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Fog
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"> | ||
<meta name="description" content="Control fog parameters."> | ||
<meta name="cesium-sandcastle-labels" content="Development"> | ||
<title>Cesium Demo</title> | ||
<script type="text/javascript" src="../Sandcastle-header.js"></script> | ||
<script type="text/javascript" src="../../../ThirdParty/requirejs-2.1.20/require.js"></script> | ||
<script type="text/javascript"> | ||
require.config({ | ||
baseUrl : '../../../Source', | ||
waitSeconds : 60 | ||
}); | ||
</script> | ||
</head> | ||
<body class="sandcastle-loading" data-sandcastle-bucket="bucket-requirejs.html"> | ||
<style> | ||
@import url(../templates/bucket.css); | ||
</style> | ||
<div id="cesiumContainer" class="fullSize"></div> | ||
<div id="loadingOverlay"><h1>Loading...</h1></div> | ||
<div id="toolbar"> | ||
<table><tbody> | ||
<tr> | ||
<td>enabled</td> | ||
<td><input type="checkbox" data-bind="checked: enabled"/></td> | ||
</tr> | ||
<tr> | ||
<td>density</td> | ||
<td><input type="text" size="5" data-bind="value: density"></td> | ||
</tr> | ||
<tr> | ||
<td>sse increase factor</td> | ||
<td><input type="text" size="5" data-bind="value: sse"></td> | ||
</tr> | ||
</tbody></table> | ||
<div id="zoomButtons"></div> | ||
</div> | ||
<script id="cesium_sandcastle_script"> | ||
function startup(Cesium) { | ||
"use strict"; | ||
//Sandcastle_Begin | ||
var viewer = new Cesium.Viewer('cesiumContainer'); | ||
viewer.terrainProvider = new Cesium.CesiumTerrainProvider({ | ||
url : '//assets.agi.com/stk-terrain/world', | ||
requestWaterMask : true, | ||
requestVertexNormals : true | ||
}); | ||
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viewer.extend(Cesium.viewerCesiumInspectorMixin); | ||
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//The viewModel tracks the state of our mini application. | ||
var viewModel = { | ||
enabled : true, | ||
density : 0, | ||
sse : 0 | ||
}; | ||
// Convert the viewModel members into knockout observables. | ||
Cesium.knockout.track(viewModel); | ||
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// Bind the viewModel to the DOM elements of the UI that call for it. | ||
var toolbar = document.getElementById('toolbar'); | ||
Cesium.knockout.applyBindings(viewModel, toolbar); | ||
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Cesium.knockout.getObservable(viewModel, 'enabled').subscribe( | ||
function(newValue) { | ||
viewer.scene.fog.enabled = newValue; | ||
} | ||
); | ||
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Cesium.knockout.getObservable(viewModel, 'density').subscribe( | ||
function(newValue) { | ||
viewer.scene.fog.density = newValue; | ||
} | ||
); | ||
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Cesium.knockout.getObservable(viewModel, 'sse').subscribe( | ||
function(newValue) { | ||
viewer.scene.fog.screenSpaceErrorFactor = newValue; | ||
} | ||
); | ||
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viewModel.enabled = viewer.scene.fog.enabled; | ||
viewModel.density = viewer.scene.fog.density; | ||
viewModel.sse = viewer.scene.fog.screenSpaceErrorFactor; | ||
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Sandcastle.addToolbarButton("Horizon high altitude", function() { | ||
viewer.camera.setView({ | ||
destination: new Cesium.Cartesian3(-2467730.5740817646, -4390507.315824514, 3906155.113316938), | ||
orientation: { | ||
heading: 4.492211521856625, | ||
pitch: -0.2687139437696304 | ||
} | ||
}); | ||
}); | ||
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Sandcastle.addToolbarButton("Horizon low altitude", function() { | ||
viewer.camera.setView({ | ||
destination : new Cesium.Cartesian3(-734001.9511656855, -4214090.596769834, 4715898.125886317), | ||
orientation : { | ||
heading : 5.634257362559497, | ||
pitch : -0.019548505785381032 | ||
} | ||
}); | ||
}); | ||
