndian);
|
||
} else if (numBytes <= 2) {
|
||
return this.tiffDataView.getUint16(offset, this.littleEndian);
|
||
} else if (numBytes <= 3) {
|
||
return this.tiffDataView.getUint32(offset, this.littleEndian) >>> 8;
|
||
} else if (numBytes <= 4) {
|
||
return this.tiffDataView.getUint32(offset, this.littleEndian);
|
||
} else {
|
||
console.log( numBytes, offset );
|
||
throw RangeError("Too many bytes requested");
|
||
}
|
||
},
|
||
|
||
getFieldValues: function (fieldTagName, fieldTypeName, typeCount, valueOffset) {
|
||
var fieldValues = [];
|
||
|
||
var fieldTypeLength = this.getFieldTypeLength(fieldTypeName);
|
||
var fieldValueSize = fieldTypeLength * typeCount;
|
||
|
||
if (fieldValueSize <= 4) {
|
||
// The value is stored at the big end of the valueOffset.
|
||
if (this.littleEndian === false) {
|
||
var value = valueOffset >>> ((4 - fieldTypeLength) * 8);
|
||
} else {
|
||
var value = valueOffset;
|
||
}
|
||
|
||
fieldValues.push(value);
|
||
} else {
|
||
for (var i = 0; i < typeCount; i++) {
|
||
var indexOffset = fieldTypeLength * i;
|
||
|
||
if (fieldTypeLength >= 8) {
|
||
if (['RATIONAL', 'SRATIONAL'].indexOf(fieldTypeName) !== -1) {
|
||
// Numerator
|
||
fieldValues.push(this.getBytes(4, valueOffset + indexOffset));
|
||
// Denominator
|
||
fieldValues.push(this.getBytes(4, valueOffset + indexOffset + 4));
|
||
// } else if (['DOUBLE'].indexOf(fieldTypeName) !== -1) {
|
||
// fieldValues.push(this.getBytes(4, valueOffset + indexOffset) + this.getBytes(4, valueOffset + indexOffset + 4));
|
||
} else {
|
||
console.log( fieldTypeName, typeCount, fieldValueSize );
|
||
throw TypeError("Can't handle this field type or size");
|
||
}
|
||
} else {
|
||
fieldValues.push(this.getBytes(fieldTypeLength, valueOffset + indexOffset));
|
||
}
|
||
}
|
||
}
|
||
|
||
if (fieldTypeName === 'ASCII') {
|
||
fieldValues.forEach(function(e, i, a) { a[i] = String.fromCharCode(e); });
|
||
}
|
||
|
||
return fieldValues;
|
||
},
|
||
|
||
clampColorSample: function(colorSample, bitsPerSample) {
|
||
var multiplier = Math.pow(2, 8 - bitsPerSample);
|
||
|
||
return Math.floor((colorSample * multiplier) + (multiplier - 1));
|
||
},
|
||
|
||
makeRGBAFillValue: function(r, g, b, a) {
|
||
if(typeof a === 'undefined') {
|
||
a = 1.0;
|
||
}
|
||
return "rgba(" + r + ", " + g + ", " + b + ", " + a + ")";
|
||
},
|
||
|
||
parseFileDirectory: function (byteOffset) {
|
||
var numDirEntries = this.getBytes(2, byteOffset);
|
||
|
||
var tiffFields = [];
|
||
|
||
for (var i = byteOffset + 2, entryCount = 0; entryCount < numDirEntries; i += 12, entryCount++) {
|
||
var fieldTag = this.getBytes(2, i);
|
||
var fieldType = this.getBytes(2, i + 2);
|
||
var typeCount = this.getBytes(4, i + 4);
|
||
var valueOffset = this.getBytes(4, i + 8);
|
||
|
||
var fieldTagName = this.getFieldTagName( fieldTag );
|
||
var fieldTypeName = this.getFieldTypeName( fieldType );
|
||
|
||
var fieldValues = this.getFieldValues(fieldTagName, fieldTypeName, typeCount, valueOffset);
|
||
|
||
tiffFields[fieldTagName] = { 'type': fieldTypeName, 'values': fieldValues };
|
||
}
|
||
|
||
this.fileDirectories.push( tiffFields );
|
||
|
||
var nextIFDByteOffset = this.getBytes(4, i);
|
||
|
||
if (nextIFDByteOffset === 0x00000000) {
|
||
return this.fileDirectories;
|
||
} else {
|
||
return this.parseFileDirectory(nextIFDByteOffset);
|
||
}
|
||
},
|
||
|
||
parseTIFF: function (tiffArrayBuffer, canvas) {
|
||
canvas = canvas || document.createElement('canvas');
|
||
|
||
this.tiffDataView = new DataView(tiffArrayBuffer);
|
||
this.canvas = canvas;
|
||
|
||
this.littleEndian = this.isLittleEndian(this.tiffDataView);
|
||
|
||
if (!this.hasTowel(this.tiffDataView, this.littleEndian)) {
|
||
return;
|
||
}
|
||
|
||
var firstIFDByteOffset = this.getBytes(4, 4);
|
||
|
||
this.fileDirectories = this.parseFileDirectory(firstIFDByteOffset);
|
||
|
||
var fileDirectory = this.fileDirectories[0];
|
||
|
||
//console.log( fileDirectory );
|
||
|
||
var imageWidth = fileDirectory.ImageWidth.values[0];
|
||
var imageLength = fileDirectory.ImageLength.values[0];
|
||
|
||
this.canvas.width = imageWidth;
|
||
this.canvas.height = imageLength;
|
||
|
||
var strips = [];
|
||
|
||
var compression = (fileDirectory.Compression) ? fileDirectory.Compression.values[0] : 1;
|
||
|
||
var samplesPerPixel = fileDirectory.SamplesPerPixel.values[0];
|
||
|
||
var sampleProperties = [];
|
||
|
||
var bitsPerPixel = 0;
|
||
var hasBytesPerPixel = false;
|
||
|
||
fileDirectory.BitsPerSample.values.forEach(function(bitsPerSample, i, bitsPerSampleValues) {
|
||
sampleProperties[i] = {
|
||
'bitsPerSample': bitsPerSample,
|
||
'hasBytesPerSample': false,
|
||
'bytesPerSample': undefined,
|
||
};
|
||
|
||
if ((bitsPerSample % 8) === 0) {
|
||
sampleProperties[i].hasBytesPerSample = true;
|
||
sampleProperties[i].bytesPerSample = bitsPerSample / 8;
|
||
}
|
||
|
||
bitsPerPixel += bitsPerSample;
|
||
}, this);
|
||
|
||
if ((bitsPerPixel % 8) === 0) {
|
||
hasBytesPerPixel = true;
|
||
var bytesPerPixel = bitsPerPixel / 8;
|
||
}
|
||
|
||
var stripOffsetValues = fileDirectory.StripOffsets.values;
|
||
var numStripOffsetValues = stripOffsetValues.length;
|
||
|
||
// StripByteCounts is supposed to be required, but see if we can recover anyway.
|
||
if (fileDirectory.StripByteCounts) {
|
||
var stripByteCountValues = fileDirectory.StripByteCounts.values;
|
||
} else {
|
||
console.log("Missing StripByteCounts!");
|
||
|
||
// Infer StripByteCounts, if possible.
|
||
if (numStripOffsetValues === 1) {
|
||
var stripByteCountValues = [Math.ceil((imageWidth * imageLength * bitsPerPixel) / 8)];
|
||
} else {
|
||
throw Error("Cannot recover from missing StripByteCounts");
|
||
}
|
||
}
|
||
|
||
// Loop through strips and decompress as necessary.
|
||
for (var i = 0; i < numStripOffsetValues; i++) {
|
||
var stripOffset = stripOffsetValues[i];
|
||
strips[i] = [];
|
||
|
||
var stripByteCount = stripByteCountValues[i];
|
||
|
||
// Loop through pixels.
|
||
for (var byteOffset = 0, bitOffset = 0, jIncrement = 1, getHeader = true, pixel = [], numBytes = 0, sample = 0, currentSample = 0; byteOffset < stripByteCount; byteOffset += jIncrement) {
|
||
// Decompress strip.
|
||
switch (compression) {
|
||
// Uncompressed
|
||
case 1:
|
||
// Loop through samples (sub-pixels).
|
||
for (var m = 0, pixel = []; m < samplesPerPixel; m++) {
|
||
if (sampleProperties[m].hasBytesPerSample) {
|
||
// XXX: This is wrong!
|
||
var sampleOffset = sampleProperties[m].bytesPerSample * m;
|
||
|
||
pixel.push(this.getBytes(sampleProperties[m].bytesPerSample, stripOffset + byteOffset + sampleOffset));
|
||
} else {
|
||
var sampleInfo = this.getBits(sampleProperties[m].bitsPerSample, stripOffset + byteOffset, bitOffset);
|
||
|
||
pixel.push(sampleInfo.bits);
|
||
|
||
byteOffset = sampleInfo.byteOffset - stripOffset;
|
||
bitOffset = sampleInfo.bitOffset;
|
||
|
||
throw RangeError("Cannot handle sub-byte bits per sample");
|
||
}
|
||
}
|
||
|
||
strips[i].push(pixel);
|
||
|
||
if (hasBytesPerPixel) {
|
||
jIncrement = bytesPerPixel;
|
||
} else {
|
||
jIncrement = 0;
|
||
|
||
throw RangeError("Cannot handle sub-byte bits per pixel");
|
||
}
|
||
break;
|
||
|
||
// CITT Group 3 1-Dimensional Modified Huffman run-length encoding
|
||
case 2:
|
||
// XXX: Use PDF.js code?
|
||
break;
|
||
|
||
// Group 3 Fax
|
||
case 3:
|
||
// XXX: Use PDF.js code?
|
||
break;
|
||
|
||
// Group 4 Fax
|
||
case 4:
|
||
// XXX: Use PDF.js code?
|
||
break;
|
||
|
||
// LZW
|
||
case 5:
|
||
// XXX: Use PDF.js code?
|
||
break;
|
||
|
||
// Old-style JPEG (TIFF 6.0)
|
||
case 6:
|
||
// XXX: Use PDF.js code?
|
||
break;
|
||
|
||
// New-style JPEG (TIFF Specification Supplement 2)
|
||
case 7:
|
||
// XXX: Use PDF.js code?
|
||
break;
|
||
|
||
// PackBits
|
||
case 32773:
|
||
// Are we ready for a new block?
|
||
if (getHeader) {
|
||
getHeader = false;
|
||
|
||
var blockLength = 1;
|
||
var iterations = 1;
|
||
|
||
// The header byte is signed.
|
||
var header = this.tiffDataView.getInt8(stripOffset + byteOffset, this.littleEndian);
|
||
|
||
if ((header >= 0) && (header <= 127)) { // Normal pixels.
|
||
blockLength = header + 1;
|
||
} else if ((header >= -127) && (header <= -1)) { // Collapsed pixels.
|
||
iterations = -header + 1;
|
||
} else /*if (header === -128)*/ { // Placeholder byte?
|
||
getHeader = true;
|
||
}
|
||
} else {
|
||
var currentByte = this.getBytes(1, stripOffset + byteOffset);
|
||
|
||
// Duplicate bytes, if necessary.
|
||
for (var m = 0; m < iterations; m++) {
|
||
if (sampleProperties[sample].hasBytesPerSample) {
|
||
// We're reading one byte at a time, so we need to handle multi-byte samples.
|
||
currentSample = (currentSample << (8 * numBytes)) | currentByte;
|
||
numBytes++;
|
||
|
||
// Is our sample complete?
|
||
if (numBytes === sampleProperties[sample].bytesPerSample) {
|
||
pixel.push(currentSample);
|
||
currentSample = numBytes = 0;
|
||
sample++;
|
||
}
|
||
} else {
|
||
throw RangeError("Cannot handle sub-byte bits per sample");
|
||
}
|
||
|
||
// Is our pixel complete?
|
||
if (sample === samplesPerPixel)
|
||
{
|
||
strips[i].push(pixel);
|
||
|
||
pixel = [];
|
||
sample = 0;
|
||
}
|
||
}
|
||
|
||
blockLength--;
|
||
|
||
// Is our block complete?
|
||
if (blockLength === 0) {
|
||
getHeader = true;
|
||
}
|
||
}
|
||
|
||
jIncrement = 1;
|
||
break;
|
||
|
||
// Unknown compression algorithm
|
||
default:
|
||
// Do not attempt to parse the image data.
|
||
break;
|
||
}
|
||
}
|
||
|
||
// console.log( strips[i] );
|
||
}
|
||
|
||
// console.log( strips );
|
||
|
||
if (canvas.getContext) {
|
||
var ctx = this.canvas.getContext("2d");
|
||
|
||
// Set a default fill style.
|
||
ctx.fillStyle = this.makeRGBAFillValue(255, 255, 255, 0);
|
||
|
||
// If RowsPerStrip is missing, the whole image is in one strip.
|
||
if (fileDirectory.RowsPerStrip) {
|
||
var rowsPerStrip = fileDirectory.RowsPerStrip.values[0];
|
||
} else {
|
||
var rowsPerStrip = imageLength;
|
||
}
|
||
|
||
var numStrips = strips.length;
|
||
|
||
var imageLengthModRowsPerStrip = imageLength % rowsPerStrip;
|
||
var rowsInLastStrip = (imageLengthModRowsPerStrip === 0) ? rowsPerStrip : imageLengthModRowsPerStrip;
|
||
|
||
var numRowsInStrip = rowsPerStrip;
|
||
var numRowsInPreviousStrip = 0;
|
||
|
||
var photometricInterpretation = fileDirectory.PhotometricInterpretation.values[0];
|
||
|
||
var extraSamplesValues = [];
|
||
var numExtraSamples = 0;
|
||
|
||
if (fileDirectory.ExtraSamples) {
|
||
extraSamplesValues = fileDirectory.ExtraSamples.values;
|
||
numExtraSamples = extraSamplesValues.length;
|
||
}
|
||
|
||
if (fileDirectory.ColorMap) {
|
||
var colorMapValues = fileDirectory.ColorMap.values;
|
||
var colorMapSampleSize = Math.pow(2, sampleProperties[0].bitsPerSample);
|
||
}
|
||
|
||
// Loop through the strips in the image.
|
||
for (var i = 0; i < numStrips; i++) {
|
||
// The last strip may be short.
|
||
if ((i + 1) === numStrips) {
|
||
numRowsInStrip = rowsInLastStrip;
|
||
}
|
||
|
||
var numPixels = strips[i].length;
|
||
var yPadding = numRowsInPreviousStrip * i;
|
||
|
||
// Loop through the rows in the strip.
|
||
for (var y = 0, j = 0; y < numRowsInStrip, j < numPixels; y++) {
|
||
// Loop through the pixels in the row.
|
||
for (var x = 0; x < imageWidth; x++, j++) {
|
||
var pixelSamples = strips[i][j];
|
||
|
||
var red = 0;
|
||
var green = 0;
|
||
var blue = 0;
|
||
var opacity = 1.0;
|
||
|
||
if (numExtraSamples > 0) {
|
||
for (var k = 0; k < numExtraSamples; k++) {
|
||
if (extraSamplesValues[k] === 1 || extraSamplesValues[k] === 2) {
|
||
// Clamp opacity to the range [0,1].
|
||
opacity = pixelSamples[3 + k] / 256;
|
||
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
switch (photometricInterpretation) {
|
||
// Bilevel or Grayscale
|
||
// WhiteIsZero
|
||
case 0:
|
||
if (sampleProperties[0].hasBytesPerSample) {
|
||
var invertValue = Math.pow(0x10, sampleProperties[0].bytesPerSample * 2);
|
||
}
|
||
|
||
// Invert samples.
