Add existing to tracked
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import Cartesian3 from "../Core/Cartesian3.js";
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import defined from "../Core/defined.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import CesiumMath from "../Core/Math.js";
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import SceneMode from "./SceneMode.js";
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/**
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* Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional
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* performance improvements by rendering less geometry and dispatching less terrain requests.
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*
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* @demo {@link https://sandcastle.cesium.com/index.html?id=fog|Cesium Sandcastle Fog Demo}
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*
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* @alias Fog
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* @constructor
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*/
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function Fog() {
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/**
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* <code>true</code> if fog is enabled, <code>false</code> otherwise.
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* @type {boolean}
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* @default true
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* @example
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* // Disable fog in the scene
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* viewer.scene.fog.enabled = false;
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*/
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this.enabled = true;
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/**
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* <code>true</code> if fog is renderable in shaders, <code>false</code> otherwise.
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* This allows to benefits from optimized tile loading strategy based on fog density without the actual visual rendering.
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* @type {boolean}
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* @default true
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* @example
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* // Use fog culling but don't render it
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* viewer.scene.fog.enabled = true;
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* viewer.scene.fog.renderable = false;
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*/
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this.renderable = true;
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/**
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* A scalar that determines the density of the fog. Terrain that is in full fog are culled.
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* The density of the fog increases as this number approaches 1.0 and becomes less dense as it approaches zero.
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* The more dense the fog is, the more aggressively the terrain is culled. For example, if the camera is a height of
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* 1000.0m above the ellipsoid, increasing the value to 3.0e-3 will cause many tiles close to the viewer be culled.
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* Decreasing the value will push the fog further from the viewer, but decrease performance as more of the terrain is rendered.
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* @type {number}
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* @default 0.0006
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* @example
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* // Double the default fog density
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* viewer.scene.fog.density = 0.0012;
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*/
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this.density = 0.0006;
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/**
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* A scalar used in the function to adjust density based on the height of the camera above the terrain.
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* @type {number}
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* @default 0.001
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*/
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this.heightScalar = 0.001;
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this._heightFalloff = 0.59;
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/**
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* The maximum height fog is applied. If the camera is above this height fog will be disabled.
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* @type {number}
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* @default 800000.0
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*/
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this.maxHeight = 800000.0;
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/**
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* A scalar that impacts the visual density of fog. This value does not impact the culling of terrain.
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* Use in combination with the {@link Fog.density} to make fog appear more or less dense.
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* @type {number}
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* @default 0.15
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* @experimental The value of this scalar may not be final and is subject to change.
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* @example
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* // Increase fog appearance effect
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* viewer.scene.fog.visualDensityScalar = 0.6;
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*/
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this.visualDensityScalar = 0.15;
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/**
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* A factor used to increase the screen space error of terrain tiles when they are partially in fog. The effect is to reduce
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* the number of terrain tiles requested for rendering. If set to zero, the feature will be disabled. If the value is increased
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* for mountainous regions, less tiles will need to be requested, but the terrain meshes near the horizon may be a noticeably
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* lower resolution. If the value is increased in a relatively flat area, there will be little noticeable change on the horizon.
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* @type {number}
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* @default 2.0
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*/
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this.screenSpaceErrorFactor = 2.0;
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/**
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* The minimum brightness of the fog color from lighting. A value of 0.0 can cause the fog to be completely black. A value of 1.0 will not affect
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* the brightness at all.
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* @type {number}
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* @default 0.03
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*/
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this.minimumBrightness = 0.03;
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}
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Object.defineProperties(Fog.prototype, {
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/**
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* Exponent factor used in the function to adjust how density changes based on the height of the camera above the ellipsoid. Smaller values produce a more gradual transition as camera height increases.
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* Value must be greater than 0.
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* @memberof Fog.prototype
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* @type {number}
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* @default 0.59
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*/
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heightFalloff: {
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get: function () {
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return this._heightFalloff;
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},
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set: function (value) {
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//>>includeStart('debug', pragmas.debug);
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if (defined(value) && value < 0) {
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throw new DeveloperError("value must be positive.");
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}
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//>>includeEnd('debug');
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this._heightFalloff = value;
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},
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},
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});
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const scratchPositionNormal = new Cartesian3();
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/**
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* @param {FrameState} frameState
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* @private
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*/
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Fog.prototype.update = function (frameState) {
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const enabled = (frameState.fog.enabled = this.enabled);
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if (!enabled) {
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return;
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}
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frameState.fog.renderable = this.renderable;
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const camera = frameState.camera;
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const positionCartographic = camera.positionCartographic;
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// Turn off fog in space.
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if (
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!defined(positionCartographic) ||
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positionCartographic.height > this.maxHeight ||
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frameState.mode !== SceneMode.SCENE3D
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) {
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frameState.fog.enabled = false;
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frameState.fog.density = 0;
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return;
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}
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const height = positionCartographic.height;
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let density =
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this.density *
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this.heightScalar *
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Math.pow(
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Math.max(height / this.maxHeight, CesiumMath.EPSILON4),
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-Math.max(this._heightFalloff, 0.0),
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);
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// Fade fog in as the camera tilts toward the horizon.
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const positionNormal = Cartesian3.normalize(
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camera.positionWC,
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scratchPositionNormal,
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);
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const dot = Math.abs(Cartesian3.dot(camera.directionWC, positionNormal));
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density *= 1.0 - dot;
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frameState.fog.density = density;
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frameState.fog.visualDensityScalar = this.visualDensityScalar;
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frameState.fog.sse = this.screenSpaceErrorFactor;
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frameState.fog.minimumBrightness = this.minimumBrightness;
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};
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export default Fog;
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