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viewer.scene.globe._surface._debug.enableDebugOutput = true; | ||
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Sandcastle.addToolbarButton("Snap", function() { | ||
var container = document.getElementById("cesiumContainer"); | ||
var tmpH = container.style.height; | ||
var tmpW = container.style.width; | ||
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container.style.height = "600px"; | ||
container.style.width = "800px"; | ||
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viewer.resize(); | ||
viewer.render(); | ||
window.open(viewer.canvas.toDataURL("image/png")); | ||
container.style.height = tmpH; | ||
container.style.width = tmpW; | ||
viewer.resize(); | ||
viewer.render(); | ||
}); | ||
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//Sandcastle_End | ||
Sandcastle.finishedLoading(); | ||
} | ||
if (typeof Cesium !== "undefined") { | ||
startup(Cesium); | ||
} else if (typeof require === "function") { | ||
require(["Cesium"], startup); | ||
} | ||
</script> | ||
</body> | ||
</html> |
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/*global define*/ | ||
define([ | ||
'../Core/Cartesian3', | ||
'../Core/defined', | ||
'../Core/Math', | ||
'./SceneMode' | ||
], function( | ||
Cartesian3, | ||
defined, | ||
CesiumMath, | ||
SceneMode) { | ||
"use strict"; | ||
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/** | ||
* Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional | ||
* performance improvements by rendering less geometry and dispatching less terrain requests. | ||
* | ||
* @alias Fog | ||
* @constructor | ||
*/ | ||
var Fog = function() { | ||
/** | ||
* <code>true</code> if fog is enabled, <code>false</code> otherwise. | ||
* @type {Boolean} | ||
* @default true | ||
*/ | ||
this.enabled = true; | ||
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/** | ||
* A scalar that determines the density of the fog. Terrain that is in full fog are culled. | ||
* The density of the fog increases as this number approaches 1.0 and becomes less dense as it approaches zero. | ||
* The more dense the fog is, the more aggressively the terrain is culled. For example, if the camera is a height of | ||
* 1000.0m above the ellipsoid, increasing the value to 3.0e-3 will cause many tiles close to the viewer be culled. | ||
* Decreasing the value will push the fog further from the viewer, but decrease performance as more of the terrain is rendered. | ||
* @type {Number} | ||
* @default 2.0e-4 | ||
*/ | ||
this.density = 2.0e-4; | ||
/** | ||
* A factor used to increase the screen space error of terrain tiles when they are partially in fog. The effect is to reduce | ||
* the number of terrain tiles requested for rendering. If set to zero, the feature will be disabled. If the value is increased | ||
* for mountainous regions, less tiles will need to be requested, but the terrain meshes near the horizon may be a noticeably | ||
* lower resolution. If the value is increased in a relatively flat area, there will be little noticeable change on the horizon. | ||
* @type {Number} | ||
* @default 2.0 | ||
*/ | ||
this.screenSpaceErrorFactor = 2.0; | ||
}; | ||
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// These values were found by sampling the density at certain views and finding at what point culled tiles impacted the view at the horizon. | ||
var heightsTable = [359.393, 800.749, 1275.6501, 2151.1192, 3141.7763, 4777.5198, 6281.2493, 12364.307, 15900.765, 49889.0549, 78026.8259, 99260.7344, 120036.3873, 151011.0158, 156091.1953, 203849.3112, 274866.9803, 319916.3149, 493552.0528, 628733.5874]; | ||
var densityTable = [2.0e-5, 2.0e-4, 1.0e-4, 7.0e-5, 5.0e-5, 4.0e-5, 3.0e-5, 1.9e-5, 1.0e-5, 8.5e-6, 6.2e-6, 5.8e-6, 5.3e-6, 5.2e-6, 5.1e-6, 4.2e-6, 4.0e-6, 3.4e-6, 2.6e-6, 2.2e-6]; | ||
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// Scale densities by 1e6 to bring lowest value to ~1. Prevents divide by zero. | ||