|
||
pixelSamples.forEach(function(sample, index, samples) { samples[index] = invertValue - sample; });
|
||
|
||
// Bilevel or Grayscale
|
||
// BlackIsZero
|
||
case 1:
|
||
red = green = blue = this.clampColorSample(pixelSamples[0], sampleProperties[0].bitsPerSample);
|
||
break;
|
||
|
||
// RGB Full Color
|
||
case 2:
|
||
red = this.clampColorSample(pixelSamples[0], sampleProperties[0].bitsPerSample);
|
||
green = this.clampColorSample(pixelSamples[1], sampleProperties[1].bitsPerSample);
|
||
blue = this.clampColorSample(pixelSamples[2], sampleProperties[2].bitsPerSample);
|
||
break;
|
||
|
||
// RGB Color Palette
|
||
case 3:
|
||
if (colorMapValues === undefined) {
|
||
throw Error("Palette image missing color map");
|
||
}
|
||
|
||
var colorMapIndex = pixelSamples[0];
|
||
|
||
red = this.clampColorSample(colorMapValues[colorMapIndex], 16);
|
||
green = this.clampColorSample(colorMapValues[colorMapSampleSize + colorMapIndex], 16);
|
||
blue = this.clampColorSample(colorMapValues[(2 * colorMapSampleSize) + colorMapIndex], 16);
|
||
break;
|
||
|
||
// Transparency mask
|
||
case 4:
|
||
throw RangeError( 'Not Yet Implemented: Transparency mask' );
|
||
break;
|
||
|
||
// CMYK
|
||
case 5:
|
||
throw RangeError( 'Not Yet Implemented: CMYK' );
|
||
break;
|
||
|
||
// YCbCr
|
||
case 6:
|
||
throw RangeError( 'Not Yet Implemented: YCbCr' );
|
||
break;
|
||
|
||
// CIELab
|
||
case 8:
|
||
throw RangeError( 'Not Yet Implemented: CIELab' );
|
||
break;
|
||
|
||
// Unknown Photometric Interpretation
|
||
default:
|
||
throw RangeError( 'Unknown Photometric Interpretation:', photometricInterpretation );
|
||
break;
|
||
}
|
||
|
||
ctx.fillStyle = this.makeRGBAFillValue(red, green, blue, opacity);
|
||
ctx.fillRect(x, yPadding + y, 1, 1);
|
||
}
|
||
}
|
||
|
||
numRowsInPreviousStrip = numRowsInStrip;
|
||
}
|
||
}
|
||
|
||
/* for (var i = 0, numFileDirectories = this.fileDirectories.length; i < numFileDirectories; i++) {
|
||
// Stuff
|
||
}*/
|
||
|
||
return this.canvas;
|
||
},
|
||
}
|
||
if (typeof module === "undefined") {
|
||
this.TIFFParser = TIFFParser;
|
||
} else {
|
||
module.exports = TIFFParser;
|
||
}
|
||
if (typeof define === "function") {
|
||
define('ThirdParty/tiff-js/tiff',[],function () { return TIFFParser; });
|
||
}
|
||
;
|
||
//define(function () {
|
||
|
||
/**
|
||
*@class
|
||
*@memberof Cesium
|
||
*/
|
||
function Path() { }
|
||
/**
|
||
*
|
||
*获取文件扩展名(后缀)
|
||
*@param {String}fname 文件名
|
||
*/
|
||
Path.GetExtension = function (fname) {
|
||
var start = fname.lastIndexOf(".");
|
||
if (start >= 0) {
|
||
return fname.substring(start, fname.length);
|
||
}
|
||
return "";
|
||
}
|
||
|
||
/**
|
||
*
|
||
*获取文件扩展名(后缀)
|
||
*@param {String}fname 文件名
|
||
*/
|
||
Path.GetFileName = function (fname) {
|
||
var start = fname.lastIndexOf("/");
|
||
if (start < 0) {
|
||
return fname;
|
||
}
|
||
return fname.substring(start + 1, fname.length);
|
||
}
|
||
/**
|
||
*
|
||
*获取文件夹
|
||
*@param {String}fname 文件名
|
||
*/
|
||
Path.GetDirectoryName = function (fname) {
|
||
var start = fname.lastIndexOf("/");
|
||
if (start < 0) {
|
||
return "";
|
||
}
|
||
return fname.substring(0, start);
|
||
}
|
||
/**
|
||
*
|
||
*获取文件夹
|
||
*@param {String}fname 文件名
|
||
*/
|
||
Path.Combine = function (dir, fname) {
|
||
return dir + fname;
|
||
}
|
||
Path.ChangeExtension = function (fname, newExt) {
|
||
return fname.replace(Path.GetExtension(fname), newExt);
|
||
}
|
||
// return Path;
|
||
//});
|
||
|
||
if (typeof module === "undefined") {
|
||
this.Path = Path;
|
||
} else {
|
||
module.exports = Path;
|
||
}
|
||
if (typeof define === "function") {
|
||
define('Util/Path',[],function () { return Path; });
|
||
}
|
||
;
|
||
define('Core/Shaders/ShaderLib',[
|
||
'Core/Shaders/ShaderChunk'
|
||
], function (
|
||
ShaderChunk
|
||
) {
|
||
|
||
|
||
/**
|
||
* Uniforms library for shared webgl shaders
|
||
*/
|
||
|
||
var UniformsLib = {
|
||
|
||
common: {
|
||
|
||
diffuse: { value: new Cesium.Color(0xeeeeee) },
|
||
opacity: { value: 1.0 },
|
||
|
||
map: { value: null },
|
||
offsetRepeat: { value: new Cesium.Cartesian4(0, 0, 1, 1) },
|
||
|
||
specularMap: { value: null },
|
||
alphaMap: { value: null },
|
||
|
||
envMap: { value: null },
|
||
flipEnvMap: { value: -1 },
|
||
reflectivity: { value: 1.0 },
|
||
refractionRatio: { value: 0.98 }
|
||
|
||
},
|
||
|
||
aomap: {
|
||
|
||
aoMap: { value: null },
|
||
aoMapIntensity: { value: 1 }
|
||
|
||
},
|
||
|
||
lightmap: {
|
||
|
||
lightMap: { value: null },
|
||
lightMapIntensity: { value: 1 }
|
||
|
||
},
|
||
|
||
emissivemap: {
|
||
|
||
emissiveMap: { value: null }
|
||
|
||
},
|
||
|
||
bumpmap: {
|
||
|
||
bumpMap: { value: null },
|
||
bumpScale: { value: 1 }
|
||
|
||
},
|
||
|
||
normalmap: {
|
||
|
||
normalMap: { value: null },
|
||
normalScale: { value: new Cesium.Cartesian2(1, 1) }
|
||
|
||
},
|
||
|
||
displacementmap: {
|
||
|
||
displacementMap: { value: null },
|
||
displacementScale: { value: 1 },
|
||
displacementBias: { value: 0 }
|
||
|
||
},
|
||
|
||
roughnessmap: {
|
||
|
||
roughnessMap: { value: null }
|
||
|
||
},
|
||
|
||
metalnessmap: {
|
||
|
||
metalnessMap: { value: null }
|
||
|
||
},
|
||
|
||
gradientmap: {
|
||
|
||
gradientMap: { value: null }
|
||
|
||
},
|
||
|
||
fog: {
|
||
|
||
fogDensity: { value: 0.00025 },
|
||
fogNear: { value: 1 },
|
||
fogFar: { value: 2000 },
|
||
fogColor: { value: new Cesium.Color(0xffffff) }
|
||
|
||
},
|
||
|
||
lights: {
|
||
|
||
ambientLightColor: { value: [] },
|
||
|
||
directionalLights: {
|
||
value: [], properties: {
|
||
direction: {},
|
||
color: {},
|
||
|
||
shadow: {},
|
||
shadowBias: {},
|
||
shadowRadius: {},
|
||
shadowMapSize: {}
|
||
}
|
||
},
|
||
|
||
directionalShadowMap: { value: [] },
|
||
directionalShadowMatrix: { value: [] },
|
||
|
||
spotLights: {
|
||
value: [], properties: {
|
||
color: {},
|
||
position: {},
|
||
direction: {},
|
||
distance: {},
|
||
coneCos: {},
|
||
penumbraCos: {},
|
||
decay: {},
|
||
|
||
shadow: {},
|
||
shadowBias: {},
|
||
shadowRadius: {},
|
||
shadowMapSize: {}
|
||
}
|
||
},
|
||
|
||
spotShadowMap: { value: [] },
|
||
spotShadowMatrix: { value: [] },
|
||
|
||
pointLights: {
|
||
value: [], properties: {
|
||
color: {},
|
||
position: {},
|
||
decay: {},
|
||
distance: {},
|
||
|
||
shadow: {},
|
||
shadowBias: {},
|
||
shadowRadius: {},
|
||
shadowMapSize: {}
|
||
}
|
||
},
|
||
|
||
pointShadowMap: { value: [] },
|
||
pointShadowMatrix: { value: [] },
|
||
|
||
hemisphereLights: {
|
||
value: [], properties: {
|
||
direction: {},
|
||
skyColor: {},
|
||
groundColor: {}
|
||
}
|
||
},
|
||
|
||
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
|
||
rectAreaLights: {
|
||
value: [], properties: {
|
||
color: {},
|
||
position: {},
|
||
width: {},
|
||
height: {}
|
||
}
|
||
}
|
||
|
||
},
|
||
|
||
points: {
|
||
|
||
diffuse: { value: new Cesium.Color(0xeeeeee) },
|
||
opacity: { value: 1.0 },
|
||
size: { value: 1.0 },
|
||
scale: { value: 1.0 },
|
||
map: { value: null },
|
||
offsetRepeat: { value: new Cesium.Cartesian4(0, 0, 1, 1) }
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* Uniform Utilities
|
||
*/
|
||
|
||
var UniformsUtils = {
|
||
|
||
merge: function (uniforms) {
|
||
|
||
var merged = {};
|
||
|
||
for (var u = 0; u < uniforms.length; u++) {
|
||
|
||
var tmp = this.clone(uniforms[u]);
|
||
|
||
for (var p in tmp) {
|
||
|
||
merged[p] = tmp[p];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return merged;
|
||
|
||
},
|
||
|
||
clone: function (uniforms_src) {
|
||
|
||
var uniforms_dst = {};
|
||
|
||
for (var u in uniforms_src) {
|
||
|
||
uniforms_dst[u] = {};
|
||
|
||
for (var p in uniforms_src[u]) {
|
||
|
||
var parameter_src = uniforms_src[u][p];
|
||
|
||
if (parameter_src && (parameter_src instanceof Cesium.Color ||
|
||
parameter_src instanceof Cesium.Matrix3 || parameter_src instanceof Cesium.Matrix4 ||
|
||
parameter_src instanceof Cesium.Cartesian2 || parameter_src instanceof Cesium.Cartesian3
|
||
|| parameter_src instanceof Cesium.Cartesian4
|
||
//||parameter_src.isTexture
|
||
)) {
|
||
|
||
uniforms_dst[u][p] = parameter_src.constructor.clone(parameter_src);//.clone();
|
||
|
||
} else if (Array.isArray(parameter_src)) {
|
||
|
||
uniforms_dst[u][p] = parameter_src.slice();
|
||
|
||
} else {
|
||
|
||
uniforms_dst[u][p] = parameter_src;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return uniforms_dst;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
*/
|
||
|
||
var ShaderLib = {
|
||
|
||
basic: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.fog
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.meshbasic_vert,
|
||
fragmentShader: ShaderChunk.meshbasic_frag
|
||
|
||
},
|
||
|
||
lambert: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.emissivemap,
|
||
UniformsLib.fog,
|
||
UniformsLib.lights,
|
||
{
|
||
emissive: { value: new Cesium.Color(0x000000) }
|
||
}
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.meshlambert_vert,
|
||
fragmentShader: ShaderChunk.meshlambert_frag
|
||
|
||
},
|
||
|
||
phong: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.emissivemap,
|
||
UniformsLib.bumpmap,
|
||
UniformsLib.normalmap,
|
||
UniformsLib.displacementmap,
|
||
UniformsLib.gradientmap,
|
||
UniformsLib.fog,
|
||
UniformsLib.lights,
|
||
{
|
||
emissive: { value: new Cesium.Color(0x000000) },
|
||
specular: { value: new Cesium.Color(0x111111) },
|
||
shininess: { value: 30 }
|
||
}
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.meshphong_vert,
|
||
fragmentShader: ShaderChunk.meshphong_frag
|
||
|
||
},
|
||
|
||
standard: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.emissivemap,
|
||
UniformsLib.bumpmap,
|
||
UniformsLib.normalmap,
|
||
UniformsLib.displacementmap,
|
||
UniformsLib.roughnessmap,
|
||
UniformsLib.metalnessmap,
|
||
UniformsLib.fog,
|
||
UniformsLib.lights,
|
||
{
|
||
emissive: { value: new Cesium.Color(0x000000) },
|
||
roughness: { value: 0.5 },
|
||
metalness: { value: 0.5 },
|
||
envMapIntensity: { value: 1 } // temporary
|
||
}
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.meshphysical_vert,
|
||
fragmentShader: ShaderChunk.meshphysical_frag
|
||
|
||
},
|
||
|
||
points: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.points,
|
||
UniformsLib.fog
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.points_vert,
|
||
fragmentShader: ShaderChunk.points_frag
|
||
|
||
},
|
||
|
||
dashed: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.common,
|
||
UniformsLib.fog,
|
||
{
|
||
scale: { value: 1 },
|
||
dashSize: { value: 1 },
|
||
totalSize: { value: 2 }
|
||
}
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.linedashed_vert,
|
||
fragmentShader: ShaderChunk.linedashed_frag
|
||
|
||
},
|
||
|
||
depth: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.common,
|
||
UniformsLib.displacementmap
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.depth_vert,
|
||
fragmentShader: ShaderChunk.depth_frag
|
||
|
||
},
|
||
|
||
normal: {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
UniformsLib.common,
|
||
UniformsLib.bumpmap,
|
||
UniformsLib.normalmap,
|
||
UniformsLib.displacementmap,
|
||
{
|
||
opacity: { value: 1.0 }
|
||
}
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.normal_vert,
|
||
fragmentShader: ShaderChunk.normal_frag
|
||
|
||
},
|
||
|
||
/* -------------------------------------------------------------------------
|
||
// Cube map shader
|
||
------------------------------------------------------------------------- */
|
||
|
||
cube: {
|
||
|
||
uniforms: {
|
||
tCube: { value: null },
|
||
tFlip: { value: -1 },
|
||
opacity: { value: 1.0 }
|
||
},
|
||
|
||
vertexShader: ShaderChunk.cube_vert,
|
||
fragmentShader: ShaderChunk.cube_frag
|
||
|
||
},
|
||
|
||
/* -------------------------------------------------------------------------
|
||
// Cube map shader
|
||
------------------------------------------------------------------------- */
|
||
|
||
equirect: {
|
||
|
||
uniforms: {
|
||
tEquirect: { value: null },
|
||
tFlip: { value: -1 }
|
||
},
|
||
|
||
vertexShader: ShaderChunk.equirect_vert,
|
||
fragmentShader: ShaderChunk.equirect_frag
|
||
|
||
},
|
||
|
||
distanceRGBA: {
|
||
|
||
uniforms: {
|
||
lightPos: { value: new Cesium.Cartesian3() }
|
||
},
|
||
|
||
vertexShader: ShaderChunk.distanceRGBA_vert,
|
||
fragmentShader: ShaderChunk.distanceRGBA_frag
|
||
|
||
}
|
||
|
||
};
|
||
|
||
ShaderLib.physical = {
|
||
|
||
uniforms: UniformsUtils.merge([
|
||
ShaderLib.standard.uniforms,
|
||
{
|
||
clearCoat: { value: 0 },
|
||
clearCoatRoughness: { value: 0 }
|
||
}
|
||
]),
|
||
|
||
vertexShader: ShaderChunk.meshphysical_vert,
|
||
fragmentShader: ShaderChunk.meshphysical_frag
|
||
|
||
};
|
||
|
||
return ShaderLib;
|
||
|
||
});
|
||
define('Core/MaterialUtils',[
|
||
'Core/Shaders/ShaderChunk',
|
||
'Core/Shaders/ShaderLib',
|
||
'Core/MeshMaterial'
|
||
], function (
|
||
ShaderChunk,
|
||
ShaderLib,
|
||
MeshMaterial
|
||
) {
|
||
var shaderIDs = {
|
||
MeshDepthMaterial: 'depth',
|
||
MeshNormalMaterial: 'normal',
|
||
MeshBasicMaterial: 'basic',
|
||
MeshLambertMaterial: 'lambert',
|
||
MeshPhongMaterial: 'phong',
|
||
MeshToonMaterial: 'phong',
|
||
MeshStandardMaterial: 'physical',
|
||
MeshPhysicalMaterial: 'physical',
|
||
LineBasicMaterial: 'basic',
|
||
LineDashedMaterial: 'dashed',
|
||
PointsMaterial: 'points'
|
||
};
|
||
|
||
/**
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function MaterialUtils() {
|
||
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {THREE.Material}material3js
|
||
*@return {Cesium.MeshMaterial}
|
||
*/
|
||
MaterialUtils.fromMaterial3js = function (material3js) {
|
||
var shaderID = shaderIDs[material3js.type];
|
||
material3js["is" + material3js.type] = true;
|
||
var shader = THREE.ShaderLib[shaderID];
|
||
|
||
if (!shader) {
|
||
shader = material3js;
|
||
}
|
||
|
||
var material = new MeshMaterial({
|
||
vertexShader: shader.vertexShader,
|
||
fragmentShader: shader.fragmentShader,
|
||
uniforms: cloneUniforms(shader.uniforms)
|
||
});
|
||
|
||
material.material3js = material3js;
|
||
MaterialUtils.updateMaterialFrom3js(material);
|
||
return material;
|
||
}
|
||
|
||
function cloneUniforms(uniforms3js) {
|
||
var uniforms = {};
|
||
for (var i in uniforms3js) {
|
||
if (uniforms3js.hasOwnProperty(i)) {
|
||
uniforms[i] = {
|
||
value: {}
|
||
};
|
||
for (var n in uniforms3js[i]) {
|
||
if (n!=="value") {
|
||
uniforms[i][n] = uniforms3js[i][n];
|
||
}
|
||
}
|
||
if (uniforms3js[i].t) {
|
||
switch (uniforms3js[i].t) {
|
||
|
||
default:
|
||
}
|
||
}
|
||
|
||
bindUniformValue(uniforms[i], uniforms3js[i].value);
|
||
}
|
||
}
|
||
return uniforms;
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {Cesium.MeshMaterial}materialWidth3js
|
||
*@private
|
||
*/
|
||
MaterialUtils.updateMaterialFrom3js = function (materialWidth3js) {
|
||
if (!materialWidth3js || !materialWidth3js.material3js) {
|
||
return;
|
||
}
|
||
|
||
var material3js = materialWidth3js.material3js;
|
||
materialWidth3js.translucent = material3js.transparent;
|
||
|
||
materialWidth3js.wireframe = material3js.wireframe;
|
||
|
||
var m_uniforms = materialWidth3js.uniforms;
|
||
var material = materialWidth3js.material3js;
|
||
if (material.isMeshBasicMaterial ||
|
||
material.isMeshLambertMaterial ||
|
||
material.isMeshPhongMaterial ||
|
||
material.isMeshStandardMaterial ||
|
||
material.isMeshNormalMaterial ||
|
||
material.isMeshDepthMaterial) {
|
||
|
||
refreshUniformsCommon(m_uniforms, material);
|
||
|
||
}
|
||
|
||
// refresh single material specific uniforms
|
||
|
||
if (material.isLineBasicMaterial) {
|
||
|
||
refreshUniformsLine(m_uniforms, material);
|
||
|
||
} else if (material.isLineDashedMaterial) {
|
||
|
||
refreshUniformsLine(m_uniforms, material);
|
||
refreshUniformsDash(m_uniforms, material);
|
||
|
||
} else if (material.isPointsMaterial) {
|
||
|
||
refreshUniformsPoints(m_uniforms, material);
|
||
|
||
} else if (material.isMeshLambertMaterial) {
|
||
|
||
refreshUniformsLambert(m_uniforms, material);
|
||
|
||
} else if (material.isMeshToonMaterial) {
|
||
|
||
refreshUniformsToon(m_uniforms, material);
|
||
|
||
} else if (material.isMeshPhongMaterial) {
|
||
|
||
refreshUniformsPhong(m_uniforms, material);
|
||
|
||
} else if (material.isMeshPhysicalMaterial) {
|
||
|
||
refreshUniformsPhysical(m_uniforms, material);
|
||
|
||
} else if (material.isMeshStandardMaterial) {
|
||
|
||
refreshUniformsStandard(m_uniforms, material);
|
||
|
||
} else if (material.isMeshDepthMaterial) {
|
||
|
||
if (material.displacementMap) {
|
||
|
||
bindUniformValue(m_uniforms.displacementMap, material.displacementMap);
|
||
bindUniformValue(m_uniforms.displacementScale, material.displacementScale);
|
||
bindUniformValue(m_uniforms.displacementBias, material.displacementBias);
|
||
|
||
}
|
||
|
||
} else if (material.isMeshNormalMaterial) {
|
||
|
||
refreshUniformsNormal(m_uniforms, material);
|
||
|
||
} else {
|
||
for (var i in material.uniforms) {
|
||
if (material.uniforms.hasOwnProperty(i)) {
|
||
bindUniformValue(m_uniforms[i], material.uniforms[i].value);
|
||
}
|
||
}
|
||
}
|
||
//if (material.lights) {
|
||
|
||
// // wire up the material to this renderer's lighting state
|
||
|
||
// //uniforms.ambientLightColor.value = _lights.ambient;
|
||
// //uniforms.directionalLights.value = _lights.directional;
|
||
// //uniforms.spotLights.value = _lights.spot;
|
||
// //uniforms.rectAreaLights.value = _lights.rectArea;
|
||
// //uniforms.pointLights.value = _lights.point;
|
||
// //uniforms.hemisphereLights.value = _lights.hemi;
|
||
|
||
// //uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
|
||
// //uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
|
||
// //uniforms.spotShadowMap.value = _lights.spotShadowMap;
|
||
// //uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
|
||
// //uniforms.pointShadowMap.value = _lights.pointShadowMap;
|
||
// //uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
|
||
// // TODO (abelnation): add area lights shadow info to uniforms
|
||
|
||
//} else {
|
||
m_uniforms.ambientLightColor = { value: new Cesium.Color(0.06666666666666667, 0.06666666666666667, 0.06666666666666667) };
|
||
//}
|
||
}
|
||
|
||
|
||
|
||
/**
|
||
*
|
||
*@param {Object}material3js
|
||
*@return {Boolean}
|
||
*/
|
||
MaterialUtils.isMaterial3js = function (material3js) {
|
||
return typeof THREE !== 'undefined' && material3js instanceof THREE.Material;
|
||
}
|
||
// Uniforms (refresh bindUniformValue(uniforms objects)
|
||
|
||
function refreshUniformsCommon(uniforms, material) {
|
||
|
||
bindUniformValue(uniforms.opacity, material.opacity);
|
||
|
||
bindUniformValue(uniforms.diffuse, material.color);
|
||
|
||
if (material.emissive) {
|
||
var val3js = new material.emissive.constructor().copy(material.emissive).multiplyScalar(material.emissiveIntensity)
|
||
bindUniformValue(uniforms.emissive, val3js);
|
||
|
||
}
|
||
|
||
bindUniformValue(uniforms.map, material.map);
|
||
bindUniformValue(uniforms.specularMap, material.specularMap);
|
||
bindUniformValue(uniforms.alphaMap, material.alphaMap);
|
||
|
||
if (material.lightMap) {
|
||
|
||
bindUniformValue(uniforms.lightMap, material.lightMap);
|
||
bindUniformValue(uniforms.lightMapIntensity, material.lightMapIntensity);
|
||
|
||
}
|
||
|
||
if (material.aoMap) {
|
||
|
||
bindUniformValue(uniforms.aoMap, material.aoMap);
|
||
bindUniformValue(uniforms.aoMapIntensity, material.aoMapIntensity);
|
||
|
||
}
|
||
|
||
// uv repeat and offset setting priorities
|
||
// 1. color map
|
||
// 2. specular map
|
||
// 3. normal map
|
||
// 4. bump map
|
||
// 5. alpha map
|
||
// 6. emissive map
|
||
|
||
var uvScaleMap
|
||
|
||
if (material.map) {
|
||
|
||
uvScaleMap = material.map
|
||
|
||
} else if (material.specularMap) {
|
||
|
||
uvScaleMap = material.specularMap
|
||
|
||
} else if (material.displacementMap) {
|
||
|
||
uvScaleMap = material.displacementMap
|
||
|
||
} else if (material.normalMap) {
|
||
|
||
uvScaleMap = material.normalMap
|
||
|
||
} else if (material.bumpMap) {
|
||
|
||
uvScaleMap = material.bumpMap
|
||
|
||
} else if (material.roughnessMap) {
|
||
|
||
uvScaleMap = material.roughnessMap
|
||
|
||
} else if (material.metalnessMap) {
|
||
|
||
uvScaleMap = material.metalnessMap
|
||
|
||
} else if (material.alphaMap) {
|
||
|
||
uvScaleMap = material.alphaMap
|
||
|
||
} else if (material.emissiveMap) {
|
||
|
||
uvScaleMap = material.emissiveMap
|
||
|
||
}
|
||
|
||
if (uvScaleMap !== undefined) {
|
||
|
||
// backwards compatibility
|
||
if (uvScaleMap.isWebGLRenderTarget) {
|
||
|
||
uvScaleMap = uvScaleMap.texture
|
||
|
||
}
|
||
|
||
var offset = uvScaleMap.offset
|
||
var repeat = uvScaleMap.repeat
|
||
|
||
bindUniformValue(uniforms.offsetRepeat, offset);
|
||
|
||
}
|
||
|
||
bindUniformValue(uniforms.envMap, material.envMap);
|
||
|
||
// don't flip CubeTexture envMaps, flip everything else:
|
||
// WebGLRenderTargetCube will be flipped for backwards compatibility
|
||
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
|
||
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
|
||
bindUniformValue(uniforms.flipEnvMap, (!(material.envMap && material.envMap.isCubeTexture)) ? 1 : -1);
|
||
|
||
bindUniformValue(uniforms.reflectivity, material.reflectivity);
|
||
bindUniformValue(uniforms.refractionRatio, material.refractionRatio);
|
||
|
||
}
|
||
|
||
function refreshUniformsLine(uniforms, material) {
|
||
|
||
bindUniformValue(uniforms.diffuse, material.color);
|
||
bindUniformValue(uniforms.opacity, material.opacity);
|
||
|
||
}
|
||
|
||
function refreshUniformsDash(uniforms, material) {
|
||
|
||
bindUniformValue(uniforms.dashSize, material.dashSize);
|
||
bindUniformValue(uniforms.totalSize, material.dashSize + material.gapSize);
|
||
bindUniformValue(uniforms.scale, material.scale);
|
||
|
||
}
|
||
|
||
function refreshUniformsPoints(uniforms, material) {
|
||
|
||
bindUniformValue(uniforms.diffuse, material.color);
|
||
bindUniformValue(uniforms.opacity, material.opacity);
|
||
bindUniformValue(uniforms.size, material.size * _pixelRatio);
|
||
bindUniformValue(uniforms.scale, _height * 0.5);
|
||
|
||
bindUniformValue(uniforms.map, material.map);
|
||
|
||
if (material.map !== null) {
|
||
|
||
var offset = material.map.offset;
|
||
var repeat = material.map.repeat;
|
||
|
||
bindUniformValue(uniforms.offsetRepeat.value.set(offset.x, offset.y, repeat.x, repeat.y));
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsFog(uniforms, fog) {
|
||
|
||
bindUniformValue(uniforms.fogColor, fog.color);
|
||
|
||
if (fog.isFog) {
|
||
|
||
bindUniformValue(uniforms.fogNear, fog.near);
|
||
bindUniformValue(uniforms.fogFar, fog.far);
|
||
|
||
} else if (fog.isFogExp2) {
|
||
|
||
bindUniformValue(uniforms.fogDensity, fog.density);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsLambert(uniforms, material) {
|
||
|
||
if (material.emissiveMap) {
|
||
|
||
bindUniformValue(uniforms.emissiveMap, material.emissiveMap);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsPhong(uniforms, material) {
|
||
|
||
bindUniformValue(uniforms.specular, material.specular);
|
||
bindUniformValue(uniforms.shininess, Math.max(material.shininess, 1e-4)); // to prevent pow( 0.0, 0.0 )
|
||
|
||
if (material.emissiveMap) {
|
||
|
||
bindUniformValue(uniforms.emissiveMap, material.emissiveMap);
|
||
|
||
}
|
||
|
||
if (material.bumpMap) {
|
||
|
||
bindUniformValue(uniforms.bumpMap, material.bumpMap);
|
||
bindUniformValue(uniforms.bumpScale, material.bumpScale);
|
||
|
||
}
|
||
|
||
if (material.normalMap) {
|
||
|
||
bindUniformValue(uniforms.normalMap, material.normalMap);
|
||
bindUniformValue(uniforms.normalScale.value.copy(material.normalScale));
|
||
|
||
}
|
||
|
||
if (material.displacementMap) {
|
||
|
||
bindUniformValue(uniforms.displacementMap, material.displacementMap);
|
||
bindUniformValue(uniforms.displacementScale, material.displacementScale);
|
||
bindUniformValue(uniforms.displacementBias, material.displacementBias);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsToon(uniforms, material) {
|
||
|
||
refreshUniformsPhong(uniforms, material);
|
||
|
||
if (material.gradientMap) {
|
||
|
||
bindUniformValue(uniforms.gradientMap, material.gradientMap);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsStandard(uniforms, material) {
|
||
|
||
bindUniformValue(uniforms.roughness, material.roughness);
|
||
bindUniformValue(uniforms.metalness, material.metalness);
|
||
|
||
if (material.roughnessMap) {
|
||
|
||
bindUniformValue(uniforms.roughnessMap, material.roughnessMap);
|
||
|
||
}
|
||
|
||
if (material.metalnessMap) {
|
||
|
||
bindUniformValue(uniforms.metalnessMap, material.metalnessMap);
|
||
|
||
}
|
||
|
||
if (material.emissiveMap) {
|
||
|
||
bindUniformValue(uniforms.emissiveMap, material.emissiveMap);
|
||
|
||
}
|
||
|
||
if (material.bumpMap) {
|
||
|
||
bindUniformValue(uniforms.bumpMap, material.bumpMap);
|
||
bindUniformValue(uniforms.bumpScale, material.bumpScale);
|
||
|
||
}
|
||
|
||
if (material.normalMap) {
|
||
|
||
bindUniformValue(uniforms.normalMap, material.normalMap);
|
||
bindUniformValue(uniforms.normalScale.value.copy(material.normalScale));
|
||
|
||
}
|
||
|
||
if (material.displacementMap) {
|
||
|
||
bindUniformValue(uniforms.displacementMap, material.displacementMap);
|
||
bindUniformValue(uniforms.displacementScale, material.displacementScale);
|
||
bindUniformValue(uniforms.displacementBias, material.displacementBias);
|
||
|
||
}
|
||
|
||
if (material.envMap) {
|
||
|
||
//bindUniformValue(uniforms.envMap, material.envMap); // part of bindUniformValue(uniforms common
|
||
bindUniformValue(uniforms.envMapIntensity, material.envMapIntensity);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsPhysical(uniforms, material) {
|
||
|
||
bindUniformValue(uniforms.clearCoat, material.clearCoat);
|
||
bindUniformValue(uniforms.clearCoatRoughness, material.clearCoatRoughness);
|
||
|
||
refreshUniformsStandard(uniforms, material)
|
||
|
||
}
|
||
|
||
function refreshUniformsNormal(uniforms, material) {
|
||
|
||
if (material.bumpMap) {
|
||
|
||
bindUniformValue(uniforms.bumpMap, material.bumpMap);
|
||
bindUniformValue(uniforms.bumpScale, material.bumpScale);
|
||
|
||
}
|
||
|
||
if (material.normalMap) {
|
||
|
||
bindUniformValue(uniforms.normalMap, material.normalMap);
|
||
bindUniformValue(uniforms.normalScale.value.copy(material.normalScale));
|
||
|
||
}
|
||
|
||
if (material.displacementMap) {
|
||
|
||
bindUniformValue(uniforms.displacementMap, material.displacementMap);
|
||
bindUniformValue(uniforms.displacementScale, material.displacementScale);
|
||
bindUniformValue(uniforms.displacementBias, material.displacementBias);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function bindUniformValue(valCesium, val3js) {
|
||
|
||
var type = typeof val3js;
|
||
if (type === 'undefined') {
|
||
valCesium.value = undefined;
|
||
return;
|
||
}
|
||
if (val3js === null) {
|
||
valCesium.value = null; return;
|
||
}
|
||
if (typeof valCesium.value !== "undefined"
|
||
&& valCesium.value != null
|
||
&& (valCesium.value.constructor
|
||
&& valCesium.value.constructor.clone
|
||
&& val3js.constructor == valCesium.value.constructor)) {
|
||
|
||
valCesium.value = valCesium.value.constructor.clone(val3js);
|
||
} else {
|
||
switch (type) {
|
||
case "number":
|
||
case "string":
|
||
valCesium.value = val3js;
|
||
break;
|
||
case "object":
|
||
if (val3js instanceof THREE.Vector2) {
|
||
if (!valCesium.value.constructor.clone) {
|
||
valCesium.value = new Cesium.Cartesian2();
|
||
}
|
||
}
|
||
if (val3js instanceof THREE.Vector3) {
|
||
if (!valCesium.value.constructor.clone) {
|
||
valCesium.value = new Cesium.Cartesian3();
|
||
}
|
||
}
|
||
if (val3js instanceof THREE.Vector4) {
|
||
if (!valCesium.value.constructor.clone) {
|
||
valCesium.value = new Cesium.Cartesian4();
|
||
}
|
||
}
|
||
if (val3js instanceof THREE.Matrix3) {
|
||
if (!valCesium.value.constructor.clone) {
|
||
valCesium.value = new Cesium.Matrix3();
|
||
}
|
||
}
|
||
if (val3js instanceof THREE.Matrix4) {
|
||
if (!valCesium.value.constructor.clone) {
|
||
valCesium.value = new Cesium.Matrix4();
|
||
}
|
||
}
|
||
if (val3js instanceof THREE.Color) {
|
||
if (!valCesium.value.constructor.clone) {
|
||
valCesium.value = new Cesium.Color(val3js.r, val3js.g, val3js.b, val3js.a);
|
||
}
|
||
} else if (valCesium.value != null && valCesium.value.constructor.clone) {
|
||
valCesium.value.constructor.clone(val3js, valCesium.value);
|
||
} else if (val3js instanceof THREE.Texture) {
|
||
if (valCesium.value != val3js.image) {
|
||
valCesium.value = val3js.image;
|
||
var sampler = {};
|
||
|
||
sampler.magnificationFilter = Cesium.WebGLConstants.LINEAR;
|
||
sampler.minificationFilter = Cesium.WebGLConstants.NEAREST_MIPMAP_LINEAR;
|
||
sampler.wrapS = Cesium.WebGLConstants.REPEAT;
|
||
sampler.wrapT = Cesium.WebGLConstants.REPEAT;
|
||
valCesium.sampler = sampler;
|
||
valCesium.flipY = val3js.flipY;
|
||
|
||
valCesium.needsUpdate = true;
|
||
}
|
||
} else {
|
||
valCesium.value = val3js;
|
||
}
|
||
break;
|
||
default:
|
||
console.log("未知uniform.value类型");
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
return MaterialUtils;
|
||
});
|
||
define('Core/MeshUtils',[
|
||
'Core/MaterialUtils',
|
||
'Core/GeometryUtils',
|
||
'Core/Mesh'
|
||
], function (
|
||
MaterialUtils,
|
||
GeometryUtils,
|
||
Mesh
|
||
) {
|
||
|
||
/**
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function MeshUtils() {
|
||
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {THREE.Mesh}mesh3js
|
||
*@return {Cesium.Mesh}
|
||
*/
|
||
MeshUtils.fromMesh3js = function (mesh3js) {
|
||
if (!MeshUtils.isMesh3js(mesh3js)) {
|
||
return undefined;
|
||
}
|
||
var geometry = mesh3js.geometry;
|
||
if (GeometryUtils.isGeometry3js(geometry)) {
|
||
geometry = GeometryUtils.fromGeometry3js(geometry);
|
||
//if (mesh3js.material.type === "MeshNormalMaterial" || mesh3js.material.type === "MeshPhongMaterial") {
|
||
// GeometryUtils.computeVertexNormals(geometry)
|
||
//}
|
||
}
|
||
var material = mesh3js.material;
|
||
if (MaterialUtils.isMaterial3js(material)) {
|
||
material = MaterialUtils.fromMaterial3js(material);
|
||
}
|
||
var mesh = new Mesh({
|
||
geometry: geometry,
|
||
material: material,
|
||
position: mesh3js.position,
|
||
scale: mesh3js.scale
|
||
});
|
||
mesh.quaternion = mesh3js.quaternion;
|
||
return mesh;
|
||
}
|
||
/**
|
||
*
|
||
*@param {Object}mesh
|
||
*@return {Boolean}
|
||
*/
|
||
MeshUtils.isMesh3js = function (mesh) {
|
||
return typeof THREE !== 'undefined' && mesh instanceof THREE.Mesh;
|
||
}
|
||
return MeshUtils;
|
||
});
|
||
define('Core/ShaderUtils',[ ], function (
|
||
|
||
) {
|
||
/**
|
||
*
|
||
*@memberof Cesium
|
||
*@constructor
|
||
*/
|
||
function ShaderUtils() {
|
||
|
||
}
|
||
|
||
/**
|
||
*
|
||
*
|
||
*/
|
||
ShaderUtils.processShader3js = function (material3js, shader) {
|
||
var program = new WebGLProgram(material3js, shader);
|
||
return program;
|
||
|
||
}
|
||
|
||
if (typeof THREE=='undefined') {
|
||
|
||
return ShaderUtils;
|
||
}
|
||
var shaderIDs = {
|
||
MeshDepthMaterial: 'depth',
|
||
MeshNormalMaterial: 'normal',
|
||
MeshBasicMaterial: 'basic',
|
||
MeshLambertMaterial: 'lambert',
|
||
MeshPhongMaterial: 'phong',
|
||
MeshToonMaterial: 'phong',
|
||
MeshStandardMaterial: 'physical',
|
||
MeshPhysicalMaterial: 'physical',
|
||
LineBasicMaterial: 'basic',
|
||
LineDashedMaterial: 'dashed',
|
||
PointsMaterial: 'points'
|
||
};
|
||
|
||
var parameterNames = [
|
||
"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
|
||
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
|
||
"roughnessMap", "metalnessMap", "gradientMap",
|
||
"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
|
||
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
|
||
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
|
||
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
|
||
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
|
||
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
|
||
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking"
|
||
];
|
||
var ShaderChunk = THREE.ShaderChunk;
|
||
var ShaderLib = THREE.ShaderLib;
|
||
var BackSide = THREE.BackSide,
|
||
DoubleSide = THREE.DoubleSide,
|
||
FlatShading = THREE.FlatShading,
|
||
CubeUVRefractionMapping = THREE.CubeUVRefractionMapping,
|
||
CubeUVReflectionMapping = THREE.CubeUVReflectionMapping,
|
||
GammaEncoding = THREE.GammaEncoding,
|
||
LinearEncoding = THREE.LinearEncoding,
|
||
NoToneMapping = THREE.NoToneMapping,
|
||
AddOperation = THREE.AddOperation,
|
||
MixOperation = THREE.MixOperation,
|
||
MultiplyOperation = THREE.MultiplyOperation,
|
||