for (var i = 0; i < densityTable.length; ++i) { | ||
densityTable[i] *= 1.0e6; | ||
} | ||
// Change range to [0, 1]. | ||
var tableStartDensity = densityTable[1]; | ||
var tableEndDensity = densityTable[densityTable.length - 1]; | ||
for (var j = 0; j < densityTable.length; ++j) { | ||
densityTable[j] = (densityTable[j] - tableEndDensity) / (tableStartDensity - tableEndDensity); | ||
} | ||
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var tableLastIndex = 0; | ||
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function findInterval(height) { | ||
var heights = heightsTable; | ||
var length = heights.length; | ||
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if (height < heights[0]) { | ||
tableLastIndex = 0; | ||
return tableLastIndex; | ||
} else if (height > heights[length - 1]) { | ||
tableLastIndex = length - 2; | ||
return tableLastIndex; | ||
} | ||
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// Take advantage of temporal coherence by checking current, next and previous intervals | ||
// for containment of time. | ||
if (height >= heights[tableLastIndex]) { | ||
if (tableLastIndex + 1 < length && height < heights[tableLastIndex + 1]) { | ||
return tableLastIndex; | ||
} else if (tableLastIndex + 2 < length && height < heights[tableLastIndex + 2]) { | ||
++tableLastIndex; | ||
return tableLastIndex; | ||
} | ||
} else if (tableLastIndex - 1 >= 0 && height >= heights[tableLastIndex - 1]) { | ||
--tableLastIndex; | ||
return tableLastIndex; | ||
} | ||
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// The above failed so do a linear search. | ||
var i; | ||
for (i = 0; i < length - 2; ++i) { | ||
if (height >= heights[i] && height < heights[i + 1]) { | ||
break; | ||
} | ||
} | ||
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tableLastIndex = i; | ||
return tableLastIndex; | ||
} | ||
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var scratchPositionNormal = new Cartesian3(); | ||
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Fog.prototype.update = function(frameState) { | ||
var enabled = frameState.fog.enabled = this.enabled; | ||
if (!enabled) { | ||
return; | ||
} | ||
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var camera = frameState.camera; | ||
var positionCartographic = camera.positionCartographic; | ||
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// Turn off fog in space. | ||
if (!defined(positionCartographic) || positionCartographic.height > 800000.0 || frameState.mode !== SceneMode.SCENE3D) { | ||
frameState.fog.enabled = false; | ||
return; | ||
} | ||
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var height = positionCartographic.height; | ||
var i = findInterval(height); | ||
var t = CesiumMath.clamp((height - heightsTable[i]) / (heightsTable[i + 1] - heightsTable[i]), 0.0, 1.0); | ||
var density = CesiumMath.lerp(densityTable[i], densityTable[i + 1], t); | ||
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// Again, scale value to be in the range of densityTable (prevents divide by zero) and change to new range. | ||
var startDensity = this.density * 1.0e6; | ||
var endDensity = (startDensity / tableStartDensity) * tableEndDensity; | ||
density = (density * (startDensity - endDensity)) * 1.0e-6; | ||
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// Fade fog in as the camera tilts toward the horizon. | ||
var positionNormal = Cartesian3.normalize(camera.positionWC, scratchPositionNormal); | ||
var dot = CesiumMath.clamp(Cartesian3.dot(camera.directionWC, positionNormal), 0.0, 1.0); | ||
density *= 1.0 - dot; | ||
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frameState.fog.density = density; | ||
frameState.fog.sse = this.screenSpaceErrorFactor; | ||
}; | ||
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return Fog; | ||
}); |
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