EquirectangularRefractionMapping = THREE.EquirectangularRefractionMapping,
|
||
CubeRefractionMapping = THREE.CubeRefractionMapping,
|
||
SphericalReflectionMapping = THREE.SphericalReflectionMapping,
|
||
EquirectangularReflectionMapping = THREE.EquirectangularReflectionMapping,
|
||
CubeReflectionMapping = THREE.CubeReflectionMapping,
|
||
PCFSoftShadowMap = THREE.PCFSoftShadowMap,
|
||
PCFShadowMap = THREE.PCFShadowMap,
|
||
CineonToneMapping = THREE.CineonToneMapping,
|
||
Uncharted2ToneMapping = THREE.Uncharted2ToneMapping,
|
||
ReinhardToneMapping = THREE.ReinhardToneMapping,
|
||
LinearToneMapping = THREE.LinearToneMapping,
|
||
GammaEncoding = THREE.GammaEncoding,
|
||
RGBDEncoding = THREE.RGBDEncoding,
|
||
RGBM16Encoding = THREE.RGBM16Encoding,
|
||
RGBM7Encoding = THREE.RGBM7Encoding,
|
||
RGBEEncoding = THREE.RGBEEncoding,
|
||
sRGBEncoding = THREE.sRGBEncoding;
|
||
|
||
|
||
|
||
|
||
|
||
function getTextureEncodingFromMap(map, gammaOverrideLinear) {
|
||
|
||
var encoding;
|
||
|
||
if (!map) {
|
||
|
||
encoding = LinearEncoding;
|
||
|
||
} else if (map.isTexture) {
|
||
|
||
encoding = map.encoding;
|
||
|
||
} else if (map.isWebGLRenderTarget) {
|
||
|
||
console.warn("THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.");
|
||
encoding = map.texture.encoding;
|
||
|
||
}
|
||
|
||
// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
|
||
if (encoding === LinearEncoding && gammaOverrideLinear) {
|
||
|
||
encoding = GammaEncoding;
|
||
|
||
}
|
||
|
||
return encoding;
|
||
|
||
}
|
||
|
||
function getParameters(material) {//, lights, fog, nClipPlanes, nClipIntersection, object) {
|
||
|
||
var shaderID = shaderIDs[material.type];
|
||
|
||
// heuristics to create shader parameters according to lights in the scene
|
||
// (not to blow over maxLights budget)
|
||
|
||
//var maxBones = allocateBones(object);
|
||
//var precision = renderer.getPrecision();
|
||
|
||
//if (material.precision !== null) {
|
||
|
||
// precision = capabilities.getMaxPrecision(material.precision);
|
||
|
||
// if (precision !== material.precision) {
|
||
|
||
// console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
|
||
|
||
// }
|
||
|
||
//}
|
||
|
||
var currentRenderTarget = null;// renderer.getCurrentRenderTarget();
|
||
var renderer = {};
|
||
var parameters = {
|
||
|
||
shaderID: shaderID,
|
||
|
||
precision: "high",//precision,
|
||
supportsVertexTextures: true,// capabilities.vertexTextures,
|
||
outputEncoding: getTextureEncodingFromMap((!currentRenderTarget) ? null : currentRenderTarget.texture, renderer.gammaOutput),
|
||
map: !!material.map,
|
||
mapEncoding: getTextureEncodingFromMap(material.map, renderer.gammaInput),
|
||
envMap: !!material.envMap,
|
||
envMapMode: material.envMap && material.envMap.mapping,
|
||
envMapEncoding: getTextureEncodingFromMap(material.envMap, renderer.gammaInput),
|
||
envMapCubeUV: (!!material.envMap) && ((material.envMap.mapping === CubeUVReflectionMapping) || (material.envMap.mapping === CubeUVRefractionMapping)),
|
||
lightMap: !!material.lightMap,
|
||
aoMap: !!material.aoMap,
|
||
emissiveMap: !!material.emissiveMap,
|
||
emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap, renderer.gammaInput),
|
||
bumpMap: !!material.bumpMap,
|
||
normalMap: !!material.normalMap,
|
||
displacementMap: !!material.displacementMap,
|
||
roughnessMap: !!material.roughnessMap,
|
||
metalnessMap: !!material.metalnessMap,
|
||
specularMap: !!material.specularMap,
|
||
alphaMap: !!material.alphaMap,
|
||
|
||
gradientMap: !!material.gradientMap,
|
||
|
||
combine: material.combine,
|
||
|
||
vertexColors: material.vertexColors,
|
||
|
||
fog: false,//!!fog,
|
||
useFog: material.fog,
|
||
fogExp: false,//(fog && fog.isFogExp2),
|
||
|
||
flatShading: material.shading === FlatShading,
|
||
|
||
sizeAttenuation: material.sizeAttenuation,
|
||
logarithmicDepthBuffer: false,// capabilities.logarithmicDepthBuffer,
|
||
|
||
skinning: material.skinning,
|
||
//maxBones: maxBones,
|
||
//useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
|
||
|
||
morphTargets: material.morphTargets,
|
||
morphNormals: material.morphNormals,
|
||
//maxMorphTargets: renderer.maxMorphTargets,
|
||
//maxMorphNormals: renderer.maxMorphNormals,
|
||
|
||
numDirLights: 0,// lights.directional.length,
|
||
numPointLights: 0,// lights.point.length,
|
||
numSpotLights: 0,// lights.spot.length,
|
||
numRectAreaLights: 0,// lights.rectArea.length,
|
||
numHemiLights: 0,// lights.hemi.length,
|
||
|
||
numClippingPlanes: 0,//nClipPlanes,
|
||
numClipIntersection: 0,//nClipIntersection,
|
||
|
||
//shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
|
||
//shadowMapType: renderer.shadowMap.type,
|
||
|
||
//toneMapping: renderer.toneMapping,
|
||
//physicallyCorrectLights: renderer.physicallyCorrectLights,
|
||
|
||
premultipliedAlpha: material.premultipliedAlpha,
|
||
|
||
alphaTest: material.alphaTest,
|
||
doubleSided: material.side === DoubleSide,
|
||
flipSided: material.side === BackSide,
|
||
|
||
depthPacking: (material.depthPacking !== undefined) ? material.depthPacking : false
|
||
|
||
};
|
||
|
||
return parameters;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
var programIdCount = 0;
|
||
|
||
function getEncodingComponents(encoding) {
|
||
|
||
switch (encoding) {
|
||
|
||
case LinearEncoding:
|
||
return ['Linear', '( value )'];
|
||
case sRGBEncoding:
|
||
return ['sRGB', '( value )'];
|
||
case RGBEEncoding:
|
||
return ['RGBE', '( value )'];
|
||
case RGBM7Encoding:
|
||
return ['RGBM', '( value, 7.0 )'];
|
||
case RGBM16Encoding:
|
||
return ['RGBM', '( value, 16.0 )'];
|
||
case RGBDEncoding:
|
||
return ['RGBD', '( value, 256.0 )'];
|
||
case GammaEncoding:
|
||
return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
|
||
default:
|
||
throw new Error('unsupported encoding: ' + encoding);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function getTexelDecodingFunction(functionName, encoding) {
|
||
|
||
var components = getEncodingComponents(encoding);
|
||
return "vec4 " + functionName + "( vec4 value ) { return " + components[0] + "ToLinear" + components[1] + " ; }";
|
||
|
||
}
|
||
|
||
function getTexelEncodingFunction(functionName, encoding) {
|
||
|
||
var components = getEncodingComponents(encoding);
|
||
return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[0] + components[1] + " ; }";
|
||
|
||
}
|
||
|
||
function getToneMappingFunction(functionName, toneMapping) {
|
||
|
||
var toneMappingName;
|
||
|
||
switch (toneMapping) {
|
||
|
||
case LinearToneMapping:
|
||
toneMappingName = "Linear";
|
||
break;
|
||
|
||
case ReinhardToneMapping:
|
||
toneMappingName = "Reinhard";
|
||
break;
|
||
|
||
case Uncharted2ToneMapping:
|
||
toneMappingName = "Uncharted2";
|
||
break;
|
||
|
||
case CineonToneMapping:
|
||
toneMappingName = "OptimizedCineon";
|
||
break;
|
||
|
||
default:
|
||
throw new Error('unsupported toneMapping: ' + toneMapping);
|
||
|
||
}
|
||
|
||
return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
|
||
|
||
}
|
||
|
||
function generateExtensions(extensions, parameters, rendererExtensions) {
|
||
|
||
extensions = extensions || {};
|
||
|
||
var chunks = [
|
||
(extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading) ? '#extension GL_OES_standard_derivatives : enable' : '',
|
||
(extensions.fragDepth || parameters.logarithmicDepthBuffer) && rendererExtensions.get('EXT_frag_depth') ? '#extension GL_EXT_frag_depth : enable' : '',
|
||
(extensions.drawBuffers) && rendererExtensions.get('WEBGL_draw_buffers') ? '#extension GL_EXT_draw_buffers : require' : '',
|
||
(extensions.shaderTextureLOD || parameters.envMap) && rendererExtensions.get('EXT_shader_texture_lod') ? '#extension GL_EXT_shader_texture_lod : enable' : ''
|
||
];
|
||
|
||
return chunks.filter(filterEmptyLine).join('\n');
|
||
|
||
}
|
||
|
||
function generateDefines(defines) {
|
||
|
||
var chunks = [];
|
||
|
||
for (var name in defines) {
|
||
|
||
var value = defines[name];
|
||
|
||
if (value === false) continue;
|
||
|
||
chunks.push('#define ' + name + ' ' + value);
|
||
|
||
}
|
||
|
||
return chunks.join('\n');
|
||
|
||
}
|
||
|
||
function filterEmptyLine(string) {
|
||
|
||
return string !== '';
|
||
|
||
}
|
||
|
||
function replaceLightNums(string, parameters) {
|
||
|
||
return string
|
||
.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights)
|
||
.replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights)
|
||
.replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights)
|
||
.replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights)
|
||
.replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights);
|
||
|
||
}
|
||
|
||
function parseIncludes(string) {
|
||
|
||
var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;
|
||
|
||
function replace(match, include) {
|
||
|
||
var replace = ShaderChunk[include];
|
||
|
||
if (replace === undefined) {
|
||
|
||
throw new Error('Can not resolve #include <' + include + '>');
|
||
|
||
}
|
||
|
||
return parseIncludes(replace);
|
||
|
||
}
|
||
|
||
return string.replace(pattern, replace);
|
||
|
||
}
|
||
|
||
function unrollLoops(string) {
|
||
|
||
var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
|
||
|
||
function replace(match, start, end, snippet) {
|
||
|
||
var unroll = '';
|
||
|
||
for (var i = parseInt(start) ; i < parseInt(end) ; i++) {
|
||
|
||
unroll += snippet.replace(/\[ i \]/g, '[ ' + i + ' ]');
|
||
|
||
}
|
||
|
||
return unroll;
|
||
|
||
}
|
||
|
||
return string.replace(pattern, replace);
|
||
|
||
}
|
||
|
||
function WebGLProgram(material, shader) {//, parameters) {
|
||
|
||
var parameters = getParameters(material);
|
||
//var shader = ShaderLib[parameters.shaderID];
|
||
|
||
//var extensions = material.extensions;
|
||
var defines = material.defines;
|
||
|
||
var vertexShader = shader.vertexShader;
|
||
var fragmentShader = shader.fragmentShader;
|
||
|
||
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
|
||
|
||
if (parameters.shadowMapType === THREE.PCFShadowMap) {
|
||
|
||
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
|
||
|
||
} else if (parameters.shadowMapType === THREE.PCFSoftShadowMap) {
|
||
|
||
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
|
||
|
||
}
|
||
|
||
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
||
var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
|
||
var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
|
||
|
||
if (parameters.envMap) {
|
||
|
||
switch (material.envMap.mapping) {
|
||
|
||
case CubeReflectionMapping:
|
||
case CubeRefractionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
||
break;
|
||
|
||
case CubeUVReflectionMapping:
|
||
case CubeUVRefractionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
|
||
break;
|
||
|
||
case EquirectangularReflectionMapping:
|
||
case EquirectangularRefractionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
|
||
break;
|
||
|
||
case SphericalReflectionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
|
||
break;
|
||
|
||
}
|
||
|
||
switch (material.envMap.mapping) {
|
||
|
||
case CubeRefractionMapping:
|
||
case EquirectangularRefractionMapping:
|
||
envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
|
||
break;
|
||
|
||
}
|
||
|
||
switch (material.combine) {
|
||
|
||
case MultiplyOperation:
|
||
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
|
||
break;
|
||
|
||
case MixOperation:
|
||
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
|
||
break;
|
||
|
||
case AddOperation:
|
||
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var gammaFactorDefine = 1.0;// (renderer.gammaFactor > 0) ? renderer.gammaFactor : 1.0;
|
||
|
||
|
||
// var customExtensions = generateExtensions(extensions, parameters, renderer.extensions);
|
||
|
||
var customDefines = generateDefines(defines);
|
||
|
||
|
||
var prefixVertex, prefixFragment;
|
||
|
||
if (material.isRawShaderMaterial) {
|
||
|
||
prefixVertex = [
|
||
|
||
customDefines,
|
||
|
||
'\n'
|
||
|
||
].filter(filterEmptyLine).join('\n');
|
||
|
||
prefixFragment = [
|
||
|
||
//customExtensions,
|
||
customDefines,
|
||
|
||
'\n'
|
||
|
||
].filter(filterEmptyLine).join('\n');
|
||
|
||
} else {
|
||
|
||
prefixVertex = [
|
||
|
||
//'precision ' + parameters.precision + ' float;',
|
||
//'precision ' + parameters.precision + ' int;',
|
||
|
||
'#define SHADER_NAME ' + shader.name,
|
||
|
||
//customDefines,
|
||
|
||
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
|
||
|
||
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
||
|
||
'#define MAX_BONES ' + parameters.maxBones,
|
||
//(parameters.useFog && parameters.fog) ? '#define USE_FOG' : '',
|
||
//(parameters.useFog && parameters.fogExp) ? '#define FOG_EXP2' : '',
|
||
|
||
parameters.map ? '#define USE_MAP' : '',
|
||
parameters.envMap ? '#define USE_ENVMAP' : '',
|
||
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
||
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
||
parameters.aoMap ? '#define USE_AOMAP' : '',
|
||
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
||
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
||
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
||
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
|
||
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
||
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
||
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
||
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
||
parameters.vertexColors ? '#define USE_COLOR' : '',
|
||
|
||
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
||
|
||
parameters.skinning ? '#define USE_SKINNING' : '',
|
||
parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
|
||
|
||
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
|
||
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
|
||
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
||
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
||
|
||
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
|
||
|
||
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
||
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
||
|
||
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
|
||
|
||
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
||
//parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
||
|
||
//'uniform mat4 modelMatrix;',
|
||
//'uniform mat4 modelViewMatrix;',
|
||
//'uniform mat4 projectionMatrix;',
|
||
//'uniform mat4 viewMatrix;',
|
||
//'uniform mat3 normalMatrix;',
|
||
//'uniform vec3 cameraPosition;',
|
||
|
||
//'attribute vec3 position;',
|
||
//'attribute vec3 normal;',
|
||
//'attribute vec2 uv;',
|
||
|
||
'#ifdef USE_COLOR',
|
||
|
||
' attribute vec3 color;',
|
||
|
||
'#endif',
|
||
|
||
'#ifdef USE_MORPHTARGETS',
|
||
|
||
' attribute vec3 morphTarget0;',
|
||
' attribute vec3 morphTarget1;',
|
||
' attribute vec3 morphTarget2;',
|
||
' attribute vec3 morphTarget3;',
|
||
|
||
' #ifdef USE_MORPHNORMALS',
|
||
|
||
' attribute vec3 morphNormal0;',
|
||
' attribute vec3 morphNormal1;',
|
||
' attribute vec3 morphNormal2;',
|
||
' attribute vec3 morphNormal3;',
|
||
|
||
' #else',
|
||
|
||
' attribute vec3 morphTarget4;',
|
||
' attribute vec3 morphTarget5;',
|
||
' attribute vec3 morphTarget6;',
|
||
' attribute vec3 morphTarget7;',
|
||
|
||
' #endif',
|
||
|
||
'#endif',
|
||
|
||
'#ifdef USE_SKINNING',
|
||
|
||
' attribute vec4 skinIndex;',
|
||
' attribute vec4 skinWeight;',
|
||
|
||
'#endif',
|
||
|
||
'\n'
|
||
|
||
].filter(filterEmptyLine).join('\n');
|
||
|
||
prefixFragment = [
|
||
|
||
//customExtensions,
|
||
|
||
//'precision ' + parameters.precision + ' float;',
|
||
//'precision ' + parameters.precision + ' int;',
|
||
|
||
'#define SHADER_NAME ' + shader.name,
|
||
|
||
customDefines,
|
||
|
||
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
|
||
|
||
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
||
|
||
(parameters.useFog && parameters.fog) ? '#define USE_FOG' : '',
|
||
(parameters.useFog && parameters.fogExp) ? '#define FOG_EXP2' : '',
|
||
|
||
parameters.map ? '#define USE_MAP' : '',
|
||
parameters.envMap ? '#define USE_ENVMAP' : '',
|
||
parameters.envMap ? '#define ' + envMapTypeDefine : '',
|
||
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
||
parameters.envMap ? '#define ' + envMapBlendingDefine : '',
|
||
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
||
parameters.aoMap ? '#define USE_AOMAP' : '',
|
||
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
||
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
||
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
||
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
||
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
||
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
||
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
||
parameters.vertexColors ? '#define USE_COLOR' : '',
|
||
|
||
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
|
||
|
||
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
||
|
||
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
||
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
||
|
||
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
|
||
'#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
|
||
|
||
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
||
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
||
|
||
parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
|
||
|
||
parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
|
||
|
||
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
||
//parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
||
|
||
//parameters.envMap && renderer.extensions.get('EXT_shader_texture_lod') ? '#define TEXTURE_LOD_EXT' : '',
|
||
|
||
'uniform mat4 viewMatrix;',
|
||
'uniform vec3 cameraPosition;',
|
||
|
||
//(parameters.toneMapping !== THREE.NoToneMapping) ? "#define TONE_MAPPING" : '',
|
||
//(parameters.toneMapping !== THREE.NoToneMapping) ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
|
||
//(parameters.toneMapping !== THREE.NoToneMapping) ? getToneMappingFunction("toneMapping", parameters.toneMapping) : '',
|
||
|
||
parameters.dithering ? '#define DITHERING' : '',
|
||
|
||
(parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding) ? ShaderChunk['encodings_pars_fragment'] : '', // this code is required here because it is used by the various encoding/decoding function defined below
|
||
parameters.mapEncoding ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '',
|
||
parameters.envMapEncoding ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '',
|
||
parameters.emissiveMapEncoding ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '',
|
||
parameters.outputEncoding ? getTexelEncodingFunction("linearToOutputTexel", parameters.outputEncoding) : '',
|
||
|
||
parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
|
||
|
||
'\n'
|
||
|
||
].filter(filterEmptyLine).join('\n');
|
||
|
||
}
|
||
|
||
vertexShader = parseIncludes(vertexShader);
|
||
vertexShader = replaceLightNums(vertexShader, parameters);
|
||
|
||
fragmentShader = parseIncludes(fragmentShader);
|
||
fragmentShader = replaceLightNums(fragmentShader, parameters);
|
||
|
||
if (!material.isShaderMaterial) {
|
||
|
||
vertexShader = unrollLoops(vertexShader);
|
||
fragmentShader = unrollLoops(fragmentShader);
|
||
|
||
}
|
||
|
||
var vertexGlsl = prefixVertex + vertexShader;
|
||
var fragmentGlsl = prefixFragment + fragmentShader;
|
||
|
||
|
||
this.id = programIdCount++;
|
||
this.usedTimes = 1;
|
||
this.vertexShader = vertexGlsl;
|
||
this.fragmentShader = fragmentGlsl;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
|
||
return ShaderUtils;
|
||
});
|
||
define('Core/MeshVisualizer',[
|
||
'Core/Mesh',
|
||
'Core/RendererUtils',
|
||
'Core/MeshMaterial',
|
||
'Core/Shaders/ShaderChunk',
|
||
'Core/Rotation',
|
||
'Core/FramebufferTexture',
|
||
'Core/LOD',
|
||
'Core/ReferenceMesh',
|
||
'ThirdParty/tiff-js/tiff',
|
||
'Util/Path',
|
||
'Core/GeometryUtils',
|
||
'Core/MaterialUtils',
|
||
'Core/MeshUtils',
|
||
'Core/ShaderUtils'
|
||
], function (
|
||
Mesh,
|
||
RendererUtils,
|
||
MeshMaterial,
|
||
ShaderChunk,
|
||
Rotation,
|
||
FramebufferTexture,
|
||
LOD,
|
||
ReferenceMesh,
|
||
TIFFParser,
|
||
Path,
|
||
GeometryUtils,
|
||
MaterialUtils,
|
||
MeshUtils,
|
||
ShaderUtils
|
||
) {
|
||
|
||
var Matrix4 = Cesium.Matrix4;
|
||
var DrawCommand = Cesium.DrawCommand;
|
||
var defined = Cesium.defined;
|
||
var GeometryPipeline = Cesium.GeometryPipeline;
|
||
var BufferUsage = Cesium.BufferUsage;
|
||
var BlendingState = Cesium.BlendingState;
|
||
var VertexArray = Cesium.VertexArray;
|
||
var ShaderProgram = Cesium.ShaderProgram;
|
||
var DepthFunction = Cesium.DepthFunction;
|
||
var CullFace = Cesium.CullFace;
|
||
var RenderState = Cesium.RenderState;
|
||
var defaultValue = Cesium.defaultValue;
|
||
var Texture = Cesium.Texture;
|
||
var PixelFormat = Cesium.PixelFormat;
|
||
var BoxGeometry = Cesium.BoxGeometry;
|
||
var Cartesian3 = Cesium.Cartesian3;
|
||
var VertexFormat = Cesium.VertexFormat;
|
||
var CubeMap = Cesium.CubeMap;
|
||
var loadCubeMap = Cesium.loadCubeMap;
|
||
var Matrix3 = Cesium.Matrix3;
|
||
var CesiumMath = Cesium.Math;
|
||
var Color = Cesium.Color;
|
||
|
||
var scratchTranslation = new Cartesian3();
|
||
var scratchQuaternion = new Cesium.Quaternion();
|
||
var scratchScale = new Cartesian3();
|
||
var scratchTranslationQuaternionRotationScale = new Matrix4();
|
||
var computeModelMatrix = new Matrix4();
|
||
var scratchPosition = new Cartesian3();
|
||
var scratchTraverseArgs = {
|
||
cancelCurrent: false //停止遍历当前节点的所有子节点
|
||
};
|
||
Cesium.Cartesian3.prototype.set = function (x, y, z) {
|
||
this.x = x; this.y = y; this.z = z;
|
||
}
|
||
Cesium.Cartesian3.prototype.copy = function (src) {
|
||
this.x = src.x; this.y = src.y; this.z = src.z;
|
||
}
|
||
|
||
Cesium.Cartesian2.prototype.set = function (x, y) {
|
||
this.x = x; this.y = y;
|
||
}
|
||
Cesium.Cartesian2.prototype.copy = function (src) {
|
||
this.x = src.x; this.y = src.y;
|
||
}
|
||
Cesium.Quaternion.prototype.set = function (x, y, z, w) {
|
||
this.x = x; this.y = y; this.z = z; this.w = w;
|
||
}
|
||
Cesium.Quaternion.prototype.copy = function (src) {
|
||
this.x = src.x; this.y = src.y; this.z = src.z; this.w = src.w;
|
||
}
|
||
/**
|
||
*
|
||
*
|
||
*@param {Object}options
|
||
*@param {Cesium.Matrix4}[options.modelMatrix=Cesium.Matrix4.IDENTITY]
|
||
*@param {Cesium.Cartesian3}[options.up=Cesium.Cartesian3.UNIT_Z]
|
||
*@param {Cesium.Cartesian3}[options.position=Cesium.Cartesian3.ZERO]
|
||
*@param {Cesium.Cartesian3}[options.scale=new Cartesian3(1, 1, 1)]
|
||
*@param {Cesium.Rotation}[options.rotation]
|
||
*@param {Boolean}[options.show=true]
|
||
*@param {Boolean}[options.showReference=true]
|
||
*@param {Cesium.ArrowGeometry}[options.referenceAxisParameter]
|
||
*
|
||
*@property {Cesium.Matrix4}modelMatrix
|
||
*@property {Cesium.Cartesian3}up
|
||
*@property {Cesium.Cartesian3}position
|
||
*@property {Cesium.Cartesian3}scale
|
||
*@property {Cesium.Rotation}rotation
|
||
*@property {Boolean}show
|
||
*@property {Boolean}showReference
|
||
*@property {Boolean}modelMatrixNeedsUpdate
|
||
*@property {Cesium.Event}beforeUpdate
|
||
*
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*@extends Cesium.Primitive
|
||
*
|
||
*@example
|
||
|
||
MeshVisualizer = Cesium.MeshVisualizer;
|
||
Mesh = Cesium.Mesh;
|
||
MeshMaterial = Cesium.MeshMaterial;
|
||
FramebufferTexture = Cesium.FramebufferTexture;
|
||
|
||
var center = Cesium.Cartesian3.fromDegrees(homePosition[0], homePosition[1], 50000);
|
||
var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
|
||
|
||
var meshVisualizer = new MeshVisualizer({
|
||
modelMatrix: modelMatrix,
|
||
});
|
||
viewer.scene.primitives.add(meshVisualizer);
|
||
|
||
|
||
//示例1:Cesium.Geometry+Cesium.MeshMaterial组合
|
||
var box = Cesium.BoxGeometry.createGeometry(Cesium.BoxGeometry.fromDimensions({
|
||
dimensions: new Cesium.Cartesian3(100000, 50000, 50000),
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY
|
||
}));
|
||
|
||
var material = new MeshMaterial({
|
||
defaultColor: "rgba(255,0,0,1.0)",
|
||
wireframe: false,
|
||
side: MeshMaterial.Sides.DOUBLE
|
||
});
|
||
var boxMesh = new Mesh(box, material);
|
||
|
||
meshVisualizer.add(boxMesh);
|
||
|
||
//示例2:Cesium.CSG+Cesium.MeshMaterial组合,可以用Cesium.CSG做布尔运算并渲染运算结果
|
||
|
||
//首先使用Cesium创建球体
|
||
var sphere = new Cesium.SphereGeometry({
|
||
radius: 50000.0,
|
||
vertexFormat: Cesium.VertexFormat.POSITION_ONLY
|
||
});
|
||
sphere = Cesium.SphereGeometry.createGeometry(sphere);
|
||
|
||
var sphereMesh = new Mesh(sphere, material);
|
||
sphereMesh.position = new Cesium.Cartesian3(100000, 0, 0)
|
||
meshVisualizer.add(sphereMesh);
|
||
|
||
//将球体对象Cesium.SphereGeometry转成Cesium.CSG实例
|
||
sphere = CSG.toCSG(sphere);
|
||
//将盒子对象转成Cesium.CSG实例
|
||
box = CSG.toCSG(box);
|
||
|
||
//做布尔运算
|
||
var subResult = sphere.subtract(box);
|
||
//渲染运算结果
|
||
var subResultMesh = new Mesh(subResult, material);
|
||
subResultMesh.position = new Cesium.Cartesian3(700000, 0, 0)
|
||
meshVisualizer.add(subResultMesh);
|
||
|
||
//示例3:使用帧缓存作纹理,实际应用中如体绘制,风场流场绘制等等都可以运用此技术
|
||
|
||
function createGeometry() {
|
||
var p1 = new Cesium.Cartesian3(-50000, 50000, 100);
|
||
var p2 = new Cesium.Cartesian3(-50000, -50000, 100);
|
||
var p3 = new Cesium.Cartesian3(50000, -50000, 100);
|
||
var p4 = new Cesium.Cartesian3(50000, 50000, 100);
|
||
|
||
var positions = new Float64Array([
|
||
p1.x, p1.y, p1.z,
|
||
p2.x, p2.y, p2.z,
|
||
p3.x, p3.y, p3.z,
|
||
p4.x, p4.y, p4.z
|
||
]);
|
||
var indices = new Uint16Array([
|
||
0, 1, 3,
|
||
1, 2, 3,
|
||
]);
|
||
var sts = new Float32Array([
|
||
1, 1,
|
||
1, 0,
|
||
0, 0,
|
||
0, 1
|
||
]);
|
||
var geometry = new Cesium.Geometry({
|
||
attributes: {
|
||
position: new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.DOUBLE,
|
||
componentsPerAttribute: 3,
|
||
values: positions
|
||
}),
|
||
st: new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 2,
|
||
values: sts
|
||
})
|
||
},
|
||
indices: indices,
|
||
primitiveType: Cesium.PrimitiveType.TRIANGLES,
|
||
boundingSphere: Cesium.BoundingSphere.fromVertices(positions)
|
||
});
|
||
|
||
return geometry;
|
||
}
|
||
//将上文中的盒子渲染到缓存,作为纹理参与createGeometry()方法创建的几何体渲染过程
|
||
var framebufferTex = new FramebufferTexture(boxMesh);
|
||
var geometry = createGeometry();
|
||
var customMesh = new Mesh(geometry, new MeshMaterial({
|
||
|
||
uniforms: {
|
||
u_textureMap: framebufferTex//Cesium.buildModuleUrl('Widgets/Images/TerrainProviders/STK.png')
|
||
},
|
||
side: MeshMaterial.Sides.DOUBLE,
|
||
vertexShader : "\n\
|
||
\n\
|
||
varying vec3 v_position;\n\
|
||
varying vec2 v_st;\n\
|
||
\n\
|
||
void main(void) \n\
|
||
{\n\
|
||
vec4 pos = u_modelViewMatrix * vec4(position,1.0);\n\
|
||
v_position = pos.xyz;\n\
|
||
v_st=st;\n\
|
||
gl_Position = u_projectionMatrix * pos;\n\
|
||
}",
|
||
fragmentShader : "varying vec2 v_st;\
|
||
uniform sampler2D u_textureMap;\
|
||
void main()\
|
||
{\
|
||
gl_FragColor = texture2D(u_textureMap,v_st);\n\
|
||
\
|
||
}\
|
||
"
|
||
}));
|
||
customMesh.position = new Cesium.Cartesian3(100000, 0, 0);
|
||
meshVisualizer.add(customMesh);
|
||
*/
|
||
function MeshVisualizer(options) {
|
||
this._modelMatrix = defaultValue(options.modelMatrix, Matrix4.IDENTITY);
|
||
this._actualModelMatrix = Matrix4.clone(this._modelMatrix);
|
||
this._ready = true;
|
||
this._modelMatrixNeedsUpdate = true;
|
||
|
||
this._isWireframe = false;
|
||
this._up = defaultValue(options.up, new Cartesian3(0, 0, 1));
|
||
this._position = defaultValue(options.position, new Cartesian3(0, 0, 0));
|
||
this._scale = defaultValue(options.scale, new Cartesian3(1, 1, 1));
|
||
this._rotation = defaultValue(options.rotation, { axis: new Cartesian3(0, 0, 1), angle: 0 });
|
||
this._rotation = new Rotation(this._rotation.axis, this._rotation.angle);
|
||
this._rotation.paramChanged.addEventListener(this.onModelMatrixNeedUpdate, this);
|
||
|
||
|
||
this._chidren = [];
|
||
this._debug = false;
|
||
this._show = defaultValue(options.show, true);
|
||
|
||
this._center = new Cartesian3();
|
||
Cesium.Matrix4.getTranslation(this._modelMatrix, this._center);
|
||
this._framebufferTextures = {};
|
||
this._uniformValueCache = {};
|
||
this._textureCache = {};
|
||
this._uniformMaps = {};
|
||
this.referenceMesh = new ReferenceMesh({
|
||
axisParameter: defaultValue(options.referenceAxisParameter, { length: 50000 * 2 }),
|
||
show: defaultValue(options.showReference, false)
|
||
});
|
||
this.add(this.referenceMesh);
|
||
this._pickIds = [];
|
||
this.beforeUpdate = new Cesium.Event();
|
||
this._scene = options.scene;
|
||
}
|
||
var world2localMatrix = new Cesium.Matrix4();
|
||
var surfacePointLocal = new Cesium.Cartesian3();
|
||
var rayDir = new Cesium.Cartesian3();
|
||
var pos = new Cesium.Cartesian3();
|
||
var rayOriginLocal = new Cesium.Cartesian3();
|
||
var scratchRay = new Cesium.Ray();
|
||
|
||
MeshVisualizer.prototype = {
|
||
/**
|
||
*@param {Cesium.Mesh}mesh
|
||
*/
|
||
remove: function (mesh) {
|
||
|
||
for (var i = 0; i < this._chidren.length; i++) {
|
||
if (this._chidren[i] == mesh) {
|
||
|
||
this._chidren.splice(i, 1);
|
||
}
|
||
}
|
||
MeshVisualizer.traverse(mesh, function () {
|
||
if (mesh._drawCommand) {
|
||
mesh._drawCommand.destroy && mesh._drawCommand.destroy();
|
||
}
|
||
if (mesh._actualMesh && mesh._actualMesh._drawCommand) {
|
||
Cesium.destroyObject(mesh._actualMesh._drawCommand);
|
||
Cesium.destroyObject(mesh._actualMesh.geometry);
|
||
Cesium.destroyObject(mesh._actualMesh);
|
||
Cesium.destroyObject(mesh);
|
||
}
|
||
}, false);
|
||
},
|
||
/**
|
||
*
|
||
*拾取点,用局部坐标系表达。内部使用Cesium.Scene.pickPosition和MeshVisualizer.worldCoordinatesToLocal实现。
|
||
*@param {Cesium.Cartesian2}windowPosition
|
||
*@param {Cesium.Ray}result
|
||
*@return {Cesium.Cartesian3}
|
||
*/
|
||
pickPosition: function (windowPosition, result) {
|
||
if (!this._scene) {
|
||
return undefined;
|
||
}
|
||
this._scene.pickPosition(windowPosition, surfacePointLocal);
|
||
|
||
if (!surfacePointLocal) {
|
||
return undefined;
|
||
}
|
||
|
||
this.worldCoordinatesToLocal(surfacePointLocal, surfacePointLocal);
|
||
Cesium.Cartesian3.clone(surfacePointLocal, result);
|
||
return result;
|
||
},
|
||
/**
|
||
*
|
||
*创建一条射线,用局部坐标系表达
|
||
*@param {Cesium.Cartesian2}windowPosition
|
||
*@param {Cesium.Ray}result
|
||
*@return {Cesium.Ray}
|
||
*/
|
||
getPickRay: function (windowPosition, result) {
|
||
if (!this._scene) {
|
||
return undefined;
|
||
}
|
||
if (!result) {
|
||
result = Cesium.Ray();
|
||
}
|
||
this._scene.camera.getPickRay(windowPosition, scratchRay);//ray用于计算小球发射点位置,这里射线的起始点是世界坐标,不能像Threejs那样直接拿来计算,需要转成局部坐标
|
||
this._scene.pickPosition(windowPosition, surfacePointLocal);//射线和局部场景的交点
|
||
|
||
if (!surfacePointLocal) {
|
||
return undefined;
|
||
}
|
||
|
||
Cesium.Cartesian3.clone(scratchRay.direction, rayDir);
|
||
|
||
//世界坐标转局部坐标
|
||
this.worldCoordinatesToLocal(scratchRay.origin, rayOriginLocal);
|
||
this.worldCoordinatesToLocal(surfacePointLocal, surfacePointLocal);
|
||
|
||
Cesium.Cartesian3.add(rayOriginLocal, rayDir, pos);
|
||
//计算发射方向
|
||
Cesium.Cartesian3.subtract(surfacePointLocal, pos, rayDir);
|
||
Cesium.Cartesian3.clone(surfacePointLocal, result.origin);
|
||
Cesium.Cartesian3.clone(rayDir, result.direction);
|
||
return result;
|
||
},
|
||
/**
|
||
*世界坐标到局部坐标
|
||
*@param {Cesium.Cartesian3}worldCoordinates
|
||
*@param {Cesium.Cartesian3}result
|
||
*@return {Cesium.Cartesian3}
|
||
*/
|
||
worldCoordinatesToLocal: function (worldCoordinates, result) {
|
||
if (!result) {
|
||
result = new Cartesian3();
|
||
}
|
||
Cesium.Matrix4.inverseTransformation(this._actualModelMatrix, world2localMatrix)
|
||
Cesium.Matrix4.multiplyByPoint(world2localMatrix, worldCoordinates, result);
|
||
return result;
|
||
},
|
||
/**
|
||
*局部坐标到世界坐标
|
||
*@param {Cesium.Cartesian3}localCoordinates
|
||
*@param {Cesium.Cartesian3}result
|
||
*@return {Cesium.Cartesian3}
|
||
*/
|
||
localToWorldCoordinates: function (localCoordinates, result) {
|
||
if (!result) {
|
||
result = new Cartesian3();
|
||
}
|
||
Cesium.Matrix4.multiplyByPoint(this._actualModelMatrix, localCoordinates, result);
|
||
return result;
|
||
},
|
||
onModelMatrixNeedUpdate: function () {
|
||
this._modelMatrixNeedsUpdate = true;
|
||
},
|
||
/**
|
||
*
|
||
*@param {Number}x
|
||
*@param {Number}y
|
||
*@param {Number}z
|
||
*/
|
||
setPosition: function (x, y, z) {
|
||
var changed = false;
|
||
if (arguments.length == 1) {
|
||
if (typeof x == 'number') {
|
||
if (x != this._position.x) changed = true;
|
||
this._position.x = x;
|
||
} else if (x instanceof Cesium.Cartesian3) {
|
||
if (x != this._position.x
|
||
|| y != this._position.y
|
||
|| z != this._position.z) {
|
||
changed = true;
|
||
}
|
||
|
||
this._position.x = x.x;
|
||
this._position.y = x.y;
|
||
this._position.z = x.z;
|
||
}
|
||
}
|
||
if (arguments.length == 2 && typeof y == 'number') {
|
||
if (y != this._position.y) changed = true;
|
||
this._position.y = y;
|
||
}
|
||
if (arguments.length == 3 && typeof z == 'number') {
|
||
if (z != this._position.z) changed = true;
|
||
this._position.z = z;
|
||
}
|
||
if (changed) {
|
||
this._modelMatrixNeedsUpdate = true;
|
||
}
|
||
},
|
||
/**
|
||
*
|
||
*@param {Number}x
|
||
*@param {Number}y
|
||
*@param {Number}z
|
||
*/
|
||
setScale: function (x, y, z) {
|
||
var changed = false;
|
||
if (arguments.length == 1) {
|
||
if (typeof x == 'number') {
|
||
if (x != this._scale.x) changed = true;
|
||
this._scale.x = x;
|
||
} else if (x instanceof Cesium.Cartesian3) {
|
||
if (x != this._scale.x
|
||
|| y != this._scale.y
|
||
|| z != this._scale.z) {
|
||
changed = true;
|
||
}
|
||
|
||
this._scale.x = x.x;
|
||
this._scale.y = x.y;
|
||
this._scale.z = x.z;
|
||
}
|
||
}
|
||
if (arguments.length == 2 && typeof y == 'number') {
|
||
if (y != this._scale.y) changed = true;
|
||
this._scale.y = y;
|
||
}
|
||
if (arguments.length == 3 && typeof z == 'number') {
|
||
if (z != this._scale.z) changed = true;
|
||
this._scale.z = z;
|
||
}
|
||
if (changed) {
|
||
this._modelMatrixNeedsUpdate = true;
|
||
}
|
||
},
|
||
|
||
toWireframe: function (geometry) {
|
||
if (geometry.primitiveType !== Cesium.PrimitiveType.TRIANGLES
|
||
&& geometry.primitiveType !== Cesium.PrimitiveType.TRIANGLE_FAN
|
||
&& geometry.primitiveType !== Cesium.PrimitiveType.TRIANGLE_STRIP) {
|
||
return geometry;
|
||
}
|
||
if (!geometry.triangleIndices) {
|
||
geometry.triangleIndices = geometry.indices;
|
||
}
|
||
//if (geometry.lineIndices) {
|
||
// geometry.indices = geometry.lineIndices;
|
||
// return geometry;
|
||
//}
|
||
geometry = GeometryPipeline.toWireframe(geometry);
|
||
//geometry.lineIndices = geometry.indices;
|
||
return geometry;
|
||
},
|
||
|
||
restoreFromWireframe: function (geometry) {
|
||
if (geometry.triangleIndices) {
|
||
geometry.indices = geometry.triangleIndices;
|
||
}
|
||
geometry.primitiveType = Cesium.PrimitiveType.TRIANGLES;
|
||
return geometry;
|
||
},
|
||
|
||
/**
|
||
*
|
||
*@param {Cesium.Mesh} mesh
|
||
*@param {Cesium.FrameState} frameState
|
||
*@return {Cesium.DrawCommand}
|
||
*@private
|
||
*/
|
||
createDrawCommand: function (mesh, frameState) {
|
||
var that = this;
|
||
var context = frameState.context;
|
||
var geometry = mesh.geometry;
|
||
var material = mesh.material;
|
||
|
||
var command = new Cesium.DrawCommand({
|
||
modelMatrix: Matrix4.clone(this.modelMatrix),
|
||
owner: mesh,
|
||
primitiveType: geometry.primitiveType,
|
||
cull: material.cullFrustum,
|
||
pass: material.translucent ? Cesium.Pass.TRANSLUCENT : Cesium.Pass.OPAQUE
|
||
//,boundingVolume: geometry.boundingSphere
|
||
});
|
||
|
||
var attributeLocations = GeometryPipeline.createAttributeLocations(geometry);
|
||
|
||
command.vertexArray = VertexArray.fromGeometry({
|
||
context: context,
|
||
geometry: geometry,
|
||
attributeLocations: attributeLocations,
|
||
bufferUsage: BufferUsage.STATIC_DRAW
|
||
});
|
||
command.vertexArray._attributeLocations = attributeLocations;
|
||
|
||
var pickObject = {
|
||
primitive: this,
|
||
id: mesh
|
||
};
|
||
|
||
|
||
var pickId = context.createPickId(pickObject);
|
||
that._pickIds.push(pickId);
|
||
|
||
var pickColor = pickId.color;
|
||
|
||
var shader = {
|
||
fragmentShader: this.getFragmentShaderSource(material),
|
||
vertexShader: this.getVertexShaderSource(geometry, material)
|
||
};
|
||
if (material.material3js) {
|
||
shader = ShaderUtils.processShader3js(material.material3js, shader);
|
||
|
||
}
|
||
|
||
command._sp = ShaderProgram.fromCache({
|
||
context: context,
|
||
fragmentShaderSource: shader.fragmentShader,//this.getFragmentShaderSource(material),
|
||
vertexShaderSource: shader.vertexShader,//this.getVertexShaderSource(geometry, material),
|
||
attributeLocations: attributeLocations
|
||
});
|
||
if (!Cesium.defined(mesh.material.allowPick)) {
|
||
mesh.material.allowPick = true;
|
||
}
|
||
if (mesh.material.allowPick) {
|
||
command._pickSp = ShaderProgram.fromCache({
|
||
context: context,
|
||
fragmentShaderSource: 'void main() {\n\tgl_FragColor = vec4(' + pickColor.red + ',' + pickColor.green + ',' + pickColor.blue + ',' + pickColor.alpha + ');\n}',
|
||
vertexShaderSource: shader.vertexShader,
|
||
attributeLocations: attributeLocations
|
||
});
|
||
|
||
}
|
||
command.shaderProgram = command._sp;
|
||
command.renderState = this.getRenderState(material);
|
||
|
||
command.uniformMap = this.getUniformMap(material, frameState);
|
||
|
||
return command;
|
||
},
|
||
|
||
/**
|
||
*
|
||
*
|
||
*@param {THREE.Material}material
|
||
*@return {Cesium.RenderState}frameState
|
||
*@private
|
||
*/
|
||
getRenderState: function (material) {
|
||
var renderState = {
|
||
blending: material.blending ? BlendingState.ALPHA_BLEND : BlendingState.DISABLED,
|
||
depthTest: {
|
||
enabled: material.depthTest,
|
||
func: DepthFunction.LESS
|
||
},
|
||
cull: {
|
||
enabled: true,
|
||
face: CullFace.FRONT
|
||
},
|
||
depthRange: {
|
||
near: 0,
|
||
far: 1
|
||
},
|
||
colorMask: {
|
||
red: true,
|
||
green: true,
|
||
blue: true,
|
||
alpha: true
|
||
},
|
||
depthMask: material.depthMask
|
||
}
|
||
renderState.cull.enabled = true;
|
||
renderState.blending.color = {
|
||
red: 0.0,
|
||
green: 0.0,
|
||
blue: 0.0,
|
||
alpha: 0.0
|
||
};
|
||
switch (material.side) {
|
||
case MeshMaterial.Sides.FRONT:
|
||
renderState.cull.face = CullFace.BACK;
|
||
break;
|
||
case MeshMaterial.Sides.BACK:
|
||
renderState.cull.face = CullFace.FRONT;
|
||
break;
|
||
default:
|
||
renderState.cull.enabled = false;
|
||
break;
|
||
}
|
||
|
||
renderState = RenderState.fromCache(renderState);
|
||
|
||
return renderState;
|
||
},
|
||
/**
|
||
*
|
||
*
|
||
*@param {THREE.Material}material
|
||
*@param {Cesium.FrameState}frameState
|
||
*@private
|
||
*/
|
||
getUniformMap: function (material, frameState) {
|
||
if (this._uniformMaps[material.uuid] && !material.needsUpdate) {
|
||
return this._uniformMaps[material.uuid];
|
||
|
||
}
|
||
var uniformMap = {};
|
||
this._uniformMaps[material.uuid] = uniformMap;
|
||
|
||
material.needsUpdate = false;
|
||
|
||
uniformMap.cameraPosition = function () {
|
||
return frameState.camera.position;
|
||
}
|
||
uniformMap.u_cameraPosition = function () {
|
||
return frameState.camera.position;
|
||
}
|
||
//base matrix
|
||
uniformMap.u_normalMatrix = function () {
|
||
return frameState.context.uniformState.normal;
|
||
}
|
||
uniformMap.u_projectionMatrix = function () {
|
||
return frameState.context.uniformState.projection;
|
||
}
|
||
|
||
uniformMap.u_modelViewMatrix = function () {
|
||
return frameState.context.uniformState.modelView;
|
||
}
|
||
//base matrix for threejs
|
||
uniformMap.normalMatrix = function () {
|
||
return frameState.context.uniformState.normal;
|
||
}
|
||
uniformMap.projectionMatrix = function () {
|
||
return frameState.context.uniformState.projection;
|
||
}
|
||
|
||
uniformMap.modelViewMatrix = function () {
|
||
return frameState.context.uniformState.modelView;
|
||
}
|
||
uniformMap.modelMatrix = function () {
|
||
return frameState.context.uniformState.model;
|
||
}
|
||
uniformMap.u_modelMatrix = function () {
|
||
return frameState.context.uniformState.model;
|
||
}
|
||
uniformMap.u_viewMatrix = function () {
|
||
return frameState.context.uniformState.view;
|
||
}
|
||
uniformMap.viewMatrix = function () {
|
||
return frameState.context.uniformState.view;
|
||
}
|
||
uniformMap.logDepthBufFC = function () {
|
||
return 2.0 / (Math.log(frameState.camera.frustum.far + 1.0) / Math.LN2)
|
||
}
|
||
|
||
if (material.uniformStateUsed && material.uniformStateUsed.length) {
|
||
material.uniformStateUsed.forEach(function (item) {
|
||
if (!uniformMap[item.glslVarName]) {
|
||
if (!frameState.context.uniformState[item.uniformStateName]) {
|
||
throw new Error(item.uniformStateName + "不是Cesium引擎的内置对象");
|
||
}
|
||
uniformMap[item.glslVarName] = function () {
|
||
return frameState.context.uniformState[item.uniformStateName];
|
||
}
|
||
}
|
||
});
|
||
}
|
||
var that = this;
|
||
|
||
function getCubeTextureCallback(name, item, mtl) {
|
||
var callback = function () {
|
||
if (!that._textureCache[item.uuid] || item.needsUpdate) {
|
||
if (!callback.allLoaded && !callback.isLoading) {
|
||
var promises = [];
|
||
for (var i = 0; i < item.value.length; i++) {
|
||
if (item.value[i] instanceof HTMLCanvasElement
|
||
|| item.value[i] instanceof HTMLVideoElement
|
||
|| item.value[i] instanceof HTMLImageElement
|
||
) {
|
||
var deferred = Cesium.when.defer();
|
||
requestAnimationFrame(function () {
|
||
deferred.resolve(item.value[i]);
|
||
});
|
||
promises.push(deferred);
|
||
} else if (typeof item.value[i] === 'string') {
|
||
promises.push(Cesium.loadImage(item.value[i]));
|
||
} else {
|
||
throw Error(name + "" + i + "给定值“ " + item[i] + "” 不是有效的纹理图片");
|
||
}
|
||
}
|
||
callback.isLoading = true;
|
||
item.needsUpdate = false;
|
||
Cesium.when.all(promises, function (images) {
|
||
|
||
that._textureCache[item.uuid] = new Cesium.CubeMap({
|
||
context: frameState.context,
|
||
source: {
|
||
positiveX: images[0],
|
||
negativeX: images[1],
|
||
positiveY: images[2],
|
||
negativeY: images[3],
|
||
positiveZ: images[4],
|
||
negativeZ: images[5]
|
||
}
|
||
});
|
||
|
||
callback.allLoaded = true;
|
||
callback.isLoading = false;
|
||
});
|
||
}
|
||
}
|
||
if (callback.allLoaded) {
|
||
return that._textureCache[item.uuid];
|
||
}
|
||
else {
|
||
if (!that.defaultCubeMap) {
|
||
|
||
if (!that.defaultTextureImage) {
|
||
that.defaultTextureImage = document.createElement("canvas");
|
||
that.defaultTextureImage.width = 1;
|
||
that.defaultTextureImage.height = 1;
|
||
}
|
||
|
||
that.defaultCubeMap = new Cesium.CubeMap({
|
||
context: frameState.context,
|
||
source: {
|
||
positiveX: that.defaultTextureImage,
|
||
negativeX: that.defaultTextureImage,
|
||
positiveY: that.defaultTextureImage,
|
||
negativeY: that.defaultTextureImage,
|
||
positiveZ: that.defaultTextureImage,
|
||
negativeZ: that.defaultTextureImage
|
||
}
|
||
});
|
||
}
|
||
return that.defaultCubeMap;
|
||
}
|
||
}
|
||
if (callback.allLoaded) {
|
||
callback.allLoaded = false;
|
||
callback.isLoading = false;
|
||
}
|
||
return callback;
|
||
}
|
||
|
||
|
||
function createTexture(texture, context) {
|
||
|
||
var TextureMinificationFilter = Cesium.TextureMinificationFilter;
|
||
var TextureWrap = Cesium.TextureWrap;
|
||
|
||
var sampler = texture.sampler;
|
||
|
||
var mipmap =
|
||
(sampler.minificationFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST) ||
|
||
(sampler.minificationFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR) ||
|
||
(sampler.minificationFilter === TextureMinificationFilter.LINEAR_MIPMAP_NEAREST) ||
|
||
(sampler.minificationFilter === TextureMinificationFilter.LINEAR_MIPMAP_LINEAR);
|
||
var requiresNpot = mipmap ||
|
||
(sampler.wrapS === TextureWrap.REPEAT) ||
|
||
(sampler.wrapS === TextureWrap.MIRRORED_REPEAT) ||
|
||
(sampler.wrapT === TextureWrap.REPEAT) ||
|
||
(sampler.wrapT === TextureWrap.MIRRORED_REPEAT);
|
||
|
||
var source = texture.source;
|
||
var npot = !CesiumMath.isPowerOfTwo(source.width) || !CesiumMath.isPowerOfTwo(source.height);
|
||
|
||
if (requiresNpot && npot) {
|
||
// WebGL requires power-of-two texture dimensions for mipmapping and REPEAT/MIRRORED_REPEAT wrap modes.
|
||
var canvas = document.createElement('canvas');
|
||
canvas.width = CesiumMath.nextPowerOfTwo(source.width);
|
||
canvas.height = CesiumMath.nextPowerOfTwo(source.height);
|
||
var canvasContext = canvas.getContext('2d');
|
||
canvasContext.drawImage(source, 0, 0, source.width, source.height, 0, 0, canvas.width, canvas.height);
|
||
source = canvas;
|
||
}
|
||
|
||
var tx;
|
||
|
||
if (texture.target === WebGLConstants.TEXTURE_2D) {
|
||
tx = new Texture({
|
||
context: context,
|
||
source: source,
|
||
width: texture.width,
|
||
height: texture.height,
|
||
pixelFormat: texture.internalFormat,
|
||
pixelDatatype: texture.type,
|
||
sampler: sampler,
|
||
flipY: texture.flipY
|
||
});
|
||
}
|
||
// GLTF_SPEC: Support TEXTURE_CUBE_MAP. https://github.com/KhronosGroup/glTF/issues/40
|
||
|
||
if (mipmap) {
|
||
tx.generateMipmap();
|
||
}
|
||
|
||
return tx;
|
||
}
|
||
var WebGLConstants = Cesium.WebGLConstants;
|
||
function onTextureImageLoaded(image, item) {
|
||
var tex;
|
||
if (defined(image.internalFormat)) {
|
||
tex = new Texture({
|
||
context: frameState.context,
|
||
pixelFormat: image.internalFormat,
|
||
width: image.width,
|
||
height: image.height,
|
||
source: {
|
||
arrayBufferView: image.bufferView
|
||
},
|
||
flipY: item.flipY
|
||
});
|
||
} else {
|
||
var format = Cesium.WebGLConstants.RGB;
|
||
if (image instanceof HTMLCanvasElement
|
||
|| image instanceof HTMLVideoElement
|
||
|| (image.src && image.src.toLocaleLowerCase().indexOf(".png") >= 0)
|
||
) {
|
||
format = Cesium.WebGLConstants.RGBA;
|
||
}
|
||
if (item.sampler) {
|
||
tex = createTexture({
|
||
context: frameState.context,
|
||
source: image,
|
||
target: WebGLConstants.TEXTURE_2D,
|
||
width: item.width,
|
||
height: item.height,
|
||
pixelFormat: format,
|
||
flipY: item.flipY,
|
||
sampler: new Cesium.Sampler(item.sampler)
|
||
}, frameState.context);
|
||
} else {
|
||
tex = new Texture({
|
||
context: frameState.context,
|
||
source: image,
|
||
target: WebGLConstants.TEXTURE_2D,
|
||
width: item.width,
|
||
height: item.height,
|
||
pixelFormat: format,
|
||
flipY: Cesium.defined(item.flipY) ? item.flipY : true
|
||
});
|
||
}
|
||
}
|
||
return tex;
|
||
}
|
||
|
||
function getTextureCallback(item) {
|
||
|
||
var callback = function () {
|
||
|
||
if (!that._textureCache[item.value] || item.needsUpdate) {
|
||
|
||
if (item.value instanceof HTMLImageElement
|
||
|| item.value instanceof HTMLCanvasElement
|
||
|| item.value instanceof HTMLVideoElement
|
||
) {
|
||
var image = item.value;
|
||
that._textureCache[item.value] = onTextureImageLoaded(image, item);
|
||
item.needsUpdate = false;
|
||
return that._textureCache[item.value];
|
||
|
||
} else {
|
||
if (typeof item.value === "string" && !callback.isLoading) {
|
||
callback.isLoading = true;
|
||
item.needsUpdate = false;
|
||
var url = item.value.toLocaleLowerCase();
|
||
|
||
var extension = Path.GetExtension(url).slice(1);
|
||
if (extension == 'tif') {//处理tif纹理
|
||
|
||
Cesium.Resource.fetchArrayBuffer({ url: url }).then(function (imageArrayBuffer) {
|
||
var tiffParser = new TIFFParser();
|
||
var tiffCanvas = tiffParser.parseTIFF(imageArrayBuffer);
|
||
if (that._textureCache[item.value]) {
|
||
that._textureCache[item.value].destroy && that._textureCache[item.value].destroy();
|
||
}
|
||
that._textureCache[item.value] = onTextureImageLoaded(tiffCanvas, item);
|
||
callback.isLoading = false;
|
||
|
||
}).otherwise(function (err) {
|
||
console.log(err);
|
||
})
|
||
|
||
} else {
|
||
Cesium.Resource.fetchImage({ url: item.value }).then(function (image) {
|
||
if (that._textureCache[item.value]) {
|
||
that._textureCache[item.value].destroy && that._textureCache[item.value].destroy();
|
||
}
|
||
that._textureCache[item.value] = onTextureImageLoaded(image, item);
|
||
callback.isLoading = false;
|
||
}).otherwise(function (err) {
|
||
console.log(err);
|
||
})
|
||
}
|
||
}
|
||
|
||
if (!that.defaultTextureImage) {
|
||
that.defaultTextureImage = document.createElement("canvas");
|
||
that.defaultTextureImage.width = 1;
|
||
that.defaultTextureImage.height = 1;
|
||
}
|
||
if (!that.defaultTexture) {
|
||
that.defaultTexture = new Texture({
|
||
context: frameState.context,
|
||
source: that.defaultTextureImage
|
||
});
|
||
}
|
||
|
||
return that.defaultTexture;
|
||
}
|
||
|
||
} else {
|
||
return that._textureCache[item.value];
|
||
}
|
||
|
||
}
|
||
|
||
return callback;
|
||
}
|
||
|
||
if (material.uniforms) {
|
||
|
||
function setUniformCallbackFunc(name, item) {
|
||
|
||
if (item !== undefined && item !== null) {//item may be 0
|
||
var isImageUrl = typeof item.value === "string";
|
||
var isCssColorString = typeof item.value === "string";
|
||
if (typeof item.value === "string") {
|
||
var itemLowerCase = item.value.toLocaleLowerCase();
|
||
if (itemLowerCase.endsWith(".png")
|
||
|| itemLowerCase.endsWith(".jpg")
|
||
|| itemLowerCase.endsWith(".bmp")
|
||
|| itemLowerCase.endsWith(".gif")
|
||
|| itemLowerCase.endsWith(".tif")
|
||
|| itemLowerCase.endsWith(".tiff")
|
||
|| itemLowerCase.startsWith("data:")
|
||
) {
|
||
isImageUrl = true;
|
||
isCssColorString = false;
|
||
} else {
|
||
try {
|
||
Cesium.Color.fromCssColorString(item.value);
|
||
isImageUrl = true;
|
||
isCssColorString = false;
|
||
} catch (e) {
|
||
isImageUrl = false;
|
||
isCssColorString = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (item.value instanceof Cesium.Cartesian2
|
||
|| item.value instanceof Cesium.Cartesian3
|
||
|| item.value instanceof Cesium.Cartesian4
|
||
|| item.value instanceof Cesium.Color
|
||
|| item.value instanceof Cesium.Matrix4
|
||
|| item.value instanceof Cesium.Matrix3
|
||
|| item.value instanceof Cesium.Matrix2
|
||
|| item.value instanceof Cesium.Texture
|
||
|| typeof item.value === "number"
|
||
|| isCssColorString
|
||
|| item.value instanceof Cesium.Texture
|
||
|| (item.value instanceof Array && (typeof item.value[0] === 'number'
|
||
|| item.value[0] instanceof Cesium.Cartesian2
|
||
|| item.value[0] instanceof Cesium.Cartesian3
|
||
|| item.value[0] instanceof Cesium.Cartesian4))
|
||
) {
|
||
if (!that._uniformValueCache) {
|
||
that._uniformValueCache = {};
|
||
}
|
||
that._uniformValueCache[item.uuid] = item;
|
||
if (isCssColorString) {
|
||
item.value = Cesium.Color.fromCssColorString(item.value);
|
||
}
|
||
uniformMap[name] = function () {
|
||
return that._uniformValueCache[item.uuid].value;
|
||
}
|
||
} else if (item.value instanceof Array && item.value.length == 6) {
|
||
uniformMap[name] = getCubeTextureCallback(name, item);
|
||
} else if (isImageUrl
|
||
|| item.value instanceof HTMLImageElement
|
||
|| item.value instanceof HTMLCanvasElement
|
||
|| item.value instanceof HTMLVideoElement
|
||
) {
|
||
uniformMap[name] = getTextureCallback(item, material);
|
||
} else if (item.value instanceof FramebufferTexture) {
|
||
if (!that._renderToTextureCommands) {
|
||
that._renderToTextureCommands = [];
|
||
}
|
||
if (!that._framebufferTextures[item.uuid]) {
|
||
that._framebufferTextures[item.uuid] = item;
|
||
}
|
||
uniformMap[name] = function () {
|
||
if (!that._framebufferTextures[item.uuid]
|
||
|| !that._framebufferTextures[item.uuid].value.texture) {
|
||
return frameState.context.defaultTexture;
|
||
}
|
||
return that._framebufferTextures[item.uuid].value.texture;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
var uniforms = material.uniforms;
|
||
for (var name in uniforms) {
|
||
|
||
if (uniforms.hasOwnProperty(name) && Cesium.defined(uniforms[name].value) && uniforms[name].value != null) {
|
||
if (Array.isArray(uniforms[name].value) && uniforms[name].value.length == 0) {
|
||
continue;
|
||
}
|
||
var item = uniforms[name];
|
||
if (item == undefined || item == null) {
|
||
continue;
|
||
}
|
||
setUniformCallbackFunc(name, item);
|
||
}
|
||
}
|
||
}
|
||
|
||
return this._uniformMaps[material.uuid];
|
||
},
|
||
/**
|
||
*
|
||
*@param {Cesium.Geometry} geometry
|
||
*@param {Cesium.Material} material
|
||
*@return {String}
|
||
*@private
|
||
*/
|
||
getVertexShaderSource: function (geometry, material) {
|
||
|
||
function getAttributeDefineBlok(userDefine) {
|
||
var glsl = "";
|
||
var attrs = geometry.attributes;
|
||
for (var name in attrs) {
|
||
|
||
if (attrs.hasOwnProperty(name)) {
|
||
var attr = attrs[name]
|
||
if (attr) {
|
||
|
||
var type = null;
|
||
switch (attr.componentsPerAttribute) {
|
||
case 1:
|
||
type = "float";
|
||
break;
|
||
case 2:
|
||
type = "vec2";
|
||
break;
|
||
case 3:
|
||
type = "vec3";
|
||
break;
|
||
case 4:
|
||
type = "vec4";
|
||
break;
|
||
default:
|
||
}
|
||
|
||
if (type) {
|
||
if (userDefine.indexOf("attribute " + type + " " + name) >= 0) {
|
||
continue;
|
||
}
|
||
glsl += "attribute " + type + " " + name + ";\n";
|
||
}
|
||
|
||
}
|
||
}
|
||
}
|
||
return glsl;
|
||
}
|
||
|
||
var uniforms = "\n\
|
||
uniform mat4 modelViewMatrix;\n\
|
||
uniform mat4 viewMatrix;\n\
|
||
uniform mat4 modelMatrix;\n\
|
||
uniform mat4 projectionMatrix;\n\
|
||
uniform mat3 normalMatrix;\n\
|
||
uniform mat4 u_modelViewMatrix;\n\
|
||
uniform mat4 u_viewMatrix;\n\
|
||
uniform mat4 u_modelMatrix;\n\
|
||
uniform mat4 u_projectionMatrix;\n\
|
||
uniform mat3 u_normalMatrix;\n\
|
||
uniform vec3 cameraPosition;\n\
|
||
uniform vec3 u_cameraPosition;\n";
|
||
|
||
var innerUniforms = [
|
||
"uniform mat4 modelViewMatrix",
|
||
"uniform mat4 modelMatrix",
|
||
"uniform mat4 projectionMatrix",
|
||
"uniform mat3 normalMatrix",
|
||
"uniform mat4 u_modelViewMatrix",
|
||
"uniform mat4 u_modelMatrix",
|
||
"uniform mat4 u_projectionMatrix",
|
||
"uniform mat3 u_normalMatrix",
|
||
"uniform mat4 u_viewMatrix",
|
||
"uniform mat4 viewMatrix",
|
||
"uniform vec3 cameraPosition",
|
||
"uniform vec3 u_cameraPosition"
|
||
];
|
||
if (material.vertexShader) {
|
||
uniforms = "";
|
||
innerUniforms.forEach(function (item) {
|
||
if (material.vertexShader.indexOf(item) < 0) {
|
||
uniforms += item + ";\n";
|
||
}
|
||
});
|
||
var vs = getAttributeDefineBlok(material.vertexShader) + uniforms +
|
||
material.vertexShader;
|
||
|
||
vs = ShaderChunk.parseIncludes(vs);
|
||
|
||
return vs;
|
||
}
|
||
else {
|
||
throw new Error("material.vertexShader 是必须参数");
|
||
}
|
||
},
|
||
/**
|
||
*
|
||
*@param {Cesium.Material} material
|
||
*@return {String}
|
||
*@private
|
||
*/
|
||
getFragmentShaderSource: function (material) {
|
||
|
||
if (material.fragmentShader) {
|
||
var fs = ShaderChunk.parseIncludes(material.fragmentShader);
|
||
return fs;
|
||
} else {
|
||
throw new Error("material.fragmentShader 是必须参数");
|
||
}
|
||
}
|
||
}
|
||
|
||
MeshVisualizer.prototype._computeModelMatrix = function (mesh, frameState) {
|
||
if (mesh._actualMesh) {
|
||
mesh = mesh._actualMesh;
|
||
}
|
||
var that = this;
|
||
if (mesh instanceof LOD || mesh instanceof ReferenceMesh || typeof mesh.update === 'function') {
|
||
if (mesh.parent) {
|
||
if (mesh.parent == that) {
|
||
mesh.update(that._actualModelMatrix, frameState);
|
||
|
||
} else if (mesh.parent.modelMatrix) {
|
||
mesh.update(mesh.parent.modelMatrix, frameState);
|
||
} else {
|
||
mesh.update(that._actualModelMatrix, frameState);
|
||
}
|
||
} else {
|
||
mesh.update(that._actualModelMatrix, frameState);
|
||
}
|
||
} else {
|
||
var position = mesh.position;
|
||
if (mesh.parent instanceof LOD) {
|
||
Matrix4.clone(mesh.parent.modelMatrix, mesh.modelMatrix);
|
||
|
||
} else if (mesh._modelMatrixNeedsUpdate) {
|
||
var rotation = mesh.quaternion ? mesh.quaternion : mesh.rotation;
|
||
|
||
if (mesh.parent && mesh.parent.modelMatrix) {
|
||
|
||
var actualModelMatrix = mesh.parent.modelMatrix ? mesh.parent.modelMatrix : mesh._drawCommand.modelMatrix;
|
||
RendererUtils.computeModelMatrix(
|
||
actualModelMatrix,
|
||
mesh.position,
|
||
rotation,
|
||
mesh.scale,
|
||
mesh.modelMatrix
|
||
);
|
||
|
||
} else {
|
||
RendererUtils.computeModelMatrix(
|
||
that._actualModelMatrix,
|
||
mesh.position,
|
||
rotation,
|
||
mesh.scale,
|
||
mesh.modelMatrix
|
||
);
|
||
}
|
||
|
||
mesh._modelMatrixNeedsUpdate = false;
|
||
}
|
||
}
|
||
}
|
||
/**
|
||
*
|
||
*@param {Cesium.FrameState}frameState
|
||
*/
|
||
MeshVisualizer.prototype.update = function (frameState) {
|
||
if (!this._scene) {
|
||
this._scene = frameState.camera._scene;
|
||
}
|
||
if (!this._ready || !this.show && this._chidren.length > 0) {//如果未准备好则不加入渲染队列
|
||
return;
|
||
}
|
||
this.beforeUpdate.raiseEvent(frameState);
|
||
|
||
var that = this;
|
||
var wireframeChanged = false;
|
||
var sysWireframe = frameState.camera._scene._globe._surface.tileProvider._debug.wireframe;
|
||
if (this.debug) {
|
||
sysWireframe = true;
|
||
}
|
||
|
||
if (sysWireframe != this._isWireframe) {
|
||
wireframeChanged = true;
|
||
}
|
||
if (this._modelMatrixNeedsUpdate) {
|
||
this._actualModelMatrix = RendererUtils.computeModelMatrix(
|
||
this._modelMatrix,
|
||
this._position,
|
||
this._rotation,
|
||
this._scale,
|
||
this._actualModelMatrix
|
||
);
|
||
if (this._up && this._up.y) {
|
||
this._actualModelMatrix = RendererUtils.yUp2Zup(this._actualModelMatrix, this._actualModelMatrix);
|
||
}
|
||
Cesium.Cartesian3.clone(this._scale, this._oldScale);
|
||
Cesium.Cartesian3.clone(this._position, this._oldPosition);
|
||
this._modelMatrixNeedsUpdate = false;
|
||
}
|
||
|
||
MeshVisualizer.traverse(this, function (mesh) {
|
||
|
||
if (MeshUtils.isMesh3js(mesh)) {
|
||
var needsUpdate = !mesh._actualMesh
|
||
|| mesh.needsUpdate
|
||
|| mesh.geometry.needsUpdate;
|
||
|
||
if (needsUpdate) {
|
||
mesh._actualMesh = MeshUtils.fromMesh3js(mesh);
|
||
mesh.modelMatrixNeedsUpdate = true;
|
||
}
|
||
if (!needsUpdate) {
|
||
for (var pn in mesh.geometry.attributes) {
|
||
if (mesh.geometry.attributes.hasOwnProperty(pn)) {
|
||
mesh._actualMesh.geometry.attributes[pn].needsUpdate = mesh.geometry.attributes[pn].needsUpdate;
|
||
}
|
||
}
|
||
var index = mesh.geometry.index;
|
||
if (index && index.needsUpdate) {
|
||
mesh._actualMesh.geometry.needsUpdate = true;
|
||
}
|
||
}
|
||
|
||
mesh._actualMesh.quaternion = Cesium.Quaternion.clone(mesh.quaternion);
|
||
mesh._actualMesh.position = mesh.position;
|
||
mesh._actualMesh.scale = mesh.scale;
|
||
mesh._actualMesh.modelMatrixNeedsUpdate = mesh.modelMatrixNeedsUpdate;
|
||
mesh = mesh._actualMesh;
|
||
MaterialUtils.updateMaterialFrom3js(mesh.material);
|
||
}
|
||
|
||
|
||
that._computeModelMatrix(mesh, frameState);
|
||
|
||
if (typeof mesh.update !== 'function') {
|
||
if (frameState.passes.pick && !mesh.material.allowPick) {
|
||
return;
|
||
}
|
||
|
||
if (!mesh._drawCommand
|
||
|| mesh.needsUpdate
|
||
|| mesh.geometry.needsUpdate
|
||
|| wireframeChanged
|
||
) {//重新构建绘图命令,比如geometry完全不同于之前一帧 或者顶点和索引数量都发生改变等时,执行这段
|
||
|
||
if (sysWireframe || mesh.material.wireframe) {
|
||
that.toWireframe(mesh.geometry);
|
||
} else {
|
||
that.restoreFromWireframe(mesh.geometry);
|
||
}
|
||
|
||
mesh._drawCommand = that.createDrawCommand(mesh, frameState);
|
||
|
||
mesh.needsUpdate = false;
|
||
mesh.geometry.needsUpdate = false;
|
||
} else {//在不需要重新构建绘图命令时,检查各个属性和索引是否需要更新,需要则将更新相应的缓冲区
|
||
|
||
//更新属性缓冲区
|
||
for (var name in mesh.geometry.attributes) {
|
||
if (mesh.geometry.attributes.hasOwnProperty(name)) {
|
||
if (mesh.geometry.attributes[name] && mesh.geometry.attributes[name].needsUpdate) {
|
||
var attrLocation = mesh._drawCommand.vertexArray._attributeLocations[name]
|
||
var vb = mesh._drawCommand.vertexArray._attributes[attrLocation].vertexBuffer;
|
||
vb.copyFromArrayView(mesh.geometry.attributes[name].values, 0);
|
||
}
|
||
}
|
||
}
|
||
//更新索引缓冲区
|
||
if (mesh.geometry.indexNeedsUpdate) {
|
||
var vb = mesh._drawCommand.vertexArray.indexBuffer;
|
||
vb.copyFromArrayView(mesh.geometry.indices, 0);
|
||
}
|
||
}
|
||
mesh._drawCommand.modelMatrix = mesh.modelMatrix;
|
||
if (!mesh._drawCommand.boundingVolume) {
|
||
if (!mesh.geometry.boundingSphere) {
|
||
mesh.geometry.boundingSphere = Cesium.BoundingSphere.fromVertices(mesh.geometry.attributes.position.values);
|
||
}
|
||
mesh._drawCommand.boundingVolume = Cesium.BoundingSphere.clone(mesh.geometry.boundingSphere);
|
||
}
|
||
Cesium.Matrix4.getTranslation(mesh.modelMatrix, mesh._drawCommand.boundingVolume.center);
|
||
|
||
mesh._drawCommand.uniformMap = that.getUniformMap(mesh.material, frameState);
|
||
if (frameState.passes.pick) {
|
||
|
||
mesh._drawCommand.shaderProgram = mesh._drawCommand._pickSp;
|
||
frameState.commandList.push(mesh._drawCommand);
|
||
|
||
|
||
} else {
|
||
mesh._drawCommand.renderState.depthTest.enabled = mesh.material.depthTest;
|
||
mesh._drawCommand.shaderProgram = mesh._drawCommand._sp;
|
||
frameState.commandList.push(mesh._drawCommand);
|
||
}
|
||
|
||
|
||
} else {
|
||
mesh.needsUpdate = false;
|
||
}
|
||
|
||
}, true);
|
||
|
||
//执行帧缓冲绘图命令
|
||
for (var i in that._framebufferTextures) {
|
||
if (that._framebufferTextures.hasOwnProperty(i)) {
|
||
var item = that._framebufferTextures[i].value;
|
||
that.updateFrameBufferTexture(frameState, item);
|
||
}
|
||
}
|
||
|
||
this._isWireframe = sysWireframe;
|
||
wireframeChanged = false;
|
||
this._modelMatrixNeedsUpdate = false;
|
||
this._geometryChanged = false;
|
||
|
||
}
|
||
|
||
/**
|
||
*单独渲染frameBufferTexture中的mesh,最终更新frameBufferTexture中的texture
|
||
*@param {Cesium.FrameState}frameState
|
||
*@param {Cesium.FramebufferTexture}frameBufferTexture
|
||
*/
|
||
MeshVisualizer.prototype.updateFrameBufferTexture = function (frameState, frameBufferTexture,viewport) {
|
||
var that = this;
|
||
|
||
var item = frameBufferTexture;
|
||
if (item instanceof FramebufferTexture) {
|
||
|
||
item.drawCommands = [];
|
||
MeshVisualizer.traverse(item.mesh, function (mesh) {
|
||
if (MeshUtils.isMesh3js(mesh)) {
|
||
var needsUpdate = !mesh._actualMesh
|
||
|| mesh.needsUpdate
|
||
|| mesh.geometry.needsUpdate;
|
||
|
||
if (needsUpdate) {
|
||
mesh._actualMesh = MeshUtils.fromMesh3js(mesh);
|
||
}
|
||
if (!needsUpdate) {
|
||
for (var pn in mesh.geometry.attributes) {
|
||
if (mesh.geometry.attributes.hasOwnProperty(pn)) {
|
||
mesh._actualMesh.geometry[pn].needsUpdate = mesh.geometry.attributes[pn].needsUpdate;
|
||
}
|
||
}
|
||
var index = mesh.geometry.getIndex();
|
||
if (index && index.needsUpdate) {
|
||
mesh._actualMesh.geometry.needsUpdate = true;
|
||
}
|
||
}
|
||
|
||
mesh._actualMesh.quaternion = Cesium.Quaternion.clone(mesh.quaternion);
|
||
mesh._actualMesh.position = mesh.position;
|
||
mesh._actualMesh.scale = mesh.scale;
|
||
mesh._actualMesh.modelMatrixNeedsUpdate = mesh.modelMatrixNeedsUpdate;
|
||
mesh = mesh._actualMesh;
|
||
MaterialUtils.updateMaterialFrom3js(mesh.material);
|
||
}
|
||
that._computeModelMatrix(mesh, frameState);
|
||
|
||
if (!mesh._textureCommand
|
||
|| mesh.needsUpdate
|
||
|| mesh.geometry.needsUpdate
|
||
) {
|
||
if (mesh.material.wireframe) {
|
||
that.toWireframe(mesh.geometry);
|
||
} else {
|
||
that.restoreFromWireframe(mesh.geometry);
|
||
}
|
||
|
||
mesh._textureCommand = that.createDrawCommand(mesh, frameState);
|
||
//mesh._textureCommand.boundingVolume = mesh.geometry.boundingSphere;
|
||
mesh.needsUpdate = false;
|
||
mesh.material.needsUpdate = false;
|
||
|
||
} else {//在不需要重新构建绘图命令时,检查各个属性和索引是否需要更新,需要则将更新相应的缓冲区
|
||
|
||
//更新属性缓冲区
|
||
for (var name in mesh.geometry.attributes) {
|
||
if (mesh.geometry.attributes.hasOwnProperty(name)
|
||
&& mesh.geometry.attributes[name]) {
|
||
|
||
if (mesh.geometry.attributes[name] && mesh.geometry.attributes[name].needsUpdate) {
|
||
var attrLocation = mesh._textureCommand.vertexArray._attributeLocations[name]
|
||
var vb = mesh._textureCommand.vertexArray._attributes[attrLocation].vertexBuffer;
|
||
vb.copyFromArrayView(mesh.geometry.attributes[name].values, 0);
|
||
}
|
||
}
|
||
}
|
||
//更新索引缓冲区
|
||
if (mesh.geometry.indexNeedsUpdate) {
|
||
var vb = mesh._textureCommand.vertexArray.indexBuffer;
|
||
vb.copyFromArrayView(mesh.geometry.indices, 0);
|
||
}
|
||
}
|
||
|
||
mesh._textureCommand.modelMatrix = mesh.modelMatrix;
|
||
|
||
var context = frameState.context;
|
||
var drawingBufferWidth = context.drawingBufferWidth;
|
||
var drawingBufferHeight = context.drawingBufferHeight;
|
||
if (!item.texture
|
||
|| item.texture.width != drawingBufferWidth
|
||
|| item.texture.height != drawingBufferHeight
|
||
) {
|
||
var notFullScreen = item._notFullScreen || Cesium.defined(item.texture);
|
||
if (!notFullScreen) {
|
||
item.texture = new Texture({
|
||
context: context,
|
||
width: drawingBufferWidth,
|
||
height: drawingBufferHeight,
|
||
pixelFormat: PixelFormat.RGBA
|
||
});
|
||
}
|
||
item._notFullScreen = notFullScreen;
|
||
}
|
||
mesh._textureCommand.renderState.depthTest.enabled = mesh.depthTest;
|
||
if (viewport) {
|
||
mesh._textureCommand.renderState.viewport = viewport;
|
||
}
|
||
item.drawCommands.push(mesh._textureCommand);
|
||
|
||
}, true);
|
||
|
||
RendererUtils.renderToTexture(item.drawCommands, frameState, item.texture);
|
||
}
|
||
|
||
}
|
||
/**
|
||
*
|
||
*@param {Cesium.Mesh}mesh
|
||
*/
|
||
MeshVisualizer.prototype.add = function (mesh) {
|
||
this._chidren.push(mesh);
|
||
}
|
||
|
||
/**
|
||
*
|
||
*/
|
||
MeshVisualizer.prototype.destroy = function () {
|
||
this._ready = false;
|
||
MeshVisualizer.traverse(this, function (mesh) {
|
||
if (mesh._drawCommand) {
|
||
delete mesh._drawCommand;
|
||
}
|
||
}, false);
|
||
for (var i in this._uniformValueCache) {
|
||
if (this._uniformValueCache.hasOwnProperty(i)) {
|
||
delete this._uniformValueCache[i];
|
||
}
|
||
}
|
||
for (var i in this._textureCache) {
|
||
if (this._textureCache.hasOwnProperty(i)) {
|
||
delete this._textureCache[i];
|
||
}
|
||
}
|
||
for (var i in this._uniformMaps) {
|
||
if (this._uniformMaps.hasOwnProperty(i)) {
|
||
delete this._uniformMaps[i];
|
||
}
|
||
}
|
||
for (var i in this._framebufferTextures) {
|
||
if (this._framebufferTextures.hasOwnProperty(i)) {
|
||
delete this._framebufferTextures[i];
|
||
}
|
||
}
|
||
this._uniformValueCache = {};
|
||
this._textureCache = {};
|
||
this._uniformMaps = {};
|
||
this._framebufferTextures = {};
|
||
if (this._pickIds) {
|
||
for (i = 0; i < this._pickIds.length; ++i) {
|
||
this._pickIds[i].destroy && this._pickIds[i].destroy();
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
*
|
||
*遍历节点
|
||
*@param {Cesium.MeshVisualizer|Cesium.Mesh}root
|
||
*@param {Cesium.MeshVisualizer~TraverseCallback}traverseFunc 访问每个节点时回调该函数,进行相关操作。回调函数包含一个参数,traverseArgs,其中封装了一个属性cancelCurrent,可以通过改变此属性达到终止遍历当前节点的子节点
|
||
*@param {Boolean}visibleOnly visibleOnly为true时仅遍历可见的节点,如果父级节点不可见则不再访问其子节点
|
||
*/
|
||
MeshVisualizer.traverse = function (node, traverseFunc, visibleOnly, scratchTraverseArgs) {
|
||
if (!node) {
|
||
return;
|
||
}
|
||
if (!scratchTraverseArgs) {
|
||
scratchTraverseArgs = {
|
||
cancelCurrent: false,
|
||
cancelAll: false
|
||
};
|
||
}
|
||
scratchTraverseArgs.cancelCurrent = false;
|
||
if (visibleOnly && (!node.show && !node.visible)) {
|
||
return;
|
||
}
|
||
if ((node.geometry && node.material) || node instanceof LOD || node instanceof ReferenceMesh) {
|
||
traverseFunc(node, scratchTraverseArgs);
|
||
}
|
||
|
||
if (node.children) {
|
||
for (var i = 0; i < node.children.length; i++) {
|
||
if (scratchTraverseArgs.cancelCurrent) {
|
||
continue;
|
||
}
|
||
if (scratchTraverseArgs.cancelAll) {
|
||
break;
|
||
}
|
||
MeshVisualizer.traverse(node.children[i], traverseFunc, visibleOnly, scratchTraverseArgs);
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
*
|
||
*@Cesium.MeshVisualizer~TraverseCallback
|
||
*@param {Cesium.Mesh|Cesium.LOD|Cesium.MeshVisualizer|Object}node
|
||
*@param {Object}traverseArgs
|
||
*@param {Boolean}traverseArgs.cancelCurrent 为true时终止遍历当前节点的子节点
|
||
*@param {Boolean}traverseArgs.cancelAll 为true时终止遍历,退出遍历循环
|
||
*/
|
||
|
||
|
||
Object.defineProperties(MeshVisualizer.prototype, {
|
||
scene: {
|
||
set: function (val) {
|
||
this._scene = val;
|
||
},
|
||
get: function () {
|
||
return this._scene;
|
||
}
|
||
},
|
||
frameState: {
|
||
get: function () {
|
||
if (!this._scene) {
|
||
return undefined;
|
||
}
|
||
return this._scene.frameState;
|
||
}
|
||
},
|
||
modelMatrixNeedsUpdate: {
|
||
get: function () {
|
||
return this._modelMatrixNeedsUpdate;
|
||
},
|
||
set: function (val) {
|
||
this._modelMatrixNeedsUpdate = val;
|
||
if (val) {
|
||
MeshVisualizer.traverse(this, function (child) {
|
||
child._modelMatrixNeedsUpdate = val;
|
||
}, false);
|
||
}
|
||
}
|
||
},
|
||
showReference: {
|
||
get: function () {
|
||
return this.referenceMesh.show;
|
||
},
|
||
set: function (val) {
|
||
this.referenceMesh.show = val;
|
||
}
|
||
},
|
||
children: {
|
||
get: function () {
|
||
return this._chidren;
|
||
},
|
||
set: function (val) {
|
||
this._chidren = val;
|
||
}
|
||
},
|
||
show: {
|
||
get: function () {
|
||
return this._show;
|
||
},
|
||
set: function (val) {
|
||
this._show = val;
|
||
}
|
||
},
|
||
debug: {
|
||
get: function () {
|
||
return this._debug;
|
||
},
|
||
set: function (val) {
|
||
this._debug = val;
|
||
}
|
||
},
|
||
ready: {
|
||
get: function () {
|
||
return this._ready;
|
||
}
|
||
},
|
||
modelMatrix: {
|
||
get: function () {
|
||
return this._modelMatrix;
|
||
},
|
||
set: function (val) {
|
||
this._modelMatrix = val;
|
||
this._modelMatrixNeedsUpdate = true;
|
||
}
|
||
},
|
||
rotation: {
|
||
get: function () {
|
||
return this._rotation;
|
||
},
|
||
set: function (val) {
|
||
if (val != this._rotation) {
|
||
this._rotation = val;
|
||
this._needUpdate = true;
|
||
}
|
||
this._rotation.paramChanged.removeEventListener(this._onNeedUpdateChanged);
|
||
this._rotation = val;
|
||
this._rotation.paramChanged.addEventListener(this._onNeedUpdateChanged);
|
||
}
|
||
},
|
||
position: {
|
||
get: function () {
|
||
return this._position;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._position.x || val.y != this._position.y || val.z != this._position.z) {
|
||
this._position = val;
|
||
this._modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._position = val;
|
||
}
|
||
},
|
||
scale: {
|
||
get: function () {
|
||
return this._scale;
|
||
},
|
||
set: function (val) {
|
||
if (val.x != this._scale.x || val.y != this._scale.y || val.z != this._scale.z) {
|
||
this._scale = val;
|
||
this._modelMatrixNeedsUpdate = true;
|
||
}
|
||
this._scale = val;
|
||
}
|
||
}
|
||
});
|
||
return MeshVisualizer;
|
||
});
|
||
define('Core/BasicMeshMaterial',[
|
||
'Core/MeshMaterial',
|
||
'Core/Shaders/ShaderChunk',
|
||
'Core/Shaders/ShaderLib',
|
||
'Util/Path'
|
||
], function (
|
||
MeshMaterial,
|
||
ShaderChunk,
|
||
ShaderLib,
|
||
Path
|
||
) {
|
||
var WebGLConstants = Cesium.WebGLConstants;
|
||
function BasicMeshMaterial(options) {
|
||
options = options ? options : {};
|
||
|
||
options.uniforms = options.uniforms ? options.uniforms : {
|
||
ambientColor: [0, 0, 0, 1.0], // Ka
|
||
emissionColor: [0, 0, 0, 1.0], // Ke
|
||
diffuseColor: [0, 0, 0, 1.0], // Kd
|
||
specularColor: [0, 0, 0, 1.0], // Ks
|
||
specularShininess: 0, // Ns
|
||
alpha: undefined, // d / Tr
|
||
ambientColorMap: undefined, // map_Ka
|
||
emissionColorMap: undefined, // map_Ke
|
||
diffuseColorMap: undefined, // map_Kd
|
||
specularColorMap: undefined, // map_Ks
|
||
specularShininessMap: undefined, // map_Ns
|
||
normalMap: undefined, // map_Bump
|
||
alphaMap: undefined // map_d
|
||
};
|
||
options.uniforms.ambientColor = Cesium.defaultValue(options.uniforms.ambientColor, [0, 0, 0, 1.0]);
|
||
options.uniforms.emissionColor = Cesium.defaultValue(options.uniforms.emissionColor, [0, 0, 0, 1.0]);
|
||
options.uniforms.diffuseColor = Cesium.defaultValue(options.uniforms.diffuseColor, [0, 0, 0, 1.0]);
|
||
options.uniforms.specularColor = Cesium.defaultValue(options.uniforms.specularColor, [0, 0, 0, 1.0]);
|
||
options.uniforms.alpha = Cesium.defaultValue(options.uniforms.alpha, 1);
|
||
options.uniforms.specularShininess = Cesium.defaultValue(options.uniforms.specularShininess, 0);
|
||
options.side = Cesium.defaultValue(options.side, MeshMaterial.Sides.FRONT)
|
||
|
||
MeshMaterial.apply(this, [options]);
|
||
this.blendEnable = false;
|
||
var withTexture = options.withTexture;
|
||
var withNormals = options.withNormals;
|
||
this.depthTest = true;
|
||
this.depthMask = true;
|
||
this.blending = true;
|
||
if (options.uniforms.diffuseColorMap) {//&& options.uniforms.diffuseColorMap.toLowerCase().indexOf(".png")) {
|
||
|
||
if (typeof options.uniforms.diffuseColorMap === 'string') {
|
||
var diffuseColorMap = options.uniforms.diffuseColorMap.toLowerCase();
|
||
var extension = Path.GetExtension(diffuseColorMap);
|
||
if (extension == ".tif" || extension == ".png") {
|
||
this.translucent = true;
|
||
} else if (diffuseColorMap.slice(0, "data:image/png".length) === "data:image/png") {
|
||
this.translucent = true;
|
||
} else if (diffuseColorMap.slice(0, "data:image/tif".length) === "data:image/tif") {
|
||
this.translucent = true;
|
||
}
|
||
} else if (diffuseColorMap instanceof HTMLCanvasElement
|
||
|| diffuseColorMap instanceof HTMLVideoElement
|
||
) {
|
||
this.translucent = true;
|
||
}
|
||
withTexture = true;
|
||
if (!Cesium.defined(this.uniforms.diffuseColorMap.flipY)) {
|
||
this.uniforms.diffuseColorMap.flipY = false;
|
||
}
|
||
|
||
if (!this.uniforms.diffuseColorMap.sampler) {
|
||
var sampler = {};
|
||
|
||
sampler.magnificationFilter = WebGLConstants.LINEAR;
|
||
sampler.minificationFilter = WebGLConstants.NEAREST_MIPMAP_LINEAR;
|
||
sampler.wrapS = WebGLConstants.REPEAT;
|
||
sampler.wrapT = WebGLConstants.REPEAT;
|
||
this.uniforms.diffuseColorMap.sampler = sampler;
|
||
}
|
||
|
||
} else {
|
||
withTexture = false;
|
||
}
|
||
|
||
var vertexShaderUri = null;// "texture_normals.vert";
|
||
var fragmentShaderUri = null; //"texture_normals.frag";
|
||
if (withTexture && withNormals) {
|
||
vertexShaderUri = ShaderChunk.texture_normals_vert;// "texture_normals.vert";
|
||
fragmentShaderUri = ShaderChunk.texture_normals_frag; //"texture_normals.frag";
|
||
} else if (withTexture && !withNormals) {
|
||
vertexShaderUri = ShaderChunk.texture_vert;//"texture.vert";
|
||
fragmentShaderUri = ShaderChunk.texture_frag;// "texture.frag";
|
||
} else if (!withTexture && withNormals) {
|
||
vertexShaderUri = ShaderChunk.normals_vert;// "normals.vert";
|
||
fragmentShaderUri = ShaderChunk.normals_frag;//"normals.frag";
|
||
}
|
||
else {
|
||
vertexShaderUri = ShaderChunk.none_vert;// "none.vert";
|
||
fragmentShaderUri = ShaderChunk.none_frag;// "none.frag";
|
||
}
|
||
this.vertexShader = vertexShaderUri;
|
||
this.fragmentShader = fragmentShaderUri;
|
||
|
||
|
||
}
|
||
BasicMeshMaterial.prototype = new MeshMaterial();
|
||
return BasicMeshMaterial;
|
||
});
|
||
define('Core/BasicGeometry',[], function () {
|
||
|
||
/**
|
||
*
|
||
*@param {Object}options
|
||
*@param {Array<Number>|Float32Array}options.positions
|
||
*@param {Array<Number>|Int32Array}options.indices
|
||
*@param {Array<Number>|Float32Array}[options.normals]
|
||
*@param {Array<Number>|Float32Array}[options.uvs]
|
||
*
|
||
*@memberof Cesium
|
||
*@constructor
|
||
*/
|
||
function BasicGeometry(options) {
|
||
this.positions = options.positions;
|
||
this.normals = options.normals;
|
||
this.uvs = options.uvs;
|
||
this.indices = options.indices;
|
||
}
|
||
/**
|
||
*
|
||
*@param {Cesium.BasicGeometry}basicGeometry
|
||
*@return {Cesiumm.Geometry}
|
||
*/
|
||
BasicGeometry.createGeometry = function (basicGeometry) {
|
||
if (!basicGeometry.positions) {
|
||
throw new Error("缺少positions参数");
|
||
}
|
||
if (!basicGeometry.indices) {
|
||
throw new Error("缺少indices参数");
|
||
}
|
||
var positions = basicGeometry.positions;
|
||
var normals = basicGeometry.normals;
|
||
var uvs = basicGeometry.uvs;
|
||
var indices = basicGeometry.indices instanceof Int32Array ? basicGeometry.indices : new Int32Array(basicGeometry.indices);
|
||
|
||
var attributes = {
|
||
position: new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.DOUBLE,
|
||
componentsPerAttribute: 3,
|
||
values: positions instanceof Float32Array ? positions : new Float32Array(basicGeometry.positions)
|
||
})
|
||
};
|
||
if (normals) {
|
||
attributes.normal = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 3,
|
||
values: normals instanceof Float32Array ? normals : new Float32Array(normals)
|
||
})
|
||
}
|
||
if (uvs) {
|
||
attributes.uv = new Cesium.GeometryAttribute({
|
||
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
||
componentsPerAttribute: 2,
|
||
values: uvs instanceof Float32Array ? uvs : new Float32Array(uvs)
|
||
})
|
||
}
|
||
|
||
|
||
var bs = Cesium.BoundingSphere.fromVertices(positions);
|
||
var geo = new Cesium.Geometry({
|
||
attributes: attributes,
|
||
indices: new Int32Array(indices),
|
||
primitiveType: Cesium.PrimitiveType.TRIANGLES,
|
||
boundingSphere: bs
|
||
});
|
||
return geo;
|
||
}
|
||
return BasicGeometry;
|
||
});
|
||
define('Core/PlaneBufferGeometry',[
|
||
'Core/BasicGeometry'
|
||
], function (
|
||
BasicGeometry
|
||
) {
|
||
|
||
/**
|
||
*
|
||
*@param {Number}width
|
||
*@param {Number}height
|
||
*@param {Number}widthSegments
|
||
*@param {Number}heightSegments
|
||
*@constructor
|
||
*@memberof Cesium
|
||
*/
|
||
function PlaneBufferGeometry(width, height, widthSegments, heightSegments) {
|
||
this.width = width;
|
||
this.height = height;
|
||
this.widthSegments = widthSegments;
|
||
this.heightSegments = heightSegments;
|
||
|
||
}
|
||
|
||
/**
|
||
*
|
||
*@param {}
|
||
*/
|
||
PlaneBufferGeometry.createGeometry = function (planeBufferGeometry) {
|
||
|
||
var width = planeBufferGeometry.width,
|
||
height = planeBufferGeometry.height,
|
||
widthSegments = planeBufferGeometry.widthSegments,
|
||
heightSegments = planeBufferGeometry.heightSegments;
|
||
|
||
|
||
width = width || 1;
|
||
height = height || 1;
|
||
|
||
var width_half = width / 2;
|
||
var height_half = height / 2;
|
||
|
||
var gridX = Math.floor(widthSegments) || 1;
|
||
var gridY = Math.floor(heightSegments) || 1;
|
||
|
||
var gridX1 = gridX + 1;
|
||
var gridY1 = gridY + 1;
|
||
|
||
var segment_width = width / gridX;
|
||
var segment_height = height / gridY;
|
||
|
||
var ix, iy;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for (iy = 0; iy < gridY1; iy++) {
|
||
|
||
var y = iy * segment_height - height_half;
|
||
|
||
for (ix = 0; ix < gridX1; ix++) {
|
||
|
||
var x = ix * segment_width - width_half;
|
||
|
||
vertices.push(x, -y, 0);
|
||
|
||
normals.push(0, 0, 1);
|
||
|
||
uvs.push(ix / gridX);
|
||
uvs.push(1 - (iy / gridY));
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
for (iy = 0; iy < gridY; iy++) {
|
||
|
||
for (ix = 0; ix < gridX; ix++) {
|
||
|
||
var a = ix + gridX1 * iy;
|
||
var b = ix + gridX1 * (iy + 1);
|
||
var c = (ix + 1) + gridX1 * (iy + 1);
|
||
var d = (ix + 1) + gridX1 * iy;
|
||
|
||
// faces
|
||
|
||
indices.push(a, b, d);
|
||
indices.push(b, c, d);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var geom= BasicGeometry.createGeometry({
|
||
positions: new Float32Array(vertices),
|
||
normals: new Float32Array(normals),
|
||
uvs: new Float32Array(uvs),
|
||
indices: new Int32Array(indices)
|
||
})
|
||
|
||
return geom;
|
||
}
|
||
|
||
return PlaneBufferGeometry;
|
||
});
|
||
define('Main',[
|
||
'Core/RendererUtils',
|
||
'Core/Mesh',
|
||
'Core/MeshMaterial',
|
||
'Core/Shaders/ShaderChunk',
|
||
'Core/MeshVisualizer',
|
||
'Core/FramebufferTexture',
|
||
'Core/GeometryUtils',
|
||
'Core/LOD',
|
||
'Core/PlaneGeometry',
|
||
'Core/Rotation',
|
||
'Core/ReferenceMesh',
|
||
'Core/BasicMeshMaterial',
|
||
'Core/BasicGeometry',
|
||
'Core/Shaders/ShaderLib',
|
||
'Core/PlaneBufferGeometry',
|
||
'Util/CSG',
|
||
'Core/MeshPhongMaterial',
|
||
'Core/MaterialUtils',
|
||
'Core/ShaderUtils'
|
||
], function (
|
||
RendererUtils,
|
||
Mesh,
|
||
MeshMaterial,
|
||
ShaderChunk,
|
||
MeshVisualizer,
|
||
FramebufferTexture,
|
||
GeometryUtils,
|
||
LOD,
|
||
PlaneGeometry,
|
||
Rotation,
|
||
ReferenceMesh,
|
||
BasicMeshMaterial,
|
||
BasicGeometry,
|
||
ShaderLib,
|
||
PlaneBufferGeometry,
|
||
CSG,
|
||
MeshPhongMaterial,
|
||
MaterialUtils,
|
||
ShaderUtils
|
||
) {
|
||
if (typeof Cesium==='undefined') {
|
||
Cesium = {};
|
||
}
|
||
Cesium.RendererUtils = RendererUtils;
|
||
Cesium.Mesh = Mesh;
|
||
Cesium.MeshMaterial = MeshMaterial;
|
||
Cesium.ShaderChunk = ShaderChunk;
|
||
Cesium.ShaderLib = ShaderLib;
|
||
Cesium.MeshVisualizer = MeshVisualizer;
|
||
Cesium.FramebufferTexture = FramebufferTexture;
|
||
Cesium.GeometryUtils = GeometryUtils;
|
||
Cesium.LOD = LOD;
|
||
Cesium.PlaneGeometry = PlaneGeometry;
|
||
Cesium.Rotation = Rotation;
|
||
Cesium.ReferenceMesh = ReferenceMesh;
|
||
Cesium.BasicMeshMaterial = BasicMeshMaterial;
|
||
Cesium.BasicGeometry = BasicGeometry;
|
||
Cesium.PlaneBufferGeometry = PlaneBufferGeometry;
|
||
Cesium.CSG = CSG;
|
||
Cesium.MeshPhongMaterial = MeshPhongMaterial;
|
||
Cesium.MaterialUtils = MaterialUtils;
|
||
Cesium.ShaderUtils = ShaderUtils;
|
||
return Cesium;
|
||
});
|
||
require([
|
||
'Main'
|
||
], function (
|
||
Cesium) {
|
||
'use strict';
|
||
/*global self*/
|
||
var scope = typeof window !== 'undefined' ? window : typeof self !== 'undefined' ? self : {};
|
||
|
||
scope.Cesium = Cesium;
|
||
if (scope.onLoad) {
|
||
scope.onLoad(Cesium)
|
||
}
|
||
}, undefined, true);
|
||
|
||
})();
|
||
if (typeof define === "function") {
|
||
define(function () {
|
||
var newLib = Cesium;
|
||
Cesium = undefined;
|
||
return newLib;
|
||
});
|
||
} else if (typeof module === "undefined") {
|
||
window.Cesium = Cesium;
|
||
} else {
|
||
module.exports = Cesium;
|
||
} |